The Tactician

by Ghosthack9

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The Tactician

A waifish human closes his eyes to shut out the distractions of the battlefield. As he calculates his enemies' path through the copper woods, he slashes two fingers in front of him- the signal for his ambush. His allies come roaring from the underbrush, and the enemy soldiers have no chance to escape.

With a twinkle in their eye, a wizened gnome whispers subtle incantations as they draw complicated symbols into the air. The spell releases, illuminating the dragon's throat, and the party's barbarian howls with rage, striking at the fatal flaw of the Dragon’s hide.

Laughing wildly, a battle-scarred elf calls her allies to her side. The ragtag party shakes off their injuries and rallies around their warlord. Through the clanging of steel, a cheer rises as the tide of the battle shifts towards victory.

Masterminds of combat strategy, tacticians use their understanding of warfare, and the talents of their stalwart allies, to overcome any enemy. Analyzing the battlefield, her allies’ strengths, and the enemies’ weaknesses, the Tactician crafts devious stratagems and cunning gambits to shape any conflict towards her favor.

Scholars of Battle

The art of war is complex and demanding. The pieces on a battlefield are in constant motion, and no stratagem is likely to survive contact with the enemy. After years of intensive study though, tacticians are able to determine the strengths and weaknesses of others and can direct combat to the greatest advantage for their allies.

While some choose to fight along side their allies in close quarters, others seek to include magic in their arsenal, while other still attempt to shape the battlefield with clever misdirection.


The Tactician
Level Proficiency Bonus Gambits Known Tactical Points Features
1st +2 0 4 Tactics, Tactical Terrain
2nd +2 0 4 Fighting Style, Perspicacity
3rd +2 2 4 Combat Philosophy, Battlefield Gambits
4th +2 2 4 Ability Score Improvement
5th +3 2 6 Canny Formations
6th +3 3 6 Calculating Mind
7th +3 3 6 Philosophy Feature
8th +3 3 6 Ability Score Improvement
9th +4 3 8 Spring the Trap
10th +4 3 8 End Run Sprint
11th +4 4 8 Philosophy Feature
12th +4 4 8 Ability Score Improvement
13th +5 4 10 Mental Fortress
14th +5 4 10 Uncanny Ploy
15th +5 4 10 Tactical Awareness
16th +5 5 10 Ability Score Improvement
17th +6 5 12 Philosophy Feature
18th +6 5 12 Defensive Edge
19th +6 5 12 Ability Score Improvement
20th +6 5 12 Tactical Brilliancy
Part 1 | Class Features

The Call to Glory

It takes an extraordinary person to become a tactician. They are more than simply aids and advisors to generals or kings; they are a necessary component to any successful army.

While some tacticians may be content to debate theory and potentiality from the confines of colleges or courts, it is not uncommon for a tactician to answer the call to glory and adventure. A tactician without a battle is often left feeling adrift, waiting for something to challenge their mental faculties.

There is no better place to test the tactical mind and prove one's mettle than in the wilds, facing the untold dangers found in the darkest corners of the world.

Creating a Tactician

As you begin to make your tactician character, consider what sort of tactician you are. What Philosophy have you pursued, and what motivated that choice? Were you a bookish child, who took to studying easily, or did an older relative spark your enthusiasm with tales of heroism? the study of tactics completed your privileged education, or you were a veteran of many battles, gaining the knowledge of combat first hand.

It is unlikely, however, that you became a tactician by chance, or in isolation.

Work with your DM to determine what external forces aided you on your journey to becoming a tactician. What mentors, schools, or other experiences turned your studies towards the manipulation of battlefields. Consider what relationships you've maintained, and what demands may have been placed on you, for the knowledge you've gained.

Quick Build

You can make a Tactician quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Strength, depending on whether you want to focus on finesse or brute force during combat.

Second, choose the Noble background.

Class Features

As a tactician, you gain the following class features


  • 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 Armor
  • Weapons: Simple weapons
  • Tools: Cartographer's Tools and one musical instrument

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose three from Arcana, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, and Slight of Hand.

Equipment

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

  • (a) a spear (b) a greatclub or (c) two daggers
  • (a) 20 darts or (b) a short bow and quiver of 20 arrows
  • Leather armor, a scholar's pack, and a purse with 10gp

Tactics

Beginning at 1st level, your mental acuity allows you to utilize various tactics during combat. Your calculating genius is represented by a pool of Tactical Points. Your tactician level determines the number of points in this pool, as indicated in the Tactical Points column of the Tactician table.

You can spend these points to fuel various tactics features. You begin knowing four such features: Assay, Combat Roll, Rescue, and Signal. You learn more tactics as you gain levels in this class.

When you spend a tactical point it is unavailable until you finish a long rest.

Assay

As a bonus action, or as part of the attack action, you can spend 1 tactical point to assay a target creature to learn one of these details: its current armor class, its damage vulnerabilities, its condition vulnerabilities, or whether it has more or less than half its health remaining.

Combat Roll

You dive out of the way of danger, and as part of the Attack or Dash action, you can spend 1 tactical point to Disengage.

Rescue

As a reaction to an enemy creature succeeding on an attack roll, you can spend 1 tactical point and give a friendly creature within 15 feet who can see or hear you temporary hit points equal to 1d4 + your Intelligence modifier until the start of your next turn.

This increases to 2d4 at 11th level and 3d4 at 17th level.

Signal

Immediately after you take the attack action on your turn, you can spend 1 tactical point to signal friendly creatures within 15 feet who can see or hear you as a bonus action. Creatures you signal can add 1d4 to their first attack and damage rolls against your target until the start of your next turn.

Tactical Terrain

Also at 1st level, you gain the ability to indicate portions of the battlefield to better utilize your tactics.

As an action, you can designate a 10 foot square area of the battlefield that you have seen in the past minute, to extend the effective range of your Tactics. For example, if you use the tactic Redouble while maintaining a tactical terrain, you can effect any creature within 15 feet or in your tactical terrain who can see or hear you.

Once designated, you may use an action on your turn to move a tactical terrain to a new location.

A tactical terrains remain in effect for 1 minute, or until you use the feature again, your intelligence drops below 10, you are frightened, you are unable to take actions, or you end it as a free action.

Part 1 | Class Features

You can use this feature a number of times per day equal to your Intelligence modifier + 1 (minimum of 1) and regain all uses of your tactical terrain after finishing a short or long rest.

Fighting Style

At 2nd level, you adopt a fighting style to support your tactical expertise. Choose one of the following options. You can't take a fighting style option more than once, even if you later get to choose another fighting style.

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Perspicacity

By 2nd level, Your meticulous attention to detail also grants you an edge in social conflicts. Whenever you make a Wisdom (Insight) check, you gain a bonus to the check equal to your Intelligence modifier.

In addition, as a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you gain advantage on skill checks to deceive, persuade, or intimidate the target for the next hour.

Combat Philosophy

At 3rd level, you will choose the guiding principles of your tactical genius. This choice takes the form of a Combat Philosophy: the Warlord, the Prodigy, or the Strategist, each of which is detailed at the end of the class description.

This choice grants you features at 3rd, 7th, 11th, and 17th levels.

Battlefield Gambits

Also at 3rd level, your dedication to the study of warfare has educated you in the use of stratagems and schemes, called Battlefield Gambits, developed by long forgotten tactical masters.

Each time you designate a tactical terrain, you can now apply 1 of the Gambits you know to each terrain provided by your combat philosophy, unless the philosophy states otherwise.

At 3rd level, you can prepare two battlefield tactics of your choice per day. Your gambit options are detailed at the end of the class description. Gaining certain tactician levels grants you additional prepared gambits as shown in the Gambits Prepared column of the Tactician table.

Some Battlefield Gambits require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Tactician Save DC = 8 + your proficiency bonus +

your Intelligence modifier
Each time you complete a long rest, you can swap one of your prepared gambits for a different one, as long as you meet the new gambit's prerequisites.

Ability Score Improvement

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.

Canny Formations

At 5th level, you can provide insight that allows your allies to move in perfect harmony at your command.

On your turn, you can sacrifice your movement to allow three creatures who can see or hear you to immediately move up to 15 feet in directions of your choosing. Creatures must be capable of taking actions in order to move in this manner. Allies choosing to move with this feature do not provoke opportunity attacks.

You can use this feature a number of times equal to your Intelligence modifier, and regain all uses at the end of a long rest.

Utilizing Tactical Terrains

Tactical terrains and gambits represent the character's ability to strategize and set up traps and tactics on the battlefield. At it's most effective, the tactical terrain feature is designed to be used with battlemaps and miniatures at the gaming table. 5th edition Dungeons and Dragons, however, is often played without either.

Tactical Terrains and Theater of the Mind. When playing the game without physical maps or miniatures, it is important to be specific with the placement and orientation of your tactical terrains. As a player, be sure to keep accurate notes about the elements of the battlefield, and your current terrain placement. It may be helpful to use landmarks described by your DM as visual queues, for example, "I designate one tactical terrain across the entrance to the hallway, and the second one in a straight line in front of me."

Work with your DM to get the most out of your class feature, and you'll find that with or without a battlemap, your tactician is the master of the battlefield.

Part 1 | Class Features

Calculating Mind

At 6th level, you are able to recover a number of expended tactical points equal to your Intelligence modifier when you finish a short rest. At 16th level, the number recovered is twice your Intelligence modifier.

Tactic: Spring the Trap

At 9th level, when an ally readies an action, you can spend 1 tactical point as a reaction to give them advantage on any 1 roll before the start of their next turn.

End Run Sprint

By 10th level, When moving through your tactical terrains, every two feet of movement only costs one foot for you.

Mental Fortress

At 13th level, Your towering intellect makes you resistant to psychic damage and you have advantage on saving throws against being charmed.

The detect thoughts spell cannot detect you or read your thoughts.

Uncanny Ploy

By 14th level, You are able to manipulate your enemies as effectively as you maneuver your allies. Using your canny maneuvers feature, you can now choose to move both friendly and hostile creatures around the battlefield.

Hostile creatures you choose must make an Intelligence saving throw against your tactician save DC. On a failure, they move 15 feet towards a space of your choice.

Target creatures will avoid any obviously deadly hazard, but will provoke opportunity attacks to move in the designated direction.

Tactical Awareness

By 15th level, You are always aware of your surroundings and cannot be caught off guard. While you are conscious, you cannot be surprised, and neither invisibility nor hiding grants advantage on attacks against you.

Tactic: Defensive Edge

Beginning at 18th level, your mastery of tactics grants you proficiency in Dexterity and Wisdom saving throws.

Additionally, whenever you make a saving throw in which you are proficient and fail, you can spend 1 tactical point to reroll it and take the second result.

Tactical Brilliancy

By 20th level, Whenever you spend at least 1 tactical point, you can immediately change the gambits associated with some or all of your designated tactical terrains. This change can take effect before or after the effects of the tactic occur.

Combat Philosophies

While many adventurers are trained combatants, tacticians delve into the esoterica of warfare, seeking to master the battlefield the way another might master the chess board. Through their studies, they have developed specific ideologies on the subject of war, called combat philosophies. The three most prevalent philosophies are the Warlord, the Prodigy, and the Strategist.

Tacticians who share the same philosophy may see each other as instant friends, professional colleagues, or arch rivals.

The Warlord

The Warlord focuses on the development of martial skill and battle strategies. Not satisfied with directing the fight from a distance, they stand toe-to-toe with their enemies to take advantage of every tactical advantage. Those who adhere to this Philosophy fight with ferocity and use tactical terrains that are precise battle lines.

Warlord Terrain

Your Warlord can designate up to 2 distinct tactical terrains per use of tactical terrain, with dimensions of fifteen feet by five feet by five feet, horizontally or vertically.

In addition to using an action, you are able to designate or move your tactical terrains as part of the Attack action.

Terrains placed adjacently can utilize different Gambits.

Bonus Proficiencies

When you choose this Philosophy at 3rd level, you gain proficiency with medium armor, shields, and martial weapons, as well as the Intimidation skills, if you don’t already have it.

Part 2 | Combat Philosophies

Exploit Weaknesses

Starting at 3rd level, you have learned how to find the flaws in an opponent's defenses. Once per turn, you can add your Intelligence modifier to your weapon attack or damage rolls.

Additionally, when you use the Signal tactic, you can spend 1 additional tactical point to increase the die size to 1d6.

Tactic: All Out Attack

Beginning at 7th level, when you see an opening in the enemy's defenses, you show no mercy. When you take the Attack action, you can spend a number of tactical point up to your Intelligence Modifier (minimum 1) to make an additional melee weapon attack per point spent.

Tactic: Lunge

Beginning at 11th level, when making a melee attack you can spend 1 tactical point to increase your reach by 5 feet until the end of the turn.

Fount of Brutality

By 17th level, you have honed your martial prowess as keenly as your mind. Whenever you render an opponent unconscious and each time you or one of your allies roll a critical success, you gain 1 use of your Tactical Terrain feature and 4 tactical points. This gain can exceed your usual maximum.

Any uses or points in excess of your maximum are lost after completing a short or long rest.

The Prodigy

Prodigies delve into the usage of magic to manipulate the outcome of battles. Those who follow this Philosophy include spell casting in their tactical repertoire and focus on utilizing one, large tactical terrain.

Prodigy Terrain

At 3rd level, you can designate one, 20 foot cube per use of tactical terrain.

In addition to the standard method, you can designate or movie your tactical terrain as part of casting a spell of 1st level or higher.

Your tactical terrain can have up to two gambits applied to it at the same time.

Bonus Proficiencies

When you adopt the Prodigy philosophy at 3rd level, you gain proficiency with the Rapier and Longsword, as well as the the Arcana and Persuasion skills, if you don’t already have them.

Prodigy Spellcasting

At 3rd level, as a scholar of knowledge both martial and arcane, you have unlocked the ability to cast certain spells. Compared to true arcane casters, prodigy tacticians commit a select few spells to memory. See chapter 10 for the general rules of spellcasting and chapter 11 for the Magic spell lists.

Weapon Focus. As part of your study of spellcasting, you have learned to utilize a a simple or martial melee weapon as a spell focus.

Cantrips. At 3rd level, you have discovered and mastered 3 cantrips of your choice from any spell list. The chosen cantrips are considered Prodigy spells for you.

Additionally, each time you gain a level in this class, you can choose to replace one cantrip you know with a different one.

Spell Slots. The Prodigy Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st level spell shield and have a 1st level and a 2nd level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher. In your studies, you have unlocked the secrets of magic's manifold disciplines. At 2nd level, you know four 1st level spells of your choice from the Abjuration, Illusion, or Transmutation schools of magic.

This feature grants two additional spells at 7th, 12th, and 17th level. Spells must be of a level for which you can cast, as shown in the Prodigy Spellcasting Table, below. Each time you gain additional spells with this feature, you can choose Abjuration, Illusion, or Transmutation spells from any class spell list.

Additionally, each time you gain a level in this class, you can choose to replace any one spell you know with a different spell of a level for which you have spell slots from the Abjuration, Illusion, or Transmutation schools of magic.

Spellcasting Ability. Since you learned your spells through extensive study and memorization, you use your Intelligence whenever a spell refers to your spellcasting ability.

In addition, you use your Intelligence modifier when setting the saving throw DC and Spell attack modifier for your spells.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Scholarly Precision

Starting at 7th level, you have learned how to best apply your understanding of magical cantrips to the battlefield. While inside your tactical terrain, add your Intelligence modifier to the damage you deal with your prodigy cantrips.

Tactic: Arcane Trap

Beginning at 11th level, you can subtly shape the spells you cast into your tactical terrain.

When you cast a 1st level spell or higher that forces a creature or creatures in your tactical terrain to make saving throws to resist its effects, you can spend 2 tactical points per creature of your choosing to roll with disadvantage on their first saving throw made against the spell.

Part 2 | Combat Philosophies

Fount of Arcanum

Reaching 17th level, you have designed stratagems to best utilize your magical potential. Whenever you cast a spell of 1st level or higher, and each time you or one of your allies roll a critical success, you gain 1 tactical point. This gain can exceed your usual maximum.

Any points in excess of your maximum are lost after completing a short or long rest.

Prodigy Spellcasting

Tactician level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 4 2 -- -- --
4th 3 4 3 -- -- --
5th 3 4 3 -- -- --
6th 3 4 3 -- -- --
7th 3 6 4 2 -- --
8th 3 6 4 2 -- --
9th 3 6 4 2 -- --
10th 3 6 4 3 -- --
11th 3 6 4 3 -- --
12th 3 8 4 3 -- --
13th 3 8 4 3 2 --
14th 3 8 4 3 2 --
15th 3 8 4 3 2 --
16th 3 8 4 3 3 --
17th 3 10 4 3 3 --
18th 3 10 4 3 3 --
19th 3 10 4 3 3 1
20th 3 10 4 3 3 1

The Strategist

Not every tactician comprehends the lessons of history, nor has the mental acuity to adapt to every situation, but these qualities define the Strategist Philosophy.

These tacticians have coalesced combat theory and ancient, obscure texts of war into novel stratagems for deploying allies and accounting for every possibility. Those who follow the Strategist Philosophy out think their enemies and dominate the field of battle.

Strategist Terrain

You can maintain a number of 10-foot cubes equal to your Intelligence modifier per use of tactical terrain.

You are able to designate and move your tactical terrains as a bonus action or as part of the Dodge action.

Terrains placed adjacently share a gambit and are considered a single terrain when using class features.








































Bonus Proficiency

When you adopt the Strategist philosophy at 3rd level, you gain proficiency with the Shortsword and Scimitar, as well as the Deception and Stealth skills, if you don’t already have them.

Unarmored Defense

At 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Tactic: Decoy Illusion

Also at 3rd level, you are not always where you appear to be. As a reaction, if you are targeted by an enemy attack or spell and are not surprised, you can spend 2 tactical points to teleport to an unoccupied space within 30ft of you, leaving behind a decoy such as an empty cloak, tree branch, or sheet of cloth that is targeted instead.

If you move to a space within one of your own tactical terrains, you can spend 1 additional tactical point to become invisible until you make an attack, cast a spell, or leave the terrain.

Part 2 | Combat Philosophies

Ambush Maneuvers

By 7th level, when you utilize your canny formations, you can now choose a number of creatures equal to your Intelligence modifier to move.

Allies you choose to move in this way can immediately make a melee attack and add 1d6 to the attack or damage roll.

Tactic: Fathomless Calculations

When you reach 11th level, you are able to push your focus to the mortal limit, manipulating all possibilities of the battlefield at once. As a free action, you can spend 1 tactical point to gain an additional reaction.

You may only use one reaction per turn.

Fount of Strategy

Reaching 17th level, you have mastered the ability to manipulate the battlefield. While in initiative, you gain 1 tactical point at the start of each of your turns and each time you or one of your allies rolls a critical success. This gain can exceed your usual maximum.

Any uses or points in excess of the maximum provided by your level are lost after completing a short or long rest.

Battlefield Gambits

Gambits are the secret weapon of the Tactician. Establishing gambits on your tactical terrain grants you and your allies a unique edge in combat. Knowing which gambit to use, and when, is a vital skill for the accomplished tactician.

If you are able to designate more that one terrain, multiple terrains can utilize the same gambit.

Alaj Sun's Third Deception

Prerequisite: Philosophy of the Strategist, 15th level

With a well placed phrase, you trick your target into paranoid inaction. An enemy creature with an intelligence of 3 or greater that enters this terrain must make an Intelligence saving throw or else be confounded by the tactician's deception. On a failed save, the creature believes that leaving the terrain will spring a deadly trap and uses it's remaining movement within that tactical terrain.

On each subsequent turn an affected creature will use all its movement within the occupied terrain. While under the influence of this deception, the creature has disadvantage on attack rolls against targets outside this terrain.

At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the deception ends for that creature.

Ankallista's Aegis

Prerequisite: Philosophy of the Prodigy.

By infusing your Tactical Terrain with Lady Ankallista's arcane numerology you are able to magically increase your own defenses. As long as you stay in this tactical terrain your base AC becomes 15.

If you leave this terrain, the benefit ends and you must spend 2 tactical points to reactivate it upon returning. This gambit can also be ended by a dispel magic spell or similar anti-magical effect.

Archmage Gildalyn's Advance

Prerequisite: Philosophy of the Prodigy, 10th level

Drawing energy from the Weave itself, you infuse your tactical terrains with arcane power. while inside your tactical terrain, you gain a +1 magical bonus to your armor class, spell attack rolls, and saving throws.

Preparing this gambit reduces your tactical point maximum by 2.

Culorien's Sans Voir

Prerequisite: Philosophy of the Strategist, 10th level

With whispered commands, you guide your allies towards obscured targets. While in this tactical terrain, being unable to see a creature doesn’t impose disadvantage on your allies' attack rolls against it.

Einrik's Entangling Snare

Prerequisite: Philosophy of the Prodigy, 15th level

When a hostile creature enters the terrain or starts its turn there, the creature must succeed on a Dexterity saving throw or be restrained by shackles of magical energy. You can use your action each turn to spend 2 tactical points and deal 4d6 bludgeoning damage to all restrained creatures.

A creature restrained by this gambit can use its action to make a Strength or Dexterity check (its choice) against your tactician save DC. On a success, it frees itself.

Form Lines

Prerequisite: 5th level

You give the word for your allies to form up and attack. Friendly creatures in this tactical terrain gain 1d6 additional damage on weapon attacks, while within 5 feet of each other.

Form Squares

You signal for your teammates to form up and defend each other's flanks. Allies in your tactical terrain gain a +1 bonus to AC for each ally within 5 feet and advantage on Strength saving throws while within 5 feet of an ally.

Get Down

Prerequisite: 10th level

You are alert for dangers, and prepared to call out a warning. If an allied creature in this tactical terrain is forced to make a Dexterity saving throw, it can instead use its reaction to move 15 feet in any direction.

If this movement would take the creature out of the range or area of effect that forced the saving throw, your ally is no longer subject to the effect.

Latvalian's Gamble

Prerequisite: Philosophy of the Strategist, 5th level

As you fall, you call out to your allies to avenge you. If you are forced to make death saving throws while in this tactical terrain, your allies gain +4 to their AC and advantage on attacks and saving throws until you fail your final death saving throw, stabilize, or are healed.

Once you use this gambit, you must complete a long rest or spend 5 tactical points as a free action to recharge it.

Part 3 | Battlefield Gambits

Mrytlebock's Bow

Prerequisite: Philosophy of the Warlord, 10th level.

Clashing weapons with a chosen foe, you draw its ire as your allies move to flank it. If you hit a creature in this terrain with a weapon attack, it must make a Wisdom saving throw against your tactician save DC. On a failed save, your allies become invisible to the creature until the start of your next turn.

After the effect ends, or on a successful save, the creature is immune to the effects of this gambit for 24 hours.

Phantom Army

Prerequisite: Philosophy of the Prodigy, 5th level.

You fill your terrain with illusionary forces, confounding the attacks of your enemies. Each time a friendly creature in your tactical terrain is targeted with an Attack, roll a d20 to determine whether the Attack instead targets one of the Phantom soldiers. On a roll of 15 or higher, the attack passes harmlessly through a Phantom soldier.

A creature can make an Intelligence (Investigation) check against your tactician save DC to see through the illusion and is unaffected by this gambit if it can't see, if it relies on senses other than sight, such as Blindsight, or if it can perceive illusions as false, as with Truesight.

Preparing this gambit reduces your tactical point maximum by 2.

Pin Down

You signal your allies to keep the enemy from getting away. While in this terrain, each time an enemy creature takes damage from an attack or spell by you or your allies, its movement speeds are reduced by 5 feet.

This reduction takes effect on the creature's current or next turn

Reserve Ranks

You orchestrate your allies to rotate out as they fight, so no one gets overwhelmed. While in this terrain, you and your allies can end their movement by taking a friendly creature's space.

The displaced creature can then immediately move up to 15 feet away. This movement does not provoke an attack of opportunity.

The Black Queen's Bargain

Prerequisite: Philosophy of the Warlord, 15th level

Sacrificing battlefield awareness for the chance at a deadly blow, while in this terrain, your weapon attacks score a critical hit on a roll of 18-20, however preparing this gambit reduces your tactical point maximum by 2.

The Back Queen's Wheel

Prerequisite: Philosophy of the Warlord, 5th level

With a nod to the mad elven war-mistress, you throw aside all concern for defense to attack with fierce brutality. When you make your first attack against an enemy in this tactical terrain, you can choose to Mark that target for the Black Queen's Wheel.

Until the marked target is no longer in your tactical terrain, it dies, or you mark a new target, you have advantage on weapon attack rolls against the marked target, but all other enemies will have advantage on attack rolls against you.

Two Knights Pincer

Prerequisite: Philosophy of the Warlord

You signal an ally to crush an enemy between you, trapping your foes. Any large or smaller creature in this tactical terrain that becomes flanked by you and an ally must immediately make a Strength saving throw against your tactician save DC. On a failure the creature is restrained until the start of your next turn.

Wolf Hole

Prerequisite: Philosophy of the Strategist

You disguise the hazards of the terrain, leaving your enemies oblivious to their danger. Any hostile creature moving through this terrain must make a Dexterity saving throw against your tactician save DC or fall prone.

Creatures moving through the area at half speed don’t need to make the save, and this gambit has no effect on creatures immune to the prone condition.

Part 4 | Class Character Options

Tactician Background

"To be a great tactician requires understanding. The knowledge of how a creature thinks and why an opponent acts as it does is necessary to predict what they will do in any given situation. If we know our enemy, and know ourselves, victory is assured."

~Alaj Sun
Strategist to the Osmanthus Throne


Of all adventurers in the worlds of D&D, the tactician is perhaps the most peculiar. The use of gambits and tactics can turn the tide of a fight, but ultimately, tacticians become adventurers to test their own theories and stratagems- refining the art and execution of contests between armed combatants.

Using the resources available to their greatest advantage, to achieve victory, within an acceptable cost.

The price tacticians pay for this knowledge is isolation. It takes years of study, instruction, and experimentation to learn the nature of hostile creatures, the skills of soldiers and casters, and the methodology behind the various tactics and gambits. To then turn such knowledge into a tactical advantage in the chaos of battle takes all of a tactician's focus. This singular focus can lead to adventurers who are awkward, distant, aloof, or in some other way disused to sharing in the camaraderie of the groups they hope to inspire towards success.

If you're playing a tactician, take advantage of the opportunity to make your character more than a field commander who pushes pieces around a battle map. Tacticians are people who use their minds to wage war. The advice that follows offers up unique details to describe how your tactician interacts with the world around them.

Quirk

Endless hours of solitary study and research can have a negative effect on anyone’s social skills. Tacticians, are the quintessential example. An eccentricity or two is not necessarily a drawback, and quirks of this sort are usually harmless. Perhaps it is the origin of a nickname, honorific, or childhood endearment.

If your character has a quirk, is it a physical tic or a mental one? Do you fight to overcome it, or do you embrace this minor difference from others?

Quirks
d8 Quirk
1 Chatty. You have a habit of talking to yourself.
2 Apathetic. You have a flat affect, expressing very little emotion.
3 Pedantic. It would be wrong not to use a person's full name, all the time.
4 Referential. You regularly relate current situations to obscure historical events.
5 Compulsive. You have a strong compulsion to count, clean, or otherwise repeat a minor action.
6 Finicky. Stale air, and strange smells bother you you to the point of fanning yourself constantly.
7 Pack rat. You maintain a collection of small trinkets, and frequently offer to show it to others.
8 Reckoning. You keep track of your victories, or defeats, by marking your body in some manner.

Tutor

It is necessary for a tactician to find (or be found by) a veteran or scholar of warfare who can teach them. Most tacticians begin their training at a young age, and tutors have a vital role in shaping a students’ attitudes and beliefs, for good or ill.

Consider who this individual was and the nature of your relationship? Did your tutor imbue you with a particular outlook or influence your approach to achieving your goals?

Tutors
d6 Tutor
1 Veteran. Your tutor served with rank-and-file and taught you much about working as a unit.
2 Diplomat. Politics and peacekeeping were your tutor’s specialties. You were instructed in the tactics of society and court life as much as the battlefield.
3 Pedagogue. Your tutor was a wise strategist who taught you to think in terms of months and years rather than moments.
4 Mentor. You were one of several youngsters mentored by a kindly prodigy, until one pupil betrayed the group and killed your mentor.
5 Taskmaster. Your tutorforced you to compete against other students in bloody contests of tactical and martial skill.
6 Aesthete. Your tutor was a philosopher, concerned with the mathematical elegance of a well executed gambit over the grim realities of combat.
Part 4 | Class Character Options

Famous Battle

Whether renowned or infamous, even a novice tactician is known for at least one famous battle they took part in. While the truth of events may only be known by a few, the story is likely dramatized by bards traveling the land.

Your defining achievements as a tactician are yet to come, but you have likely seen combat and established some sort of reputation. Talk with your DM about where this famous battle took place, and consider how being on the winning, or losing side of the battles might have effected you.

Famous Battles
d8 Famous Batle
1 “Defense of Fahlor Fields” where a group of simple priests held off an invading band of warriors for six days.
2 “The Hathor Prince Affair” in which a three clever heroes rescued a kidnapped prince and evaded the wrath of a young red dragon and her lieutenants.
3 "The Two-fold Seige of Elmundson" devious tacticians staged a second seige around the invading forces at Elmundson, crushing the enemy between the soldiers and the walls.
4 “The Brigantine called Bloody Revenge” Six warships were sunk off the coast by a single privateer.
5 "The Rebellion of Eolief Grave” A peasant rebellion, lead by Eolief Grave, successfully defeated the royal guards and the military, sacking a major town.
6 ”Battle of the Blue Cliffs" Two large armies combined forces to attack a smaller third, and were routed.
7 “Escape from Mountain’s Reach” two tacticians matched wits during the harrowing escape of a usurped princess through treacherous and snow filled canyon passes.
8 "The Ambush of Mindartis" Tactical genius, Mindartis, and his lieutenants were defeated decisively while traveling through the woods

Multiclassing

Ability Score Minimum:

Strength 13 or Dexterity 13, and Intelligence 13

Proficiencies Gained:

Light armor, Simple Weapons

Class Features

Extra Attack

If you gain the Extra Attack class feature from more than one class, the features don't add together. If you have Extra Attack from another class, it replaces the Warlord Tactician's All out Attack feature.

Unarmored Defense

If you already have the Unarmored Defense feature, you can't gain it again from another class. The Strategist Tactician can choose which unarmored defense feature to utilize if they would acquire the feature from another class.

Spell Slots

A Prodigy Tactician should add one-third of their tactician levels when determining spell slots with other spell casting classes.






























Credits:

Cover Image:
Arrival from DM's Guild's Creator Resource Documents
Interior Art:
From DM's Guild's Creator Resource Documents

Part 5 | Multiclassing
 

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