Base Class: Paladin
Equip a banner and delegate your teammates to victory. The Tactician can be found on the front line of the battle overseeing the battle strategy and aiding allies wherever possible.
Credit where Credit is due, this is a re-flavoring of Perceux's Tactician Class mod for Divinity Original Sin 2. I only ported it to the best of my abilities to DND 5e
I would link the mods page but DnD beyond doesn't allow links, so credit is the best i can do.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Battlefield Analyze. You thoroughly scan the battlefield looking for ways to overcome your enemy. As an action you can make a perception check at advantage to locate hidden or invisible creatures that are not behind total cover. Additionally, all friendly creatures within 30ft of you have advantage on their next attack as you guide them in the fight
Coordinated strike. As an action, you mark a target within 60ft of you for your allies to attack, while marked the target becomes vulnerable to all damage from your allies (if resistant, becomes normal damage. If immune become resistant). while an enemy is mark, you and your allies have disadvantage on attack rolls against other enemies. The mark only dissipates after 5 turns or when the enemy dies.
Oath spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| PALADIN LEVEL | SPELLS |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Zone skills
Raise your weapon high and mighty and gain access to 2 zone skills: Move! and Hold the Line!
Move!: You and your allies within 30ft gain the effect of the spell freedom of movement. additionally you and your allies can use the dash action as a bonus action
Hold the Line!: you and your allies within 15ft gain the benefit of half cover while having their movement speed reduced by 10ft
Tactics
Gain access to a number of tactics to give yourself and your allies the edge in battle:
Tactic: Passing the Baton: You forgo your turn and let one of your allies act in your place, they do not regain their reaction if they have already used it and all "on turn start" effect do not apply. This must be activated before having used action, bonus action or movement.
Tactic: Attention!: Call all allies within 60ft to attention. All allies that can hear you and are frightened or charmed can make a saving throw against those effect at advantage.
Tactic: Covert Ops: You and your allies within 15ft of you are under the effect of the pass without a trace spell for a minute.
Tactic: Raise morale: Become a beacon of hope for your allies around you. all allies within 30ft of you gain a number of temporary hit points equal to 5 times your Charisma modifier. Your speed is dropped to 0 until the end of your turn.
Tactic: Vigilance: Warn one of your allies against incoming danger. If an ally within 60ft is subjected to a saving throw and you can see the creature responsible for it, you can use your reaction to give that ally advantage.
Mind link
Connect the mind of up to six willing creatures for an hour. while connected, each creature is aware of the the position of each other and is also aware of all the senses of each connected creature.
Sight: if one of the linked creature is looking at something, all other connected creature will be considered as having seen it with their own eye.
Hearing: if one of the linked creature hears something, all other creatures will also have heard it and can tell from where the sound came from relative to where they are.
the same rules follow for Touch, Smell, Pain, Taste, etc...
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