Way of the Tactician (5e Subclass)
Way of the Tactician[edit]
Monk Subclass
The old monks know it is more important to be able to react to a myriad of situations, than to mastery but one technique. That's how they survived into old age. Following into their footsteps means forgoing mastery for actionability in the heat of combat.
- A Leaf in the Wind
Being able to react to whatever comes your way means you let yourself flow with whatever it is. At 3rd level, upon taking up this monastic tradition you gain the following benefits:
- When you finish a long rest, roll a d8. You gain Proficiency in that Saving Throw as shown in the "A Leaf in the Wind - Saving Throws" table until the end of your next Long Rest. If you are already proficient in it, you double the proficiency bonus. If you roll a 1 on the d8, you gain no Saving Throw proficiency. If you roll an 8 on the d8, you can roll 2 more d8 and take those results. You cannot have more Saving Throw proficiencies from this feature than your proficiency bonus.
- When you finish a long rest, roll a d20. You gain Proficiency in that Saving Throw as shown in the "A Leaf in the Wind - Skills" table until the end of your next Long Rest. If you are already proficient in it, you double the proficiency bonus. If you roll a 1 on the d8, you gain no Skill proficiency. If you roll an 20 on the d20, you can roll 2 more d20 and take those results. You cannot have more Skill proficiencies from this feature than twice proficiency bonus.
d20 Result | Skill Proficiency |
---|---|
2 | Athletics |
3 | Acrobatics |
4 | Sleight of Hand |
5 | Stealth |
6 | Arcana |
7 | History |
8 | Investigation |
9 | Nature |
10 | Religion |
11 | Animal Handling |
12 | Insight |
13 | Medicine |
14 | Perception |
15 | Survival |
16 | Deception |
17 | Intimidation |
18 | Performance |
19 | Persuasion |
d8 Result | Saving Throw Proficiency |
---|---|
2 | Strength |
3 | Dexterity |
4 | Constitution |
5 | Intelligence |
6 | Wisdom |
7 | Charisma |
- Master of none
Also, at 3rd level, you are starting to learn all the ways of the one who came before. You learn 3 Tactical Arts and learn another one whenever you reach a level in this class. One Tactical Art can be used per round for free. Every one afterwards costs 1 ki point to use. You can infuse a Tactical Art with 1 ki point to enhance the effect. This infusion is added to any cost the Tactical Art had before. If you use a ki enhancements, you have to do so before the check. Both the Tactical Arts and their ki-enhanced versions can be found in the Tactical Arts table.
Name | Tactical Art | Ki-enhanced Tactical Art |
---|---|---|
Ambush | When you attack a creature that has not had a turn yet, you attack with Advantage. | Add another one of your Martial Arts die to the damage. |
Assess | As a Reaction add your Martial Arts die to a Wisdom or Intelligence skill check or saving throw. You can do each of them once pre Long Rest. | Do them again even if already used. |
Calming Presence | As a reaction you allow one creature who can see or hear you that is charmed or frightened to take a reaction to roll against the effect. | The target uses its reaction to no longer be under the charmed or frightened condition. |
Disarm | As part of an melee attack you make, you can force the target of the attack to make a Charisma saving throw against your Save DC. On a failure it is will not target you outright until the end of its next turn. A creature that succeeded on the saving throw or was under the effect this Tactical Art is immune to it for the next 24 hours. | The target is charmed until the end of its next turn. |
Distract | As part of an melee attack you make, you can distract the target. The next attack it makes is made with Disadvantage. | The next attack on the creature is also made with Advantage. |
Evasion | When another creature hits you with a melee attack, you can take a Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you. | You gain this bonus to your AC against melee attacks until the start of your next turn. |
Feint | As part of an melee attack you make, you can force the target of the attack to make a Intelligence saving throw against your Save DC. On a failure it uses it's Reaction to make an Opportunity Attack against you with Disadvantage. | The Opportunity Attack doesn't hit. |
Goad | As part of an melee attack you make, you can force the target of the attack to make a Wisdom saving throw against your Save DC. On a failure it cannot move farther than 30 feet from you. | It also has Disadvantage on martial attack checks that aren't made against you. |
Boosting Touch | As a Bonus Action touch 1 creature. The creature gains temporary Hit Points until the start of your next turn equal to your Martial Arts die + your Wisdom. A creature can benefit from this feature only once per Long Rest. | The temporary Hit Points last for 1 hour. |
Guide | You can forgo an attack to instead show a prominent weak point on the target. The next attack roll made against it has Advantage. | Attack rolls made against it have Advantage until the start of its next turn. |
Knee Cap Kick | As part of an melee attack you make, you can force the target of the attack to make a Constitution saving throw against your Save DC. On a failure its speed is halved. | On a failure the target's speed is reduced to 0 until the end of its next turn. |
Lunge | As part of an melee attack you make, you move up to half your movement speed in a straight line towards the target of the attack. | Add another one of your Martial Arts die to the damage. |
Maneuver | As part of an melee attack you make, you distract the target of the Attack. A willing creature can move up to half it's speed and doesn't trigger Attacks of Oportunity from the target of your Attack. | The willing creature can move up to its speed and doesn't trigger Attack of Opportunity. |
Menace | As part of an melee attack you make, you can force the target of the attack to make a Wisdom saving throw against your Save DC. On a failure it is afraid of you until the end of its next turn. | Up to two targets within 5 feet of the first target have to succeed a Wisdom saving throw or be afraid of you until the end of their next turn. |
Mending Touch | As an Action touch 1 creature. The creature regains Hit Points equal to your Martial Arts die. A creature can benefit from this feature only once per Long Rest. | The creature regains an additional amount of Hit Points equal to your Martial Arts die + your Wisdom. |
Precision | When you miss with an attack roll, you can use your Reaction to add 1 of your Martial Arts die to the check, potentially causing the attack to hit. | Add the result of the Martial Arts die to the damage. |
Push | As part of an melee attack you make, you can force the target of the attack to make a Strength saving throw against your Save DC. On a failure it is pushed up to 15 feet directly away from you. The target has to be no more than 1 size larger than you. | The target also lands prone. |
Rally | As a Bonus Action you can bolster one your allies. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains a +1 to hit until the end of its next turn. | The effect lasts for 1 minute instead. |
Riposte | When a creature misses you with a melee attack roll, you can take a Reaction to make a melee attack roll against the creature. | Add another one of your Martial Arts die to the damage. |
Sweep | After hitting a creature with a melee attack, choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to a roll of your Martial Arts die. | Target every creature within 5 feet of the original target and within your reach. |
Team Attack | You can replace one of your attacks to direct one willing creature to strike it. That creature can immediately use its Reaction to make an Attack roll against it. | You don't forgo your attack. |
The Ole Switcheroo | As part of an melee attack you make, you can force the target of the attack to make a Dexterity saving throw against your Save DC. On a failure it swaps places with you. | On a failure the target is also Prone. |
Trip | As part of an attack of Opportunity you make, you can force the target of the attack to make a Strength saving throw against your Save DC. On a failure its movement speed is reduced to 0. The target has to be no more than 1 size larger than you. | The target is also restrained. |
Ward | As an action you ward a creature within 10 feet of you. If it is attacked you rush towards it and the attack is made against your AC and hits you if it beats it. | Any attacks against the creature are targeting you instead. |
- Master of none
Starting at 6th level, you gain the following benefits:
- After having failed a Skill check, or Saving Throw, the next one of the same type is made with Advantage.
- You can reroll a failed Skill check, Tool check, or Saving Throw you are not proficient with by spending 1 Ki-point.
- The Art of Reaction
Starting at 11th level, you have one more Reaction.
- The Art of Versatility
Starting at 17th level, you can use 2 Tactical Arts per round for free.
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