Fire Emblem Tactician (5e Subclass)

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Tactician[edit]

Fighter Archetype

Tacticians are the people who can control wars from anywhere, even from on the battlefield. With only a few orders, the very tide of battle can be shifted into the Tacticians favor and generate great advantage. Don't try and target them though, for they aren't just the minds of battle, with Sword or Spellbook, they can make sure their plans follow through

Tactician Spellcasting
Fighter
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Tactician Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Tactician Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Tactical Advice

Starting at 3rd level, you can take the Help action as a bonus action on your turn.

Ignis

At 7th level, you are specialized in flame magic. Whenever you cast a cantrip or spell from your Tactician list that cause fire damage, you can add your Intelligence modifier to the damage caused.

If the spell causes damage to multiple targets, you must choose one to take the additional damage.

Rally Spectrum

At 10th level, as a bonus action, you rally up your allies for battle. Choose up to three creatures within 15 feet that can hear you. The chosen creatures gain advantage on attack rolls and saving throws until the start of your next turn.

Once you use this feature, you can’t use it again until you finish a short or a long rest.

Ignis Improvement

At 15th level, when you use your Action Surge, you can cast a cantrip or spell from the Tactician's list that causes fire damage, without using an action. You can cast the spell after or before taking the additional action.

Solidarity

At 18th level, any critical hit made against a friendly creature within 5 feet becomes a normal hit. In addition, friendly creatures within 5 feet score critical hits on a roll of 19-20 with weapon attacks.

Both of these effects also target you.

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