Tactician

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Tactician

As countless goblins line the horizon, a human man in tarnished plate leans against a rusting maul, its head planted into the dirt. His eyes, tired with years waiting for death, narrow as he examines their ranks. When the goblins advance, he points to a single diminutive hobgoblin captain and says, "That's the one. That's where we'll break their line."

A pack of wolves surround a young orc and her allies, but she shows no fear. Instead, she forms a fist and pounds it against her clavicle. Her allies glance back at her, terror alive in their features, but again, she pounds the fist. Again. Her allies nod, pounding their own fists in answer. They can do this. They know it. And then they charge the wolves.

A nonbinary tiefling snaps to attention within their tent. Immediately, they call out to their allies. Something is amiss. As their allies rise to their feet, groggy but ready, a swarm of spiders jump from the trees, their ambush foiled.

Each of these tacticians supports their allies in the most trying situations. They understand that to lead is to lift up others when they are at their lowest, to see that which others can't, and to be the voice of reason when decisions must be made--even if or when they lack voice themselves. Tacticians stand before adversity and know that their strength is not defined by how they swing a single blade but how they direct a hundred more. Above all, tacticians guide, lead, and analyze.

Support and Leadership

Tacticians hail from all walks of life. They might be monarchs, raised to rule their armies, who understand the importance of supply lines and moral. They might be war-game prodigies who've never stepped onto a battlefield but easily view it like a chessmaster from a far. Some tacticians began as grunts and over time developed an instinct for the way combat progresses.

Whether they stand at the head of armies or behind them, tacticians recognize that they are one mind among the many and that is the masses that swarm the onslaught, not the individual. While some warriors spend hours learning the blade, tacticians study their allies and their enemies, learning what makes them uniquely capable of defeating foes and considering what situations will best ensure such victories.

Intense Focus

Arriving at this level of intellectual responsibility is no simple feat. It requires intense focus and a quiet, undaunted mind. As a result, tacticians tend to be careful thinkers and deeply analytic. They study their opponents and they perfect their understanding of their own defenses. A tactician might spend an hour studying the ration purchases of an enemy just to understand their numbers and strength. They pride themselves on their ability to adapt to challenges and to exploit the weaknesses of their opponents.

Creating a Tactician

As you make your tactician, consider what about combat draws your interest. Do you enjoy applying your intellect to battle or are you being pressed to apply your mind? Do you revel in crushing enemies or do you wish for mercy and kindness? Ask who you fight for. Is it yourself, your allies, a country, a people, or a cause? Is it multiple of these?

Then consider why adventuring called to you or became necessary. Why aren't you at the head of a war party or spending your days in a way tent? Why are you adventuring to accomplish your missions? Are you gathering intelligence behind enemy lines? Are you a warrior without a cause?

Quick Build

You can create a tactician quickly by following these suggestions. First, Intelligence should be your highest ability score. Make Strength or Dexterity your next highest ability score, depending on what weapons and armors you expect to use. Second, choose the Noble or Soldier background.

Multiclassing

You can create a multiclassed companion character using the following rules.

Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class or to take a level in another class.

Proficiencies Gained. You gain the following proficiencies at first level when you multiclass as a tactician: simple weapons, martial weapons, light armor, medium armor, and shields.

Tactician Features

As a tactician, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Cartographer's tools and your choice of gaming set

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Animal Handling, History, Insight, Investigation, Perception, Persuasion, and Survival

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) leather armor, longbow, and 20 arrows or (b) scale mail
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Cartographer's tools and a gaming set

Focus Aura

1st-level tactician feature

Your presence focuses nearby allies. While you are not concentrating on a spell, you can roll a d4 (no action required) and add the result to the roll when a creature within 10 feet of you makes an attack for the first time on its turn. This die changes when you reach certain levels in this class: to a d6 at 9th level and a d8 at 18th level.

At 15th level, the range of this aura increases to 30 feet.

Strategic Initiative

1st-level tactician feature

Your analytic mind quickly grasps the initiative with which others enter combat and assesses when you should involve yourself. After all other creatures have rolled for initiative and the results of each check have been announced, but before your GM has determined the initiative order, you can choose to forgo your initiative check. If you do so, you can instead pick any number equal to or less than your Intelligence score as your initiative.

Once you pick an initiative score in this way, you can't do so again until you complete a short or long rest.

Fighting Style

2nd-level tactician feature

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 get to choose again.

Archery

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

Bulwark

While you are wielding a shield, you can grant a +1 bonus to the AC of allies within 5 feet of you.

Defense

While 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.

Grounded

At the start of your turn, you can reduce your speed to 0 until the start of your next turn. If you do, you can make one opportunity attack before the start of your next turn without using your reaction.

Tactics

2nd-level tactician feature

You implement tactics that can shift the tide of battle by utilizing your allies' skills.

Choose two tactics from the list at the end of this class description. You gain additional tactics as noted in the Tactics Known column of the Tactician table. Each time you gain a level in this class, you can choose a tactic you know and replace it with another tactic. In addition, you use your Intelligence modifier when setting the saving throw DC for a tactic that requires one.

Tactic Save DC = 8 + your proficiency bonus +

your Intelligence modifier
Tactician
Level Proficiency Bonus Features Tactics Known Genius Uses
1st +2 Focus Aura, Strategic Initiative
2nd +2 Fighting Style, Tactics, Tactical Genius 2 1
3rd +2 Tactical Instinct 2 1
4th +2 Ability Score Improvement 2 1
5th +3 Reflexive Response 3 1
6th +3 Strength of Conviction 3 2
7th +3 Tactical Instinct feature 4 2
8th +3 Ability Score Improvement 4 2
9th +4 Disciplined Mind, Focus Aura (1d6) 5 2
10th +4 Ability Score Improvement 5 2
11th +4 Tactical Instinct feature 6 3
12th +4 Ability Score Improvement 6 3
13th +5 Strength of Conviction 7 3
14th +5 Focused Skepticism 7 3
15th +5 Focus Aura (30 ft) 8 3
16th +5 Ability Score Improvement 8 3
17th +6 Reflexive Response
(2 uses)
9 4
18th +6 Focus Aura (1d8), Tactical Instinct feature 9 4
19th +6 Ability Score Improvement 10 4
20th +6 Master Tactics 10 4

Tactical Genius

2nd-level tactician feature

You can apply your intellect to amplify the effects of your tactics (no action required). When you use a tactic, you can expend a use of this feature to apply its Tactical Genius effect, listed below each tactic. You have one use of your tactical genius, and you regain all expended uses when you finish a short or long rest.

You gain additional uses of your tactical genius when you reach certain levels in this class, as indicated by the Genius Uses column of the Tactician table.

Tactical Instinct

3rd-level tactician feature

Your instincts as a tactician become present in your analysis of the battlefield. Choose an instinct from: the Prodigy, the Student, or the Veteran, all of which are detailed at the end of this class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 18th levels.

Ability Score Improvement

4th-level tactician feature

When you reach 4th level, and again at 8th, 10th, 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.

Reflexive Response

5th-level tactician feature

Your compulsion to manipulate the battlefield manifests as the battle changes. When another creature ends its turn and you aren't incapacitated, you can immediately move up to half your speed or take an action or a bonus action. You can only do so if you used your action on your last turn this combat to use a tactic or to take the Attack, Dash, Disengage, Dodge, Help, or Hide action. Once you use this feature, you can't do so again until your next turn ends.

At 17th level, you can use this feature an additional time before your next turn ends.

Strength of Conviction

6th-level tactician feature

You have proven yourself a capable force of will. You gain proficiency in Charisma saving throws.

At 13th level, you gain proficiency in Constitution saving throws. If you already have this proficiency, you gain proficiency with death saving throws.

Disciplined Mind

9th-level tactician feature

You exercise control quickly. If you would repeat a saving throw against the charmed, frightened, or stunned conditions at the end of your turn, you can make that saving throw at the start of your turn instead.

Focused Skepticism

14th-level tactician feature

Your guard is always up. You are aware of the location of any invisible creature within your Focus Aura, provided it isn't hidden from you and you aren't deafened. In addition, a creature within your Focus Aura has disadvantage on Stealth or Slight of Hand checks opposed by you.

Master Tactics

20th-level tactician feature

Choose two tactics you know as your master tactics. When you use a master tactic, you can apply one use of its genius effects without expending a use of tactical genius.

Tactical Instincts

Tacticians rise from a multitude of backgrounds, which help to define their analyses of battle. Some of these origins are achieved through hardwork and determination, while others are granted at birth or determined by the luck of the intellectual draw. Your choice of a tactical instinct doesn't necessarily define your character background, but reflects the techniques with which you assess the battlefield and what archetype those instincts most closely represent.

The Prodigy

Tacticians of this instinct are known for their savant-like assessment of tactics and command. Some prodigies never swing a weapon against a true opponent before they begin analyzing battlefields and exploiting the weaknesses of their enemies, while some may have only recently turned their attention to tactical leadership. Most often, these great thinkers are war-gamers who spent their childhoods setting up battle scenarios or playing strategy games like chess. Occasionally, however, these tacticians hail from a background that is not immediately associated with the field of war but is equally defined by competition and calculated maneuvers. These prodigies might be gamblers, entrepreneurs, or even athletes.

Prodigious Learner

3rd-level Prodigy feature

You gain proficiency in a skill and a tool of your choice. You also learn a language of your choice.

Additionally, you can add half your proficiency bonus, rounded down, to any ability check you make for a skill that doesn’t already include your proficiency bonus.

Analytic Genius

3rd-level Prodigy feature

Your mind analyzes foes even while you do other things. When you target a creature with a tactic and activate its genius effect, you can learn one of the following about the creature:

  • Armor Class, if the creature is wearing armor
  • Damage Resistances, if any
  • Damage Immunities, if any
  • Condition Immunities, if any

Ten Steps Ahead

7th-level Prodigy feature

You are always ready for combat. You can't be surprised while you are not blinded, deafened, or incapacitated.

Additionally, on your first turn in combat, your walking speed increases by 10 feet and any creature targeted by one of your tactics that requires a saving throw has disadvantage on its saving throw.

War-Gamer's Aura

11th-level Prodigy feature

A creature within your Focus Aura can't be surprised while you are not blinded, deafened, or incapacitated.

Additionally, when a friendly creature within your aura applies your Focus Die and hits a creature you've analyzed with your Analytic Genius, your Focus Die applies to the damage roll as well as the attack roll.

End Game

18th-level Prodigy feature

You've carefully crafted your end game and prepared your allies for a devastating final assault. As an action, choose any number of willing creatures within your Focus Aura excluding yourself. Each target can immediately use its reaction (if available) to take any action available to it.

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

The Student

Tacticians of this instinct apply knowledge based on notes they've kept their entire lives. Most regularly, these are nobles or the children of great warriors. But they might also be the unsung administrators of war, like those who organize the camp followers and the supplies lines, or even artisans who have traveled with war parties, crafting blades and other necessary implements, who observed and noted the tides of conflict. Regardless, they take detailed notes of the world around them and constantly ponder how history's lessons might inform the future.

Practiced Mind

3rd-level Student feature

You gain proficiency in the History skill if you don't already have it, and your proficiency bonus is doubled for any History check you make to recall details about battles and wars and their consequences.

Additionally, you gain proficiency in your choice of calligrapher's supplies, cook's utensils, or smith's tools.

Tactical Textbook

3rd-level Student feature

You keep a book of tactics that you can consult to prepare for any situation. Over the course of a long rest, you can consult your tactical textbook. When you do so, choose an additional tactic. You learn this tactic, it doesn't count against your number of tactics known, and you know it until you consult your textbook to choose a different tactic.

When you reach 11th level in this class, you can choose two tactics from your tactical textbook instead of one.

History Repeats Itself

7th-level Student feature

Your genius repeats itself. If you expend a use of your tactical genius with a tactic, you can use that tactic with its tactical genius effect once within the next minute without expending a use of your tactical genius.

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

Reference Aura

11th-level Student feature

Your analysis of history prepares you with a plethora of historical anecdotes that offer guidance. When a creature within your aura makes an ability check while engaged in combat, you can roll your Focus Die and add the result to the roll.

Perfect Recall

18th-level Student feature

You can accurately recall anything you have seen or heard within the past month. In addition, you can use a tactic that you have used in the last month, even if you don't currently know it.

You can use a tactic in this way a number of times equal to your Intelligence modifier. You regain all expended uses when you complete a long rest.

The Veteran

Veteran tacticians have lived among the trenches. They might have been literal trenches built in wartime, the intellectual trenches of academia, or any number of arduous circumstances. But despite it all, they lived through their history of conflicts and came out of them with an instinct for combat, or at the very least, how creatures, regardless of their origins, behave when survival is on the line, and you know how to protect yourself.

Survivor's Arsenal

3rd-level Veteran feature

You gain proficiency in your choice of two of the following skills: Athletics, Acrobatics, Medicine, and Survival.

Additionally, you gain proficiency in heavy armor.

Lead Assault

3rd-level Veteran feature

You're a capable attacker and a leader. When you expend a use of your tactical genius with a tactic that requires an attack roll against a creature, you can grant a number of friendly creatures within your Focus Aura advantage on its next attack roll against the target of your tactic. The number of creatures is equal to the number of tactical genius uses you expend.

Experienced Precision

7th-level Veteran feature

Your weapon attacks score a critical hit on a roll of 19 or 20.

Aura of Experience

11th-level Veteran feature

Your focus inspires resilience and steadfastness to prevent the most brutal results. When an attack scores a critical hit on a creature of your choice within your Focus Aura, you can choose for it to be treated as a normal hit.

Last Hurrah

18th-level Veteran feature

You inspire your allies to survive like you have. As an action, you can target a number of creatures equal to your Intelligence modifier, including yourself. Each creature instantly recovers 60 hit points, receives advantage on its next attack roll, and becomes immune to the frightened condition until the end of your next turn.

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

Tactician Tactics

Tactics are presented in alphabetic order. You must expend a use of your tactical genius to activate the genius effect listed below the tactic. Some tactics allow you to expend more than one use of your tactical genius. You can't expend more uses than you have and can choose any number to expend.

Adapt

As an action, choose a creature that you can see within 30 feet that can hear you. The creature gains a swim speed or a climb speed (your choice) equal to its walking speed for 1 minute.

Genius Effect. When you expend one or more uses of your tactical genius with this tactic, the creature gains the speed of your choice for 1 hour per number of uses expended.

Assess

You can take the Search action as a bonus action.

Genius Effect. When you use your bonus action in this way, you can expend a use of your tactical genius to grant yourself advantage on the ability check.

Blind

As an action, choose a creature within 5 feet. The creature must make a Dexterity saving throw or become blinded until the start of your next turn.

Genius Effect. When you expend one or more uses of your tactical genius with this tactic, the creature also takes 1d8 slashing damage for each use you expend, or half as much damage on a successful save.

Bolster

As a reaction, which you take when an ally within your Focus Aura is hit by an attack, you can grant your ally a +2 bonus to AC, potentially changing the outcome.

Genius Effect. When you expend one or more uses of your tactical genius with this tactic, the creature gains an additional +1 bonus for each use you expend.

Challenge

As a bonus action, you choose a creature within 30 feet that you can see. For the next minute, or until you lose sight of the creature, whenever you hit that creature with a weapon, you deal additional damage equal to your Focus Die. You may only have one creature chosen at one time.

Genius Effect. When you expend a use of your tactical genius with this tactic, losing sight of the creature does not end the feature.

Command

As an action, you can cast the command spell. Your spellcasting ability for this spell is Intelligence, and for you, this spell has a range of 15 feet, instead of 60 feet.

Genius Effect. When you expend one or more uses of your tactical genius with this tactic, you can choose an additional target for each use you expend or you can increase the range of the spell by 30 feet for each use you expend.

Concentrate

As a bonus action, choose a creature that you can see you within 30 feet. The creature has advantage on Constitution saving throws to maintain concentration until the start of your next turn so long as it can see you.

Genius Effect. When you expend one or more uses of your tactical genius with this tactic, the creature also gains 1d6 temporary hit points for each use you expend.

Cover

As an action, make a ranged weapon attack. On a hit, a willing creature of your choice within 30 feet of you can use its reaction to move up to its walking speed toward the target of your attack without provoking opportunity attacks.

Genius Effect. When you expend a use of your genius with this tactic, the creature can use its reaction in this way whether you hit or miss.

Deflect

As a reaction, which you take when you take nonmagical bludgeoning, piercing, or slashing damage, you can roll your Focus Die and subtract the total from the damage.

Genius Effect. When you expend a use of your tactical genius with this tactic, you gain resistance to the triggering damage type until the start of your next turn.

Disarm

As a reaction, which you take when you hit with a weapon attack, you can force the target of your attack to make a Strength saving throw or drop an object of your choice that it is holding. The object lands at its feet.

Genius Effect. When you expend one or more uses of your tactical genius with this tactic, the creature makes its saving throw with disadvantage and takes 1d4 bludgeoning damage for each use you expend.

Edify

As an action, you grant a creature that can hear you a bonus to Wisdom checks equal to your Focus Die for 1 minute.

Genius Effect. When you expend a use of your tactical genius with this tactic, the effect also applies to Wisdom saving throws.

Embolden

As a bonus action, choose a creature other than you that you can see within 30 feet that can hear you. Until the start of your next turn, the creature makes saving throws against charmed or frightened effects (your choice) with advantage.

Genius Effect. When you expend one or more uses of your tactical genius with this tactic, the target can immediately reroll a saving throw against a feature that is causing it to be charmed or frightened, even if the effect wouldn't normally allow it.

Encourage

As a bonus action, choose a creature that you can see within 30 feet that can hear you. The creature gains temporary hit points equal to your Focus Die + your Intelligence modifier until the end of your next turn.

Genius Effect. When you expend one or more uses of your tactical genius with this tactic, the creature also regains hit points equal to your Focus Die + your Intelligence modifier for each use you expend.

Enthrall

As an action, you can cast the enthrall spell. Your spellcasting ability for this spell is Intelligence, and for you, this spell has a range of 30 feet, instead of 60 feet.

Genius Effect. When you expend one or more uses of your tactical genius with this tactic, you can increase the range of the spell by 15 feet for each use you expend.

Goad

As a bonus action, choose a creature that can see or hear you within 30 feet. The creature must make an Intelligence saving throw or have disadvantage on all attack rolls against targets other than you until the end of your next turn.

Genius Effect. When you expend one or more uses of your tactical genius with this tactic, you can target an additional creature that can see or hear you within 30 feet for each use you expend.

Hasten

As a reaction, which you take when you roll for initiative and are not surprised, you can target one creature that can see or hear you within 30 feet. The creature gains a +2 bonus to its initiative roll.

Genius Effect. When you expend one or more uses of your tactical genius with this tactic, the creature gains an additional +1 bonus for each use you expend.

Help

You can take the Help action as a bonus action.

Genius Effect. When you expend a use of your tactical genius with this tactic, the target of your Help action can be at a range equal to your Focus Aura, rather than within 5 feet.

Hold

As an action, make a melee weapon attack against a creature within range. On a hit, a willing creature of your choice within your Focus Aura can use its reaction to move up to its walking speed away from the target of your attack without provoking opportunity attacks.

Genius Effect. When you expend a use of your genius with this tactic, the creature can use its reaction in this way whether you hit or miss.

Identify

You can cast the identify spell as a ritual only. Intelligence is your spellcasting ability for this spell.

Genius Effect. When you expend a use of your tactical genius with this tactic, you can ignore the spell's material component.

Instruct

Choose a creature within 5 feet. If the creature remains within 5 feet for 10 minutes, you can grant the creature proficiency in a skill with which you are proficient. The creature remains proficient for 1 hour.

Genius Effect. When you expend one or more uses of your tactical genius with this tactic, you can increase the duration of proficiency for 2 hours for each use expended.

March

As a bonus action, choose a creature that you can see within 30 feet that can hear you. The creature becomes immune to the effects of nonmagical difficult terrain for 1 minute.

Genius Effect. When you expend one or more uses of your tactical genius with this tactic, the creature becomes immune to the effects of nonmagical difficult terrain for 1 hour per number of uses expended.

Mock

As a bonus action, choose a creature you can see within 30 feet that can hear you. The creature must make a Charisma saving throw or subtract a d4 from its next attack roll or saving throw.

Genius Effect. When you expend one or more uses of your tactical genius with this tactic, you can choose an additional creature that you can see within 30 feet that can hear you for each use you expend.

Parlay

As an action, choose a creature you can see within 30 feet. The creature must make a Charisma saving throw or become indifferent about creatures of your choice that it is hostile toward for 1 minute. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed.

Genius Effect. When you expend one or more uses of your tactical genius with this tactic, you can choose an additional creature that you can see within 30 feet for each use you expend.

Reposition

As an action, choose a friendly creature within 30 feet that can hear you. The creature can immediately use its reaction to move up to its walking speed without provoking opportunity attacks.

Genius Effect. When you expend one or more uses of your tactical genius with this tactic, you can choose an additional creature that you can see within 30 feet that can hear you for each use you expend.

Retaliate

As an action, choose a creature that you can see within 30 feet. The creature can immediately use its reaction to make a weapon attack against a creature within reach.

Genius Effect. When you expend one or more uses of your tactical genius with this tactic and the creature's attack hits, you can roll 1d8 for each use expend and add the total to the damage.

Rout

As an action, choose a creature that you can see within 30 feet. The creature must make a Wisdom saving throw or use its reaction to move up to half its movement away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. A creature that succeeds its save is immune to this feature until the start of your next turn.

Genius Effect. When you expend one or more uses of your tactical genius with this tactic, the creature fails its saving throw takes 1d6 physic damage for each use you expend, or half as much damage on a successful save.

Seize

As an action, choose a creature that you can see within 5 feet. The creature must make a Strength saving throw. On a failure, you seize an item that the creature is carrying or that is affixed to its person. You can't use this tactic to claim an item that a creature is wearing such as armor and you must have a hand free to seize the item.

Genius Effect. When you expend a use of your tactical genius with this effect, a creature that fails its saving throw is pushed back 5 feet or knocked prone (your choice)

Sneak

As an action, you can concentrate on avoiding detection, as if on a spell. Each creature within your Focus Aura adds your Focus Die to Dexterity (Stealth) checks for up to 1 hour, so long as the creature remains in your aura.

Genius Effect. When you expend a use of your tactical genius with this tactic, the the creature has advantage, and you do not need to concentrate on the effect.

Trip

As a reaction, which you make when a creature moves out of your reach, you can force the creature to make a Dexterity saving throw or be knocked prone.

Genius Effect. When you expend one or more uses of your tactical genius with this tactic, the creature makes its saving throw with disadvantage and takes 1d4 bludgeoning damage for each use you expend.

Unnerve

As an action, choose a creature that you can see within 30 feet that can hear you. The creature must make a Wisdom saving throw or become frightened of you until the end of your next turn. A creature that succeeds its save is immune to this feature until the start of your next turn.

Genius Effect. When you expend one or more uses of your tactical genius with this tactic, you can choose an additional creature that you can see within 30 feet that can hear you for each use you expend.

 

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