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Argothair
2015-01-28, 03:53 AM
FLUFF

A dwarven first lieutenant sizes up the fortifications of the enemy city. "There!" he says, showing his commander the best place to attack. Any dwarf could have spotted the crumbling, tilted stone that will help the invaders scale the wall -- but before combat had even begun, few heroes of any race could have deduced which wall was manned by little more than a mob of prisoners and untrained militia. With a short nod, the dwarf directs his custom-built artillery to begin pounding at the under-manned gate. The dwarf and his commander share a slow smile as they imagine what overrunning the city's tall walls before noon on the first day of the siege will do to the rebels' morale.

A quiet elf stands on a watchtower, and studies the strange chain mail on the enemy's vanguard. Although she has never seen this type of armor before, her long study of metallurgy gives her a hint as to where the armor's joints can be pierced. Experimentally, she fits an armor-piercing arrow to her bow, and aims for the nearest soldier's elbow. A moment later, she hears his far-off scream, and the tang of his sword as it clatters from his now useless sword-arm.

A half-orc swordsman must deliver an urgent message to his king, but the way is barred by kobolds standing watch at the cavernous entrance to the king's lair. Carefully, the orc measures the terrain ahead, making note of every crevice and stalagmite. Finally, he sees an opening. Although there are at least twenty kobolds in the cave, no more than three are able to close in on the orc's twisting route. Using his twin blades to parry incoming strikes, he ricochets from one guard to the next, dancing across the familiar terrain with a minimum of bloodshed. In the throne room, the king lets out a sigh of relief -- the orc's message will give him the political ammunition he needs to persuade the kobolds to return home in peace, especially since there were no casualties.

MECHANICAL OVERVIEW

The Tactician is an INT-based martial class who relies on skill and brains to predict his opponent's moves and counter them with expert combat techniques. Occupying a middle ground between the Fighter's barrage of many modest attacks and the Rogue's single but deadly sneak attack, the Tactician tries to find a weakness to exploit in a couple of opponents and then repeatedly pounds away at that weakness with moderately strong attacks. Tacticians excel at longer battles that continue for four or more rounds. Although most effective in larger armies where a single tactical insight can save dozens of lives, even a lone Tactician can punch significantly above her weight class by pitting her strengths against the enemy's weakness.

In addition to INT, Tacticians benefit from having a high STR or DEX score and a respectable CON score. They gain one additional Ability Score Increase compared to most other classes, which helps them cope with the need for multiple high scores. Tacticians have a variety of strong but highly situational abilities, and so Tacticians may not be appropriate for very short or very simple campaigns.

Hit Dice: d8
Proficiencies: all weapons, light armor, medium armor, shields, lenses, maps
Saving Throws: DEX, INT
Skills: Choose three from Arcana, History, Insight, Investigation, Perception, Persuasion, and Survival
Multiclassing: Requires 14+ INT and either 12+ STR or 12+ DEX
Starting Equipment: In addition to the equipment from your background, you start with:

A rapier or a hand crossbow
Studded leather armor or chain shirt armor
A shield or a dagger
Binoculars or a telescope
A geographical map of your hometown region
A sketchpad and ink




Level
Prof. Bonus
Observation Dice
Features


1
+2
2 * d4
Careful Study, Planned Maneuvers


2
+2
2 * d4
Battle of Wits, Fighting Style


3
+2
2 * d4
Archetype Feature


4
+2
3 * d4
ASI / Feat


5
+3
3 * d4
Extra Readied Action (2)


6
+3
3 * d4
Extra Attack (2)


7
+3
3 * d6
Archetype Feature


8
+3
3 * d6
ASI / Feat


9
+4
3 * d6
Favored Weaponry


10
+4
4 * d6
ASI / Feat


11
+4
4 * d6
Archetype Feature


12
+4
4 * d6
ASI / Feat


13
+5
4 * d8
Unnerving Insight


14
+5
4 * d8
Archetype Feature


15
+5
4 * d8
Extra Attack (3)


16
+5
5 * d8
ASI / Feat


17
+6
5 * d8
Sherlock's Foresight, Additional Fighting Style


18
+6
5 * d8
Archetype Feature


19
+6
5 * d10
ASI / Feat


20
+6
5 * d10
Lightning-Fast Mind



Class Abilities at Level 1

Careful Study -- The Tactician's ability to closely study and exploit weaknesses is represented mechanically by a pool of Observation Dice. As a standard Action, a Tactician can roll one Observation Die to gain insight into an enemy's weaponry, armor, or posture. The Tactician must be able to clearly see the enemy (whether through mundane or magical means) in order to roll an Observation Die. Rolling an Observation Die requires Concentration. The result shown on the die is then applied as a bonus to certain types of rolls. Studying weaponry means that the bonus is applied to the Tactician's attempts to disarm, sunder, or parry that weapon. Studying armor means that the bonus is applied to the Tactician's attack rolls against that enemy. Studying posture means that the bonus is applied to the Tactician's armor class when the Tactician is being attacked by that enemy.

The bonus lasts until the Observation Die is discarded. A Tactician can always choose to discard an Observation Die as a free action. All of a Tactician's Observation Dice must be discarded when he or she takes a short or long rest, or when he or she falls asleep or is incapacitated. Finally, if an enemy radically changes its behavior, e.g., by swapping out weapons, or by taking off its armor, or because its best friend has just been murdered, then any Observation Dice applied to that enemy may be discarded, at the GM's discretion. For example, you cannot gain an attack bonus against a creature based on knowing the weaknesses in its armor if it has just finished taking off that armor. Once an Observation Die is discarded, that Observation die cannot be used again until the Tactician takes a short or long rest. A short or long rest refreshes and re-sets all Observation Dice and returns them to the Tactician's Pool.

At Level 1, the Observation Die is a d4, so the maximum bonus to any roll is +4. This scales to a d10, for a maximum bonus of +10, starting at Level 19. You can apply more than one Observation Die to an enemy, but not to the same feature of that enemy -- you cannot, e.g., have two simultaneously active Observation Dice, both of which are giving you a bonus to attack rolls against the same Hobgoblin. You could use one Observation Die to give you a bonus to attack rolls against the Hobgoblin, and one Observation Die to give you a bonus to your AC against the Hobgoblin. You could also use one Observation Die to give you a bonus to attack rolls against a Hobgoblin, and another Observation die to give you a bonus to attack rolls against the Hobgoblin's neighbor.

You may choose to discard an Observation Die and re-roll another Observation Die against the same target in the hopes of increasing your bonus. E.g., if you rolled a 1, you might want to discard the 1 and re-roll, hoping to get a +3 or a +4. However, this drains your pool of Observation Dice, and requires spending another action, so it is rarely worthwhile at lower levels.

Planned Maneuvers -- Choose a spot at least 50 ft away from your current location. You may use an Action to study the route to that location and think of ways to avoid obstacles along the route. Until you arrive at the new location or end your turn without moving toward the new location, you gain the following benefits:

you may take Disengage or Dash as a bonus action.
you ignore difficult terrain.
you roll with advantage against traps that were visible at the time you studied your route.



Class Abilities at Level 2 and Beyond

Battle of Wits -- if you Attack the same enemy in two or more consecutive rounds, and you do not Attack any other enemies, you may add your INT modifier to your attack roll and damage roll against that enemy starting on the second round.

Fighting Style -- Choose from Archery, Dueling, Protection, and Two-Weapon Fighting.

Extra Readied Action (2) -- Normally, players have one Action per Round, which they may either use, or hold in reserve by 'readying' an action that will only occur in response to a specified event. For example, you could 'ready' a Longsword attack against any goblin that comes within 5 feet of you. With this ability, players can set aside a readied Action and take their regular Action as normal. Alternatively, players can skip their usual action and set aside two readied Actions. As usual, if one or more of the readied Actions is based on a trigger that does not come to pass before the start of the player's next turn, the readied Action is wasted. You may set aside your extra readied action each turn without penalty. However, once you actually use your extra readied action, you cannot use it again until you have completed a short or long rest.

Favored Weaponry -- Upon reaching Level 9, the Tactician selects one piece of military gear for intensive study: a weapon, a suit of armor, OR a shield. Once per turn, while using a favored weapon, the Tactician may expend an Observation Die to re-roll an attack roll made with that weapon. While using a favored shield or suit of armor, the Tactician may use her reaction and expend an Observation Die to force an opponent to re-roll an attack roll made against the Tactician. You may change your favorite piece of gear during a long rest.

Unnerving Insight -- At Level 13, the Tactician can predict her opponent's moves so clearly that it unnerves the opponent, making enemies wonder if their minds are being read. When you an enemy who you have studied with at least one active Observation Die either misses you or is hit by your weapon attack, the enemy must make an INT save at 4 + your Tactician Level. On a failure, the enemy is Stunned for one round. You do not gain the benefit of Unnerving Insight when you hit an opponent who is already stunned, grappled, restrained, prone, or paralyzed.

Sherlock's Foresight -- At Level 17, you can predict how a round of fighting will develop before you even begin to swing your sword. Once per round, you may roll all dice for one attack in advance, including accuracy, damage, and any associated attacks of opportunity. After seeing the dice, you may decide to proceed with the attack (using those dice), or to take some other action, such as attacking a different target (using a new set of random dice), using an item, or focusing on defense. At the end of your turn, the dice are re-set (they do not carry over from one turn to the next).

Lightning-Fast Mind -- At Level 20, you have learned to evaluate opponents so quickly and effortlessly that you can make tactical predictions on the fly. You may roll an Observation Die as your bonus action, and rolling Observation Dice no longer requires Concentration.

ARCHETYPE ABILITIES



Level
Brave Captain
Siege Engineer
Arcane Analyst


3
Natural Teacher, Firm Leadership
Engineering Proficiencies, Construct Siege Weapon
Thaumatometer, Deep Thinker


7
Squad Tactics, Bold Leadership
Welcome Mat, Advanced Troubleshooting
Runemaster, Flexible Mind


11
Serene Confidence, Proficiency: Banner
Smooth Operator
Brilliant Wandwork, Telepathy


14
Combat Discipline, Gifted Orator
Master Trapper, Productivity Expert
Acquired Immunity, Piercing Gaze


18
Natural Commander
Alchemical Ammunition
Scrollwright



Tactical Archetype: Brave Captain

A Brave Captain uses their tactics to perfect the art of working in squadrons and companies, lending tactical assistance to their allies and inspiring their team to "fight smarter, not harder."

Level 3:

Natural Teacher -- You may use an Action to communicate what you have learned about an enemy to one other character. That character benefits from the bonus from one of your Observation Dice as long as you do. Any given Observation Die bonus can only be shared with one other character.

Firm Leadership -- When you take a Move Action, you may choose one friendly character within 10 feet of your starting location, and command that character to immediately move to a hex of your choice within 10 feet of your new location. While moving in this way, the character following you has speed equal to your own, and he or she does not provoke Opportunity Attacks.

Level 7:

Squad Tactics -- You can use your bonus action to give a number of allies up to your INT bonus who can see and hear you gain advantage when attacking the same target as you in the same round.

Bold Leadership -- You may use an Action to choose one friendly character within 10 feet of your current location, and command that character to make an attack against an enemy of your choice. The friendly character must be hostile to the chosen target.

Level 11:

Serene Confidence -- Add your INT bonus to saving throws against effects that would leave you frightened or charmed.

Proficiency: Banner -- You learn how to craft and display a proud and gallant banner that inspires loyalty and courage in those around you. Crafting a new banner requires 1 hour and 5 gp of mundane but high-quality materials, such as cloths, dyes, and wood. You must choose the emblem of a political, religious, or mercantile group to display on the banner. Banners count as a Light weapon with Reach that deals 1d4 piercing damage on a hit. When attacking, instead of rolling to see if the Banner hits an enemy, you may raise the banner aloft. If you do so, everyone who can see the banner and who is friendly to the group whose emblem is displayed on the banner gains (1d4 + Your Proficiency Bonus) in temporary hit points. You may use this ability as many times as your CHR bonus, and then you must take a short or long rest before you can use the ability again. Multiple uses of the ability stack, i.e., you can give the same allies more than (4 + Prof.) temporary hit points. However, if you drop the Banner, or if you fall prone while holding the Banner, or if the Banner is destroyed, all of the temporary hit points created by the Banner are immediately lost. You may continue to attack with the Banner even after you have exhausted its inspirational uses.

Level 14:

Combat Discipline -- Allies within 15 feet of you gain advantage against effects that would leave them frightened, charmed, or sleeping. You and allies who are adjacent to you impose disadvantage on enemies using the Charger feat.

Gifted Orator -- You gain proficiency at Persausion if you do not already have it. If you have a chance to study your audience before you speak, you can use an Observation Die to gain an additional bonus to your Persuasion skill when addressing a crowd.

Level 18:

Natural Commander -- Allies who can see and hear you may apply your proficiency bonus instead of theirs when making weapon attacks and damage rolls. (This ability does not make your allies proficient in any new weapons; it just increases their bonus when they are already proficient.)

Tactical Archetype: Siege Engineer

The Siege Engineer learns how to construct and operate fearsome siege weapons. Although cumbersome in close quarters or rough terrain, a skillfully deployed siege engine at the gates of a city or in an open field can change the course of a major battle.

Level 3:

Engineering Proficiencies -- You become proficient at using blacksmith's tools, using carpenter's tools, and operating siege engines.

Construct Siege Weapon -- You learn how to construct a basic siege weapon of your choice: either a catapult, a ballista, or a mobile tower. Siege weapons are not sentient, and they do not act unless someone is operating them. Building a siege weapon requires approximately 8 hours of your labor and 100 gold worth of wood, rope, nails, and gears. You may build more than one siege weapon of your chosen type, but they are large, heavy, and complicated, so you will not be able to move or operate more than one at a time, and siege weapons are too dangerous to be used by untrained operators. You can change which type of siege engine you know how to build by discussing blueprints with members of an appropriate guild or professional army during a long rest.

Catapult
30 HP -- when the Catapult is at 0 HP or below, it cannot be operated.
Speed: 5 ft/rd* (when being pushed, pulled, or dragged by someone with STR >= 13)
Speed: 10 ft/rd* (when being pulled over level ground by a pack animal)
Ammunition: any solid, roundish object weighing between 10 and 50 lbs.
Action 1: Load 1 round of ammunition into the catapult. Does not require proficiency, but you must have enough strength to lift the ammunition.
Action 2: Aim the catapult at a target between 60 and 600 feet away. You may aim over walls or other obstructions that are up to 60 feet high. Requires proficiency.
Action 3: Fire the catapult. Requires proficiency. Roll 1d8 to check your aim. On a roll of 7 or 8, you hit the target exactly. On a roll of 1-6, the ammunition lands one hex wide of the target -- assign each of the six adjacent hexes a number (e.g., 1 is north, 2 is north-east, etc.) and drop the ammo on the hex indicated instead of on the targeted hex. A creature that is in the hex where the ammo lands take 1d10 bludgeoning damage for every 10 pounds of ammo dropped on it. A creature that is in a hex adjacent to where the ammo lands must beat a DEX save of 16 or take 1d6 bludgeoning damage for every 10 pounds of ammo dropped in the area.

Ballista
20 HP -- when the Ballista is at 0 HP or below, it cannot be operated.
Speed: 10 ft/rd* (when being pushed, pulled, or dragged by someone with STR >= 13)
Speed: 20 ft/rd* (when being pulled over level ground by a pack animal)
Ammunition: any large, hard, pointy cylinder, like a sharpened log, or a spear.
Action 1: Load 1 round of ammunition into the ballista. Does not require proficiency, but you must have enough strength to lift the ammunition.
Action 2: Aim the ballista at a target between 20 and 200 feet away. You must have a clear line of sight to the target. Requires proficiency.
Action 3: Fire the ballista. Requires proficiency. Roll 1d6 to check your aim. On a roll of 4-6, you hit the target exactly. On a roll of 2, your aim is slightly off to the left -- for every 50 feet the ammunition travels in a straight line, move it 5 feet to the left. On a roll of 3, your aim is slightly off to the right -- for every 50 feet the ammunition travels in a straight line, move it 5 feet to the right. On a roll of 1, the ballista misfires, and does not hit any targets. The first creature to be struck by a shot from the ballista must beat a DEX save of 20 or take 3d12 piercing damage. Unless the ballista hits a completely solid object such as a stone wall, the ballista will continue forward in a straight line for up to 50 feet after striking its first target. The second creature to be struck by a shot from the ballista must beat a DEX save of 16 or take 2d12 piercing damage, and the third creature must beat a DEX save of 12 or take 1d12 piercing damage.

Mobile Tower
40 HP -- when the Mobile Tower is at 0 HP or below, it collapses, dealing 1d10 bludgeoning damage to any creatures inside.
Speed: 5 ft/rd* (when being pushed, pulled, or dragged by someone with STR >= 13)
Speed: 15 ft/rd* (when being pulled over level ground by a pack animal)
The Mobile Tower is a sheltered staircase about 20 feet tall with wheels, arrowslits, and a parapet on top. Up to 2 creatures at a time of Medium size or smaller can enter the Tower and use its features.
Feature 1: Characters sheltering inside the staircase are considered to be under full cover. They can fire arrows out through the arrowslits as normal. They can cast spells through the arrowslits, but this imposes disadvantage on the caster. You cannot make a melee attack through an arrowslit.
Feature 2: Characters standing on the parapet on top of the tower have half-cover. They can fire arrows or cast spells as normal. Slings and other ranged bludgeoning weapons fired from the top of a parapet gain advantage on their attack rolls. You cannot make a melee attack from the parapet unless your target is between 10 feet and 20 feet off the ground (either because it is very tall, or flying, or on a hill, etc.).
Feature 3: The mobile tower has a springboard that can be 'unsprung' to help you cross from the parapet onto a nearby wall or hill. Triggering the springboard requires proficiency. When it is triggered, any creatures in the way of the springboard must make an 15 DEX save or take 1d6 bludgeoning damage and be Stunned for one round. The springboard is 5 feet wide and 15 feet long, and has 10 HP when extended. You can spend an Action to retract the springboard (this requires proficiency).

Level 7:

Welcome Mat -- You learn how to quickly prepare a small but effective fortification. Given five minutes, you can arrange ordinary materials into a palisade that imposes disadvantage on enemies who attempt to attack you from the outside of the palisade or sneak into the palisade. The palisade is large enough to comfortably fit as many Medium-size characters as your Tactician Level.

Advanced Troubleshooting -- You can use your action to cast Mending a number of times per long rest equal to your INT modifier. This does not use up any spell slots. However, as an additional somatic component of the spell, you must use your palm or your fist to smack the broken object that you want to repair.

Level 11:

Smooth Operator -- When you use your action to aim a Catapult or Ballista, you can use your bonus action to fire that siege engine. When you arrive at the parapet of a Mobile Tower, you can use your bonus action to retract or unspring the Springboard.

Level 14:

Master Trapper -- You can use one of your Observation Dice to study a trap, gaining a bonus to attempts to create, identify, modify, and disarm that type of trap. You gain proficiency at creating traps. You can customize traps you create to apply your choice of lethal or non-lethal piercing, bludgeoning, fire, or slashing damage.

Productivity Expert/B] -- You can build and assemble all kinds of mundane objects at twice the usual pace. Friendly characters who can hear and understand you gain advantage on their skill checks when attempting to build or assemble a mundane object.

Level 18:

[B]Alchemical Ammunition -- You learn alchemical secrets that enable you to infuse the ammunition for your siege weapons with arcane properties of your choice. You can prepare your choice of two alchemical recipes each time you take a long rest. Using a standard action, you can apply a dose of one of those recipes to a catapult stone, a ballista beam, or an arrow-slit. if you dose the arrow-slit, then the next projectile fired through the arrow-slit is affected by the recipe. Ordinarily, ammunition can hold an alchemical charge for one hour.

Dose of Naphtha -- anyone damaged by the projectile also takes 1d4 fire damage on each of their next three rounds.
Dose of Aether -- the projectile resists the effects of gravity, allowing it to fly up to a height of 120 feet as part of its route
Dose of Ferrite -- the projectile is attracted to metal objects, including metal weapons and armor, and will curve up to 10 feet out of its usual path in order to strike a metal object.
Dose of Aqua Regia -- anyone damaged by the projectile also takes 1d10 acid damage.
Dose of Tellurite -- anyone damaged by the projectile must pass an 18 DC check against WIS or be Confused for one round.

Tactical Archetype: Arcane Analyst

An Arcane Analyst strives for deep insight into how and why magical items work. The same mind that makes her a brilliant tactician gives the Arcane Analyst power over scrolls, wands, and certain divination spells.

Level 3:

Thaumatometer -- You can cast the spells of Identify or Detect Magic as a free action as many times per long rest as your INT modifier. This does not use any spell slots.

Deep Thinker -- You can use one minute to gain advantage on a specific Arcana check.

Level 7:

Runemaster -- You can make an Arcana check to read a Spell Scroll even if you do not have any caster levels.

Flexible Mind -- You can attune to one additional magical item (normally this will mean that you can attune to a total of four magic items at a time).

Level 11:

Brilliant Wandwork -- If you cast a spell from a wand you are holding, you may apply your INT bonus to either increase the damage inflicted by the spell or increase the save DC for the spell.

Telepathy -- You can cast the spells of Read Thoughts or Sending as a free action as many times per long rest as your INT modifier. This does not use any spell slots.

Level 14:

Acquired Immunity -- You can use an action to roll an Observation Die to study a spell. You must have a clear memory of seeing the spell being cast. If this spell is cast on you while the Observation Die is active, you add the bonus on the die to your save rolls against that spell. In addition, you gain Damage Resistance[That Spell] equal to the bonus shown on the Observation Die.

Piercing Gaze -- You can cast the spells of True Seeing or Dispel Magic as a free action as many times per long rest as your INT modifier. This does not use any spell slots.

Level 18:

Scrollwright -- You can spend 1 hour and roll an Observation Die to create a Spell Scroll, using 10 gp of high-quality parchment and ink. The maximum caster level of the Spell being scribed is the bonus shown on the Observation Die. A roll of "10" is treated as a "0" and only allows you to scribe cantrips. Like other Spell Scrolls, the scroll crumbles and is consumed if it is cast or copied.

BRKNdevil
2015-01-28, 11:54 AM
just a few minor nitpicks and questions

why did you choose to go with the ASI/Feat placement at 4,8,11,13,15,18 when normally its at least 4,8,12,16,19 and with that many feats, taking the precedent of 4,8,10,12,16,19 from the rogue?

I know why you chose Sherlock, but that is out of the usual naming scheme. I suggest looking at the fluff of some of the monsters or dnd gods to see if you can't find an equivalent.

PotatoGolem
2015-01-28, 01:21 PM
Interesting idea, and it definitely fills a niche that doesn't really exist in 5e right now.

I'm a little unclear about how the observation dice work- are they like superiority/inspiration dice, in that you spend them to get a bonus on a roll, or is it a flat bonus that applies until it wears off as described? If it's the second, that's a VERY powerful ability. It also makes Favored Weaponry incredibly OP. There's no reason to ever not use your dice on it- an average of +3.5 to AC and attack rolls breaks bounded accuracy (and it gets even worse as the die get bigger).

Also, squad tactics seems like it should be limited in terms of uses/rest. Giving all your allies advantage on all attacks against the big bad is really strong. The banner is super cool and flavorful, but a bit weak. Maybe add your proficiency bonus to the THP granted?

I have to agree with BRKN on the ASIs and name. Every class follows the same format for ASIs, so I wouldn't change that.

Argothair
2015-01-30, 10:48 AM
Thanks for the useful comments! Per your advice, I switched the ASI/Feat schedule to be the same as the Rogue's, I added proficiency bonus to the temp. HP on the Banner, and I nerfed Favored Weaponry, which was too strong.

Squad Tactics doesn't make sense as something that would have limited uses per day; either you know how to fight as a squad or you don't. I edited it so that activating the ability requires your bonus action (it takes some effort to coordinate everyone's attacks). Let me know if you think it's still overpowered.

I tried looking for another name for Sherlock's Foresight, because you are right about the naming convention, but I'm not seeing anything great. There's an Australian aboriginal god known as Daramulum or as Jar'edo Wens who seems to have the same ability as Sherlock Holmes, but I'm not sure most D&D players would have heard of him. On TV Tropes, Sherlock's ability to pre-visualize a battle is eponymous -- they just call it the Sherlock Scan. I'm certainly open to suggestions if anyone can think of another name.

GorinichSerpant
2015-01-30, 04:01 PM
Maybe call it "Extraordinary Foresight".

This is a class I would like to play. Sense it's an int based class is should multiclass well with Wizard, which I think fits well with the fluff.

Also I find Advanced Troubleshooting to be very flavorful and amusing.