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Tactician
Standing proudly and fearlessly in front of his foe, a human
dodges out of the way of an oncoming axe and retaliates with
a perfectly placed strike, predicting his opponent's moves
with remarkable accuracy and striking with precision.
An elf stands tall above the battlefield from her carefully-
chosen vantage point. Using the high ground to her
advantage and her surroundings as cover, she lets loose a
single arrow as many more fly towards her, clattering against
the surroundings harmlessly.
Shouting orders to their allies, a dragonborn rushes into
the fray toward the enemy leader. With a signal to their
compatriots, a barrage of attacks find their way toward the
commander, simultaneously striking in an overwhelming
show of coordination.
Tacticians are masters of the battlefield. Their keen minds
and martial training make them a powerful ally and a
fearsome enemy for any troop that finds themselves in the
midst of armed conflict. Far departed from the traditional
soldier, a tactician relies on their brains more than their
brawn when faced with adversity.
Battlefield Strategist
A tactician finds purpose in determining the outcome of
armed conflict. When two armies of equal strength clash, the
victor is often the side with the more experienced tactician.
Different tacticians employ their own strategies, varying
wildly between ferocious assault and carefully planned
ambushes, but all are united by their ability to quickly and
logically decide the best course of action for themselves and
their allies.
Tacticians are not born, they are bred. A tactician must
learn the dynamics of combat in order to be effective, most
often through intense study or rigorous training over many
years. Though most tacticians receive martial training and
can hold their own when thrown into battle, their true
strength lies in their knowledge of warfare and their ability to
analyze and exploit their oppenents weakness while
simultanouesly predicting their actions.
Astute and Analytical
Due to their nature, most tacticians find themselves seeking
battle. Their intellect drives them to seek new challenges and
learn new strategies from friend and foe alike. Whether
employed by an army, travelling the world as an adventurer,
or seeking new knowledge in the military libraries of the
world, true tacticians are few and far between. In order to be
Artist: mad-jojo.deviantart.com, titled "Lieutenant" regarded as an accomplished tactician, an individual must
THE TACTICIAN
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Creating a Tactician
The Tactician As you create a tactician, consider two elements of your
Proficiency
character's background: Where did you study military
Level Bonus Features strategy, and what did those studies teach you about how
battle is won? Do you approach your encounters through
1st +2 Tactician's Strike, Tactician's favorable numbers and overwhelming strength? Do you rely
Expertise on planning and positioning to gain the upper hand? Do you
2nd +2 Fighting Style, Analytical Mind seek strength through your allies, and rely on their unique
3rd +2 Tactician Stratagem
gifts to create optimal strategies? Whatever stratagem you
employ, a tactician always has a logical reason for the choices
4th +2 Ability Score Improvement they make, and this can influence how your character is
5th +3 Tactician's Strike improvement played.
You might have studied under the tutelage of a great
6th +3 Tactician's Expertise general of wars long ended. Maybe you studied in a military
7th +3 Stratagem Feature school, but found yourself drawn to the books rather than the
8th +3 Ability Score Improvement
weaponry. Perhaps you are self-taught, finding that your
intellect has aided you throughout your travels, and that even
9th +4 Tactician's Defense physical conflict is easier won when you rely on that intellect.
10th +4 Stratagem Feature Did you learn to fight out of necessity, or for personal gain?
Perhaps you are part of a long line of proud tacticians, and
11th +4 Informative Strikes are seeking to honor that legacy. Whatever your reason for
12th +4 Ability Score Improvement finding yourself here, you are now a force to be reckoned
13th +5 Tactician's Defense improvement
with, carrying with you strategies for whatever conflict may
find you.
14th +5 Vault of Secrets
15th +5 Stratagem Feature Class Features
16th +5 Ability Score Improvement As a tactician, you gain the following class features.
17th +6 Borrowed Sword
18th +6 Stratagem Feature Hit Points
Hit Dice: 1d10 per tactician level
19th +6 Ability Score Improvement Hit Points at 1st Level: 10 + your Constitution modifier
20th +6 Master of Tactics Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per tactician level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
not only possess extraordinary intellect and knowledge of Weapons: Simple weapons, martial weapons
war, but also be able to hold their own in the heat of battle. Tools: Navigator's tools
Most military strategists can create a plan and order troops
to execute it while remaining safe behind their war rooms, Saving Throws: Intelligence, Constitution
but a true tactician must be able to hold their own on the Skills: Choose three skills from Arcana, Deception, History,
battlefield, survive and fight back while simultenously Insight, Investigation, Perception, Persuasion, and Survival
analyzing the situation and adapting as necessary.
Most adventuring tacticians find themselves among Equipment
capable allies in need of a decisive leader. Most adventurers You start with the following equipment, in addition to the
are capable of extraordinary feats of martial prowess or raw equipment granted by your background:
power, but the mind of the tactician can focus those elements (a) scale mail or (b) leather armor
into a finely-tuned machine of combat. Due to their (a) a light crossbow and 20 bolts or (b) two handaxes
upbringing, most tacticians find the adventuring life is well- a martial weapon and a shield
suited to them, not all too different from the life they A diplomat's pack and cartographer's tools
previously led. There are greater risks associated with the life
of the adventurer, but the rewards available, both material
and in the form of further knowledge, make it well worth the
risk for those that choose the adventurer's path.
Tactician Version 1.1
10 October 2017 - 1:45pm

Previous version archived at:


http://homebrewery.naturalcrit.com/share/SkXjrZ

THE TACTICIAN Artist: christopherculbertson.com, titled "Navigator's Tools"


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Tactician's Strike Analytical Mind
Starting at 1st level, you have a mind for analyzing oppenents Beginning at 2nd level, you learn to observe behavior in order
and quickly discerning their weaknesses in the heat of battle. to inform your words and actions, and to aid in recollection of
You can use your action to make a special attack against a information you've come across throughout your years.
creature that you can see within your weapon's range. You If you spend at least 1 minute observing a creature's
use your Intelligence modifier for the attack and damage rolls actions, communication patterns, and interactions, you gain
for this special attack. If you have advantage on the attack advantage on the next Wisdom, Intelligence, or Charisma
roll, you add your proficiency bonus to the damage dealt. check made to analyze the creature, interact with it, or recall
At 5th level, you can roll one of the weapon's damage dice or discern information about it.
one additional time and add it to the damage of the attack, Once you have used this feature, you may not use it again
and the damage bonus granted by your Intelligence modifier on the same creature for 24 hours.
is doubled.
Tactician Stratagem
Tactician's Expertise At 3rd level, you choose a stratagem that will guide your
At 1st level, choose two skills from the Tactician skill list. You thinking during combat. Choose the Stratagem of
gain proficiency in the chosen skills. If you are already Coordination, the Stratagem of Might, or the Stratagem of
proficient in the skill, you add double your proficiency bonus Preparedness, all detailed at the end of the class description.
to checks you make with it. The archetype you choose grants you features at 3rd level
Additionally, you can use the Search action as a bonus and again at 7th, 10th, 15th, and 18th level.
action on your turn.
At 6th level, you can choose two more skills from the list to Ability Score Improvement
gain this benefit. When you reach 4th level, and again at 8th, 12th, 16th, and
Fighting Style 19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
At 2nd level, you adopt a style of fighting as your specialty. 1. As normal, you can't increase an ability score above 20
Choose one of the following options. You can't take a Fighting using this feature.
Style option more than once, even if you later get to choose
again. Tactician's Defense
Defense By 9th level, you have learned to predict an opponents
While you are wearing armor, you gain a +1 bonus to AC. movements in order to better defend yourself. When a
creature you can see makes an attack against you, you can
Dueling use your reaction to gain a bonus to AC against the triggering
When you are wielding a melee weapon in one hand and no attack. The bonus is equal to your Intelligence modifier.
other weapons, you gain a +2 bonus to damage rolls with that At 13th level, you learn to further defend yourself against
weapon. threats both physical and mental. When you are targeted by
an effect that causes you to make a Dexterity, Wisdom, or
Evasiveness Charisma saving throw, you can use your reaction to gain a
When you make a weapon attack on your turn, you can use bonus to that saving throw equal to your Intelligence
the Disengage action as a bonus action. When you do so, your modifier.
speed increases by 10 feet until the end of the current turn. You can use this feature a number of times equal to your
Intelligence modifier (minimum 1). You regain all expended
Great Weapon Fighting uses when you finish a short or long rest.
When you roll a 1 or a 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two Informative Strikes
hands, you can reroll the die and must use the new roll, even Beginning at 11th level, whenever you successfully hit a
if the new roll is a 1 or a 2. The weapon must have the two- creature with your Tactician's Strike, you can learn one of the
handed or versatile property for you to gain this benefit. creature's stats of choice from the following list: Strength,
Dexterity, Constitution, Intelligence, Wisdom, Charisma,
Guided Strikes armor class, current hit points, senses, damage resistances,
When you make a weapon attack against a creature and damage immunities, damage vulnerabilities.
another enemy of the target is within 5 feet of it and not You can use this feature a number of times equal to your
incapacitated, you gain a +2 bonus to the attack roll. Intelligence modifier (minimum 1). You regain all expended
uses when you finish a short or long rest.
Protection
When a creature you can see attacks a target other than you Vault of Secrets
that is within 5 feet of you, you can use your reaction to
impose disadvantage on the attack roll. You must be wielding By 14th level, your mind has become a fortress in which you
a shield. hide your strategies from those that would seek to learn
them. You are immune to divination spells, the charmed
condition, and any effect that would read your thoughts.

THE TACTICIAN
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Stolen Techniques Commander's Strike
At 17th level, you have discovered how to use an enemy's Beginning when you choose this stratagem at 3rd level, you
tactics and abilities against them. Choose one class feature learn to guide your ally's strikes to most effectively dismantle
gained at 3rd level or lower from any other class, including the enemy. As a bonus action on your turn, you can direct one
that class's archetypes. You gain the benefits of that feature, of your companions to strike. When you do so, choose a
and it counts as a Tactician feature for you. The following friendly creature who can see or hear you. That creature can
rules apply: immediately use its reaction to make one weapon attack.
You can use this feature a number of times equal to your
If the feature has dependancies, such as the Barbarian's Intelligence modifier (minimum 1). You regain all expended
Totem Spirit feature from the Path of the Totem Warrior, uses when you complete a long rest.
which requires the Barbarian's Rage feature to activate,
you do not gain those dependancies. Watchful Commander
If the feature uses class levels to determine its effects, At 3rd level, you gain proficiency in the Medicine skill. If you
such as the Fighter's Second Wind feature, you use your are already proficient in the skill, you add double your
Tactician level. proficiency bonus to checks you make with it.
If the feature gains additional effects or uses at higher
levels, you gain the benefits as if you were 3rd level within Rally the Troops
that class. For example, Rogue's Sneak Attack feature Starting at 7th level, you gain the ability to rally your
would deal 2d6 damage. companions in preparation for whatever lies ahead. During a
If you take the Spellcasting or Pact Magic feature, you short rest or long rest, you discuss the victories of battles past
learn three spells of your choice from the class's spell list. and plans of future glory in order to lift spirits and recoup
If the class gains access to cantrips, you learn two cantrips morale. Creatures that can see and hear you throughout the
from the class's spell list. You have a number of spell slots rest gain advantage on their next ability check, attack roll, or
as if you had three levels of the associated class, and you saving throw made before their next long rest. Initiative rolls
can cast spells gained from this feature using those spell do not benefit from this feature.
slots. You regain all expended spell slots when you
complete a long rest, or a short rest if you chose Warlock's Coordinated Movement
Pact Magic feature. Intelligence is your spellcasting ability By 10th level, you have learned to further manipulate the
for these spells. battlefield to grant your allies the strategic openings they
require. As a bonus action on your turn, you can choose a
Master of Tactics number of friendly creatures who can see or hear you up to
At 20th level, you have become an unrivaled strategist with your Intelligence modifier (minimum 1). Those creatures can
countless victories to your name. You gain the following use their reactions to move up to 10 feet without provoking
benefits: opportunity attacks.
Additionally, you can use the Help action as a bonus action
Your Intelligence score increases by 4, and your maximum on your turn.
for that score is now 24.
When you roll for initiative, and at the beginning of each Coordinated Assault
round of combat thereafter, you choose your place in the Starting at 15th level, your Commander's Strike feature
initiative order. regains all expended uses when you complete a short or long
Your Informative Strikes feature reveals up to three pieces rest. Additionally, you can forgo your action on the turn that
of information per hit instead of only one. you use your Commander's Strike to choose two additional
creatures to benefit from the feature.
Tactician Stratagems Commander's Nova
A tactician's mind can be born of many circumstances, and By 18th level, you've spent so much time among allies that
those circumstances lead to differing tactics and maneuvers. you have learned how to perfectly time and execute a deadly
For some, the path to victory is one of careful planning and coordinated strike should it ever be necessary.
positioning, for others, it is in recognizing the weaknesses As an action on your turn, choose a number of friendly
opponents may have and exploiting them. Others find creatures who can see or hear you up to your Intelligence
comfort in relying on their allies, protecting and guiding them modifier (minimum 1). Each of those creatures can use their
toward victory. reactions to immediately make one weapon attack or cast one
cantrip against a single creature of your choice. If the target
Stratagem of Coordination is out of range of any of your allies, they may move up to their
Your observations about the nature of warfare have revealed speed without provoking opportunity attacks as part of the
to you a simple truth: small groups that fight well together are same reaction, but only if it would put them in range of the
often more powerful than entire armies. Using this target.
observation to fuel your strategies, you've learned to lead and You can choose yourself as one of the friendly creatures,
coordinate your allies toward victory in a way that makes using your Tactician's Strike as part of the same action.
most veteran groups look like amateurs. Once you have used this ability, you may not do so again
until you finish a short or long rest.

THE TACTICIAN
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Stratagem of Might Stratagem of Preparedness
Your time on the front lines of many hard-won fights has led Your study of military tactics and the battlefield has taught
you toward one simple conclusion: the stronger party wins. you that superior positioning and well-timed, well-placed
Be it strength in numbers or strength through superior strikes can overcome even the most disadvantageous of
training, the strongest always survive. Your idea of a battle situations. You've learned to carefully make use of whatever
well fought is one in which you're on the front lines cutting resources you have available to you during a battle.
through the enemy yourself and showing them your strength.
Advantageous Positioning
Improved Critical Beginning when you choose this stratagem at 3rd level, you
Beginning when you choose this stratagem at 3rd level, your can use a bonus action to deploy or retract a barrier of your
Tactician's Strike scores a critical hit on a roll of 19 or 20. own invention to act as cover. The barrier is made of wood
and metal, is 5 feet wide and 4 feet tall when deployed, and
Intelligent Solutions grants half cover to anyone positioned behind it. The barrier
When you reach 7th level, you learn how to accomplish has AC 15, 20 hit points, and resistance to non-magical
certain tasks with creative intellect rather than brawn or piercing and slashing damage. The barrier weighs 10 pounds
finesse. When making a Strength (Athletics) check to climb and folds into a cube 1 foot on each side. You can repair up to
or swim, a Dexterity (Sleight of Hand) check to conceal an five barriers during a long rest. It costs you 10gp and an hour
action, or a Dexterity (Stealth) check to hide, you gain a to create a new barrier if one you are carrying is destroyed.
bonus to that check equal to your Intelligence modifier Additionally, you gain a +2 bonus to the attack roll of your
(minimum 1) as long as you have at least 1 minute to Tactician's Strike if you make that attack from cover.
consider the action beforehand.
Situational Awareness
Keen Awareness When you reach 7th level, you learn to identify where other
By 10th level, you are always prepared for combat, keeping an creatures may position themselves for a strike. You gain
eye out for situations that may lead to conflict. advantage on Wisdom (Perception) checks made to detect
You have advantage on initiative rolls, and creatures do not hidden creatures, and you cannot be surprised as long as you
gain advantage on attacks against you as a result of being are conscious.
hidden from you.
Terrain Specialist
Exposed Weakness Starting at 10th level, moving through nonmagical difficult
By 15th level, you have learned to analyze a combatant's terrain costs you no extra movement. You can also take a
movements in a matter of seconds, determining the optimal bonus action on each of your turns in combat. This action can
time and place to strike them. be used only to that the Dash or Hide action.
If you miss with your Tactician's Strike, the target of the In addition, you have advantage on saving throws caused
attack takes half damage from the attack instead of none. by environmental hazards or lair actions.
Precision Strike Take Cover
At 18th level, you have reached the pinnacle of might, able to Starting at 15th level, when you are subjected to an effect that
make a single strike that can devastate an exposed enemy. allows you to make a Dexterity saving throw to take only half
Your Tactician's Strike changes to the following: damage and you are benefitting from cover, you instead take
You can use your action to make an attack against a no damage if you succeed on the saving throw, and only half
creature within your weapon's range. You can roll one of damage if you fail.
the weapon's damage dice two additional times and add it Allies within 5 feet of you also gain this benefit if you are
to the damage of the attack. You use your Intelligence benefitting from cover.
modifier for the attack and damage rolls for this attack, Master of Preparation
and the damage bonus granted by your Intelligence At 18th level, you have achieved a new level of readiness,
modifier is tripled. If you have advantage on the attack roll seemingly prepared for any physical or mental assault that
for this attack, you add your proficiency bonus to the may cross your path. You gain the following benefits:
damage dealt.
You gain resistance to psychic damage.
You have advantage on Intelligence, Wisdom, and
Charisma saving throws.
While behind cover, you have advantage on Strength and
Dexterity saving throws, and attack rolls against you are
made at disadvantage.

THE TACTICIAN
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