After some quick playtesting. The at-will points idea, in general, is working really well. I rarely end up being spamming the same ability, they are all "at-will" in theory, but not practice.
But i had too many different ways to gain and use points, so it's a bit finicky to track them all.
And taking time to build-up points while everyone nova's feels a bit bad. This was most apparent after the third time the fighter action-surged nova'd, and I didn't have points to help.
So this mostly simplifies points scaling, simplifying command style, and a few number tweaks.
Warlord revision #366
Changes in green.
Tactician:
Intelligence is your primary stat, as it allows you to hold more plans in your head at once. Charisma is also important as it allows you to better trick enemies and encourages allies. Some tacticians also like to use weapons, so some strength or dexterity would be useful.
Hit Dice: 1d8
Weapons: All simple and martial weapons.
Armor: Light and medium armor. Shields.
Saves: Int, Wis, Cha
Level 1: Tactical Awareness: You survey the battlefield and enemies looking for tactical opportunities and openings to exploit.
You can hold a number of tactical points according to the level chart (2-10). This pool is reset to 2 every time you move into a new area, with most areas are big enough to encompass a single battle.
Assess the Situation: As an action, you gain
2 tactical points.
Tactics: At the end of a short rest,
you can prepare a number of tactics equal to twice our Int modifier (minimum 1). You must be able to clearly see and communicate with the target to have an effect. In a battle, creatures can usually hear you at 60'. Using a tactic does not require an action, but you can only use 1 per triggering event. The save DC for any Tactician ability is 8 + your Charisma modifier.
In addition, you and your allies can come up with your own plan. Your DM determines the point cost and should use the current ones as guidelines.
Level 2: Bolt of Insight: You can instantly use Assess the Situation, no action required. Once you use this feature, you cannot use it again until you take a short or long rest.
You gain an additional use at levels ????
Precision Tactics: You can precisely analyze the way a creature moves, it's armor, it's weapons, the size of its legs and arms, how it carries itself, ect... in order to just exactly how much is needed to overcome it. When you use a Tactic, you can use your reaction to know a creature's relevant scores, such as their exact AC, remaining hit points, saving throw modifier, or to-hit roll for the triggering attack.
Level 3: Command Style: Select a command style. Your choice gives you additional features at levels ???
- Bravado: Your lead from the front style brings you close to the action, allowing you to analyze foes up close and personal while cutting them up. Whenever you use Assess the Situation, you can use a bonus action to make a weapon attack
- Guerilla: Hit and run is the name of your game. Whenever you use Assess the Situation, you can hide as a bonus action.
- Crier: You like to stand back to get a larger overview of the battlefield, shouting your commands in a booming voice. Rarely drawing your weapon you focus on adapting to the situation. When you use Assess the Situation, you can use it again as a bonus action.. In addition, you can project your voice twice as far as normal.
- Rascal: Your style revolves around tricking the enemy. You gain the minor illusion cantrip. You can cast Silent Image, once you do you cannot cast it again until you take a short rest. Intelligence is your casting modifier.When you use Assess the siutation, cast an illusion spell, as a bonus action.
- Bastion: A favored of dwarves, your style is to draw a hard line in the sand, and defend it from all invaders. When you use Assess the Situation, you can use your use bonus action to select a 10x10 cube on the ground. Allies in that zone gain +1d4 to AC and saves. Enemies in that zone take -1d4 to all attacks and DC's.
- Vanguard: <defender flavor> When you use Assess the Situation, you can use your bonus action to take the dodge action. In addition, you have advantage on any opportunity attacks you make.
Level 4, 8, 12, 16, 19: ABI
Level 5:
Improved Assessment: Increase the number of points gained from Assess the Situation and Tactical Awareness to 3.
Tactics
- Fight On!: (1 point) When an ally takes damage, you can spend a tactical point to let them spend a hit die and add your Charisma modifier. The creature does not regain hit points but instead reduces the incoming damage by the result. If the damage is reduced to 0, the attack is a miss and they gain the remainder as temporary hit points.
- Cunning Strike: (1 point) When you make a weapon attack, instead of rolling an attack roll, the target makes an Intelligence saving throw. If they fail, you hit.
- First Aid: (1+ point) You can use your action to allow a creature to spend a hit die for each tactical point spent. They maximize the hit die roll and gain hit points as normal. Once a creature benefits from this, they cannot benefit again until they take a short rest.
- First Strike: (1+ points) When a creature rolls initiative, you can give a bonus equal to their roll equal to the number of points spent.
- Sacrificial Opportunity: (1+ points) When a creature would make a melee attack against you, you can be automatically be hit in order to have it provoke an opportunity attack from one creature adjacent to it, excluding yourself. Reduce the damage you take by a 1d8 for each point spent.
- Exploit Weakness: (1+ points) When a creature hits another creature with an attack, it deals 1d6 extra damage per point spent. If you delt the damage, increase it to 1d8 damage for each point spent.
- Drive the Point: (1+ points) When a creature makes with an attack, you can spend a tactical point to increase the roll of the d20 by 1 for each point spent, up to a maximum of 20. Potentially turn a miss into a hit or a hit into a crit.
- Hold your Ground: (1+ points): When a creature would be pushed or pulled, reduce the distance by 5'.
- Direct the Strike: (2 points): When an ally takes an attack action, they can make 1 additional attack against the same target. You can use this once per attack roll.
- Skirmish: (2 points) When a creature would provoke an opportunity attack, they do not provoke an opportunity attack.
- Provoke Opportunity (2 points) As an action, you can trick a creature within melee range into revealing his weakness to your allies. The target makes a Intelligence saving throw, and if they fail, they provoke an opportunity attack from each ally adjacent to it.
- Reinforce Mind: (2+ points) When a creature makes an Intelligence, Wisdom, or Charisma saving throw, they gain a bonus to the save equal to half the number of points spent.
- No Spell Wasted: (2+ points) You can see a when a spell will fail, and stop your ally from wasting their effort. When a creature cast a spell, and fails to have any effect against any target, you can spend a number of points equal to twice the spell level to let them keep their spell slot.
- No Gambit Wasted: (2+ points) <still working on it>
- Trigger the Trap: (5 points): One creature can use their reaction to take an action.
Multi-classing: 13 Int, 13 Cha. You gain proficiency in either Intelligence of Charisma saving throws.