Base Class: Fighter
Tacticians are a must in any battle scenario, they can provide the party with much needed tactical information along with useful buffs that can change the tide of a battle.
Bonus Proficiency
When choosing this archetype at level 3 choose from one of the following skills of your choice: History, Insight, Intimidate, or Persuasion you are proficient with the chosen skill. Alternatively you may choose to learn one language of your choice.
Basic Tactics
As a reaction, when you or an ally within 60 feet of you are hit with any attack, you may do one of the following:
To the Left!: Give the dodge action for that attack only. If the attack fails, the dodge is expended and you may not use this reaction for 1d4 rounds or until you use the second wind feature as a bonus action to restore it, otherwise you may use this reaction again.
Rally: Use the Second Wind feature on ANY creature besides yourself within range, the healing from second wind is further increased in this instance by your charisma modifier(minimum of 0). This use of Second Wind does not count towards the number of Second Winds a fighter can use through the class feature of the same name.
Move! Move! Move!: After the target is hit with the attack, you may use the reaction to have them move 5 feet towards the attacker or away, this bonus is equal to 5x your charisma modifier(minimum of 5 feet). This movement does not provoke an attack of opportunity from the attacker.
Regardless of what abilities you use, you may only use this feature and the Advanced Tactics feature a number of times a day equal to your fighter level + your charisma modifier(minimum 0), you regain uses of it when taking a short rest.
Shake it off
At 3rd level, you have advantage on mind affecting abilities that would cause you to betray your allies or have you cause your allies and those who serve under you harm, in addition you may add your charisma modifier to the roll. You can provide this bonus to allies on their next roll or current roll if using the Rally feature from your Basic Tactics.
Additionally at the start of combat, as a reaction you may swap initiatives with an ally or enemy you can see within 30 feet of you, to do so you must be able to see your ally and they must be willing to change with you, you may also swap initiatives with an enemy you can see, but they make a charisma saving throw(DC=8+proficiency+charisma bonus) to avoid the effect entirely. You may use this reaction a number of times equal to half your level rounded up, refreshing all uses on a long rest.
Advanced Tactics
Starting at 7th level, you gain additional reactions per turn equal to your Charisma modifier(minimum 1 extra reaction), these reactions can only be used on Class features granted by this subclass. Regardless of the number of reactions you may only use one per ally within range for any given turn. You also gain access to new reaction tactics below that are usable whenever you are able to spend a reaction:
Press the attack: You may forgo any number of attacks you have(normally and from the extra attack feature but not through reactions or bonus actions) and instead give them to another ally or allies within 30 feet, they can then use their reaction immediately make 1 weapon attack per attack you forwent. you may only use this tactic if you have not already used all of your attacks for a given round, subtracting the difference from the number available to give out.
Charge!: Double the speed of an ally within 30 feet of you, this extra movement must be spent on moving towards the enemy, if they hit with a weapon attack during the turn in which they moved at least 20 feet toward an enemy, they deal additional damage with all weapon attacks and unarmed strikes equal to your charisma modifier(minimum 0)+ half your fighter level rounded down.
Retreat!: You may have a target within 30 feet of you use their reaction to take the disengage action and move up to 30 feet x your charisma modifier(minimum 30 feet), this movement must be taken to move away from all enemies in the area, and if an attack is made by the effected target, they do so at disadvantage.
Unshakeable Forces
At 10th level, your charisma on the battlefield inspires others, All of your basic tactics are improved with the following effects in addition to what they have already:
To the left!: you no longer have to wait 1d4 rounds in order to use this tactic again, additionally, if the ally is still hit by the attack, they may use their reaction to make a single weapon attack against the target that damaged them.
Rally: In addition to the healing done by the second wind, allies also receive temporary Hit Points equal to half of the healing rounded up.
Move! Move! Move!: Allies that use this movement ignore difficult terrain and also adds 10 feet to their movement on their following turn.
Relentless Tactician
Starting at 15th level, once per day you may refresh all of your uses of your tactics by using Second Wind on yourself, you may use this feature to refresh your tactics once a day, refreshing it on a long rest.
You also gain one additional reaction tactic:
Get out of the way!: as a reaction to seeing an ally take damage, you may have them use their reaction to take half damage instead, this damage reduction does stack with additional instances of reduction from other class features. This tactic can only be used once per ally per round.
Master of War
At 18th level, Choose one of the following, you may not change this choice at any time after choosing:
At the start of combat, you may have all enemies you can see within 60 feet roll initiative at disadvantage, subtracting your charisma modifier from their total roll, and all allies within 30 feet roll at advantage, adding your charisma modifier to your total roll(minimum 0). you may use this feature once per day, refreshing it on a long rest
OR
You gain the following reaction tactic:
The Day is Ours!: You may use this reaction tactic at the start of a combat, so long as you are not surprised, you may have an ally within 30 feet choose Attack(one weapon attack only), Dash, Disengage, or Hide, for 1d4+your charisma modifier rounds they may take that action as an additional action on their turn, costing no other action to use. The use of this Tactic is very taxing on an individual, on their first turn after the effect ends anyone effected by this ability can only make one type of action on their turn until their next turn.
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