Tactician Archetypes in Ascent of the Old Ones | World Anvil
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Tactician Archetypes

The following archetypes are available for the Tactician class  

Accomplice

Accomplices take up with others to learn their dangerous trade. Accomplices are typically young, naïve, and impressionable. More so than any other Tacticians, Accomplices learn much from their team and provide exceptional support to their friends.   3, 10, 18 - Encouragement
You gain a point of encouragement whenever a friendly creature within 60 feet that you can see achieves one of the following:
• The friendly creature damages a hostile creature that is within melee reach of you without also damaging you during the same turn (such as with a grenade’s explosion).
• The friendly creature ends its movement within 5 feet of both yourself and at least one hostile creature.
• The friendly creature uses an item or feature to restore some of your hit points.
• The friendly creature takes the Help action to grant you advantage.
• The friendly creature uses a feature in order to takes damage on your behalf.   You can have a maximum number of encouragement points equal to your Proficiency bonus. You can’t use any encouragement earned during a turn until that turn has ended.   You can spend a point of encouragement to roll an encouragement die and add it to any ability check, attack roll, or saving throw. You can do so after rolling and learning whether the original result is a success or failure, but must do so before any further consequences are declared. An encouragement die is usually a d6. You can spend up to three additional points of encouragement on the same check, roll, or saving throw to increase the size of an encouragement die by one step (from d6 to d8, from d8 to d10, and finally from d10 to d12).   You can spend encouragement once per turn, and any encouragement not spent by the end of your turn are lost.   From 10th level in this class, your encouragement dice increase in size to 1d8. At 18th level, they improve to 1d10.   7 - Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.   10 - Faith Fulfilled
Your faith in your allies inspires them to meet your expectations. Provided you’re willing, a friendly creature within the area of your Pillar of Support can spend your encouragement as though it belonged to them.   15 - Shield of Knowledge
You’ve learned to protect yourself by embracing the lessons of the heroes around you. You add half your Proficiency bonus (rounded down) to a saving throw for which you’re not proficient provided a friendly creature within the area of your Pillar Support is proficient in the same saving throw.   18 - Loyal Aide
You become a powerful adventurer in your own right able to do your part to protect the heroes with whom you travel.   When you attack a hostile creature while a friendly creature with half their hit points or fewer remaining is within the target’s melee reach, you can spend a point of encouragement on a hit to deal 3d10 additional damage of the attack’s usual damage type. Once you use this feature, you can’t do so again until the beginning of your next turn.  

Planner

Planners are experts at anticipating the flow of battle. They see the tides of battle and are able to provide battle aid to others, or plan their moves well in advance so as to strike with the utmost accuracy.   3 - Plan Ahead
You can spend an action to grant yourself 1d4 which you can spend any time within the next minute, adding the result to an ability check of your choice. You can roll the d4 before or after making the ability check.   From 15th level in this class, the bonus die you grant yourself with this feature increases in size to 1d8.   3, 10 - Breadth of Knowledge
You’re well-versed in many fields so as to best prepare for the obstacles of the future. You gain proficiency in one skill of your choice.   From 10th level in this class, you add half your Proficiency (rounded) down to any ability check in which you’re not already Proficient.   7 -Analyze Weakness
When you take the Help action to aid a friendly creature with their attack roll, their attack scores a critical hit on a result 3 lower than normal. For instance, if your ally would normally score a critical on 20, they instead score a critical on a result of 17-20. A Soldier with the Champion archetype who scores a critical on 18-20 would instead score a critical on a result of 15-20.   15 - Unbendable Loyalty
You become immune to the charmed condition.   18 - Ultimate Sacrifice
You’re prepared to pay the ultimate price for the safety of your friends. Your actions, in turn, inspire fighting fervor in the ally you save.   When a friendly creature no further from you than your movement speed would be reduced to 0 hit points by an attack, you can immediately move up to your speed toward them by as direct a route as possible, not provoking opportunity attacks. You can do so even if you have already spent your reaction.   As long as your movement ends within 5 feet of the friendly creature, you take the damage in their place. After you reduce your hit points by the damage dealt, whatever hit points you have remaining are transferred from you to the friendly creature. In addition, the friendly creature has advantage on all attack rolls they make against the creature who reduced you to 0 hit points until it is defeated or you are restored to 1 or more hit points.   After sacrificing yourself in this way, you have advantage on death saving throws made until you are stabilized or you die. Once you use this feature, you can’t use it again until you finish a long rest.  

Chef

Chefs are tacticians who bring culinary mastery to the lucky party that includes them. Chefs sometimes join parties alongside a patron to keep their master well fed. Other chefs join parties of their own volition out of a desire to seek out exotic new ingredients and take their cooking to the next level. An adventuring chef probably has a colorful past, which is worth considering when selecting your chef’s background.   Some of your features require their targets to make a saving throw. The saving throw DC of your Chef features equals 8 + your Proficiency bonus + your Intelligence modifier.   3 - Kitchen Experience
You gain Proficiency with Cook’s Utensils if you’re not proficient in them already. If you already possess that proficiency you gain expertise, doubling your Proficiency bonus for any ability check you make that uses Cook’s Utensils.   3, 18 - Marvelous Morsels You’re able to prepare high energy snack food that your comrades and yourself can consume to restore vitality.   After completing a long rest, you create five marvelous morsels, consuming one rations in the process. Your morsels can be given to other creatures and can either be eaten immediately or stored for later consumption by a creature with the means to do so.   A creature in possession of a morsel can spend an action to consume it, immediately gaining hit points equal to 2d8 + your Proficiency.   For every two levels you have in the Tactician class beyond the 3rd, your morsels restore an additional 1d8 hit points, up to a maximum of 9d8 at 17th level. The effects of your morsels are summarized on the Marvelous Morsels table.
Tactician Level Hit Points
3 2d8 + 2
5 3d8 + 3
7 4d8 + 3
9 5d8 + 4
11 6d8 + 4
13 7d8 + 5
15 8d8 + 5
17 9d8 + 6
Whenever you make marvelous morsels, any morsels from the previous batch that have not been consumed immediately expire.   7 - Haute Cuisine
You can use exotic ingredients to enhance the benefits of your marvelous morsels. You can use parts of a deceased beast or plant creature with a CR of 1 or greater in your cooking. When you use such prime components to make marvelous morsels, the morsels restore additional hit points equal to the creature’s CR. In addition, if the ingredients come from a creature of CR 4 or higher, divide the CR by 4 (rounding down). The result is the quality score of your morsels.
CR Quality
8-11 2
12-15 3
16-19 4
20-23 5
24-27 6
28-30 7
When you make quality morsels you can apply one of the following additional effects to all of them:
• If the morsel is made from a beast that has a multiattack action, then on consumption a creature deals 1d4 extra damage per point of quality until the end of its next turn.
• If the morsel is made from a beast that has a speed of 50 ft. or more, then on consumption a creature increases its speed by 5 feet per point of quality until the end of its next turn.
• If the morsel is made from a beast or plant that has a Strength score of 16 or higher, then on consumption a creature reduces the DC of has all Strength-based checks and saving throws by 2 per point of quality until the end of its next turn.
• If the morsel is made from a beast or plant that deals poison damage or is resistant or immune to poison, then on consumption a creature reduces poison damage by 3 points of damage per point of quality and reduces the DC of saving throws against the poisoned condition by 2 per point of quality until the end of its next turn.
• If the morsel is made from a plant, then on consumption a creature also gains temporary hit points equal to 5 per point of quality, which last until the end of its next turn if they have not already been lost.   10 - Feast of Champions
You can make a mighty meal out of any available ingredients once per long rest.   The feast of champions takes an hour including preparation and consumption, but that hour can overlap with a short rest or the end of a long rest. Your feast of champions prepares a number of portions equal to twice your Proficiency, but you can prepare the portions while you are cooking a larger meal. Regardless of the number of people fed during the meal, only those creatures who eat a portion from the feast of champions gain the feast’s benefits. Any portions not consumed immediately after preparation lose their potency.   After consuming a portion from your feast of champions, a creature enjoys the following benefits:
• A number of times up to half your Proficiency, rounded down, after rolling a Strength-, Dexterity-, Constitution-, or Intelligence-based ability check, the creature may choose to reroll the check but must accept the new result.
• The first time it is reduced to half its hit points or less within the duration, the creature may spend any number of Hit Dice up to your Proficiency.
• Twice within the duration and while taking a short rest, the creature may restore hit points as though they had spent a Hit Die without consuming one of their own Hit Dice.
• Throughout the duration, the creature has advantage on saving throws against exhaustion. The benefits of the feast of champions expire after 8 hours. A creature cannot benefit from a feast of champions while still under the effect of a previously eaten feast of champions.   10 - Stretch Supplies
You learn to make ingredients go further. When food is prepared by you, you can feed twice as many creatures as you normally would for the amount of ingredients used by skillfully masking the fact that you’ve padded the meal with lesser quality ingredients. However, you cannot cut corners while preparing your marvelous morsels or a feast of champions.   15 - Compliments to the Chef
After a creature eats a meal it knows was prepared by you, you can require it to make a Wisdom saving throw. On a failed save the creature is charmed by you for 1 hour, or until you or your companions do anything harmful to it. The charmed creature’s attitude improves by one step for the duration. If you and your allies have done nothing to harm it or or its own allies by the end of the hour, its attitude remains one step improved.   A creature that succeeds its saving throw cannot be affected by this ability until 24 hours have passed.   18 - More Morsels
You make six marvelous morsels when you complete a long rest.  

Expert

Experts are professionals who constantly hone their knowledge and abilities in proficiencies relating to one or more fields of interest. Some experts might join a party to provide key skills and knowledge that the group would otherwise lack. Others rely on comrades to protect them from wasteland dangers as they go about their research or seek forgotten repositories of knowledge relevant to their interests.   3, 10, 15 - Expertise
Choose one of your skill or tool proficiencies. Your Proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.   At 7th, 10th, and 15th level in this class, you can choose another skill or tool proficiency to gain this benefit.   3 - Knowledge is Power
Whenever you’re required to make a Strength (Athletics) check, you can make an Intelligence (Athletics) check instead.   You can also use your Intelligence modifier in place of your Dexterity modifier to determine your attack and damage bonus with ranged and finesse weapons.   7, 15 - Peerless Skill
Choose a skill or tool with which you’re proficient and have expertise. Whenever you make an ability check using that skill or tool and roll less than a natural 8 on the d20, treat the roll as an 8. When you attain 15th level in this class, choose another skill or tool to gain this benefit.   7 - Pillar of Knowledge
When a friendly creature within your Pillar of Support makes an ability check using a skill or tool with which you have expertise and you spend your reaction to assist them, you can opt to grant them a bonus equal to your own Proficiency bonus in place of the usual bonus die.   10 - Guarded Mind
You add half your proficiency bonus (rounding down) to Wisdom and Charisma saving throws.   18 - Effortless Skill
Any time you would normally spend an action to use a skill or tool proficiency in which you have expertise, you can spend a bonus action instead. Whenever you perform a task using such a skill that that takes two turns or more, you can complete the task in half the required time.

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