Base Class: Barbarian
A lord over the battlefields, the Path of the Tactician focuses on using likeminded allies towards the same cause to their maximum potential in power, positioning and strategy.
Level 3: Strategy Focus
The basis for all of your tactics comes from the wisdom of great leaders and generals that have come before you. You have a maximum amount of stratagem charges equal to your charisma modifier, and gain a stratagem charge at the beginning of each round of combat, that lasts until combat ends. Whenever all hostile creatures of the same type (for example, all "battle skeletons" of a necromancer, but not the necromancer himself. DM discretion) are killed during combat, you are awarded an additional stratagem point. You can spend stratagem points to do the following:
Battlefield Inspiration: As a reaction when another friendly creature rolls a skill check, saving throw or attack roll, you can expend a stratagem point to have that creature re-roll, taking the new result.
Orders to Charge: As a reaction when a friendly creature moves at least 10ft in a straight line to be within 5ft of an enemy creature, you can expend a stratagem point to deal damage to that creature equal to your barbarian level, either in bludgeoning damage, or in a type that creature can do with a held weapon.
Firing Line: As a reaction when a creature makes a ranged attack within 10ft of you, you can expend a stratagem die to allow that creature to attack again at a hostile creature you can see of your choice. You can only make a given creature fire an additional time this way once per combat.
Level 3: Dedicated Roles
You have the ability to assign each creature in your retinue to a dedicated job. In order to do so, you must share a common allegiance, whenever that be to a guild, faction, alignment, or similar loyalty with the creature. Then, the creature in question must agree to the validity of your command, acknowledging orders you may give on the battlefield. While this condition continues to be met, and when you are both in the same combat, they may be assigned one of the following roles (each role can only be applied to one creature in a given combat, and each creature can only have one role at a time):
The Duelist: The highest health hostile creature is marked for the duel. Whenever a duelist attacks that creature, they add your strength modifier to the hit roll. Whenever they are attacked, they subtract your strength modifier from the damage roll (min 1).
The Vanguard: Whenever an ability chooses a creature at random, the vanguard is ten times more likely to be chosen. In addition, when the vanguard hits a creature with an attack, that creature has disadvantage to attack all creatures except the vanguard this turn.
The Anchor: This creature cannot be disarmed from what it is holding. In addition, on each of it's turns, this creature can make an insight check to potentially reveal hidden secrets about the environment, objects they are holding, or creatures they are observing.
Level 6: Tailored Strategy
You learn new strategies tailored to the roles within your party's composition:
The Duelist (Positioning Expert): At the beginning of the battle, you can spend one strategy point to allow the duelist to teleport up to 500ft to any unoccupied space. When arriving there, they are hidden, as if in stealth, from any creatures they do not have a direct line of sight to them.
The Vanguard (Exceptional Durability): After the Vanguard takes damage, you can expend one strategy charge as a reaction. Once per turn until the end of the round when the vanguard would take damage, they can make a strength saving throw, reducing the damage by half the amount rolled (min 1).
The Anchor (Disruption Specialist): When a creature would teleport or otherwise arrive without moving to a point within 50ft of the Anchor, you can use a strategy charge and a reaction to shunt the creature back to their previous position. They cannot use that method to reappear in that area this turn.
Level 10: Greater Good
You are keenly aware the job of soldiers is to complete your objective, not necessarily just kill. You have expertise with any skill check related to completing a mission objective, such as a check to hack a database you must take from, a check to pull a sword from a stone, or a check to secure an important area (ask the DM if this applies for the given check).
In addition, you excel at bunkering down in areas of importance. Whenever you begin your turn in an area you need to defend from an enemy, such as a stronghold, fortress, or even just a room you are currently waiting in while files are taken, you gain an extra strategy charge at the end of each round. In addition, when you rage you can enter a defensive rage instead of an aggressive one. Instead of gaining damage on strength weapons, weapons that use strength deal that much less damage to you. Also, reckless attack causes you to have disadvantage, but other creatures have disadvantage against you as well with attack rolls.
Level 14: FInest Hour
You prepare your soldiers for their finest hour, the greatest charge to finish the battle at the perfect timing. At the beginning of a round, you may call for the finest hour with a great noise, such as a horn, your own words, or something else impactful. All friendly creatures who hear it gain double movement speed, can take two actions, and make twice the amount of attacks as usual. During this time, stratagems are free, cost no reactions, and can be used once per turn. However, at the end of the round, the finest hour ends, and all creatures who benefited from it gain 5 levels of exhaustion for the next minute. Once you use the finest hour, you cannot use it again for 7 days.
Comments