Rogue
Base Class: Rogue

Your focus lies beyond the raw brutality of physical combat. To an inexperienced man, strength decides the victor. Through training, however, Tacticians have learned that they can best even the strongest of foes by outwitting and outmaneuvering them.

A discipline of many officers, spies, and advisors, Tacticians excel at directing the battle from the sidelines. These rogues stay one step ahead of the opponent, maneuvering around their enemies until the time to exploit a weakness strikes. Whether exposing secrets in the court, routing enemies in the battlefield, or forging alliances abroad, the Tactician always stays in control of the situation.

Scholarly Pursuits

When you choose this archetype at 3rd level, you gain proficiency in the History skill, the forgery kit, and one gaming set of your choice. Additionally, you can learn a language of your choice.

Master of Tactics

Starting at 3rd level, you can add your Intelligence modifier to any initiative roll you make. Additionally, at the start of combat, you can choose to swap initiative rolls with one willing creature that can hear you within 30 feet.

Starting at 13th level, a number of friendly creatures equal to your Intelligence modifier gain a bonus to their initiative rolls equal to your Intelligence modifier.

Tactical Foresight

You learn to anticipate what your enemy will do in combat. When you attack with a finesse weapon, you can choose to use Intelligence, instead of Dexterity, for the attack and damage rolls.

Game Theory

At 9th level, your keen mind and cutting logic give you an edge in negotiations. Whenever you make a Charisma (Persuasion), Charisma (Deception), or Charisma (Intimidation) check, you can use your Intelligence modifier in place of Charisma. 
Additionally, you have an extraordinary knack for games of strategy, and can read your opponents like an open book. You have advantage on ability checks with gaming sets. While playing a game with someone, you have advantage on Charisma (Persuasion), Charisma (Deception) and Wisdom (Insight) checks made against them.

Cunning Command

At 13th level, you can impart some of your tactical insights onto others. As a bonus action, you can choose a friendly creature within 30 feet of you that can hear you. That creature can use its reaction to move up to half its speed and make a single weapon attack. This movement does not provoke opportunity attacks.

Tactical Genius

Starting at 17th level, your tactical prowess has enabled you and your allies to accomplish superhuman feats. As a bonus action, you can give an inspired order to one friendly creature within 60 ft. that can hear you. This ally must have already acted this turn. They regain their action, bonus action, and movement. You can use this ability once per long rest.

Tactician Image