Tactician Image

You feel at home and in control on the battlefield, and the larger the forces involved in a conflict, the more at home you are. Whether or not you have received formal military training, you possess an intuitive understanding of the geometry of combat.

 

You may be an officer in one of the armies of the great powers, a resistance leader seeking to protect your home from conquest or colonialism, a street gang leader adept at outthinking both your rivals and the police, a mercenary captain, or simply someone who discovered a gift for leadership in desperate times.

 

As groups of would-be heroes organize themselves in opposition to the malign influence of supernatural

horrors, tacticians such as yourself discover new and dire applications for your skills. A war is being fought, secret or not, and you are uniquely suited to marshal humanity’s defenders against the Supernatural.

At 1st level, you gain proficiency with martial weapons, and with one of the following skills: Deception,

History, Insight, Intimidation, Medicine, Perception, or Persuasion.

 

In addition, you have an instinctive sense for the dynamics of military organizations and bureaucracies.

Rank-and-file enlisted soldiers who ally with you recognize your authority and influence, and in the

in the absence of official commands they defer to you as if you were one of their own officers. When you are on friendly terms with a military organization, you can successfully requisition simple equipment for temporary use, as well as one-way transportation. You can also usually gain access to friendly military encampments and installations.

You have access to learn the following feats:

 

  • Tactical Mind.

Your deep understanding of combat allows you to push yourself and your allies to heroic effort. You learn three martial maneuvers of your choice from among those available to the Battle Master archetype of the fighter class in the Player’s Handbook. You may spend 1 Hit Die to use a maneuver, applying the result of the roll to the maneuver if applicable.. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals + your proficiency bonus + your Strength or Dexterity modifier (your choice).

 

  • Martial Leadership. Prerequisites: 3rd level or higher, Tactical Mind.

You can expend one Hit Die to use the Help action as a bonus action. Additionally, when you use the Help action  in this way to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, as long as the target and the ally can see or hear you.

 
Skill Proficiencies: Choose One:  Deception, History, Insight, Intimidation, Medicine, Perception, or Persuasion.
Tool Proficiencies: Martial Weapons
 
Feature: Military Contacts

When you are on friendly terms with a military organization, you can successfully requisition simple equipment for temporary use, as well as one-way transportation. You can also usually gain access to friendly military encampments and installations.

 
Tactician Image

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