Base Class: Fighter
Tacticians view the battlefield as a game of chess, using techniques passed through war manuals and following their gut instincts. The knowledge or bravura of a Tactician can be the defining element of a battle that gives the final push towards victory in a small skirmish or a long campaign. Not every fighter learns from every fight, skirmish, or brawl throughout history like the Tactician does.
Changelog
May 2021
Changed the number of uses in Castling to be a number of uses equal to your proficiency bonus, regaining expended uses after a long rest, to keep it in line with other features.
Changed Inspiring Word to give the ability to use the Help action as a bonus action within 30 feet in addition to the ability it already grants and clarified the wording of how to activate it.
Master Tactician
Beginning when you choose this archetype at 3rd level, you learn how to maximize your allies' combat prowess.
You gain a new attack option that you can use with the Attack action. This special attack allows you to forego one of your own attack and allow one ally within 30 feet that can see and hear you to make one weapon attack. That ally can immediately use its reaction to make one weapon attack. On a hit, they add your Intelligence Modifier to the damage roll.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Battlefield Wit
At 3rd level your knowledge of tactics helps you move quicker through the cacophony of battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
Student of War
Starting at 7th level, your knowledge of military history is unrivaled. You gain proficiency in History. Your proficiency bonus is doubled for any ability check you make attempting to recall military events.
Inspiring Word
At 10th level, your words can help your allies make the final push on the battlefield. You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you. In addition, when your Action Surge or Second Wind feature, use you can use your reaction to instead to instead provide the benefits of that feature to a friendly creature that can see and hear you within 60 feet.
Castling
At 15th level, you can position a number of friendly creatures equal to your Intelligence modifier (minimum of +1) within 60 feet that can see and hear you, as a bonus action. These creatures can use their reaction to move up to their speed. This movement does not provoke opportunity attacks. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Fearless Rescue
At 18th level, when an enemy reduces an ally to 0 hit points within 30 feet, you can use your reaction to move up to 5 feet near the enemy that reduced the ally’s hit points and make a weapon attack. Your ally is immediately stabilized and can spend a hit die to regain health, in addition they regain another 1d6 hit points for each opportunity attack you provoked in your movement. Once you use this feature you cannot do so until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/12/2019 9:22:26 PM
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3152
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71
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1
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Coming Soon
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6/2/2020 1:53:33 AM
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2434
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19
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Coming Soon
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6/2/2020 2:03:35 AM
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2423
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0
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2.0
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Coming Soon
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5/4/2021 8:25:40 PM
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2462
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7
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2.1
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Coming Soon
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5/4/2021 8:34:05 PM
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2463
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0
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3.0
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Coming Soon
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