Base Class: Fighter
You have probably graduated from a command school or officer college. You emerged as a trained, disciplined leader, ready to rally the uncontrolled masses. You are not some desk jockey trained from books. You possess natural, applicable talents, earning the respect that goes along with them.
This is a revised version of the Militarist archetype created by Chris Dias of Dias Ex Machina, for use on the Castlegate Blue westmarches server.
Chaos Coordination
Starting at 3rd level, you are an inspiration to yourslf and your warriors, adept at turning failures into successes. You acquire one Tactical Point whenever one of the following events occurs to you or an ally in your Command Range, which is 30 feet.
- You or an ally roll a natural 1 on an attack roll.
- You or an ally make three or more attacks in a single turn and miss with each one.
- You or an ally suffer a critical hit.
- You or an ally are reduced past half hit points.
- An ally is reduced to zero hit points.
- Three or more allies (including you) suffer damage from an area effect.
As these points accrue, you can counter with Tactics from the Chaos Coordination Tactics table, listed at the end of this subclass. These tactics effect you or allies within your Command Range. Points are lost when you take a short or long rest or roll for initiative.
| Name of Tactic | Tactical Point Cost | Usage Time | Effect |
|---|---|---|---|
| Elevate Strategy | 3 Per Target | Bonus Action |
A targeted ally gains a Militarist Action on their turn. The ally can use this action to perform one Action or Bonus Action available to them. |
| Eyes Around | 2 Per Target | Bonus Action | Targeted creatures (Maximum of 3) make a single weapon attack |
| Intelligent Defense | 1 | Reaction to seeing an ally being hit with an attack roll | Targeted creatures gain a +3 bonus to their Armor Class |
| Opportune Weakness | 3 | Reaction to seeing an ally hit with an attack roll | Targeted creature's hit becomes a critical hit |
| Outmaneuver | 1, 30 feet of movement | Action | Targeted creature that is your size or smaller is forcefully moved up to 5 feet (it cannot be moved into hazardous terrain). The target suffers disadvantage on attack rolls until the beginning of your next turn. |
| Shift Battle Maneuver | 1 Per Target | Bonus Action | Targeted creatures (Maximum of 3) may take the disengage action, and move up to 10 feet as part of this action. |
| Reverse Course of Action | 10 | Action | All enemies within the range are stunned until the end of your next turn. |
Reevaluate Strategy
You can spend one Hit Die as a bonus action (recovering no hit points) to gain 1d4 TP.
Revel in Failure
Starting at 10th level, you begin to see the true limits of what you can do with a bad situation. When you gain Tactical Points from your Chaos Coordination feature, you roll 1d4 and gain an amount equal to the result, rather than just one Tactical Point. In addition, your Command Range increases to 60 feet.
Rough Start
Starting at 15th level, even the enemies advantages turn into your own. If an enemy takes an action in a surprise round against you or one of your allies, you gain 5 Tactical Points. In addition, if a creature deals damage to you, you gain 1 Tactical Point.
Military Might
Starting at 18th level, you have gained the focus to issue commands even in the most dire of situations. If you are reduced to 0 hit points, you can use your reaction to gain 10 Tactical Points, and can use as many Tactics as your points allow as part of the same reaction. You fall unconscious as usual as soon as all these effects are resolved.
Previous Versions
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5/25/2023 5:05:35 AM
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37
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1.0
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Coming Soon
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