Tactical Fighter (5e Subclass)
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Tactical Fighter[edit]
Fighter Archetype
Using a plethora of combat tactics, the tactical fighter is a magician in the battlefield, pulling tricks out of their sleeve to turn the tides of any combat to their favor. They rely on quick thinking, mobility and in resourcefulness, instead of just thrusting brawls and relying on their equipment, to compensate for any kind of disadvantage they may have in a battle.
This is an adaptation from a 3.5e homebrew. For the 3.5e version, look at [1]
- Tactics
Starting at 3rd level, you gain the ability to use a varied arsenal of combat tactics to gain the upper hand in battle. Your ability to use these tactics represented by an amount of Tactic points you have.
You have an amount of tactic points equal to twice your Fighter level. You regain your spent tactic points when you complete a long rest.
You have access to all tactics listed at the end of this subclass description. When you finish a long rest, you can prepare an amount of tactics points equal to a third of your Tactical Fighter level (rounded down) + your Intelligence modifier.
When a tactic requires a prerequisite, it means that you must also have the required tactics prepared.
- Tactical Movement
Also 3rd level, you can spend a number of tactic points up to your proficiency bonus at the start of your turn, to add + 5 feet to your movement speed until the end of your turn. When yo u do so, you ignore difficult terrain for that turn.
- Tactical Intelligence
Starting at 7th level, add your Intelligence modifier (minimum of +1) to your Initiative rolls and to all ability checks made while in combat.
- Tactical Defense
Starting at 10th level, you add your Intelligence modifier as a bonus to your Dexterity saving throws.
In addition, you can add your Intelligence modifier, rather than your Dexterity modifier, to your AC while wearing light and medium armor.
Finally, while not wearing armor, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
- Group Tactics
At 15th level, you can use your bonus action and choose a creature within 30 feet that is able to see or hear you. Choose one of your prepared tactics and spend its cost. That creature can use the chosen tactic until the end of its turn.
- Tactical Armor
At 18th level, while wearing a non-magical suit of armor or non-magical shield, you can spend up to three tactic points as a bonus action, to gain a bonus of +1 per tactic point spent to your AC for the next minute, or until you use this feature again.
Tactics List[edit]
- Bull Rush
You can spend 1 tactic point to take the Dash action as a bonus action. This movement doesn't provoke opportunity attacks.
In addition, if you move at least 10 feet before making a melee weapon attack on this turn, the first attack you make have advantage. Alternatively, if you take the Shove action, you have advantage on the Strength (Athletics) check.
- Power Attack
You can spend 1 tactic point to make a melee attack with a -5 penalty on the attack roll. On a hit, you cause additional +10 damage.
- Aid Another
You can spend 1 tactic point to take the Help action as a bonus action. If you use this bonus action to give advantage on the attack roll of a friendly creature, that attack causes additional +5 damage on a hit.
- Combat Expertise
When you take the Attack action, you can spend 1 tactic point to make your attacks without adding your proficiency bonus. If you do so, you add twice your proficiency bonus to your AC, until the start of your next turn.
- Grapple
You can spend 1 tactic point when you make a grapple attempt, to have a bonus of +5 to your check.
- Sunder
You can spend 1 tactic point to attempt to break a non-magical object held by your target. Make an attack roll as normal, and on a hit, you cause no damage. Instead, the object wielded by the creature is broken.
You have disadvantage on attacks against objects held by Large or Tiny creatures. You can't break objects held by creatures larger than Large.
- Overrun
If you move at least 10 feet, you can attempt to overrun an opponent. Make a shove attempt and spend 1 tactic point. If you succeed on the shove attempt, you can keep moving through the space of that creature and stomp the creature, causing the damage of your unarmed strike + 3d6 bludgeoning damage.
You can't overrun creatures larger than you.
- Feint
You can spend 1 tactic point to make a Charisma (Deception) or Dexterity (Sleight of Hand) check, contested by the target's Wisdom (Insight). On a success, you have advantage on all attack rolls you make against that creature until the end of this turn.
- Trip
You can spend 1 tactic point to make a Shove attempt at advantage against a creature to knock the creature prone. In addition, if the creature is knocked prone, you can make an opportunity attack against it
- Disarm
You can spend 1 tactic point to make an attack roll against a creature that is wielding a weapon. You have disadvantage on an attack against a Large or larger creature. A creature wielding the weapon in two hands have a bonus of +5 to its AC.
On a hit, the weapon falls to the ground, in your space. If the weapon can be wielded in one hand, and you have one hand free, you can grab the weapon you just took from your opponent.
- Improved Initiative
You can spend 1 tactic point when you roll initiative to make the check with advantage.
- Endurance
You can spend 1 tactic point to have advantage on Constitution saving throws made to resist exhaustion, or to Constitution checks.
- Whirlwind
When wielding a melee weapon, you can spend 2 tactic points as an action to make one weapon attack against each creature of your choice within 5 feet of you. You must make a separate attack for each creature.
- Mobility
You can spend 1 tactic point to impose disadvantage on all opportunity attacks made against you until the start of your next turn.
- Deflect Attack
You can spend 1 tactic point as a reaction when you are hit by an attack, to impose disadvantage on that attack.
- Quickdraw
You can spend 1 tactic point to make one Use an Object action on your turn, without using an action. You can use this tactic only once per turn..
- Extended Reach
You can spend 1 tactic point to cause all attacks made until the start of your next turn to have a +5 feet to their reach.
- Avoidance
You can spend 1 tactic point to take the Disengage action as a bonus action on your turn.
- Defensive Sunder
Prerequisite: Sunder, Deflect Attack
When a creature makes an attack with a melee weapon against you while within your melee reach, you can use your reaction to make an attack against that creature. On a hit, you cause no damage, but instead sunder the weapon used in the attack, causing that attack to miss.
- Defensive Disarm
Prerequisite: Disarm, Deflect Attack
When a creature within your reach makes a melee weapon attack against you while within your reach, you can make a disarm attempt against that creature, using your reaction. On a success, you disarm the target, and cause its attack to miss.
- Defensive Trip
Prerequisite: Trip, Deflect Attack
When a creature of Large size or lower within 5 feet attempt to knock you prone, you can spend 1 tactic point before making the contested check. If you succeed, the target is knocked prone instead.
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