NOTES
What if a martial classe could wield the versatility of spellcasters? Enter the Tactician.
They possess a diverse array of gambits, each akin to a level-1 spell in complexity (at least that's what I would like). But how do they stay competitive as levels progress? Simple: they blend multiple gambits in a single turn, maintaining pace with other classes as they weave intricate combinations of tactics on the battlefield.
Essentially, from a mechanical standpoint, it's as if a spellcaster had magic building blocks and by combining them could create progressively more potent spells. However, thematically, the Tactician's gambits are purely mundane. No type of magic, hence no: teleportation, summoning, flight, and the like.
Spoiler: Spell Points adaptation
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As you can see, the progression of the Tactic Points has been directly taken from the "Spell Points" variant. The only difference (purely formal, while substantively unchanged) is that, in order to simplify the gambit system (where a gambit should correspond to a 1st-level spell), a gambit has a value of 1 instead of 2. So all the points have been halved.
This is my first draft, so it's still highly subject to change. In fact, I've posted it here specifically to gather as much feedback as possible and improve it. Please let me know if there's anything to adjust for balance or general improvements.
THE TACTICIAN
In a world where battles are fought with steel and magic, the Tactician embodies the essence of strategy and cunning. They emerge as the mastermind behind every move, orchestrating the flow of combat with precision and foresight. Armed not only with weapons but also with intellect, the Tactician navigates the battlefield like a chess grandmaster, always several steps ahead of their foes.
They are the architects of victory, turning the chaos of battle into a symphony of calculated strikes and gambits.
Spoiler: Table
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Level |
Proficiency Bonus |
Features |
Gambits Known |
Tactical Points |
Max Tactical Points per Turn |
Tactical Recovery |
1st |
+2 |
Tactical Combat, Analytical Fight |
4 |
2 |
1 |
- |
2nd |
+2 |
Mental Recovery |
5 |
3 |
1 |
1 |
3rd |
+2 |
Warfare Philosophy |
5 |
7 |
2 |
1 |
4th |
+2 |
Ability Score Improvement |
6 |
9 |
2 |
2 |
5th |
+3 |
Weakness Assessment |
6 |
14 |
3 |
2 |
6th |
+3 |
Warfare Philosophy Feature |
7 |
16 |
3 |
3 |
7th |
+3 |
- |
7 |
19 |
4 |
3 |
8th |
+3 |
Ability Score Improvement |
8 |
22 |
4 |
4 |
9th |
+4 |
- |
8 |
29 |
4 |
4 |
10th |
+4 |
Warfare Philosophy Feature |
9 |
32 |
5 |
5 |
11th |
+4 |
- |
9 |
36 |
5 |
5 |
12th |
+4 |
Ability Score Improvement |
10 |
37 |
5 |
6 |
13th |
+5 |
|
10 |
42 |
6 |
6 |
14th |
+5 |
Warfare Philosophy Feature |
11 |
42 |
6 |
7 |
15th |
+5 |
- |
11 |
42 |
6 |
7 |
16th |
+5 |
Ability Score Improvement |
12 |
47 |
7 |
8 |
17th |
+6 |
- |
12 |
53 |
7 |
8 |
18th |
+6 |
Master of the Battlefield |
13 |
57 |
7 |
9 |
19th |
+6 |
Ability Score Improvement |
13 |
62 |
8 |
9 |
20th |
+6 |
God of the Battlefield |
14 |
67 |
8 |
10 |
HIT POINTS
Hit Dice: 1d10 per tactician level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per tactician level after 1st
PROFICIENCIES
Armor: Light Medium armor, shield
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose three skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Investigation, Medicine, Perception, Stealth and Survival
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
• (a) scale mail or (b) leather armor, longbow, and 20 arrows
• (a) a martial weapon and a shield or (b) two martial weapons
• (a) a light crossbow and 20 bolts or (b) two hand axes
• (a) a dungeoneer's pack or (b) an explorer's pack
TACTICAL COMBAT
Beginning at 1st level, your mental acuity allows you to utilize various tactics during combat. Your calculating genius is represented by a pool of Tactical Points.
TACTICAL POINTS
The Tactician table shows how many tactical points you have to use your tactical abilities, called “gambits”. To use these gambits, you must expend those points: 1 tactical point for each gamble.
You can combine gambits together in the same turn with these constrains:
1. The column “Max Tactical Points per Turn” show how many tactical points you can use in singe turn of yours.
2. A gambit can force a Saving Throw to a specific enemy only once per round.
3. A specific water gambit can only be used once per round.
4. Only one gambit requiring a reaction is possible to use in a round (exception: “God of the Battlefield” feature).
In general gambits don’t expend actions or bonus actions; but some gambits can use a reaction.
You regain all expended tactical points when you finish a long rest.
GAMBITS KNOWN
The “Gambits Known” column of the Tactician table shows how many gambles you know at each level.
Additionally, when you gain a level in this class, you can choose one of the gambits you know and replace it with another gambit.
Some of the gambits require your target to make a saving throw to resist the gambit’s effects. The saving throw DC is calculated as follows:
Gambit save DC = 8 + your proficiency bonus + your Intelligence modifier
ANALYTICAL FIGHT
At 1st level, when you attack with a weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Your analytical mind is so focused that if you use this feature, you can’t cast spells or concentrate on them for 1 minute.
MENTAL RECOVERY
Starting at 2nd level, once per long rest when you finish a short rest, you can choose to recover an amount of tactical points as shown in the Tactical table.
WARFARE PHILOSOPHY
At 3rd level, you choose a warfare philosophy that shape the way you see your enemies and the battlefield. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.
ABILITY SCORE IMPROVEMENT
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.
WEAKNESS ASSESSMENT
At 5th level, if you don’t spend any tactical points in your turn, you add 1d10 to the attack's damage roll. You cannot use this feature as a reaction or with the "Extra Attack" feature.
The feature improves at higher levels. This damage increases by 1d10 when you reach 11th level (2d10), and 17th level (3d10).
MASTER OF THE BATTLEFIELD
At 18th level, you have achieved great mastery over the battlefield. You may use a gambit belonging to your Warfare Philosophy even if you don’t know it.
You can use this feature once per round.
GOD OF THE BATTLEFIELD
When you reach 20th level, your ability over the battlefield becomes unparalleled. Your speed is increased by 10 feet and you have +3 to your AC against opportunity attacks.
In addition, when you use a reaction, you can combine two gambits requiring a reaction in the same round.
WARFARE PHILOSOPHY
While many adventurers excel in combat prowess, tacticians immerse themselves in the complexities of warfare, aspiring to dominate the battlefield much like a skilled chess player commands the board.
Through their rigorous studies, they develop unique ideologies regarding combat, known as Warfare Philosophies. Among these, two stand out: The Fire Philosophy and the Water Philosophy.
WARFARE PHILOSOPHY: FIRE
The Fire Tactician epitomizes the art of direct warfare, honing their skills to deliver devastating blows with unparalleled accuracy. They favor straightforward tactics that prioritize dealing maximum damage to their foes. Armed with keen insight and unwavering determination, they strike fear into the hearts of their enemies with every calculated assault.
TACTICAL ATTACK
Starting at 3rd level, when you didn’t hit with an attack roll against a creature, you can reroll and keep the result of the second roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
BLAZING BODY
At 6th level, you gain proficiency in Constitution saving throws. If you already have this proficiency, you instead gain proficiency in Dexterity or Charisma saving throws (your choice).
In addition, you have resistance to bludgeoning.
ENEMY ASSESSMENT
At 10th level, you add +2 to each attacks and damaging gambits.
FIRE SAVANT
At 14th level, when you use a fire gambit you can use it without spending tactical points.
You can use this feature a number of times equal to your proficiency bonus.
WARFARE PHILOSOPHY: WATER
The Water Tactician embodies the principles of indirect warfare, utilizing cunning strategies and astute defenses to outmaneuver adversaries with finesse. They manipulate the battlefield like a masterful tactician, employing devious tactics and shrewd defenses to secure triumph.
TACTICAL DEFENSE
Starting at 3rd level, when a creature makes an attack roll and hit you, you can force it to reroll. It keeps the result of second roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
FLOWING SOUL
At 6th level, Your Gambit save DC increases by 1.
BATTLEFIELD ASSESSMENT
At 10th level, you have a bonus to your initiative rolls equal to +5.
WATER SAVANT
At 14th level, when you use a water gambit you can use it without spending tactical points.
You can use this feature a number of times equal to your proficiency bonus.