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[Class] Tactician (mk 2)
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<blockquote data-quote="mellored" data-source="post: 6715278" data-attributes="member: 6801209"><p><span style="color: #000000">With more discussion in the warlord thread, i have a new base idea for the tactician.</span></p><p><span style="color: #000000"></span>Still needs filled in though.</p><p></p><p><span style="color: #000000">Hit dice: D8</span></p><p><span style="color: #000000">Proficiency: Medium armor, shields, simple weapons.</span></p><p><span style="color: #000000"></span>Saves: Int and Wis.</p><p><span style="color: #000000">Skills (3): History, Nature, Religion, Persuasion, Deception, Intimidation, Medicine, Insight, Gaming.</span></p><p></p><p><span style="color: #000000">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 </span><span style="color: #000000">ally who can see and hear you, a 1d4+int bonus to their attack or saving throw. </span><span style="color: #000000">Do this after you see the roll, but before the results are declared. </span><span style="color: #000000">Your tactical awareness range is equal to 5'*your proficiency bonus (10' at level 1). </span></p><p></p><p>2: Skill Awareness: You keep an eye out for your allies at all time, helping them avoid the worst mistakes. <span style="color: #000000">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.</span></p><p><span style="color: #000000"></span>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.</p><p></p><p>3: sub-class</p><p>Guerrilla: </p><ul> <li data-xf-list-type="ul">You gain training in stealth.</li> <li data-xf-list-type="ul">You can use your tactical awareness die to improve an allies stealth check.</li> <li data-xf-list-type="ul">You can use your tactical awareness dice silently. Allies only need to see you to use it.</li> </ul><p>Warlord:</p><ul> <li data-xf-list-type="ul">You gain training in athletics.</li> <li data-xf-list-type="ul">Gain proficiency in Heavy armor and martial weapons.</li> <li data-xf-list-type="ul">When you attack a creature, the next attack against that creature before the start of your next turn has advantage.</li> </ul><p>Herald:</p><ul> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">While holding a small symbol (1-handed), your tactical awareness range is doubled.</li> <li data-xf-list-type="ul">While holding a large symbol (2-handed), your tactical awareness range is tippled.</li> <li data-xf-list-type="ul">In addition your can yell and be clearly heard from a mile away in calm conditions.</li> </ul><p></p><p>4, 8, 12, 16, 19: Ability score increase.</p><p></p><p><span style="color: #000000">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.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"></span>6: Improved Inspiring Word: You can use inspiring word twice per short rest.</p><p>Organized March: Your and your companions travel pace is increased by 50%.</p><p></p><p>7: Battlefront Shift: When you roll initiative, allies within your tactical range can move 5'.</p><p></p><p>9: Battle Ready: Allies within your tactical range gain +int to initiative.</p><p></p><p>10: Coordinate: You can use a bonus action instead of an action to help with an ability check.</p><p></p><p><span style="color: #000000">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."</span></p><p></p><p>....</p><p></p><p><span style="color: #000000">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."</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"></span>....</p><p></p><p><span style="color: #000000">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".</span></p><p></p><p></p><p></p><p></p><p>Other ideas...</p><p></p><p><span style="color: #000000">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.</span></p><p></p><p><span style="color: #000000">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).</span></p><p></p><p><span style="color: #000000">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.</span></p></blockquote><p></p>
[QUOTE="mellored, post: 6715278, member: 6801209"] [COLOR=#000000]With more discussion in the warlord thread, i have a new base idea for the tactician. [/COLOR]Still needs filled in though. [COLOR=#000000]Hit dice: D8[/COLOR] [COLOR=#000000]Proficiency: Medium armor, shields, simple weapons. [/COLOR]Saves: Int and Wis. [COLOR=#000000]Skills (3): History, Nature, Religion, Persuasion, Deception, Intimidation, Medicine, Insight, Gaming.[/COLOR] [COLOR=#000000]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 [/COLOR][COLOR=#000000]ally who can see and hear you, a 1d4+int bonus to their attack or saving throw. [/COLOR][COLOR=#000000]Do this after you see the roll, but before the results are declared. [/COLOR][COLOR=#000000]Your tactical awareness range is equal to 5'*your proficiency bonus (10' at level 1). [/COLOR] 2: Skill Awareness: You keep an eye out for your allies at all time, helping them avoid the worst mistakes. [COLOR=#000000]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. [/COLOR]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: [LIST] [*]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. [/LIST] Warlord: [LIST] [*]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. [/LIST] Herald: [LIST] [*]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. [/LIST] 4, 8, 12, 16, 19: Ability score increase. [COLOR=#000000]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. [/COLOR]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. [COLOR=#000000]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."[/COLOR] .... [COLOR=#000000]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." [/COLOR].... [COLOR=#000000]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".[/COLOR] Other ideas... [COLOR=#000000]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.[/COLOR] [COLOR=#000000]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).[/COLOR] [COLOR=#000000]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.[/COLOR] [/QUOTE]
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