Tactician Fighter (5e Class)

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Tactician Fighter


Creating a Tactician Fighter

Quick Build

You can make a Tactician Fighter quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Intelligence. Second, choose the Soldier background.

Class Features

As a Tactician Fighter you gain the following class features.

Hit Points

Hit Dice: 1d10 per Tactician Fighter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Tactician Fighter level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools:
Saving Throws: Wisdom, Intelligence
Skills: Choose two from: Athletics, History, Insight, Investigation, Nature, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a simple weapon or (b) a martial weapon and a shield
  • (a) a crossbow and 20 bolts or (b) a longbow and 20 arrows
  • (a) a dungeoneer's pack or (b) an explorer's pack

Table: The Tactician Fighter

LevelProficiency
Bonus
Features
1st+2Fighting Style, Unarmored Defense, Tactical Combat
2nd+2War Tactics
3rd+2Tactical Focuses
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Tactical Focus Feature
7th+3Battlefield Awareness
8th+3Ability Score Improvement
9th+4Situation Analyzing
10th+4Improved Critical
11th+4Tactical Focus Feature
12th+4Ability Score Improvement
13th+5Expertise
14th+5Mind Games
15th+5Cunning Mind
16th+5Ability Score Improvement
17th+6Tactical Focus Feature
18th+6Situation Analyzing(2)
19th+6Ability Score Improvement
20th+6Sharp Mind

Unarmored Defense

You are able to analyze your enemy while fighting and subtly dodge out of the way of oncoming attacks. Beginning at 1st level, while you are not wearing armor, your AC equals 10 + your Wisdom modifier + your Intelligence modifier. You can use a shield and still benefit from this feature.

Tactical Combat

At 1st level, you are training in access the situation and evaluate what are your best choices and the best course of action during a fight. You gain the following benefits:

  • While not wearing armor, you can use Intelligence instead of Strength or Dexterity for any melee or ranged attacks.
  • You can use your bonus action to analyze a creature you can see within 60 feet. The next attack made against that creature until the end of your turn are made at advantage.

Situation Assessment

During combat, you can use a bonus action to make a Intelligence (Investigation) check, resisted by the Charisma (Deception) of the target. If you win the context, you learn the creatures AC and current hit points. Once you use this feature on a creature, you can't use it again on the same creature for the next 24 hours.

War Tactics

Starting at 2nd level, you have developed a series of battle tricks and gambits to gain advantage on fights. As a bonus action on your turn, you can activate one of your tactics. Once you use a war tactic, you can't use it again until you finish a short rest or a long rest. You can use this feature twice between rests at 7th level and three times at 15th level.

Repositioning

You can cause your or one willing creature within 30 feet to move up to its movement speed. This movement doesn't provoke opportunity attacks.

Distracting

You can allow you or one creature within 30 feet to use its reaction to take the Hide action.

Prepare

You can take the Ready action as a bonus action.

Tactical Focuses

Beginning at 3rd level, you hone your mind to one of two different ways of thinking in combat. Choose Commander or Vanguard, both detailed at the end of the class description. Each Focus grants you features at 3rd level, and again at 6th, 11th, and 17th level.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, 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, instead of once, whenever you take the attack action on your turn.

Battlefield Awareness

You are at home on the battlefield, able to understand who is going to attack before they actually do. Starting at 7th level, you may target up to 2 hostile creatures. You may cause them to make an Intelligence saving throw (DC=8 + your proficiency bonus + your Wisdom modefier). On a failure, they have disadvantage on all attacks against you until the end of your next turn. On a success, they are unaffected. You must finish a short or long rest before you can use this feature again.

Situation Analyzing

Starting at 9th level, you are able to perceive time slower. Until the end of your next turn, you have advantage on all attacks, you also gain a second reaction for when it is not your turn. You must complete a long rest before you can use this feature again. The number of times you can use this feature increases to 2 at 18th level.

Improved Critical

Beginning at 10th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Expertise

Beginning at 13th level, choose 3 of your skill Proficiencies. Your proficiency bonus is doubled for any ability checks you make that uses one of the chosen proficiencies.

Mind Games

Starting at 14th level, you are able to mess with the mind of one opponents. You may target one hostile creature and force it to make an Intelligence saving throw (DC=8 + your proficiency bonus + your Wisdom modefier). On a failure, for one minute, targeted creature has disadvantage on all attack rolls, ability checks, and saving throws until the end of your nest turn. On a success, they are not affected by this feature. You must complete a long rest before you can use this feature again.

Cunning Mind

Beginning at 15th level, you are able to use your tactics to give you an advantage in combat. You gain advantage on Initiative rolls and can use your Wisdom instead of Dexterity on Initiative rolls. You also learn how to read, write, and speak 2 additional languages of your choice.

Sharp Mind

At 20th level, your mind is as sharp as it can be. Your Intelligence and Wisdom scores increase by 4. Your maximum for those scores is now 24.

Vanguard

Melee Technique

Beginning 3rd level, when you choose this class, whenever you take the attack action on your turn against a creature within 5 feet, you can attempt to grapple the target as a bonus action.

Tactical Accuracy

Beginning at 6th level, if you make a melee attack and miss, you can reroll the attack and must take the new roll. You may use this a number of times equal to your Wisdom modefier, minimum of 1, but only once per attack. You regain all expended uses after you complete a short or long rest.

Additional Fighting Style

At 11th level, you may choose one additional fighting style from the fighting style list.

Defensive Combatant

Beginning at 17th level, you can use your reaction to impose disadvantage on all attack rolls against you on target creature that you can see. This effect lasts until the end of their next turn. You must finish a short or long rest before you can use this feature again.

Commander

Commander's Strike

Beginning at 3rd level, when you take the attack action on your turn, you can use your bonus action to direct two friendly creatures within 60 feet to make an attack against any creature within 5 feet of them. You may not use this feature again until you complete a long rest.

Leadership

Beginning at 6th level, you may use an action to give any number of creatures within 60 feet of you advantage on all attack rolls until the end of your next turn. You must complete a long rest before you can use this feature again.

Helpful Intelligence

Beginning at 11th level, you may use a bonus action to give 2 creatures a bonus to attack and damage rolls equal to your Intelligence modefier until the beginning of your next turn. You may use this a number of times equal to your Wisdom modefier.

Commander of Armies

Beginning at 17th level, you have gained the ability to create advanced battle tactics. When you are within 100 feet of 5 or more friendly creatures, you may use an action to give each friendly creature advantage on all attack rolls, ability checks, and saving throws for 1 minute. You must complete a long rest before you can use this feature again.

Multiclassing


Prerequisites. To qualify for multiclassing into the Tactician Fighter class, you must meet these prerequisites: Wisdom 13 and Intelligence 13

Proficiencies. When you multiclass into the Tactician Fighter class, you gain the following proficiencies: shields, martial weapons, and simple weapons



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