Base Class: Bard
Bards of the College of Tactics are known as Tacticians, and can maneuver any situation in their favor. To make up for their shortcomings and to aid them in real world situations, tacticians developed a way to manifest units based off the four archetypes of the game "Bard's Gambit". Some tacticians become advisors to those in positions of power or may even hold a position of power themselves such as, being a commanding officer in a battalion or being the leader of a guild. It is unwise to take on a tactician in any situation, for they are never alone and are always several steps ahead of the game.
Bard's Gambit
Starting at level 3, you gain the ability to manifest units based off the game "Bard's Gambit". As an action, you can expend one use of your bardic inspiration to summon one unit from the list below to a point you can see within 30 feet. The units are considered constructs and are able to perform simple tasks that a human could do. Once you give the command, the unit performs the task to the best of its ability until it completes the task, then waits for your next command. You can control a number of units equal to your proficiency bonus and once a unit is summoned, It lasts for 1 hour, until it is reduced to 0 hit points, or until you die. You regain any expended uses when you finish a long rest.
A summoned unit has an AC 10 + Charisma modifier, Hit points equal to (10 + three times your bard level), a walking speed of 30 feet and it shares the same modifiers and saving throws as your character. During combat, while you are in control of a unit(s), you can control one unit on your turn instead of your character. When you use the attack action to make a melee weapon attack, you can add your charisma modifier to the attack and damage rolls.
- Gambit Assassin - Dagger. Melee Weapon Attack/ Ranged Weapon Attack: (1d4 + your charisma modifier) piercing damage. Sneak Attack. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
- Gambit Warrior - Scimitar. Melee Weapon Attack: (1d6 + your charisma modifier) slashing damage. Extra Attack. You can attack twice, instead of once, whenever you take the attack action on your turn.
- Gambit Vanguard - Warhammer. Melee Weapon: (1d8 + your charisma modifier) bludgeoning damage. Defensive Unit. You gain +2 to your AC. If a creature within 5 feet of you gets targeted for an attack, you can use a reaction to increase that targets AC equal to your Charisma modifier.
- Gambit Mage - Quarterstaff. Melee Weapon: (1d6 + your charisma modifier) bludgeoning damage. Casting Extension. You gain access to three cantrips from any spell list and you can cast your spells using this construct.
Hidden Arsenal
Starting at level 6, you gain access to a selection of items that can be used to aid your units in dire situations. When you are in control of a unit, you can use a bonus action to to roll 3d4 then choose one of the following numbers rolled and apply the corresponding item to a unit of your choice. Your hidden arsenal is described in the list down below.
- Gambit Sword - Your Unit gains an extra attack the next time it uses the attack action. This effect lasts until it is used.
- Gambit Shield - Your Unit's AC increases by 2 and the next time a creature makes an attack roll against you or an ally within 5 feet of you, you can use a reaction to gave an AC boost equal to your Charisma modifier. This effect lasts until it is used as a reaction or if you are hit by a successful attack roll.
- Gambit Potion - Increase the hit points of one unit you control equal to the level of your bardic inspiration dice.
- Gambit Gem - Your Unit deals extra damage against the next target you hit. You choose acid, cold, fire, lightning, poison, or thunder for the type of gem and if the attack hits, the creature takes 2d8 damage of the type you chose.
Master Tactician
At level 14, you've mastered manipulating the battlefield to your advantage and know when to initiate a coordinated strike on the enemy. You have advantage on initiative rolls and Wisdom (perception) ability checks. As an action, if you control 2 or more Units on the field, you can use a bardic inspiration dice to command each Unit and any willing allies to make an attack roll against enemies within their attack range.
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