Fighter
Base Class: Fighter

Those who follow the archetype of the Tactician are masters of strategy, coordination, and battlefield control. Rather than charging headfirst into battle, these warriors excel at reading the flow of combat, anticipating enemy movements, and turning the tide with calculated precision. A Tactician’s strength lies not only in their martial prowess but in their sharp mind and keen insight.

Tactics

  1. When you choose this archetype at 3rd level, you learn special actions called tactics. Each time you use the Tactics feature, you can choose to empower the tactic by spending tactic points. An Empowered tactic gains an additional effect, noted in the tactics description

    Tactics. You learn 2 Tactics of your choice, which are detailed under “Tactics” below.

    You learn one additional Tactic of your choice at 7th, 10th, and 15th level. When you level up, you can replace one tactic you know with a different one.

    Tactic points. You have an amount of Tactic points equal to your intelligence modifier.  You regain all of your expended Tactic Points when you finish a long rest.

    Saving Throws. Some of your Tactics require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:

    Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier.




 

Battlefield Command

You can issue a powerful command to rally your allies in the heat of battle. As an action, choose a creature within 30 feet of you that can see or hear you. Until the end of your next turn, they gain the following benefits:

They can add your Intelligence modifier (minimum of +1) to their attack rolls and saving throws.

Once per turn, when they make an attack roll, they can choose to reroll the result, but must use the second roll.

Empowered: You can target 2 more creatures with this ability. Additionally, it lasts for 1 minute

Contingency Plan

When you or a friendly creature within 30 feet fails a saving throw, you can use your reaction to grant them a bonus to the roll equal to your Intelligence modifier (minimum +1). 

Empowered: Instead, the creature automatically succeeds on the saving throw.

Critical Timing

You can choose to activate your action surge at the end of another creature’s turn instead of on your own.

Empowered: If you use Action Surge at the end of a willing creature’s turn, you may choose to switch your initiative position with theirs. 

Flanking Maneuver

As a bonus action, choose one creature within 30 feet. The next melee weapon attack made against it by a creature other than you before the start of your next turn is made with advantage.

Empowered: The next two melee weapon attacks against that target before the start of your next turn are made with advantage, and the target cannot take reactions until the end of your next turn.

Focus Fire

When you hit a creature with a weapon attack, you can designate it as a priority target. The next ally to hit that creature before the end of your next turn adds your Intelligence modifier to their damage roll.

Empowered: Until the end of your next turn, all allies have advantage on attack rolls against the target, and they add your Intelligence modifier to one damage roll on their turn.

Hold the Line

When a creature within 30 feet of you is hit by an attack, you can use your reaction to move up to 10 feet toward them. Until the start of that creature’s next turn, any attack rolls made against them are made with disadvantage if you remain within 5 feet.

Empowered: Until the end of your next turn, all allies within 10 feet of you gain +2 AC, advantage on dexterity saving throws, and cannot be moved against their will.

Rapid Assessment

As a bonus action, you analyze the battlefield and quickly assess your options. Choose one creature you can see within 30 feet. You gain one piece of information about that creature. This information can be one of the following:

  • The creature’s weakest saving throw (e.g., Dexterity, Wisdom, etc.).

  • The creature’s current movement speed

  • The creature’s immunities, resistances, or vulnerabilities

Empowered: You gain 2 pieces of information instead of 1

Rescue Operation

When a friendly creature within 30 feet is reduced to 0 hit points but not killed outright, you can use your reaction to allow them to immediately move up to half their speed.

Empowered: That creature also regains hit points equal to your Intelligence modifier + your proficiency bonus.

Resourceful Planning

After a short rest, you can choose one ally within 30 feet of you who has expended a resource. That creature regains one use of that resource.

Empowered: you can choose two creatures instead of just one

Strategic Training

At the end of a short or long rest, choose one skill or artisan’s tool. You gain proficiency with that skill or tool until your next rest.

Empowered: Choose one skill or artisan’s tool. You gain expertise in that skill or tool until your next rest. 

Tactical Repositioning

As a bonus action, choose a friendly creature within 30 feet. That creature can use its reaction to move up to half its speed.

Empowered: As a bonus action, choose a friendly creature within 30 feet. That creature can immediately move up its speed without provoking opportunity attacks

Tactical Strike

When you take the Attack action on your turn, you can forgo one of your attacks to direct a friendly creature who can see or hear you. That creature can use its reaction to make one weapon attack.

Empowered: The creature adds your Intelligence modifier (min +1) to its attack and damage rolls from this attack. If the attack hits, the bonus lasts until the end of your next turn.

Weakness Point

As a bonus action, you point out a weakness on a creature you can see. For any ally within 5 feet of you, the number they need to roll a Critical Hit while attacking that creature is reduced by 1 until the start of your next turn.

Empowered: In addition, the creature is vulnerable to the next attack made by an ally within 5 feet of you before the end of your turn

Tactical Awareness

At 3rd level, your constant planning and mental discipline give you an edge when battle begins.
When you roll initiative, you can add your Intelligence modifier to the roll.

Improved Tactics

Starting at 10th level, your ability to execute tactics becomes better
You now have a number of Tactic Points equal to your Intelligence modifier plus half your proficiency bonus (rounded up). You regain all expended Tactic Points when you finish a long rest.

Swift Strategies

Beginning at 7th level, you can adapt your tactical approach as needed.
Whenever you finish a short or long rest, you can replace one tactic you know with a different tactic available to you, following the normal restrictions for learning tactics.

Improvising Skills

Starting at 15th level, you never enter battle unprepared.
When you roll initiative and have no Tactic Points remaining, you regain 2 Tactic Points. 

Supreme Strategist

At 18th level, your experience has taught you that swift, overwhelming action often secures victory.
When you use an Empowered Tactic during the first round of combat, you do not expend a Tactic Point.

 

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