Base Class: Fighter
At the forefront of every battle and at the centre of every strategy meeting, there is a leader. The member of every party that knows exactly where to strike and when; the one who can direct their allies into the most advantageous position; the one who understands how the battlefield works, and how to manipulate it to their advantage. For your party, that is you. Perhaps you are battle-hardened, your experienced earned and your wits sharp; or maybe you are a bookworm, highly knowledgeable in the ways of warfare, with sharp intuition and centuries of education behind you. Either way, your party either trusts your commands implicitly, or will learn to do so quickly.
Tactician's Training
When you choose this archetype at 3rd level, you complete training on how to be an effective leader. You gain proficiency in firearms and one of the following: History, Insight, Intimidation, or Perception.
In addition, choose either Intelligence or Wisdom. This, called your Tactician’s score, will reflect whether your strategic aptitude comes from knowledge of battle tactics or experience on the field.
Strategist's Mark
Also at 3rd level, you gain the ability to tactically mark other creatures, allowing you to keep track of them in the chaos of combat and deliver orders effectively. As a bonus action, you can choose one creature within 60 feet of you that you can see to mark with your Strategist’s Mark. For the next minute, you gain the following benefits as long as the marked creature is within 60 feet of you:
- You know that creature’s location while they are within 60 feet of you.
- If a marked creature is within 5 feet of you, you can use a bonus action to switch spaces with that creature. This movement does not trigger opportunity attacks.
- You can use a bonus action to gain advantage on all attack rolls you make against that target until the end of your turn. The mark on that creature then ends.
- When the marked creature makes an attack against a creature you can see within 30 feet of you, you can use your reaction to impose disadvantage on all attack rolls it makes against that creature until the end of its turn. The mark on that creature then ends.
You can use this feature a number of times equal to the modifier of your Tactician’s score, and you regain expended uses when you finish a short or long rest. If you use this feature while you already have a mark active, the first mark ends.
Veteran's Authority
By 7th level, your experience allows you to inspire and hearten your allies, or to convince them of your expertise. Whenever you make a Charisma (Persuasion) check, you can use your Tactician’s score instead of Charisma for the check.
Savvy Strategist
Also at 7th level, you understand the battlefield enough to know when people should move. Whenever you roll initiative, you can choose two willing creatures within 60 feet of you that can hear you (including you). Those two creatures swap places in the initiatives order.
Battle Tactics
When you reach 10th level, your ability to mark opponents improves. You can use your Strategist’s Mark feature as a reaction whenever you end a Strategist’s Mark on another creature. In addition, you gain additional benefits while your Strategist Mark is active:
- You can use a bonus action on your turn to allow an allied creature that can hear you within 30 feet of the marked target that you can see to move up 30 feet towards it.
- You can use an action to allow each creature within 15 feet of a marked target that can see or hear you to make a single weapon attack against it as a reaction. The mark on that creature then ends.
- If the marked creature goes invisibile, you can use your reaction to cause the effect making them invisibile to end. The mark on that creature then ends.
Rally the Broken
Starting at 15th level, when a creature you can see within 60 feet of you fails a saving throw, you can use your reaction and expend one use of your Indomitable feature to allow them to reroll it. In addition, you gain one additional use of your Indomitable feature.
Lead by Example
When you reach 18th level, you inspire others simply by doing. When you succeed on a saving throw against an effect or spell, you can use your reaction to inspire your allies. Choose a number of allied creatures within 30 feet you that must also make a saving throw against that effect or spell equal to your Tactician’s score modifier. Each chosen creature gains advantage on their saving throw against that effect, as long as they can either see or hear you.
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