Base Class: Fighter
While the fighter can absolutely rely on their muscles and physical prowess, using their brain and developing tactics can give them a well needed push in and outside of combat when brute force might not always cut it. The Tactician can change the course of fights, motivate allies or help plan their way in a non-combat setting.
Improvised Tactics
Beginning when you choose this archetype at 3rd level, you can choose 2 additional proficiencies with certain artisans tools.
You also gain the "Jack of all Trades" Feature.
Alchemists Supplies
Proficiency with Alchemists Supplies.
Brewers Supplies
Proficiency with Brewers Supplies.
Calligraphers Supplies
Proficiency with Calligraphers Supplies.
Carpenters Tools
Proficiency with Carpenters Tools.
Cartographers Tools
You gain proficiency with Cartographers Tools.
Leatherworkers Tools
You gain proficiency with Leatherworkers Tools.
Smiths Tools
You gain proficiency with Smiths Tools.
Tinkers Tools
You gain proficiency with Tinkers Tools.
Woodcarvers Tools
You gain proficiency with Woodcarvers Tools.
Inspiration
When you choose this archetype at 3rd level, you can choose 2 Battleflags/Warcries.
Only one Battleflag/Warcry can be active at a time and the effect of a Battleflag/Warcry remains indefinetely unless the action specifies otherwise. Warcries can't be used if you are silenced and don't affect deaf targets. Battleflags don't affect blind targets or those who can't see it.
Upon reaching level 7, 11 and 15 you can choose 1 additional one each.
Battleflag: Defender
You defend a certain area. As an action, you push a Battlestandard in the ground to mark territory. As long as this is active you have 0 movement, your attacks of opportunity gain range up to 10ft. and when an enemy triggers an attack of opportunity one ally can make a weapon attack or cast a cantrip at the enemy as a reaction if they have the range range.
Battleflag: Intimidate
Intimidate Enemies, making them more careful but prone to mistakes. As an action, enemies within 45ft. of you gain -1 to all attack rolls unless they succeed on a Wis save (DC = 10 + Intimidation bonus). They make the save at the end of each of their turn if the Battleflag is still active to shake the effect off, in which case they can't be affected by it until the end of their next turn.
Battleflag: Motivate
Activate as a BA. Allies within 15ft. of you gain +1 to their Attack Rolls.
Battleflag: Reputation
Raise your Battleflag to show your Reputation. As an action, you can raise your Battleflag. Enemies within 30ft. of you must make a Wis Save (10 + Your Str Mod) or become frightened for 2 turns. You can use this multiple times but each enemy can only be affected by this once per battle. (Does not work on someone that can't possibly know of you)
Warcry: Charge
You and your allies charge the enemy. As a BA, command your Allies to charge the enemy. Until the end of your next turn all affected allies gain an additional 10ft. of Movement and +1 to their damage rolls.
Warcry: Formation
As an action, you can raise the AC of allies within 30ft. of you by up to +1 if they stand 10ft. or closer to an Ally (including yourself). This effect lasts for 1 minute (10 turns) or until your concentration is broken.
Warcry: Painful Scream
Scream your Lungs out to show your Allies what you can take. As an action, you can deal damage to yourself equal to your proficiency bonus x 5 to grant other allies (not yourself) within 15ft. of you temporary hitpoints equal to your proficiency bonus x 2. Allies that have temporary health are not affected by this warcry and using another warcry/Battleflag removes the temporary Health.
Warcry: Taunt
Taunt enemies, causing them to recklessly attack you. As a BA, you taunt all enemies in a Cone of 45ft. in front of you. The taunt remains for at most 3 turns, until you die or they succeed on a Wis Save (DC = 10 + your Con Mod). Affected enemies only attack you, gain +1 to attack rolls and gain a -1 penalty to their AC.
Tactician
Starting at 7th level, you can add your Wis Mod (if positive) to Int checks and your Int Mod (if positive) to Wis Checks. You can also choose to add your Dex Mod (if positive) to Strength Checks outside of Combat.
Additionally you know how to repair simple objects and navigate any situation. You gain the Mending, Guidance and Light Cantrip.
Careful Training
At 10th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Careful Eye
At 10th level, you have learned to pay attention to your surroundings. You can gain proficiency in either perception, insight or investigation. If you already have Proficiency in all of these Skills you can choose one to gain Expertise in.
Insight
Insight Proficiency
Investigation
Investigation Insight
Perception
Perception Proficiency
Superior Mind
Starting at 15th level, your weapon attack rolls gain +1 and shields grant +1 additional AC.
Additionally you can now have 1 Battleflag and 1 Warcry active at the same time.
Will of Steel
At 18th level, your thoughts can't be read against your will.
At the start of combat, you gain Temporary HP equal to your Proficiency bonus + your Con Mod if you don't have Temporary HP already.
You also gain 2 of these feats: Keen Mind, Alert or Skilled Feats. If you already have these feats you can only choose one other if you already have all 3.
Alert
Always on the lookout for danger, you gain the following benefits:
- You can't be surprised while you are conscious.
- You gain a +5 bonus to initiative.
- Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
Keen Mind
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
- Increase your Intelligence score by 1, to a maximum of 20.
- You always know which way is north.
- You always know the number of hours left before the next sunrise or sunset.
- You can accurately recall anything you have seen or heard within the past month.
Other Feat
Choose another Feat if you have the other 3 options.
Skilled
You gain proficiency in any combination of three skills or tools of your choice.