The Tactician

by Vyrdian

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The Tactician

From the center of a battlefield, a halfling's watchful eyes scan their surroundings. A troll charges out of the fray towards the wizard preparing to blanket it in flames. The halfling takes action, darting across the battlefield and stopping the troll in its tracks, buying just enough time as a burst of flames envelope it.

A group of adventurers sit in their quarters, preparing a plan to route an encampment of bandits. A gnome pulls a map of the area out of her backpack, marked with elevations, choke points, and points of interest. Laying it on the table, she begins to explain the strategy and goals to follow, as well as the pitfalls to avoid for the coming battle.

Tacticians use their wit, planning, and deductive minds to control and react to any situation they find themselves in. Well known for their knowledge of their own capabilities, and determining their enemies, the adventuring parties they find themselves in are known for their consistent success.

Decisive Actions

Most people act through habit and intuition, tacticians train themselves at odds to this natural response. With patience they wait for the perfect moment to enact a plan to its greatest effect, giving them the time they need to respond to any changes that may happen.

Tacticians know that both battles and wars have been won in this way, no matter the odds they wait for opportunity to show itself. Once that opportunity is taken, it leads to more, and as morale shifts the outcome is clear.


Psychological Mastery

Tacticians have turned the study of the actions of others into an art, learning to pick up the habits and patterns of others at a glance and benefit from that knowledge. While some people do not notice the meaning behind something as simple as a stiffened hand or a raised brow, a tactician can recognize those patterns of movement and match them to a habit.

This train of thought tacticians use can lead to predictions, and when predictions prove true, they know what others will do before they do themselves. Exploiting this cycle comes naturally to tacticians, as they have the knowledge and training to do so.

Creating a Tactician

When you create your tactician, imagine how the character began to study patterns and habits. Did you find an interest in historical battles and wars and the ways they were won? Was your favorite hobby to watch sanctioned battles and duels, realizing that you could easily point out the contestant's weaknesses and bad habits? Or did you often get into bar fights, learning how to exploit sloppy movements.

What brought you away from your previous life, did you realize there are greater riches and fame to be gained in the world? Were you previously in an army or militia and decided to escape from a life tied to one place? Perhaps you wanted to prove yourself, testing the bounds of your knowledge against a variety of creatures.

Tactician
Level Proficiency Bonus Responsive Tactics Features
1st +2 1d4 Insightful Analysis, Responsive Tactics
2nd +2 1d4 Change of Plans, Rapid Preparation
3rd +2 1d4 Strategic Role, Battle Plans
4th +2 1d4 Ability Score Improvement
5th +3 1d6 Prepared Strike
6th +3 1d6 Strategic Role feature
7th +3 1d6 Evasion, Rapid Preparation improvement
8th +3 1d6 Ability Score Improvement
9th +4 1d6 Battle Plans improvement
10th +4 1d6 Perceptive
11th +4 1d8 Strategic Role feature
12th +4 1d8 Ability Score Improvement
13th +5 1d8 Rapid Preparation improvement
14th +5 1d8 Crisis Management
15th +5 1d8 Discerning Eye, Battle Plans improvement
16th +5 1d8 Ability Score Improvement
17th +6 1d10 Strategic Role feature
18th +6 1d10 Instant Response
19th +6 1d10 Ability Score Improvement
20th +6 1d10 Always Ready

Quick Build

You can make a tactician quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity, or Constitution. Second, choose the noble: knight background.

Class Features

As a tactician, you gain the following class features.

Hit Points

Hit Dice: 1d8 per tactician level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at higher levels: 1d8 (or 5) + your Constitution modifier per tactician level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, battleaxes, longswords, rapiers, shortswords, warhammers, and whips
Tools: Cartographer's tools


Saving Throws: Dexterity, Intelligence
Skills: Choose two skills from Acrobatics, Investigation, Perception, Persuasion, History, and Stealth


Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) a shortbow and quiver of 20 arrows or (b) a shield
  • (a) a scholar's pack or (b) an explorer's pack
  • a half full book of strategies and a longsword

Optional Rule: Multiclassing

Prerequisites. To qualify for multiclassing into the tactician class, you must have an Intelligence score of 13 or higher.


Proficiencies. When you multiclass into the tactician class, you gain the following proficiencies: Light Armor, shields, simple weapons, longswords, cartographer's tools

Insightful Analysis

Beginning at 1st level, your studies of habits and mannerisms help you to in determining intentions. You gain proficiency in the Insight skill if you don't already have it. Additionally, you can use your Intelligence modifier instead of Wisdom for any Insight checks that you make.

Responsive Tactics

At 1st level, your ability to quickly respond to changes enhances your skill with unarmed strikes and responsive weapons, which are any weapons that lack the heavy and special properties.

You gain the following benefits on any turn other than your own while you are unarmed or wielding only responsive weapons, and you aren't wearing heavy armor. You can use a shield and still gain these benefits:

  • When you attack with your unarmed strikes or responsive weapons, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • If you hit a creature with an attack using your unarmed strikes or responsive weapons on their turn, you can add a d4 to the damage roll. This die changes as you gain tactician levels, as shown in the Responsive Tactics column of the Tactician table. Once you add damage in this way, you can't do so again until the start of your next turn.
  • When you use your reaction to respond to a Ready action, you can move up to half your speed as part of the reaction, responding at any point during the movement.
  • When a creature makes an opportunity attack against you, you can add your Responsive Tactics die to your AC against that attack. Once you use this feature you can't do so again until the start of your next turn.

Change of Plans

Starting at 2nd level, when you have a Ready action you have not yet responded to you yet and a creature other than yourself ends their turn, you can use your reaction to respond to your Ready action, regardless of the trigger activating. If there is no target to use the action you have readied on when you use this feature, you can instead move up to your speed in response.

When you use this feature, you can only use the first and last benefits of your Responsive Tactics feature as part of the Ready action you used it on.

Rapid Preparation

At 2nd level, your practice reading the battlefield allows you to respond to the flow of battle by giving insight to your allies and through special tactics called ploys. When you use half your movement speed or less on your turn, you can take a bonus action to survey the battlefield. When you take this bonus action, you gain a special reaction which can be used in one of two ways before the start of your next turn:

  • You can take your special reaction to use a ploy that you know.
  • When an ally within 30 feet of you that can see or hear you makes an ability check or an attack roll, you can take your special reaction to use the help action on them. When you use the help action in this way, you can't use it on the same ally again until you roll initiative. This changes to twice on the same ally at 7th level, and three times at 13th level.

Ploys. Your ploys are special techniques that are used through the special reaction this feature can grant you. You learn 3 ploys of your choice, and another at 7th level and 13th level, which are detailed in the "Ploys" section below. When you gain a level in this class, you can choose one of the ploys you know and replace it with another ploy from the ploys list. You can use three ploys, and regain all uses upon finishing a short or long rest. The number of ploys you can use increases by one at 7th level, and again at 13th level.

Saving Throws. Some of your ploys require your target to make a saving throw to resist the ploy’s effects. The saving throw DC is calculated as follows:

Ploy Save DC = 8 + your proficiency bonus +

your Intellgence modifier
Ploys

The ploys are presented in alphabetical order.

Deflection. When an enemy you can see or hear hits you with an attack, you can use this ploy to reduce the damage you receive by an amount equal to your reaction die + half your tactician level.

Double Down. When an enemy within 60 feet of you is hit with an attack, you can use this ploy to choose an ally other than the attacker who can see or hear you who. That ally can immediately use their reaction to make one weapon attack against the hit enemy.

Feint. When an ally makes a melee attack on an enemy within 5 feet of you, you can use this ploy to feint, granting advantage to your allies attack. If the attack hits, it deals additional damage equal to your Responsive Tactics die.

Leverage. When a creature no more than one size larger than you and within 5 feet of you misses you with an attack, you can use this ploy to attempt to topple them. The target must make a Strength saving throw. On a failed save, you knock the target prone and their movement speed is set to 0 until the end of the turn.

Obstruct. When a creature no more than one size larger than you moves to a space within 15 feet of you, you can use this ploy to move up to half your speed towards that creature. If you end your movement within 5 feet of it, the creature must make a Dexterity saving throw. On a failed save, the creature’s speed is set to 0 until the start of their next turn.

Retreat. When a creature moves to a space within 10 feet of you, you can use this ploy to move up to half your movement speed and take the disengage action.

Sidestep. When a creature targets you with an attack, you can use this ploy to cause them to have disadvantage on the attack roll.

Strategic Role

When you reach 3rd level, you choose a strategic role to guide your own goals and tactics on the battlefield: Commander, Protector, Skirmisher, or Arcanist, all detailed at the end of the class description. The strategic role you choose grants you features at 3rd level and again at 6th, 11th, and 17th level.

Battle Plans

At 3rd level, when you have knowledge of the area or your enemy you can develop a strategy for the start of a battle. While you are not in combat and have vision over or a map of an area, you can spend one minute to develop one battle plan of your choice, which are detailed under "Battle Plans" below. You can choose up to two allies that are within 30 feet of you to share the plan with. When you roll initiative in the area you developed a battle plan in, you and the allies you shared the plan with may use your reactions to immediately enact it, unless the battle plan specifies a different timing. You can only have one battle plan for a given area at once, if you create a new battle plan the oldest one is replaced. You can share your battle plan with two additional allies at 9th and 15th level.

Additionally, as an action during combat, you can share a battle plan with one creature of your choice, allowing them to enact it immediately with their reaction, unless the battle plan specifies a different timing.

Battle Plans

The battle plans are presented in alphabetical order.

Advance. When this battle plan is enacted, the user can move up to their speed towards an enemy they can see.

Duck and Cover. This battle plan can be enacted any time before the start of the allies next turn. When the user is attacked with a ranged attack, they can enact it, dropping prone before the hit is rolled. Additionally, once enacted, the user can stand up from prone as a special reaction at the end of any creatures turn before the start of their own.

Fall Back. When this battle plan is enacted, the user takes the disengage action and can move up to half their movement speed away from an enemy.

Hold Steady. This battle plan can be enacted any time before the start of your next turn. If a creature moves within 5 feet of the user, they can enact it, making one melee attack against them.

Take Cover. When this battle plan is enacted, the user can move up to their movement speed towards a source of cover within 60 feet of them.

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.

Prepared Strike

Beginning at 5th level, if you took the Ready action on your last turn, you gain one special reaction you can use on the following options before the start of your next turn:

  • Whenever you would take a reaction through any other source, you can use this special reaction instead.
  • At the end of a creatures turn, you can use this special reaction to move up to half your speed and make one attack with an unarmed strike or a responsive weapon you are holding. An attack made in this way cannot benefit from features that can only be used once per turn.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a black dragon’s acid breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Perceptive

At 10th level, your constant vigilance grants you a +5 bonus to your passive Wisdom (Perception) score and advantage on any perception checks you make.

Crisis Management

At 14th level, your ability to respond to dangerous situations is unparalleled. When you fail a saving throw you can choose to succeed instead. Once you use this feature you can’t use it again until you finish a long rest.

Discerning Eye

At 15th level, through keen observation of others you can discern key information about them. As an action, you can observe a humanoid that you can see within 60 feet of you to learn its profession, class (if it has one), mood, or age.

Instant Response

At 18th level, your can preempt your enemies moves by reacting to minute changes in their body. When you choose to respond to a trigger from a Ready action you took, you can choose to take your reaction immediately before the trigger instead of after it.

Always Ready

At 20th level, you can’t be surprised while you are conscious. Additionally, when you roll initiative you can immediately take the Ready action. When you use this feature, if you have a battle plan that you can enact, you can do so as a special reaction before the start of your first turn.

Strategic Roles

Tacticians hold different parts of their overarching strategies to different levels of importance. Your choice of role reflects what you give the greatest value to in your tactical approach.

Skirmisher

Skirmishers put themselves into the fray, reading their opponent's fighting style, they strike at the slightest error or distraction. In the heat of battle, skirmishers are often confused for fighters, but a trained eye knows that their presence on the battlefield is a completely different thing. Trading raw strength for the exploitation of weaknesses, adventurers that take up this role rely on raw force to be victorious.

Fighting Style

At 3rd level, you adopt a 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 something in the game lets you choose again.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

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. When you are wearing armor, you gain a +1 bonus to AC.

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.

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.

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.

Efficient Fighter

At 3rd level, your skill at exploiting an enemies openings guide your blows. When you use your Change of Plans feature, you no longer have penalties to your Responsive Tactics feature. Additionally, you learn the exploitation ploy, which does not count against the ploys you know.

Exploitation. When an enemy within range of an unarmed strike or responsive weapon you are wielding gets hit with an attack, you can use this ploy to make one attack against them using that weapon.

Sure Footing

At 6th level, difficult terrain doesn't cost extra movement for you. Additionally, while you are standing on a surface, you have advantage on saving throws and ability checks against being knocked prone.

Distracted Strike

At 11th level, When you make an attack with your special reaction through your Prepared Strike feature, if another ally is within 5 feet of the target you gain advantage on the attack roll.

Lock Down

At 17th level, as an action on your turn you can focus your senses on an enemy within 5 feet of you and prevent their movements. While the target is still within 5 feet of you and before the start of your next turn, the target's movement speed is set to 0, and any attack roll made against them has advantage. If the target moves away from you while this feature is still in effect, you can use your reaction to move up to your speed towards them.

Once you use this feature you gain one level of exhaustion at the start of your next turn, and you can't use it again until you finish a long rest.

Commander

Scanning the battlefield and passing orders to allies, commanders are the first thing that comes to mind when a tactician is thought of. Whether they are planning or leading a war, or going from town to town as an adventurer, their allies have the utmost trust in them. Tacticians that practice this role are skilled and confident leaders, that put their allies before themselves in order to win both battles and wars.

Varied Tactics

At 3rd level, you can convey a wide array of tactics to your allies. You can use the Evasive Action, and Press the Advantage battle plans, as well as the Demoralize ploy, which does not count against the ploys you know.

Evasive Action. When this battle plan is enacted, the user takes the dodge action.

Press the Advantage. When this battle plan is enacted, the user can move up to half their movement speed towards an enemy and take the Grapple or Shove action.

Demoralize. When an enemy starts its turn, you can use this ploy to weaken their fighting spirit. The target must make a Charisma saving throw, on a failed save the target has disadvantage on attack rolls and ability checks until the end of their turn.

Directive

At 3rd level, you give your allies greater confidence in your battle plans. When you roll initiative, you can use your Battle Plan feature as if you had developed one in the area you are fighting in. Additionally, an ally that has received a battle plan from you is granted a special reaction they can use to enact its effects, instead of using their reaction.

Confident Voice

At 6th level, your confidence in commanding the battlefield causes others to be inclined to believe you. When you make a persuasion or intimidation check using speech, you have advantage on the roll.

Additionally, when an ally enacts a battle plan, you can choose to give them temporary hit points equal to your Intelligence modifier + half your tactician level. You can give temporary hit points in this way a number of times equal to your Intelligence Modifier. You regain all uses of this feature when you finish a long rest.

Second Plan

At 11th level, you gain an additional way to use the special reaction granted by your Prepared Strike feature.

  • At the end of a creature's turn, you can use your special reaction to grant an ally within 60 feet of you a battle plan of your choice.
Rallying Cry

At 17th level, you can rally your allies to rouse their spirits. As an action on your turn, you can yell out a rallying cry, all allies within 60 feet of you can use their reaction to join in your rally. When you do so, you an all allies that joined in the rallying cry gain the benefits of one of the following effects of your choice, if all allies that are not unconscious or otherwise unable to use their reaction in the range of your rallying cry join in it, you can choose two benefits instead of one. Once you use this feature, you can't do so again until you finish a long rest.

  • All effected creatures gain temporary hit points equal to your Intelligence modifier + your tactician level.
  • All effected creatures gain a +1 bonus to their AC and saving throws for one minute.
  • All effected creatures gain a +1 bonus to their attack rolls and spell save DC for one minute.

Protector

Protectors have trained their bodies and tuned their awareness into the well being of their allies. Always ready to charge to an allies aid or distract their enemies, they use their skills to read into their opponents moves and nullify their blows. Tacticians in role often find themselves hired by nobles and royalty both as escorts and personal guards.

Ardent Resolve

Starting at 3rd level, your trained body makes you sturdier than other tacticians, your hit point maximum increases by 3, and increases by 1 again whenever you gain a level in this class.

Redirection

At 3rd level, when you would add your Responsive Tactics die to your AC as part of you Responsive Tactics feature, you can do so once per turn, instead of once before the start of your next turn. Also, you learn the Goad ploy, which does not count against the ploys you know.

Goad. When a creature within 15 feet of you makes an attack against an ally, you can use this ploy to goad them into battle with you instead. The target must make a Wisdom saving throw, on a failed save it must use its reaction to move up to its speed to the closest free space it can attack you from and make the attack against you instead or lose the attack. This movement doesn't provoke opportunity attacks, and you can add your response die to your AC against the attack.

Hardened Body

At 6th level, your body has become resilient through repetitive blows. You gain immunity to poison, and adopt the Defense fighting style if you haven't obtained it already.

Defensive Maneuvers

At 11th level, you gain an additional way to use the special reaction granted by your Prepared Strike feature.

  • When an ally within 5 feet of you is attacked, you can use your special reaction to switch places with that ally and become the target of the attack instead. This movement doesn't provoke opportunity attacks, and you can add your Responsive Tactics die to your AC against the attack.
Protector's Duty

At 17th level, as an action on your turn, you can overload your body and mind to protect your allies at any cost.

When you use this feature, you provoke all creatures of your choice within 30 feet of you, forcing them to make a Wisdom saving throw against your Ploy Save DC. On a failed save, until the start of your next turn, effected creatures have disadvantage on attacks against any creature except for you, and if you are attacked by them you can add your Responsive Tactics die to your AC against that attack.

Additionally, once per turn before the start of your next turn, if a creature within 30 feet of you makes an attack against a creature other than yourself, you can use a special reaction to move up to your speed towards them and make an attack against them with your unarmed strikes or a responsive weapon you are holding. At the start of your next turn, you gain a level of exhaustion for every 3 times you used this special reaction.

Once you use this feature you can't use again until you finish a long rest.

Arcanist

You set your mind to the studies of magic, and how it can be applied to create a tactical advantage through manipulating the environment, and proper application of the abjuration and divination schools. Tacticians that take up this role are seen as experts at gathering information and turning the tides of any disadvantageous situation, and have developed some of the greatest fortifications the world has to offer.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of the PHB for the wizard spell list.

Cantrips. You learn three cantrips: mold earth and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots. The Arcanist 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 charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and divination spells on the wizard spell list. The Spells Known column of the Arcanist Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or divination spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or divination spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated 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 for a wizard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intellgence modifier

Spell attack modifier = your proficiency bonus +

your Intellgence modifier
Mold Earth Architect

Starting at 3rd level, when you cast mold earth, your options to manipulate it improve as follows, in order of appearance in the spell’s description:

  • If you target an area of earth that isn't loose and the 5 foot area above it is not occupied by a creature, you can cause an arrow slit lined, 5 foot high, 2 inch thick wall to rise from it. This wall has AC 13 and 30 Hit Points and grants creatures that are behind it three-quarters cover. This change lasts for 1 hour.
  • As an additional option, you can form a 1:48 scale model of any area you have seen before.
Arcanist Spellcasting

— Spell Slots per Spell Level —

Tactician Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1
  • When you make difficult terrain you can cause it to be lined with spikes of earth. When a creature moves into the area, it takes 1d6 piercing damage. If the creature is dashing, this damage is doubled.

Additionally, you can have up to four of its non-instantaneous effects active at a time, and you can dismiss one such effect whenever you cast this spell.

Steady Mind

Starting at 6th level, when you use your Ready action to ready a cantrip, you do not need to concentrate on it. Additionally, you learn the Arcane Transfer ploy, which does not count against the ploys you know.

Arcane Transfer. When an ally within 30 feet of you is targeted with an attack or effect that deals damage, you can use this ploy to cast a spell with a range of self and a casting time of reaction on them, as long as they use their reaction to receive the effects.

Arcane Response

At 11th level, you gain an additional way to use the special reaction granted by your Prepared Strike feature.

  • At the end of a creatures turn, you can use this special reaction to cast mold earth or a damage dealing tactician cantrip of your choice.
Fortify

At 17th level, you can cast the Wall of Stone spell once, and you must finish a long rest before you can cast it in this way again. When you cast the Wall of Stone spell using this feature, you can benefit from the following additional effects:

  • You can choose to create less than 10 panels. For each panel you make under 10 (maximum of 3) you can make two 10 foot by 10 foot areas of terrain into difficult terrain. The terrain must be connected to at least one stone panel.
  • You can add your Intelligence Modifier to saving throws you make to maintain concentration on this spell.
  • You can choose to make it permanent after only one minute has passed.
Credits

Created by /u/vyrdian


Background stains by /u/flamableconcrete


All art by Wizards of the Coast

 

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