The Tactician

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.

Weapon Specialist

Weapon Specialist

“The choice of weapon lies with the challenged party, of course, not that it matters. Make your choice, and die.”
In hindsight, those weren’t the greatest last words.

Most fighters are seasoned soldiers and knights, trained in the use of every kind of weapon there is. So is the specialist, of course – a solid base has never hurt anybody. What sets specialists apart, however, is their complete and unrivaled mastery when it comes to the weapon they have chosen to devote their lives to. What these experts in their field may lack in versatility, they more than make up for with sheer skill when it comes to their chosen weapon.

Favored Weapon

Beginning when you choose this archetype at 3rd level, you select one category of weapons as your favored weapon.

Weapons fall into the following categories:

  • Axes: battleaxe, handaxe, greataxe
  • Blades: dagger, greatsword, longsword, rapier, scimitar, shortsword, whip
  • Bludgeons: club, flail, greatclub, light hammer, mace, maul, morningstar, warhammer, war pick
  • Polearms: glaive, halberd, javelin, lance, pike, quarterstaff, spear, trident
  • Ranged Arms: all ranged

Depending on your choice, you are granted one of the following benefits when wielding such a weapon:

  • Axes, Grieveous Wounds: You gain advantage on your first attack every turn against a creature whose hit points are below half of its maximum hit points.
  • Blades, Upper Hand: Whenever you score a critical hit against a creature, you gain advantage on your next attack against it.
  • Bludgeons, Armorslayer: You gain advantage on your first attack every turn against a creature that is wearing medium or heavy armor.
  • Polearms, Arm’s Length: You can attack with any polearm as if it had the reach property. You gain advantage on your first attack every turn against a creature more than 5 feet away from you.
  • Ranged Arms, Eagle Eyes: You no longer suffer disadvantage on attacks made at your weapon’s long range.

Your choice grants you additional features when you reach 10th level in this class, and again when you reach 18th level in this class.

Impressive Display

Starting at 7th level, your exceptional skills with your chosen weapon become apparent to all. Whenever you make a Charisma check that relies on the use of your weapon, you can use your attack bonus in place of your regular modifier.

Favored Weapon

At 10th level, your choice of favored weapon grants you additional features:

  • Axes, Wounding Strike: Whenever you score a critical hit against a creature, that creature suffers half of the damage of the attack again at the start of its next turn.
  • Blades, Opportune Strike: Whenever you score a critical hit against a creature, you can immediately make another attack against the same creature.
  • Bludgeons, Resounding Strike: Whenever you score a critical hit against a creature, that creature is stunned until the start of your next turn.
  • Polearms, Pinning Strike: Whenever you score a critical hit against a creature, that creature is knocked prone. Whenever a prone creature in your melee range attempts to get up, you can use your reaction to pin it. If you do so, the creature counts as grappled until the start of your next turn and must escape this grapple to get up.
  • Ranged Arms, Ricochet: Whenever you score a critical hit against a creature, you can immediately make an attack against another creature within your weapon’s short range from the target of the critical hit.

Instructor

Beginning at 15th level, you can teach your special techniques to others with ease. You can spend 1 hour instructing a number of creatures up to either your Intelligence or your Charisma score (your choice) in the use of your favored weapon. After 1 hour, these creatures gain proficiency with all weapons that belong to your favored category and gain the benefits of your 3rd level feature whenever they use a weapon of that kind for the next 24 hours.

Favored Weapon

At 18th level, your choice of favored weapon grants you additional features:

Axes, Relentless Offense: Whenever you have advantage on an attack, you deal an additional damage die of your weapon’s kind on a hit.
Blades, Opening: Your attacks score a critical hit on a roll of 17-20 if you have advantage on the attack.
Bludgeons, Breaking Point: Whenever you hit a creature with an attack on your turn, its AC is lowered by 1 until the end of its next turn.
Polearms, Tripping Defense: You can make an attack of opportunity against any creature that attempts to move into a space within 5 feet of you. When you hit a creature with an attack of opportunity, it is knocked prone and its speed is reduced to 0.
Ranged Arms, Crippling Shot: Whenever you hit a creature with an attack, its speed is lowered by 10 feet until the end of its next turn.

Centurion

Centurion

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

A proud combatant leads a group of adventurers through a dark cavern. As a dark figure materializes in front of her, she takes up her stance and commands her allies to prepare for battle.

Centurions are natural. leaders, that excel at fighting in groups. Their actions disrupt their enemy’s actions and bolster their allies’ resolve, to accomplish their goals. Their training provides them with the tools they need and the lesson they live by, “Strength in numbers.”

Sure Footed

At 3rd level your proper stance and iron will help you to establish one of the cornerstones to a good formation; positioning. You gain advantage on all saving throws and ability checks against effects that would cause you to fall prone or move against your will.

Extension of Self

As a skilled fighter, your weapon and shield have become parts of your body and you have learned to use them to full potential At 3rd level while holding a shield in one hand and a weapon with the versatile property in the other you may treat your weapon as if it was being two-handed.

Tide of Iron

Starting at the 7th level your shield as more than just a piece of armor but also as a tool to disrupt your enemies. When you take the attack action, you may replace one of your attacks with a shield slam. On a hit the target is stunned until the beginning of your next tum. You must complete a short or long rest before you may use this feature again.

Fear no Evil

You have become a bastion of courage and valor on the battlefield. Starting at the 1Oth level you may use your action to end any fear affecting an ally that can see or hear you. You regain the use of this feature at the end of a short or long rest.

Ready for Anything

At the 15th level your mind and body h~ become prepared for combat, even at a moments notice. When you roll initiative, you and a number of creatures equal to your Charisma modifier (minimum 1) gain advantage on their initiative rolls.

United We Stand

Starting at the 18th level your presence has become a symbol of strength and protection on the battlefield As an action, you can assume the role of a true commander. For the next minute you gain the following traits.

  • You gain a +1 bonus to damage and attack rolls for each allied creature within 15 feet.
  • An allied creatures within 15 feet of you gain a bonus to their AC equal to the armor value of your shield.

You must complete a long rest before you regain the use of this feature.

Arcane Battlemaster

Arcane Battlemaster

In recent years the idea of a fighting woman has become more and more widespread. No longer bound to just a role of a princess, crafty thief, sorceress… So now here is a fun archetype for a warrior woman who is able to fight while still looking good. Her name is Arcane Battlemaster, ability not only to create but to summon and quickly adapt to any combat situation using her unique summon magic.
Arcane Battlemaster are known for their prowess on the battlefield as well as their fabled elemental smiting. Using a variety of different weapons and armor during combat, they call equipment from a small pocket dimension. Their “quick-summon” magic does not involve casting spells but becomes an extension to their fighting, meant to enhance their melee combat by summoning different tools for different purposes.

Bonding Ritual

When you reach 3rd level, you learn a ritual that creates a magical bond between yourself and a piece of equipment. You perform the ritual over the course of an hour, which can be done during a short rest. The equipment must be within your reach throughout the ritual. At the conclusion of which you touch the item and forge the bond. This equipment can then be dismissed, shunting it into an extradimensional pocket. The equipment disappears to the pocket if it’s more than 5 feet away from you for 1 minute or more or you dismiss it as a bonus action.

You can then call upon the item with your quicksummon magic and it appears either in one of your hands, or donned if it is armor, clothing, jewelry, or anything else that would be worn. If you are already wearing or holding equipment you’re bonded to, the new piece takes its place, returning the other to the extradimensional pocket. If you’re not bonded to what you’re wearing or carrying, it simply falls at your feet. The time it takes for you to do this depends on the equipment type. Summoning medium or heavy armor requires concentration as though you were concentrating on a spell.

Quick-summon Timing Table

Equipment Summoning Time
Any Weapon or Misc. Equipment 1 Bonus Action
Light Armor or any Shield 1 Action
Medium or Heavy Armor 1 Action and Bonus Action

You can create a number of bonds equal to your fighter level plus your intelligence modifier. The weapon ceases being bonded to you if you die or use your action to break the bond. If you attempt to perform the 1-hour ritual on an equipment while not being having a bond available, you must choose a previously created bond to break.

Elemental Smiting

Additionally at 3rd level, you gain proficiency in Smith’s Tools and the Arcana skill.

Putting these skills to use, you are able to create elemental weapons, altering the composition of the blades to create blades of pure flame or frost. Crafting an elemental weapon uses the standard crafting rules described in the PHB on page 187. You must acquire the desired weapon and then the crafting process costs 50 gp. At the end of each day spent crafting, make a DC 15 Intelligence (Arcana) check. On a success, that day was extra productive and you reduce the time required for the crafting process by 3 additional days. When you finish crafting, the weapon’s damage type become your choice of either fire or cold and it becomes bonded to you. If you unbond the weapon, the magic loses its potency, and it becomes a regular weapon again.

You may only own one damage type of elemental weapon for each type of weapon. For example, you cannot own a fire and cold rapier, but may own a fire rapier and a cold short sword. Additionally, you may own a fire rapier and a fire short sword. If you try to create an elemental weapon of a weapon type you already own, the old enchantment fades upon completion.

Master Smithing

At 10th level you’ve spent enough time with your elemental weapons, that you’ve learned how to imbue those properties into armor. You can now enchant light and medium armors with the same elements as you can weapons (Fire, Cold, Acid, Necrotic, Radiant, and Lightning). When you do so, that armor grants its wearer resistance from that damage of that type.

Unpredictable Combatant

Beginning at 15th level, whenever you quick-summon a weapon, you get +2 to your next attack roll with that weapon and whenever you quick-summon an armor, you have +2 AC for the first attack against you.

Additionally, you may now craft Force and Psychic elemental weapons. These weapons cost an extra 450 gp to craft (total of 500 gp).

Quick-summon Mastery

At 18th level, you have mastered quick-changing. As a reaction to taking damage or as part of a reaction used for making an attack of opportunity, you may quick-summon a weapon, shield, or light armor to which you are bonded.

Additionally, quick-summoning medium or heavy armor requires only 1 action.

Notes: “Other equipment” includes things like headgear, gauntlets, cloaks, jewelry, boots, etc.

Thayan Knight

Thayan Knight

Different fighters choose different approaches to perfecting their fighting prowess. The new archetype we will cover below is Thayan Knight, a warrior sworn to serve the Red Wizards, while gaining some powers to resist the magic of their enemies.

While the Red Wizards of Thay are not opposed to blasting their opponents with deadly spells or shredding the minds of their enemies with dark magic, there are times when they need protectors who have mastered the art of swordplay. These protectors are Thayan Knights, familiar with magic and loyal to none but the tattooed mages.

The Thayan Knights act as bodyguards and enforcers for the Red Wizards. They lead common troops into battle and help guard the wizard enclaves. Although they are referred as knights they have no code of conduct, and only rule that binds them is that their lives are worth nothing compared to the safety of the Red Wizards.

Special: To become Thayan knight your character must already be a fighter sworn in service of the Red Wizards. You also must be human, and must have non good alignment.

Zulkir’s Favor

Beginning when you choose this archetype at 3rd level, your character has a long and painful tattooing ritual done on the back or his forehead, Magical tattoo allows you as a Reaction to gain advantage to a save against a spell that will take effect on you. You may use this ability again after you finish a short or long rest.

Special: If you are a target of red wizards charm spell you save with a disadvantage and you may not use this ability against any Red Wizard.

Zulkir’s Defender

Starting at 7th level, you fight better when allies of Thay are attacked in your presence. Whenever a creature attacks either you or a Red Wizard of Thay you gain an advantage to attacks against that creature until beginning of it’s next turn.

Final Stand

Starting at 10th Level, when you spend a healing surge you give that much Hit Points as temporary hit points to every ally within 60 feet that can see you. This bonus lasts 10 minutes or until its depleted.

 

Horrors of Thay

Staring at 15th Level, you have spent much time within the Red Wizard’s lands and you have seen many of horrors this place has to offer. You are so jaded that from now on you have an advantage on saves against fear. And you become proficient in Wisdom saving throw.

 

Zulkirs Champion

At 18th Level, you gain tattoo over your entire face signifying your devotion to the Red Wizards. Whenever you fail a save against a spell you may reroll same dice and keep the new result. You may use this ability again after you finish a short or long rest.

Special: If you are a target of red wizards charm spell you save with a disadvantage and you may not use this ability against any Red Wizard.