Tactician

Mind over Body

Different methods of thinking rise to prominence, forcing out lesser ideas. Those who utilise different aspects of the battlefield, embolden their allies’ strengths and exploit their foes weaknesses flourish.

Tacticians are experts at all simple and ranged weapons, but tend to utilise more specific and advanced weaponry that are suited to their style of strategic combat. Their armour is on the lighter side, which benefits unexpected stealth missions and blends in with their surroundings. Certain bolder tacticians focus on learning to wield all weapons and armour to best protect themselves and their allies; subtlety isn’t their forte.

Tacticians learn extensive combat styles and strategies, preferring to overwhelm enemies with timed attacks and sheer brilliance rather than with brute force.

Eyes on the Horizon

Tacticians pride themselves on fighting with a mix of brains and brawn. They spread their expertise wide to ensure no weaknesses can be exploited. Although masters in this field are inevitable, an elder Tactician is rare, defeat is not something they leave their troops to face alone.

A tactician may take up the life of an adventurer to expand their horizons, escape a shameful defeat, or pursue penance for their acts in war. Regardless of their beginnings, tacticians are crucial members of their parties and vital to success.

LevelProficiency BonusHit DieTactic PointsStrategies KnownFeatures
1st+21d8Combat Medic (one use), Fighting Style
2nd+21d841Battlemind, Tactician’s Gaze (10 feet)
3rd+21d841Enhanced Being, School of Thought
4th+21d842Ability Score Improvement
5th+31d862Extra Attack, School of Thought feature, Tactician’s Gaze (15 feet)
6th+31d862Ability Score Improvement
7th+31d863School of Thought feature
8th+31d863Ability Score Improvement
9th+41d1083Eminence of Vigilance
10th+41d1084School of Thought feature
11th+41d1084Latent Training, Tactician’s Gaze (20 feet)
12th+41d1084Ability Score Improvement
13th+51d10105Combat Medic (two uses)
14th+51d10105Additional Fighting Style
15th+51d10106
16th+51d12106Ability Score Improvement
17th+61d12126Combat Medic (three uses), Tactician’s Gaze (25 feet)
18th+61d12127School of Thought feature
19th+61d12127Ability Score Improvement
20th+61d12127Last Breath, Tactician’s Gaze (30 feet)

Class Features

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
  • Archery:
    • You gain a +2 bonus to attack rolls you make 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 reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception:
    • When a creature you can see hits a target, other than you, within 5ft. of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Thrown Weapon Fighting:
    • You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
    • In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting:
    • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
A weary soldier is no good for fighting. You can draw on your reserve of energy to assist in recovering tough wounds through quick and effective battlefield first aid. Starting at 1st level, as a Bonus Action you can expend and roll a number of your remaining Hit Die up to your proficiency modifier. One willing creature you touch with a free hand regains hit points equal to the total, plus that creature’s Constitution modifier for each Hit Die used. This healing is not magical, as you bandage or stint their wounds with the resources you have at hand. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 13th level, you can use it twice before a rest and starting at 17th level, you can use it three times before a rest.
At 2nd level, you have a wellspring of tactical revelations to draw upon. This knowledge coalesces in the form of Tactic Points, which you use to bring your Strategies to bear. Tactic Points: You have 4 Tactic Points, and you gain more as you reach higher levels, as shown in the Tactic Points column of the Tactician table. You can never have more Tactic Points than shown on the table for your level. You regain all spent Tactic Points when you finish a long rest. Strategies: Over time, you will accrue Strategies to use against your foes. The growth of your repertoire begins here. You learn one Strategy of your choice from the Tactician Strategies list. When you gain certain Tactician levels, you learn additional Strategies of your choice, as shown in the Strategies Known column of the Tactician table. A level prerequisite refers to your level in this class. Additionally, when you gain a level in this class, you can choose one Strategy you know and replace it with another Strategy that you could learn at that level.
Starting at 2nd level, your aura of instruction and leadership begins to expand beyond your immediate reach. This feature determines the range of certain abilities. In order to use your Gaze, you must be able to see and must be able to see the creatures within it to affect them.
  • Gaze Radius: At 2nd level, the radius of your Gaze is 10 feet.
    • Your Gaze increases in radius by 5 feet depending on your level:
      • 5th level: 15 feet
      • 11th level: 20 feet
      • 17th level: 25 feet
      • 20th level: 30 feet
Help from Afar: Your efficient communication allows you to assist and guide from a distance. You can use the Help action to assist another creature within the radius of your Gaze.
At 3rd level, you choose a school of tactical thinking that embodies the methods you use to empower yourself and your allies. The school you choose grants you features at 3rd level and again at 5th, 7th, 10th, and 18th level.
School of Thought Subclass Ability Score
School of Antiquity Wisdom
School of Inspiration Charisma
School of Mettle Constitution
School of Retort Dexterity
At 3rd level, your body has been trained to regain its energy faster and flow with the current of battle.
  • Expert Recuperation: When you finish a short rest, you regain half of your total Hit Die rounded up rather than none. When you finish a long rest, you regain all your missing Hit Die rather than half your total. You must regain your smallest Hit Die first.
  • Flexible Action: You can forgo your Action on your turn to take an additional Bonus Action.
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 9th level, you and friendly creatures within your Gaze that can see or hear you gain the following benefits, as long as you are conscious and not incapacitated:
  • They cannot be surprised.
  • They deal an extra 2d6 damage to the first creature they hit each combat.
A creature can benefit from this feature from only one tactician at a time.
Your ever-increasing specialization in the depths of your School of Thought has allowed you to pivot your prowess to any attribute. At 11th level, you can increase one ability score of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. You may change the skill increased by this feature each long rest, removing the previous increase each time you change it. An ability score increase from this feature is ignored when considering multiclassing prerequisites. Additionally, when you roll a Hit Die to restore hit points, you can add your Proficiency Bonus to the roll.
At 14th level, you can choose a second option from the Fighting Style class feature, including those from the expanded list below. Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Defense: While you are wearing armor, you gain a +1 bonus to AC. Flanker: You do not need to be adjacent, only opposite, to an enemy to gain the benefits of flanking. Additionally, you gain advantage on ranged attack rolls while flanking. Refer to page 251 in the Dungeon Master’s Guide for the flanking rules. As these are optional rules used when playing with miniatures, a few groups use these rules regardless of how combat is run. The Flanker fighting style requires these rules to be used; check with your DM if these rules are being used before taking this fighting style. Riposte: When you are wielding a melee weapon in one hand and a creature you can see misses you with a melee attack roll, you can use your Reaction to make an opportunity attack against that target. Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
At 20th level, your strive for victory ends only when you lose focus, and you never lose focus. When you are reduced to below 1 hit point by damage, make a Constitution saving throw (DC equal to either half the damage taken or 10, whichever is higher). If you succeed, you are reduced to 1 hit point instead.

School of Thought

Each tactician specializes in their craft differently depending on their environment. The School of Thought you choose to follow embodies this.

Source: TheTactician

Insightful

When you choose this School of Thought at 3rd level, you learn to perceive the weariness of your foes in an instant and use it against them. When you use the Dash, Dodge, Disengage, Help, or Hide actions, you can choose a creature you can see within 60 feet and make a Wisdom (Insight) check. You then cause the target to make a Constitution saving throw (DC equal to your check). On a failure, you can choose one of the following insights to learn about the target:
  • Health: A helpful idea of their current hit points.
  • Weakness: What their lowest modifier is. If there is a tie for lowest, the DM chooses one.
  • Fortitude: What their highest modifier is. If there is a tie for highest, the DM chooses one.
  • Protection: Their armor class.
  • Avoidance: A saving throw they’re proficient in.

Flow of Stratagem

Beginning at 3rd level, when you finish a long rest, you can choose a number of Strategies you know up to your Wisdom modifier and replace them with other Strategies that you could learn at your level. Additionally, you can add your Wisdom modifier to your initiative rolls.

Initiate’s Poise

At 5th level, you gain proficiency in Wisdom saving throws. Choose one skill; if you do not have proficiency in that skill, you gain proficiency in that skill. If you already have proficiency in that skill, your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Something I Prepared Earlier

Your powers of prediction and forethought have expanded even beyond your own comprehension; you know what you need to buy before you even know what you’ll need it for. At 7th level, with a bag or large enough container for your equipment in hand, you can choose a number of items equal to your Intelligence modifier (minimum of one). These items must be from the Adventuring Gear table and worth in gold pieces equal to, or less than, your Wisdom modifier (minimum of one). You must have the corresponding amount of currency. These items are added to your inventory as if you had purchased them earlier, and you are deducted an amount of currency equal to the total cost of the items chosen. This discovery takes 30 minutes of uninterrupted thinking which can coincide with a short or long rest. Once you use this feature, you must finish a long rest before you can use it again.

Fortifications

At 10th level, you know that positioning and planning are the two most key aspects of winning a battle before it begins. You learn to craft the below fortifications. You can create and place one of these fortifications in a location where they can fit and that has the requirements for them to function. This creation takes 30 seconds of uninterrupted work.
  • Spike Wall: You create a 4-feet tall, 5-feet wide wall. It has spikes on one side made of any materials you can find nearby. A creature pushed onto the spiked side of this wall takes 2d6 piercing damage. The wall has 10 hit points and an AC of 15.
  • Trapped Door: Choose a closable threshold like a door or window. Using string, stick levers, or some other mechanism, you create a single-use trapped door. When a creature passes the threshold, it makes a Dexterity saving throw (DC 15). On a failure, it takes 4d8 bludgeoning damage; on a success, it takes half.
  • Aggravated Ground: You create a 5-feet by 5-feet square of difficult terrain using what tools or spare parts you have on hand.
Additionally, when you begin a short or long rest, choose up to three fortifications in any combination. If you enter combat during that rest, you may place the three chosen fortifications each in an unoccupied space within 30 feet of where you were resting.

Diversify Stratagem

Beginning at 18th level, you ignore the School of Thought prerequisite when learning Strategies.
Source: TheTactician

Rousing Speech

When you choose this School of Thought at 3rd level, your passionate words and sway of personality carry into the words of goodwill you pass onto your battalion. You can spend one minute performing a rousing speech for your allies. When you do so, choose a number of other creatures up to your Charisma modifier (minimum of 1). They must be within 30 feet of you, be able to see or hear you, and be able to understand you. Choose one of the speeches from below to perform, each creature chosen gains the corresponding benefits.
  • Recuperative: They can spend and roll one of their remaining Hit Dice and regain a number of hit points equal to the roll plus their constitution modifier.
  • Strategic: Gain +1 to attack rolls for the next hour.
  • Ruthless: Gain +1 to damage rolls for the next hour.
  • Calming: They ignore up to 1 point of exhaustion for the next hour.
  • Instructive: Choose a skill you are proficient in. They gain a bonus to that skill equal to your Intelligence modifier (minimum of 1) for the next hour.
When you finish one of your speeches, you cannot perform the same speech until you finish a long rest. Each creature can benefit from one speech at a time, if they benefit from another the previous disappears.

Bubbling Inspiration

A little encouragement goes a long way in increasing Morale, and sometimes an ally needs that little extra push. Beginning at 3rd level, when a creature within your Gaze misses an attack roll or fails a saving throw, you can use your Reaction to give a bonus to the roll equal to your Charisma modifier (minimum of 1), potentially causing it to succeed. You can use this feature to give a bonus to an attack roll or saving throw each a number of times equal to your Intelligence modifier (minimum of once each). You regain all expended uses when you finish a short or long rest.

Initiate’s Vision

At 5th level, you gain proficiency in Charisma saving throws. Choose one skill, if you do not have proficiency in that skill you gain proficiency in that skill, if you already have proficiency in that skill your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Courage from the Battalion

Starting at 7th level, when you are hit with an attack roll or when you fail a saving throw, you can draw on the courage you give to the allies around you. You can gain a bonus to your armour class for the triggering attack equal to your Charisma modifier (minimum of one), potentially causing it to miss. You can gain a bonus to the saving throw equal to your Charisma modifier (minimum of one), potentially causing you to succeed. Once you gain a bonus from this feature, you cannot gain the same bonus until you finish a short or long rest.

Inspirational Leader

Starting at 10th level, those around you bask in the presence of your leadership. You can use the Bubbling Inspiration feature without expending your reaction. Once you do so, you cannot do so again until the start of your next turn.

Inspired by All

Starting at 18th level, when a friendly creature within your gaze hits with an attack roll, you can regain 1 Tactic Point.
Source: TheTactician

Bonus Proficiencies

When you choose this School of Thought at 3rd level, you gain proficiency with heavy armor. Additionally, you can ignore the Strength requirement of wearing heavy armor.

Chasing the Advantage

Starting when you choose this School of Thought at 3rd level, your hearty shell and hefty hits form a sturdy bulwark. The first time you hit with an attack roll made with advantage on each of your turns, you can choose one of the following benefits to gain until the start of your next turn:
  • Forearm Block: The next time you are attacked, you gain a +2 bonus to your AC against that attack.
  • Continued Momentum: The next time you attack, you gain a +2 bonus to that attack roll.
  • Battle Flow: The next time you make a saving throw, you gain a +2 bonus to that saving throw.
At 12th level, the bonuses you gain from this feature increase to +3.

Initiate’s Courage

Starting at 5th level, you gain proficiency in Constitution saving throws. Choose one skill, if you do not have proficiency in that skill you gain proficiency in that skill, if you already have proficiency in that skill your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Coordinated Squadron

Together is where your strengths shine. Starting 7th level, you gain advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. The first time you hit an attack roll made with advantage on each of your turns, friendly creatures within your Gaze gain temporary hit points equal to your Intelligence modifier (minimum of 1). This feature is replaced by Eminence of Bravery at 18th level.

Modular Deflection

Starting at 10th level, you have gained the ability to position yourself to soften blows to your body. During combat, you can use a Bonus Action to enter one of the three stances below until combat ends or you use this ability again:
  • Spring-leg Stance: You gain resistance to bludgeoning damage.
  • Side-step Stance: You gain resistance to piercing damage.
  • Glancing-limbs Stance: You gain resistance to slashing damage.

Eminence of Bravery

Starting at 18th level, those in your presence feel the strength of your character and heart within, you and friendly creatures within your Gaze that can see or hear you gain the following benefits, as long as you are conscious and not incapacitated:
  • They gain advantage on attack rolls against a creature if at least one of their allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • The first time they hit with an attack roll made with advantage on each of their turns, friendly creatures within your Gaze gain temporary hit points equal to your Intelligence modifier (minimum of 1).
Source: The Tactician

Bonus Proficiencies

When you choose this School of Thought at 3rd level, you gain proficiency with improvised weapons. Additionally, you can treat improvised weapons and weapons with the reach property as though they had the finesse property.

Catch off Guard

Starting when you choose this School of Thought at 3rd level, you’ve discovered the points to hit and timing required to catch an unaware enemy off guard. The first time you hit a creature on your turn, you can make a Dexterity check. If the result is higher than the creature’s passive Perception, they are treated as though they are surprised until the start of their next turn (They cannot take reactions until the start of their next turn). If you were hidden from the creature, you roll the Dexterity check with advantage.

Initiate’s Pliability

Starting at 5th level, you gain proficiency in Dexterity saving throws. Choose one skill, if you do not have proficiency in that skill you gain proficiency in that skill, if you already have proficiency in that skill your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Eminence of Ambush

Starting at 7th level, you and friendly creatures within your Gaze that can see or hear you gain the following benefits, as long as you are conscious and not incapacitated:
  • They gain advantage on attack rolls against creatures that are surprised.
  • They gain a bonus to Dexterity (Stealth) checks equal to your Intelligence modifier (minimum of 1).
  • A creature can benefit from this feature from only one tactician at a time.

Collaborative Shirk

Starting at 10th level, when you Dodge or Hide, allies within your Gaze that can see or hear you can use their reaction to take the same action if they are able. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a short or long rest. Additionally, your speed increases by 10 feet and medium armor does not impose disadvantage on your Dexterity (Stealth) checks.

Never There

Beginning at 18th level, at the start of your turn, if you didn’t move on your previous turn, you become hidden from all creatures who cannot see you.

Restrictions

  • There are no special restrictions for this class, unless noted elsewhere.

As a tactician, you gain the following class features.

Hit Points
Hit Dice: Hit dice gained each level are shown under the ‘Hit Dice’ section of the Tactician table. You gain one of the respective dice at each level.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Tactician level 2nd to 8th, 1d10 (or 6) + your Constitution modifier per Tactician level 9th to 15th, 1d12 (or 7) + your Constitution modifier per Tactician level 16th to 20th.

Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Thieves’ tools, disguise kits, one type of artisan’s tools of your choice
Saving Throws: Strength, Intelligence
Skills: :Choose three from Athletics, Acrobatics, History, Nature, Perception, Deception, and Intimidation

Equipment
You start with 150 gp to spend on equipment. The following equipment is a suggested shopping list:

  • (a) a rapier, (b) a glaive or (c) two daggers
  • (a) scale mail and three javelins or (b) leather, longbow and 20 arrows
  • (a) A disguise kit or (b) one type of artisan’s tools of your choice

Multiclassing and the Tactician

  • Ability Score Minimum: As a multiclass character, you must have a Intelligence and Strength score of at least 13 to take a level in this class or to take a level in another class if you are already a tactician .
  • Proficiencies. If tactician isn’t your initial class, you gain proficiency with light armor, medium armor, simple weapons, martial weapons, one skill from the class’s skill list when you gain your first level as a tactician.

Source: The Tactician

Strategies