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##### The Tactician | Level | Proficiency Bonus | Tactics |Gambits Known| Features |:---:|:---:|:---:|:---:|:-----| | 1st | +2 |2|0 |Tactician Discipline, Terrain Tactics | | 2nd | +2 |2|0 |Call to Glory (4d4) | 3rd | +2 |2|2 |Discovered Gambits | 4th | +2 |2|2 |Ability Score Improvement, | 5th | +3 |2|2 |Discipline Feature | 6th | +3 |2|2 |Ability Score Improvement, | 7th | +3 |3|2 |-- | 8th | +3 |3|2 |Call to Glory (5d6) | 9th | +4 |3|2 |Canny Formations | 10th | +4 |3|2 |Ability Score Improvement | 11th | +4 |3|3 |Discipline Feature | 12th | +4 |4|3 |-- | 13th | +5 |4|3 |Call to Glory (6d8) | 14th | +5 |4|3 |Ability Score Improvement | 15th | +5 |5|3 |-- | 16th | +5 |5|4 |Ability Score Improvement | 17th | +6 |5|4 |Elusive | 18th | +6 |5|4 |Discipline Feature | 19th | +6 |5|4 |Ability Score Improvement | 20th | +6 |5|4 | Call to Glory (7d10)
# The Tactician A tiefling closes his eyes to shut out the distractions of the battlefield. Calculating the path his enemies will take through the copper woods, two fingers slash in front of him. The signal for his ambush. As his friends come roaring from the underbrush, the enemy soldiers have no chance to escape. With a twinkle in their eye, a wizened gnome whispers a subtle incantation as they draw complicated symbols into the air. The spell releases, illuminating the dragon's throat, and the party's barbarian howls with rage, striking at the fatal flaw of the Dragon’s hide. Laughing wildly, a battle-scarred human calls her allies to her side. Inspired by her daring, the ragtag party shakes off their injuries and rallies. Through the clanging of steel, a cheer rises, for the tide has turned and they will be victorious. Masterminds of combat strategy, tacticians use their understanding of warfare, and the talents of their stalwart allies, to overcome any enemy. Analyzing the battlefield, her allies’ strengths, and the enemies’ weaknesses, the Tactician crafts devious stratagems and cunning gambits to shape any conflict towards her favor… all in the blink of an eye.
Part 1 | Classes
\pagebreakNum ### Scholars of Battle The art and erudition of War is complex and demanding. Understood by few, fewer still can bend the forces at play on the battlefield to their will. After years of intensive study, the tactician understands the strengths and weaknesses of others and are able to direct their teammates to the greatest advantage. Beyond this basic understanding of the flow of combat, each tactician seeks to specializes their approach to warfare. While some choose to fight along side their allies in close quarters, others seek to include magic in their arsenal or manipulate every eventuality, bending their mental prowess to incomprehensible calculations of probability. ### The Call to Arms It takes an extraordinary person to become a tactician. They are more than simply aids and advisors to generals or kings; they are a necessary component to any successful army. Still, the life of a soldier, even as a prestegious and needed officer, can be overbearing. The same surety that allows tacticians to perform miraculous feats on the battlefield, can make it difficult for them to take orders from others. While many chaff at the rules and ranks of military life, a tactician without a battle is often left adrift. Some may be content to debate theory and potentiality from the confines of colleges or courts, but it is not uncommon for a tactician at liberty to answer the call to adventure. There is no better place to test the tactical mind and prove one's mettle than in the wilds, facing the untold dangers found in the darkest corners of the world. ### Creating a Tactician As you begin to make your tactician character, consider what sort of tactician you are, what discipline have you pursued, and what motivated that choice. Were you a bookish child, who took to studying easily, or did an older relative's stories of heroism provide the sparks of enthusiasm? Perhaps you are more well rounded, receiving a young noble's education or a battle hardened veteran who gained their knowledge of combat first hand. One thing is for certain, though, it is unlikely you became a tactician by chance, or on your own. Work with your DM to determine what external forces aided you on your journey to becoming a tactician. What mentors, schools, or other education focused your studies on the manipulation of battlefields. Consider what relationships you've maintained, and what demands may have been placed on you, for the knowledge you've gained. #### Quick Build You can make a Tactician quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Strength, depending on whether you want to focus on finesse or brute force during combat. *If you plan to be a Prodigy, consider taking Constitution, rather than Strength or Dexterity, as your next best score to improve your durability.* Second, choose the Noble background. \columnbreak ## Class Features As a tactician, you gain the following class features #### 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 armor, shields **Weapons:** Simple Weapons, martial weapons **Tools:** None **Saving Throws:** Intelligence, Constitution **Skills:** Choose three from Acrobatics, Athletics, Arcana, Deception, History, Investigation, Medicine, Persuasion, and Sleight of Hand. #### Equipment You start with the following equipment, in addition to the equipment provided by your background: * *(a)* a rapier or *(b)* short sword * *(a)* a light crossbow with 20 bolts or *(b)* a shortbow and quiver of 20 arrows * *(a)* a scholar's pack or *(b)* an explorer's pack * Leather Armor and two daggers ### Disciplines By 1st level, you have chosen the guiding principles of your tactical genius. This choice takes the form of a Tactical Discipline: the Warlord, the Prodigy, or the Strategist, each of which is detailed at the end of the class description. This choice grants you features at 1st, 5th, 11th, and 18th level. ### Terrain Tactics At 1st level, your calculating mind allows you to study an area of a battlefield and provide direction to your allies, tilting a battle in your favor. As a bonus action, or as part of the attack action, you can focus on an area of the battlefield. The size and shape of this tactical terrain is determined by your discipline, and remains until you use this ability again or you are unable to take actions. Any contiguous tactical terrain will always have one tactic of your choice applied to it. You gain two tactical options at 1st level, and can utilize them in any permutation. You gain an additional tactic at 7th, 12th and 15th level. Each time you complete a long rest, you can swap one of your tactics for a different one. ### Call to Glory Starting at 2nd level, you are able to inspire your allies to acts of greatness while they are in your tactical terrain. As a bonus action or as part of an attack action, you use a Call to Glory to affect allies within your current tactical terrain.
Part 2 | Class Features
\pagebreakNum The pool begins as 4d4 dice and improves when you reach certain levels in the class. The pool becomes 5d6 at 8th level, 6d8 at 13th level, and 7d10 at 20th level. A creature that gains your Call to Glory can use it in two ways. It can immediately regain hit points upon receiving it. Roll as many Call to Glory dice from your pool as you wish and the creature regains that many hit points. If the creature would gain hit points that place it above its maximum, it gains the difference as temporary hit points. Alternatively, you can Call on your ally to strike true. You can give a creature up to three Call to Glory dice to use before your next turn. When your ally hits with an attack, add the Call to Glory dice roll to the attack’s damage. Call to Glory dice are not doubled on critical successes. Your regain expended uses of Call to Glory when you complete a long rest. ### Discovered Gambits In the dedicated study of your Discipline, you have discovered a series of Gambits, moves and schemes developed by long forgotten masters of the arts of war. At 3rd level, you gain two Gambits of your choice. Your gambit options are detailed at the end of the class description. When you gain certain tactician levels, you gain additional gambits of your choice, as shown in the Gambits Known column of the Tactician table. Additionally, when you gain a level in this class, you can choose one of the gambits you know and replace it with another gambit that you could learn at that level. ### Ability Score Improvement When you reach 4th level, and again at 6th, 10th, 14th, 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. ### Canny Formations At 9th level, you can provide leadership that allows your allies to move in perfect harmony. In place of moving, you can instead allow up to three allies who can see or hear you to move up to half their speed. The chosen allies must be capable of taking actions in order to move in this manner. ### Elusive At 17th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated. ## Tactician Disciplines Delving into their studies with a passion that mystifies their peers, in time all tacticians come to focus on the esoterica of battle. For some, this drives a need to join the fray, to lead from the front. In others, the need to learn and understand bleeds into knowledge of the occult and arcane. Among a select few, though, the study of manipulating strategy and tactics becomes all encompassing. Tacticians who share the same discipline may see each other as instant friends, professional colleagues, or arch rivals.
Part 2 | Class Features
### The Warlord The Warlord focuses on the development of martial skill and battle strategies. Not satisfied to direct the battle from the back, they take the fight to their enemies, even as they direct their allies actions. Those who follow this discipline fight with ferocity, and focus their tactical terrains on smaller ranges. #### Bonus Proficiency When you choose this Discipline at 1st level, you gain proficiency with medium armor. #### Exploit Weaknesses Starting at 1st level, when you make a weapon or unarmed attack, add your Intelligence modifier to the damage it deals on a successful hit. #### Warlord Terrain Also at 1st level, your Warlord can maintain up to two distinct tactical terrains with a width of five feet and a length of fifteen feet. Terrains can also be placed side-by-side or end-to-end, functioning as a single, larger terrain. #### Extra Attack Begining at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to three attacks when you reach level 15. #### Always Prepared Beginning at 11th level, If you take damage from a source you can see, other than fall damage, you can use your reaction halve the damage against you. #### Fount of Brutality By level 18, you have honed your talent for inspiring your allies through your own feats of martial prowess. Whenever you score a critical success on an attack roll or render an opponent unconscious, you gain an additional Call to Glory die. This gain can exceed your usual maximum. Any dice in excess of the maximum provided by your level are lost after a long rest. ### The Prodigy Prodigies, not satisfied with only studying the mundane elements of combat, delve into knowledge of the arcane. Those who follow this discipline include spell casting in their tactical repertoire and can focus on one, large tactical terrain. #### Arcane Scholar Starting at 1st level, you gain three Cantrips of your choice from the wizard spell list. #### Prodigy Terrain Also at 1st level, you can maintain a tactical terrain with a width and length of fifteen feet. \pagebreakNum #### Prodigy Spellcasting Beginning at 5th level, you further augment your tactical skills with the ability to cast leveled spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. ***Spell Slots.*** The Prodigy Spellcasting 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. For example, if you know the 1st level spell shield and have a 1st level and a 2nd level spell slot available, you can cast shield using either slot. ***Spells Known of 1st-Level and Higher.*** You know three 1st level wizard spells of your choice. The Spells Known column of the Prodigy Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the wizard spell list. The new spell 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 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 wizard 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 #### Prodigy Spell List Tactician level | Spells Known |1st |2nd |3rd |4th | --- | --- | ---| --- | ---| --- | --- 5th | 3 | 3 |-- |-- |-- | 6th | 4 | 3 |-- |-- |-- | 7th | 5 | 4 |2 |-- |-- | 8th | 6 | 4 |2 |-- |-- | 9th | 6 | 4 |2 |-- |-- | 10th | 7 | 4 |3 |-- |-- | 11th | 8 | 4 |3 |1 |-- | 12th | 8 | 4 |3 |2 |-- | 13th | 9 | 4 |3 |2 |-- | 14th | 10 | 4 |3 |2 |-- | 15th | 10 | 4 |3 |2 |-- | 16th | 11 | 4 |3 |3 |-- | 17th | 11 | 4 |3 |3 |-- | 18th | 12 | 4 |3 |3 |-- | 19th | 12 | 4 |3 |3 |1 | 20th | 13 | 4 |3 |3 |2 |
Part 2 | Class Features
#### Martial Magic Beginning at 11th level, When you cast a 1st level spell or higher that requires a saving throw, you can choose one enemy creature within your Tactical Terrains to do so at disadvantage. #### Fount of Arcanum By level 18, you have fused your arcane and martial skills into a unified strategy. Whenever you cast a spell of 2nd level or higher, you regain a Call to Glory die. You cannot acquire more than your maximum Call to Glory dice in this manner. ### The Strategist Not every tactician comprehends the lessons of history, nor has the mental acuity to out think any enemy. This defines the Strategist discipline.They have coalesced contemporary battlefield philosophy and ancient, obscure texts of war into a unique and personal strategy for deploying allies and overcoming obstacles. Those who follow the Strategist Discipline out think their enemies and control the battlefield like no other. #### Quick Thinking When you choose this Discipline at 1st level, as long as you wear no armor, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. Additionally, You can perform Intelligence-based skill checks as a bonus action while in combat, and your proficiency bonus is doubled for Intelligence-based skill checks made during your turn. #### Strategist Terrain Also at 1st level, you can maintain up to eight tactical terrains with a width and length of 5 feet. Adjacent terrains count as a single, larger terrain (ex. two ten foot-by-ten foot terrains, One ten-by-fifteen and two five-foot square terrains, or a single five foot-by-forty foot long terrain.) #### Double Bind By 5th level, you have learned how to lure the enemy into a mistake and prompt a future success. When you take the dodge action, you may select one target creature that you can see within 30' of you, or within one of your tactical terrains. If the target creature does not attack you before the start of your next turn, you gain advantage on the first weapon attack against the target creature until the end of your turn. If the target of your Double Bind succeeds on their attack roll against you, your ally nearest the target creature gains advantage against the target until the start of your next turn. #### Predictive Probability When you reach 11th level, you are able to push your focus to the limits, while keeping all the possibilities of the battlefield accounted for. As long as allies are adjacent to your Tactical Terrain, you are able to use Call to Glory dice to aid them. #### Fount of Glory Reaching level 18, you have mastered the ability to influence your allies to greatness. Whenever you have no Call to Glory dice remaining you gain one at the start of your turn. \pagebreakNum # Tactics and Gambits ### Tactics #### Ambush Maneuvers *Prerequisite: level 10* You know the perfect time to signal your allies to strike. When a hostile creature that you can see first enters this tactical terrain, up to three friendly creatures of your choice can use their reaction to move up to their speed towards the hostile creature. A target creature that ends this movement adjacent to triggering creature regains its reaction. #### Clear the Area You send out the call to push the enemy back. If an ally succeeds on a weapon attack against a creature within this tactical terrain, the ally can move that creature 5 feet backwards, in addition to the attack's other effects. #### Get Down *Prerequisite: level 5* You are alert for dangers, and ready to send out a warning. If an allied creature in this tactical terrain is forced to make a Dexterity saving throw, it can use its reaction to instead move up to half its speed in any direction. If this movement takes it out of the range or area of effect that forced the saving throw, your ally is no longer subjected to the effect. #### Form squares *Prerequisite: level 7* You give a sign for your teammates to form up, and defend each other's flanks. Allies in your tactical focus gain a +2 bonus to AC and Dexterity saving throws while they are adjacent to an ally. #### Volly Ranks You orchestrate your allies to rotate out as they fight, so no one gets overwhelmed. While in this terrain, you and your allies can end movement in an ally’s space. The ally previously occupying the space can immediately move up to 10 feet to avoid occupying the same space, but must end their movement within one of your tactical terrains. Additionally, allies in your tactical terrain do not provoke opportunity attacks while they are within 5 feet of an ally. #### Hammer and Anvil You divide your strength to crush the enemy against a wall of flesh and steel. While in this tactical terrain, enemy creatures who suffer a melee weapon attack have their movement reduced to zero. Additionally, when entering the terrain for the first time of their turn, allies gain advantage on melee weapon attacks made to any hostile creature pinned in the terrain. #### Balisage *Prerequisite: level 12* With whispered commands, you guide your allies through the darkness. While in this tactical terrain, allies are considered to have blindsight to a range of 15’. \columnbreak #### Form Lines *Prerequisite: level 3* You give the word for your allies to fire at will. While in this tactical terrain, allies gain 1d6 additional damage for every three of your tactician levels (2d6 at 6th level, 3d6 at 9th level, etc) on ranged attacks, while within 5 feet of an ally. ### Discovered Gambits Unless otherwise stated, all Discovered Gambits require one action to activate. A gambit sometimes requires a saving throw. The DC for such saving throws is 8 + your proficiency bonus + your Intelligence modifier. #### Alaj Sun's Third Deception *Prerequisite: Discipline of the Strategist* With a well placed phrase, you convince your enemies to walk into your trap. A creature of your choice, that can see or hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it cannot be charmed. On a failed save, the creature will attempt to move into your nearest tactical terrain, or else use it's movement within a terrain it already occupies. After moving in this way it can use its action to make another Wisdom save to try and end the effect. As long as the creature remains convinced of your deception, you can use your bonus action each round to move the targeted creature up to 10' towards your nearest Tactical Terrain, or spend it's movement within your tactical terrain. A target is not compelled to move through or into any obviously deadly hazard, such as a fire or a pit, but will provoke opprotunity attacks to reach its destination. #### The Orcish Defense *Prerequisite: 5th level* You direct your allies' attacks towards a single target, each blow building on the last, and battering your enemy senseless. Select a creature in your tactical terrain that you can see. Until the start of your next turn, that creature must make a Constitution saving throw whenever you or an ally hits it with an attack. It suffers disadvantage on the saving throw if it has been hit by three or more attacks in that period. On a failed saving throw, the creature is stunned until the end of your next turn. As part of this gambit, you may take the attack action. You can use this gambit once per long rest, or as a bonus action, spend one Call to Glory die to recharge it. #### The Black Queen's Bargain *Prerequisite: Discipline of the Warlord, 15th level* Sacrificing personal safety for a deadly blow, your weapon attacks score a critical hit on a roll of 18-20, however your Armor Class is reduced by 2. This effect is always on, and your Total number of Call to Glory dice is reduced by one, while utilizing this gambit.
Part 3 | Tactics and Gambits
\pagebreakNum #### Alaj Sun's Opening *Prerequisite: Discipline of the Strategist* At the start of combat, if you are not surprised, you can roll up to three Call to Glory dice and add the total to your initative as a reaction.You may start at one die, and add additional dice as you deem necessary. If the result of your combined initiative roll allows you to act first, you gain 10 temporary hit points and you have advantage on all attacks and saving throws this round. If you are not first in the initiative order, you will have disadvantage on attacks for the first round of combat. #### Arch-mage Gildalyn's Counter-Offensive *Prerequisite: Discipline of the Prodigy, 7th level* When a hostile creature attacks an ally, you can use your reaction to cast a spell at the creature, as if you were in your ally's space. The spell must have a casting time of 1 action or 1 reaction and must target only your ally (as Self), or the attacking creature. You can use this gambit once per long rest, or as a bonus action, spend one Call to Glory die to recharge it. #### Quen Shu's Ploy *Prerequisite: n/a* At your command, your allies redeploy to more advantagous positions. Until the start of your next turn, up to three allies that can see or hear you are able to use their bonus action to disengage. You can use this Gambit once per long rest, or as a bonus action, spend one Call to Glory die to recharge it. #### Master Rylune's Advance *Prerequisite: n/a* You direct your allies to strike just as your enemies are off balance, sending them tumbling to the ground. Until the start of your next turn, hostile creatures in your tactical terrains that you can see must make a Strength saves each time they are hit by an attack. On a failed save, they are knocked prone. As part of this gambit, you may take the attack action. You can use this gambit once per long rest, or as a bonus action, spend one Call to Glory die to recharge it. #### Latvalian's Gambit *Prerequisite: 7th level* As you fall, you call out to your allies for vengence. If you are rendered unconscious, your allies gain advantage on all attacks and saving throws until you fail your death saving throws, are stabilized, or are healed. Once you have used this gambit, you must complete a long rest before using it again. Your total number of Call to Glory dice is reduced by one, while utilizing this gambit. \columnbreak #### Two Knights Pincer *Prerequisite: n/a* You signal to an ally to charge into an enemy with you, dealing body checks that leave your foes entangled and helpless. One ally that can see or hear you can use their reactions to move up to their speed towards a target you designate. Any creature adjacent to you and your chosen ally at the end of this movement must make a Strength saving throw or become restrained until the end of your next turn. If the gambit is successful, your ally regains their reaction. As part of this gambit, you may take the attack action. #### Ephilidore's Maneuver *Prerequisite: n/a* With precise movements, you and your allies dash around your foes to leave them confused and unable to pick out their most dangerous targets. Each enemy in your tactical terrain that you can see must make an Intelligence save. On a failed save, it cannot leave your tactical terrain using its move until the end of your next turn. As part of this gambit, you may take the attack action. You can use this gambit once per long rest, or as a bonus action, spend one Call to Glory die to recharge it. #### The Back Queen's Wheel *Prerequisite: Discipline of the Warlord, 11th level* With a nod to the mad elven warmistress, you throw aside all concern for defense to attack with fierce brutality. When you make your first attack on your turn, you can decide to utilize Latvalia's exchange. Doing so gives you advantage on melee weapon attack rolls for the remainder of the round, but also grants advantage to attack rolls against you until your next turn. You can use this gambit once per long rest, or as a bonus action, spend one call of glory die to recharge it. #### Culorien's Lure *Prerequisite: Discipline of the Warlord, 5th level.* You entangle your weapon with a chosen foe, luring it to duel you as your allies close in for the kill. As part of the attack action you may use this gambit. If you hit a creature with a weapon attack, the Target creature must make a Wisdom saving throw. On a failed save, your allies are invisible to it until the end of your next turn. You can use this gambit once per long rest, or as a bonus action, spend one Call to Glory die to recharge it. #### Torrek's Guard *Prerequisite: Discipline of the Prodigy.* Using Lady Torrek's arcane numerology, you are able to cast Mage Armor on yourself at will. This does not count against your spells known or spells per day. Your total number of Call to Glory dice is reduced by one, while utilizing this gambit.
Part 3 | Tactics and Gambits
\pagebreakNum ## Tactician Background >"_To be a great tactician requires understanding. The knowledge of how a creature thinks and why an opponent acts as it does is necessary to predict what they will do in any given situation. If we know our enemy, and know ourselves, victory is assured._"
***~Alaj Sun***
*Strategist to the Osmanthus Throne*
Of all the adventurers in the worlds of D&D, the tactician is perhaps the most peculiar. On the one hand, a singular feature of the class is that their allies are their greatest assets; their stratagems, abilities and magic all specifically serve to improve their party-member’s chances for success. On the other hand, regardless of the tools and methods one uses, at the heart of every tactician’s motivation lies the same basic truth: victory must be achieved, at any cost. The price that tacticians pay for this knowledge is isolation. It takes years of study, instruction, and experimentation to learn how to harness the talents and predispositions of the myriad hostile creatures in the world and turn that knowledge into a tactical advantage in the chaos of battle. Knowing that such tactical advantage may come at the expense of an ally necessitates a level of detachment from others. This leads to people who are ackward, distant, aloof, or in some other way unused to sharing in the comradere of the groups they hope to inspire towards success. If you're playing a tactician, take advantage of the opportunity to make your character more than just a stereotypical general or commander, pushing pieces around a battle map. Use the advice that follows to add unique details that express how your tactician interacts with the world around them. ### Quirk Endless hours of solitary study and research can have a negative effect on anyone’s social skills. Tacticians, are the quintessential example. An excentricity or two is not necessarily a drawback, and quirks of this sort are usually harmless. Perhaps it is the origin of a nickname, honorific, or childhood endearment. If your character has a quirk, is it a physical tic or a mental one? Is it a feature you are remembered for? Do you fight to overcome it, or do you embrace this minor claim to fame of yours? \columnbreak ##### Quirks | d8 | Quirk | |:-----:|:------------| | 1 | ***Chatty.*** You have a habit of talking to yourself. | | 2 | ***Apathetic.*** You have a flat affect, expressing very little emotion. | | 3 | ***Pedantic.*** It would be wrong not to use a person's full name, all the time. | | 4 | ***Referential.*** You regularly relate current situations to obscure historical events. | | 5 | ***Compulsive.*** You have a stong compulsion to count, wash, or repeat a minor action. | | 6 | ***Finicky.*** *Stale air* bothers you and you fan yourself constantly. | | 7 | ***Pack rat.*** You maintain a collection of feathers, and frequently offer to show it to others. | | 8 | ***Reckoning.*** You keep track of your victories, or defeats, by marking your body in some manner. | ### Tutor It is necessary for would-be tacticians to find (or be found by) a veteran or or scholar of warfare who can teach them the basics of battle tactics. Most tacticians begin their training at a young age, and Tutors have a vital role in shaping their students’ attitudes and beliefs, for good or ill. Consider who this individual was and what the nature of your relationship was? Did your tutor imbue you with a particular outlook or otherwise influence your approach to achieving the goals of your chosen discipline? ##### Tutors | d6 | Tutor | |:---:|:------------| |1 |***Veteran.*** Your tutor served with rank-and-file soldiers and knew much about working as a team. | |2 |***Diplomat.*** Politics and peacekeeping were your tutor’s specialties. You were instructed in the tactics of high society and court life as much as the battlefield.| |3 |***Pedagogue.*** Your tutor was a wise strategist who taught you to think in terms of months and years rather than minutes or days.| |4 |***Mentor.*** You were one of several youngsters who were mentored by a kindly prodigy, until one of your fellow pupils betrayed your group and killed your tutor.| |5 |***Taskmaster.*** Your tutor was a tyrant, forcing you to compete against other students in bloody contests of tactical and martial skill.| |6 |***Aesthete.*** Your tutor was a philosopher, more concerned with the mathematical elegance of a well executed gambit, than the grim realities of combat||
Part 4 | Class Character Options
\pagebreakNum ### Famous Battle Whether renowned or infamous, a tactician is typically known for at least one famous battle they’ve taken part in. while the details may only be known by a few, the story of this battle is known by most people. These feats of tactical cunning, or embarrassing failure, might be spoken about for years by those who viewed them, and some people might even recognize you from accounts of the event. If your character is just starting out, your ultimate defining work is likely in the future. But as you are a tactician, you have probably seen combat and established some sort of reputation. Consider how being on the winning, or losing side of these famous battles might affect your tactician. ##### Famous Battles | d8 | Famous Batle | |:-----:|:------------| | 1 |***“Defense of Fahlor Fields”*** where a group of simple priests held off an invading band of warriors for six days.| | 2 |***“The Heather Prince Affair”*** in which a three clever heroes rescued a kidnapped prince and evaded the wrath of a young red dragon and her lieutenants.| | 3 |***“Escape from Mountain’s Reach”*** two tacticians matched wits during the harrowing escape of a usurped princess through treacherous and snow filled canyon passes.| | 4 |***“The Brigantine called Bloody Revenge”*** Six warships were sunk off the coast by a single privateer.| | 5 |***"The Rebellion of Eolief Grave”*** A peasant rebellion, lead by Eolief Grave, successfully defeated the royal guards and the army, sacking a major town.| | 6 |***”Battle of Blue Cliffs"*** Two armies combined forces to attack a third, and lost to the much smaller force.| | 7 |***"The Two-fold Seige of Elmundson"*** devious tacticians staged a second seige around the invading forces at Elmundson, crushing the enemy between them and the walls.| | 8 |***"The Ambush of Mindartis"*** Tactical genius, Mindartis, and his lieutenants were defeated decisively while traveling through the elven woods| \columnbreak ## Multiclassing ##### Prerequisites:
**Strength 13 and Intelligence 13**
##### Proficiencies:
**Light Armor, Shields, Simple Weapons, Martial Weapons**
##### Arcane Synergy If you have have the Prodigy spellcasting subclass feature and the Wizard Spellcasting class feature, you can use the spell slots gained from Prodigy spellcasting to cast spells you know and have prepared from classes with the Wizard Spellcasting class feature and you can use spell slots you've gained from the Wizard Spellcasting class feature to cast Prodigy spells you know.
> **Credits:**
**Image Artist:**,
*Caio Santos, Character Comission
for Ghosthack*
**Class Based on Mechanics Created by:**
*Mike Mearls, Fighter Subclass: the Warlord*
Part 4 | Class Character Options