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##### The Tactician | Level | Proficiency Bonus | Tactics |Gambits Known| Features |:---:|:---:|:---:|:---:|:-----| | 1st | +2 |2|0 |Tactician Discipline, Call to Glory (3d4)| | 2nd | +2 |2|0 |Terrain Tactics | 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 |Call to Glory (4d6) | 8th | +3 |3|2 |-- | 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 (5d8) | 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 (6d10)
# 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 to their will in the middle of combat. After years of intensive study, tacticians understand the strengths and weaknesses of others and are able to direct events to the greatest advantage for their allies. Beyond this understanding, 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 even manipulate the intentions of others, 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. While some tacticians may be content to debate theory and potentiality from the confines of colleges or courts, it is not uncommon for a tactician at liberty to answer the call to adventure. A tactician without a battle is often left feeling adrift and 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, with the study of tactics completing your young noble's education, or your battle hardened veteran gained their knowledge of combat first hand over many years. One thing is for certain, though, it is unlikely you became a tactician by chance, or in isolation. Work with your DM to determine what external forces aided you on your journey to becoming a tactician. What mentors, schools, or other education turned your studies towards 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, as your next best score to improve your durability, rather than Strength or Dexterity.* Second, choose the Noble background. \columnbreak ## Class Features As a tactician, you gain the following class features ___ - **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:** Shields - **Weapons:** All simple and 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 granted by your background: - *(a)* a short sword or *(b)* two daggers - *(a)* a light crossbow with 20 bolts or *(b)* a short bow and quiver of 20 arrows - *(a)* a scholar's pack or *(b)* an explorer's pack ### 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. ### Call to Glory At 1st level, you are able to inspire your allies to acts of greatness while they are in your tactical terrain. As a bonus action, Reaction, or as part of the attack action, you can use a Call to Glory to affect allies within your current tactical terrain. Call to Glory can be used in two ways: - Select one creature and roll up to three Call to Glory dice. The creature you choose gains a number of hit points equal to the total rolled + your Intelligence modifier. If the creature would gain hit points in excess of its maximum, it keeps the difference as temporary hit points until it takes a short or long rest. - Give a friendly creature up to three Call to Glory dice to use before your next turn. When the creature succeeds on an attack roll, they may add the Call to Glory dice to the attack’s damage. Call to Glory dice are not doubled on critical successes. The pool begins as 3d4 dice and improves when you reach certain levels in the class. The pool becomes 4d6 at 7th level, 5d8 at 13th level, and 6d10 at 20th level. Your regain expended uses of Call to Glory when you complete a long rest.
Part 2 | Class Features
\pagebreakNum ### Terrain Tactics your calculating mind allows you to direct to your allies' tactics across the battlefield, tilting encounters in your favor. Starting at 2nd level, you gain the ability to apply specific tactics to portions of the battlefield. As a bonus action, or as part of the attack action, you can indicate specific areas that you have seen in the past minute, called tactical terrains, and apply one tactic of your choice to each. The size, shape, and number of tactical terrains you can maintain at one time are determined by your discipline and they remain in effect until you end them as a free action, your intelligence drops below 10, or you are unable to take actions. When you gain this ability, you can utilize two tactics with your tactical terrains. You gain one additional tactical option at 7th, 12th and 15th level. Each time you complete a long rest, you can swap one of your known tactics for one you do not know, if you meet its prerequisites. You can utilize terrain tactics a number of times equal to your Intelligence modifier + half your level (rounded down), minimum of 1. You regain all uses of your Terrain Tactics after finishing a short or 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 provide insight 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 immediately 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. \columnbreak ## Tactician Disciplines The study of combat is common, but tacticians delve into the esoterica of battle and adopt specific philosophies on the subject, called disciplines. The three most prevalent disciplines are the Warlord, Prodigy, and Strategist. Tacticians who share the same discipline may see each other as instant friends, professional colleagues, or arch rivals. ### 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 rally their allies to actions. Those who adhere to this discipline fight with ferocity and use tactical terrains that are precise battle lines. #### Bonus Proficiency When you choose this Discipline at 1st level, you gain proficiency with light 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 Starting at 2nd level, your Warlord can maintain up to two distinct tactical terrains with dimensions of five feet by fifteen feet, horizontally, vertically, or diagonally. #### Extra Attack Beginning 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 studying the mundane elements of combat, alone, 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.
Part 2 | Class Features
\pagebreakNum #### Prodigy Spellcasting At 1st level, as a scholar of knowledge both martial and arcane, you have unlocked the ability to cast certain spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the Magic spell lists. ***Cantrips.*** At 1st level, you have discovered and mastered three cantrips of your choice from the Wizard spell list. The chosen cantrips are considered Prodigy spells for you. ***Spellcasting Ability.*** Since you learned your spells through extensive 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 and Spell attack modifier for your spells.
**Spell Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Intelligence modifier
Part 2 | Class Features
#### Prodigy Terrain At 2st level, you can maintain a tactical terrain with a width and length of fifteen feet. #### Arcane Scholar Starting at 5th level, you have unlocked the secrets of magic's manifold disciplines. You can choose two 1st level spells from any class spell list. The chosen spells count as Prodigy spells for you. This feature grants two additional spells at 7th, 11th, and 18th level. Spells must be of a level for which you can cast, as shown in the Prodigy Spell Slots Table. ***Spell Slots.*** The Prodigy Spellcasting table shows how many spell slots you have to cast your spells of level 1 or higher. To cast one of these spells, you must expend a spell 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. Additionally, when you gain a level in this class, you can choose to replace one spell you know with a different spell you've discovered, which must also be of a level for which you have spell slots. ***Ritual Casting.*** You are able to cast any spell you know as a ritual if that spell has the ritual tag. #### 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 1st level or higher, you regain a Call to Glory die. You cannot acquire more than your maximum Call to Glory dice in this manner.
\columnbreak #### Prodigy Spell Slots per day Tactician level | |1st |2nd |3rd |4th | --- | --- | ---| --- | ---| --- | --- 5th | | 2 |-- |-- |-- | 6th | | 2 |-- |-- |-- | 7th | | 2 |2 |-- |-- | 8th | | 2 |2 |-- |-- | 9th | | 2 |2 |-- |-- | 10th | | 2 |2 |-- |-- | 11th | | 3 |2 |1 |-- | 12th | | 3 |2 |1 |-- | 13th | | 3 |2 |1 |-- | 14th | | 3 |2 |1 |-- | 15th | | 3 |2 |1 |-- | 16th | | 4 |3 |2 |-- | 17th | | 4 |3 |2 |-- | 18th | | 4 |3 |2 |1 | 19th | | 4 |3 |3 |1 | 20th | | 4 |3 |3 |2 | ### The Strategist Not every tactician comprehends the lessons of history, nor has the mental acuity to out think any enemy. This, however, is what defines the Strategist discipline. They have coalesced contemporary combat philosophy and ancient, obscure texts of war into unique and personal strategems for deploying allies and overcoming obstacles. Those who follow the Strategist Discipline out think their enemies and dominate the field of battle. #### 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 use your bonus action to perform an intelligence check against a DC 15 to determine a creature's armor class, damage vulnerabilities, damage resistances, or immunities. A critical success on this ability check also grants you advantage on attacks against the creature until the beginning of your next turn. Once you use this feature, you can't use it again until you've completed a short or long rest. #### Strategist Terrain at 2nd level, you can maintain up to 4 tactical terrains with a width and length of 10 feet. #### Double Bind By 5th level, When a creature makes an attack roll against you, you can use your reaction to anticipate their movements. If the attack succeeds, its damage is halved. If the attack misses, you can immediately spend one Call to Glory die to make a weapon attack against the creature, with advantage. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. \pagebreakNum #### Predictive Probability When you reach 11th level, you are able to push your focus to the limits, manipulating all the possibilities of the battlefield at once. You can take a number of additional reactions each round equal to your Intelligence modifier (minimum of 1) #### 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.
## Tactics and Gambits ### Tactics #### Ambush Maneuvers *Prerequisite: level 5* 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 can use their reaction to move up to half speed towards the hostile creature. A friendly creature that ends this movement adjacent to triggering creature regains its reaction. #### Clear the Area *Prerequisite: none* You send out the call to push the enemy back. When an ally succeeds on a weapon attack against a creature within this tactical terrain, the ally can move that creature 5 feet away, in addition to the attack's other effects. #### Get Down *Prerequisite: level 10* 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 3* You signal for your teammates to form up, and defend each other's flanks. Allies in your tactical focus gain a +1 bonus to AC and advantage on Strength saving throws while they are adjacent to an ally. #### Volly Ranks *Prerequisite: none* 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 their movement in an ally's space. The ally occupying the space can immediately move up to 15 feet away. This movement does not provoke an attack of opprotunity. #### Hammer and Anvil *Prerequisite: level 15* You divide your strength to crush the enemy against a wall of flesh and steel. While an enemy creature is in this tactical terrain, each successful weapon attacks against the creature reduces the movement speed on their next turn by 10 feet. Additionally, friendly creatures entering this terrain gain advantage on attacks against enemies who have had their speed reduced to zero. #### 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’. #### 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 saving throw DC calculated as follows:
**Gambit Save DC** =
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 full 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. You can use this gambit once per long rest, or as a bonus action, spend one Call to Glory die to recharge it. #### The Orcish Defense *Prerequisite: 5th level* You direct your allies' attacks towards a single target, each blow building on the last to pummel 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 succeeds with a weapon attack. The target creature suffers disadvantage on this saving throw if it has been hit by three or more attacks before the start of your next turn. 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.
Part 3 | Tactics and Gambits
\pagebreakNum #### 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. #### 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. 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 until the beginning of your next turn. If you are not first in the initiative order, you will have disadvantage on attacks 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. #### Arch-mage Gildalyn's Counter-Offensive *Prerequisite: Discipline of the Prodigy, 9th level* When a hostile creature attacks an ally, you can use your reaction to have your ally deliver a spell as if you were casting from their space. The spell must be 2nd level or lower, have a casting time of 1 action or 1 reaction, and can only target 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 advantageous 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. This gambit can also be used as a Reaction. 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 show your allies where to strike off balance enemies, 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 saving throw each time they take damage from 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 to avenge you. If you are rendered unconscious while using this gambit, your allies gain advantage on weapon attacks and saving throws until you fail your final death saving throw, stabilize, 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. #### Two Knights Pincer *Prerequisite: n/a* You signal an ally to charge into an enemy with you, trapping your foes. 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. You can use this gambit once per long rest, or as a bonus action, spend one Call to Glory die to recharge it. #### Ephilidore's Maneuver *Prerequisite: n/a* You and your allies maneuver around your foes to leave them confused and unable to escape. 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 movement 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, 13th 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 gain advantage on melee weapon attack rolls for the remainder of the round, but also enemies will have advantage on melee 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 clash weapons with a chosen foe, luring it into a duel as your allies close in for the kill. If you hit a creature with a weapon attack, you can use this gambit to force the target creature to make a Wisdom saving throw. On a failed save, your allies are invisible to it until the start 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 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 ##### Ability Score Minimum: Strength 13 and Intelligence 13
##### Proficiencies Gained: Shields, Simple Weapons, Martial Weapons
##### Arcane Synergy If you have have the Prodigy spellcasting subclass feature and the Spellcasting class feature from the Wizard class or Fighter's Eldritch Knight subclass, you can use the spell slots gained from Prodigy spellcasting to cast spells you know and have prepared from classes with arcane spellcasting class feature and you can use spell slots you've gained from the arcane spellcasting class feature to cast Prodigy spells you know.
> **Credits:**
***Cover Image Artist:***
*Borderland Explorer by Lucas Graciano for Magic the Gathering*
***Image Artist:***
*Caio Santos, Character Commission
for Ghosthack*
**Class Based on Mechanics Created by:**
*Mike Mearls, Fighter Subclass: the Warlord*
Part 4 | Class Character Options