Not a finished one, true, but still.
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.
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.
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18th
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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