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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.
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.
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.
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
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.
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.
Credits
Created by Yamad the Brewer on GMBinder
This document was lovingly created
using GM Binder.