Base Class: Artificer
A Commander bellows the order, "Charge!" as their forces take the field to match the enemy's forces. On the other end of the field, "Brace!" is heard as swordsmen and shield bearers alike wait for the inevitable clash of steel. Far from this conflict, two opposing minds move soldiers in attempts to destroy the other. Tacticians are a pivotal piece of the battlefield, but not on their own. A Tactician's time would be best spent either surrounded by friendly forces on the front lines, bolstering these troops, or far in the rear, planning the next move of the force.
Frontline Armor
3rd-level Tactician feature
A suit of armor is only as good as the soldier who wears it. You gain proficiency with heavy armor. You also gain proficiency with smith’s tools.
Tactician Spells
3rd-level Tactician feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Tactician Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Tactician Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Martial Movement
3rd-level Tactician feature
You understand the importance of movement, or the lack thereof, on the battlefield. As a bonus action on your turn, you can activate your Martial Movement ability and choose one of three modes.
Charge: When you activate this Martial Movement mode, all creatures within ten feet of you that are friendly to you and can hear you, including you, can choose to use their reactions to move up to half their movement speed. After moving, each creature may choose to make an attack against a creature within melee distance. This movement does provoke opportunity attacks from hostile entities.
Hold: When you activate this Martial Movement mode, it affects you and all creatures within ten feet of you that are friendly to you and can hear you until the end of your next turn. If the affected creature uses none of its movement on its turn, its AC increases by your intelligence modifier until the end of your next turn.
Retreat: When you activate this Martial Movement mode, it affects you and all creatures within ten feet of you that are friendly to you and can hear you. Affected creatures may choose to use their reaction to move up to their maximum movement speed away from the nearest hostile creature without provoking opportunity attacks from any hostile force.
You may activate your Martial Movement only once per mode in a single combat scenario (I.e. you cannot use the Charge mode twice in the same fight.)
Logistics
3rd-level Tactician feature
A Tactician can serve many functions, and so one must choose where they would best serve the force they are with. When becoming a Tactician, choose either to become a Captain or a Strategist.
Each role serves a different niche in a force, so be mindful of how you feel you will best serve.
Captain
You have longed for combat and support your soldiers from the frontlines. You gain the following abilities:
Numbers Game. When attacking a hostile entity, your soldiers can keep it distracted while you strike at the vulnerable places of the beast. For every friendly creature in melee with your target, you gain a +1 to attack and damage rolls against that creature. The effects fade as soon as the target dies, none of your allies are within melee with the creature, or until all allies within melee of the creature become incapacitated or unconscious.
Lead by Example. You show your troops how to win the day with your actions. When you hit a creature with a Melee weapon attack, you can choose yourself or another creature you can see that is within melee of the creature. The chosen creature gains 1D10 + your artificer level in temporary hit points, replacing any temporary hit points they had already. You can use this ability a number of times equal to your Proficiency Bonus, with charges being regained after completing a long rest.
Spell Swordplay. You've trained to channel your focus and make your strikes precise. You can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls for melee weapon attacks.
Strategist
You feel best suited to the macro needs of a group or force, working from the backlines. You gain the following abilities:
Strategy Meeting. You may spend three days studying a certain foe or force. Be it an army or type of fighter. After completing the three day study, you may reveal what information you have found to your group or forces. Your studying will reveal:
- The Creature's AC - Its vulnerabilities, immunities, and resistances - Its methods of attack
Any creatures friendly to you that hear this information will be immune to being frightened of the discussed creature until the end of the next day and will gain a +1 to attack and damage rolls against the creature until the end of the next day. Talk to your DM about the rarity of the creature or the forces you are studying. Rare subjects may result in less reveals as pertinent information may not be available.
Quartermaster. You know what your group needs and where to get it. You always know where to acquire a certain type of good. Even if you do not know a shop that sells the goods you seek, you know of merchants who can help you find the items you seek. You also gain proficiency in persuasion, as you barter for goods.
Spell Dampening Field. You have learned to protect your flank from the spells of enemies. You and creatures within 10 feet of you that are allied to you are resistant to spell damage from spells with areas of effect.
Extra Attack
5th-level Armorer feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Mass Infusions
9th-level Tactician feature
You learn how to use your artificer infusions to aid in the betterment of your forces. Using one of your infusions, you can infuse similar items to have the same effect (for example, you could copy the infusion +1 weapon onto the weapons of a group). The items infused this way lose their power 24 hours after the infusion or if the item is sheathed, doffed, dropped, or otherwise removed from the grip of the owner. While doing this, all of your other infusions fade and cannot be utilized until the last mass infused item's power fades.
Perfected Logistics
15th-level Tactician feature
Your Logistical choice gains additional benefits, as shown below.
Perfected Logistics - Strategist
Any creature that gains knowledge from your Strategy Meeting retains that knowledge and Fear immunity for one week. Additionally the to hit and damage bonuses also last a week and become +3 instead of +1.
Perfected Logistics - Captain
When a creature of the size Huge or smaller you can see ends its turn within 30 feet of you, you can use your reaction to force the target creature to make an Intelligence saving throw against your spell save DC, taunting the creature to move up to 30 feet toward you to an unoccupied space on a fail. If the target moves within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended charges once you finish a long rest.
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