Tactical Fighter Variant (5e Subclass)
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Subclass Features[edit]
Fighter Archetype/Subclass
Tactical fighters envision the battlefield like a grandmaster might view a chess board. They use a keen understanding of the mechanics of battle to become exceptional, dynamic fighters. Their physical prowess does not always rely on brute strength, and is always paired with wit as sharp as their blade.
Tactics are abilities which can be used by spending tactic points. These abilities include temporary bonuses, modifiers, and special actions. Unless otherwise specified, a tactic can only be used once per turn. Multiple tactics can be used simultaneously however. Tactics can only be used during combat.
Most tactics will be used during a character's turn. Tactics which include reactions can be used at any point during combat (provided their are no other limitations to a character's abilities). Some specific tactics can only be used at specific times, usually before the relevant attack/damage roll or contest.
Tactics which include actions or reactions or which require movement are subject to limitations from conditions (i.e. you cannot bull rush while incapacitated). However, tactics which do not contain actions or reactions and which don't require movement can still be taken, unless the character is stunned or unconscious (i.e. you can use bastion while prone).
- Tactic Points
At level 3, tactical fighters gain access to all basic tactics and 6 tactic points. For every subsequent level, fighters add one advanced tactic to their set of available tactics and 2 additional tactic points. At levels 7,10,15, and 18 fighters gain designated tactical features.
Once tactic points have been spent they can only be regained by resting. During a short rest, a fighter regains 1/4 total number of points (rounded down). During a long rest, a fighter regains 1/2 total number of points (rounded down).
- Superlative Tactics
Starting at level 5, tactical fighters can spend double the usual tactic points to access advanced tactics which is not on their list of available tactics, as a superlative tactic. Tactics which are inaccessible because of missing prerequisites are still unavailable. This ability recharges after a long rest. At levels 11 and 17 the fighter gains an additional use of this ability.
- Tactical Intelligence
Starting at level 7, tactical fighters add their intelligence modifier to initiative rolls and all skill checks made while in combat.
- Tactical Defence
Starting at level 10, tactical fighters add their intelligence modifier to dexterity saving throws. Additionally, tactical fighters can choose to add either their intelligence or dexterity modifier to their armor class. Without armor, a tactical fighter's armor class is equal to 10 + intelligence modifier + intelligence modifier
- Tactical Command
Starting at level 15, tactical fighters can grant one tactic to any creature within 30feet. On their turn, a tactical fighter spends the required tactic points and the creature can use the chosen tactic any time until the start of the fighter's next turn. Tactic points must be spent during the fighter's turn before the chosen creature's turn. The creature may only use the given tactic once, even if this is a tactic which can be used multiple times by the fighter. If a fighter spends points to grant a tactic and the creature does not use the tactic within the timeframe those points are not regained.
- Tactical Armor
Starting at level 18, tactical fighters can spend 2 tactic points to add their intelligence modifier to their armor class for one minute. This tactic may be reused, as long as tactic points are available.
Tactical Fighter Levels[edit]
Level | Tactic Points | Advanced Tactics | Features | |
---|---|---|---|---|
3 | 6 | 0 | All basic tactics | |
4 | 8 | 1 | ||
5 | 10 | 2 | Superlative Tactic (x1) | |
6 | 12 | 3 | ||
7 | 14 | 4 | Tactical Intelligence | |
8 | 16 | 5 | ||
9 | 18 | 6 | ||
10 | 20 | 7 | Tactical Defense | |
11 | 22 | 8 | Superlative Tactic (x2) | |
12 | 24 | 9 | ||
13 | 26 | 10 | ||
14 | 28 | 11 | ||
15 | 30 | 12 | Tactical Command | |
16 | 32 | 13 | ||
17 | 34 | 14 | Superlative Tactic (x3) | |
18 | 36 | 15 | Tactical Armor | |
19 | 38 | 16 | ||
20 | 40 | 17 | ||
Basic Tactics[edit]
Endurance (1 point) Advantage on constitution saving throws against exhaustion and on constitution based checks until the start of your next turn
Evasion (1 point) Impose disadvantage on all attacks of opportunity against you until the start of your next turn
Extension (1 point) All melee attacks have +5 feet to their reach until the start of your next turn
Instinct (1 point) Roll for initiative with advantage
Verve (1 point) +5 to speed per point spent and ignore difficult terrain until the start of your next turn. May be used up to 3 times per turn.
Quickdraw (1 point) Use an object as a free action
Wrangle (1 point) +5 to strength check on a grapple attempt. Points must be spent prior to strength check
Advanced Tactics[edit]
Fighters gain access to one of these tactics per level (starting at level 4). With a superlative tactic, fighters are able to use an advanced tactic they have not trained. Some tactics are more advanced version of other tactics. You must gain the simpler version of the tactic before taking the advanced version. You may not use superlative tactics to access an advanced tactic you do not meet the prerequisites for.
Assistance (1 point) Use help as a bonus action. If you help on an attack +5 damage on a hit
Avoidance (1 point) Use disengage as a bonus action
Bastion (1 point) Make all attacks without your proficiency bonus for one turn. Add double your proficiency bonus to your armor class until the start of your next turn
Brawn (1 point) Make a melee attack with -5 on the attack roll, +10 damage if it hits. Points must be spent prior to attack roll.
Deflection (2 points) As a reaction to being hit, decrease damage by your intelligence modifier amount
Disarm (2 points) Make an attack roll on a weapon being held. On a hit, the weapon falls to the ground. If the weapon can be wielded one handed and you have a free hand, you can grab it. Disadvantage on weapons held by creatures one size (or more) larger than you. Weapons held with 2 hands have +5 to their AC
Defensive Disarm (3 points) When a creature makes a melee attack within reach, make an attack on the weapon as a reaction. On a hit, the weapon falls to the ground. If the weapon can be wielded with one hand and you have a free hand, you can grab it. Disadvantage on weapons held by creatures one size (or more) than you. Weapons held with 2 hands have +5 to their AC. Prerequisite: Must gain disarm prior to gaining this skill
Feint (1 point) Prior to an attack roll, make a deception or slight of hand check contested by your opponents insight. If successful, you have advantage on all attack rolls made against your opponent until the end of your turn
Precision (2 points) Add intelligence modifier to all attack rolls until the start of your next. Points must be spent prior to your attack roll
Riposte (2 points) As a reaction when a creature makes a melee attack against you and misses you can make a melee attack against that creature
Splinter (2 points) Make an attack roll on an object being held. On a hit, the object is broken and deals 1d4 damage to the creature holding the object. Disadvantage on objects being held by creatures one size larger than you. You cannot break objects held by creatures two or more sizes larger than you
Trip (2 points) Make a shove attempt with advantage to knock a creature prone. If successful, take an opportunity attack against the creature with advantage
Defensive Trip (3 points) As a reaction when a creature attempts to knock you prone with a shove and fails, that creature falls prone and you may take an opportunity attack against the creature with advantage. You may not defensively trip creatures two or more sizes larger than you. Prerequisite: Must gain Trip prior to gaining this skill
Whirlwind (2 points) When making a melee attack, target one additional creature within 5 feet. Make separate attack and damage rolls for each creature
Superior Whirlwind (2 points) When making a melee attack, target up to three additional creatures within 5 feet. Make separate attack and damage rolls for each creature. Spend 2 points per each additional creature targeted. Prerequisite: Must gain Whirlwind prior to gaining this skill
Bull Rush (2 points) Use dash as a bonus action. All opportunity attacks against you have disadvantage until the end of your turn. If you move 10 or more feet prior to taking your action you have advantage on all melee attack rolls and shove attempts during your turn
Overrun (3 points) Use dash as a bonus action. All opportunity attacks against you have disadvantage until the end of your turn. If you move 10 or more feet prior to taking your action you have advantage on all melee attack rolls and shove attempts. If you successfully shove a creature you trample them for 3d6 damage (plus any unarmed bonus). You cannot overrun creatures larger than you. Prerequisite: You must gain Bull Rush prior to gaining this skill
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