Base Class: Fighter
You are a battlefield tactician, you use your wits to study your enemies, battlefields, and allies to best use all the factors to your advantage and assure your team in any fight is on the winning side with minimal casualties.
Wise Wits
When you choose this archetype at the 3rd level, you gain proficiency in the insight skill as well as one other skill, tool, or language.
Tactical Diversion
Starting at 3rd level, you are a master of discerning threats to your allies and knowing how to naturally draw an attacker's attention. When you make an attack action, you can replace an attack with a tactical diversion on a creature you can see or that understands you. The creature must make a successful Intelligence Saving throw against a DC (8 + Prof. Bonus + WIS) to resist being Taunted by your insightful positioning and perceive the false opening. A Taunted creature may only attack you until the end of their next turn. If they cannot attack you, they may make an attack on another creature with a disadvantage. You may do this a number of times equal to your proficiency bonus per short or long rest.
Enemy Analysis
Starting at 3rd level, you can find the weakest point in an enemy's armour and defences. As a Bonus Action, you can make an Insight check against a target's AC to gain allied creatures and yourself Advantage on all attacks against the creature on a successful check until the end of your next turn. You can also forgo the Advantage on the next attack to learn what's the creature's lowest saving throw stat (you learn which stat but not the actual number) instead. You can do this a number of times equal to your Proficiency Bonus per long rest.
Sound the Alarm
At 7th level, your battlefield awareness is unmatched and you see your enemy's incoming attacks as soon as your being their assault. As a reaction, you can warn a number of allies up to your Wisdom Modifier that can hear you of an incoming spell, effect, or attack. This gives them Advantage on saving throws or Disadvantage on all attacks made against them until the end of the turn.
You can do this a number of times equal to your Wisdom Modifier per Long Rest.
Let them have it!
At 10th level, you become a master rallying your team and timing the full assault. When you take this Special Action, you can call any number of allied creatures up to your Wisdom Modifier to move half their movement and make a melee/ranged attack or cantrip as a reaction (even if it would normally require a full action). All these attacks happen at once and effects are only applied after the damage is calculated and applied.
You can not use this feature again until your next long rest.
Discombobulate
Starting at 15th level, not only can you tactically manipulate your opponents but now can lead them into a waiting counterstrike. When you attack a taunted creature you gain advantage on the attack. If the attack hits, you can add your Wisdom Midofier to the damage with a well-placed strike as well as throw them off by discombobulating them. Until the end of the target's next turn, they have disadvantage on attack rolls and concentration saving throws.
This ability can be used once per turn.
Eyes on Me
Starting at 18th level, when your enemies are advancing in battle, you draw the attention of all your enemies for your allies and create an opening for them to strike or flee. As an action, you shout in defiance and draw the aggression of the enemy forces away from your allies. All enemy creatures within a 120ft radius will make an Intelligence Saving throw against DC (8 + Proficinity Bonus + Wisdom Bonus) or be Taunted by you until the End of your Next Turn. While any creature is Taunted in this manner, they can only use their Actions, Bonus Actions, Reactions, and Movement (but will not run into obvious danger like a spike pit) towards you even when taking damage. All attacks are made with advantage on Taunted creatures until the effects wear off.
You can do this once per long rest.
Previous Versions
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2/28/2022 3:55:39 AM
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