Tactician (FE) (5e Class)

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Owner's Note[edit]

As stated, this is based on the Fire Emblem series, and uses abilities from that game, as well as a few I thought would make sense. I know this page is lacking flavor and needs a bit of balancing (probably). I ask that IF you make a change to it, that you state what that change was. Please do try to keep to the idea behind the theme I have for this though, don't completely change an ability just because it "doesn't make sense".

Thank You - Cryptic


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

Quick Build

You can make a Tactician quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength or Dexterity,depending on the weapon you want to use. Second, choose the Sage background.

Class Features

As a Tactician you gain the following class features.

Hit Points

Hit Dice: 1d8 per Tactician level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Tactician level after 1st


Armor: None
Weapons: One-Handed Weapons and Simple Weapons
Tools: 1 set of artisan's tools of your choice
Saving Throws: Dexterity, Intelligence
Skills: choose 3 from Arcana, Deception, History, Insight, Intimidation, Perception or Persuasion


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a longsword or (b) a shortsword and dagger
  • (a) a spellbook or (b) {{{item2b}}}
  • (a) a cloak or (b) {{{item3b}}}
  • (a) explorer's pack or (b) scholar's pack

Table: The Tactician

Level Proficiency
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th
1st +2 Honed Mind, Spellcasting 2 2
2nd +2 Battle Tactics, Wide Open 2 3
3rd +2 Tactical Study 2 4 2
4th +2 Ability Score Improvement 2 4 3
5th +3 Tactical Study Feature 2 4 3
6th +3 Extra Attack, Battle Tactics 3 4 3 2
7th +3 Tactical Study Feature 3 4 3 3
8th +3 Ability Score Improvement 3 4 3 3
9th +4 3 4 3 3 1
10th +4 Solidarity, Tactical Study Feature 3 4 3 3 2
11th +4 Tactical Study Feature 3 4 3 3 2
12th +4 Ability Score Improvement 4 4 3 3 3 1
13th +5 Battle Tactics 4 4 3 3 3 2
14th +5 4 4 3 3 3 2
15th +5 Devastation 4 4 3 3 3 2 1
16th +5 Ability Score Improvement 4 4 3 3 3 2 1
17th +6 Tactical Study Feature, Battle Tactics 4 4 3 3 3 2 1
18th +6 4 4 3 3 3 2 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 2 1 1
20th +6 Veteran 5 4 3 3 3 2 1 1

Honed Mind[edit]

At first level, your mind can calmly analyze any situation, allowing you to gain a 1d4 on a Perception, Investigation, or Intuition check. You can only do this twice per long rest.



At 1st Level, you have a Spellbook containing six 1st-level Tactician Spells of your choice. Your Spellbook is the repository of the Tactician Spells you know, except your Cantrips, which are fixed in your mind.


At 1st level, you know three cantrips of your choice from the tactician spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Tactician table.

Preparing and Casting Spells

The Tactician table shows how many spell slots you have to cast your 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. You prepare the list of tactician spells that are available for you to cast. To do so, choose a number of spells from your spellbook equal to your Intelligence modifier + your tactician level (minimum of one spell). The spells must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your spells, since you learn your spells through dedicated 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 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.

Ritual Casting

You can cast a spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus (found in chapter 5) as a spellcasting focus for your spells.

Learning Spells of 1st Level and Higher

Each time you gain a tactician level, you can add two tactician spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Tactician table. On your adventures, you might find other spells that you can add to your spellbook

Battle Tactics[edit]

Starting at 2nd level, your cunning has grown to the point of being able to formulate plans on the middle of the battlefield you gain 1 of the below tactics to use during combat. At 6th, 13th, and 17th level you gain another Battle Tactic of your choice. As a reaction you can give your allies orders on what to do, increasing their odds in success. Below is a list of tactics you can use. You can only use a number of Battle Tactics equal to your Intelligence modifier per long rest.

Strike Again - You or your ally have another attack against a creature within 15ft, without adding your proficiency bonus.

Defend - You or your ally can block or dodge out of the way of one attack from a creature within 15ft, taking half damage.

Intercept - You or your ally can intercept an attack for an ally creature within 15ft, taking the damage instead damage.

Retreat - You or your ally have an additional 15ft of movement when moving away from a creature. This does not provoke attacks of opportunity

Charge - You or your ally have an additional 15ft of movement when moving toward a creature.

Wide Open[edit]

Starting at 2nd level, you've learned how to leave other creatures vulnerable for your allies. When flanking an enemy with one or more of your allies, they gain advantage on attack rolls.

Tactical Study[edit]

Starting at 3rd level, you choose a type of study, whether it's martial or arcane. Tacticians, while being able to use both spell and sword, tend to lean one way or the other. Grandmasters focus on their martial prowess, while Archivists focus on their arcane prowess.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

At 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn.


Starting at 10th level, As a reaction you can call out to your allies and invoke them with energy and vigor. Until your next turn, choose 1 creature within 15ft of yourself, all allies within 15ft of you critically hit on a roll of 18-20 on the designated creature.


Starting at 15th level, as a reaction you can make it so you or an ally's attack that you can see ignores any resistances until then end of your next turn. You can only use a number of times equal to half your INT. Modifier (rounded down).


Starting at 20th level, You have become one of the greatest battle minds possible. You may take a number of reactions equal to your dexterity modifier per round (min 1). Additionally When you are being attacked; while under half HP, you can use your reaction to make an Attack of Opportunity against the creature attacking you.


Upon taking this Tactical Study at 3rd level, you gain proficiency in all martial weapons as well as Light Armor.


At 5th level, you've learned how to boost the morale of the allies around you. As a bonus action, you can rally yourself and allies within 15ft of you giving them additional damage equal to your INT. Modifier to all attacks they make for the next minute. You can do this a number of times equal to half your INT. Modifier (rounded down)


At 7th level, you've learned to imbue your blade with arcane power, you can now add your INT Modifier (rounded down) to your damage on melee attacks.


At 11th level, you've learned to take a beating, choose slashing, bludgeoning, or piercing damage you now resist non-magical damage of that type. At 13th level you can now resist magical damage of your chosen type.


At 17th level, whenever you make an attack you can spend a spell slot to choose to reduce the targets armor by the the level of spell slot spent.


Upon taking this Tactical Study at 3rd level, you no longer require the Verbal components for spells.


At 5th level, level, after you cast a spell, you can immediately cast 1 cantrip that you know. At 13th level, you can cast a 1st level spell instead of a cantrip.


At 7th level, Learning and memorizing spells takes half of the time it normally does. You no longer require a spellcasting focus to cast spells. At 10th level, you now no longer require the Somantic Components for spells.


At 11th level, You may cast a spell that normally targets a single ally, onto all allies within 15ft instead. (EG: Mage Armor, Haste) You may activate this ability a number of times per day equal to your INT Modifier.


At 17th level, Material Components cost 1/3 less of the normal cost. All spells you memorize are treated as one higher level cast. (a lvl 1 Magic Missile shoots 4 missles) But still uses the normal spell slot.

Tactician Spell List[edit]


Blade Ward, Booming Blade, Chill Touch, Control Flames, Create Bonfire, Dancing Lights, Encode Thoughts, Firebolt, Friends, Frostbite, Green Flame Blade, Guidance, Gust, Light, Lightning Lure, Mage Hand, Mending, Message, Mold Earth, Prestidigitation, Produce Flame, Ray of Frost, Resistance, Sacred Flame, Shape Water, Shocking Grasp, Spare the Dying, Sword Burst, Thaumaturgy, Thunderclap, True Strike

1st Level

Absorb Elements, Alarm, Bane, Bless, Burning Hands, Catapult, Cause Fear, Charm Person, Color Spray, Command, Comprehend Languages, Create or Destroy Water, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Earth Tremor, Expeditious Retreat, False Life, Feather Fall, Fog Cloud, Grease, Guiding Bolt, Healing Word, Heroism, Ice Knife, Inflict Wounds, Jump, Longstrider, Mage Armor, Magic Missile, Protection from Good and Evil, Shield, Sleep, Sudden Awakening, Tenser's Floating Disk, Thunderwave, Witch Bolt

2nd Level

Aganazzar's Scorcher, Aid, Arcane Lock, Blindness/Deafness, Blur, Calm Emotions, Cloud of Daggers, Continual Flame, Crown of Madness, Darkvision, Detect Thoughts, Dust Devil, Dragon's Breath, Earthbind, Enhance Ability, Enlarge/Reduce, Gentle Repose, Gust of Wind, Heat Metal, Invisibility, Knock, Lesser Restoration, Levitate, Magic Mouth, Magic Weapon, Maximillian's Earthen Grasp, Mind Spike, Misty Step, Nystul's Magic Aura, Pass without Trace, Phantasmal Force, Protection from Poison, Pyrotechnics, Ray of Enfeeblement, Rope Trick, Scorching Ray, See Invisibility, Shadow Blade, Shatter, Silence, Skywrite, Spider Climb, Spiritual Weapon, Suggestion, Zone of Truth

3rd Level

Blink, Call Lightning, Counterspell, Dispel Magic, Elemental Weapon, Enemies Abound, Erupting Earth, Fear, Fireball, Fly, Haste, Hypnotic Pattern, Leomund's Tiny Hut, Life Transference, Lightning Bolt, Magic Circle, Mass Healing Word, Nondetection, Phantom Steed, Revivify, Sending, Sleet Storm, Slow, Stinking Cloud, Thunder Step, Tidal Wave, Tongues, Wall of Sand, Wall of Water, Water Breathing, Water Walk

4th Level

Arcane Eye, Blight, Confusion, Control Water, Death Ward, Dimension Door, Elemental Bane, Fabricate, Fire Shield, Freedom of Movement, Greater Invisibility, Ice Storm, Leomund's Secret Chest, Locate Creature, Mordenkainen's Faithful Hound, Mordenkainen's Private Sanctum, Otiluke's Resilient Sphere, Phantasmal Killer, Stone Shape, Storm Sphere, Wall of Fire, Watery Sphere

5th Level

Animate Objects, Cloudkill, Cone of Cold, Control Winds, Dawn, Dream, Far Step, Geas, Greater Restoration, Holy Weapon, Immolation, Legend Lore, Mass Cure Wounds, Modify Memory, Scrying, Seeming, Skill Empowerment, Teleportation Circle, Wall of Force, Wall of Light, Wall of Stone

6th Level

Arcane Gate, Blade Barrier, Chain Lightning, Forbiddance, Globe of Invulnerability, Guards and Wards, Heal, Investiture of Flame, Investiture of Ice, Investiture of Stone, Investiture of Wind, Mass Suggestion, Mental Prison, Otiluke's Freezing Sphere, Otto's Irresistible Dance, Programmed Illusion, Sunbeam, Tenser's Transformation, True Seeing, Wall of Ice, Wind Walk

7th Level

Crown of Stars, Delayed Blast Fireball, Etherealness, Forcecage, Mirage Arcane, Mordenkainen's Magnificent Mansion, Mordenkainen's Sword, Power Word: Pain, Regenerate, Simulacrum, Symbol, Teleport, Whirlwind


Prerequisites. To qualify for multiclassing into the Tactician class, you must meet these prerequisites:

  • Intelligence score of at least 14

Proficiencies. When you multiclass into the Tactician class, you gain the following proficiencies:

  • One-handed Weapons
  • Simple Weapons

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