Base Class: Fighter
Strategists are warriors of the mind. Whether schooled or self studied, strategists forsake some time training their martial prowess and spend it learning battle tactics. Although strategists may not be as adapt at champions they are able to hold their own in a fight and excel in a group setting through the use of battle tactics. Strategists apply the knowledge they study in battle giving their group more options from defensive formations fortifying armor class to offensive formations buffing hit and damage.
Note: Keep track of your own tactical points your maximum is your proficiency bonus. Upon a long rest all points are recovered and during a short rest 1 tactic point is recovered.
Battle Tactics
Your pursuit in knowledge on battle has caused you to learn tactics that can be used in battle. The amount of tactic points a strategist has is equal to their proficiency modifier. A long rest will reset this number while a short rest will recover 1 tactic point. At level 3 you may choose intelligence or wisdom to be increased by 1.
At level 3 you may choose one:
Defensive Tactics, Offensive Tactics and Survival Tactics
At level 5 you may choose one:
Level 5 or lower unlearned tactic.
At level 7 you may choose one:
Trick Tactics, Peace Tactics, or any lower level tactic.
At level 10 you may choose one:
Team Tactics, Urgent Tactics, Holy Tactics, Ancient Tactics or any lower level tactic.
At Level 15 you may choose one:
Final Tactic or any lower level tactic.
At Level 18 you may choose one:
Any level 18 or lower unlearned tactic.
Ancient Tactics
After studying you learn ancient tactics that can be applied in battle. Gives access to forgotten and beyond tactic.
Forgotten - For the rest of the encounter allies and enemies are unable to make attacks of opportunity.
Beyond - For the rest of the encounter allies and enemies cannot gain advantage or disadvantage on any checks. Even if prone, grappled or any other effects.
Defense Tactics
After studying you learn defensive tactics that can be applied in battle. Gives access to vigil and warn ability.
Vigilance - Within a 30 feet radius you rally your allies into a defensive stance increasing their ac by 2 until the end of the current round. At level 10 this increases to 3. At level 15 this increases to 4. at level 18 this increases to 5.
Warning - Within a 30 feet radius you rally your allies cautioning them they gain a one time bonus d4 on saving throws for the rest of the encounter. At level 10 the dice increases to 1d6. At level 15 the dice increases to 1d8. At level 18 the dice increases to 1d10.
Final Tactic
After studying you learn the final tactic that can be applied in battle. Gives access to limit breaker tactic. Your proficiency increases by 1.
Limit Breaker - Remove all levels of exhaustion from everyone in the party. All allies become inspired and gain advantage on their next attack or action and if possible recover one spell slot of the highest level they have. In addition, on each successful action this round you may make two attacks with advantage on the same target if within range. If you do you take one level of exhaustion.
At the end of the encounter all members suffer from one level of exhaustion.
Holy Tactics
After studying you learn Lost tactics that can be applied in battle. Gives access to safeguard and bulwark tactic.
Safeguard - Allies within a 30 feet radius of you cannot be afflicted with charm, sleep, deafen, blinded, petrified, frighted for the two rounds. Any allies already afflicted by any of these effects are cured if within range when evoked.
Bulwark - Allies within a 30 feet radius of you gain resistance to two types of damage for the next two rounds.
Offensive Tactics
After studying you learn offensive tactics that can be applied in battle. Gives access to ready and brandish action.
Ready - Your allies within 30 feet they gain a bonus +2 to hit on attack checks this round. At level 10 this increases to a 3. At level 15 this increases to a 4. At level 18 this increases to a 5.
Brandish - Your allies within 30 feet gain a bonus d4 on successful attacks this round. At level 10 this increase to 1d6. At level 15 this increases to 1d8. At level 18 this increases to 1d10.
Peace Tactics
After studying you learn trick tactics that can be applied in battle. Gives access to engage and retreat action.
Mercy - Within a 20 feet radius enemies must make a wisdom saving throw against your passive wisdom. If enemies that fail have disadvantage for their next attack.
Reason - You barter with an enemy within 20 feet depending on the terms or offer the enemy may refuse or accept. Make a persuasion check if the check fails the enemy may make an attack if they are in range. Note: resolution of the deal is decided by the DM.
Survival Tactics
After studying you learn survival tactics that can be applied in battle. Gives access to medic and cover tactic.
Medic - An ally within touch recovers a d6 + medicine mod of health. At level 7 this increases to 2d6. At level 10 this increase to 3d6. At level 15 this increases to 4d6. At level 18 this increases to 5d6. Note: an additional cost to using medic is using medical supplies which can be bought for an amount decided by the DM
Cover - You ready yourself this turn if an ally with 10 feet is successful hit before damage you may choose to take the hit. If you have a shield equipped roll a d4 + constitution mod and reduce the damage by that would've been taken by the amount. At level 10 this increases to 1d10. Note: a shield must be equiped for damage to be reduced
Team Tactics
After studying you learn team tactics that can be applied in battle. Gives access to assist and defend tactic.
Assist - This round when allies within 10 feet make a successful attack on an enemy you can also make an attack on that enemy.
Defend - This round allies within 30 feet of each other may choose to take damage for a successful attack (but before damage) on another ally. If they choose to take damage they take 1d4 + constitution modifier less damage.
Trick Tactics
After studying you learn trick tactics that can be applied in battle. Gives access to engage and retreat action.
Engage - Allies within 20 feet gain a bonus 15 feet of movement for the rest of the round.
Retreat - Allies within 20 feet may move away from enemies without triggering an attack of opportunity.
Urgent Tactics
After studying you learn urgent tactics that can be applied in battle. Gives access to desperation and rush tactic.
Desperation - Allies within 30 feet may make a bonus action this turn. If they do they suffer from one level of exhaustion.
Rush - Allies within 30 feet may use the dash action without spending their action. If they do they suffer from one level of exhaustion.
Advanced Tactics
In your pursuit for knowledge you dig through old text, increase your religion or history check modifier by 1. You may also choose between the word weaving, commander or preparation feature.
Word Weaving - You grasp a method allowing you to use 1 battle tactic as a bonus action each turn.
Commander - You begin to become more adapt at deploying your battle tactics allowing you to use two battle tactics per turn with an increase range of 10 feet for the cost of whichever battle tactic has the higher cost.
Preparation - You gain foresight in battle at the start of an encounter as a bonus action you may evoke 1 battle tactic at no cost.
Note: For the level 6 option you must choose either History or Religion.
Commander
You begin to become more adapt at deploying your battle tactics allowing you to use two battle tactics per turn with an increase range of 10 feet for the cost of whichever battle tactic has the higher cost.
History
You study ancient text. You gain +1 to history. This is the prerequisite to Ancient Tactics.
Preparation
You gain foresight in battle at the start of an encounter as a bonus action you may evoke 1 battle tactic at no cost.
Religion
You study holy text. You gain +1 to religion. This is the prerequisite to Holy Tactics.
Word Weaving
You grasp a method allowing you to use 1 battle tactic as a bonus action each turn
Tactic Mastery
Due to experience and further studies you gain the battle tactic hasten. You get +1 on your survival checks.
Hasten - You raise the moral of an ally within 10 feet they roll a d6 and adds it to their initiative. If their turn has already been taken this change is applied next round. If the resulted number is higher then the strategist's initiative they will make their turn after the strategist.
Self Improvement
You have become more knowledgeable over time as a tactician. As a result you now able to invest more time into practicing your marital techniques. Your constitution increases by 1. You have the choice to choose two other improvements.
Protection: Armor class increase by 1
Peerless: Rolls 19-20 are now critical
Prowess: Strength and dexterity increase by 1
Peerless
Rolls 19-20 are now critical.
Protection
Armor class increase by 1.
Prowess
Strength and dexterity increase by 1.
Strategist of Thousands
You are now a battle hardened strategist capable of many feats. You gain +1 to your proficiency bonus and all battle tactic cost 1 tactic point less to evoke. Battle tactics reduce to 0 this way can be evoked once each turn as a bonus action. At the end of each round you may choose to regain 1 tactic point, remove 1 level of exhaustion to yourself/an ally or heal 5 + constitution mod of your health.
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