Tactics

* HD: 1d10
* Bonus Skill Points: Extra
* Spellcasting: Minor

Once per short or long rest, you gain one more action in addition to your regular action on your turn.

##### **Secondary Selection**

Second Wind [***Tactics***]

Once per short or long rest, you may regain hit points equal to 1d10 + your level in [*Tactics*] as a bonus action.

##### **Primary Selection**

Fighting style [***Tactics***]

* ***Archery***: +2 attack rolls made with ranged weapons.
* ***Defense***: While you’re wearing armor, you gain a +1 bonus to AC.
* ***Dueling***: When you’re wielding a melee weapon in one hand and no other weapon, you gain a +2 bonus to damage rolls with that weapon.
* ***Great Weapon Fighting***: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you’re wielding with two hands, you can reroll the dice and must use the new results.
* ***Protection***: When a creature you can see attacks a target other than you that is within 1 m of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
* ***Two-Weapon Fighting***: When you engage in two-weapon fighting, you can add your ability score modifier to the damage of the second attack.

##### **Secondary Selection**

Indomitable [***Tactics***]

Once per long rest, you may reroll a saving throw if you fail it. If you do so you must use the new roll.

##### **Primary Selection**

Martial Archetype [***Tactics***]

* ***Beast Slayer - Slayer Technique***: You gain four Slayer Technique dice that are d8s. You regain all expended dice after you complete a short or long rest. You can spend one Slayer Technique dice after you make the check but before the GM declares if its a success or a fail:
	+ An attack roll
	+ A damage roll

   You can spend Slayer Technique dice *before or after* you make:

* A saving throw you are proficient in
* A Perception check
* An Empathy check

* ***Bruiser - Savage Aggression***: If you deal damage through a weapon attack you deal an extra 1d4 damage.
* ***Champion - Improved Critical***: Increase your critical range to 19. Whenever you score a critical hit you gain a number of temporary hit points equal to 1d6 + your proficiency bonus.
* ***Grandmaster - Weapon Techniques***: You learn three Weapon Techniques of your choice from below. You can apply one of your Weapon Techniques to an attack action you make. For your Weapon Techniques, you also gain a 4d8 Technique Die that you spend when you use a Weapon Technique. You acquire an additional 1d8 Technique Die after 7 level picks of [*Tactics*] and an extra 1d8 Technique Die after 15 level picks of [*Tactics*]. After you complete a long rest you regain all your spent Technique Dice. When you pick another level of [*Tactics*] you may exchange one Weapon Technique for another.
* ***Spellblade - Soul Link***: You can perform a 1-hour ritual that allows you to link your soul to one weapon of your choice that you are holding. The ritual can be performed during a short rest and you can link with up to two weapons. A weapon that is linked to your Soul can be magically teleported to your hand as a bonus action as long as you are not incapacitated and the weapon resides in the same Realm as you. You can only teleport one weapon at a time. If you wish to link with another weapon, you can exchange one weapon for another by performing another ritual.
* ***Spellbow - Arcane Projectile***: You learn two Arcane Projectile options. Once per turn, whenever you make a ranged weapon attack, as part of that attack action, you may apply an Arcane Projectile option to that projectile. Some Arcane Projectile options must be declared before the attack roll is made, others can be used after the ranged weapon attack is declared a hit. You may use this ability twice per short or long rest. See below.
* ***Standard Bearer - United We Stand!***: You know how to rally your allies to inspire them to fight past their limits. Choose up to 3 allied creatures that are within 12 m of you and that can hear you. When you use your Second Wind ability each creature you chose gains hit points equal to your [*Tactics*] level.

##### **Secondary Selection**

Martial Archetype [***Tactics***]

* ***Beast Slayer - A Slayer’s Secrets***: Once per long rest you can cast Protection from Radiant and Necrotic as Soul Mastery. In addition, you learn to cast Detect Magic as a ritual with Soul Mastery.
* ***Spellblade - Arcane Talent***: You learn two cantrips.
* ***Spellbow - Crucial Knowledge***: You gain two skill points in either Occult or Survival, your choice, and you may gain rank 5 with that skill. You learn either Prestidigitation or Druidcraft as Soul Mastery. Alternatively, you may take both skills (2 skill points in two skills, and can gain rank 5 with both) or learn both cantrips.

#### **Level 4**

Ability Score improvement or Feat [***Tactics***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 5**

Extra Attack [***Tactics***]

As part of your attack action, you can make two attacks instead of one. You must possess at least 1 level of [*Tactics*] to be eligible for this ability (excluding this level).

#### **Level 6**

Ability Score improvement or Feat [**Tactics**]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 7**

Martial Archetype Abilities [***Tactics***]

* ***Beast Slayer - Scourge of Giants***: Whenever you roll damage you may add two Slayer Technique Dice instead of one. If you damage a celestial, fey, fiend, monstrosity, or an undead you deal the maximum damage with your Slayer Technique Dice.
* ***Bruiser - Fierce Resilience***: You may add 1d6 and add the result to any saving throw you make. This bonus applies to death saving throws as well. If your result to a death saving throw would be 20 or above this way, treat the result as a natural 20.
* ***Champion - Olympic Vigor***: When you make a running long jump, the distance you can cover increases by a number of meters equal to half your Brawn or Dexterity modifier (your choice, rounded up, minimum 1). In addition, whenever you take the dash action you may make one melee or ranged weapon attack as a bonus action a number of times per long rest equal to your Vitality modifier (minimum 1).
* ***Grandmaster - Knowledge is Power***: If you interact or observe another creature outside of combat for at least a minute, you learn some of their capabilities. Choose two characteristics from below, your GM tells you if they are superior, inferior, or equal compared to you:
	+ Brawn score
	+ Dexterity score
	+ Vitality score
	+ Armor Class
	+ Current hit points
	+ Total level
	+ [*Tactics*] class levels, if any
* ***Spellblade - Battle Focus***: By spending a bonus action you can make one weapon attack and cast a cantrip as an action.
* ***Spellbow - Enchanted Projectiles***: Projectiles from your ranged weapon attacks are considered magical for the purposes of overcoming resistance and immunity or nonmagical attacks and damage. After the projectile misses or hits, it immediately ceases to be magical. In addition, when you make a ranged weapon attack and do not hit, you may spend a bonus action to reroll the attack check against another target within 6 m of the original target.
* ***Standard Bearer - Illustrious Emissary***: You gain two skill points in two skills of your choice, and you may gain rank 5 for both of the chosen skills.

#### **Level 8**

Ability Score improvement or Feat [***Tactics***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 9**

Bonus Feat [***Tactics***]

Gain a bonus feat, you must meet the prerequisites of it.

#### **Level 10**

Martial Archetype [***Tactics***]

* ***Beast Slayer - Improved Slayer Technique***: Your Slayer Technique Dice upgrades from d8s to d10s.
* ***Bruiser - Improved Savage Aggression***: Upgrade your Savage Aggression’s bonus damage one step. If you have taken all Savage Aggression abilities before this one you gain a 1d6 instead of a 1d4.
* ***Champion - No Weaknesses***: Once per long rest, when the result on a weapon attack roll is a 1, you may change the result to a 19.
* ***Grandmaster - Improved Technique***: Your Technique Dice upgrades from d8s to d10s.

* ***Spellblade - Bewitching Force***: Until the end of your next turn, a creature is forced to roll any saving throw with disadvantage against spells you cast if you dealt the creature damage with a weapon attack.
* ***Spellbow- Improved Arcane Projectile***: You learn another Arcane Projectile option of your choice.

* ***Standard Bearer - Embolden:*** Choose one allied creature that is within 12 m of you and that can hear you. When you use your Action Surge ability that creature can make one melee or ranged weapon attack as a reaction.

#### **Level 11**

Improved Extra Attack [***Tactics***]

As part of your attack action, you can make three attacks instead of one. You must possess at least 7 levels of [*Tactics*] to be eligible for this ability (excluding this level).

#### **Level 12**

Ability Score improvement or Feat [***Tactics***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 13**

Indomitable [***Tactics***]

Once per long rest, you may reroll a saving throw if you fail it. If you do so you must use the new roll. If this is not the first time you have picked this ability, you gain another use of Indomitable per long rest.

#### **Level 14**

Ability Score improvement or Feat [***Tactics***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 15**

Martial Archetype [***Tactics***]

* ***Beast Slayer - Unrelenting***: If you have no Slayer Technique Dice left and you roll initiative, you regain one die of it.
* ***Bruiser - Improved Savage Aggression***: Upgrade your Savage Aggression’s bonus damage one step. If you have taken all Savage Aggression abilities before this one you gain a 1d8 instead of a 1d6. In addition, if you score a critical hit with a weapon attack you may add a bonus to the damage equal to your level picks of [*Tactics*]. You gain this benefit if you have picked all prior Savage Aggression abilities.
* ***Champion - Greater Critical***: Your critical range increases to 18-20. In addition, when you score a critical hit you gain advantage on the next weapon attack you make.
* ***Grandmaster - Unyielding***: If you have no Technique Dice left when you roll initiative, you regain one Technique Dice.

* ***Spellblade - Sorcery Surge***: Before or after you use your Action Surge ability you may teleport up to 6 m to an unoccupied space you can see.
* ***Spellbow - Keen Recovery***: If you have no uses of Arcane Projectile left and you roll initiative, you gain one use of it.

* ***Standard Bearer - Bastion***: Choose one allied creature that is within 12 m of you and that can hear you. When you use your Indomitable ability to reroll a mental or social saving throw that creature can also reroll a mental or social saving throw against the same effect. Your chosen creature must keep the new result.

#### **Level 16**

Indomitable [***Tactics***]

Once per long rest, you may reroll a saving throw if you fail it. If you do so you must use the new roll. If this is not the first time you have picked this ability, you gain another use of Indomitable per long rest.

#### **Level 17**

Action Surge [***Tactics***]

Once per short or long rest, you gain one more action in addition to your regular action on your turn. If this is not the first time you have picked this ability, you gain another use of Action Surge per long rest.

#### **Level 18**

Martial Archetype [***Tactics***]

* ***Beast Slayer - Improved Slayer Technique***: Upgrade your Slayer Technique Dice one step. If you have taken all Slayer Technique abilities before this one you gain a 1d12 instead of a 1d10.
* ***Bruiser - Last One Standing***: Unless you have more than half your hit points left or you are incapacitated, you regain hit points equal to 5 + your Vitality modifier (minimum of +1) at the start of each of your turns. You do not gain this benefit if you have 0 hit points. In addition, upgrade your Savage Aggression’s bonus damage one step. If you have taken all Savage Aggression abilities before this one you gain a 1d10 instead of a 1d8.
* ***Champion - Survivor***: At the start of each of your turns, you regain hit points equal to 5+ your Vitality modifier if you have no more than half of your hit points left. You do not gain this benefit if you have 0 hit points.
* ***Grandmaster - Improved Technique***: Your Technique Dice upgrades from d10s to d12s.
* ***Spellblade - Improved Battle Focus***: You can now make a weapon attack as a bonus action whenever you use your action to cast a spell of any level.
* ***Spellbow- Improved Arcane Projectile***: You learn another Arcane Projectile option of your choice.

* ***Standard Bearer - Improved Embolden***: When you use your Embolden ability you can choose up to two allies within 12 of you instead of only one.

#### **Level 19**

Ability Score improvement or Feat [***Tactics***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 20**

Greater Extra Attack [***Tactics***]

As part of your attack action, you can make four attacks instead of one. You must at least possess 17 levels of [*Tactics*] to be eligible for this ability.

#### **Spellbow: Arcane Projectile** [***Tactics***]

Arcane Projectile is a magical effect that represents each school of Soul Magic. The assortment of Arcane Projectile options is presented here in alphabetical order. If you have not chosen an ability score for your spellcasting, choose one when you decide on your Arcane Projectile options.

*Projectile of Charm*

* You infuse your projectile with Enchantment magic. Choose an ally within 6 m of the target hit by your projectile. The target must succeed on a Composure saving throw or be charmed by your chosen ally. The condition lasts for 5 rounds. The target may roll the saving throw again at the end of their turns to end the effect early. In addition to the normal damage the Projectile of Charm deals, the target suffers an extra 2d6 psychic damage.

After you have picked 18 levels of [*Tactics*], the target suffers 4d6 psychic damage instead, in addition to Projectile of Charm’s effects.

*Projectile of Debilitation*

* You infuse your projectile in Necromantic magic. You force a creature hit by the projectile to roll a Vitality saving throw. On a failure, the target’s weapon attacks deal half damage. The condition lasts for 5 rounds. The target may roll the saving throw again at the end of their turns to end the effect early. In addition to the normal damage the Projectile of Debilitation deals, the target suffers an extra 2d6 necrotic damage.

* After you have picked 18 levels of [*Tactics*], the target suffers 4d6 necrotic damage instead, in addition to Projectile of Debilitation’s effects.

*Projectile of Exile*

* You infuse your projectile with Abjuration magic. You force a creature hit by the projectile to roll a Presence saving throw. On a failure, you temporarily banish the creature until the end of its next turn to their home Realm. They appear in a safe location where they are considered incapacitated and their speed is zero. The creature reappears again in its original spot if it is unoccupied. If not, the creature reappears in the closest vacant spot.

* After you have picked 18 levels of [*Tactics*], the creature also suffers 2d6 force damage in addition to Projectile of Exilement’s effects.

*Projectile of Explosion*

* You infuse your projectile with Evocation magic. After your projectile successfully hits its target, the target and all other creatures in a 2 m radius take 2d6 force damage each.

* After you have picked 18 levels of [*Tactics*], creatures suffer 4d6 force damage instead.

*Projectile of Hunting*

* You infuse your projectile with Divination magic. When you use this Arcane Projectile option you do not roll an attack roll. The projectile is flung towards a target that you saw less than a minute ago and is within your ranged weapon’s range. It weaves and turns around corners if it has to, and ignores half and three-quarters cover. If the projectile reaches its target, the target makes a Dexterity saving throw. If the saving throw is a success, you learn their current location and the target takes your normal ranged weapon attack damage plus an additional 1d6 force damage. If the saving throw is a success you do not learn their location and they only suffer half damage.

* After you have picked 18 levels of [*Tactics*], the target suffers 2d6 force damage instead, in addition to Projectile of Hunting’s effects.

*Projectile of the Phantasm*

* You infuse your projectile with Transmutation magic. When this projectile is fired it can move through objects and cover, and it flies like a 1 m wide and 6 m long line. When you use this Magical Discharge option you don’t roll an attack roll for your attack action. Any creature within the trajectory of the projectile must succeed on a Dexterity saving throw or take the damage of the projectile plus additional 1d6 piercing damage. On a success, the creatures in the trajectory take half damage.

* After you have picked 18 levels of [*Tactics*], the target suffers 2d6 piercing damage instead, in addition to the Projectile of the Phantasm’s effects.

*Projectile of Shade*

* You infuse your projectile with Illusion magic. If your projectile hits its target, the projectile obscures their vision until the start of your next turn. Your target must make a successful Resolve saving throw or take 2d6 psychic damage and not be able to see anything farther than 1 m away.

* After you have picked 18 levels of [*Tactics*], the target suffers 4d6 psychic damage instead, in addition to Projectile of Hunting’s effects.

*Projectile of Thorns*

* You infuse your projectiles with Conjuration magic. The creature hit with your projectile is wrapped in thorny and poisonous vines. This effect lasts for 10 rounds or until the target or any other creature within 1 m of your target attempts to remove them. A successful Brawn: Athletics check against your spell DC ends the effect early.

* On a hit, the target takes an extra 2d6 poison damage. As long as the vines are wrapped around the target its speed is reduced by 2 m and the first time on each of the target’s turns when the target moves more than 1 m without teleporting, it takes an additional 2d6 slashing damage.

* After you have picked 18 levels of [*Tactics*], the target suffers 4d6 poison and slashing damage instead, in addition to Projectile of Thorns’ effects.

#### **Grandmaster: Weapon Techniques** [***Tactics***]

Some of the Weapon Techniques require a saving throw. It equals 8 + proficiency bonus + Brawn or Dexterity modifier (your choice).

*Accurate Strike*

* You can increase the accuracy of a weapon attack roll you make by spending a Technique Die before or after you make an attack roll, but before the GM declares the attack to be a hit or a miss. Roll your Technique Die and add it to your attack roll.

*Assail of the Captain*

* During your attack action on your turn, you may spend a Technique Die and a bonus action to let an ally that you can see and hear immediately make a weapon attack action as a reaction. The ally receives the result of your Technique Die to their attack’s damage die.

*Block*

* You can reduce the damage of a melee attack that damages you by spending a Technique Die and a reaction. The damage is reduced by your Dexterity modifier in addition to the result of your Technique Die.

*Dizzying Bash*

* You can attempt to disarm your target by spending a Technique Die when you successfully hit a creature with a weapon attack. The creature rolls a Brawn saving throw and on a fail drops an object to its feet of your choice. You add your Technique Die to the damage you deal with your weapon attack.

*Drive Back*

* You can push a target back by spending a Technique Die when you successfully hit a creature with a weapon attack. The creature rolls a Brawn saving throw and on a fail gets pushed back 3 m away from you. You add your Technique Die to the damage you deal with your weapon attack.

*Eluding Movement*

* You can add the result of one Technique Die to your AC when you spend movement this turn. When you stop moving you lose this benefit.

*Encourage*

* You can encourage an ally of your choice by spending a Technique Die and a bonus action. A creature of your choice that can see gains temporary hit points equal to your Presence modifier in addition to the result of your Technique Die.

*Extended Strike*

* You can increase the reach of one melee weapon attack you make on your turn by spending one Technique Die. You add your Technique Die to the damage you deal if you hit with your melee weapon attack.

*Falling Strike*

* You can knock a target prone by spending a Technique Die when you successfully hit a creature with a weapon attack. If the creature is large or smaller, it rolls a Brawn saving throw and on a fail the target is knocked prone. You add your Technique Die to the damage you deal with your weapon attack.

*Intimidating Strike*

* You can frighten a creature by spending a Technique Die when you successfully hit a creature with a weapon attack. The creature rolls a Resolve saving throw and on a fail becomes frightened of you until the end of your next turn. You add your Technique Die to the damage you deal with your weapon attack.

*Misleading Attack*

* You can give an ally an opening for an attack by spending a Technique Die when you successfully hit a creature with a weapon attack. Until the start of your next turn, the next attack roll an ally makes has advantage. You add your Technique Die to the damage you deal with your weapon attack.

*Plotting Strike*

* You can move one ally into a new position by spending a Technique Die when you successfully hit a creature with a weapon attack. An ally of your choice that can see and hear you can use its reaction to immediately move up to half its speed without provoking opportunity attacks from the target you hit with Plotting Strike. You add your Technique Die to the damage you deal with your weapon attack.

*Provoking Strike*

* You can attempt to provoke a creature to attack you by spending a Technique Die when you successfully hit a creature with a weapon attack. The creature rolls a Composure saving throw and on a fail, until the end of your next turn, receives disadvantage on all of its attack rolls against targets other than you. You add your Technique Die to the damage you deal with your weapon attack.

*Retort*

* You can immediately make a melee weapon attack against a creature that misses you with a melee attack by spending a Technique Die and a reaction. You add your Technique Die to the damage you deal if you hit with your melee weapon attack.

*Ruse Strike*

* You may expend a Technique Die and a bonus action to receive advantage on the next weapon attack roll you make before the end of your turn. You add your Technique Die to the damage you deal if you hit with your weapon attack.