Tactician Fighter (5e Class)

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Tactician Fighter[edit]

Creating a Tactician Fighter[edit]

Quick Build

You can make a Tactician Fighter quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Intelligence. Second, choose the Soldier background.

Class Features

As a Tactician Fighter you gain the following class features.

Hit Points

Hit Dice: 1d10 per Tactician Fighter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Tactician Fighter level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools:
Saving Throws: Wisdom, Intelligence
Skills: Choose two from: Athletics, History, Insight, Investigation, Nature, Perception, and Survival

Equipment

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

  • (a) a martial weapon and a simple weapon or (b) a martial weapon and a shield
  • (a) a crossbow and 20 bolts or (b) a longbow and 20 arrows
  • (a) a dungeoneer's pack or (b) an explorer's pack

Table: The Tactician Fighter

Level Proficiency
Bonus
Features
1st +2 Fighting Style, Unarmored Defense, Tactical Combat
2nd +2 War Tactics
3rd +2 Tactical Focuses
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Tactical Focus Feature
7th +3 Battlefield Awareness
8th +3 Ability Score Improvement
9th +4 Situation Analyzing
10th +4 Improved Critical
11th +4 Tactical Focus Feature
12th +4 Ability Score Improvement
13th +5 Expertise
14th +5 Mind Games
15th +5 Cunning Mind
16th +5 Ability Score Improvement
17th +6 Tactical Focus Feature
18th +6 Situation Analyzing(2)
19th +6 Ability Score Improvement
20th +6 Sharp Mind

Fighting Style[edit]

You adopt a particular style of fighting as your speciality. Choose Two of the following Options. You can't a Fighting Style more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls made with ranged weapons

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if it is a 1 or a 2. The weapon must have the two-hamded property or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in Two-Weapon fighting, you can add your ability Modefier to the damage of the second attack

Unarmored Defense[edit]

You are able to analyze your enemy while fighting and subtly dodge out of the way of oncoming attacks. Beginning at 1st level, while you are not wearing armor, your AC equals 10+your Wisdom modefier+your Intelligence Modefier. You may also wield a shield and still gain the benefits from your Unarmored Defense.

Tactical Combat[edit]

At 1st level, your ability to use analytics in battle allows you to use a more efficient way of fighting than other people. While not wearing armor, you can use Intelligence instead of Strength or Dexterity for any melee or ranged attacks.

War Tactics[edit]

Starting at 2nd level, you are able to analyze you enemy and decipher some of their attributes. During combat, you may use a bonus action to cause one enemy within 15 feet to make an Intelligence saving throw (DC=8 + your proficiency bonus + your Wisdon modefier). On a failure, you learn the creatures AC and current hit points. On a success, you do not learn the target's AC or current hit points. You must complete a long rest before you can use this feature again.

Tactical Focuses[edit]

Beginning at 3rd level, you hone your mind to one of two different ways of thinking in combat. Choose Commander or Vanguard, both detailed at the end of the class description. Each Focus grants you features at 3rd level, and again at 6th, 11th, and 17th level.

Ability Score Increase[edit]

When you reach 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. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

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

Battlefield Awareness[edit]

You are at home on the battlefield, able to understand who is going to attack before they actually do. Starting at 7th level, you may target up to 2 hostile creatures. You may cause them to make an Intelligence saving throw (DC=8 + your proficiency bonus + your Wisdom modefier). On a failure, they have disadvantage on all attacks against you until the end of your next turn. On a success, they are unaffected. You must finish a short or long rest before you can use this feature again.

Situation Analyzing[edit]

Starting at 9th level, you are able to perceive time slower. Until the end of your next turn, you have advantage on all attacks, you also gain a second reaction for when it is not your turn. You must complete a long rest before you can use this feature again. The number of times you can use this feature increases to 2 at 18th level.

Improved Critical[edit]

Beginning at 10th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Expertise[edit]

Beginning at 13th level, choose 3 of your skill Proficiencies. Your proficiency bonus is doubled for any ability checks you make that uses one of the chosen proficiencies.

Mind Games[edit]

Starting at 14th level, you are able to mess with the mind of one opponents. You may target one hostile creature and force it to make an Intelligence saving throw (DC=8 + your proficiency bonus + your Wisdom modefier). On a failure, for one minute, targeted creature has disadvantage on all attack rolls, ability checks, and saving throws until the end of your nest turn. On a success, they are not affected by this feature. You must complete a long rest before you can use this feature again.

Cunning Mind[edit]

Beginning at 15th level, you are able to use your tactics to give you an advantage in combat. You gain advantage on Initiative rolls and can use your Wisdom instead of Dexterity on Initiative rolls. You also learn how to read, write, and speak 2 additional languages of your choice.

Sharp Mind[edit]

At 20th level, your mind is as sharp as it can be. Your Intelligence and Wisdom scores increase by 4. Your maximum for those scores is now 24.

Vanguard[edit]

Melee Technique

Beginning 3rd level, when you choose this class, whenever you take the attack action on your turn against a creature within 5 feet, you can attempt to grapple the target as a bonus action.

Tactical Accuracy

Beginning at 6th level, if you make a melee attack and miss, you can reroll the attack and must take the new roll. You may use this a number of times equal to your Wisdom modefier, minimum of 1, but only once per attack. You regain all expended uses after you complete a short or long rest.

Additional Fighting Style

At 11th level, you may choose one additional fighting style from the fighting style list.

Defensive Combatant

Beginning at 17th level, you can use your reaction to impose disadvantage on all attack rolls against you on target creature that you can see. This effect lasts until the end of their next turn. You must finish a short or long rest before you can use this feature again.

Commander[edit]

Commander's Strike

Beginning at 3rd level, when you take the attack action on your turn, you can use your bonus action to direct two friendly creatures within 60 feet to make an attack against any creature within 5 feet of them. You may not use this feature again until you complete a long rest.

Leadership

Beginning at 6th level, you may use an action to give any number of creatures within 60 feet of you advantage on all attack rolls until the end of your next turn. You must complete a long rest before you can use this feature again.

Helpful Intelligence

Beginning at 11th level, you may use a bonus action to give 2 creatures a bonus to attack and damage rolls equal to your Intelligence modefier until the beginning of your next turn. You may use this a number of times equal to your Wisdom modefier.

Commander of Armies

Beginning at 17th level, you have gained the ability to create advanced battle tactics. When you are within 100 feet of 5 or more friendly creatures, you may use an action to give each friendly creature advantage on all attack rolls, ability checks, and saving throws for 1 minute. You must complete a long rest before you can use this feature again.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Tactician Fighter class, you must meet these prerequisites: Wisdom 13 and Intelligence 13

Proficiencies. When you multiclass into the Tactician Fighter class, you gain the following proficiencies: shields, martial weapons, and simple weapons



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