Rogue
Base Class: Rogue

Tacticians count amongst their ranks figures as disparate as military strategists, advisors to the crown, ruthless socialites, and princes of thieves. Like all rogues, tacticians don’t play by the rules of chivalrous combat tradition; the difference is that tacticians apply their analytical mind and willingness to play dirty to the fires of the battlefield.

The ends justify the means for the tactician. Some tacticians will befriend their foes and become their confidants, only to learn exactly how and where to hit to bring them down. Others will send dozens, hundreds, or thousands to their deaths in order to to accomplish a single goal that will win them the war. Entire guilds of thieves and assassins, as well as politicians with shining careers, have had a tactician behind their every winning move. In combat, they find a way to exploit every chink in their enemy’s armor, as well as enhance every advantage and natural talent of their allies, to accomplish their goals.

When playing, tacticians play only the long game and ignore every single rule to ensure their victory, no matter the cost.

Tactical Mind

The strokes of genius that your mind conjures are represented by Stratagems, which allow you to perform the feats of ingenuity described in this subclass. You have a maximum number of Stratagems equal to your Proficiency Bonus. You can use Stratagems in the following ways:

Deduce Weakness. As a Bonus Action, you can expend 1 Stratagem to examine any creature within 60 feet of you that you can see. You learn either their Damage Resistances and Immunities, or their Vulnerabilities.

Exploit Flaw. As part of your Attack action when your Sneak Attack hits a target, you can use a Stratagem to change the damage type of your Sneak Attack to a different damage type until the start of your next turn.

You regain one expended use of your Stratagems when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Prep Work

You can deal with any situation, given enough time to plan. When you make an ability check that uses your Intelligence ability, you can spend 10 minutes to treat a d20 result roll of 9 or lower as a 10. You can expend 1 Stratagem to spend 1 minute instead for the same result.

Commander

Your analytical assessment of combat allows you to direct your allies and enhance their tactics. As an action, you can instruct a creature within 30 feet of you to take an action immediately after your turn in combat. That creature must choose to use their reaction in order to do so.

Weak Point

When you use your Bonus Action to and expend a Stratagem to Deduce Weakness of a creature, that creature’s AC is reduced by a number equal to half your Proficiency Bonus (round down) for 1 minute or until it takes damage after being hit by an attack roll

Tactical Mastermind

You are able to use your tactical prowess to find chinks in your enemy’s armor that even they were not aware of. As a Bonus Action, you can select a target within 60 feet of you that you can see. The target makes an Intelligence saving throw. The save DC equals 8 plus your Intelligence modifier plus your Proficiency Bonus. On a failed save, expend 3 Stratagems to choose a damage type the creature is not Resistant or Immune to. The target gains Vulnerability to that damage type for 1 minute.

Each time the target is hit by that damage type, it makes another Intelligence saving throw. On a successful save, the effect ends.

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