Tactician in Galir | World Anvil
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Tactician

A Tactician may very well tell you they would just as soon not be close enough to the battle to be considered a combatant, preferring to win their fights before it ever gets to that stage, but one would be a fool to underestimate how dangerous they are once on the battlefield. While they might have laid their plans in advance, their sharp minds can quickly pick apart how their foes try to fight against them and effortlessly pierce the crude tactics that would be used against them and their allies.   What tends to mark a Tactician is a keen mind and a willingness to plan ahead... in great detail. Adventurers with a tactician among them are near impossible to pin down, as they will always find a way to turn the tables.  

Tactician's Cunning

When you take this Presence at 1st level, you gain proficiency in the History and Insight skills. Additionally, if you can take a minute or more making a skill check, you can treat a d20 roll of 4 or lower as a 5.  

Battle Preparation

Starting at 1st level, you can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. Additionally, you can exchange your total on this roll with a willing friendly creature within 60 feet.  

Tactical Insight

Starting at 3rd level, you can tactically assess a creature's options. As a bonus action, make an Intelligence (Insight) check against the Deception DC of any creature you can see within 60 feet.   On a success, you can see through their tactics, granting one of the following effects:
  • Determine Attack: You can cause them to have disadvantage on their next attack against a creature that can see or hear you.
  • Predict Movement: You deduce where they are planning to move on their next turn. Their movement speed is reduced by 10 feet as they scramble to adapt.
  • Outwit Response: You can find a find their openings, negating their ability to use their reaction until the end of their next turn.

Inscrutable Mind

Starting at 7th level, you gain proficiency in Intelligence Saving Throws.   Additionally, as a reaction when being forced to make a Wisdom, Intelligence, or Charisma Saving Throw, you can expend a Leadership Die and add the die result to the saving throw.  

Tactical Strike

Starting at 11th level, when you use your Battlefield Presence, the target creature can use their reaction to make the additional weapon attack granted immediately.  

Unstoppable Schemes

Starting at 18th level, standing in your way becomes a pointless endeavor.   When you move your allies with Shift the Field, they can move through spaces occupied by hostile creatures so long as they do not end their movement in an occupied space.  

Multilayered Tactics

Additionally at 18th level, when you succeed on a Tactical Insight check against a creature, you can choose two of the listed effects, and the next attack you or an friendly creature makes against it before the start of your next turn deals an additional 2d6 damage.

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