Fighter
Base Class: Fighter

Fighters of the Tactician archetype are battlefield analysts who read the flow of combat in an instant, guiding allies with precise commands and exploiting every weakness. Where others see chaos, Tacticians see opportunity—angles of attack, gaps in defense, and moments where a single order can turn the tide. By channeling their Second Wind not into personal endurance but into swift, decisive coordination, they transform scattered skirmishes into orchestrated assaults. As their skill deepens, their tactics grow ever more fluid, allowing their allies to strike and reposition with flawless timing, leaving enemies off balance and overwhelmed by superior strategy.

(still can use some character sheet mechanic work)

Level 3: Tactics

You develop advanced battlefield maneuvers fueled by your Second Wind.

  • You gain double the uses of your Second Wind feature. You regain a number of expended uses equal to your proficiency bonus when you finish a short rest, and you regain all expended uses when you finish a long rest.

  • When you activate your Second Wind, rather than regaining hit points, you can choose one of the following options:

Steadfast. Take the Help action, the Utilize action, or the Magic action to use a magic item that requires that action.

Coordination. Choose a willing creature within 30 feet that can see or hear you. That creature can immediately use its reaction to take the Steadfast option.

Tactical Strike. Choose a willing creature within 30 feet that can see or hear you. That creature can immediately use its reaction to make one weapon attack or an Unarmed Strike.

Level 3: Tactical Flexibility

Your natural talents awaken.
You gain one Origin Feat of your choice, provided you meet its prerequisites.

Level 7: Improved Tactics

Your tactical options grow more potent:

  • Steadfast. You can now take the Ready action as an option, so long as you don't ready an Attack action and the Magic action only to activate a magic item that requires that action.

  • Coordination. The chosen creature can benefit from your [Tooltip Not Found] feature (moving up to half its speed without provoking opportunity attacks).

  • Tactical Strike. The chosen creature can add your Second Wind die to the damage roll if the attack hits.

Additionally, when you choose the Coordination or Tactical Strike option from your Tactics feature, you can choose up to 2 willing creatures instead of 1

Level 10: Improved Tactical Master

Your mastery of weapon control reaches new heights.

When you make a weapon attack using a weapon whose mastery property you can use, you can replace that property with Vex, Topple, or Cleave for that attack.

Level 15: Improved Second Wind

Your Second Wind feature becomes even more potent.

Your Second Wind die becomes 2d6.

Level 18: Tactical Superiority

Your tactical commands reach their peak efficiency:

  • When you use your Tactics feature, you can choose up to 3 willing creatures instead of 2. Each chosen creature benefits from your selected option (Coordination or Tactical Strike), and you also benefit from Steadfast.

Additionally, when a creature uses its reaction to make an attack as part of your Tactical Strike, it can also move up to half its speed without provoking opportunity attacks. The creature chooses whether to move before or after making the attack.

Comments

Posts Quoted:
Reply
Clear All Quotes