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Tactician

T
acticians subscribe to the idea of fighting
smarter, not harder. They use their deep
knowledge of combat styles and techniques to The Tactician
find flaws in their opponents, before efficiently Proficiency Observation
exploiting those flaws. Tacticians are valuable Level Bonus Features Die
allies on the battlefield, using their brains to
bring victory where brawn alone cannot. 1st +2 Battlefield Observations,
Specialised Assistant
d4

2nd +2 Shared Insights, Fighting d4


Class Features Style
As a Tactician, you gain the following class features 3rd +2 Tactical Speciality d4
4th +2 Ability Score Improvement d4
Hit Points
Hit Dice: 1d8 per Tactician level 5th +3 Social Observations, d6
Hit Points at 1st Level: 8 + your Constitution modifier Proficiency Ongoing Observations
Level Bonus Features
Observation
Die
Hit Points at Higher Levels: 1d8 (or 5) + your Constituion 6th +3 Tactical Speciality Feature d6
modifier per Tactician level after 1st 7th +3 Defensive Observations d6
Proficiencies 8th +3 Ability Score Improvement d6
Armor: Light and medium armour, shields
Weapons: Simple and martial weapons 9th +4 Second Glance d6
Tools: Lenses and maps 10th +4 Tactical Speciality Feature d6
Saving Throws: Intelligence, Wisdom 11th +4 Calculated Strikes d8
Skills: Choose two from Acrobatics, Animal Handling, 12th +4 Ability Score Improvement d8
Athletics, History, Insight, Investigation, Medicine,
Perception, or Persuasion. 13th +5 Tactical Response d8
Multiclassing: In order to multiclass as a Tactician, you 14th +5 Superior Assistant d8
require at least 13 Intelligence. If multiclassing into 15th +5 Tactical Speciality Feature d8
Tactician, you only gain proficiency in light armour, shields,
simple and martial weapons, and lenses and maps. 16th +5 Ability Score Improvement d8
Equipment 17th +6 Superior Foresight d10
You start with the following equipment, in addition to the 18th Proficiency
+6 Tactical Speciality Feature Observation
d10
equipment granted by your background: Level
19th Bonus
+6 Features
Ability Score Improvement Die
d10
(a) a martial weapon and a shield or (b) two martial 20th +6 Tactical Genius d10
weapons
(a) a longbow and 20 arrows or (b) any simple weapon
(a) an explorers' pack or (b) a diplomats' pack
a spyglass
Battlefield Observations Fighting Style
Tacticians are defined by their ability to rapidly find Also at 2nd level, you undertake training in combat as
advantages in combat. They can indentify weaknesses in befitting your role on the battlefield. Choose one of the
their opponent's armour, or find flaws in their techniques. following options. You can't take a Fighting Style option more
From 1st level, you have a pool of Observation dice, which than once, even if you later get to choose again.
are d4s. You can use these to perform Observations, where
you closely inspect your foe's weaponry, armour, and tactics. Archery
You can perform Observations against a creature that you can You gain a +2 bonus to attack rolls you make with ranged
see clearly (either within 60 feet, or within 300 feet with a weapons.
telescope). The result is then added as a bonus on certain
rolls. You know how to perform Armour Observations from Duelling
1st level, and learn other options at 3rd, 5th and 7th levels. While you are wielding a melee weapon in one hand and no
To perform an Armour Observation, as an action, choose other weapons, you gain a +2 bonus to damage rolls with that
a creature you can observe, and expend an Observation die. weapon.
Add the roll on the Observation die as a bonus to all attack
rolls you make against that creature. Protection
An Observation die lasts until it is discarded (you can When a creature that you can see attacks a target other than
discard it at anytime as a free action). You can have multiple you that is within 5 feet of you, you can use your reaction to
Observations active at once, and against the same target, but impose disadvantage on the attack roll. You must be wearing
you cannot have multiple Observations of the same type a shield.
against the same creature at once. (For example, if you have
an Armour Observation against a creature, you cannot have a Two Weapon Fighting
second Armour Observation against that creature at the When you engage in two weapon fighting, you can add your
same time, though you could have one against its ally). ability modifier to the damage of the second attack.
If you make a new observation which is a repeat of an
existing one, the previous Observation die is discarded. Tactical Speciality
An Observation die is discarded if the conditions for it to Also at 3rd level, you choose a form of tactics in which to
apply are no longer met. For example, if an opponent changes specialise: choose one of the Commander, the Sapper, or the
weapons, removes its armour, or changes tactics from melee Arcanist. This speciality grants you features at 3rd level, and
to ranged combat, an observation could no longer be relevant. again at 6th, 10th, 15th and 18th levels.
All active observation dice are also discarded when you are
knocked unconscious or incapacitated, or whenever you
finish a short or long rest. Ability Score Improvement
You have a number of Observation dice equal to your When you reach 4th level, and again at 8th, 12th, 16th, and
Intelligence modifier (minimum of 1). You regain all expended 19th level, you can increase one ability score of your choice
dice whenever you finish a long rest. The size of your by 2, or you can increase two ability scores of your choice by
Observation dice increases to a d6 at 5th level, a d8 at 11th 1. As normal, you can’t increase an ability score above 20
level, and a d10 at 17th level. using this feature.
Specialised Assistant Social Observations
Also from 1st level, your experience in supporting your allies Starting at 5th level, you can perform Social Observations.
means you are better at creating openings for them to exploit. To perform a Social Observation, as an action, choose a
When you use your action to perform the Help Action to grant creature you can observe, and expend an Observation die.
advantage on the next attack against a target, you can target a Add the roll on the Observation die as a bonus to the next
creature up to 10 feet away from you. Charisma check made against that creature. If this
Observation is passed to an ally with Shared Insights, the
Shared Insights bonus only applies to the first check that either creature
Starting at 2nd level, you can share your observations with an makes. The observation is discarded once a check is made.
ally. As a bonus action on your turn, you can verbally explain
the findings of one of your observations to a nearby friendly Ongoing Observations
creature. They gain the same bonus that you do from the Also starting at 5th level, you regain all expended Observation
Observation. In order to gain this bonus, you must be able to dice whenever you finish a short or long rest.
speak, they must be within 30 feet of you, and able to hear
you. (If you have the ability to communicate telepathically, you Defensive Observations
can ignore all of those criteria in that instance.)
You can grant multiple creatures the same knowledge on Starting at 7th level, you can perform Technique
separate turns. Each other creature can benefit from a Observations.
maximum number of Observations equal to its Intelligence To perform a Technique Observation, as an action, choose
modifier at once (minimum of 1). a creature you can observe, and expend an Observation die.
Add the roll on the Observation die as a bonus to your AC
against melee attacks from that creature.
Second Glance Tactical Genius
Starting at 9th level, your experience in finding flaws in your At 20th level, whenever you use your Action to make an
opponents means you quickly realise when you have missed Observation, you may make two Observations instead. You
something crucial. Whenever you roll a 1 or 2 with an roll and expend a separate Observation die for each.
Observation die, you may choose to reroll it, and must keep
the new roll.
Tactical Specialities
Calculated Strikes Each Tactician chooses a speciality, enabling them greater
Starting at 11th level, you may add your Intelligence modifier capacity to adapt to the situations they must deal with. The
as a bonus to your damage rolls against targets for which you speciality you choose reflects your preferred approach to
have an Armour or Technique Observation. warfare.

Tactical Response Commander


From 13th level, your rapid thinking enables you to respond Natural leaders, Commanders are experts in ensuring each
to threats faster. You gain advantage on initiative checks. of their allies is able to perform to 100%. They adapt to
situations on the fly, ensuring their allies are able to utilise
Superior Assistant weaknesses the enemy presents.
Starting at 14th level, your experience in creating openings Commander's Strike
for your allies to exploit has become second nature. When When you choose this archtype at 3rd level, you gain the
you use your action to perform the Help Action to grant ability to direct your allies to make assaults using a
advantage on the next attack against a target, you can target Commander's Strike. Once per turn when you take the
two creatures, granting advantage on the next attack against Attack action on your turn, you can forgo one of your attacks
each of them. to direct one of your companions to strike. When you do so,
choose a friendly creature who can see or hear you and
Superior Foresight expend one Observation die. That creature can immediately
At 17th level, your tactical expertise enables you to forsee use its reaction to make one weapon attack, adding the
possibilities and probabilities on the fly. Before taking your Observation die to the attack's damage roll.
turn, you may choose to use your Superior Foresight. If you Extra Attack
do, perform all attacks, movement, and other actions and Starting at 6th level, whenever you take the Attack action on
bonus actions you wish to undertake, including making all your turn, you can attack twice.
associated checks, saves and damage rolls that result from
these actions (this includes attacks, checks, and saves made Commander's Manoeuvres
by creatures other than you). Then, decide whether or not you Starting at 10th level, when you forgo an attack and order a
wish to undertake this set of actions. If you do, you then Commander's Strike, if you also forgo your movement, that
perform all of the predicted actions, using the rolls you made creature can move up to half its speed without triggering
as part of Superior Foresight. Otherwise, take your turn as opportunity attacks before making the attack as part of the
normal, making new choices and rolls. same reaction.
Such a flurry of mental activity is taxing. Once you use this
feature, you cannot use it again until you complete a long Rallying Cry
rest. Starting at 15th level, your dedication to warfare inspires and
bolsters your allies. As an action, you can let out a battlecry.
Each friendly creature within 30 feet that can hear you gains
temporary hit points equal to your Tactician level.
Once you use this feature, you can't use it again until you
finish a long rest.
Squad Tactics
Starting at 18th level, when a creature is hit with an attack
from your Commander's Strike, attacks made against that
creature gain advantage until your next turn.
Sapper Pristine Condition
Sappers specialise in using their environment to gain an edge Starting at 10th level, you can turn your eye for minutiae
over their foes, and in overcoming their foes' environmental towards your allies and yourself. You can spend one minute
advantages. By laying explosives and fortifications, Sappers fixing and adjusting a friendly creature's armour and clothing.
can win an impossible fight given enough time to prepare. That creature gains temporary Hit Points equal to your
proficiency bonus + your Intelligence modifier. Once a
creature gains temporary Hit Points in this way, it cannot
Tinker benefit from this ability again until it finishes a long rest. (You
When you choose this archetype at 3rd level, you gain the can target yourself with this ability.)
ability to perform Mechanical Observations.
To perform a Mechanical Observation, as an action, Quick Tinkerer
choose a either natural or constructed structure or landmark Starting at 15th level, your skill in handling explosives has
you can see, expend an Observation die, and choose one of improved to the point that you can rapidly alter your bombs.
the following: As an action, you can make a tinkerers' tool check to change
Make an INT check to determine the best location to place the trigger on one of your bombs from a timer to a tripwire, or
an explosive as to bring down or breach the structure vice-versa.
Make a tinkerers' tools check to quickly construct a ladder
or some other device that will grant you rapid and reliable Finely Tuned
access up or over the structure Starting at 18th level, the blast radius of your explosive
devices increases to 30 feet, and the Dexterity save DC
You add the Observation die as a bonus to the check. increases to 20.
In addition, you gain proficiency in blacksmiths', Also, each section of your fortifications is built with 80 hit
carpenters' and tinkerers' tools, and aquire a tinkerers' points, and the DC of the Strength check to pull it down
toolkit. increases to 25.
You can use this to produce explosives to use in
demolitions at a cost of 50gp in materials (a mix of iron, Arcanist
copper, saltpeter, charcoal and suplhur) per device. It takes
several hours to produce each device and a corresponding Arcanists supplement their tactical insights with illusions to
trigger mechanism (due to the finesse required for working distract their foes, and train in anti-magic to defend their
with explosives, you cannot use resting time for this). You can allies from opposing spellcasters. Unlike wizards, Arcanists
either rig a timed charge that will detonate after a certain dedicate a few spells to memory, rather than using a
time, or rig a charge with a tripwire. Each device weighs 2 spellbook.
pounds when completed. You can have a number of devices
active equal to your Intelligence modifier (minimum of 1). Spellcraft Resistance
If you are dealt fire damage while carrying a device, make a When you choose this archetype at 3rd level, you learn to
Dexterity saving throw with DC equal to the amount of fire recognise ways to resist magical effects. You gain the ability
damage taken. On a fail, the devices you are carrying detonate to perform Spellcraft Observations.
prematurely. A device not being carried will detonate if dealt To perform a Spellcraft Observation, as an action, choose
any fire damage. a creature you can observe, and expend an Observation die.
A creature within 20 feet of a blast takes a number of d10s Add the roll on the Observation die as a bonus to all saving
in force damage equal to 1 + your proficiency bonus, or half throws you make against spells that creature casts.
as much damage if they succeed on a DC 15 Dexterity saving
throw. Spellcasting
Also when you choose this archetype at 3rd level, you
Fortify augment your tactical expertise with the ability to cast spells.
Starting at 6th level, you can quickly prepare a small but See chapter 10 for the general rules of spellcasting and
effective fortification. By using pieces of stone, wood, and chapter 11 for the wizard spell list.
other solid junk, you can construct a palisade large enough to Cantrips. You learn two cantrips of your choice from the
enclose a number of creatures equal to your Tactician level. It wizard spell list. You learn an additional wizard cantrip of
takes 5 minutes per creature it can enclose to construct. your choice at 10th level.
Enemies attacking over the palisade have disadvantage on Spell Slots. The Arcanist Spellcasting table shows how
attack rolls for melee attacks. Enemies sneaking into the many spell slots you have to cast your spells of 1st level and
palisade must make a Dexterity (Stealth) check with higher. To cast one of these spells, you must expend a slot of
disadvantage to avoid detection. Enemies can climb over the the spell’s level or higher. You regain all expended spell slots
palisade, but it is treated as difficult terrain, and if they are when you finish a long rest. For example, if you know the 1st-
affected by the difficult terrain, they provoke an opportunity level spell silent image and have a 1st-level and a 2nd-level
attack from adjacent creatures when entering. spell slot available, you can cast silent image using either slot.
Each 5 foot section of the palisade has 40 hit points, AC 12,
and immunity to psychic and poison damage. A section can
also be destroyed by a successful DC 20 Strength check.
Spells Known of 1st-Level and Higher. You know three 1st-
level wizard spells of your choice, two of which you must
choose from the abjuration and illusion spells on the wizard Arcanist
spell list. The Spells Known column of the Arcanist Tactician Cantrips Spells
Spellcasting table shows when you learn more wizard spells Level Known Known 1st 2nd 3rd 4th
of 1st level or higher. Each of these spells must be an
abjuration or illusion spell of your choice, and must be of a 3rd 2 3 2 - - -
level for which you have spell slots. For instance, when you 4th 2 4 3 - - -
reach 7th level in this class, you can learn one new spell of 5th 2 4 3 - - -
1st or 2nd level. The spells you learn at 8th, 14th, and 20th
level can come from any school of magic. Whenever you gain 6th 2 4 3 - - -
a level in this class, you can replace one of the wizard spells 7th 2 5 4 2 - -
you know with another spell of your choice from the wizard
spell list. The new spell must be of a level for which you have 8th 2 6 4 2 - -
spell slots, and it must be an abjuration or illusion spell, 9th 2 6 4 2 - -
unless you’re replacing the spell you gained at 8th, 14th, or 10th 3 7 4 3 - -
20th level.
Spellcasting Ability. Intelligence is your spellcasting 11th 3 8 3 3 - -
ability for your wizard spells, since you learn your spells 12th 3 8 3 3 - -
through study and memorization. You use your Intelligence
whenever a spell refers to your spellcasting ability. In 13th 3 9 4 3 2 -
addition, you use your Intelligence modifier when setting the 14th 3 10 4 3 2 -
saving throw DC for a wizard spell you cast and when making 15th 3 12* 4 3 2 -
an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your 16th 3 12 3 3 3 -
Intelligence modifer. 17th 3 13 3 3 3 -
Spell Attack Modifier = your proficiency bonus + your
Intelligence modifier 18th 3 13 4 3 3 -
19th 3 14 4 3 3 1
Arcane Understanding 20th 3 15 4 3 3 1
Arcanists emphasise the Tacticians' value of understanding.
Starting at 6th level, you gain proficiency in the Arcana skill.
You may double your proficiency bonus when making an
Arcana check. If you already have proficiency in Arcana, gain
proficiency in one of History, Insight, Medicine, or Perception
instead. Magic Denial
At 15th level, you learn the spells counterspell and dispel
Arcane Trickery magic. If you already know either spell, you instead learn an
Starting at 10th level, your experience in reading situations abjuration or illusion spell from the wizard spell list for which
lets you tune your illusions to your foes. When a creature you you have slots. (Included in spells known on the Arcanist
have a Social Observation against would make a check or a Spellcasting table). Additionally, whenever you make a check
saving throw against an Illusion spell you control, you may as part of casting counterspell or dispel magic, you have
discard that Observation to add the roll as a bonus to your advantage on that roll.
Spell Save DC for that check or saving throw. You need to
decide if you will discard the Observation before the saving Hexproof
throw is made. Starting at 18th level, your years spent fighting with and
against magic has hardened you in unnatural ways. You gain
resistance to damage from spells.
Credits
Original Tactician concept: Argothair, GantitP
http://www.giantitp.com/forums/showthread.php?395308-
Tactician-Class-(PEACH)
Art used without permission. Art by Grzegorz Rutkowski,
Vablo on Deviantart, and Manuel Castanon.
The Tactician class as seen here was developed into its
current form by TheGentlemanDM.

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