Fighter
Base Class: Fighter

As intelligent as they are masterful with their armaments, a Tactician is a force to be reckoned with. Some fancy themselves as commanders, while others prefer the back lines, but in any case, their tactics and strategies are a powerful asset on the battlefield. 

 FIGHTER Level Feature
3rd Bonus Proficiencies, Combat Tactics, One Step Ahead
7th Know Your Enemy
10th Strategist
15th Advanced Tactics
18th Grandmaster

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, Perception, or Religion. Your proficiency bonus is doubled for any ability check you make that uses this skill. Additionally, you gain proficiency in two gaming sets of your choice.

Arcana

You gain expertise in the Arcana skill.

History

You gain expertise in the History skill.

Insight

You gain expertise in the Insight skill.

Investigation

You gain expertise in the Investigation skill.

Nature

You gain expertise in the Nature skill.

Perception

You gain expertise in the Perception skill.

Religion

You gain expertise in the Religion skill.

Combat Tactics

Starting at 3rd level, you are able to scan the battlefield for a strategic advantage, learning an array of useful tactics. As a bonus action, you or one friendly creature within 5 feet can gain one of the following benefits:

  • Forward March. Your speed increases by 10 feet until the beginning of your next turn.
  • Pull Through. You gain temporary hit points equal to twice your proficiency bonus. These temporary hit points last until the start of your next turn.
  • Stand Your Ground. You gain a +1 to your armor class until the beginning of your next turn. This bonus becomes +2 when you reach 18th level in this class.
  • Tactical Strike. You gain a +1 bonus to attack rolls and damage rolls until the beginning of your next turn. The bonus increases to +2 when you reach 7th level in this class, and to +3 when you reach 15th level in this class.
  • Use Your Head. You gain a bonus equal to your Intelligence modifier (minimum of +1) on the next skill check you perform until the start of your next turn.

Friendly creatures use your proficiency bonus and Intelligence modifier if applicable when gaining these benefits. You can use this feature a number of times equal to your fighter level, and you regain all expended uses of it when you finish a long rest.

One Step Ahead

At 3rd level, you learn to plan ahead for whatever dangers may come. You're always prepared for a fight. When you roll initiative, you can instead choose to be first in the initiative order without needing to roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Know Your Enemy

Beginning at 7th level, you have put an enormous amount of time into researching a wide variety of foes, as well as the best tactics to defeat them. When you take the Attack action on your turn, you can forgo one of your attacks to learn one of the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities. Alternatively, you can forgo one of your attacks to make the targeted creature provoke opportunity attacks from you even if they take the Disengage action.

Strategist

Starting at 10th level, your personal tactics can be used as strategic commands. You can use your reaction at the end of your turn to expend a use of your Combat Tactics feature. When you do so, you select one friendly creature within 30 feet. That creature gains one benefit of your choice from the Combat Tactics list, using your proficiency bonus and Intelligence modifier if applicable. To be affected by this feature, the creature must be able to understand what you’re saying.

Additionally, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a gaming set.

Advanced Tactics

At 15th level, you can command your allies with more than just simple tactics, granting them grand opportunities against your enemies.

As a bonus action, you strategically direct a friendly creature you can see within 30 feet of you. That creature can either take a single Attack action or move up to 15 feet on your turn. If attacking, the creature gains a bonus to its attack roll equal to your Intelligence modifier. If moving, the movement does not provoke opportunity attacks. To be affected by this feature, the creature must be able to understand what you’re saying.

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

Grandmaster

At 18th level, you are unmatched in your ability to make cunning plans and predictions. When you roll initiative and have no uses of your Combat Tactics feature remaining, you regain a number of uses of Combat Tactics equal to your Intelligence modifier (minimum of 1).

Additionally, while you are conscious, you cannot be surprised, and whenever you make an ability check that that uses your proficiency with a gaming set, you can treat a d20 roll of 9 or lower as a 10.

Previous Versions

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