Tactician
Tactician Level | Feature | Tactic Dice |
---|---|---|
1st | Genius, Strategies | 3 |
2nd | Fighting Style | 4 |
3rd | Expertise, Tactical Study | 4 |
4th | Ability Score Improvement | 5 |
5th | Extra Attack, Master of Strategies | 5 |
6th | Battle Plan | 5 |
7th | Tactical Study Feature | 6 |
8th | Ability Score Improvement | 6 |
9th | Formations | 6 |
10th | Ability Score Improvement | 7 |
11th | Tactical Study Feature | 7 |
12th | Ability Score Improvement | 7 |
13th | Deception | 8 |
14th | Cunning Guile | 8 |
15th | Tactical Study Feature | 8 |
16th | Ability Score Improvement | 9 |
17th | Backup Plan | 9 |
18th | Clear Mind | 9 |
19th | Ability Score Improvement | 10 |
20th | Master of Ruses | 10 |
Class Features
As a tactician, you gain the following class features.
Hit Points
Hit Dice: 1d8 per tactician level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per tactician level after 1st
Proficiencies
Armor: Light and medium armors
Weapons: Simple weapons, martial weapons
Tools: One tool proficiency of your choice
Saving Throws: Intelligence, Wisdom
Skills: Choose any three
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor or (b) scale mail
- a light crossbow and 20 bolts
- Two martial weapons
- (a) a diplomat’s pack or (b) a scholar’s pack
- A bag of 20 caltrops, an hourglass, and sealing wax
If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 x 10 gp to buy your equipment.
Genius
1st-level tactician feature
You can choose to add your Intelligence modifier instead of Dexterity to initiative rolls. In addition, you can take reactions while surprised.
Whenever a Tactician feature requires a creature to make a saving throw, the save DC is equal to 8 + your proficiency bonus + your Intelligence modifier.
Strategies
1st-level tactician feature
The planning and execution of tactics on battlefields, both real and metaphoric, are your forte, granting you access to special strategies that you can use to aid your allies. Your ability to pull off these strategies is fueled by your Tactic Dice, which are a d6. You have three Tactic Dice and gain additional dice as shown on the Tactician table. You regain all expended Tactic Dice when you finish a short or long rest.
Using your reaction, you can expend one Tactic Die to initiate one tactical option, described below. You must be able to see your target to take this reaction. Each option describes the required trigger to take the reaction. Certain tactical options allow you to spend more than one Tactic Die up to a maximum number of dice equal to your proficiency bonus.
Entrap
Reaction. When a foe succeeds on a saving throw against an ally’s effect
Maximum Dice. 1 die
The target rolls the die and subtracts the number rolled from its saving throw, possibly turning success into failure.
Focus
Reaction. When an ally fails a Constitution roll to maintain concentration
Maximum Dice. 3 dice
Your ally rolls the dice and adds the total rolled to its Constitution saving throw, potentially turning failure into success.
Reflex
Reaction. When an ally rolls initiative
Maximum Dice. 3 dice
Your ally rolls the dice and adds the total rolled to its initiative.
Ruse
Reaction. When an ally misses with an attack roll
Maximum Dice. 1 die
Your ally can make a new attack against a different target within its reach. It rolls the die and adds the number rolled to the new attack roll.
Set-up
Reaction. When an ally deals damage with a weapon
Maximum Dice. 6 dice
Your ally deals bonus weapon damage equal to the number rolled on the dice.
Fighting Style
2nd-level tactician feature
You adopt a particular style of fighting as your specialty. Choose one of the options available to the fighter class (see Chapter 3 of the Player’s Handbook). You can’t take a Fighting Style more than once, even if you later get to choose again.
Expertise
3rd-level tactician feature
Choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Tactical Study
3rd-level tactician feature
A tactician learns a number of broad strategies to manage a range of situations, but each focuses on a narrow field of study to become an expert. This focus is a specialization called a tactical study. You can choose from Armsmaster, Dynamo, Marshal, Strategist, Trap Master, or Warden. Your choice grants you features at 3rd, 7th, 11th, and 15th level.
Ability Score Improvement
4th-level tactician feature
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th 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 an ability score above 20 using this feature.
Extra Attack
5th-level tactician feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Master of Strategies
5th-level tactician feature
At the start of each of your turns after expending a Tactic Die, you regain one expended Tactic Die. The number of dice you regain increases by one at 11th level (2 dice) and 17th level (3 dice).
Battle Plan
6th-level tactician feature
When you use your reaction to expend a Tactic Die, you regain the use of your reaction at the end of the turn. After regaining your reaction this way, you can’t regain it this way again until the start of your next turn.
Formations
9th-level tactician feature
You prepare your allies with drills and cues to better tackle the expected unknowns ahead of you. After finishing a short or long rest you and your allies that spend 10 minutes preparing gain the benefit of the formation you choose until you choose a different one after a rest. An ally can’t be incapacitated to provide the benefits, and allies who aren’t part of the practice can neither benefit nor grant benefit from a formation.
Baying Pack. You and your allies within 30 feet of you can swap initiative rolls immediately after rolling initiative. Moreover, as long as one of your allies within 30 feet of you isn’t surprised, you aren’t surprised.
Creeping Vine. As long as you are within 15 feet of an ally, your movement doesn’t provoke opportunity attacks.
Coiled Snake. As long as you are within 10 feet of an ally, your foes are never treated as having an ally of their own within 5 feet of you regardless of how many actually threaten you. This prevents a foe from benefiting from traits such as Pact Tactics and Martial Advantage.
Dispersing Mist. As long as you are within 20 feet of at least two allies, you only take half of the damage dealt to you when you fail a Dexterity saving throw. If you succeed on the save, you only take one fourth of the damage. If you already reduce damage, such as with the Evasion feature, you gain no benefit from this formation.
Heaven’s Lens. You have blindsight up to 30 feet in the direction of your allies.
Serpent’s Strike. After you hit a target with an attack, the next time before the start of your next turn, your ally has advantage its first attack roll against that target. Only one ally can benefit from this advantage at a time.
Spider’s Net. Whenever at least one ally is within 10 feet of a creature that must make a saving throw against one of your effects, your save DC is increased by 1 for that target. If at least three allies are within 10 feet of the target, your save DC is instead increased by 2.
Stone’s Strength. You and your allies have a +1 bonus to AC while within 10 feet of an ally.
Trampling Ogre. As long as an ally is within 5 feet of you, you count as one size larger for the purpose of Strength checks.
Wizened Oak. You can’t be put to sleep or incapacitated as long as an ally is within 5 feet of you except as a result of another condition, such as the paralyzed or stunned condition. Moreover, you have advantage on saving throws against the charmed condition or an effect that disorients you, such as from the confusion spell, provided an ally is within 5 feet of you.
Wraith’s Ruse. Whenever you are hit by an attack you can swap places with an ally within 5 feet of you. The attack then treats that ally as its target, using its AC instead of yours.
Deception
13th-level tactician feature
Your mind can’t be read by anyone unless you allow it, nor can you be compelled to tell the truth through magical means. Instead, you can provide gibberish or a false account that registers as honest and true.
Cunning Guile
14th-level tactician feature
When you fail an Intelligence or Wisdom ability check or saving throw, you can choose to succeed instead.
After using this feature, you can’t use it against until you finish a short or long rest.
Backup Plan
17th-level tactician feature
The size of your Tactic Die increases to a d8.
In addition, you no longer need to wait until the start of your next turn to benefit from your Battle Plan feature.
Clear Mind
18th-level tactician feature
You can’t be charmed by magic.
Master of Ruses
20th-level tactician feature
When a foe you can see within 60 feet of you must make a saving throw, you can impose disadvantage on that saving throw.
After using this feature, you can’t use it again until you finish a short or long rest, unless you expend one Tactic Die to use it again. By expending Tactic Dice to reuse this feature, you can target multiple creatures in the same turn.