Fighter
Base Class: Fighter

Just as likely to be nose-deep in a book as they are to be striking away at a practice dummy, Tacticians view combat as if it were an equation to be solved. Hoping to hone their minds, they endlessly study, mastering the science of war to shift the flow of combat in their favor.

A Mind for War

At 3rd level, you begin to utilize your knowledge of tactics to gain the upper hand in battle.

You add your Intelligence modifier to your Initiative rolls. Additionally, when you hit a creature with an opportunity attack, the next attack against that creature is made with advantage.

Tactical Guidance

Also at 3rd level, your study of battle strategy has taught you how to guide your allies in combat.

As an action, you can select a number of creatures equal to your Intelligence modifier to relay orders to, giving them an additional 1d4 to the next attack roll, ability check, or saving throw they make before the start of your next turn. The bonus granted by this ability increases as you reach certain levels in this class: it increases to 2d4 at 10th level, and 3d4 at 18th level.

You can use this feature a number of times equal to your proficiency bonus, and you regains any expended uses when you finish a long rest.

Opportunistic Fighter

At 7th level, your tactical knowledge allows you to traverse the battlefield with safety and efficiency. 

When you make an opportunity attack, you make it with advantage - when you hit a creature with such an attack, you deal additional damage equal to your proficiency bonus. Likewise, opportunity attacks made against you are made with disadvantage - if you are still hit by such an attack, you have resistance to that attack's damage.

Tactical Retreat

At 10th level, you know when you're beaten and can make yourself scarce.

You can take the Dodge and Disengage actions as a bonus action on your turn by expending a use of your Tactical Guidance feature.

Head of The Pack

At 15th level, you have developed a keen awareness of the battlefield, allowing you to build up a minor advantage to shift the tides of battle.

When you are first in the Initiative Order, you can use your Tactical Guidance feature as a bonus action during your first turn without expending a usage of the ability. Additionally, when you roll for initiative and have no uses of your Tactical Guidance feature left, you regain one use.

Grandmaster

At 18th level, you become a tactical genius.

Your Intelligence score increases by 4, as does the maximum for that score.

Comments

Posts Quoted:
Reply
Clear All Quotes