Tactician (5e Class)

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Tactician[edit]

After a by far too long-lasting battle, only a few soldiers of the two opposing forces were left standing, scattered around on the battlefield. As they gathered to finish this once and for all, the elves, who were outnumbered by the orcs, made a circle around an old one-armed soldier. When the orcs began to advance the old man shouted commands in elvish and the elves around him fought with unmatched precision, abusing every flaw in the armor and the fighting stance of their opponents. In mere minutes, the last orc fell to the ground.

Creating a Tactician[edit]

Quick Build

You can make a Tactician quickly by following these suggestions. Your highest ability score depends on the archetype you want, which is either Intelligence, Wisdom, or Charisma. Charisma should be your highest or second-highest ability score.

Class Features

As a Tactician you gain the following class features.

Hit Points

Hit Dice: 1d6 per Tactician level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Tactician level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple melee weapons, hand crossbows
Tools: Painter's tools and one of your choice
Saving Throws: Choose two from Wisdom, Intelligence and Charisma
Skills: Choose two relating to Wisdom, Intelligence or Charisma

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Diplomat's Pack or (b) Scholar's Pack
  • (a) A dagger or (b) A simple weapon of your choice
  • A book filled with maps
  • (a) A hand crossbow and 20 bolts or (b) A pouch filled with 5d4 gp

Table: The Tactician

Level Proficiency
Bonus
Features Tactics use Focus
1st +2 Tactics, Tactician Archetype 2
2nd +2 Steady Aim, Fighting Orders 2 2
3rd +2 Battle Records, Archetype feature 3 3
4th +2 Ability Score Improvement 4 4
5th +3 Extra Attack (x1) 4 4
6th +3 Geniality 5 5
7th +3 Extra Attack (x2), Archetype feature 5 5
8th +3 Ability Score Improvement 6 6
9th +4 Combat Versitality, Inner Reserves 8 8
10th +4 Enhanced Endurance 9 9
11th +4 Archetype feature 9 9
12th +4 Ability Score Improvement 9 9
13th +5 Extra Attack (x3) 10 10
14th +5 Observation 10 10
15th +5 Archetype feature 10 10
16th +5 Ability Score Improvement 11 11
17th +6 Initiate 12 12
18th +6 Precision 12 12
19th +6 Ability Score Improvement 13 13
20th +6 Flawless Victory 15 15

Tactics[edit]

At 1st level, you learn how to use battle tactics to defeat your opponents. You can learn a number of tactics equal to your Intelligence modifier + half your level in this class (rounded down).

You must prepare a battle tactic to use in advance, and you can prepare a number of tactics equal to your proficiency bonus during a long rest. Choose tactics from the Tactic List bellow.

Starting at 5th level, you can regain a single tactic use when you finish a short rest.

Steady Aim[edit]

Beginning at 2nd level, you can calm your nerves and steady your hand down for your first shot.

As long as no enemies are within a 15-foot radius around you other than your target, your attacks with weapons deal 1 additional point of damage.

In addition, depending on your archetype, your Steady Aim have an additional benefit:

Veteran

The attack deal 2 additional damage, instead of 1.

Commander

The movement speed of the target is reduced in 10 feet until the end of its next turn.

Mystic

You can use your Intelligence, instead of your Dexterity, for your attacks and damage rolls.

Fighting Orders[edit]

Tacticians usually prefer to stay in the back lines and support their team by exploiting weaknesses from the enemy, giving advice, and correcting tactical mistakes from their allies. Starting at 2nd level, you learn how to use your focus to issue orders to your allies.

Focus

Focus is a result of extensive battle experience and intense training. Using their focus, a tactician can perceive a battle in more detail, concentrate, and comprehend more information in a shorter time than other combatants.

Focus is also used to give commands and perform or enhance certain actions.

You start with 2 focus points, gaining more as you gain levels in this class, as shown on the Focus column on the Tactician table. Once you use a focus point, it is spent until you finish a short or a long rest.

Orders

To issue an order, you must be able to speak and be heard by the subject of the order. The subject of the order must also be able to see the target, if it is an attack order.

Each order have its cost in focus shown on the description at the Fighting Orders List session bellow.

Battle Records[edit]

Starting at 3rd level, you learn how to keep detailed notes about your adversaries, keeping a record about their strengths, weaknesses and powers. If you spend at least 1 minute observing or interacting with a creature, you learn one of the following informations about it:

  • The creature's AC.
  • One damage resistance or immmunity.
  • One condition immunity.
  • The maximum amount of hit points.
  • One of the creature's traits (DM's choice).

If you analyze a creature you have already analyzed, or a similar creature, you can use an action, instead of spending 1 minute to analyze the creature, as long as you have your battle records with you.

Ability Score Increase[edit]

At 4th level, and again at 8th, 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.

Extra Attack[edit]

At 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn.

In addition, once in each of your turns you can forgo one of your attacks to allow an ally within 30 feet to make an attack instead, using its reaction.

The number of attacks increases to three when you reach 7th level in this class and to four when you reach 13th level in this class.

Geniality[edit]

Starting at 6th level, you can add half your proficiency bonus in all Intelligence checks that don't already add your proficiency bonus.

In addition, whenever you roll a Intelligence check and roll a number under your proficiency bonus + Intelligence modifier, you can reroll the die. You must use the new result.

Combat Versatility[edit]

Starting at 9th level, you can use your action to use any tactic you know without preparing. Once you use this feature, you can't use it again until you finish a long rest.

You can use twice between rests at 13th level.

Inner Reserves[edit]

At 9th level, you can use your action to touch a creature (including yourself), allowing it to recover part of its inner reserves. Using this feature on yourself allow you to recover a number of focus points equal to 2 + your Intelligence modifier.

When used on another creature, you can choose to generate one of the following effects:

  • The creature regain up to four spell slots, in any combination (four 1st-level spell slots or a 4th-level spell slot, for example).
  • The creature regain up to seven hit dice.
  • A creature regain the use of one feature that recharges on a long rest.
  • Up to three creatures regain the use of a feature that recharges on a short rest.

Using this feature on another creature cause you to regain 2 focus. Once you use this feature, you can't do it again until you finish a long rest.

Enhanced Endurance[edit]

Starting at 10th level, you become accustomed with the harshness of war. You add your Intelligence modifier to your Constitution checks and saving throws.

Observation[edit]

Starting at 14th level you get more perceptive and can recall the habits and body language of a person you talked to, by studying your Battle Records over the course of a long rest.

Choose one creature type that you have seen and that is written on your Battle Records. Until your next rest, you gain advantage on your Wisdom (Insight) checks to discern tactics and lies from those types of creatures, and on Intelligence checks to recall information about them.

In addition, you gain + 1 on attacks and damage rolls against this creature type and have advantage on the first attack you make in each of your turns against it.

Initiate[edit]

Starting at 18th level, you realize everything quicker than ever before. You can no longer be surprised, and you and any creature that can see and hear you within 30 feet gain a bonus equal to your Intelligence modifier to their initiative rolls.

Precision[edit]

When you reach 18th level your hand-eye coordination has obtained unmatched precision. You no longer suffer disadvantage on attack rolls made at long distance of ranged weapons.

Flawless Victory[edit]

Starting at 20th level, whenever you use a 1st-level command, you spend only 1 focus to do so, and you can use it as a bonus action on your turn.

In addition, you command your allies to put some extra effort into the combat, allowing them to recover resources. As an action, choose any amount of creatures that can hear you within 60 feet. You can recover features of those creatures. Choose either six features that are recovered on a short rest, two that are recovered on a long rest or a single one that is recovered on a long rest and three recovered on a short rest. The features are recovered at the start of the creature's turn.

If the feature is the spellcasting feature, you can choose a single spell slot of 3rd-level or lower to be regained trough this feature.

Once you use this feature, you can't do it again until you finish a short or a long rest.

Tactician Archetypes[edit]

As you heard names of great warriors and heroes in the past, so your interest grows and you want to know more about them.

You scoured every library and listened to every story if you were able to and found some records about what made them so outstanding.

Now as you gather more information about some of their skills and techniques so you can use them yourself.

(You/your DM may use this as roleplay material. For example, you have to look for records about something/someone so they can learn how to use the archetype abilities)

Mystic Warlord[edit]

Arcane Adept

Starting when you choose this archetype at 1st level, you gain proficiency with the alchemist tools and the Arcana skill.

In addition, whenever you craft a potion that has a duration, it has its duration doubled.

Elemental Connection

Beginning at 3rd level, you can infuse your attacks and the attacks of your allies with elemental energy. You can use your Marking Tactics to mark your enemies, generating additional effects.

Whenever you mark an enemy, the first creature to hit that enemy deals additional 1d4 damage. The damage is chosen when you mark the creature, and you must choose one of the following: acid, cold, fire, lighting or thunder damage.

In addition, whenever you deal additional elemental damage with your Elemental Connection, you add an additional effect depending on the chosen damage type.

Acid. The acid splash on the target, causing 1 acid damage to all creatures within 5 feet.
Cold. The target is frozen. It has disadvantage on the next attack roll or Dexterity saving throw it makes until the end of its next turn.
Fire. The target is engulfed in flames. At the start of its turn, the target must spend its action to put of the flames or take additional 1d4 fire damage.
Lighting. The lighting leaps to a different creature within 5 feet. The creature must succeed on a Dexterity saving throw, or take 1d4 lighting damage, and the lightning leaps again. The lighting can't leap back to a creature already hit by it.
Thunder. The target is pushed 5 feet back and all creatures within 5 feet of your target must succeed on a Strength saving throw, or be pushed 10 feet from the target.
Battle Magic

Starting at 3rd level, you learn how to use your command ability to cast spells. You learn two 1st-level spells from the cleric, paladin or sorcerer's spell list. You can spend 2 command points to cast these spells.

In addition, if you cast any spell that targets you and has a duration different than instantaneous, you can use your bonus action to choose one allied willing creature within 30 feet to also be affected by it.

In addition, you also learn two cantrips from the cleric or sorcerer's spell list. Intelligence is your spellcasting ability for all these spells.

Magical Command

At 7th level, whenever you use a command, you can also cast a spell that has a duration other than instantaneous, choosing the commanded creature as the target. When you do so, the spell cost 1 point less to be cast.

In addition, you learn two additional spells from the cleric, paladin or the sorcerer's spell list. You can also replace one of the spells you already now for a new one. These spells must be of 2nd-level or lower, and cost 3 command points to be cast.

Marking Specialist

At 11th level, you have one Marking Tactic of your choice always prepared, and you regain one use of it after a short rest.

Magus

Also at 11th level, whenever you cast a cantrip, you can make an additional weapon attack as a bonus action on your turn. At 15th level, you can also make an attack as a bonus action when you cast a leveled spell as an action.

In addition, you learn two additional spells. These spells must be of 3rd-level or lower from the cleric, paladin or sorcerer's list. You can also replace one of the spells you already now for a new one. These spells cost 5 command points to cast.

Arcane Barrage

At 15th level, you can use your bonus action on your turn to cast any spell you know, without spending command points. When you do so, you cast the spell at its lowest level. You can use this feature twice, and regain your uses after a long rest.

In addition, you learn two additional spells. These spells must be of 4th-level or lower from the cleric, paladin or sorcerer's list. You can also replace one of the spells you already now for a new one. These spells cost 6 command points to cast.

Veteran[edit]

Veteran´s Sidearm

Starting at 3rd level, you learn to always have a secondary weapon ready to use. Once in each of your turns, if you hit a creature while benefiting from your Steady Aim feature, you can make another attack against the same target as a bonus action.

This second attack must use a different weapon, but you don't spend any action to draw or stow this weapon.

Veteran Reflexes

Starting at 7th level, when you are subject to an effect that allow you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed and only half damage on a failed save.

Evasive Strike

Starting at 11th level, whenever a creature misses an attack roll against you, you can make a weapon attack against it.

In addition, you can spend 1 focus point to impose disadvantage to an attack roll made against you. You must use this ability before the creature roll the attack.

Battle Stance

At 15th level, your stance changes to be able to absorb more incoming damage. The first time in each round you have been hit by an attack, the damage of that attack is reduced by half.

Death Hail

Also at 15th level, when you are reduced to 0 hit points, before you die you can spend 3 focus points to take a turn before falling unconscious.

Commander[edit]

Follow my Lead

Starting at 3rd level, once in each of your turns when you make a weapon attack, you can cause an allied creature that can see your target and hear you that is within 30 feet of you to attack the same creature. The creature can make a weapon attack against that target, using its reaction.

Command Expert

At 7th level, whenever you command an allied creature to attack using your Fighting Order feature, that creature add 1 to the attack and damage roll.

Advanced Orders

When you give a fighting order, you can generate an additional effect, by spending 1 additional focus point.

Improved Orders

At 11th level, you can choose to allies, instead of one, to attack when using the Follow my Lead feature. Alternatively, you can choose only one creature, allowing it to attack twice, if the creature has the Extra Attack feature.

Fast Commands

At 15th level, whenever you can use a Fighting Order as a bonus action on your turn, instead of an action. You can't use a advanced order or an order in which you have spent more focus points in that manner.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

Tactic List[edit]

Combat Effort[edit]

You can push yourself to your physical and mental limits, performing incredible combat feats. You gain a number of effort points equal to your Intelligence modifier. If your effort points reach 0, you can't use this type of combat tactic until you finish a long rest.

Activating a combat effort requires an action.

Mind Steeling

For 10 minutes, you can give yourself resistance to physic damage.

Countering

For 1 minute, whenever a creature attacks you with a melee weapon attack, you can counter, causing damage equal to your Intelligence modifier. The damage type is equal to the melee weapon you are wielding. If you are unarmed, the damage type is bludgeoning.

You deal additional damage with your counter as you gain levels in this class. The damage equals 1d8 plus your Intelligence at 9th level and 2d8 plus your Intelligence at 13th level.

Attention

For 1 hour, you can't have disadvantage on checks due to dim light or darkness, and can't be surprised. In addition, you have advantage on your Wisdom (Perception) checks.

Tactical Strikes[edit]

As an action, you can choose one creature within 30 feet while you are benefiting from your Steady Aim feature.

Bullseye

You attack a creature within range. If the attack hits, that creature will be blinded. The affected creature makes a constitution saving throw (DC 10 plus your Intelligence modifier) on the start of each of its turns. If it succeds, the target is no longer blinded.

Aim Vitals

You attack a creature within range. If the attack hits, that creature will substract 1d6 from the next saving throw it makes before the end of your next turn.

Twin Hit

You attack a creature within range. If the attack hits, your damage roll gets an additional dice.

Marking Tactics[edit]

Marking tactics require you to focus your attention into a single creature. While you are marking a creature, you can't make attacks against other creatures, otherwise the mark ends.

Spot Weaknesses

As a bonus action, choose one creature you have analyzed by your Battle Records feature. For 1 minute, you ignore the damage resistances and immunities that creature have.

Target Marking

As a bonus action, choose one creature you have analyzed by your Battle Records feature. For 1 minute, your first attack in each turn against that creature causes 1d4 additional damage. This additional damage increases to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.

Defensive Focus

As a bonus action, you can mark one creature, protecting yourself from attacks for 1 minute. For the duration, you gain +2 to your AC against attacks from that creature, and your movements doesn't provoke opportunity attacks from it. In addition, once while this mark as active, you can impose disadvantage on an attack roll made by that creature against you, and you reduce the damage taken by 1d8 + your Intelligence modifier, ending the mark.

Commands[edit]

Volley

As an action, you can spend 2 focus points to command 3 allied creatures to make a ranged weapon attack against one or more targets of your choice, using their reactions. If you choose more than one target, they must all be within 10 feet of each other and within range of all your allies.

You can spend 3 points to increase the number of allies in 1, and +1 for each 2 points spent above that, up to 7 points.

Sorcery

As a bonus action, you can command one creature of your choice within 30 feet to cast a spell using its reaction. The spell must be of 1st-level or lower.

You can spend 3 points to increase the level of the spell in 1, and +1 for each 2 points spent above that, up 7 points.

Advanced. The tactic save DC increases in 1. If the spell requires an attack roll, the attack roll for the spell increases in 1.

Devastating Blow

As an action, you can spend 2 focus to command one ally of your choice to make a powerful melee attack against an enemy within its reach as a reaction. The attack is made at advantage, and on a hit it add 2d6 to the damage.

You can spend 3 points to increase the damage in 2d6, and +2d6 for each 2 points spent above that, up to 7.

Advanced. The attack deal additional 2d6 damage on a hit.

Overpower

As an action, you can spend 2 focus points command one allied creature to make a weapon attack against a creature within range. On a hit, the attack deals +2d6 damage and the target must succeed on a Constitution saving throw or all attacks against it are made at advantage for 1 minute. At the start of each of its turns the creature can make another saving throw to end the effect.

You can spend 3 points to increase the damage in 1d6, and +1d6 for each 2 points spent above that, up to 7.

Advanced. The target have its movement speed reduced to half until it succeeds on the Constitution saving throw.

Lightning moves

You can spend 2 focus points to allow one allied creature within 60 feet to move up to its movement speed as a reaction, without provoking opportunity attacks.

You can spend 3 points to command 1 additional ally, and +1 for each 2 points spent above that, up to 7.

The Way of Faust

You can use your action and spend 2 focus point to allow one ally of your choice who can see or hear you to use its reaction to make an unarmed attack against a creature within reach. On a hit, the attack causes its normal effects, and the creature is shoved, making the contested check against your Tactic save DC. You add your Intelligence modifier to the damage roll on a hit.

Shatter

You can spend 2 focus point as an action to allow one ally of your choice within 30 feet who can see or hear you to use its reaction to make a melee attack against a creature within reach, up to 5 feet. On a hit, the attack causes its normal effects and the target AC is reduced by 5 until the end of your next turn. You can't use this tactic again on the same target if it is currently active.

Stereo Hit

You can spend 2 focus points as an action to allow one allied creature of your choice that can see or hear you within 30 feet to make a melee weapon attack against a creature within reach. On a hit, the attack causes its normal effects and the target must succeed on a Constitution saving throw against your Tactic save DC, or be stunned until the end of your next turn.

Opportunistic strike

One ally of your choice who can see or hear you can use his/her reaction to make an attack (melee or ranged) against a creature that is within their attack range. If the attack hits it takes the damage from the

attack -3 (Minimum damage is 1) and deals 1 less damage on all non-magic attack for 1 minute (This stacks but doesn´t refresh the duration). This uses up 1 focus.


If an allied creature would perform an attack of opportunity you can use your reaction to use Opportunistic strike on target allied creature unless this creature refuses to. If an opportunistic strike would

be used this way it consumes 1 additional focus point.

Crippling shot

One ally of your choice who can see or hear you can use his/her reaction to make a ranged weapon attack against a creature that is within his/her normal attack range. The target has to make a constitution saving

throw against that attack. If it fails the target will receive the damage, will be slowed by 5ft, and gets a -1 penalty on dexterity and attack rolls for 1 minute * used focus (Maximum of 2 minutes).

These effects won´t stack.

If the target is sized greater than big, then these effects will

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Tactician class, you must meet these prerequisites: At least two of the following: Wisdom 13, Charisma 13, Intelligence 13

Proficiencies. When you multiclass into the Tactician class, you gain the following proficiencies: Hand crossbows, one tool of your choice.


It is not suggested to use this class for multiclassing due to its complexity.



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