[Class] Tactician (mk 2)

mellored

Legend
With more discussion in the warlord thread, i have a new base idea for the tactician.
Still needs filled in though.

Hit dice: D8
Proficiency: Medium armor, shields, simple weapons.
Saves: Int and Wis.
Skills (3): History, Nature, Religion, Persuasion, Deception, Intimidation, Medicine, Insight, Gaming.

1: Tactical Awareness: You survey the battlefield, looking for openings and opportunities. As an action, you gain a 1d4 tactical die. This die last until the end of your next turn. You can use this die to increase give an ally who can see and hear you, a 1d4+int bonus to their attack or saving throw. Do this after you see the roll, but before the results are declared. Your tactical awareness range is equal to 5'*your proficiency bonus (10' at level 1).

2: Skill Awareness: You keep an eye out for your allies at all time, helping them avoid the worst mistakes. When you or an ally within tactical awareness range of you rolls an ability check, treat a d20 roll of less then your Int modifier as your Int modifier.
Inspiring Word: As a bonus action, you can allow an ally to spend a hit die. They regain extra hit points equal to your Cha modifier. You can do this 1 time per short rest.

3: sub-class
Guerrilla:
  • You gain training in stealth.
  • You can use your tactical awareness die to improve an allies stealth check.
  • You can use your tactical awareness dice silently. Allies only need to see you to use it.
Warlord:
  • You gain training in athletics.
  • Gain proficiency in Heavy armor and martial weapons.
  • When you attack a creature, the next attack against that creature before the start of your next turn has advantage.
Herald:
  • You gain a flag, totem, banner, or other object as your symbol. It cost 10gp worth of mundane objects to create. 15gp for a large one.
  • While holding a small symbol (1-handed), your tactical awareness range is doubled.
  • While holding a large symbol (2-handed), your tactical awareness range is tippled.
  • In addition your can yell and be clearly heard from a mile away in calm conditions.

4, 8, 12, 16, 19: Ability score increase.

Level 5: Greater Awareness: Your can survey the battlefield more rapidly, able to spot opportunistic more quickly. You can use a bonus action to gain a tactical die. This is in addition to the die from tactical awareness, gaining upto 2 dice. You can only use 1 die at a time.

6: Improved Inspiring Word: You can use inspiring word twice per short rest.
Organized March: Your and your companions travel pace is increased by 50%.

7: Battlefront Shift: When you roll initiative, allies within your tactical range can move 5'.

9: Battle Ready: Allies within your tactical range gain +int to initiative.

10: Coordinate: You can use a bonus action instead of an action to help with an ability check.

Level 11: Master Awareness: "You instinctively know the battlefield even without looking. Each turn you gain 1 tactical die. This is in addition to to the other tactical dice letting you gain upto 3 dice."

....

Level 17: Supreme Awareness: "The flow of battle is as familiar as breathing. You gain a second tactical die each turn. Letting you get upto 4."

....

Level 20: Perfect Awareness: "You've seen every move in the book, nothing surprises you now. You are under the effects of the foresight spell at all times".




Other ideas...

Tactical Strike: When you attack, you can expend 1 tactical die to use Int in place of Dex for finesse weapons to-hit and damage.

Trip: When you hit with an attack, you can expend 1 tactical die to attempt to knock the creature down. It makes a Dex save against your DC (Int).

Commander's Strike: You can expend 2 tactical dice to let another creature make an attack as a reaction. Add your tactical die to their damage if they hit.
 

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