Combat Tactician (5e Class)
Combat Tactician
The Bloody History of Warfare
Ever since people have learned how to use rocks to bash people's head in, warfare continuously evolves through the bloodshed and death of combat. Through the sword wielding masters to the deadeye marksmen of yore, they all have one thing in common...Tactics. Throughout the generations, those who survived in the deadly arena of combat will come to share their knowledge and experience with those they trust or are passing down to as students. Overtime, the knowledge and experience would come to form a style, a strategy, tactics to win in combat and survive another day, only to pass down that knowledge and experience to repeat the cycle all over again. Only the most effective of fighting styles and tactics would come to survive the passages of time and from it comes a new breed of warriors altogether.
Combat Tacticians are masters of the arena of combat. They use tactics and maneuvers that can confound the enemy into making an opening and would seize that opportunity to strike it hard, turning the tides of victory to them as they once more survive whilst their opponent lay dead in the ground. They are students of war and they must continue to learn and adapt if they are to survive to pass on their own legacy to others.
Creating a Combat Tactician
When creating a Combat Tactician, consider where did you learn your way of fighting from? What exactly is your purpose for learning the style? What do you plan to achieve as a Combat Tactician? These are some questions you might consider when creating your character.
- Quick Build
You can make a Combatant quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the soldier background.
Class Features
As a Combatant you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Combatant level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Combatant level after 1st
- Proficiencies
Armor: Light armour, medium armour, shields
Weapons: Simple weapons, martial weapons
Tools: Smiths Tools
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Persuasion, and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any simple weapon and a shield or (b) A longbow, and 20 arrows
- (a) Chain mail or (b) Studded leather armor
- (a) Dungeoneer's pack or (b) Explorer's pack
- If you are using starting wealth, you have If you are using starting wealth, you have 5d4 x 10 gold pieces. in funds.
Level | Proficiency Bonus | Features | Battle Maneuverers |
---|---|---|---|
1st | +2 | Battle Maneuvers | 3 |
2nd | +2 | Fighting Style | 3 |
3rd | +2 | Combatant Type | 4 |
4th | +2 | Ability Score Improvement | 4 |
5th | +3 | Extra Attack | 5 |
6th | +3 | Improved Combat Superiority (d10) | 5 |
7th | +3 | Combatant Type Feature | 6 |
8th | +3 | Ability Score Improvement | 6 |
9th | +4 | Unflinching | 7 |
10th | +4 | Combatant Type Feature | 7 |
11th | +4 | Battlefield Upgrade | 8 |
12th | +4 | Ability Score Improvement | 8 |
13th | +5 | Unstoppable | 9 |
14th | +5 | Combatant Type Feature | 9 |
15th | +5 | Repetitive Musculature Use | 10 |
16th | +5 | Ability Score Improvement | 10 |
17th | +6 | Combatant Type feature | 11 |
18th | +6 | Improved Combat Superiority (d12) | 11 |
19th | +6 | Ability Score Improvement | 12 |
20th | +6 | Combatant Type Feature | 12 |
Combat Superiority
At 1st level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are chosen from the list of maneuvers available, listed on the end of the class description. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn one additional maneuver of your choice as you gain levels in this class, as shown on the Maneuvers column on the Combatant table.
Superiority Dice. You fuel your maneuvers with superiority dice, which are d8s. A superiority die is expended when you use it. You have a number of superiority die equal to your proficiency bonus. You regain all of your expended superiority dice when you finish a short or long rest.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Combatant Type
At 3rd level you gain a subclass. Pick from; Juggernaut, Defender, or Quick Attacker. This Subclass grants you features at 3rd, 7th, 10th, 14th, 17th, and 20th level.
Ability Score Improvement
When you reach 4th level, and again at, 8th, 12th, 16th, and 19th, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, rather than once, when you take the Attack action.
Improved Combat Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Unflinching
At 9th level, you gain advantage on saving throws to resist being charmed or frightened.
Battlefield Upgrade
At 11th level, you may choose two battle maneuvers you know. You can use these battle maneuvers without spending superiority die. When using a maneuver without spending a superiority die, you roll a d8 for features that require a superiority die.
Unstoppable
At 13th level, the first time you get knocked below 0 hit points, you instead get set to 1 hit point.
You can use the feature once, regaining the ability to do so after finishing a short or a long rest.
Repetitive Musculature Use
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
Juggernaut
You have specialized in hitting hard, and hitting consistently.
- Heavy hitter
At 3rd level you gain the ability to deal more damage. Whenever you hit an attack with a weapon that have the heavy and two-handed property, you can use your bonus action to add your Strength modifier to the damage roll twice, instead of once.
- War Rage
At 7th level you have learned to harness your inner emotions, and to channel the rage you feel into a more effective fighting form. You may enter a raging state as a bonus action, and it lasts for a number of rounds equal to your Constitution modifier.
For the duration, you gain the following benefits:
- You can add your proficiency bonus to damage rolls of attacks based on Strength.
- You have advantage on your melee attack rolls based on Strength.
Once you use this feature, you can't use it again until you finish a short or a long rest.
- Fury Hits
At 10th level you have learned to control your war rage, and temper it into more powerful hits. While in your war rage, you score critical hits on a roll of 19 or 20 on the d20.
In addition, on a critical hit, you also multiply the additional damage from your war rage.
- Maximize Pain
At 14th level you have learned to do a burst of damage on a hit. When you hit an enemy with an melee attack from a weapon with heavy and two handed property, you can choose to maximize the damage of the attack.
You can use this feature a number of times equal to your Constitution modifier, and regain all your uses after finishing a long rest.
- Triple Down
At 17th level your critical hits are even more impressive. Whenever you do a critical hit, you do triple damage instead of double.
- Wrecking Ball
At 20th level, you are an unstoppable force. you permanently gain the following benefits:
- You score critical hits on a roll of 19 or 20 on the d20. While War Rage is active, you score critical hits on a roll of 18-20.
- You double the number of uses of your Maximize Pain feature.
- Your War Rage lasts for 1 minute.
- You increase the damage die of any two-handed weapons with heavy property in one size: 1d10 becomes 1d12, 1d12 and 2d6 becomes 2d8.
- When attacking with two-handed weapons with heavy property, you ignore damage resistance or immunity to the damage type of the weapon you are wielding.
Defender
You have specialized in getting hit as little as possible while still dealing damage.
- Armour Up
At 3rd level, you’ve learned to more effectively use armor. You gain proficiency in heavy armor, and whenever you wear armor you gain a +1 to your AC.
- Damage Soaker
Starting at 7th level, you can take a hit better than most people. In each of your turns if you are not incapacitated, you gain a number of temporary hit points equal to your Combatant level + your Constitution modifier.
- Shield Wall
At 10th level your shields are more effective. When you are hit by an attack while wielding a shield, you can use your reaction to add your proficiency bonus to your AC against that attack, potentially causing the attack to miss.
- Hearty Health
By 14th level, your rigorous training and defensive techniques have made you hardier. You reduce any bludgeoning, piercing or slashing damage you take by an amount equal to your Constitution modifier.
- Defensive Aura
At 17th level, your very presence radiates defensive energy. All allies within 10 feet gain a bonus of +2 to their AC.
- Wall of Defense
By 20th level, you are a paragon of fortitude. You permanently gain the following effects:
- Your AC is increased by 2.
- Your damage reduction now affects all damage types.
- Your hit point maximum is increased in 40.
- You add your Constitution modifier to all your saving throws.
Quick Attacker
These attacks stack with the extra attack feature.
- Blade Walls
At 3rd level you can attack faster. Whenever you take the Attack action on your turn using a weapon that lacks the heavy property, you can make one additional attack with the same weapon using your bonus action. This additional attack doesn't add any modifiers to the damage roll.
When engaged in two weapon fighting, you can make a second attack as part of your bonus action. This second attack doesn't add any modifiers to the damage.
- Speed is Key
At 7th level you can move faster. Your movement speed increased by 5 feet. This increases by another 5 feet at 14th level and 17th level.
- Speed and Precision
By 10th level you’ve learned the perfect spot to hit on an attack while hitting fast. You score a critical hit on a roll of 19 or 20 on the d20.
- Flurry of Blades
At 14th level you’ve learned to do a burst of attacks. When you take the Attack action, you choose to make a number of attacks equal to your Dexterity modifier as part of that attack.
You can use this feature once, and regain the ability to do so after a long rest.
- Taking Opportunities
At 17th level you know how to take opportunities when they come. You have the ability to make as many opportunity attacks as you like.
- Master of Flurries
At 20th level, you’re a master of attack quickly. You permanently gain the following effects:
- You can make one additional attack, as part of your Attack action, for a total of three.
- You can use Flurry of Blades a number of times equal to your proficiency bonus.
- Your attacks are magical for the purposes of overcoming resistances and immunities to nonmagical damage.
Maneuvers
- Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
- Bait and Switch
When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
- Brace
When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
- Commander's Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
- Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
- Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
- Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
- Evasive Footwork
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
- Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.
- Goading Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
- Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
- Lunging Attack
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
- Maneuvering Attack
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
- Menacing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
- Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
- Precision Attack
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
- Pushing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
- Quick Toss
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
- Rally
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
- Sweeping Attack
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
- Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
- Trip Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Multiclassing
Prerequisites. To qualify for multiclassing into the Combatant class, you must meet these prerequisites: Strength or Dexterity 13, Constitution 13.
Proficiencies. When you multiclass into the Combatant class, you gain the following proficiencies: Simple weapons, Shields, Light Armour.
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