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Oath of Arcana

Casting aside their religion, some warriors devote themselves to the arcane, blending physical and mental prowess into a deadly combination. These arcane warriors can both destroy their enemies with the blade, or by magic.

Oath of Arcana Spells
Paladin Level Spells
3rd armor of agathys, hellish rebuke
5th find steed, lesser restoration
9th call lightning, elemental weapon
13th freedom of movement, staggering smite
17th banishing smite, antilife shell

Arcane Warrior

When you choose this archetype at 3rd level, you lose your connection with the divine in favor of studying the arcane. You no longer use the Paladin spell list, and instead use the Wizard spell list. You lose access to any Paladin spells that you previously knew and you no longer prepare spells but instead use a spellbook, detailed below.

In addition, your pool of lay on hand dice can no longer be used to heal. Instead, as an action, you can touch a creature and draw power from the pool to grant a number of temporary hit points to that creature equal to half the number of points spent, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool to cure the target of one condition created by a magical effect affecting it. You can cure multiple conditions with a single use of Lay on Hands, expending hit points separately for each one.

Arcane Smite

Your divine smite and improved divine smite features no longer deal radiant damage. Instead, when you deal damage using either of these features, choose either fire, cold, lightning, or poison. Your smite will use this alternate damage type instead of radiant damage. You can choose a new element each time you use either feature.

In addition, you may activate both features with any cantrip spell attack made against a target within 5 feet. When used in this fashion, the element of your smite must match that of the cantrip, if possible.

Spellbook

At 3rd level, you have a spellbook containing three 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips and domain spells, which are fixed in your mind.

Learning Spells of 1st Level and Higher

Each time you gain a paladin level, you can add one wizard spell 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 Paladin table. On your adventures, you might find other spells that you can add to your spellbook. (See the "Your Spellbook" sidebar in the wizard class chapter of the Player's Handbook.)

Channel Divinity

You no longer can channel divine energy to produce magical effects. Instead, you can channel that energy directly into your own magical reserves.

Arcane Recovery. As an action, you can use your channel divinity to instantly recover your second highest spell slot.

Arcane Empowerment. As a reaction, you can use your channel divinity to empower a spell or smite as you cast it. Treat that spell or smite as if you were expending a spell slot of an additional level.

Sculpting Aura

Starting at 7th level, when you cast a spell of 1st level or higher that effects creatures you can see, you can choose any number of creatures, including yourself, within 10 feet. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

At 18th level, the range of this aura increases to 30 feet.

War Arcananums

Starting at 15th level, when you use your action to cast a spell, you can use your lay on hands feature as a bonus action.

Rift Archon

At 20th level, as an action, you can become one with the weave of magic. For 1 minute, you become resistant to damage from spells and get advantage on saves against magical effects.

Whenever you cast a 1st level spell, the spell is treated as if you used a 3rd level spell slot, and does not consume a spell slot.

In addition, using a 1st level spell slot to activate arcane smite does not consume the spell slot. Higher level spell slots are consumed as normal.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Arcana as an INT caster

Although outside of the scope of a class archetype, this domain works great as an Intelligence based character. Feel free to replace any mention of Charisma in the paladin class section with Intelligence when using this archetype. I would recommend you only use this alternate rule on a character starting at a minimum of level 3, so you can choose the proper stats at character creation.

Oath of Hunting

The hunter's destiny is not simply to protect those they love, but to hunt down the source of danger and strike at it's heart. This oath is passed down from generation to generation, from father to son and daughter as the ultimate means of protecting the innocent.

Tenets of the Hunter

The Tenets of the Oath of Hunting are passed down along the bloodline along with its duties and responsibilities. This Oath emphasizes the principles of good above any concerns of law and chaos. Its core tenets personify the hunter and it's importance in the fight against the forces of darkness

Hunt the Night. I must track down and defeat the forces of darkness no matter the cost.

Mirror of Fate. The forces of darkness will always exist and we will always exist to fight against them.

Bloodlines. Only our family alone can stand up to the eternal forces of darkness.

Rondo of Blood. I will fight until I perish, and pass on my knowledge and power to my successors.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Hunting Spells
Paladin Level Spells
3rd hunter's mark, protection from good and evil
5th find traps, misty step
9th slow, conjure barrage
13th locate creature, fire shield
17th dispel evil and good, flame strike

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options:

Holy Water. As an action, you present a flask of water and speak a prayer of salvation as you throw it into the air. The flask explodes, causing holy water to rain down in a 15 ft. radius centered on a point you choose within 30ft. The rain lasts for a number of rounds equal to your charisma modifier, or until a strong wind disperses the rain, ending the ability. All creatures who enter the area for the first time on a turn or starts it's turn there must make a Dexterity saving throw. On a failed save, the creature is set ablaze by holy fire, giving it the effects of the faerie fire spell until the beginning of its next round. Undead and fiends make this check with disadvantage.

Battle Cross As a bonus action, you produce a large wooden cross and throw it in a direction of your choice. It travels in a 30 ft. long, 5 ft. wide line, and then returns to your hand. Each creature in the line must make a Strength saving throw. On a failed save, the creature is knocked prone. Undead and fiends make this check with disadvantage.

Channel Divinity DC = 8 + your proficiency bonus + your Charisma modifier

Dawn of Sorrow

Starting at 7th level, you harness the magical abilities of the Stopwatch to slow time. Hostile creatures cannot use features that require the use of a reaction (such as Parry, or cast a spell with the casting time of one reaction) while within 10 ft. of you.

At 18th level, the range of this aura increases to 30 ft.

Symphony of the Night

At 15th level, you unlock the ability to Double Jump and Slide. Your Jump distance is doubled, and you always succeed on contests to tumble through a hostile creatures space. Moving through a creatures space in this fashion counts as difficult terrain.

Triple Shot

At 20th level, you learn to harness the power of the Triple Shot relic. Using your action, you activate Triple Shot and channel the power of your ancestors for 1 minute. You gain the following benefits:

  • Your Battle Cross no longer consumes Channel Divinity and it can be thrown three times as a bonus action. In addition, it deals 1d6 + your Charisma modifier in bludgeoning damage on a failed save.
  • Your Extra Attack feature now grants an additional attack, for a total of 3 per attack action.

Once you use this feature, you can’t use it again until you finish a long rest.

Duelist Rogue

A master of flourish, athleticism and swordplay, the duelist is an elite combatant who is sure to get the upperhand. A perfect blend of strength, speed and agility, the duelist always seems like they are two steps ahead of their opponent. They use tricks and maneuvers in combat to ensure they always have their opponent right where they want them.

Duelist's Armaments

At level 3, you gain proficiency with the Whip, and you gain the ability to use your Sneak Attack feature with the Longsword.

In addition, while wielding a whip or longsword in one hand and nothing in the other, you gain a +1 bonus to AC.

Cunning Maneuvers

Also at level 3, you learn to control the flow of battle with clever tricks and gimmicks.

You can take a bonus action on each of your turns in combat directly before you attack a creature with a melee weapon attack. When you use this bonus action, your remaining movement is halved and you perform one of the following maneuvers:

  • Disarm: You can attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at your feet.
  • Lunging Attack: You increase your reach for your next attack by 5 feet, up to 15 feet if your weapon already has the reach property.
  • Trip Attack: You can attempt to knock a target down by tripping it. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
  • Goading Attack. You can attempt to goad the target into attacking you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. This effect ends if you move in a direction opposite of the target.

If you use the same maneuver twice in a row, the enemy will expect your trick and be better prepared against it. When you use a maneuver you have already used once since the begining of your last turn, the target has advantage on the saving throw against it.


In addition, when you target a creature on your turn with one of your cunning maneuvers, you don't need advantage on your attack roll to use your Sneak Attack on that creature. All the other rules for the Sneak Attack class feature still apply to you.


Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:


Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Athletic Agility

At 9th level, your exhaustive combat training as led to extreme athleticism and agility. You have advantage on saving throws to avoid being knocked prone or disarmed, you can make acrobatics checks using Strength instead of Dexterity, and do not suffer the effects of exhaustion until you have reached the 2nd level.

Feint

Starting at 13th level, you learn to control your opponents movement in combat with well place feint attacks. When you hit with a melee weapon attack, you can choose for the attack to deal no damage and instead become a feint. The target must immediately use its reaction, if available, to move 5 feet away from you in a direction of your choice that is empty, unoccupied and nonhazardous. If it is unable to do so, your attack resolves and deals damage like normal.

Master of Maneuvers

Starting at 17th level, maneuvers no longer lower your speed, and using the same maneuver twice does not give the target advantage on it's saving throw against it.

In addition, if the target passes their saving throw against your cunning maneuver, or you miss with a melee weapon attack, you can immediately make one additional attack against that target with the same weapon.

Shadow Rogue Variant

This variant of the shadowmonk and deepstalker is for players who would like that particular flavor of character concept, but want to use it on a rogue chasis instead of a monk or ranger. It not intended to be a new revolutionary archetype, but rather a variant of existing archetypes to give players more freedom. This uses bits from the deepstalker at level 3, the shadow monk's level 6 and 11 features, and a devil sight/darkness combo as the capstone.

Underdark Scout

At 3rd level, you have darkvision out to a range of 90 feet. If you already have darkvision, you increase its range by 30 feet. You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefit when attempting to detect you in dark and dim conditions. Additionally, when the DM determines if you can hide from a creature, that creature gains no benefit from its darkvision.

Shadow Step

At 9th level you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Cloak of Shadows

By 13th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Devil's Eye

At 17th level, you learn to cast Darkness at-will, using no material components. In addition, you can see through any darkness spell you cast using this ability.

Sorcerous Origin: Hag Cursed

Unlike other sorcerers and natural spellcasters, your innate magic isn't a gift of strength from a dragon's blood or the touch of the gods but is instead derived from the twisted black magics of a Hag. You or your ancestors have had unfavorable dealings with a Hag who has cursed you or your family line. Whatever the case, you have been tainted and transformed by their foul curse.

Through the strength of will, determination, or just plain spite you have managed to wrestle control over the curse and tap into its well of dark power, which enhances and twists your own magic into something dreadful and profane. Fear, necromantic energies, and, of course, curses are your specialty.

Hag Cursed Sorcerers are often mistrusted pariahs of the various magical institutions and communities across the world. Other spellcasters often look down at them and their power with disgust, but it is theirs and they make good use of it, despite or in spite of them.

Illusory Appearance

At 1st level, you learn to hide your true appearance. As an action, you can cover yourself and anything you are wearing or carrying with a magical illusion that makes you look like another creature of your general size and humanoid shape. The illusion ends if you take a bonus action to end it or if you fall unconscious.

The changes wrought by this effect fail to hold up to physical inspection. For example, you could appear to have smooth skin, but someone touching you would feel your rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on an Intelligence (Investigation) check against your spell save DC to discern that you are disguised. You can end this effect at any time, requiring no action.

Hag Magic

Your Hag ancestry gives you the option to learn some non-sorcerer spells that focus on touching your opponents. When your spellcasting feature lets you learn a sorcerer spell of 1st level or higher (or a cantrip), you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Spell Level Spell
cantrip shocking grasp
1st inflict wounds
2nd flame blade
3rd bestow curse
3rd vampiric touch
5th contagion

Touch of the deep

When you make a melee spell attack as part of Hag Magic spells, the attack has a reach of 15 feet. You can use Necrotic damage in place of the original damage type while casting these spells and change their flavor to match. For example, you could change flame blade to be a large, incorporeal scythe.

Twist the Innocent

At 6th level you learn to summon the twisted specter of a child to stand by your side, occupying your space, protecting you and attacking your enemies for 1 minute.

You gain a number of temporary hit points equal to your Sorcerer level + your Constitution modifier. While you have these temporary hit points you create an aura of fear in a 15 foot radius centered on yourself. A creature must make a Wisdom saving throw against your spell save DC when it enters the area for the first time on a turn or starts its turn there. On a failed save, it is frightened of you until the end of its next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Horrifying Visage

At 14th level, you learn to strike fear into your opponent's heart. When a creature begins its turn while affected by the frightened condition that originates from you, it takes Psychic damage equal to half your Sorcerer level.

Master of Curses

At 18th level, you master the ability to apply powerful curses to your foes. You can now cast bestow curse as a 5th level spell at will, without expending a spell slot, and can target two creatures instead of one. Both curses can be different, and last for their full duration, or until you use this feature again.

Credits

Design and Flavor by c0re#0999 & bewby#9375


Art Credits:

  • Baba Yaga's Hut on Chicken Legs by Artyom Semenov
  • Old Hag by Raluca Losifescu
The Tactician
Level Proficiency Bonus Features Maneuvers Known 1st 2nd 3rd 4th 5th
1st +2 Battle Tactics, Formation and Consignment 3 2
2nd +2 Theatre of War 4 3
3rd +2 Tactician's Art 5 6
4th +2 Ability Score Improvement 6 7
5th +3 7 7 2
6th +3 Tactician's Art feature 8 7 3
7th +3 9 7 4
8th +3 Ability Score Improvement 10 7 5
9th +4 11 7 6 1
10th +4 Tactician's Art feature 12 7 6 2
11th +4 13 7 6 3
12th +4 Ability Score Improvement 13 7 6 3
13th +5 14 7 6 3 1
14th +5 Tactician's Art feature 14 7 6 3 1
15th +5 15 7 6 3 2
16th +5 Ability Score Improvement 15 7 6 3 2
17th +6 16 7 6 3 2 1
18th +6 Planning Phase 16 7 6 4 2 1
19th +6 Ability Score Improvement 17 7 6 5 2 1
20th +6 Final Gambit 17 7 6 5 3 1

The Tactician 3.3

A human in flowing robes looks over a bloodstained battlefield, carefully considering their next move. They look back at their allies who look on in anticipation. They have taken no major losses this fight, so the only choice was to press on. Every unit mobilizes on the human's command and they charge forward into battle.

A half-elf pours over a collection of tomes, wondering what it would be like to finally get out onto the battlefield. Coordinating attacks with hundreds of soldiers. The responsibility makes him hesitate. He eyes the open book on the table. He thinks of the promise of glory on the battlefield. Hearing the after-battle praise. He sighs softly and continues reading the tome of war.

Students of War

Tacticians are those who study the art of war. They can lead the charge up front, directing their allies to pull off complex coordinated maneuvers. They can watch from afar while dictating the flow of battle with voice alone. They work together with their allies in combat to bring about the best results.

Strategic Teamwork

Tacticians excel in formulating solutions in battle. Their quick reactions allow them to change the flow of combat with just a few simple words. However, sometimes that alone is not enough. If the tactician does not have allies they can depend on, then their strength is greatly diminished.

Creating a Tactician

The first thing to think about when creating a tactician is how they became one. Did you study under a famous general? Did you just happen to pick up a tome of war and start reading? Deciding this can effect how you grow as a character and the sorts of tactics that they use. Are you ruthless, taking no prisoners and burning the ground you walk on? Are you cautious, wanting to mitigate loss even before combat begins?

Perhaps you were studying to become a great general even from birth. Or maybe you are the mastermind behind a group of bandits, leading coordinated raids into encampments. Whatever the case, the thing most precious to you are your mind and your teammates. Together you can take on anything, and separated you are destined to fail.

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 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per tactician level after 1st

Proficiencies


  • Armor: Light armor, shields
  • Weapons: Simple Weapons, hand crossbows, and shortswords
  • Tools: None

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose three from Athletics, Arcana, History, Insight, Intimidation, Investigation, Nature, Perception, and Persuasion

Equipment

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

  • Leather armor and a shield.
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) an Explorer's Pack or (b) a Scholar's Pack

Battle Tactics

When you choose this class at 1st level, you learn to control the battlefield using your vast knowledge of combat formations and tactics.

The Tactician table shows how many maneuver slots you have to activate your maneuvers of 1st level and higher. To use one of these maneuvers, you must expend a slot of the maneuver’s level or higher. You regain all expended maneuver slots when you finish a long rest.

Maneuvers. You learn 3 maneuvers of your choice, which are detailed under "Maneuvers" at the end of this section. The Maneuvers Known column of the Tactician table shows when you learn more maneuvers of your choice. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. Each of these must be of a maneuver for which you have slots, as shown on the tactician table.

Maneuver Levels. Maneuvers are broken up into five levels: 1st, 2nd, 3rd, 4th and 5th. Maneuvers require a maneuver slot to be used of equal level or higher. For example, to use a 2nd level maneuver you will need to spend a slot of 2nd level or higher.

Intelligence is your ability for your Tactician maneuvers, since you learn your maneuvers through dedicated study and memorization. You use your Intelligence whenever a maneuver refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a maneuver and when making an attack roll with one.


Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier


Maneuver attack modifier = your proficiency bonus + your Intelligence modifier

Maneuver Dice
Maneuver Level Maneuver Die Value
1st d6
2nd 2d6
3rd 3d6
4th 4d6
5th 5d6

Each level of maneuver dice has an associated die value, as show in the maneuver dice table. Many maneuvers require you to roll your maneuver dice to resolve the effect. When a maneuver requires you to do roll your maneuver dice, you roll the value associated with the level of slot that was used to perform the maneuver. For example, if you are casting an 1st level maneuver using a 2nd level slot, you would roll the 2nd level maneuver die value of 2d6.

Formation and Consignment

Also at level 1, you understand the importance of proper marching formations and efficiency with supplies. You and any allied creatures that can see or hear you gain the following benefits:

  • If you are not surprised at the beginning of combat, and your marching order is being used to determine your starting positions in combat, you can swap any two creature's positions in the marching order before rolling initiative
  • You gain the benefits and features of moving at a slow travel pace while moving at a normal travel pace
  • If a creature is able to see or hear you for 24 hours, they only need to consume half a pound of food for the day, which counts as a normal day of eating.

Theatre of War

At 2nd level, you have gained further understanding of the battlefield. During a short rest you can study the terrain within one mile and gain the following benefits:

  • Neither you nor your allies can be surprised by non-magical means.
  • Increased movement speed up to 5 feet for all allies and yourself.
  • Advantage on Wisdom (perception) and Intelligence (investigation) checks related to the current terrain.

Tactician’s Art

At 3rd level, you specialize in a particular school of thought, choosing an Art to specialize in. Choose Warlord or Virtuoso, both detailed at the end of the class description. The archetype you choose grants you features at 3rd, 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.

Planning Phase

At 18th level, the Tactician can carefully study their maps and notes to generate a fresh set of tactics and maneuvers on the fly. When you finish a short rest, you can choose to recover all 1st level maneuver slots. Once you use this feature, you cant use it again until you complete a long rest.

Final Gambit

When all hope seems lost, the tactician turns the tides of combat in an amazing series of tactical maneuvers that no one saw coming. Maybe it was his quick thinking and tactical prowess, or maybe it was just as planned.

At 20th level, you can turn the tides of battle with a perfectly executed, predefined plan. When rolling initiative, choose one trigger from the following list.

  • An ally fails a death saving throw, or suffers a death saving throw due to receiving damage
  • An ally takes more than half of their maximum hit points in a single blow
  • You spend your final maneuver slot, and none of any level remain.
  • Reinforcements arrive, increasing the total amount of enemies by at least 1/3
  • An enemy who is at 0 hit points is healed and regains consciousness by one of it's an allies
  • The 10th round of combat ends.

When the trigger takes place, your plan springs into action. On the next round of initiative, all creatures of your choice that can see or hear you cannot move, take any actions or reactions, and are considered surprised. Once the surprise round is over, combat proceeds as normal. You can choose a trigger at the beginning of each combat, but once you use the feature, you cannot use it again until you complete a long rest.

Tactician's Art

At the core of the Tactician lies its methods in battle. Through your study, you have honed your own abilities in a specific manner to allow you the best edge in combat.

Warlord

Warlords are accomplished and competent battle leaders. Warlords stand on the front line issuing commands and bolstering their allies while leading the battle with weapon in hand. Warlords know how to rally a team to win a fight.

Bonus Proficiencies

At 3rd level, you gain proficiency with medium armor, and martial weapons.

Warrior’s Toughness

Also at 3rd level, your hitpoint maximum increases by 3, and it increases by 1 every time you gain a level of the Tactician class.

Extra Attack

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

Ability Score Improvement

At 10th 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.

Battle Master

At 14th level, you have mastered the art of weaving maneuvers and weapon use into a single harmonious act. When you use your action to use a maneuver, you can make one weapon attack as a bonus action.

Virtuoso

A virtuoso has many skills, and has risen to leadership due to always having a trick up their sleeve. You can rely on the viruoso to have a backup plan, and a backup plan to their backup plan. If an obstacle lies in their way, they often know just the trick to remove it.

Bonus Proficiencies

At 3rd level, you gain proficiency with two skills of your choice.

Expertise

Also at 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.

Off-guard

At 6th level, you learn to exploit your enemies reaction times and catch them unprepared, even when on even terms. When rolling initiative, you can expend one maneuver die and lower a single creature's initiative roll equal to the value rolled. In addition, the first attack roll against this creature made before it's turn has advantage. You cannot use this feature if you are surprised. Once you use this feature, you cannot use it again until you complete a long rest.

Supportive Expertise

At 10th level, you can use your reaction to double an ally within 60 feet's proficiency bonus on a skill check they make, as long as they can see or hear you and it is a skill you are both proficient at. You cannot use this feature on a skill check that already benefits from a doubled proficiency bonus. Once you use this feature, you cannot do it again until you complete a short or long rest.

Uncanny Evasion

At 14th level, when an attacker that you can see that does not have advantage hits you with an attack, you can use your reaction to halve the attack's damage against you. In addition, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.

Maneuvers

Conveyance

These are orders that utilize the tactician's action or bonus action instead of maneuver dice. If you use your action to perform a maneuver, you cannot use a Conveyance as a bonus action on the same turn. Otherwise, you can use a Conveyance as either an action or bonus action.

Assistance

You can give an ally that can see or hear you a bonus of +1 to their attack rolls, damage rolls, and spell save DC until the beginning of your next turn. This bonus increases to +2 at 5th level, +3 at 11th level and +4 at 17th level.

Guiding Advice

Choose a creature that can see or hear you. Once in the next minute, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The maneuver then ends.

1st level maneuvers

Commander’s maneuver

Offensive

As an Action, you can direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack. Roll your maneuver die and add it to the attack’s damage roll.

Bolster

Defensive

When a creature that you can see within 60 feet of you is the target of an attack, you can use your reaction to expend a maneuver die and grant the target temporary hit points equal to the maneuver die roll. These temporary hit points are applied before the effects of the attack, and lost after the attack is resolved.

Inspiring Speech

Defensive

You spend 10 minutes discussing avoiding death and minimizing wounds that inspires your allies for 8 hours. Expend a maneuver die, up to 100 creatures of your choice that can see or hear you gain a bonus to death saving throws and constitution saving throws equal to half your maneuver die value, rounded up.

This maneuver immediately ends if you use a different Speech, or if you use it again before its duration ends.

Rallied Word

Support

As a bonus action you can expend one maneuver die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature regains hit points equal to the maneuver die roll. After 10 minutes, these hit points are lost.

Tactical Retreat

Support

As a bonus action, you can expend one maneuver die to allow your ally to escape from melee combat. Choose a creature that can see or hear you within 30ft. They can immediately use their reaction to move up to their speed. Roll your maneuver die and add the number rolled to their AC until they stop moving.

Resupply

Support

Your knowledge of supply lines and ration procurement allows you to purchase rations at a discount. As an action, expend one maneuver die. You can buy two rations for the price of one, up to a maximum amount of purchases equal to your maneuver die value. Once you use this feature, you cannot use it again until you finish a long rest.

Slippery Concoction

Suppressive

As an action, you can expend one maneuver die and choose a creature within 30ft. The creature must make a Dexterity saving throw or take bludgeoning damage equal to your maneuver die and fall prone. If they pass the save, they take half damage and do not fall prone.

Tearaway

Suppressive

As an action, choose a creature within 5ft that is Large or smaller. You can expend one maneuver die to attempt to disarm it. The creature must make a Strength saving throw or become disarmed, their weapon flying away a number of feet equal to the maneuver die spent, in a random direction.

2nd level maneuvers

Precision Attack

Offensive

As an action, choose an ally that can see or hear you. When that ally makes a weapon attack roll against a creature within the next minute, you can expend one maneuver die to add its value to the attack roll. You can use this maneuver before or after the attack roll is made, but before any effects of the attack are applied.

Powerful Blow

Offensive

As a bonus action, choose yourself or a creature within 30 feet that can see or hear you and expend a maneuver die. The next attack that you or the creature makes within the next minute will deal additional damage equal to the value of your maneuver die rolled twice.

Protected Casting

Defensive

If an enemy you can see or hear uses the spell Counterspell or Dispel magic, you can use your reaction and expend a maneuver die to attempt to stop them. The caster must make a saving throw using their spellcasting ability, against your maneuver save DC. If they fail, they take psyhic damage equal to your maneuver die value.

Barricading Speech

Defensive

You spend 10 minutes discussing defensive techniques that inspires your allies for 8 hours. Expend a maneuver die, up to 100 creatures of your choice that can see or hear you gain +1 AC for the duration. In addition, they gain an amount of temporary hit points equal to half the value of the maneuver die, rounded up.

This maneuver immediately ends if you use a different Speech, or if you use it again before its duration ends.

Field Triage

Support

As an action, you can expend a maneuver die and choose a creature within 5 feet of you that has 0 hit points. The creature regains a number of hit points equal to your maneuver die and can use it's reaction to stand up from prone. After 10 minutes, these hit points are lost.

Supportive Magic

Support

As an action you can expend one maneuver die to assist an ally with casting a spell. Choose a creature that can see or hear you and expend a maneuver die. The next spell the creature uses causes its target to have disadvantage on its saving throw. If the spell effects multiple targets, you can grant disadvantage to a number of targets equal to the number of maneuver die being used. Once a target benefits from this maneuver, they cannot benefit from it again until they finish a short or long rest.

Pocketsand

Suppressive

As an action, choose a creature within 10ft who has eyes. You can expend one maneuver die to throw a blinding sand into its eyes. The creature must make a Constitution saving throw or become blinded for 1 minute. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the maneuver ends.

Field Interrogation

Suppressive

Spend one minute, expend one maneuver die, and choose a restrained humanoid with an intelligence of 6 or higher. For the next 10 minutes, the target is under the effects of the Zone of Truth spell. If your maneuver die rolls at least half of its maximum value or higher, the target has disadvantage on its save against this effect.

3rd level maneuvers

Rending Strike

Offensive

As an action, choose yourself, or an ally that can see or hear you. When you or that ally make a weapon attack roll against a creature within the next minute, you can expend a maneuver die to attempt to perform a rending strike. If the attack hits, roll your maneuver die and add it to the attack’s damage roll. For the next minute, at the beginning of each of the creature’s turns, it must make a Constitution saving throw or take damage equal to your maneuver die. After 1 minute the creature stops taking damage and the maneuver ends.

Tactical Protection

Defensive

As a bonus action, choose a creature that can see or hear you and expend a maneuver die. If that creature is targeted with a weapon attack, you can impose disadvantage on the attack roll. If the attack still hits, the creature making the attack takes bludgeoning damage equal to your maneuver die value. The maneuver ends after imposing disadvantage on an attack.

Stirring Speech

Support

You spend 10 minutes discussing the importance of mobility and speed in war that inspires your allies for 8 hours. Expend a maneuver die, up to 100 creatures of your choice that can see or hear you gain the ability to use Dash as a bonus action and gain a bonus to their movement speed equal to the value of your maneuver die rounded down to the nearest 5 or 10 for the duration. For example, a roll of 14 would get rounded down to 10, and a roll of 16 would get rounded down to 15.

This maneuver immediately ends if you use a different Speech, or if you use it again before its duration ends.

Order Forged from Chaos

Support

As an action, you allow all creatures of your choice within 30 feet of you, including yourself, to immediately move up to their speed into a new location. Roll your maneuver die and add the number rolled to their AC until they stop moving.

Restraining Maneuver

Suppressive, Requires manacles

As an action, choose a creature within 20ft, and expend a maneuver die. The target must succeed on a Strength saving throw or take damage equal to your maneuver die and be restrained by the manacles for 1 minute . A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the target takes half damage and the manacles shatter.

While restrained by this maneuver, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the manacles or one that can touch the creature can use its action to make an unskilled Strength check against your maneuver save DC. On a success, the target is freed.

Poison Dart

Suppressive

Make a maneuver attack against a target within 30 feet and expend a maneuver die. If the attack hits, deal poison damage equal to the maneuver die value to the target and it is poisoned for 1 minute. At the end of each of its turns the target can make a constitution saving throw against the maneuver. On a success, the maneuver ends.

Commanding Officer

After spending one minute speaking with a non-hostile guard or soldier, you can attempt to trick them into accepting an order from you as if you were a high ranking official. Expend a maneuver die. The target must succeed on a wisdom saving throw or suffer the effects of the Suggestion spell. If they fail the save, they will not realized they were tricked.

4th level maneuvers

Lion's Roar

Offensive

When you defeat an enemy, you call out to your allies to press the attack. They respond by putting tremendous pressure on the enemy as their attacks strike with greater force. As a reaction, you can expend a maneuver die after you or an ally have reduced an opponent to 0 hit points. You and allies within 30ft gain advantage on attack rolls until the beginning of your next turn.

Countering Shout

Defensive

As an action, you can prepare to interrupt a spell. When a creature within 30ft attempts to use a spell, you can expend a maneuver die to attempt to interrupt the spell casting with a well-timed shout. If the creature is casting a spell of 6th level or lower, its spell fails and has no effect.

If it is using a spell of 7th level or higher, make an Intelligence ability check. The DC equals 10+ the spell’s level. On a success, the creature’s spell fails and has no effect.

Exploit

Support

As an action you can expend one maneuver die to distract the creature, giving your allies an opening. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

In addition, roll your maneuver die and add it to all weapon attack damage rolls against this creature until the beginning of your next turn.

Infiltrating Speech

Support

You spend 10 minutes discussing covert and infiltration techniques that inspires your allies for 8 hours. Expend a maneuver die, up to 100 creatures of your choice that can see or hear you gain a bonus to Stealth and Slight of Hand skill checks equal to half your maneuver die value, rounded up. In addition, any creatures effected by this maneuver have darkvision out to a range of 30 feet, or increase their darkvision range by 30 feet if they already have it, and can attempt to take the hide action in dim light.

This maneuver immediately ends if you use a different Speech, or if you use it again before its duration ends.

Outnumbered

Suppressive

As an action, you can expend one maneuver die to attempt to fool your opponents into falsely believing you have more allies ready to join the battle. Each creature of your choice within 60ft that can see or hear you must succeed a Wisdom saving throw or become frightened for 1 minute. If one the targets take any damage, or ends it turn behind full cover, breaking line of sight with you, the effect on them ends.

5th level maneuvers

Misdirection

Offensive

As an action, you can use the chaos of battle to give maneuvers to the enemy. Choose a creature within 30ft of you that can see or hear you and expend a maneuver die. That creature must succeed on an Intelligence saving throw with disadvantage or assume you are commanding them in battle. On their next turn, you can control the units movement, action, bonus action, and decide if it can use a reaction or not. For the next minute, it can attempt to succeed on an Intelligence saving throw at the beginning of each of its turns or the effect continues. If a creature passes a save, or sees another creature pass their save against this effect, they are immune for the next 24 hours.

Surge of Action

Offensive

As an action, you can rally an ally to heroically charge forth in a perfectly executed attack. Choose a creature within 30ft that can see or hear you and expend a maneuver die. That creature can immediately use its reaction to add another round to the initiative tracker, immediately following your turn. This is in addition to their already existing turn in initiative for the round. Once the extra turn has been taken, remove it from the initiative tracker. Once a target benefits from this maneuver, they cannot benefit from it again until they finish a short or long rest.

Tactical Foresight

support

You touch a willing creature and spend one minute to plan out detailed strategies, using your knowledge and expertise to deduce the results of your actions. Spend a maneuver die, for the next 8 hours you and the target gain temporary hit points equal to the value of the maneuver die, can't be surprised and have advantage on attack rolls, ability checks, and saving throws.

This maneuver immediately ends if you use it again before its duration ends.

The Final Speech

You spend 10 amount of minutes giving a rousing speech that inspires your allies for the next 8 hours. Expend a maneuver die, up to 100 creatures of your choice that can see or hear you increase their maximum and current hit points equal to the value of the maneuver die, are immune to Fear and Charm effects and have advantage on saving throws against being restrained or knocked prone.

This maneuver immediately ends if you use a different Speech, or if you use it again before its duration ends.

 

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