Base Class: Fighter
A Tactician is more than a soldier—they are the mind behind the battle, seeing the field as a grand game of strategy and positioning. While other fighters focus on raw strength and personal prowess, a Tactician shapes the battlefield to their advantage, using keen insight and precise commands to turn the tide in their favor. They are battlefield controllers, directing the flow of combat by empowering allies and exploiting enemy weaknesses. A Tactician’s power comes not from individual might but from synergy, coordination, and a tactical awareness that makes each ally a more effective part of the whole.
In Play: The Tactician excels at taking in the big picture, assessing threats, and enabling allies to shine. With abilities that allow them to sacrifice their own attacks to support teammates, the Tactician redefines the Fighter role by focusing on orchestration over brute force. In battle, they are constantly analyzing, issuing commands, and creating opportunities for allies to execute their plans flawlessly.
This subclass is ideal for players who enjoy strategic thinking, want to be the mastermind behind complex maneuvers, and love seeing their allies achieve great feats thanks to their carefully timed guidance.
You. Serve Me!
At 3rd level, you gain the ability to command one ally, focusing your energy on making them an unstoppable force throughout the battle.
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You. Serve Me!: Once per combat, as a bonus action, you can choose one ally within 60 feet who can see and hear you. For the remainder of the combat, that ally gains one of the following benefits (your choice):
- Relentless Assault: The ally gains an extra attack when they take the Attack action, increasing their offensive potential significantly.
- Steadfast Guardian: The ally gains a +2 bonus to AC and advantage on Constitution saving throws, making them a more durable presence on the battlefield.
- Unbreakable Will: The ally gains temporary hit points equal to twice your Fighter level at the start of each of their turns, representing a wellspring of resilience.
Once you choose an ally and a benefit, you can’t change it until the Battle ends. This feature recharges after a short rest.
Tactical Orders
As a Tactician, your primary focus is to coordinate your allies’ actions on the battlefield.
When you take the Attack action on your turn, you can forgo one of your attacks to issue a Tactical Order to an ally within 30 feet who can see and hear you. The ally must use their reaction to immediately carry out your order. You can choose from the following options:
- Direct Attack: The ally can make one weapon attack as a reaction, adding a bonus to the damage equal to your proficiency bonus.
- Advance: The ally can move up to half their speed without provoking opportunity attacks. If they end this movement adjacent to an enemy, they gain a +2 bonus to their next attack roll or to AC until the start of their next turn (your choice), allowing them to either strike more accurately or brace defensively.
- Regroup: The ally can immediately move up to their full speed toward a specified location, even if this involves moving around obstacles or difficult terrain. If they end this movement within 10 feet of you, they gain temporary hit points equal to your Fighter level, representing a morale boost from being near their Commander.
- Intercept: Choose one creature within 30 feet of you that has just declared an attack against an ally. The ally you target with this order can use their reaction to move up to half their speed directly toward that creature. If they end their movement adjacent to the attacking creature, they impose disadvantage on the creature’s attack roll, representing an attempt to block or draw attention.
- Hold the Line: The ally gains advantage on Strength and Constitution saving throws until the start of your next turn and can make an opportunity attack against any creature that enters their reach during that time. This is ideal for allies holding key positions on the battlefield, providing them with extra resilience and control over enemy movement.
- Pinpoint Weakness: The ally gains advantage on their next attack and ignores any cover the target has, such as half and three-quarters cover. If this attack hits, it also deals additional damage equal to your Proficiency Bonus.
- Focus Fire: You and the chosen ally coordinate to target the same enemy. Until the start of your next turn, both you and the ally gain a +1 bonus to attack rolls and damage rolls against the chosen target. If the ally’s next attack against that target is a critical hit, it deals an additional weapon die of damage.
Commanding Presence
At 7th level, your presence on the battlefield is enough to inspire courage and fortitude in your allies.
- Commanding Presence: As a bonus action, you can choose up to three allies within 30 feet who can see and hear you. These allies gain a +1 bonus to attack rolls, saving throws, and AC for the next minute. You can use this feature once per short or long rest
Rallying the troops
By level 10, you have honed your ability to rally allies under pressure, coordinating tactical advantages when they need it most.
- Rallying the troops: As an action, you can grant all allies within 30 feet of you advantage on their next attack roll and temporary hit points equal to your Fighter level. In addition, each affected ally can immediately move up to 10 feet as part of this action without provoking opportunity attacks, allowing you to reposition your team in the heat of battle.
You can use this feature once per short rest.
Master of Command
At 15th level, you can issue Tactical Orders with heightened effect, increasing your ability to manage the battlefield and coordinate multiple allies at once.
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Command Multiple Allies: When you use Tactical Orders, you can now target up to two allies instead of one. Each ally receives the benefits of your chosen order, adding your proficiency bonus to any attack rolls, damage, or temporary hit points provided.
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Double Orders: You can now use Tactical Orders twice per turn (up to once per attack you forgo), giving you the ability to respond dynamically to shifting battlefield conditions.
Master of the Battlefield
Once per long rest, as an action, you can create a 30-foot aura around yourself that lasts for 1 minute. Allies within the aura gain the following benefits:
- Quick Reflexes: Allies within the aura have advantage on Dexterity saving throws.
- Battlefield Intuition: Allies gain advantage on attack rolls made against creatures inside the aura.
- Command Relay: You can issue Tactical Orders to any ally within the aura, regardless of their reaction status, and doing so no longer requires them to use their reaction.







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