Sneak Attack. The tactician deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the tactician that isn't incapacitated and the tactician doesn't have disadvantage on the attack roll.
Tactical Genius. The tactician and its allies that can see and hear it have advantage on Dexterity checks made for initiative. If the DM allows optional flanking rules, they also do not grant advantage for being flanked.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/ 320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Command Allies. The tactician targets two allies it can see within 60 feet of it. A target that can see and hear the tactician can use its reaction to take the Dodge action or make a weapon attack with advantage.
Parry. The tactician adds 3 to its AC against one melee attack that would hit it. To do so, the tactician must see the attacker and be wielding a melee weapon.
Description
Tacticians study the ways of battle and war from the pages of a book instead of the battlefield. They are often found consorting with kings and generals. Nobility often take up this path, as do cunning criminal masterminds.
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