Base Class: Wizard
Most of your allotted time of study was balanced between studying magic and learning battlefield strategy. Often referred to as strategists or tacticians, students of the School of Tactics display unparalleled combat awareness and keen decision-making during both the planning phases prior to battle and during a moment’s notice on the field. Unlike the charming inspiration derived from bards, members of the School of Tactics manage to imbue their words with minor arcane enchantments, which are referred to as Rallies. They hone in on a specific field of a soldier’s profile and allow them to excel beyond their normal expectations. Greatly sought out for, a member of the School of Tactics will make sure that they will not fall before they see their side claim victory.
Strategic Callout
Spur Dice. You have a number of spur dice equal to your Intelligence modifier (minimum 1), which are d4s. A creature has this spur die for 1 minute. For that minute, the creature can expend that spur die a number of times equal to your Intelligence modifier (minimum once), unless stated otherwise in the description of the rally. A creature can only have one spur die at a time. You regain all of your expended spur dice when you finish a long rest.
Attack. Whenever you make a damage roll, you may roll your spur die and add the total to the result.
Defense. At the start of your turn, roll your spur die and add the total to your Armor Class. This benefit lasts until the start of your next turn.
Heart. At the start of your turn, roll your spur die and multiply the result by 3. The final result becomes the amount of temporary hit points you have, unless you had a greater amount of temporary hit points prior. This die is then expended.
Instinct. Whenever you make an attack roll or a skill check, you may roll your spur die and add the result to the roll.
Luck. Whenever you miss an attack roll or fail an ability check or saving throw, you can use your reaction to reroll the ability check, attack roll, or saving throw, adding your spur die to the result. You must take the new result, and the spur die is expended.
Movement. At the start of your turn, roll your spur die. The result is multiplied by 5 and added to your speed until the beginning of your next turn.
Resistance. When are subject to an effect which forces you to make a saving throw, you may use your reaction to roll your spur die and add it to the result. This benefit lasts until the start of your next turn.
Speed. On your turn, roll your spur die and add the result to your initiative score. That becomes your new initiative score, and this spur die is expended. Once on your old initiative, you can take an extra action. That action can be used only to take the Dash, Disengage, Hide, or Use and Object action.
Tipping the Scales
At 2nd level, the success of one strategy brings you closer to victory. When a creature who currently is in possession of a spur die you gave them successfully reduces an creature to 0 hit points, one of your expended rally dice is restored. An ally can only restore a rally die once per long rest.
Tactical Advice
At 6th level, your assessments come as quick as the acts of your companions. Whenever an ally takes the Attack, Dash, or Disengage action, you can use your reaction to give them a spur die.
Solidarity
Starting at 10th level, your commands reflect that you and your allies need to stand strong to accomplish your goals. When you give a creature a rally die on your turn, all damage dealt to you and that creature is reduced by your Intelligence modifier. This reduction lasts until the beginning of your next turn.
Grandmaster
Beginning at 14th level, your path to victory becomes even more clear cut. Your spur dice become d6s. Additionally, you learn to adapt much quicker to your own circumstances. You can expend a spur die whenever one of the rallies you know would call for it. This rally only lasts for the turn you use it on.
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