Base Class: Fighter
An individual who is neither martially inclined or magically gifted, but has immense intellectual knowledge and the will to be helpful wherever they can. The Strategist excels in taking into account all of the details of the battle and choosing the strategy that best fits the scenario. Using their keen insight in order to turn the tide into their favor, and using their ally's strengths and their enemy's weaknesses, they shape the battlefield into something more adventitious to them and their allies.
Whether they are a young prodigy or a grizzled war veteran, these Strategists are indispensable when it comes to combat. They may not be as powerful a true fighter or mage, but when they are part of a team their wits are unmatched.
Stratagem Dice
The Strategist has Stratagem dice equal to their Proficiency Bonus times their Intelligence modifier, which are d6s. Stratagem dice are expended when they use them. They regain all of their expended Stratagem dice when they finish a long rest. The Stratagem dice become d8s at 7th level, and d10s at 15th level.
When a Stratagem is used, you may roll a number of Stratagem Dice up to your Intelligence Modifier (minimum of 1). All dice rolled are used up until the next long rest.
Battle Stratagems
The Strategist has a multitude of Stratagems at their disposal, enabling them and their allies to overcome most obstacles during combat. All Stratagems have a range of 30 feet unless otherwise specified. Select three Stratagems at 3rd level, and then two more at 5th, 7th, 10th, and 15th levels.
Blitz Attack
As an action, target one ally in range. They make a weapon attack against an enemy within their range, and the Strategist may roll a number of Stratagem Dice up to their Intelligence modifier (minimum of 1) and adds the highest number to the ally's Attack and Damage rolls for this attack.
Blitz Magic
As an action, target one ally in range. They may cast a cantrip against a target(s) within their range, and the Strategist may roll up to their Intelligence modifier amount of Stratagem dice and adds the highest number to the ally's Attack roll or DC check for this spell.
Dust Cloud
As a bonus action, the Strategist kicks up a cloud of dust around them, gaining the lightly obscured condition. The Strategist may roll up to their Intelligence modifier (minimum of 1) amount of Stratagem dice and gain AC equal to the highest roll on the next attack they receive or until their next turn.
Expeditious Resuscitation
As an action and bonus action, target one downed or unconscious ally within range. The Strategist may roll up to their Intelligence modifier (minimum of 1) amount of Stratagem dice, and then the downed ally recovers HP equal to the highest number rolled plus your Intelligence modifier.
First Aid
As a bonus action, target one ally you can touch. The Strategist may roll up to their Intelligence modifier (minimum of 1) amount of Stratagem dice, and the target ally recovers HP equal to the highest number rolled plus double your Intelligence modifier.
Focus Fire
As an action, you choose an creature with range and mark them. When an ally attacks the marked creature, they gain advantage on their next attack. Once the attack hits, the mark disappears. The Strategist may roll a number of dice up to their Intelligence Modifier (minimum of 1) and add the highest number roll to the ally's damage.
Goading Presence
As an action, the Strategist attempts to draw the attention of all enemies within range. The Strategist may roll up to their Intelligence modifier (minimum of 1) amount of Stratagem dice and take the highest number. Then, all enemies within range make a d20 DC saving throw (highest number rolled + your Intelligence modifier). Until the Strategist's next turn, all enemies that failed the saving throw have advantage on all attacks against the Strategist and disadvantage on all attacks against any other targets.
Pinning Shot
As an action, the Strategist makes an attack with a ranged weapon against an enemy within range. The Strategist may roll a number of Stratagem Dice up to their Intelligence Modifier (minimum of 1) and add that amount plus their Intelligence modifier to the attack roll. On a successful hit, the movement speed of the target is reduced to zero until the start of their next turn, unless they spend an action to remove the projectile pinning them in place.
Preparation
As an action, target one ally in range. The Strategist may roll up to their Intelligence modifier (minimum of 1) amount of Stratagem dice and take the highest number rolled, and until their next turn, the target ally adds that number as a bonus to all d20 checks they make.
Rallying Dash
As an action, target one ally in range. The Strategist may roll up to their Intelligence modifier (minimum of 1) amount of Stratagem dice, and the target ally gains temporary HP equal to the highest number rolled plus the Strategist's Intelligence modifier until the start of your next turn. The ally can then immediately move up to half their movement speed. This movement will trigger opportunity attacks.
Reactive Casting
At the cost of an action and bonus action, target one ally within range. They may cast one spell of 3rd level or lower that only targets a single target. The Strategist may roll up to their Intelligence modifier (minimum of 1) amount of Stratagem dice and add the highest number rolled to the spell's Attack roll or DC check.
Safeguard
As a reaction, target one ally in range that is being attacked. The Strategist may roll up to their Intelligence modifier (minimum of 1) amount of Stratagem dice and takes the highest number rolled. Reduce the damage the ally would take by that number plus the Strategist's Intelligence modifier. If the attack misses, only one Stratagem die is used.
Strategic Clairvoyance
At 7th level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
Rally to Me
At 10th level, whenever you take damage, allies within 30 feet of you may use their reaction to move up to half of their movement speed toward you. If an ally comes within 5 feet of you when they are rallying to you, attacks against you are made with disadvantage until the start of your next turn.
Coordinated Command
At 15th level, you may choose two allies within range when you use a Stratagem instead of one. Additionally, whenever you target an ally with a Stratagem, you may choose to give them temporary hit points equal to your Proficiency Bonus + your Intelligence Modifier until the end of their turn.
Adaptive Strategy
At 18th level, when you use your Action Surge feature, you may allow one ally you can see within 30 feet of you to take an additional action immediately after your turn is finished.






