mellored
Legend
Tactician.
Many people can analyze a battle and tell you where you went wrong after the fact, but a tactician can do so when the advice would be useful. He needs intelligence to rapidly analyze the situation, and Charisma to get other's to trust his advice.
Hit Dice: d8+con.
Saves: Int, Wis
Proficiency: Medium armor, simple weapons.
Skills: Choose 4 skills. History, Nature, Religion, Persuasion, Deception, Intimidation, Medicine, Insight, Gaming.
Suggested Background: Noble.
[sblock=Table]
1: Inspiring word. Tactics(2)
2: Battle Planning. Expertise (2).
3: Specialization
4: Ability score increase.
5: Tactical Brilliance (2 tactics).
6: Tactic (3). Battle Planning (2)
7: Specialization
8: Ability score increase.
9: Expertise. Quick Help
10: Tactic (4). Battle Planning (3)
11: Timely Advice
12: Ability score increase.
13: Specialization
14: Continuous Help
15: Tactic (5). Battle Planning (4)
16: Ability score increase.
17: Tactical Genius (3 tactics).
18: Tactic (6). Battle Planning (5)
19: Ability score increase.
20: Forward Thinking.
[/sblock]
1: Inspiring Words: You can inspire people to draw from their reserves. As a bonus action, you let a creature that can hear you spend a hit dice. At level 5, they can spend 2 hit dice, 3 at level 11, and 4 at level 15. They gain additional hit points equal to your charisma modifier for each die spent. A creature can only benefit from this once per short rest.
Tactics: You learn 2 tactics and gain additional ones according to the level chart. These can be used at-will at a range equal to your Int modifier * 10. The DC is equal to 8+Int+ your proficiency bonus. When you level, you can replace 1 tactic with a different one.
[sblock=tactics]
*Safe Movement: Select an ally in range. The ally does not provoke opportunity attacks until the start of his next turn.
*Spot Opening: Select an ally in range. He can make 1 attack as a reaction against an enemy that is also in range.
*Prepare: Select an ally in range. The ally has advantage on it's next saving throw before the end of it's next turn.
*Avoid: Select an ally in range. The next attack against that ally has disadvantage.
*Predict Attack: Select an enemy in range. He has disadvantage on his next attack roll.
*Predict Defense: Select an enemy in range, the next attack against him has advantage.
*Provoke: Select an enemy in range. He makes a wisdom saving throw, on a failed save he uses his reaction to move his speed toward you. He avoids any known dangers including opportunity attacks.
*Scare: Select an enemy in range. He makes a wisdom saving throw, on a failed save he uses his reaction to move his speed away from you. He avoids any known dangers including opportunity attacks.
[/sblock]
Distant Advice: You can help at a range equal to your Int modifier * 10.
2: Battle Planing: During a short rest, you can go over some battle plans with your allies. Select one of the plans below and all creatures that took the short rest with you gain that bonus as long as they can see and hear you. At later levels you can select multiple plans at once. You can take the same plan multiple times increasing the bonus.
[sblock=battle plans]
*Battle Front Shift: When you roll initiative, you and your allies can move 5', upto their movement.
*Battle Ready: You and your party gain +2 to initiative.
*First Strike: You and your party deal +1d4 damage on attacks the first round of combat. Taking this plan additional times increases the die size to by 1 (1d6), to a max of d12.
*Shared Expertise: Select a skill that at least one person has proficiency in. You in your party have +1/2 proficiency in that skill.
*Resistance: Select an ability score. You and your party gain +1 to saving throws for that ability score.
[/sblock]
Expertise: Choose 2 skills you are proficient in. You gain twice the proficiency bonus in those skills. You select an additional 2 skills at level 9.
3: Specialization
[sblock=Bravada joins his fellows soldiers in the fray.]
3: Proficiency: Heavy armor, martial weapons, shields.
7: Multi-Attack (two attacks)
13: When you use tactics, you can also make a single attack as a bonus action.
[/sblock]
[sblock=Captain brings along a some followers.]
3: Gain a CR 1 follower.
7: Gain a second CR 1 follower.
13: Gain a third CR 1 follower.
*Followers have 10 HP, 16 AC (medium armor), and a crossbow with +your proficiency to hit. They follow your commands, but will not commit suicide. Their initiative is right after yours. They do not level
[/sblock]
[sblock=Medic improves the health of his allies.]
3: Expertise in healing skill. Inspiring word hit dice are maximized. 1/turn when you hit with an attack, you deal an extra 1d8 poison damage.
7: Can use a healing kit to cure disease and exhaustion (lesser restoration). Increase poison damage to 2d8.
13: As an action, you can bring someone back to life, if they died less then a minute ago, and not from massive damage. They are unconscious, stabilized, and have no hit dice. Increase poison to 3d8.
[/sblock]
5: Tactical Brilliance: You can take an action to do 2 tactics. You can move between tactics.
9: Quick Help. You can use the help action as a bonus action.
11: Timely Advice. You can use a tactic as a reaction.
14: Continuous Help: When you help an ally attack, it applies to every attack an ally makes with that action.
17: Tactical Genius: You can take an action to do 3 tactics. You can move between tactics.
20: Your thoughts are so fast that you can predict everything a moment before it happens. You are always under the effects of the foresight spell.
Thoughts and suggestions welcome.
Many people can analyze a battle and tell you where you went wrong after the fact, but a tactician can do so when the advice would be useful. He needs intelligence to rapidly analyze the situation, and Charisma to get other's to trust his advice.
Hit Dice: d8+con.
Saves: Int, Wis
Proficiency: Medium armor, simple weapons.
Skills: Choose 4 skills. History, Nature, Religion, Persuasion, Deception, Intimidation, Medicine, Insight, Gaming.
Suggested Background: Noble.
[sblock=Table]
1: Inspiring word. Tactics(2)
2: Battle Planning. Expertise (2).
3: Specialization
4: Ability score increase.
5: Tactical Brilliance (2 tactics).
6: Tactic (3). Battle Planning (2)
7: Specialization
8: Ability score increase.
9: Expertise. Quick Help
10: Tactic (4). Battle Planning (3)
11: Timely Advice
12: Ability score increase.
13: Specialization
14: Continuous Help
15: Tactic (5). Battle Planning (4)
16: Ability score increase.
17: Tactical Genius (3 tactics).
18: Tactic (6). Battle Planning (5)
19: Ability score increase.
20: Forward Thinking.
[/sblock]
1: Inspiring Words: You can inspire people to draw from their reserves. As a bonus action, you let a creature that can hear you spend a hit dice. At level 5, they can spend 2 hit dice, 3 at level 11, and 4 at level 15. They gain additional hit points equal to your charisma modifier for each die spent. A creature can only benefit from this once per short rest.
Tactics: You learn 2 tactics and gain additional ones according to the level chart. These can be used at-will at a range equal to your Int modifier * 10. The DC is equal to 8+Int+ your proficiency bonus. When you level, you can replace 1 tactic with a different one.
[sblock=tactics]
*Safe Movement: Select an ally in range. The ally does not provoke opportunity attacks until the start of his next turn.
*Spot Opening: Select an ally in range. He can make 1 attack as a reaction against an enemy that is also in range.
*Prepare: Select an ally in range. The ally has advantage on it's next saving throw before the end of it's next turn.
*Avoid: Select an ally in range. The next attack against that ally has disadvantage.
*Predict Attack: Select an enemy in range. He has disadvantage on his next attack roll.
*Predict Defense: Select an enemy in range, the next attack against him has advantage.
*Provoke: Select an enemy in range. He makes a wisdom saving throw, on a failed save he uses his reaction to move his speed toward you. He avoids any known dangers including opportunity attacks.
*Scare: Select an enemy in range. He makes a wisdom saving throw, on a failed save he uses his reaction to move his speed away from you. He avoids any known dangers including opportunity attacks.
[/sblock]
Distant Advice: You can help at a range equal to your Int modifier * 10.
2: Battle Planing: During a short rest, you can go over some battle plans with your allies. Select one of the plans below and all creatures that took the short rest with you gain that bonus as long as they can see and hear you. At later levels you can select multiple plans at once. You can take the same plan multiple times increasing the bonus.
[sblock=battle plans]
*Battle Front Shift: When you roll initiative, you and your allies can move 5', upto their movement.
*Battle Ready: You and your party gain +2 to initiative.
*First Strike: You and your party deal +1d4 damage on attacks the first round of combat. Taking this plan additional times increases the die size to by 1 (1d6), to a max of d12.
*Shared Expertise: Select a skill that at least one person has proficiency in. You in your party have +1/2 proficiency in that skill.
*Resistance: Select an ability score. You and your party gain +1 to saving throws for that ability score.
[/sblock]
Expertise: Choose 2 skills you are proficient in. You gain twice the proficiency bonus in those skills. You select an additional 2 skills at level 9.
3: Specialization
[sblock=Bravada joins his fellows soldiers in the fray.]
3: Proficiency: Heavy armor, martial weapons, shields.
7: Multi-Attack (two attacks)
13: When you use tactics, you can also make a single attack as a bonus action.
[/sblock]
[sblock=Captain brings along a some followers.]
3: Gain a CR 1 follower.
7: Gain a second CR 1 follower.
13: Gain a third CR 1 follower.
*Followers have 10 HP, 16 AC (medium armor), and a crossbow with +your proficiency to hit. They follow your commands, but will not commit suicide. Their initiative is right after yours. They do not level
[/sblock]
[sblock=Medic improves the health of his allies.]
3: Expertise in healing skill. Inspiring word hit dice are maximized. 1/turn when you hit with an attack, you deal an extra 1d8 poison damage.
7: Can use a healing kit to cure disease and exhaustion (lesser restoration). Increase poison damage to 2d8.
13: As an action, you can bring someone back to life, if they died less then a minute ago, and not from massive damage. They are unconscious, stabilized, and have no hit dice. Increase poison to 3d8.
[/sblock]
5: Tactical Brilliance: You can take an action to do 2 tactics. You can move between tactics.
9: Quick Help. You can use the help action as a bonus action.
11: Timely Advice. You can use a tactic as a reaction.
14: Continuous Help: When you help an ally attack, it applies to every attack an ally makes with that action.
17: Tactical Genius: You can take an action to do 3 tactics. You can move between tactics.
20: Your thoughts are so fast that you can predict everything a moment before it happens. You are always under the effects of the foresight spell.
Thoughts and suggestions welcome.
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