Tactician | Element 133 Class Feature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Tactician - 9200 AXP

TIER THREE FEATURE: Tactician

Your experience and study in combat tactics lets you shout out guiding words to aid your allies. You gain the following benefits:

You can give tactical advice to give your allies an edge in combat. When an creature other than yourself within 60 feet of you who can hear you makes an ability check, attack roll, or saving throw, you can use your reaction and expend one action point. The creature adds 1d6 to their roll. You can wait until after it rolls the d20 before deciding to use the action point, but must decide before the DM says whether the roll succeeds or fails.

You learn two of the following maneuvers. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 5th, 7th, and 9th tier. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Tactical Maneuvers

If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Intelligence or Dexterity modifier (your choice).

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one action point and add 1d6 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 action point 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 1d6. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

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 two action points. That creature can immediately use its reaction to make one weapon attack, adding 1d6 to the attack's damage roll.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one action point to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add 1d6 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 two action points to distract the creature, giving your allies an opening. You add 1d6 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 action point, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack

You can expend one action point and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. That creature has disadvantage on all attack rolls against you untill your next turn. And you gain advantage on your next attack against that creature, as long as it happens before the end of your next turn.

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend two action points to maneuver one of your comrades into a more advantageous position. You add 1d6 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.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend two action points to reduce the damage by 1d6 + your Dexterity modifier.

Precision Attack

When you make a weapon attack roll against a creature, you can expend one action point to add 1d6 to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Tactical Assessment

When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check not related to another feature, you can expend one action point and add 1d6 to the ability check.

Trip Attack

When you hit a creature with an opportunity attack, you can expend one action point to attempt to trip the target. You add 1d6 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.


 

Created by

BreePeterson.

Statblock Type

Element 133 Class Feature

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