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Tactician [WiP]

Yunru

Banned
Banned
Tactician Class:

Class Features:
Hit Die: 1d6 per level
Hit Points: 6 + Your constitution modifier
Hit Point Advancement: 1d6 + Your constitution modifier


Proficiencies:
Weapons: Simple weapons, martial weapons
Armor: Light armor, medium armor, shields
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Pick two from: Deception, Insight, Perception, Persuasion, Stealth and Survival


Equipment:
Tacticians start with the following equipment in addition to the equipment granted by their background. Alternatively, characters can start with 5d4x10gp to buy equipment.

  • Leather armor
  • A martial weapon and a shield
  • A diplomat's pack or an explorer's pack


Level Proficiency Bonus Features
1st 2 Rallying Word, Strategic Tactics
2nd 2 Create Opening
3rd 2 Assist Ally
4th 2 ASI
5th 3 Coordinated Attack
6th 3 Tactics feature, Body Reader
7th 3 Lend Hand, Rallying Word
8th 3 ASI
9th 4 Tactics feature
10th 4 Improved Create Opening
11th 4 Lend Hand
12th 4 ASI
13th 5 Tactics feature
14th 5 Improved Body Reader
15th 5 Lend Hand
16th 5 ASI
17th 6 Superior Create Opening
18th 6 Tactics feature
19th 6 ASI
20th 6




Strategic Tactics: You Strategic Tactics defines what kind of Tactician you are. You can choose between Assault Coordination, Intel Manipulation, and Psychological Battle.Your Strategic Tactics give you access to unique abilities and characteristics.


Rallying Word: At 1st level, you can use a bonus action to make an ally within 30 feet of you gain temporary hit points. The amount gained is equal to 1d8 + your Tactician level. After using this abilities, you must take a short or long rest before using it again. Starting at 7th level, you can use this ability twice before having to take a short or long rest.


Create Opening: Beginning at 2nd level, once per long or short rest make openings for your allies. A single ally that can see or hear you can use their reaction to make an attack or cast a cantrip. Starting at 10th ]level you can use this feature twice before needing a short or long rest. At 17th level, that ally can instead choose to use their reaction to take the Attack or Cast a spell action.


Assist Ally: Starting at 3rd level, 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 5 feet of you, if the target can see or hear you.


Coordinated Attack: Starting at 5th level, when you use your action to take the Attack action, a single ally within 30 feet can use their reaction to make a single weapon attack.


Body Reader: Starting at 6th level, you gain proficiency in Insight, Perception, and Persuasion. At 14th level, you gain expertise in those skills.


Lend Hand: Beginning at 7th level, you use your reaction to allow an ally to re-roll a failed saving throw or ability check. You can only use this feature once between long rests. Starting at 11th level, you may use this feature twice between long rests. At 15th level, you gain an addition use of Lend Hand between long rests.


Capstone Feature:




Assault Coordination:


Charge Leader: When you choose these Tactics at 1st level, your hit dice become d10s, your maximum Hit Points increases by 2, and you gain proficiency in heavy armor.


Fighting Style: Starting at 6th level, you adopt a style of fighting as your speciality. Choose one of the options available to the Fighter. You can't take a Fighting Style option more than once, even if you later get to choose again.


Flank Coordination: Beginning at 9th level, whenever you and an ally are within 5 feet of a creature, your allies have advantage on attack rolls against that creature.


Intel Manipulation:


Plan of Action: After choosing these Tactics at 1st level, after you roll initiative, you may swap your result with that of a willing ally.


Quick Analysis: Starting at 6th level, you may add you Intelligence modifier to your initiative rolls.


Precise Timing: Beginning at 9th level, you can use your reaction to add +2 to an ally's attack roll. You may use this feature a number of times equal to your Intelligence modifier. Once you do you can't use this feature again until you take a short or long rest.


Psychological Battle:


Unarmored Defense: Starting when you choose these Tactics at 1st level, while you are wearing no armor and not wielding a shield, your armor class equals 10 + your Dexterity modifier + Charisma modifier.


Unnerve Opposition: Starting at 6th level, you may use a bonus action to unnerve an opponent. A hostile of your choice that can see or hear you must make a Wisdom saving throw against a DC of 10 + your proficiency + your Charisma modifier or suffer disadvantage on attack rolls until your next turn. Once you use this feature, you can't use it again until you take a short or long rest.


Motivate Ally: Beginning at 9th level, you may spend your action to add your Charisma modifier to the next attack and damage roll of an ally that can see or hear you.


13th


18th
 
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Yunru

Banned
Banned
Fixed formatting issues ( D:< ), been sitting on this forever, but never finished it.

Looking for feedback, suggestions, and discussion alike.
 



MoonSong

Rules-lawyering drama queen but not a munchkin
I'll be honest. I love to give feedback on brews. But this time I don't feel like it. I'm not sure I can give you good advice this time.

The reasons are:

a) I don't feel like reinventing the wheel.
b) If you have seen my version and didn't like it then I don't think I can think of other solutions you might like. Though if you haven't seen it, feel free to steal from it. It is OGL and stuff.
c) Anyway you put it, both possibilities in b are equally depressing. And I'm too close to burn out as it is.

Good luck.
 

Yunru

Banned
Banned
Eh, I don't emphasis how long I've been sitting on this. I think there's already a thread with a previous iteration jokingly called "cheerleader" sitting around somewhere here, from way back when Warlord discussion was the hip and hot craze.
 

MoonSong

Rules-lawyering drama queen but not a munchkin
*checks Yunru's Threads for the cheerleader one*
Well it's certainly been a long time...

I don't want to discourage you, I just don't think I have anything to contribute with. I spent two years on The Noble before actually writing the first fully formed draft (I think next march will be the second year anniversary of that). That is a lot of time and beyond the errata I did last year when preparing it for OGL, I don't feel like further tweaking the class. (Expanding the class on the other hand...) From my perspective your class tries to cover the same ground, so any work with it would be reinventing the wheel on something I've already spent almost four years on. (At first I was aiming for something that could work on a retroclone, then it became evident there wasn't going to be a 5e warlord so I shifted lanes and the rest is history)

I hope someone can come and help you, you are nice. (And that review/Char op handbook you did, that was very nice too)
 



pirate gonzalez

First Post
Hey, here are some of my thoughts. Please note that I’m not mechanically minded with these, so I can’t say whether something is mathematically too strong or underpowered. Just my impressions.

Also, it seems like there’s not a lot of feedback on homebrews on these forums, you might want to try taking a look at the Unearthed Arcana 5e reddit thread, I spend some time there and it seems quite active.

Commander Tactics: You Commander Tactics defines what kind of commander you are. You can choose between Assault Coordination, Intel Manipulation, and Psychological Battle.Your Commander Tactics give you access to unique abilities and characteristics.


Rallying Word: Only 1/short rest seems like its not a lot of healing, but the short rest recharge means that theoretically it could be used a lot. As an idea, you could consider making it grant temp HP instead, and therefore it could be used a number of times equal to you CHA?


Create Opening: need to specify what kind of action this takes, if any.


Assist Ally: This should have a limit, I think. You’re essentially giving one of your teammates advantage every round. It might be fine though.


Coordinated Attack: Sounds good. Maybe give yourself an extra attack, but allow the option to forego it to grant the reaction attack to an ally? That way you can still fight well yourself.


Body Reader: Is proficiency in 3 skills a lot compared to other classes?


Lend Hand: Looks ok I think.


Capstone Feature:




Assault Coordination:


Charge Leader: Sounds good.


Fighting Style: cool.


Flank Coordination: Not a fan of this, since it essentially grants advantage on every attack. Plus it locks down a solo monster.


Intel Manipulation:


Plan of Action: Cool idea.


Quick Analysis: Not as good as Assault Coordination, IMO. Maybe just make it an improvement of Plan of Action?


Precise Timing: Maybe have it add your proficiency modifier instead?


Psychological Battle:


Unarmored Defense: I’d suggest something else. Seems like a departure from every other part of the class to ignore armor. I get the idea, just not a fan of it so much.


Unnerve Opposition: Only thing I’ve seen so far that allows a save, maybe more abilities should? Initially I was going to say disadvantage on all attacks is too much before I realized it’s a 1/short rest use.


Motivate Ally: Next any attack that hits, or you have to specify the ally?
 

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