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The Tactician

A Strategic New Class for the world's Greatest Roleplaying Game

1
The Tactician

T
he alert eyes of a Tiefling woman dart
around. They look up and down the black
Creating a Tactician
dragon searching for something. After a As you build your tactician, think about how your formal
tense moment, where she narrowly avoids and informal education has shaped and honed your mind.
being slashed to pieces, she finally spots
When did you realize your mind was the sharpest weapon
what she is looking for. She alerts her allies in your arsenal? Were you encouraged to develop your
of the broken scales that no longer protect
studies or did you have to overcome odds just to have a
their adversary and calls out a new formation for them to seat at the table? Did you go to an academy or did you
adopt.
learn on the field of battle? Maybe you are troubled by a
An armored dragonborn man smiles and he calls out the tactical error you made in your past?
positioning and movements of the band of goblins off in Most importantly what drew you to the life of an
the distance. He prepares his companions with a detailed adventurer? Are you running away from some duty of
plan of exactly how to protect themselves and easily crush state? Or are you trying to prove just how developed your
their enemies. This band of goblins have just fallen into his
tactical skills are as a stepping stone? Perhaps you just
expertly laid ambush. wanted to experience a new form of combat.
With a shout the human man both distracts the robe-
covered figure, at the end of the hall, and prepares his Quick Build
allies against the mages' oncoming assault.
These individuals are master tacticians who turn the tide You can make a tactician quickly by following these
of battle with their ingenuity and their unyielding intellect. suggestions. First, make Intelligence your highest ability
score followed by Constitution or Dexterity. Second,
Unparalleled Mind choose the Sage or Soldier background.

A mind is an awesome and terrible thing and a tactician


knows this all too well. They may be born gifted or have
trained extensively but all tacticians have sharpened their
intellect to a razor point. They have turned their mind
upon the world around them and it has become their
greatest weapon and shield.
A tactician uses their intellect to support those around
them. They often find themselves on the sideline of
combat where they are able to directly or subtly influence
the outcome. Tacticians’ incredible intellect also makes
them an immense repository of knowledge which proves
useful in tackling puzzles and other challenges.

Surrounded by Allies
A tactician alone is a dangerous force but a tactician with
the proper allies is unstoppable. Be it combat in the field
or the more esoteric combat of politics, a tactician works
best when they have reliable people to work with. Their
strength is knowing how to best use those around them to
their greatest potential. A tactician generally seeks out
trusted companions to reinforce their abilities.
Be it grand
armies engaged in warfare or a small band of mercenaries
a tactician is most at home in a group.

2
The Tactician
Level Proficiency Bonus Features
1st +2 Tactical Mind, Battlefield Expert
2nd +2 Sheer Brilliance,Ceaseless Vigilance
3rd +2 Field Strategy Feature
4th +2 Ability Score Improvement, Expanded Tactics
5th +3 Extra Tactical Mind, Aura Improvement
6th +3 Command of Protection
7th +3 Field Strategy Feature
8th +3 Ability Score Improvement
9th +4 Battlefield Experience
10th +4 Field Strategy Feature
11th +4 Extra Tactical Mind(2), Aura Improvement
12th +4 Ability Score Improvement
13th +5 Lay of the Battlefield
14th +5 Field Strategy Feature
15th +5 Autodidactic
16th +5 Ability Score Improvement
17th +6 Extra Tactical Mind (3), Aura Improvement
18th +6 Hold the Line
19th +6 Ability Score Improvement
20th +6 Perfect Combat Intuition

Equipment
Class Features You start with the following equipment, in addition to the
As a Tactician, you gain the following class features equipment granted by your background:

Hit Points (a) a simple weapon and a shield or (b) Hand Crossbow
and 20 bolts
Hit Dice: 1d8 per Tactician level
Hit Points at 1st Level: 8 + your Constitution modifier
(a) explorer's pack or (b) a scholar's pack
a set of leather armor
Hit Points at Higher Levels: 1d8 (or 5) + your
a set of Artisan's Tools of your choice
Constitution modifier per Tactician level after 1st
Alternatively, you may start with 4d4 × 10 gp to buy your
Proficiencies
own equipment.
Armor: Light armor, Shields
Weapons: Simple Weapons, Hand Crossbow
Multiclassing
Tools: Two sets of Artisan's Tools of your choice
Ability Score Minimum: Intelligence 13
Saving Throws: Dexterity, Intelligence When you gain a level in a class other than your first,
Skills: Choose three from Deception, History, Insight, you gain only some of that class's starting proficiencies.
Intimidation, Investigation, Medicine, Perception,
Survival Tools: An Artisan's Tools of your choice
Skills: Choose 1 from Deception, History, Insight,
Intimidation, Investigation, Medicine, Perception or
Survival

3
Tactical Mind Extra Tactical Mind
Your advanced understanding of tactics has allowed you At 5th level, when you use the Tactical Mind feature you
insight into assisting your allies in combat. You may use may choose to help up to two creatures as part of the
the help action as a bonus action and you may use it at a same help action.
distance of 30ft, this range extends to 60 ft. at level 4. You
may also use the help action to grant one ally advantage Aura Improvement
on their next attack if the target can see or hear you. You
may only use the help action to give advantage to your ally When you reach 5th level the range of your aura increases
once each turn. to 30 feet.

Battlefield Expert Command of Protection


Your expertise on the battlefield has granted you the At 6th level, your quick wits on the battlefield have granted
ability to protect your allies. You gain an aura that extends you the ability to help divert the worst of an attack.
15 feet in all directions. As an action, you may activate Whenever you or another creature you can see and see or
your aura and grant a number of creatures equal to your hear within your aura takes damage, you may use your
proficiency bonus (including yourself) within your aura reaction to reduce that damage by 2d6.
temporary hit points. The amount is equal to half your When you reach certain levels in this class, you can
Tactician Level rounded up plus your intelligence modifier. reduce the damage by more: by 3d6 at 10th level and by
You may do this a number of times equal to one plus your 4d6 at 14th level.
intelligence modifier before a long rest. This aura expands
15 feet at level 5 (30 ft.), level 11(45 ft.), and level 17 (60 ft.) Field Feature
At 7th level, you gain a feature granted by your Field
Sheer Brilliance Strategy.
At 2nd level, you have developed your mind to solve
almost any problem you come across, especially under Ability Score Improvement
pressure. You may add your intelligence modifier to any
When you reach 8th level, you can increase one ability
ability check or saving throw. You can use this feature a
score of your choice by 2, or you can increase two ability
number of times equal to your intelligence modifier
scores of your choice by 1. As normal, you can't increase
(minimum of once). You regain all expended uses when
an ability score above 20 using this feature.
If your DM
you finish a long rest.
allows the use of feats, you may instead take a feat.
Ceaseless Vigilance Battlefield Experience
Starting at 2nd level, your methodical planning and
Beginning at 9th level you regain all of your expended uses
alertness is unmatched. As long as you are conscious you
of Battlefield Expert when you finish a short or long rest.
can not be surprised and have advantage on initiative.

Field Feature Field Feature


At 10th level, you gain a feature granted by your Field
At 3rd level, you choose a field Strategies from the list
Strategies.
available that categorizes your expertise as a tactician. The
archetype you choose grants you features at 3rd level and
again at 7th, 10th, 14th level. Extra Tactical Mind(2)
Starting at 11th level, when you use the Tactical Mind
Ability Score Improvement feature you may choose to help up to three creatures as
part of the same help action.
When you reach 4th level, you can increase one ability
score of your choice by 2, or you can increase two ability
scores of your choice by 1. As normal, you can't increase Aura Improvement
an ability score above 20 using this feature.
If your DM When you reach 11th level the range of your aura
allows the use of feats, you may instead take a feat.
increases to 45 feet.

Expanded Tactics Ability Score Improvement


Starting at 4th level your Tactile Mind feature can be used When you reach 12th level, you can increase one ability
out to the range of 60 ft.
score of your choice by 2, or you can increase two ability
scores of your choice by 1. As normal, you can't increase
an ability score above 20 using this feature.
If your DM
allows the use of feats, you may instead take a feat.

4
Lay of the Battlefield Field Strategy
Beginning at 13th level, as an action you may tap into your All tacticians have refined their minds to an incredible
mind’s eye and sense allies and enemies. You know the degree but there are multiple outlets for accomplishing
exact location of all creatures within your aura (this this process. These different outlets are called a Field
extends through walls), and if they are hostile, neutral or Strategy. The following Field Strategies are available:
benevolent. You can use this feature a number of times Warlord, Spymaster, Grand Strategist, Spellfoil, and
equal to 1 + your proficiency bonus. When you finish a Battlefield Medic. Your Field Strategy grants you features
long rest, you regain all expended uses. at 3rd, 7th, 10th, and 14th levels.

Field Feature Warlord


At 14th level, you gain a feature granted by your Field A tactician works best on the frontline. That is what a
Strategy. Warlord would say. Unlike other tacticians, you have
refined your skills on the frontline of combat. You have
Autodidactic learned the best place to be is in the front leading. Going
down this path you learned a strong defensive line is
Starting at 15th level, when using the Tactical Mind feature
invaluable. This has also granted you a more nuanced
you may choose yourself as one of the creatures to help.
understanding of the gaps in your opponents armors.

Ability Score Improvement Martial Training


Your extensive martial training has paid off. Starting at 3rd
When you reach 16th level, you can increase one ability
level, you gain proficiency in medium armor, and all
score of your choice by 2, or you can increase two ability
martial weapons that lack the heavy property. In addition,
scores of your choice by 1. As normal, you can't increase
you can use Intelligence, in place of Dexterity, when
an ability score above 20 using this feature.
If your DM
calculating your armor class.
allows the use of feats, you may instead take a feat.
Shielding Assistance
Extra Tactical Mind (3) Your assistance is not just limited to offensive capabilities.
At 17th level, when you use the Tactical Mind feature you At 3rd level, when you use the Tactical Mind feature,
may choose to help up to four creatures as part of the choose one of the creatures you help. That creature gains
same help action. additional AC equal to half your proficiency bonus
rounded up until the end of your next turn.
Aura Improvement Defensive Expert
When you reach 11th level the range of your aura Starting at 7th level, when you activate your Battlefield
increases to 60 feet. Expert feature you may enter a defensive stance that lasts
until you move. While in your defensive stance, you can
Hold the Line make opportunity attacks without using your reaction, and
you can use your reaction to make a melee attack against
Starting at level 18, when an ally in your aura is reduced to a creature that moves more than 5 feet while within your
0 hit points but not killed outright, you can have them reach.
drop to 1 hit point instead. You may do this a number of
times equal to your proficiency bonus before a long rest. Courage of War
At 7th level your nerves have been tempered to steel, you
Ability Score Improvement gain advantage on saves against being frightened.

When you reach 19th level, you can increase one ability Critical Assistance
score of your choice by 2, or you can increase two ability Starting at 10th level, when you use the Tactical Mind
scores of your choice by 1. As normal, you can't increase feature, choose one of the creatures you help. The first
an ability score above 20 using this feature.
If your DM attack that creature makes scores a critical hit on a roll of
allows the use of feats, you may instead take a feat. 19 or 20

Perfect Combat Intuition Resilient Expert


At 14th level, when you activate your Battlefield Expert
At 20th level before rolling for initiative you may instead feature you may expend an additional activation of the
choose the initiative of all allies within your aura. You may ability. If you do you and all allies within the aura gain
use this feature once per long rest. resistance to your choice of bludgeoning, piercing, or
slashing damage. This lasts for one minute or ends early if
you go unconscious.

5
Spymaster Grand Strategist
A tactician works best when they use deceit. That is what a A tactician works best when focusing on prediction. That is
Spymaster would say. You attempt to confuse and surprise what a Grand Strategist would say. As a tactician you have
your enemies with all the tools at your disposal. dedicated your time to understanding the inner workings
Subterfuge is your friend. With talents for both gathering of your enemies behavior. Your lens is one of focusing on
information and spreading false information you control deeper understanding of strategies. Your predictive
the battlefield subtly and effectively. powers are unmatched as you can often see your
opponents moves before they have even thought of them.
Surprise Assistance Your world has become a chess board with you moving
You know where and how to strike enemies weak points pieces with precise movements while your enemies
and can share that knowledge with allies. Starting at 3rd fumble about.
level, when you use the Tactical Mind feature, choose one
of the creatures you help. The first time that creature Maneuvering Assistance
attacks a creature other than you they may add an Starting at 3rd level, when you use the Tactical Mind
additional 1d6 damage if they hit. This damage increases feature, choose one of the creatures you help. That
by a d6 at level 7(2d6), Level 11(3d6) and Level 14 (4d6) creature may use their reaction to immediately move up
to half their movement, this movement does not provoke
Master of Deceit attacks of opportunity. If they do not, they gain an
At 3rd level, whenever you make a Wisdom (Insight) check advantage on all dexterity saving throws and their
to determine whether a creature is lying or when you movements do not provoke attacks of opportunity until
make a Charisma(Deception) check, treat a roll of 7 or the end of their next turn.
lower on the d20 as an 8.
Identifying Gaze
Discerning Expert At 3rd level, if you spend at least 1 minute observing or
Starting at 7th level, when you activate your Battlefield interacting with another creature outside combat, you can
Expert feature you may choose one creature within your learn certain information about its capabilities compared
aura. You immediately learn whether the creature has any to your own. The DM tells you if the creature is your equal,
damage immunities, resistances, or vulnerabilities and superior, or inferior in regard to two of the following
what they are. You also learn if they are below half or a characteristics of your choice:
quarter of their maximum hit points.
Strength score
Agent of Espionage Dexterity score
When you reach 7th level, you gain proficiency and Constitution score
expertise in Stealth. If you already have proficiency in Intelligence score
stealth you may gain proficiency in any Tactician skill you Wisdom score
are not proficient in. Charisma score
Armor Class
Concealing Assistance Class levels (if any)
At 10th level, when you use the Tactical Mind feature,
At the DM's option, you might also realize you know a
choose one of the creatures you help. That creature may
piece of the creature's history or one of its personality
take the hide action as a reaction or as a bonus action on
traits, if it has any.
their next turn.

Secrecy Expert Tactical Vision


Starting at 7th level, when you activate your Battlefield
Starting at 14th level, when you use your Battlefield Expert
Expert feature you may expend an additional usage of it to
feature you may expend an extra use of it to grant a +10 to
enter a state of preternatural intuition and are subtly able
stealth rolls to yourself and all allies within the aura for the
to influence events before they unfold for 1 minute. Until
next hour.
the state ends, when you or another creature you can see
within 60 feet of you makes an attack roll, a saving throw,
or an ability check, you can use your reaction to cause the
roll to have advantage or disadvantage.

Glamor Safeguard
When you reach 7th level, you gain advantage on saves
against being charmed

Gambit Expert
At 10th level, when you activate your Battlefield Expert
feature you may choose one creature inside of the aura.
That creature has vulnerability to the next attack that hits.
This overrides resistance and immunities for that attack.

6
Guiding Assistance Battlefield Medic
Starting at level 14th level, when you use the Tactical Mind
feature, choose one of the creatures you help. That A tactician works best when they utilize their knowledge of
creature gets a 1d4 on their next ability check or saving medicine. That is what a Battlefield Medic would say. You
throw until your next turn. have turned your advanced mind to understanding the
physiology of your allies and enemies. Your dedication to
Spellfoil understand mundane medicine has granted you the ability
to treat your allies injuries and make the injuries of your
A tactician works best when combating magic. This is what enemies significantly worse.
a Spellfoil would say. You have turned your advanced
mind to one of the most enigmatic forces: Magic. You have Protective Assistance
travelled down this path to understand magic and its inner Starting at 3rd level, when you use the Tactical Mind
working but unlike wizards you have not done this to use feature, choose one of the creatures you help. That
such a force. Instead, you have dedicated your abilities to creature may take the dodge action as a bonus action on
protect yourself and others from magic. their next turn.

Arcane Assistance Medic’s Intervention


Starting at 3rd level, when you use the Tactical Mind When you reach 3rd level, you gain proficiency and
feature, choose one of the creatures you help. That expertise in Medicine checks. if you already have
creature has advantage on saving throws against spells proficiency in Medicine you may gain proficiency in any
and other magical effects until the start of your next turn Tactician skill you are not proficient in. Also when you
stabilize an ally you or that ally can expend one of their hit
Magical Awareness dice. If either of you do, that ally gains hit points equal to
When you reach 3rd level, you gain proficiency in Arcana. your tactician level plus your intelligence modifier. A
Also when you see a spell being cast you may make an creature can only benefit from this once per long rest.
Intelligence (Arcana) check DC equal to 10 + spell level. If
you succeed you know the name, school, and description Therapeutic Expert
of the spell. At 7th level, when you use your Battlefield Expert feature
you may expend an extra use of it. If you do, each creature
Spellbreaker Expert who can hear or see you within the aura can immediately
Starting at 7th level, when you use your Battlefield Expert repeat a saving throw to end one of the following
feature you may expend an extra use of it. If you do, conditions; blinded, charmed, deafened, frightened, or
friendly creatures who can see or hear you within your poisoned.
aura have resistance to damage from spells for 1 minute.
Prescribed Repose
Scroll Master Starting at 7th level, when finishing a short rest you may
When you reach 7th level, your countless hours pouring choose up to 6 creatures. Each of those creatures lose any
over ways to negate and deal with magics have taught you temporary hit points they have and regain that many hit
how to read spell scrolls of all varieties. You ignore all class points up to their maximum.
and level requirements on the use of spell scrolls.
Wounding Assistance
Spellanchor Expert At 10th level, when you use the Tactical Mind feature,
Starting at 10th level, when you use your Battlefield Expert choose one of the creatures you help. Until the end of that
feature you may choose one creature with it. When you creature turn whenever that creature deals damage they
do, that creature has disadvantage on all spell attacks and may add an additional dice of damage of each type they
saving throws against spells until the end of your next would do.
turn.
Anatomy Expert
Warding Assistance Starting at 14th level, when you use your Battlefield Expert
At 14th level, when you use the Tactical Mind feature, feature you may choose any number of creatures within it.
choose one of the creatures you help. That creature can For the next hour if that creature makes against the
immediately make a saving throw against any spells following conditions; blinded, charmed, deafened,
currently affecting them. If they do, they have advantage frightened, or poisoned, are they do so at disadvantage.
on that roll.

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