The Tactician

Leaning over a map of the mountain pass, a general pinpoints exactly where her troops should ambush the enemy. She knows what she’s doing, and her soldiers know it. Fighting a band of ogres, an adventurer carefully considers how he can best use a nearby cliff to his advantage. A woman in light armor commands her allies to split up and comer an enemy spy. There isn’t any chance for the spy to run.

Many fighters value and use tactics to their advantage, but none so like the tactician. They don’t swing a halberd like a champion could or knock away a blade quite like a battle-master, but a strategic fighter is an essential asset to any military force.

Art of War

A tactician can’t rely only on the strength of their blade. Many strategists are learned in skills that help them to travel the land and sea, and understand their enemies.

Starting when you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: History, Insight, Perception, Persuasion, or Survival You may forgo one of these skill proficiencies for proficiency with Navigator’s Tools, if you so choose.

Combat Superiority

When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice. Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

Using Superiority Dice. You can expend superiority dice to gain a number of different benefits:

  • You have an eye for the weaknesses of your enemies. When an ally that can see or hear you makes an attack, you can expend a superiority die to add it to to the attack roll You can use this ability before or after the ally makes their attack roll, but before any effects of the attack are applied.
  • You can quickly point out the weakest points of a target to your allies. When an ally that can see or hear you damages a target with a weapon attack, you can expend a superiority die to add it to the damage roll You can use this ability after the damage is rolled.
  • Your experience with tactical footwork can help you and your allies avoid hits. When you or an ally that can see or hear you is targeted by an attack, you can expend a superiority die as a reaction to add it to the you or your ally’s AC until the end of your next turn.
  • Your familiarity with tactical retreats can give you the upper hand if a battle turns for the worse. When you or an ally that can see or hear you takes the Disengage action, you can expend a superiority die to allow you or your ally to Dash as a bonus action.
  • Your careful planning and alertness can help you or your allies jump into action at the right moment. When you or an ally that can see or hear you rolls initiative, you can expend a superiority die to add it to your initiative.

Know Your Enemy

Starting at 7th leve~ if you spend at least 1 minute observing or interacting with another creature outside of combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Armor Class
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage hnmunities
  • One ability (Such as Amphibious or Keen Sight)

Improved Second Wind

At 10th level, when you use your Second Wind, 2 of your allies that can see or hear you also get the benefits of your Second Wind At 18th level, 3 of your allies that can see or hear you also get the benefits of your Second Wind.

Improved Action Surge

Starting at 15th level, when you use your Action Surge, you can grant 1 ally that can see or hear you an Action Surge of their own, on their next tum.