Fighter
Base Class: Fighter

Your focus lies beyond the raw brutality of physical combat. To an inexperienced man, strength decides the victor. Through training, however, Tacticians have learned that they can best even the strongest of foes by outwitting and outmaneuvering them.

As a Tactician, you are a master of both preparation and adaptation. You utilize extensive planning with quick thinking to overcome your foes. Tacticians can be great leaders or criminal masterminds. Tacticians can be found in any group that requires skillful leaders or cunning warriors.

Tome Rank Up

Dclass tome

Tome Use

You gain the use of arcane tomes. Each tome requires an action to use and are limited in their uses. At third level you gain access to rank E tomes. Each E rank tome has uses equal to 1+your INT modifier.

You gain E-ranked tomes at level 3, detailed below.

E
Fire: When cast, you hurl a 10 inch ball of fire at a creature that you can see. The creature must make a Dexterity saving throw. If it fails,the creature takes 3d6 fire damage and is set alight. A creature set alight takes 1d6 fire damage at the end of it's turn unless it drops prone to snuff the flames. If the creature succeeds it takes half initial damage and is not set alight.

Thunder: When cast you create a crackling ball of blue energy and hurl it at a creature within your sight. Make a ranged spell attack. If a creature is hit it takes 2d10 lightning damage and if you roll a critical hit, you may cast this spell again as a bonus action this turn.

Wind: You may cast this spell at any creature you can see within a 100 ft radius of you. When cast, you summon an area of green razor sharp wind that surrounds a target creature. if the attack hits the creature takes 4d4 wind damage. If this attack is successful on an armored creature ( medium to heavy metal armor) target takes double damage.

Ice bolt: When cast you materialize ice in a spear like shape and hurl it towards a creature you can see. A creature must make a constitution saving throw. On a fail, the creature takes 2d8 cold damage + 1d6 piercing damage. On a successful save the creature only takes the piercing damage

Miasma : When you cast this spell you materialize a black and purple cloud like orb. you may cast this at any creature you can see.The creature makes a strength saving throw. If it fails the creature takes 1d12 necrotic damage and it is poisoned until the beginning of your next turn.

Tactician's Wit

Once per long rest, when initiative is rolled you may choose to take account of your battleground. Choose one of the following effects:

You can add your Intelligence modifier to the initiative rolls of up to three other creatures of your choice within 40 ft. of you.

You go first this combat.

You learn the Weaknesses, Resistances, and Immunities of one creature you can see.

At tenth level, when you activate this feature you may choose two of the three options.

Tome Rank D

You may now use D rank tomes, detailed below. These tomes have a number of uses equal to 1-your intelligence modifier.

D
Elfire: When cast you summon a flame within your hand and throw it at a target. When this spell comes into contact with a target it explodes into flame covering a 10 foot radius, the flames will continue to burn the environment for 1 minute. Each creature caught within the area must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. targets that stay in the flame will take 2d6 fire damage for each turn they are in it.

Elthunder: When cast you summon a ball of energy within your hand. The inner ring is a faint pink or purple with the outer ring being gold. You may cast this at any creature you can see. When this spell comes into contact with anything it will expand to create a 5 foot radius of lightning with yellow X of energy. A target that is hit with the initial spell takes 3d10 lightning damage and any creature caught within the 5 foot radius takes 2d10 lightning damage(excluding the initial target). If you roll a critical hit you may cast this spell again as a bonus action.

Elwind: You may target up to 3 creatures within 100 feet of you. When cast you summon 3 green crescents of wind spanning 10 feet across. If the attack is successful, the creature takes 3d4 for each crescent that hits. If cast from your hand creatures hit with this will be knocked back 10 feet. Otherwise you may cast this from your feet to move 10 feet or each crescent in a direction of your choosing.

Mire B: You may target a creature that you can see. When cast a dark purple bubble descends on a creature. The target makes a wisdom saving throw. If it fails, the creature takes 3d12 necrotic damage and the creature must make a constitution saving throw. If it fails the creature’s speed is reduced by 20 feet.

Elbolt: You may target a creature that you can see. When cast you summon 4 spears of ice that you hurl at a creature. Each spear does 3d8 piercing damage on hit. In addition to this you may choose to take a bonus action to explode the spears. When a spear explodes it deals 2d8 cold damage.

Nosferatu: You may target a creature within 5 feet of you. When cast the creature is enrapt in a black and purple helix of smoke. Target creature takes 2d12 necrotic damage and you recover health equal to damage dealt divided by 2. The creature must make a strength saving throw. On a failed save the creature will be restrained within the spell for another turn if you choose. If you choose to maintain the spell it will expend 1 use of the spell per turn.

A Step Ahead

At 7th level, you learn to anticipate strikes directed at you. If you are hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to your AC against that attack. If the attack still hits, you have resistance against the attack’s damage.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Tome Rank C

 

You gain the use of C rank tomes,  detailed below. You can cast a C rank spell a number of times equal to 2- your intelligence modifier.

Bolgonone: You may target a creature that you can see. When cast an eruption of flame emanates from a point of your choosing. Each creature within a 15 foot radius must make a dexterity saving throw or takes 8d6 fire damage. On a successful throw they take half damage.

Thoron: When cast your body becomes enthralled with lightning that culminates in your hand and you blast a beam of yellow energy 5 foot wide and 15 feet long at a target. This spell passes through any enemy. Any creature hit with this spell takes 5d10 lightning damage. If this were to be a critical hit you may cast this spell an additional time as a bonus action.

Superior Planning

Using a bonus action, you can order an ally to use one of the following effects. You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses of this feature when you finish a short or long rest.

Advance!
You order an ally within 30ft of you to advance. Target ally may use their reaction to immediately move up to their movement towards an enemy that you indicate.

Fall Back!
You order an ally within 30ft of you to immediately fall back; the ally may use its reaction to gain the benefit of the Disengage action and may move up to half its movement.

Hold The Line!
You order an ally within 30ft of you to stand their ground. The ally gains a bonus to AC equal to your CON modifier until the start of your next turn. This bonus is lost if they utilize their movement.

Keep Your Head Down!
You warn an ally within 30ft of you of incoming danger. The ally has advantage on all saving throws until the start of your next turn.

Shake It Off!
You order an ally within 30ft of you to push through a condition. Target ally may use their reaction to immediately make a Constitution Saving Throw to end one instance of the following conditions: Charmed, Frightened, Paralyzed or Stunned. The DC is equal to the DC of the effect that produced the condition.

Call for Aid

At 15th level, you learn to attack as a unit. Once on each of your turns when you make a weapon attack, you can call on an ally to attack the same target. The ally has advantage on that attack roll, but must use their reaction to make the attack.

Advanced Strategies

When reaching 18th level, by virtue of thorough tactical thinking and teaching, your team acquires a state of perfect synergy. Friendly creatures gain the following features:

 

Team Attack

If two friendly creatures perform a successful attack on the same creature in a row, they both get to make an extra attack.

Phalanx

At least three friendly creatures can use their reactions (one of them has to use an action to initiate it) to create a defensive line, giving each of them +2 AC, giving advantage on Strength and Constitution saving throws and granting other creatures the ability to use them as full cover as long as they hold the line.

Checkmate

 Friendly creatures can pass along their actions and bonus actions to the next friendly creature who takes their turn.