Tactician
Tacticians are masters of the battlefield, often directing from behind or delivering aid where it is needed. Rather than focusing on personal power, Tacticians excel at helping others excel. They have a way of becoming the glue that holds a rag-tag bunch of strangers together. Consequently, a tactician’s role in their group is always far more important than first appearances may suggest.
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution modifier per Tactician level after 1st.
Tools: Choose and two tools.
Saving Throws: Constitution, and your choice of Intelligence or Strength.
Skills: Choose any four skills.
• A Combat Knife
• (a) Any one Melee weapon or (b) a Ballistic Pistol and 20 Bullets (Sidearm)
• (a) a smg and 40 bullets (smg) or (b) a shotgun and 20 Shells (Shotgun)
• A Synthetic Bodysuit or Reactive Kevlar.
• A Backpack, Sleeping Bag, Mess Kit, Lighter, Flashlight, MRE's (10), Waterbottle, Paracord (50')
• A friendly creature within the aura has advantage on saving throws against the frightened condition.
• When a friendly creature within the aura makes an ability check, you can spend your reaction to grant them a 1d4 which they can add to the check’s final result.
• When you add a bonus die to a creature’s ability check with your Pillar of Support, they roll 1d8 instead of 1d4.
• You can take the Help action to aid any creature within the range of your Pillar of Support aura that can hear and understand you, regardless of the distance between you.
• You can use the Help action to aid a friendly creature on its attack against another creature that is anywhere within the range of your Pillar of Support, provided you’re aware of the target’s presence and know its current location.
• Its aura doubles in size again to a radius of 120 feet.
• When you add a bonus die to a creature’s ability check with your Pillar of Support, they roll 1d12 instead of 1d4
Level | Prof Bonus | Features |
1 | +2 | Efficient Packing, Rush of Loyalty (One Use) |
2 | +2 | Right Place, Right Time |
3 | +2 | Archetype Feature |
4 | +2 | Ability Score Improvement |
5 | +3 | Pillar of Support |
6 | +3 | Aide’s Endurance |
7 | +3 | Archetype Feature |
8 | +3 | Ability Score Improvement |
9 | +4 | Protective Instincts (One Use) |
10 | +4 | Archetype Feature |
11 | +4 | Expansive Support (60 ft.) |
12 | +4 | Ability Score Improvement |
13 | +5 | Protective Instincts (Two Uses) |
14 | +5 | Extraordinary Aid |
15 | +5 | Archetype Feature |
16 | +5 | Ability Score Improvement |
17 | +6 | Protective Instincts (Three Uses), Rush of Loyalty (Two Uses) |
18 | +6 | Archetype Feature |
19 | +6 | Ability Score Improvement |
20 | +6 | Pillar of the Community |
Hit Points
Hit Dice: 1d10 per Tactician levelHit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution modifier per Tactician level after 1st.
Proficiencies
Armor: Light armor, medium armor, shieldsTools: Choose and two tools.
Saving Throws: Constitution, and your choice of Intelligence or Strength.
Skills: Choose any four skills.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:• A Combat Knife
• (a) Any one Melee weapon or (b) a Ballistic Pistol and 20 Bullets (Sidearm)
• (a) a smg and 40 bullets (smg) or (b) a shotgun and 20 Shells (Shotgun)
• A Synthetic Bodysuit or Reactive Kevlar.
• A Backpack, Sleeping Bag, Mess Kit, Lighter, Flashlight, MRE's (10), Waterbottle, Paracord (50')
Multiclassing
If you multiclass into Tactician you gain the following proficiencies: Shields, Medium Armor, and one set of Tools (your choice).Class Features
As a Tactician, you gain the following class features.Efficient Packing
You master the art of efficient packing. Multiply your Intelligence score by 5 and add the total to your carrying capacity.Rush of Loyalty
At the sight of a friend or squad member in trouble you find a second wind and rush to their aid. When a friendly creature you can see is reduced to half their hit points or lower, you may spend your reaction to gain temporary hit points equal to 5 + your Tactician level then take an action or move up to your speed. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use your Rush of Loyalty twice between short and long rests.Right Place, Right Time
You have a knack for arriving in time to help. You can take a bonus action on each of your turns in combat. This action can be used only to take the Help, Dash, or Disengage action.Archetype
You define the type of service in which you specialize. Tactician ArchetypesAbility Score Improvement
Each time you gain this feature you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature. Any time you gain an ability score improvement, you can forgo the ability score improvement for that level and instead select a feat for which you qualify.Pillar of Support
Your nearby presence comforts allies and fills them with confidence. While conscious and not charmed, frightened, or otherwise not in full control of your own actions, you’re surrounded by a calming and inspiring aura out to a radius of 30 feet. Your Pillar of Support moves with you and is always centered on you. Your Pillar of Support has the following effects:• A friendly creature within the aura has advantage on saving throws against the frightened condition.
• When a friendly creature within the aura makes an ability check, you can spend your reaction to grant them a 1d4 which they can add to the check’s final result.
Aide's Endurance
You have enough energy reserves to endure the ceaseless demands of a busy lifestyle. Whenever dice are rolled to restore your hit points, any roll of 1 or 2 is treated as a 3.Protective Instincts
You can spend your reaction to allow a friendly creature within range of your Pillar of Support to reroll a saving throw that they have failed. If you do so, the creature must use the new roll, and you can’t use this feature again until you finish a long rest. At 13th level in this class you can use this feature twice between long rests, then three times between long rests from 17th level.Expansive Support
Your Pillar of Support aura doubles in size to a radius of 60 feet. When you attain 20th level in this class the size of the aura doubles again, increasing to a 120-foot radius.Extraordinary Aid
Your Pillar of Support improves in the following ways:• When you add a bonus die to a creature’s ability check with your Pillar of Support, they roll 1d8 instead of 1d4.
• You can take the Help action to aid any creature within the range of your Pillar of Support aura that can hear and understand you, regardless of the distance between you.
• You can use the Help action to aid a friendly creature on its attack against another creature that is anywhere within the range of your Pillar of Support, provided you’re aware of the target’s presence and know its current location.
Pillar of the Community
Your Pillar of Support improves in the following ways:• Its aura doubles in size again to a radius of 120 feet.
• When you add a bonus die to a creature’s ability check with your Pillar of Support, they roll 1d12 instead of 1d4
Hit Die: d10
Saving Throw Proficiency:
Strength + Constitution Armor Proficiencies:
Light and medium armor, shields Archetype Options:
Tactician Archetypes
Strength + Constitution Armor Proficiencies:
Light and medium armor, shields Archetype Options:
Tactician Archetypes
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