Strategist (5e)

## STRATEGIST CLASS INFORMATION

A human man in an authoritative uniform overlooks a map, surveying the terrain of a large battle. Calling orders to his soldiers, he instructs the placement of traps and units in order to divide, displace and defeat the enemy army. Nearby, a half-elf in leathers provides magical wards and enhancements to her allies to allow them to be the most effective in battle, guiding them to the best ways to strike their enemy, and strike them hard. She magically bolsters allies and oversees an assault on an enemy stronghold, remaining just out of an enemy’s reach and allowing her men to hit the enemy where it hurts. The ordered traps are placed by a Dwarven tinkerer, creating chokepoints and difficulties for enemy troops. Although he may not be as strong as his peers in a one-on-one confrontation, when his wires are tripped and pressure plates are triggered, he pins down the opposing army and causes devastation amongst their ranks with explosives, caltrops and gas-bombs. These three heroes are Strategists. A unique class made for 5th Edition Dungeons and Dragons, made by James Hudson, Abhay Sharma and Maciek Chybowski. Class ideas given by Jaylon Sammet. Army Generals, Elite Battle-planners and Support-Mages - examples of Strategists, who share an unparalleled knowledge of the ebb and flow of a battle, making most of an ally’s strengths and accounting for their weaknesses. They are often not directly involved in a fight, but their front-row seat to watch it is often the most comfortable for them, instructing, ordering and plotting for the most effective ways to succeed in the battle they are in.

**AN EXTENSIVE KNOWLEDGE**

Strategists in general, learn to tip the tides of battle in their favour. Every strategist can learn to use a sword with the best of them, but their best work is done with their knowledge, as opposed to their might. They can use said knowledge to instruct allies, or order them, to be more effective in their desired task. Remaining in the background of a battle, a Strategist is often overlooked in favour of deadlier-seeming combatants. Often a fatal mistake. Aside from this basic similarity, some Strategists use traps and gadgets made in their downtime to devastate enemies, whereas some use Magical enhancements to facilitate their allies’ advancements. Regardless of terrain, enemy, or resources, a Strategist’s versatile knowledge allows any group to take the advantages of a situation to secure their victory.

**DRAWN TO DUTY**

The general ranks of an army or militia may be more physically able, but their strengths would be misguided without intelligent leadership. It takes more than the average intelligence to be a Strategist, so often, they take positions that they can utilise their unique talents from. For example, Generals, War-Mages and Tinkerers.

Some Strategists are drawn to lead whole battles, perhaps for a revolution, perhaps to secure their kingdom. Some leave the order of armies and seek a life of adventure, using their talents to aid smaller groups of dungeon crawlers, monster slayers or perhaps criminal organisations, should they seek greater rewards for their expertise. Generals may gain great wealth and influence, but all great adventurers are remembered.

**CREATING A STRATEGIST**

As you make your Strategist, think about where you gained your expertise from, and what set you apart from your peers in your army, militia or group. Did you lead a revolution? Or perhaps a famous battle that had greater implications for a war/conflict? Are you a famous leader? Or an influencer from behind the scenes? Are you a brutal leader, giving foes no quarter, or a diplomat, who always tries to end fights quickly and as painlessly as possible for the enemies that cross your path? Why do you fight and lead? To protect? Or to destroy? Perhaps you had a master that taught you all you know, or perhaps through pure experience and charisma, you were naturally pushed towards greatness. Why do you choose your particular strategy of leadership? Are you reckless in your plots that have worked due to pure ingenuity? Or are you careful and patient, waiting for the ideal moment to strike? Have you failed in that past? And what did that teach you? Are there any particular areas of your Knowledge that have saved, or helped you? Where did you learn? Much like a Fighter must sharpen their sword, a Strategist must sharpen their mind. For the mind is the only thing stopping us from becoming bloodthirsty animals in combat.

**Quick Build**

You can make a Strategist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Charisma (or vice-versa if you intend to choose the Warlord subclass). Then, choose the Sailor or Soldier background.

### STRATEGIST CLASS FEATURES

As a Strategist, you gain the following class features.

**HIT POINTS**

Hit Dice: 1d8 per Strategist Level

Hit Points at 1st Level: 8 + your Constitution modifier.

Hit Points at Higher Levels: 1d8 + your Constitution modifier per Strategist level after 1st.

**PROFICIENCIES**

Armour: Light, Medium

Weapons: Simple, Martial

Tools: 1 Artisan Tool of your Choice

**Saving Throws:** Intelligence, Charisma

**Skills:** Choose 3 from: Arcana, History, Insight, Intimidation, Investigation, Medicine, Perception, Survival, Persuasion

**EQUIPMENT**

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

(a) Chain Shirt or (b) Leather Armour, a Light Crossbow and 20 Bolts.

(a) Rapier, (b) Longsword or (c) any simple weapon.

(a) Diplomat’s Pack or (b) Explorer’s Pack

### FIGHTING STYLE

You adopt a particular style of fighting as your specialty. Choose one of the following options.

**ALLIED DEFENCE**

While you are within 5 ft. of an ally, you gain the benefits of half cover, no matter the angle at which an attack or spell comes from.

**STRENGTH IN NUMBERS**

While you are within 5 ft. of an ally, melee attack rolls you and that ally make against a creature you are both hostile to gain advantage.

**QUICK-THINKER**

When you roll initiative, you may use your Intelligence modifier instead of your Dexterity modifier when determining its total.

### STRATEGIZE

If you spend at least 10 minutes before a battle briefing and planning with your allies, you may choose one of the following to affect a number of allied creatures equal to your Intelligence modifier (minimum 1) (this includes yourself). The allied creatures must have the capability to understand you to benefit from this effect.

-The designated creatures gain advantage to initiative rolls.

OR

-The designated creatures have advantage on saving throws against fear and charm effects.

OR

-The designated creatures gain advantage to stealth checks, so long as the designated creatures have a way to hide.

The chosen effect lasts 10 minutes, or until after the next combat, whichever comes first. You may use this feature a number of times equal to your Intelligence modifier (minimum 1). You regain all uses of this feature after a long rest.

### PROWESS

At 2nd level, by shouting an order or instruction, you can assist an ally by sharing your knowledge. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Prowess token.

Once within the next 10 minutes, the creature can expend the token in order to add your proficiency bonus to an attack roll, ability check or saving throw. If the Prowess token is used on an attack roll, the user may also add your proficiency bonus to the damage roll if the attack successfully hits. The creature can wait until after it rolls the d20 before deciding to use the Prowess token but must decide before the DM says whether the roll succeeds or fails. Once the Prowess token is used, it is lost. A creature can have only one Prowess token at a time. You can use this feature a number of times equal to your Intelligence or Charisma modifier (whichever is higher, minimum 1), and you regain all expended uses when you finish a short or long rest.

### CO-OPERATIVE ACTION

At 3rd level, on your turn, as an action, designate an allied creature within 30ft of you. You may suggest a course of action to the creature, limited to a single sentence. They may follow this course of action as an action in your place, as if they were carrying out the action on their own turn, should they choose to follow your directions. The course of action they take must be done without moving from where they are in that moment (for example, an allied creature can only use a Co-operative action to attack with a melee weapon if there is an enemy within 5ft).

**Attacks**

If an attack action is to be made this way, then only 1 attack can be carried out, despite the designated ally’s potential multi-attack feature.  This number increases to 2 attacks when you reach 11th level in this class. An ally can only benefit from this if they have a multi-attack feature that allows them to carry out that many attacks on their own turn.

**Spells**

If the designated ally is to cast a spell with a co-operative action, the spell can only be a cantrip. The level of spell that can be cast in this way increases as you gain levels in this class, as shown in the following table:

 7th
 9th
 11th
 15th

An ally that casts a spell must spend the corresponding spell slot as they would when casting the spell on their own turn. An ally that casts a spell in this way may not increase the potency of the spell they are to cast by spending a higher spell slot than the level of the spell. For example, a level 1 spell may not be cast with a level 2 spell slot, only a level 1 spell slot may be used.

The Ally suffers no disadvantages from using this action and can still use an action freely on their own turn. If you use this feature to give an Ally an action on your turn, you still use up your own action for this round. This feature can be used a number of times equal to your Intelligence or Charisma modifier (whichever is higher, minimum 1). All expended uses of this ability are regained upon the completion of a short or long rest.

### BATTLE AWARENESS

At 3rd level, you are accustomed to the flow of battle and know what to expect when it comes to combat operation. You may add your Intelligence modifier to insight checks made as a bonus action in order to determine an enemy’s planned course of action/strategy (Roll insight against enemy’s deception, upon a success, at the DM’s discretion, they may give you basic information of what an enemy creature’s plans are). Also, if you are proficient in Investigation, double your proficiency bonus when making an Investigation check to determine the outcome and consequences of combat on a site where the battle occurred in the past. Also, you cannot be surprised through non-magical means (you cannot be surprised by someone sneaking up on you, but you can be if they are made magically invisible, for example).

### STRATEGIST ARCHETYPE

At 3rd level, you choose an archetype that you strive to emulate in your Strategies and Plots. Choose Commander, Warlord, Arcane Tactician, or Specialist, all of which are detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

### ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

### ADHERENCE OF STRATAGEM

A good Strategist always knows when to tactically retreat, or to get help from allies. At 5th level, on your turn, you may use the Disengage or Help action as a bonus action. Also, any help actions you make have a range of 30ft.

### ASPECT ANALYSIS

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. You learn 2 of the following:

* The creature’s damage vulnerabilities
* The creature’s damage resistances and immunities
* The creature’s condition immunities
* The creature’s weakest saving throw
* The creature’s strongest saving throw
* Whether or not the creature has legendary actions/resistances

You can only use this feature once on each creature per day.

### ART OF THE AMBUSH

Starting at 9th level, you know how to set up the perfect surprise attack. During a surprise round in battle in which your allies ambushed an enemy or group of enemies, the following effects will occur, so long as you use your action during the surprise round to invoke them:

-When an allied creature hits a surprised enemy creature with an attack roll that has advantage due to the ambush, the allied creature may roll 1 extra damage die when determining their attack’s damage.

-When an allied creature targets a surprised enemy creature with a spell that requires the enemy to make a saving throw, the enemy creature does so with disadvantage. This holds true of multiple enemy creatures being targeted by one spell as well.

These effects end upon the completion of the Surprise round, as when this occurs, the enemy creature(s) is now aware of your and your allies’ presence.

### REVERED TALENT

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Also, you may choose any 2 skills you are not already proficient in and become proficient in them.

### AGAINST IMPOSSIBLE ODDS

At 20th level, you have an extremely powerful presence and command over a group. Using your action, you deliver a rousing speech to your allies, to inspire them when all seems lost. You spend as many uses of your Co-operative Action feature as possible to push your allies beyond their natural limits, turning the tide in combat. All allied creatures of your choice within 60ft gain the following, resolved in order from top to bottom:

-Any allied creature who is on 0 HP but not dead, gains 1 HP.

-Each ally may use a co-operative action as if they were using an action on their own turn, resolved in their initiative order during this combat. These actions follow the same rules as the co-operative action feature, besides the distance restrictions discussed in that feature’s information.

When you use this action, you may not target yourself, and you spend your action as normal to use this ability. If you designate an unconscious ally with this ability, they may stand as a free movement upon being healed, but no other movement can be carried out by this ally.

## **STRATEGIST ARCHETYPES**

Each Strategist picks up different skills, and has a different, unique expertise. The Archetype you choose represents your years of study into the use of your chosen expertise, and your skills you have gathered thus far.

### **COMMANDER**

The Commander is often the individual that leads the planning and strategy in war and conquest.

Those who take this Archetype use their unique experience in training people and identifying their unique strengths to see their plans to their fruition.

**ENHANCED PROWESS**

When you take this archetype at 3rd level, you double the number of times you can use your Prowess feature per long rest. If you increase your intelligence or charisma modifier after gaining this ability, the number of uses you would gain as a result is also doubled.

When an ally uses a Prowess token, you may add half your proficiency bonus (rounded down) to rolls made using this feature on top of what you would already add. For example, a +4 proficiency would result in a +6 bonus to rolls using Prowess.

**QUICK-STRATEGIZE**

When you reach 7th level in this subclass, you may use your action to access the benefits of the Strategize feature instantly. Using this ability also uses up one of your Strategize usages. When you use Strategize in this way, you may also choose to give the affected creatures 1 Prowess token each, expending Prowess uses equal to the number of tokens given. The Prowess token given in this way may be held additionally to any Prowess tokens that are already held. Rather than advantage being given to initiative rolls in this way, the affected creatures may instead reroll their initiative for the current combat immediately after you use this ability. The affected creatures may use their Prowess tokens on this roll. You may use this ability once per long rest. If any allied creatures hold 2 Prowess tokens after this ability’s use, they may only use 1 per roll.

**ENDURING PROWESS**

When you reach 10th level in this subclass, when an allied creature uses a Prowess token that you bestowed to them, until the end of their next turn, they are immune to being grappled, restrained and frightened.

**COMMANDER’S PRESENCE**

When you reach 15th level in this subclass, your very presence inspires your allies to work as a team, and rebuke those who would bring their allies harm. When you see an ally within 30ft of you take damage from a weapon attack or spell, you may immediately use the Co-Operative action feature as a reaction (without expending a use of the feature) to allow a separate ally to move up to their movement speed and follow the course of action you designate. If you use a Co-Operative action in this way, the ally you choose may also gain a bonus to a die roll they make equal to the bonus they would gain from expending a Prowess token. Expend a use of Prowess in order to do this. If you have no more uses of Prowess, the action is made without it.

**INDOMITABLE PROWESS**

When you reach 18th level in this subclass, your influence makes your forces nigh impossible to defeat. When an allied creature spends a Prowess token on a saving throw, they automatically succeed.

### **WARLORD**

The Warlord uses intimidation, provocation and other underhanded methods to further the plans of those they fight for, of course, including themselves.

Those who take this Archetype use their brutish abilities to cause fear and clumsiness in their enemies, using these momentary advantages to gain the upper hand.

**GALLANT**

When you take this subclass at 3rd level, you become proficient in Intimidation checks if you are not already. If you are already proficient in intimidation, your proficiency bonus is doubled for any intimidation checks you make.

Also, you double the number of times you can use your Co-Operative Action feature per long rest. If you increase your Intelligence or Charisma modifier after gaining this ability, the number of uses you would gain as a result is also doubled.

**DISTRACTING PROWESS**

When you reach 7th level in this subclass, you may use prowess die to cause distraction or lapses of judgement in your enemies. As a bonus action, you may place a prowess token on a creature that can see and understand you within 60ft. Once within the next 10 minutes, you may use your reaction to expend the token to subtract your proficiency bonus from an attack roll, ability check or saving throw that creature makes. You can wait until after the creature rolls the d20 before deciding to use the Prowess token, but you must decide before the DM says whether the roll succeeds or fails. Once the Prowess token is used, it is lost. A creature can have only one Prowess token at a time. This ability uses your prowess tokens as normal.

**BATTLE CRY**

When you reach 10th level in this subclass, as an action, you may use 1 use of your Co-Operative Action feature to unleash a terrifying battle cry with your allies to terrify your enemies. When you use this ability, select a number of allied creatures up to or equal to your Charisma modifier. When you do this, they may choose to join in the cry. All enemy creatures within 60ft of you or the allies joining in the cry must roll a wisdom saving throw, (DC equal to 8+your charisma modifier+ your proficiency bonus) and on a failure, they become frightened of you and any allies that joined in the cry. You can expend Prowess tokens on any enemy creature making this save to impose disadvantage on their roll. At the end of an effected creature’s turn, they may repeat the saving throw to end the effect. The effect lasts 1 minute or until a creature makes a successful saving throw. On a success, they are unaffected and are immune to this effect for the next 24 hours.

**BRUTAL ORDER**

When you reach 15th level in this subclass, when an allied creature within 60ft makes an attack roll against a creature afflicted with any condition, it does so with advantage. When an ally within 60ft makes an attack at advantage, they may roll an additional damage die of the attack’s type and add your proficiency bonus when determining the attack’s damage.

**WAR CRY**

When you reach 18th level in this subclass and use the Battle Cry feature, you may select up to 2 allied creatures that joined in the cry and immediately use the Co-Operative action feature (expending uses of the feature equal to the number of allied creatures that were designated) and allow them to follow a single course of action each. Co-Operative actions used in this way are bound by the same rules as described above.

### **ARCANE TACTICIAN**

The Arcane Tactician uses magic to enhance their allies’ capabilities and hinder their foes.

Those who take this Archetype use their intelligence to its greatest uses, memorizing magic and practicing strategy to make the most of their allies’ abilities.

**ARCANE TACTICIAN SPELL CASTING**

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spell casting, and further down this document for the Arcane Tactician spell list.

**Cantrips.** You learn two cantrips of your choice from the Arcane Tactician spell list. You learn an additional Arcane Tactician cantrip of your choice at 10th level.

**Spell Slots.** The Arcane Tactician spell casting 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 Arcane Tactician spells.

The Spells Known column of the Arcane Tactician Spell casting table shows when you learn more spells of 1st level or higher. Each of these spells must be an Arcane Tactician spell and 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 Arcane Tactician spell list. The new spell must be of a level for which you have spell slots.

**Spellcasting Ability.** Intelligence is your spell casting ability for your Arcane Tactician spells, since you learn your spells through study and memorisation. You use your intelligence whenever a spell refers to your spell casting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Arcane Tactician 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

**ENHANCED STRATEGISE**

Starting at 3rd level, when using the Strategize feature, you may use the 10 minutes spent planning and plotting to cast a spell which has a casting time of 10 minutes or under, as well as gain the benefits described in the Strategize feature’s information. The spell you cast doesn’t use an Arcane Tactician spell slot and must be from the Arcane Tactician spell list. If it is a concentration spell, it is still bound by the rules of spell concentration.

**CO-OPERATIVE MANIFESTATION**

Starting at 7th level, when you use a Co-Operative action to allow an allied creature to cast a spell that involves a saving throw, the hostile creatures affected by said spell roll it with disadvantage.

**BENEFITS OF GUIDANCE**

At 10th level, when you cast a Spell that targets an ally, you may cast the same spell on yourself as part of the same action. Casting the spell on yourself does not use a second spell slot, so long as you use the one to cast the spell initially. If the spell you cast is a concentration spell, the concentration for the effects on you and the allied creature you initially casted the spell on may be held simultaneously, but if the concentration is lost for one spell, it is lost for the other as well. You may use this feature a number of times equal to your Intelligence modifier. You regain all expended uses upon the completion of a long rest.

**ALLY BOND**

At 15th level, you may cast spells with a range of “Self” on allied creatures at touch range.

**ENHANCED CO-OPERATIVE ACTION**

At 18th level, when you designate an ally for a co-operative action, you may cast a spell that targets only that creature as part of the same action. You must use spell slots to cast the spell as normal. You may use this feature a number of times equal to your Intelligence modifier. You regain all expended uses upon the completion of a long rest.

**ARCANE TACTICIAN SPELL LIST**

**Cantrips** - Booming Blade, Green Flame Blade, Blade Ward, Dancing Lights, Friends, Guidance, Resistance, Light, Mage Hand, Mending, Message, Minor Illusion, Prestidigitation, Spare the Dying, Thaumaturgy

**1st** - Absorb Elements, Alarm, Armour of Agathys, Bane, Comprehend Languages, Create or Destroy Water, Cure Wounds, Disguise Self, Expeditious Retreat, Faerie Fire, False Life, Feather Fall, Fog Cloud, Heroism, Jump, Longstrider, Mage Armour, Protection from Evil and Good, Purify Food and Drink, Sanctuary, Shield of Faith, Shield, Silent Image, Unseen Servant

**2nd** - Aid, Arcane Lock, Barkskin, Blur, Darkness, Darkvision, Earthbind, Enhance Ability, Enlarge/Reduce, Find Traps, Invisibility, Lesser Restoration, Locate Object, Magic Weapon, Mirror Image, Pass Without Trace, Protection from Poison, See Invisibility, Silence, Skywrite, Spider Climb, Warding Bond, Web

**3rd -** Beacon of Hope, Blink, Catnap, Clairvoyance, Counterspell, Create Food and Water, Dispel Magic, Elemental Weapon, Fast Friends, Fear, Fly, Gaseous Form, Haste, Leomund’s Tiny Hut, Major Image, Meld into Stone, Motivational Speech, Nondetection, Protection from Energy, Revivify, Remove Curse, Sending, Tongues, Water Breathing, Water Walk

**4th** – Arcane Eye, Aura of Purity, Death Ward, Divination, Elemental Bane, Fabricate, Freedom of Movement, Greater Invisibility, Hallucinatory Terrain, Locate Creature, Stoneskin

### **SPECIALIST**

A Specialist Strategist makes use of their abilities to invent and create ways of entrapping, harming and disadvantaging foes, using mechanical or magic devices. Those who take the Specialist Archetype use their unique skills in order to own the very battlefield with their creations, to most effectively win battles.

**BONUS PROFICIENCIES**

Starting at 3rd level, you gain proficiency in Tinker’s Tools and the Slight of Hand skill.

**TECHNOLOGICAL EXPERTISE**

At 3rd level, you gain access to a Book of Schematics. This book represents your research into the creation and tinkering of various Devices that can sometimes act as traps. You gain access to 2 Devices for your choice, described at the end of this subclass description. You gain access to an extra Device at 7th, 10th, 15th and 18th level.

You start off with one of each Device that you can produce. However, when a Device is used, it is expended, unless it has the Salvageable property. The properties of the Devices are listed below. You may produce Devices during a long rest by spending 25gp per Device on components for them. You may produce a number of Devices at one time during a long rest equal to your Intelligence modifier (minimum 1). You may make as many copies of a single Device as your Intelligence modifier will allow (if you have an Intelligence modifier of +4 and you make 3 of one type of Device, you may only make one more of another type, for example). This process takes the entire long rest to complete (so you may not make multiple attempts per long rest to produce Devices).

Your Device Save DC is = 8+your Intelligence Modifier + your proficiency bonus.

When you come across a trap or Device in the world that you may be able to replicate (at your DM’s discretion), you may spend some time to determine its inner workings, and copy it into your Schematics Book. This process takes 2 hours and costs 50gp. The cost represents material components you expend as you experiment with the Device to master its use, as well as the fine inks you need to record how it is made and how it works. Once you have spent this time and money, you can use the Device just like the ones you’ve invented yourself, and produce them during a long rest as described above. These rules also apply when it comes to making and producing your own devices in a Homebrew context, discuss with your DM how much freedom you’ll have to create your own devices in-game.

When it comes to replacing the Schematics Book, or creating a backup, this process is much easier as you already understand a Device’s inner workings and your own notation. This process takes 1 hour and costs 10gp per device recorded. However, to create a new Schematics Book, you may have the same Devices as chosen from this class’ information again, but the Devices you found in the world must be found once again to be transcribed.

If you Plant a Device for use, and you don’t activate it, you may pick it back up for use another time.

**TRAP MASTER**

Starting at 7th level, you gain advantage to Perception checks to detect traps, and Sleight of Hand checks to disarm them. When you are required to make a saving throw to avoid a trap, you may choose to use your intelligence modifier on the roll, rather than the original modifier used in the saving throw. If you succeed the saving throw against the trap in this way, you take no damage from it.

**CO-OPERATIVE PLOTTING**

Starting at 10th level, when you designate an ally for a Co-operative action, you may allow them to use their action to set up a Device of your choice, so long as they agree to do so, up to 5ft in front of them. You must have given them at least 1 Device before using this feature, and instructed them on how to use it, or it cannot be used.

**ALWAYS PREPARED**

Starting at 15th level, when you roll initiative OR use the Strategise feature, and have no Devices remaining in your inventory, you may choose a Device from your Schematics Book and add it to your inventory.

**QUICK-INVENT**

Starting at 18th level, as an action, you can pay the gold cost of a Device to instantly produce one from your Schematics Book. You may use this feature only once per long rest.

**PROPERTIES LIST**

**Salvageable** - Can be picked up again when it has been set off once and re-used so long as you succeed on a DC15 Slight of Hand check with Tinker’s Tools to repair it. On a fail, the Device cannot be Salvaged and is expended.

**Remote Activated** - This Device can be activated by using an action on your turn.

**Proximity Activated** - This Device is activated when a hostile creature moves within the device’s range, as described in its individual description.

**Quick Setup** - This Device can be set up by using a bonus action on your turn, or an action (your choice). If a Device does not have Quick Setup, it can only be set up using an action.

**ALL DEVICES** - When a Device specifies the dealing of damage to any creature, unless it says otherwise, the damage at 3rd level is 2d6. This damage increases to 3d6 at 7th level, 4d6 at 10th, 5d6 at 15th and 6d6 at 18th level.

Whenever a device specifies the use of a saving throw, the saving throw is against your Device Save DC as described above.

If a Planted Device is not activated and not destroyed by a hostile creature, it can be picked up again for use later.

**DEVICE LIST**

**Thunder Charge** (Remote Activated, Quick Setup)

On your turn, as an action, you can produce a Thunder Charge you have made to be thrown or planted, to be activated later.

**Thrown** - Make a ranged attack roll using your dexterity modifier and proficiency bonus. Upon a hit, the Thunder Charge explodes with energy, deal Thunder damage as described above to the target. A target which is Large-sized or smaller must also make a Strength saving throw against your Device Save DC or be knocked prone and blown 10ft away from you.

**Planted** - Plant the Thunder Charge at your feet using an action. As an action on a turn after you plant it, you may activate a planted charge remotely. All creatures within 10ft of the Charge must make a dexterity saving throw. Full damage as described above on a fail, half damage on a successful one. The damage type is Thunder damage. Also, on a fail, large or smaller creatures within 10ft of the Charge must make a Strength saving throw or be knocked prone and blown 10ft away from the Charge’s explosion point.

**Pulse Mine** (Proximity Activated, Remote Activated)

On your turn, as an action, you may produce and plant it, to be activated by Proximity or remotely later. You may place the Pulse mine up to 5ft in front of you.

**Proximity** - When a hostile creature moves within 10ft of the mine while it is planted, all hostile creatures within 15ft must make a Strength saving throw or be knocked 30ft away from the mine and if the creature is large or smaller, it is knocked prone. Objects not held or carried by a creature are also knocked 30ft away when caught in the blast radius.

**Remote** - On your turn, as an action, you may activate a planted Pulse Mine remotely. All hostile creatures within 15ft must make a Strength saving throw or be knocked 30ft away from the mine and if the creature is large or smaller, it is knocked prone. Objects not held or carried by a creature are also knocked 30ft away when caught in the blast radius.

**Lightning Arc** (Salvageable, Remote Activated)

On your turn, as an action, you may produce and plant a Lightning Arc device up to 5ft in front of you. When a hostile creature moves within 10ft of the Lightning Arc Device while it is activated, the creature must make a Dexterity saving throw or be restrained by wires that conduct electricity. The creature, when restrained, may make Strength saving throws at the end of each of its turns to break free of the restraints. On your turn, as an action, when a creature is restrained by this device, you may use your action to activate the Device again, to send electricity along the wires. The restrained creature must make a Constitution saving throw. Full Lightning damage as described above on a fail, full damage on a success. This feature of the Device may be used a number of times equal to your Intelligence modifier.

**Beast Trap** (Salvageable, Proximity Activated)

On your turn, as an action, you may produce and plant a beast trap up to 5ft in front of you. When a hostile creature moves onto the 5ft space the Device is placed on, it must make a dexterity saving throw or be restrained. On a fail, the creature also takes piercing damage as described above. A creature may make Strength saving throws at the end of each of its turns to break free of the restraints.

**Tar Shot** (Proximity Activated, Remote Activated)

On your turn, as an action, you may produce and plant a Tar Shot Device up to 5ft in front of you, to be activated by Proximity or you, remotely.

**Proximity** - When a hostile creature moves within 10ft of the Tar Shot Device, it shoots a sticky mucus over all terrain within 15ft. Creatures on this terrain must make a Strength saving throw each time they wish to move. On a success, their speed is halved, on fail, their speed is reduced to 0. If the Tar Shot Device is near to a wall, the Tar Sticks to that wall. If a creature is ever pushed against that wall, it must make a Strength saving throw or be restrained against the wall. That creature may make Strength saving throws at the end of each of its turns to break free of the wall.

**Remote** - On your turn, as an action, you active the Tar Shot Device. When activated, it shoots a sticky mucus over all terrain within 15ft. Creatures on this terrain must make a Strength saving throw each time they wish to move. On a success, their speed is halved, on fail, their speed is reduced to 0. If the Tar Shot Device is near to a wall, the Tar Sticks to that wall. If a creature is ever pushed against that wall, it must make a Strength saving throw or be restrained against the wall. That creature may make Strength saving throws at the end of each of its turns to break free of the wall.

**Ignite Tar** - Each time you make this device, you may decide if the Tar this device contains is flammable. It may be ignited remotely by you as an action on your turn, or by any other source of flame. When the Tar is ignited, all creatures stood on it must make Dexterity saving throws. On a fail, the creature takes full fire damage as described above, half as much on a successful save. When this feature has been used, the Tar is used up, and this Device’s effects end.

**Oil Slick** (Remote Activated, Proximity Activated, Quick Setup)

On your turn, as an action/bonus action, you may produce an Oil Slick device to be thrown or planted.

**Thrown** - you may throw the Oil Slick device up to 30ft away from you. When it impacts the floor, it activates, spreading slippery Oil in a 15ft sphere from the point of impact.

**Planted** - you may plant the Oil Slick device up to 5ft in front of you. On your turn, as an action after planting the device, you may activate it,   spreading slippery Oil in a 15ft sphere from the point of impact.

While creatures move over this Oil, they must move half their movement to carefully move over the surface of the Oil. If they move more than half their movement and risk moving faster, they must make a Dexterity Saving throw or fall prone where they are.

**Ignite Oil** - Each time you make this device, you may decide if the Oil this device contains is flammable. It may be ignited remotely by you as an action on your turn, or by any other source of flame. When the Oil is ignited, all creatures stood on it must make Dexterity saving throws. On a fail, the creature takes full fire damage as described above, half as much on a successful save. When this feature has been used, the Oil is used up, and this Device’s effects end.

**Gas Canister** (Remote Activated, Proximity Activated, Quick Setup)

On your turn, as an action/bonus action, you may produce a Gas Canister to be thrown or planted, to be activated later. The Gas can be either be damaging to hostile creatures, but transparent, or a fog that obscures normal vision, that does not damage creatures.

**Noxious Gas** - A creature in contact with Noxious Gas must make a Constitution saving throw. On a failed save, the creature takes full acid/poison damage as described above, or half as much on a successful one. When this type of Gas is chosen when the Device is made, you may choose which damage type the Gas deals (acid or poison), as well as if the Gas is lethal or non-lethal.

**Fog Cloud** - A creature within a Fog Cloud is Blinded, unless they have access to senses that don’t rely on eyesight.

**Thrown** - Throw the Gas Canister up to 30ft away. On impact with a surface or the ground, the Gas specified upon making the Canister is released. The Gas spreads up walls and around corners to fill a space of a 25ft sphere. The Gas remains for a number of rounds equal to your Intelligence modifier, and is blown away in a harsh wind.

**Planted** - Plant the Gas Canister to be activated later, up to 5ft in front of you. As an action, when the Canister has been planted, you may activate the Canister, releasing the Gas specified upon the making of the Canister being used. The Gas spreads up walls and around corners to fill a space of a 25ft sphere. The Gas remains for a number of rounds equal to your Intelligence modifier, and is blown away in a harsh wind.

**Flash Powder** (Remote Activated, Quick Setup)

On your turn, as an action/bonus action, you may produce a Flash Powder Device, to be thrown, or planted to be used later.

**Thrown -** You may throw the Flash Powder Device up to 30ft to a location of your choice. Upon impact with the ground, all hostile creatures within 30ft looking towards the point of impact must make a Constitution saving throw. Upon fail, they are blinded for a number of rounds equal to your Intelligence modifier, or until the creature makes a successful Constitution saving throw as an action on their turn, whichever comes first.

**Planted** - You may plant the Flash Powder Device for activation in a later round. As an action on your turn, you may activate the Flash Power Device. All hostile creatures within 30ft looking towards the Flash Powder Device must make a Constitution saving throw or be blinded for a number of rounds equal to your Intelligence modifier, or until the creature makes a successful Constitution saving throw as an action on their turn, whichever comes first.

**Spectral Dissociation Device** (Proximity Activated, Salvageable)

On your turn, as an action, you may Plant a Spectral Dissociation Device (SDD) to be activated later. When an Undead Creature moves within 30ft of the SDD, it activates. All undead creatures within 40ft must make a Wisdom saving throw against your device save DC or they are turned for a number of rounds equal to your Intelligence modifier. While turned, undead creatures must spend their movement fleeing from the device and cannot willingly move closer to said device. If (for whatever reason) a turned undead creature cannot move more than 40ft from the SDD, while within 40ft of the SDD they will take damage as described above.

**Caltrops** (Quick Setup, Salvageable)

On your turn, as an action, you can throw out special caltrops that cover a 10ft cube of ground. These caltrops fall to cover the ground of different terrain heights. When a hostile creature moves onto a surface covered in Caltrops or starts its turn there, it takes 1d4-1 (minimum 1) damage. Caltrops can be salvaged after use without having to make a Slight of Hand check as described in the Salvageable feature.

**Poison** - Caltrops may be coated in a poison of your choice any time you wish outside of combat. This process takes 10 minutes. When a hostile creature moves onto a surface covered in caltrops that have been poisoned in this way, they must succeed on a Constitution saving throw or be effected by the poison. Generally, 1 potion of poison will cover 1 set of caltrops, so the same amount of other poisons will apply to coat a set of Caltrops. However, when a set of Caltrops are used while coated in poison, when recovered, the Poison coating them will have worn off.

**Flame Pillar Device** (Remote Activated)

On your turn, as an action, you may produce and plant a Flame Pillar Device (FPD) up to 5ft in front of you. When this Device has been planted, on your turn, as an action, you may activate the FPD. When you do so, all creatures within 15ft of the FPD must make a Dexterity saving throw against your Device Save DC. On a failed save, the creature takes full damage as described above, half as much on a successful one. All flammable objects being worn or carried, or just present within the blast radius of the FPD will catch flame.

**Magnet Module** (Remote Activated, Salvageable)

On your turn, as an action, you may produce and Plant a Magnet Module for activation later. On your turn, as an action, you may designate a Magnet Module and activate it, choosing either Push or Pull.

**Push** - All metal objects, even worn or carried, within 30ft of the Magnet Module, are pushed 30ft away from the Magnet Module upon activation. Creatures wearing or carrying metal objects within the radius described may make a Strength saving throw against your Device Save DC to resist the effects. Upon fail however, unless they let go of any metal objects or doff any metal armour, they cannot enter the radius. If a hostile creature is within 5ft of the Magnet Module, they can destroy it as an action, to end the effects.

**Pull** - All metal objects, even worn or carried, within 30ft of the Magnet Module are pulled to the Magnet Module, and stacked against it within 5ft upon activation. Creatures wearing or carrying metal objects within the radius described may make a Strength saving throw against your Device Save DC to resist the effects. Upon fail however, they must let go of any metal objects they are carrying, and unless any metal armour is doffed, the creature is pulled against the Magnet Module and restrained. When restrained by the Magnet Module, the creature may repeat a Strength saving throw at the end of each of its turns to break free of the restrain effect. When a creature wishes to reclaim a metal object from the Magnet Module while it is activated, they can destroy the Module and reclaim their items as an action.

When a creature has succeeded in the saving throw to resist the Magnet Module’s effects and attempts to move against the push or pull of the Device, they move at half speed.

**Elemental Redirector** (Salvageable, Remote Activated)

On your turn, as an action, you may produce, plant and activate the Elemental Redirector and designate 1 damage type out of the following: fire, cold, acid, lightning, thunder or poison. This device can be placed up to 5ft in front of you. All allied creatures within 30ft of the Elemental Redirector have resistance to the damage type chosen while it is active. When an attack is made or spell is cast that involves that damage type, the Elemental Redirector gains 1 charge (maximum 1). While the Elemental Redirector has 1 charge, the allies within 30ft no longer have resistance to the chosen damage type. However, on your turn, as an action, you may use 1 charge of the Elemental Redirector to designate 1 hostile creature within 30ft and concentrate the energy stored by the device towards it. Make a ranged Device attack roll (1d20+Intelligence modifier+proficiency bonus). Upon a hit, deal damage to the target as described above, of the same type as stored in the device. When this attack has been made, the Device may once again store a charge, and allies within 30ft once again have resistance to the designated damage type. This device can receive a charge a number of times equal to your Intelligence modifier before it is expended.

**Arcane Interrupter (Prerequisite Level 7)** (Remote Activated)

On your turn, as an action, you may produce and plant an Arcane Interrupter up to 5ft in front of you. While planted, choose to activate it in one of 2 ways, as described above.

**Action** - If you activate this device as an action, when a hostile creature maintaining concentration on a spell moves within 30ft of the device or starts its turn there, it must make a Constitution saving throw against your Device Save DC or lose concentration in their spell. The device can stay active this way a number of rounds equal to your Intelligence modifier.

**Reaction** - You can activate this device as a reaction when a hostile creature casts a spell. Cast the Spell “Counterspell” at 3rd level against their spell, using Intelligence as your spellcasting ability. If you activate the device in this way, the device is expended immediately.

**Earth Tether** - (Remote Activated, Salvageable)

On your turn, as an action, you may plant an Earth Tether up to 5ft in front of you, for use later. After the Device has been planted, on your turn, as a bonus action, you may activate the Earth Tether, to designate a Flying Creature within 60ft. This flying creature must make a Strength saving throw against your Device Save DC or be dragged to the ground within 5ft of the Earth Tether, and restrained. If a restrained creature uses an action to roll a strength saving throw against your Device Save DC to break free of the restrained condition, it may also take flight once again. This feature can be activated a number of times equal to your Intelligence modifier, and multiple flying creatures can be targeted by Earth Tether at once.