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<blockquote data-quote="NotAYakk" data-source="post: 7867551" data-attributes="member: 72555"><p><strong>Tactical Combatant</strong>:</p><p>You gain 1 tactical point and learn 1 Tactic.</p><p></p><p><strong>Tactical Warlord</strong> (Subclass):</p><p>At level 3, you gain tactical points equal to half your fighter level (round down) plus your intelligence bonus, and learn 2 Tactics plus your intelligence bonus.</p><p></p><p>You regain your tactical points when you take a short rest.</p><p></p><p>In general, you cannot use a Tactic if you have 0 Tactical Points.</p><p></p><p><strong>Tactics</strong>:</p><p></p><p><strong>Lead the Attack</strong>:</p><p>Whenever you attack a creature, you guide your allies to attack it. As a reaction to an ally missing, you can grant a bonus to the attack roll equal to your charisma bonus (min 1). If this causes the attack to hit, this costs you 1 tactical point.</p><p></p><p><strong>Coordinated Charge</strong></p><p>As an action, you permit any number of allies who can hear you to move their speed and make a weapon attack on target you choose. This costs 1 tactical point per ally. If you are adjacent to the target, your ally has advantage on their attack roll.</p><p></p><p><strong>Rub some dirt on it</strong></p><p>You can spend 1 tactical point to make a medicine check to stabilize a dying creature. If you succeed, the creature gains HP equal to your charisma bonus (min 1) and may roll a single HD to regain that many additional HP.</p><p></p><p><strong>Rally</strong></p><p>As an action you can rally your allies. Select any number of allies that can hear you. At the cost of 1 tactical point per ally they gain advantage on saving throws and attacks on them are at disadvantage until the start of your next turn. You can spend a 2nd tactical point on any number of allies to permit them to roll up to half of their remaining HD to regain HP.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 7867551, member: 72555"] [b]Tactical Combatant[/b]: You gain 1 tactical point and learn 1 Tactic. [b]Tactical Warlord[/b] (Subclass): At level 3, you gain tactical points equal to half your fighter level (round down) plus your intelligence bonus, and learn 2 Tactics plus your intelligence bonus. You regain your tactical points when you take a short rest. In general, you cannot use a Tactic if you have 0 Tactical Points. [b]Tactics[/b]: [b]Lead the Attack[/b]: Whenever you attack a creature, you guide your allies to attack it. As a reaction to an ally missing, you can grant a bonus to the attack roll equal to your charisma bonus (min 1). If this causes the attack to hit, this costs you 1 tactical point. [b]Coordinated Charge[/b] As an action, you permit any number of allies who can hear you to move their speed and make a weapon attack on target you choose. This costs 1 tactical point per ally. If you are adjacent to the target, your ally has advantage on their attack roll. [b]Rub some dirt on it[/b] You can spend 1 tactical point to make a medicine check to stabilize a dying creature. If you succeed, the creature gains HP equal to your charisma bonus (min 1) and may roll a single HD to regain that many additional HP. [b]Rally[/b] As an action you can rally your allies. Select any number of allies that can hear you. At the cost of 1 tactical point per ally they gain advantage on saving throws and attacks on them are at disadvantage until the start of your next turn. You can spend a 2nd tactical point on any number of allies to permit them to roll up to half of their remaining HD to regain HP. [/QUOTE]
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