Archetype - Tactician

## I Have a Plan

The Tactician represents Characters in fiction who rely on their intelligence to outwit and outmaneuver their enemies, and are able to help direct the efforts of those around them. They frequently portray battlefield commanders, leaders, captains, or other senior ranking officers. Outside of military circles they may represent particular individuals with high intellect such as doctors, scientists, engineers, mathematicians and polymaths, who are able to apply their skills to a range of different scenarios.

### Features

The Tactician has the ability to grant their allies additional Actions, and may use their Intelligence to help them find their enemies weaknesses or outsmart them. They gain features such as Rally and Strategic Action, which allow them to quickly heal their allies and provide them with the ability use certain actions using their Reaction. When they reach Level 12 Tacticians are able to improve their abilities beyond the limits of what is typically possible, increasing them beyond +5.

### Recommended Ability Bonuses

* High Dexterity
* High Intelligence
* Good Endurance

### Alternate Names

* High Fantasy Settings: Warlord
* Historic and Modern Settings: Tactician
* Futuristic Settings: Intelligence Officer

## Level 0

In addition to the features your Character gains at Level 1, they gain the following for starting their adventure as a Tactician.

### Weapon and Armor Training

* Trained in Simple, Advanced and Complex Weapons.
* Trained in Light Armor, Medium Armor and Shields.

### Saving Throw Skills

* Skilled in Intelligence Saving Throw
* Skilled in Focus Saving Throw

## Level 1

### Increased Damage Limit

* Your Damage Limit increases by 5 for each level of this Archetype you have.

### Hit and Run

* After you make a Melee Attack against a Character within the reach of your Weapon or Unarmed Strikes, you may immediately move up to 5ft.
	+ This Movement does not provoke Attacks of Opportunity and it does not expend your Movement.
	+ You cannot use this feature while your Movement Speed is Zero.

### Stamina Increase

* You gain a resource called Stamina Points, which you can spend in order to use powerful physical abilities, such as the Tactician's Rally feature.
* When you gain this feature, you have two Stamina Points
* You regain all your Stamina Points when you finish either a Long or Short Rest.
	+ You may only gain the benefits of a Short Rest twice, after which you must take a Long Rest to gain further benefits from a Short Rest.
* The maximum number of Stamina Points you may have increases whenever you gain the Additional Stamina feature from this Archetype, or from another Archetype, or from a Theme which also grants this feature.

### Rally

* As a Minor Action, you can spend one Stamina Point to reduce the Damage taken by yourself or another Character within 10ft of you by two rolls of your Martial Die + your Intelligence Bonus.

### Intelligent Defense

* While you are not wearing Difficult or Heavy Armor, your minimum Armor Class can be determined as follows:
	+ Armor Class = 8 + Dexterity Bonus + Intelligence Bonus
* You may add the AC bonus of a Shield to this Armor Class as well as effects which grant bonuses to Armor Class

### Martial Die

* At Level 1 your Martial Die is a d4.
* This die represents your Character's ability to push themselves past their normal limits to achieve their goals.
* At levels 5, 9, 13 and 17 of Tactician, the Improved Martial Die feature increases the die size to a d6, a d8, a d10 and a d12 respectively.
	+ If you gain the Improved Martial Die feature from another source (such as the Brute or Warrior Archetypes), increase the Martial Die by one size category, up to a maximum die size of 12.

### Tactician's Save DC

* Some features of the Tactician Archetype (such as the Tactician's Tactical Strike) require a Character make a Saving Throw to resist it's effects. The Tactician uses their understanding of a Character's weaknesses to their advantage, consequently the Saving Throw DC is given by:
	+ Tactician's Save DC = 8 + Skill Bonus + Intelligence Bonus

## Level 2

### Strategic Action

* On your Turn, you may as a Minor Action expend one Stamina Point to grant one Character within 10ft of you (other than yourself) who can see you a Strategic Action.
* As a Reaction the Character may immediately take an Action of their choice.
	+ If they take the Attack Action, they may only make one Attack.
	+ A Character who takes the Dash Action may move up to their Movement Speed. This movement does not provoke Attacks of Opportunity.
	+ A Character may use this Action to Cast a Cantrip but not a Levelled Spell.
* You may suggest to the Player whose Character is receiving the Strategic Action how they should use the Action, however the Action they take is their Choice.
	+ A Character may decline to take a Strategic Action, either because they are unwilling or unable (e.g. they have used their Reaction).
	+ If they decline the Strategic Action, you do not expend your Minor Action and you do not expend a Stamina Point.
* A Character may only benefit from the Strategic Action feature Once per Round.

### Lessons

* You have learned a number of important Lessons from your ongoing studies.
* You gain two Lessons of your choice. Lessons are presented at the end of this Archetype.
* When you gain levels in this Archetype, you will gain additional Lessons of your choice, as shown in the Lessons Known column of the Tactician Archetype Features Table.
* A level prerequisite for a Lesson refers to your Level in this Archetype, and some Lessons require other prerequisites.
* When you gain a level in this Archetype, you can choose any number of Lessons you know and replace them with other Lessons which you could learn at that Level.

## Level 3

### Theme

* At Level 3 you may choose a Theme compatible with this Archetype, such as the Combat Mastery Theme.
* At Levels 6, 10 and 14 the Theme Improvement feature unlocks additional benefits from this Theme.

### Additional Stamina

* Your maximum number of Stamina Points increases by one.

## Level 4

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Stamina

* Your maximum number of Stamina Points increases by one.

## Level 5

### Improved Martial Die

* Your Martial Die increases from a d4 to a d6.

### Improved Attack

* When you take the Attack Action, you may make up to two separate Attacks during your Turn.

### Additional Stamina and Lesson

* Your maximum number of Stamina Points increases by one.
* You learn an additional Lesson

### Tactical Strike

* When you damage a Target with a Melee Weapon Attack, you may spend one Stamina Point to cause additional damage equal to one Roll of your Martial Die and attempt to cause one of the following effects: Pressure, Unbalance or Disorientate:
	+ **Pressure:** The Target must succeed on a Charisma Saving Throw against your Tactician Save DC or be Frightened of you until the End of your next Turn. A Character who becomes Frightened due to this effect must use their Reaction to move up to half their Movement Speed away from you.
		- Characters will not move into positions which are clearly harmful to them (e.g. into fire or off cliff edges), but their Movement will provoke Attacks of Opportunity.
	+ **Unbalance:** The Target must succeed on a Strength Saving Throw against your Tactician Save DC. On a Failed Saving Throw they are pushed up to 15ft away from you and fall Prone.
	+ **Disorientate:** The Target must succeed on an Intelligence Saving Throw against your Tactician Save DC. On a Failed Saving Throw they until the End of your Next Turn may not use Reactions and they have Disadvantage on Attack Rolls.

## Level 6

### Theme Improvement

* You unlock the 6th Level Features of a Theme you gained from this Archetype.

### Additional Stamina and Lesson

* Your maximum number of Stamina Points increases by one.
* You learn an additional Lesson

## Level 7

### Additional Stamina and Lesson

* Your maximum number of Stamina Points increases by one.
* You learn an additional Lesson

### Direct Hit

* When you, or a Character within 10ft of you, misses an Attack against a Target you can see, you may as a Reaction grant the Attack Roll a Bonus equal to one Roll of your Martial Die, potentially changing the Miss into a Hit.

## Level 8

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Stamina

* Your maximum number of Stamina Points increases by one.

## Level 9

### Improved Martial Die

* Your Martial Die increases from a d6 to a d8.

### Additional Stamina and Lesson

* Your maximum number of Stamina Points increases by one.
* You learn an additional Lesson

## Level 10

### Theme Improvement

* You unlock the 10th Level Features of a Theme you gained from this Archetype.

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Stamina

* Your maximum number of Stamina Points increases by one.

## Level 11

### Mastermind

* You may use Strategic Action and Rally as part of the same Minor Action.
* Choose up to two Characters within the Range permitted by Strategic Action and Rally. They may each gain the benefits of either the Strategic Action feature or the Rally feature. Spend one Stamina Point for each Character which benefits from this feature.
	+ Characters may benefit from the same feature or different features.
	+ You decide in what order Characters benefit from the Strategic Action or Rally features.

### Additional Stamina and Lesson

* Your maximum number of Stamina Points increases by one.
* You learn an additional Lesson

## Level 12

### Legendary Abilities

* From Level 12 onwards, Major Improvements you gain from this Archetype may increase your Ability Bonuses above +5.

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat

### Additional Stamina

* Your maximum number of Stamina Points increases by one.

## Level 13

### Improved Martial Die

* Your Martial Die increases from a d8 to a d10.

### Additional Stamina and Lesson

* Your maximum number of Stamina Points increases by one.
* You learn an additional Lesson

## Level 14

### Theme Improvement

* You unlock the 14th Level Features of a Theme you gained from this Archetype.

### Additional Stamina

* Your maximum number of Stamina Points increases by one.

## Level 15

### Battlefield Presence

* The range at which you may use features granted by Lessons, Direct Hit, Rally and Strategic Action increases to 30ft.

### Additional Stamina and Lesson

* Your maximum number of Stamina Points increases by one.
* You learn an additional Lesson

## Level 16

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat

### Additional Stamina

* Your maximum number of Stamina Points increases by one.

## Level 17

### Improved Martial Die

* Your Martial Die increases from a d10 to a d12.

### Additional Stamina and Lesson

* Your maximum number of Stamina Points increases by one.
* You learn an additional Lesson

### Improved Mastermind

* There is no limit to how many Characters you may Target when you use your Strategic Action, Rally or Mastermind feature, provided you spend one Stamina Point for each Character.
	+ You decide in what order Characters benefit from the Strategic Action or Rally features.

## Level 18

### Additional Stamina

* Your maximum number of Stamina Points increases by one.

### Perfect Focus

* As an Action, you can spend 10 Stamina Points to enter a state of perfect focus. wherein you gain the ability to perfectly anticipate your enemies.
* Until you complete a Short or Long Rest, you gain the following benefits
	+ You can’t be Surprised and you have Advantage on all Checks.
	+ Characters have Disadvantage on Attack Rolls against you.

## Level 19

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat

### Additional Stamina and Lesson

* Your maximum number of Stamina Points increases by one.
* You learn an additional Lesson

## Level 20

### Efficiency

* Once during your Turn, you may grant the benefits of the Strategic Action feature to one Character without expending a Stamina Point.

### Additional Stamina

* Your maximum number of Stamina Points increases by one.

### Epic Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Epic Feat

## Lessons

Lessons the Tactician may learn are presented in order of their Level Prerequisites. Some Lessons include other pre-requisites also. We provide a brief summary of the options available in the Lessons Summary Table, and a full description following that.

### No Level Prerequisite

#### Tactical Wit

* When you make a Charisma Skill Check, you may expend one Stamina Point to add a Roll of your Martial Die to the result.

#### Tactical Intelligence

* When you make an Intelligence Skill Check, you may expend one Stamina Point to add a Roll of your Martial Die to the result.

#### Tactical Eye

* When you make an Focus Skill Check, you may expend one Stamina Point to add a Roll of your Martial Die to the result.

#### Further Education

* You gain one Basic Feat from the Basic Feats section.
	+ You may change your choice of Feat when you Level Up.

### Lessons Available from Level 5

#### Retreat

*Prerequisites: Level 5*

* The Distance you may move due to the Hit and Run feature increases to 10ft.

#### Higher Education

*Prerequisites: Level 5, Tactical Intelligence*

* You gain one Basic Feat from the Basic Feats section.
	+ You may change your choice of Feat when you Level Up.

#### Further Martial Training

*Prerequisites: Level 5*

* You learn two Martial Maneuvers of your choice, or two Martial Stances of your choice, or one of each.
* You may change your choice of Maneuvers and/or Stances when you level up.

#### Exploit Weakness

*Prerequisites: Level 5*

* When you Hit a Character with one of the following conditions with a Weapon Attack, you deal Additional Damage against them equal to one roll of your Martial Die.
	+ Grappled, Prone, Restrained, Incapacitated, Poisoned, Frightened or Stunned
	+ The Additional Damage is of the same type as that of the Attack (or a type of your Choice if multiple Damage Types are caused by the Attack).
	+ If the Attack is a Critical Hit, this Additional Damage is Doubled.
* You may add your Intelligence Bonus to the Damage dealt by Weapon Attacks against Targets you can see.

#### Fixation

*Prerequisites: Level 5*

* Whenever you fail an Focus, Intelligence or Charisma Saving Throw, or a Saving Throw to maintain Concentration on a Spell or other Effect, you may spend one Stamina Point to add one roll of your Stamina Die to the Result, potentially turning the failure into a Success (No Action Required).
	+ You may only use this Feature once on any given Saving Throw.

#### Distraction Tactics

*Prerequisites: Level 5, Tactical Wit*

* You may take the Taunt or Distract Action as a Minor Action.
* You may Target Characters with the Taunt or Distract Action up to 10ft away from you. At Level 15 this distance increases to 30ft.

#### Study

*Prerequisites: Level 5, Tactical Intelligence*

* As a Minor Action you can study a Character you can see within 10ft of you.
* You automatically determine any Vulnerabilities, Resistances or Immunities the Character may have. Additionally, if any of it's features are triggered by a specific Damage Type, you automatically determine the Damage Type and the effect dealing this damage to the Target will cause.
* At Level 15 the distance you may use this feature at increases to 30ft.

#### Prediction

*Prerequisites: Level 5, Tactical Eye*

* You may spend 1 Stamina Point to take the Dodge Action as a Minor Action.
* When you take the Dodge Action, if a Character you can see misses you with an Attack before the Start of your Next Turn, you may as a Reaction make a Weapon Attack against them provided they are within the Reach or Range of a Weapon you are holding of your Unarmed Strikes.

### Lessons Available from Level 9

#### Quick Retreat

*Prerequisites: Level 9, Retreat*

* The Distance you may move due to the Hit and Run feature increases to 15ft.

#### Researcher

*Prerequisites: Level 9, Higher Education*

* You gain one Basic Feat from the Basic Feats section.
	+ You may change your choice of Feat when you Level Up.

#### Hyper Fixation

*Prerequisites: Level 9, Fixation*

* If you fail a Saving Throw against an Focus, Intelligence or Charisma Saving Throw, or a Saving Throw to maintain Concentration on a Spell or other Effect, you may spend 2 Stamina Points to Turn that Failure into a Success.

### Lessons Available from Level 15

#### Fast Retreat

*Prerequisites: Level 15, Quick Retreat*

* The Distance you may move due to the Hit and Run feature increases to 20ft.

#### Professor

*Prerequisites: Level 15, Researcher*

* You gain one Feat from the Advanced Feats section.
	+ You may change your choice of Feat when you Level Up.

#### Break Spirit

*Prerequisites: Level 15, Distraction Tactics*

* Once per Turn, when you Taunt a Character you may expend two Stamina Points to attempt to break their resolve.
* The Character must make an Charisma Saving Throw against your Tactician Save DC. If they fail, they are Incapacitated until the End of your Next Turn.
	+ A Character which is unable to hear or understand you automatically succeeds on this Check.

#### Find Vulnerability

*Prerequisites: Level 15, Study*

* When you Study a Target using the Study feature and find they lack a pre-existing Damage Vulnerability, you may expend 4 Stamina Points to cause them to gain one.
* Your GM may choose a Damage Vulnerability they deem thematically appropriate to the Target, or they may roll on the Random Damage Vulnerability Table below to determine the Damage Type at random.
* Using this feature does not affect prior Damage dealt against that Target.
* You may not choose a Damage Type which the Target is already Immune or Resistant to. If rolling the Damage Type randomly, reroll the result until you identify a Damage Type you may use.
* You cannot use this feature more than once per a given Character.

#### Escape Plan

*Prerequisites: Level 15, Prediction*

* When an Attack against you has Disadvantage and still Hits, you may expend one Stamina Point to turn the Hit into a Miss (no reaction required).
* If you are Incapacitated you may not use this feature.

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## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode