Base Class: Fighter
As an archetypal Battle Tactician, you are a master of the strategies of combat and warfare. Instead of relying on brute force or magics from unknown places, you instead use you wit and your allies to win a fights against enemies far stronger then you. Some battle tacticians can be great front line fighters but some do stand back and lead from afar. Battle tacticians are usually high up military commanders but they can also be found in tribes, gangs, hunters, adventures, religious militia, mercenaries, etc.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Nature or Religion. You also gain proficiency in cartographers tools.
Arcana
You gain proficiency in Arcana.
History
You gain proficiency in History.
Nature
You gain proficiency in Nature.
Religion
You gain proficiency in Religion.
Dangerous Knowledge
At 3rd level, your study of the dangers of combat allow you to avoid and utilize them. You can expend one Dangerous Knowledge to do one of three abilities. Your DC's for these abilities equal your 8 + your proficiency bonus + your intelligence modifier.
- When a creature or trap within 30ft of you that you can see, causes you to make a saving throw, you can use your reaction to add your Intelligence modifier to your own and a number of creature equal to your intelligence modifier (minimum of +1) within 30ft of you that can see and hear you. You can only use this before you roll your saving throw.
- You can use your reaction after a creatures turn in order to let you and creatures within 30ft of you to move up to half their movement speed without taking attacks of opportunity, and one creature of your choice can also use its reaction to make a melee weapon attack.
- When you and an allied creature are within 5ft and are on opposite side of a creature, and the creature attempts to attack anyone but you. You can use your reaction to make an attack against that creature and if it hit then the creature must make a constitution saving throw or their attack misses.
You have a number of uses equal to your intelligence modifier (minimum of +1).
You regain all uses after a short or long rest.
Three Steps Ahead
At 7th level, you learn how to a battle and determine a possible outcome. You can use a bonus action on you turn to make an intelligence based check (DM decides what check) that has a DC of 10 + half the creatures level or CR. If you succeed that you can ascertain what the creature might do next on its turn.
Signature Tactic
Over time you have experienced all sides of war and you have found a way of fighting that can give you the edge over others. Choose one of the following tactics that you will be able to use by expending a dangerous knowledge.
Annihilation
You learn how to leave no one left alive on a battle field, because survivors can only mean trouble for the future. When you drop a creature to 0 hit points, you can spend a dangerous intelligence as a reaction in order to allow a creature within 30ft of you that can see and hear you to make a weapon attack against a creature with range, if the attack hits the creatures speed is reduced to 0 until the end of its next turn.
Blitz
You charge the enemy when they least expect it to exploit when they are vulnerable. You can spend one Dangerous Intelligence as an action to let yourself or an allied creature within 30ft that can see or hear you move half their movement towards a creature and use an attack action against the it. The creature must make a dexterity saving throw or be knocked prone, and If the allied creature moved at least 10 feet in a line towards a target an all attacks made hit then the creature then it has disadvantage on the dexterity save.
Fake out
You can trick you enemies by having them believe you are going to attack one way and attack another. You can expend one dangerous Intelligence as a bonus action in order to let one allied creature within 30ft of you to move up to half their movement speed, if the allied creature stops moving within melee attack range of a creature that is in your range, then you can make a weapon attack with advantage against that creature.
Infiltration
You learn how to exploit a creatures trust in order to gain an opening. When you or a friendly creature within 30ft of you that can see or hear you makes an attack against a creature that see's the attacker as no threat to there life, you can use a Dangerous Intelligence to make the attack a critical hit and the creature must also make a constitution saving throw or be stunned until the end of its next turn.
Magic Exploit
You learn how to take advantage of openings that magic can provide. When a creature within range makes a saving throw against a spell that does not target you, you can expend a Dangerous intelligence in order to use your reaction to attack the creature, the creature must succeed on a dexterity saving throw or have disadvantage on there next saving throw from a spell until the end of their next turn.
Adaptable
When you roll initiative and have no dangerous intelligence's remaining, you regain one dangerous intelligence.
Master Tactician
At 18th level your knowledge of the battle field is second to none. You gain access to one additional Signature Tactic and when you use a dangerous intelligence that allows to an attack to be made you can add your intelligence modifier to one of the attacks.
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Posted May 15, 2020Cool subclass and I love that it fills an intelligence niche for the fighter.
One thought, however, with the 'Three Steps Ahead' feature is it might be good to clear up the wording on " If you succeed that you can ascertain what the creature might do next on its turn." The unclear wording on this makes it sounds like you can only speculate on what will happen regardless of the successful role.