Tactician (5e Subclass)
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Tactician
A human commander rallies his brethren to charge forward to meet the approaching hoard. A halfling advises his comrades to take cover among the rocky mountainside to avoid the poisonous darts that fill the sky. Tacticians are found amidst the battlefield, striving to bring order to the chaos that surrounds them. Commanding and advising their comrades, these individuals attempt to develop the most advantageous way to achieve victory with the fewest casualties possible. They are well aware of their surroundings, and constantly develop plans in which to deal with the ever-changing circumstances, granting advantages to all who heed their words.
- Combat Plan
At 3rd level, you learn how to issue commands to a creature. Commands are fueled by command points.
Commands. You learn two commands of your choice. Once in each of your turns, you can choose you or a willing creature able to see or hear you, within 30 feet, to be the target of your command. To issue a command, you must spend a bonus action and 1 command point. You cannot issue the same command on a creature twice.
A command lasts for 1 minute, or until you issue another command.
You learn one additional command at 7th, 10th, and 15th level. Each time you learn a command, you can also replace one command you know with a different one.
Command Points. Your ability to command creatures is represented by a number of command points. You have a number of command points equal to your Charisma modifier + your Wisdom modifier. When you spend a command point, it is unavailable until you finish a short or long rest.
Command Options. Here are the command options for your Combat Plan feature:
- Charge!: The movement speed of the chosen creature by 5 feet.
- Counterattack!: When a creature damage the target with a melee attack, it can use its reaction to attack that creature
- Do you see it!: The chosen target get advantage on Wisdom (Investigation) checks.
- Don’t let them escape!: You deal an additional 1d4 damage when performing an attack of opportunity.
- Get ‘em!: You can give a target a bonus of 1d4 in his damage rolls against one specific hostile creature you can see, within 60 feet. The target must be able to see this creature.
- Get ready!: The target can ready an action without spending its action. The target still must use its reaction to act when the trigger occurs.
- Get up!: The target can stand up at cost of 10 feet of its speed, instead of a half.
- Hide!: The creature can use its reaction to take the hide action, following the rules for hiding. When using this command, you prevent any disadvantages on this Dexterity (Stealth) check.
- Hold on!: You can allow the chosen target to reroll one death saving throw. The target can reroll its saving throw once in each of his turns.
- Hold the line!: When a hostile creature is hit by an attack from the target, it must perform a contested check of Strength (Athletics) or Dexterity (Acrobatics) against the of the Strength (Athletics). If the target win the contest, it push the creature 5 feet away from him.
- Improvise!: The target of this command will get a additional of 1d8 on damage rolls of improvised weapons.
- Listen!: The chosen target get advantage on Wisdom (Perception) checks.
- Medic!: The target can add another die on any die roll to restore a creature's hit points.
- Mount up!: The target can mount or dismount at cost of 10 feet of its speed, instead of a half.
- Pull back!: The target can use its bonus action to disengage.
- Quickly!: The target gets a bonus of +1 on the initiative rolls, potentially changing the initiative order.
- Quiet!: The chosen target get advantage on Dexterity (Stealth) checks.
- Together!: Chose a hostile creature you can see within 60 feet. Any friendly creature within 30 feet of you deals additional damage against the chosen creature equal to 1d8. The targets must be able to see the chosen hostile creature.
- Trip ‘em!: When a hostile creature is hit by an attack from the target, it must perform a contested check of Strength (Athletics) or Dexterity (Acrobatics) against the of the Strength (Athletics). If the target win the contest, it knock the creature prone.
- Take cover!: The chosen target receives the benefits of half-cover.
- Watch your step!: Difficult terrain does not hinder the targets movement.
- Ready to Strike
At 7th level, you can ready your action using your bonus action, instead of your action.
- Dual command
At 10th level, you can use your bonus action to issue two commands, instead of one.
- Motivation
At 15th level, when you take the attack action on your fist turn of each combat, if you notice an enemy, you can motivate yourself and any friendly creatures within 30 feet that can hear or see you with a call to arms, as part of the same action. The motivation lasts for 1 minute, until the creature is incapacitated or if the creature is affected by the frightened condition. You can choose between the following call to arms.
- Cheer: The Dexterity score of the targets increase by 1 for the duration of the motivation. This increase cannot cause the score to exceed 20.
- Warcry: The Strength score of the targets increase by 1 for the duration of the motivation. This increase cannot cause the score to exceed 20.
- War horn: The AC of the targets receive a bonus of +1 for the duration of the motivation.
- Lasting Command
At 18th level, the duration of your commands increases to 10 minutes.
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