Base Class: Fighter
Tacticians are the people who can control wars from anywhere, even from on the battlefield. With only a few orders, the very tide of battle can be shifted into the Tacticians favor and generate great advantage. Don't try and target them though, for they aren't just the minds of battle, with Sword or Spellbook, they can make sure their plans follow through.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Tactician Spellcasting table shows how many spell slots you have to cast your wizard 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
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Tactician Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation 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 evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through 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 Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Tactician Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in the History and Arcana skills. Additionally, you learn one language of your choice.
Tactical Advice
Starting at 3rd level, you can offer instruction to your allies while in combat. You can now use the Help action as a bonus action.
Veteran
At 7th level, you have gained enough experience to formulate an unending number of combat scenarios. You can now use a number of reactions equal to your Intelligence modifier (min of 1) per round of combat.
Ignis
Beginning at 10th level, you learn to combine your physical and arcane powers. When you land an attack with a melee weapon, you can use your bonus action to add your Intelligence modifier (min of 1) to damage rolls made with that weapon. Alternatively, when you make land a spell attack, you can use your bonus action to add your Dexterity modifier (min of 1) to you spell attack modifier.
Solidarity
Starting 15th level, your tactical knowledge can help your allies turn the tide of battle. While you are using the Help action to assist another creature, when the creature makes an Attack roll against a target, they can treat any roll on a d20 of 18 or higher as a critical hit.
Rally Spectrum
At 18th level, you learn to boost the morale of your allies, increasing the odds of victory. As an action, you can call out a rallying cry. Until your next turn, you and any willing creature you choose within 15 feet of you gain an increase to their saving throws, ability checks, attack rolls and damage rolls equal to your Intelligence modifier (min of 1).
Once you use this feature, you cannot use it again until you finish a long rest, unless you expend a 4th-level spell slot to use it again.
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