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View Full Version : D&D 5e/Next [New Class] The Tactician, aka the mundane caster



yisopo
2024-04-29, 11:03 AM
NOTES

What if a martial classe could wield the versatility of spellcasters? Enter the Tactician.

They possess a diverse array of gambits, each akin to a level-1 spell in complexity (at least that's what I would like). But how do they stay competitive as levels progress? Simple: they blend multiple gambits in a single turn, maintaining pace with other classes as they weave intricate combinations of tactics on the battlefield.

Essentially, from a mechanical standpoint, it's as if a spellcaster had magic building blocks and by combining them could create progressively more potent spells. However, thematically, the Tactician's gambits are purely mundane. No type of magic, hence no: teleportation, summoning, flight, and the like.

As you can see, the progression of the Tactic Points has been directly taken from the "Spell Points" variant. The only difference (purely formal, while substantively unchanged) is that, in order to simplify the gambit system (where a gambit should correspond to a 1st-level spell), a gambit has a value of 1 instead of 2. So all the points have been halved.


This is my first draft, so it's still highly subject to change. In fact, I've posted it here specifically to gather as much feedback as possible and improve it. Please let me know if there's anything to adjust for balance or general improvements.


THE TACTICIAN

In a world where battles are fought with steel and magic, the Tactician embodies the essence of strategy and cunning. They emerge as the mastermind behind every move, orchestrating the flow of combat with precision and foresight. Armed not only with weapons but also with intellect, the Tactician navigates the battlefield like a chess grandmaster, always several steps ahead of their foes.

They are the architects of victory, turning the chaos of battle into a symphony of calculated strikes and gambits.




Level
Proficiency Bonus
Features
Gambits Known
Tactical Points
Max Tactical Points per Turn
Tactical Recovery


1st
+2
Tactical Combat, Analytical Fight
4
2
1
-


2nd
+2
Mental Recovery
5
3
1
1


3rd
+2
Warfare Philosophy
5
7
2
1


4th
+2
Ability Score Improvement
6
9
2
2


5th
+3
Weakness Assessment
6
14
3
2


6th
+3
Warfare Philosophy Feature
7
16
3
3


7th
+3
-
7
19
4
3


8th
+3
Ability Score Improvement
8
22
4
4


9th
+4
-
8
29
4
4


10th
+4
Warfare Philosophy Feature
9
32
5
5


11th
+4
-
9
36
5
5


12th
+4
Ability Score Improvement
10
37
5
6


13th
+5

10
42
6
6


14th
+5
Warfare Philosophy Feature
11
42
6
7


15th
+5
-
11
42
6
7


16th
+5
Ability Score Improvement
12
47
7
8


17th
+6
-
12
53
7
8


18th
+6
Master of the Battlefield
13
57
7
9


19th
+6
Ability Score Improvement
13
62
8
9


20th
+6
God of the Battlefield
14
67
8
10



HIT POINTS
Hit Dice: 1d10 per tactician level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per tactician level after 1st

PROFICIENCIES
Armor: Light Medium armor, shield
Weapons: Simple weapons, martial weapons
Tools: None

Saving Throws: Intelligence, Wisdom
Skills: Choose three skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Investigation, Medicine, Perception, Stealth and Survival

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
• (a) scale mail or (b) leather armor, longbow, and 20 arrows
• (a) a martial weapon and a shield or (b) two martial weapons
• (a) a light crossbow and 20 bolts or (b) two hand axes
• (a) a dungeoneer's pack or (b) an explorer's pack

TACTICAL COMBAT
Beginning at 1st level, your mental acuity allows you to utilize various tactics during combat. Your calculating genius is represented by a pool of Tactical Points.

TACTICAL POINTS
The Tactician table shows how many tactical points you have to use your tactical abilities, called “gambits”. To use these gambits, you must expend those points: 1 tactical point for each gamble.

You can combine gambits together in the same turn with these constrains:
1. The column “Max Tactical Points per Turn” show how many tactical points you can use in singe turn of yours.
2. A gambit can force a Saving Throw to a specific enemy only once per round.
3. A specific water gambit can only be used once per round.
4. Only one gambit requiring a reaction is possible to use in a round (exception: “God of the Battlefield” feature).

In general gambits don’t expend actions or bonus actions; but some gambits can use a reaction.

You regain all expended tactical points when you finish a long rest.

GAMBITS KNOWN
The “Gambits Known” column of the Tactician table shows how many gambles you know at each level.

Additionally, when you gain a level in this class, you can choose one of the gambits you know and replace it with another gambit.

Some of the gambits require your target to make a saving throw to resist the gambit’s effects. The saving throw DC is calculated as follows:

Gambit save DC = 8 + your proficiency bonus + your Intelligence modifier

ANALYTICAL FIGHT
At 1st level, when you attack with a weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Your analytical mind is so focused that if you use this feature, you can’t cast spells or concentrate on them for 1 minute.

MENTAL RECOVERY
Starting at 2nd level, once per long rest when you finish a short rest, you can choose to recover an amount of tactical points as shown in the Tactical table.

WARFARE PHILOSOPHY
At 3rd level, you choose a warfare philosophy that shape the way you see your enemies and the battlefield. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 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.

WEAKNESS ASSESSMENT
At 5th level, if you don’t spend any tactical points in your turn, you add 1d10 to the attack's damage roll. You cannot use this feature as a reaction or with the "Extra Attack" feature.

The feature improves at higher levels. This damage increases by 1d10 when you reach 11th level (2d10), and 17th level (3d10).

MASTER OF THE BATTLEFIELD
At 18th level, you have achieved great mastery over the battlefield. You may use a gambit belonging to your Warfare Philosophy even if you don’t know it.

You can use this feature once per round.

GOD OF THE BATTLEFIELD
When you reach 20th level, your ability over the battlefield becomes unparalleled. Your speed is increased by 10 feet and you have +3 to your AC against opportunity attacks.

In addition, when you use a reaction, you can combine two gambits requiring a reaction in the same round.


WARFARE PHILOSOPHY
While many adventurers excel in combat prowess, tacticians immerse themselves in the complexities of warfare, aspiring to dominate the battlefield much like a skilled chess player commands the board.

Through their rigorous studies, they develop unique ideologies regarding combat, known as Warfare Philosophies. Among these, two stand out: The Fire Philosophy and the Water Philosophy.

WARFARE PHILOSOPHY: FIRE

The Fire Tactician epitomizes the art of direct warfare, honing their skills to deliver devastating blows with unparalleled accuracy. They favor straightforward tactics that prioritize dealing maximum damage to their foes. Armed with keen insight and unwavering determination, they strike fear into the hearts of their enemies with every calculated assault.

TACTICAL ATTACK
Starting at 3rd level, when you didn’t hit with an attack roll against a creature, you can reroll and keep the result of the second roll.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

BLAZING BODY
At 6th level, you gain proficiency in Constitution saving throws. If you already have this proficiency, you instead gain proficiency in Dexterity or Charisma saving throws (your choice).

In addition, you have resistance to bludgeoning.

ENEMY ASSESSMENT
At 10th level, you add +2 to each attacks and damaging gambits.

FIRE SAVANT
At 14th level, when you use a fire gambit you can use it without spending tactical points.
You can use this feature a number of times equal to your proficiency bonus.

WARFARE PHILOSOPHY: WATER

The Water Tactician embodies the principles of indirect warfare, utilizing cunning strategies and astute defenses to outmaneuver adversaries with finesse. They manipulate the battlefield like a masterful tactician, employing devious tactics and shrewd defenses to secure triumph.

TACTICAL DEFENSE
Starting at 3rd level, when a creature makes an attack roll and hit you, you can force it to reroll. It keeps the result of second roll.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

FLOWING SOUL
At 6th level, Your Gambit save DC increases by 1.

BATTLEFIELD ASSESSMENT
At 10th level, you have a bonus to your initiative rolls equal to +5.

WATER SAVANT
At 14th level, when you use a water gambit you can use it without spending tactical points.
You can use this feature a number of times equal to your proficiency bonus.

yisopo
2024-04-29, 11:14 AM
GAMBITS

FIRE GAMBITS

BLINDING ATTACK
Trigger: You hit a creature with a weapon attack
You can attempt to temporarily blind or daze a creature. You add 1d10 to the attack's damage roll, and the creature must make a Constitution saving throw. On a failed save, the creature is blinded until the end of your next turn.

BRACE
Trigger: A creature you can see moves into the reach of the melee weapon you're wielding (reaction)
You can use your reaction to make one attack against the creature, using that weapon. If the attack hits, add 1d10 to the weapon's damage roll.

DISABLING ATTACK
Trigger: You hit a creature with a weapon attack
You can attempt to numb or slow the actions of the creature. You add 1d10 to the attack's damage roll, and the creature must make a Constitution saving throw. On a failed save, the target is unable to use its reaction until the end of your next turn.

DISARMING ATTACK
Trigger: You hit a creature with a weapon attack
You can attempt to disarm the creature, forcing it to drop one item of your choice that it’s holding. You add 1d10 to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands in the space of your choice within 10' of the enemy, or you can pick it up.

DISTRACTING STRIKE
Trigger: You hit a creature with a weapon attack
You can distract the creature, giving your allies an opening. You add 1d10 to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

EXECUTION ATTACK
Trigger: You hit a creature with a weapon attack
You can attempt to slay the creature and bolster your courage and resolve. You add 1d10 to the attack’s damage roll. If the target is reduced to 0 hit points from this attack, you also gain temporary hit points equal to 1d10 + your tactician level.

FOCUS ATTACK
Trigger: You hit a creature with a weapon attack
You can attempt to shatter the creature's concentration. You add 1d10 to the attack's damage roll, and if the creature makes a Constitution save to maintain concentration on a spell, subtract the number rolled on that 1d10 from the creature's roll.

GOADING ATTACK
Trigger: You hit a creature with a weapon attack
You can attempt to goad the target into attacking you. You add 1d10 to the attack’s damage roll, and the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

LUNGING ATTACK
Trigger: You make a melee attack against a creature
You can increase your reach for that attack by 5 feet until the beginning of your next turn. On your first hit with that weapon before the beginning of your next turn, add 1d10 to the damage roll.

MANEUVERING ATTACK
Trigger: You hit a creature with a weapon attack
You can maneuver one of your comrades into a more advantageous position. You add 1d10 to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

MENACING ATTACK
Trigger: You hit a creature with a weapon attack
You can attempt to frighten the target. You add 1d10 to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

MUTING ATTACK
Trigger: You hit a creature with a weapon attack
You can attempt to silence the target. You add 1d10 to the attack's damage roll, and the creature must make a Constitution saving throw. On a failed save, the target is unable to speak until the end of your next turn.

PENETRATING STRIKE
Trigger: You hit a creature with a weapon attack
You can overcome the target’s defenses. Add 1d10 to the damage roll. If the target has resistance to the type of damage dealt by the attack, that resistance is ignored. If the target is immune to that type of damage, it becomes resistance instead.

PRECISION ATTACK
Trigger: You make an attack roll against a creature
You can add 1d10 to the attack roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

PUSHING ATTACK
Trigger: You hit a creature with a weapon attack
You can attempt to drive the target back. You add 1d10 to the attack’s damage roll, and it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

RAPID ATTACK
Trigger: You can choose a creature you can attack
You can attack this creature even if you have already finished an attack in the turn. If you hit, you make 1d10 damages, without adding any modifier.

RIPOSTE
Trigger: A creature misses you with a melee attack (reaction)
You can use your reaction and make a melee weapon attack against the creature. If you hit, you add 1d10 to the attack’s damage roll.

ROCK BREAKER
Trigger: You are attacking objects or structures with a weapon
You can triple the damage. You don't need to roll for the attack, since it is an auto-hit.

SPIN ATTACK
Trigger: You hit a creature with a weapon attack
In addition to the original target creature, even the other enemy creatures within your reach take the damages.

SWEEPING ATTACK
Trigger: You reduce a creature to 0 hit points with a melee weapon (reaction)
You can use a reaction to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. You may make a weapon attack against the creature, if the attack hits, add 1d10 to the damage roll.

TRIP ATTACK
Trigger: You hit a creature with a weapon attack
You can attempt to knock the target down. You add 1d10 to the attack’s damage roll, and it must make a Strength saving throw. On a failed save, you knock the target prone and its movement speed is reduced by 10' until the end of its next turn.

WATER GAMBITS

AMBUSH
Trigger: You make a Dexterity (Stealth) check or an initiative roll
You can add 1d10 to the roll, provided you aren't incapacitated.

AVOID
Trigger: A creature or an object damages you with an attack (reaction)
You can use your reaction and until the end of the creature or object’s turn, you have +5 bonus to AC, including against the triggering attack.

BAIT AND SWITCH
Trigger: You're within 5 feet of a creature on your turn
You can switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
Until the start of your next turn, you or the other creature (your choice) gains a +2 bonus to AC.

COMMANDING PRESENCE
Trigger: You make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check
You can add 1d10 to the ability check.

COMMANDER’S PLAN
Trigger: You can choose one friendly creature who can see or hear you
You can share a plan to one of your companions, directing them to act. That creature can immediately use its reaction to make a bonus action and move up to its speed without provoking opportunity attacks. You can suggest the brief plan to the creature: how to move and which bonus action to use but the creature move freely.

COMMANDER’S STRIKE
Trigger: You can choose one friendly creature who can see or hear you
You can direct one of your companions to strike. That creature can immediately use its reaction to make one weapon attack, adding 1d10 to the attack’s damage roll.

FAR SHOT
Trigger: You make a ranged weapon attack
You can double the weapon’s range. If the attack hits, add 1d10 to the damage roll.

GRAPPLING AT THE SWORD
Trigger: You hit a creature with a melee weapon attack on your turn
You can attempt to grapple your opponent. The target of the attack must make a Strength or Dexterity check, opposed by your Intelligence. You gain +2 bonus to your Intelligence check. If you win the contest, the target of the attack is Restrained.

IMPROVED CLIMB
Trigger: On your turn
You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings. Your climbing speed is equal to your walking speed.
If you use both hands for climbing, this gambit lasts 1 minute. If you use only hand for climbing, leaving the other one free to hold an object (a weapon, a shield, …), this gambit lasts 2 rounds.

IMPROVED JUMP
Trigger: On your turn
For 1 minute, your jumps are improved. With a running start your long jump is 60 feet horizontally and your high jump is 20 feet off the ground. Without a running start your long jump is 45 feet horizontally and your high jump is 15 feet off the ground.
If there are obstacles in the way you cannot jump over any obstacles that are taller than 10 feet.

IMPROVED SENSES
Trigger: On your turn
You can automatically sense any invisible or hiding creatures within 60 feet that don't have total cover from you. Until the start of your next turn, you know their positions so you suffer no penalties when targeting those creatures with attacks, and they gain no benefits targeting you.

IMPROVED SPEED
Trigger: On your turn
For 2 turns, your speed is doubled and you have +2 to your AC against opportunity attacks.

INTIMIDATING PRESENCE
Trigger: You turn
You can attempt to intimidate opponents within 15 feet from you. They must make a Charisma saving throw. On a fail, they are frightened of you until the end of your next turn.

INVIGORATING CRY
Trigger: An ally who can see or hear you fails a saving throw that would charm or frighten them (reaction)
As a reaction you can make the ally to add 1d10 to their roll, potentially causing the saving throw to succeed.

PARRY
Trigger: A creature damages you with an attack (reaction)
You can use your reaction and reduce the damage by 1d10 + your tactician level.

RALLY
Trigger: On your turn
You choose a friendly creature who can see or hear you, you can bolster the resolve of it. That creature gains temporary hit points equal to 1d10 + your tactician level.

SHIELDING STRIKE
Trigger: Another creature attacks an ally within 5 feet of you (reaction)
You can use your reaction to interpose yourself between the attacker and your ally, redirecting the attack at yourself. If the attack hits you, you become resistance to that damage.

SHOCKING STRIKE
Trigger: You hit a creature with a weapon attack
You hit a nerve, causing a shock in the target. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

SHOULDER THROW
Trigger: A creature misses you with a melee attack (reaction)
You can use your reaction and attempt to grapple the creature. If you succeed, you can throw the creature up to 40 feet away from you and it is prone.

SLOW FALL
Trigger: You are falling (reaction)
You use your reaction to exploit the shape of your clothes and you choose the right movement of your body, so your rate of descent slows, and you prepare for the impact. You take one-third of the falling damage.

STEALTHY SHOT
Trigger: You make a ranged weapon attack while hidden
You can attempt to remain unseen. The attack does not automatically reveal your position. Make a Dexterity (Stealth) check. If the result of this check beats the passive Wisdom (Perception) score of each enemy that could potentially observe you, you stay hidden. If the attack hits, add 1d10 to the damage roll.

TACTICAL ASSESSMENT
Trigger: You make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check
You can add 1d10 to the ability check.

UNMOVABLE MOUNTAIN
Trigger: A roll succeeds against you or you fail a roll that results in you being knocked prone, pushed, or grappled (reaction)
As a reaction, you can add or subtract 1d10 from the relevant roll, potentially preventing it.

UNDYING FORTITUDE
Trigger: You drop to 0 hit points but are not killed outright
You may recover more quickly. Add 1d10 to the next Death saving throw you make. If the result of the saving throw (including the 1d10) is 20 or more, you immediately regain 1 hit point.

WILLPOWER FORTITUDE
Trigger: You fail a saving throw (reaction)
You can use your reaction to gain a +3 bonus to that saving throw.

JNAProductions
2024-04-29, 02:46 PM
Chassis
As written, they don't get light armor. I'm assuming that was unintentional omission?
Maybe give them a third skill prof.
Equipment includes chain mail that they do not have proficiency in.

Tactical Combat
When you say max in a turn, do you mean turn, or round? Just want to be sure.

Analytical Fight
I would probably remove the "Can't cast" restriction, but keep the "Can't Concentrate" one. Or lift the "Can't cast" at some level.

Mental Recovery
Once per long rest, not day.

Weakness Assessment
How does this interact with off-turn attacks?
How does this interact with extra attacks, either form multiclassing or TWF?

Straight
First off, the name feels kinda weird. Maybe Orthodox instead?
Tactical Attack is a big ol' pile of "Eh. Not that good."
Savant also feels pretty lame.
Assessment adds +2 or +4 with 2d6 weapons?
Overall, this subclass feels dull.

Curved
Defense feels a bit better than attack, but still underwhelming.
Savant, same deal.
Battlefield Assessment, why is the bonus so damn big? Maybe add +Prof to it, so at least it'll scale to that later.

Gambits, Straight
Rapid Attack is the first one that sticks out to me. Depending on how it interacts with magic weapons, this could be pretty nutso-a 20th level Tactician could, in theory, make 10 attacks in one turn. One normal, one from TWF, and eight from Rapid.

Gambits, Gay
Bait and Switch combined with Avoid could, as written, combo to be 1d10+5 to your AC provided you're adjacent to anyone. You get +1d10 AC regardless of if you switch, so... Yeah. That's kinda nuts.
Commander's Plan feels weird, since Bonus Actions usually rely on main actions.
Shocking Strike is insane, due to free crits.

Overall Notes
Some fiddly bonuses that feel out of place.
Might be weak in actual play.
And it suffers from the issue of its best options are available from level one-so as you get more Gambits, you're picking whatever you wanted less than the priority, since you already have those.

yisopo
2024-04-29, 05:04 PM
Hi JNAProductions, first of all, thank you very much for the feedback. This is my first time creating a homebrew class. Every observation of yours is highly valuable. (Plus, English is not my first language.)


Chassis
As written, they don't get light armor. I'm assuming that was unintentional omission?
Yes, I will correct it.


Chassis
Maybe give them a third skill prof.
I was undecided about this, but I will follow your advice.


Chassis
Equipment includes chain mail that they do not have proficiency in.
I will fix it.


ChassisTactical Combat
When you say max in a turn, do you mean turn, or round? Just want to be sure.
Turn.


Analytical Fight
I would probably remove the "Can't cast" restriction, but keep the "Can't Concentrate" one. Or lift the "Can't cast" at some level.
I fear it might be too strong for multiclassing with the Wizard. Don't you think?


Mental Recovery
Once per long rest, not day.
I will fix it.


Weakness Assessment
How does this interact with off-turn attacks?
How does this interact with extra attacks, either form multiclassing or TWF?
I design this feature as a mundane version of cantrips: something to do when you don't have tactical points or don't want to use them for same reason.

I think this feature is OK with TWF. But I didn't think about the interaction with extra attack from multiclassing. I will fix it adding "You cannot use this feature as a reaction or with the 'Extra Attack' feature."


Straight
First off, the name feels kinda weird. Maybe Orthodox instead?
I was thinking to change the names in: Fire and Water. Fire = more damages, direct. Water = more flexible/control, indirect.


Tactical Attack is a big ol' pile of "Eh. Not that good."
Savant also feels pretty lame.
Assessment adds +2 or +4 with 2d6 weapons?
Overall, this subclass feels dull.
While I was designing the subclasses, I thought that the class was so strong/solid that it required subclasses that weren't too strong. But perhaps I've depowered it too much?

Regarding the dullness, I think the class with so many options is the perfect opposite of it. So I didn't want to include even more options in the subclasses. But I will think about that.

"Assessment adds +2 or +4 with 2d6 weapons?" --> I'm thinking to change it from "you add +2 to each weapon damage die" to "you add +2 to each attacks and damaging gambits". What do you think?

I will try to design it a more solid and interesting subclass. Here too, if you have any suggestions, they are more than welcome.


Curved
Defense feels a bit better than attack, but still underwhelming.
Savant, same deal.
Battlefield Assessment, why is the bonus so damn big? Maybe add +Prof to it, so at least it'll scale to that later.
I want "Battlefield Assessment" to be on par with "Enemy Assessment".


Gambits, Straight
Rapid Attack is the first one that sticks out to me. Depending on how it interacts with magic weapons, this could be pretty nutso-a 20th level Tactician could, in theory, make 10 attacks in one turn. One normal, one from TWF, and eight from Rapid.

2d6 (greatsword) + 5 (Intelligence modifier) + 2 (Enemy Assessment) + 8d10 (damaging gambits) + 16 (Enemy Assessment x 8) = 2d6 + 8d10 + 23 = 75 damages average. This combination should be comparable to a level-9 spells. So I think this is acceptable, right?
Whereas, regarding the magic weapons, do you have some examples?

One clarification: "Rapid Attack" is just for attacking a different creature from the previous one(s). Otherwise you can (and should) combo other damaging gambits.



Gambits, Gay
Bait and Switch combined with Avoid could, as written, combo to be 1d10+5 to your AC provided you're adjacent to anyone. You get +1d10 AC regardless of if you switch, so... Yeah. That's kinda nuts.
I will change with a +2 AC bonus. (Avoid works only against one creature.)


Commander's Plan feels weird, since Bonus Actions usually rely on main actions.
I will ponder on this one.


Shocking Strike is insane, due to free crits.
I took "Hold Person", a 2nd-level spell, and depowered it: Con saving throw instead of Wistom; 1 round duration instead of potentially multiple rounds. However, I didn't realized I powered it too removing the "humanoid" constrain. I'm thinking to change "paralysed" with "stunned".


Overall Notes
Some fiddly bonuses that feel out of place.
Might be weak in actual play.
Ironically, I was holding back because I thought it was too strong. :-D I will fix it!


And it suffers from the issue of its best options are available from level one-so as you get more Gambits, you're picking whatever you wanted less than the priority, since you already have those.
My ideal plan is to have all gambits (more or so) equally good. So, the real benefit of progressing with this class is to have more gambits for flexibility and, above all, more tactical points for more combos. The problem with tier gambits, you narrow the available options: if you are level-20 why would you want to use tier-1 gambits?

Anyway, mechanically what do you think about the general concept of a class that compose various gambits in order to form a "complete maneuvers"? And thematically, about a mundane class with a great variety like casters?

JNAProductions
2024-04-29, 05:18 PM
I'm not sure you've met your goals. Especially since it's almost purely combat-there's a few skill boosters, lifted from Maneuvers, but that's about it. And I feel that there's a good chance you'll end up spamming the same gambits every turn just by finding one that works well with your parry.
Commander's Strike on a Rogue, for instance.

yisopo
2024-04-29, 05:24 PM
Changelog 1:


Proficency in Light armor added
Scale mail instead of chain mail
Three skills instead of two
Mental Recovery: "per long rest" instead of "per day"
Weakness Assessment: "You cannot use this feature as a reaction or with the 'Extra Attack' feature" added
Subclasses names: Fire and Water instead of Straight and Curved
Enemy Assessment: "you add +2 to each attacks and damaging gambits" instead of "you add +2 to each weapon damage die"
Bait and Switch: "+2 to AC" instead to "+1d10 to AC"
Shocking Strike: stunned instead of paralyzed

yisopo
2024-04-29, 05:35 PM
I'm not sure you've met your goals. Especially since it's almost purely combat-there's a few skill boosters, lifted from Maneuvers, but that's about it.
This is a mundane class so it is OK for me not to have fly, invisibility, mind control, summoning and the like. But I want to have many combat options anyway.


And I feel that there's a good chance you'll end up spamming the same gambits every turn just by finding one that works well with your parry.
Commander's Strike on a Rogue, for instance.
I am well aware that this version is just a very improvable draft. But do you really think that, in general, my project isn't feasible with this core? I need your and other's advices. :-)

Regarding "Commander's Strike" I can fix it or even remove it entirely if needed.

If you were a level-5 Tactician, which 8 gambits would you choose?

Moreover, as a spellcaster doesn't always want to cast their highest spell, the Tactician doesn't always want to use the maximum gambits each turn. And so probably, different number of gambits = different choices of gambits.

yisopo
2024-04-30, 03:01 AM
Changelog 2:


Tactical Attack: "when you didn’t hit with an attack roll against a creature, you can reroll and keep the result of the second roll." instead of "when you are about to make an attack roll against a creature, you can have advantage to the roll."
Blazing Body feature added at 6th level for Fire.
Fire Savant at level 6 removed; it stays at level 14.
Flowing Strike feature added at 6th level for Fire.
Water Savant at level 6 removed; it stays at level 14.
Battlefield Assessment: "+5 initiative bonus" instead of "+6".



Some changes are inspired by JNAProductions's advices of making the subclasses more interesting.

What do you think? Is Flowing Strike feature too strong? I copied from the Eldritch Knight but here is much stronger because the way the Tactician works.

yisopo
2024-04-30, 10:28 AM
Changelog 2:
What do you think? Is Flowing Strike feature too strong? I copied from the Eldritch Knight but here is much stronger because the way the Tactician works.

Changelog 3:


Flowing Strike: changed name in "Flowing Soul", and changed the description in "Your Gambit save DC increases by 1".
Fire Savant/Water Savant: "You can use this feature a number of times equal to your proficiency bonus" instead of "twice per short rest"

Yakk
2024-05-17, 01:06 PM
You can combine gambits together in the same turn with these constrains:
1. The column “Max Tactical Points per Turn” show how many tactical points you can use in singe turn of yours.[/quuote]
Single (spelling error)
[quote] 2. A gambit can force a Saving Throw to a specific enemy only once per round.[/qoote]
You should word gambits better? And turn or round?

Why not restrict all gambits to being usable once per turn?
[quote]3. A specific water gambit can only be used once per round.
This should be in the water gambit rules not here.

4. Only one gambit requiring a reaction is possible to use in a round (exception: “God of the Battlefield” feature).
How is this not already implied by the reaction cost?


You regain all expended tactical points when you finish a long rest.
I'd consider moving it over to a short-rest. I find 1 point per level plus short rest refresh works well.

It eliminates having to memorize a table among other things.

If you want to have more gambit points than that, you then add mechanics that refresh your gambit pool. Like, at level 11, you could have a 1/SR action that refreshes your gambit pool fully.

Heck, you could just make it always able to refresh it as an action. Call it Tactical recovery. In a fight, taking an action is expensive, but making it something a Tactician does is really on-brand.

You'll note that this makes out of combat TP costs less important. But they already where.

ANALYTICAL FIGHT
At 1st level, when you attack with a weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Your analytical mind is so focused that if you use this feature, you can’t cast spells or concentrate on them for 1 minute.
I think this is a bad feature for a few reasons.

The only way to not attack with Str/Dex in 5e has been magical. And it was a bad idea, really.

If you are swinging a sword you should have some physical prowess, be it big muscles or balance.

A suggested change
ANALYTICAL FIGHTING
At 1st level, once on a turn you can add your intelligence modifier to a weapon attack that misses, or to the damage of a weapon attack that hits.

You'll note that you still will want to have Strength or Dexterity. But Intelligence acts as a decent proxy. A character with +2-3 strength and +2-3 intelligence is totally viable; if you miss, you add your int and deal 2-3 less damage, and if you hit your damage is +5 off the weapon.

By making it one or the other, it isn't as good as a bonus on str/dex.


MENTAL RECOVERY
100% refresh is a bit much IMO. Note that a Wizard gets like 1/3 or less from their recovery feature.

Wait, you meant to call this Tactical Recovery and refer to a table. Stop it with the tables when you don't need a table: make it "1/2 your level" or something.

WEAKNESS ASSESSMENT
At 5th level, if you don’t spend any tactical points in your turn, you add 1d10 to the attack's damage roll. You cannot use this feature as a reaction or with the "Extra Attack" feature.

The feature improves at higher levels. This damage increases by 1d10 when you reach 11th level (2d10), and 17th level (3d10).
I get why you are doing this, I just don't like it. It is fiddly.

Consider making this once/turn to start with. Then the extra attack clause becomes less important; a 5/5 MC is a heavy investment for +5.5 damage per turn. It also closes up an exploit with two-weapon fighting and haste; a level 17 Tactician does 9d10 bonus damage with haste + two weapon fighting (on top of weapon damage) at-will so long as they don't use TP.


Max Tactical Points per Turn
That gets a little silly.

You make an attack with the lunging, goading, menacing, muting, penetrating, distracting, precision and focus maneuvers. Every turn.

You know 14 gambits and pick 8 per turn. That is 3003 combinations to choose from each turn. You'll probably have a macro you use almost every turn in response.

This is trying to give a per-turn power budget. But it provides a limit on damage output, not much else.

add 1d10 to the damage roll.
Pretty much every single Tactical ability does this. So much so that we should honestly tear it out of the ability descriptions.

Can we split GAMBITS into more than one kind of thing?

1. New "passive" abilities like IMPROVED CLIMB or AMBUSH or UNDYING FORTITUDE

2. Boosts to an attack, like TRIP ATTACK or PRECISION ATTACK

3. Reactions like RAPID ATTACK

4. Bonus attacks, like COMMANDER’S STRIKE or RAPID ATTACK

To avoid the action economy problem, (4) should use your bonus action (or otherwise be limited). A keyword for (3) would be appropriate, and maybe even its own "silo" of abilities.

(1) and (2) are also very different. The TP you spend on (1) are not the expensive part of them, but rather the oppotunity cost of having a (1) ability. (2) meanwhile ends up being a TP dump to make your per-turn damage output match expectations; you'll want to do +CAPd10 each turn (or burn it on other ways to boost it).

And forcing 9 saving throws by using 9 gambits of category 2 on the same attack each turn is tiresome.

I get how you want it to work economically, but can't we clean it up and get a similar damage output and prevent 9 saving throws per turn?

1. Have a [Tactical] die size.
2. Bake +[Tactical] into damage at level 5. Once per turn when you hit, you deal +[Tactical].
3. When you use a Gambit you deal an extra +[Tactical] damage starting at level 1. At level 5, 14 and 17 this increases to 2[Tactical], 3[Tactical] and 4[Tactical] dice respectively.
4. At level 11, you can use 2 Gambits on a single attack.
5. At level 20, you deal +2[T] on attacks 1/turn instead of +1[T], and get that 2 reaction thing.


This gives us a damage curve like this:
1: [W]+Stat (+[T])
5: [W]+Stat+[T] (+2[T])
11: [W]+Stat+[T] (+4[T])
14: [W]+Stat+[T] (+6[T])
17: [W]+Stat+[T] (+8[T])
20: [W]+Stat+2[T] (+8[T])

We can scale [T] to make this match what we want. Values in () are when we spend TP to use gambits.

Next, we could also add "if a target has seen you use a gambit in the last 2 rounds, they have advantage on the saving throw". This should discourage gambit-spamming. But annoying to track. Could make it "ever" if we want to simplify tracking.

The Tactician would then be picking a different gambit each turn that they haven't used yet. At level 11+ they are picking 2 different ones. Deciding to reveal a gambit has a cost further down the fight.

---

If you like the split of abilities into reactions/bonus/boosts/abilties and the [Tactician] die, and the "Regain TP by spending an action":

1. Give all 4 kinds of things on a schedule. TABLE TIME!
2. The bonus actions become a Ploy. These all are action economy boosters. Commander's Strike, Sweeping Attack, Rally - they act like limited use "extra action". You can do one Ploy per turn, and you can't reuse one until you Tactical Reasses. You gain these as you gain levels. We don't charge a bonus action just to be nice to TWF characters, but we could make all Ploys a bonus action.
3. Boosts remain Gambits. Gambits are all riders on an attack. They implicitly add damage. You get 1 Gambit per attack until level 11, and then 2 per attack.
4. Reactions become Tricks. They all use your Reaction. Like Boosts, you get 1 use of each between each Tactical Reasses.
5. The "passive" abilities become Strategys. Strategys just do stuff, like add +[Tactical] die to intimidation checks, or give you a Climb speed.

Tricks, Ploys and Gambits all use Tactical Points. You regain all of your Tactical Points when you Tactical Reasses as an action.

Tricks and Ploys are limited to 1 use between Reasses.

Tactical Reasses recovers all of your Tactical Points but requires an action.

yisopo
2024-05-23, 05:01 PM
Wow, Yakk, thank you very much! So many useful suggestions!

I returned here to post my latest version of the Tactician (it is very different in many core parts from the one shared above), but, sorprese, I found your amazing post!

So many ideas are spinning in my head now. So I will take some extra time to take some of your suggestions and merge them in the latest version... and I will post the end result here.

Thank you.

sandmote
2024-05-23, 08:27 PM
ANALYTICAL FIGHTING
At 1st level, once on a turn you can add your intelligence modifier to a weapon attack that misses, or to the damage of a weapon attack that hits.
This gives us a damage curve like this:
1: [W]+Stat (+[T])
5: [W]+Stat+[T] (+2[T])
11: [W]+Stat+[T] (+4[T])
14: [W]+Stat+[T] (+6[T])
17: [W]+Stat+[T] (+8[T])
20: [W]+Stat+2[T] (+8[T])

I would like to note the first idea should be included in the tactician's damage curve. Although incorporating the to-hit bonus would make the math a headache.

General Notes:
First I think you need to develop a few more ideas for what the class can do out of combat. These shouldn't be gambits (although they might cost tactical points) but give one at 2nd (and/or 3rd) level and some more in that period from 7th level to 15th where the only things a Tactician gets are Ability Score Improvements and Warfare Philosophy features. Both the lack of class features for so many levels and the scaling feel incredibly 3.5e. At least you're giving multiple gambits at 1st level.

Split Gambits up more.
I think two categories of gambits is a little too few. At the very least gambits related to moving and falling should be "air" and ones causing and/or resisting forced movement and shove be "earth," so there's some space or structure on the list. Although that's probably more likely if you keep that distinction; Ploys/Gambits/Tricks/Strategies is probably more effective.
BLINDING ATTACK
DISTRACTING STRIKE
MENACING ATTACK
RAPID ATTACK
SWEEPING ATTACK
COMMANDING PRESENCE
COMMANDER’S STRIKE
INTIMIDATING PRESENCE

RIPOSTE
AVOID
TRIP ATTACK
BAIT AND SWITCH
GRAPPLING AT THE SWORD
IMPROVED SENSES
RALLY
PARRY
TACTICAL ASSESSMENT
UNDYING FORTITUDE
WILLPOWER FORTITUDE

FOCUS ATTACK
LUNGING ATTACK
MANEUVERING ATTACK
MUTING ATTACK
PRECISION ATTACK
SPIN ATTACK
AMBUSH
COMMANDER’S PLAN
FAR SHOT
IMPROVED JUMP
SHOCKING STRIKE
SLOW FALL
STEALTHY SHOT

DISABLING ATTACK
DISARMING ATTACK
EXECUTION ATTACK
GOADING ATTACK
PENETRATING STRIKE
PUSHING ATTACK
ROCK BREAKER
IMPROVED CLIMB
INVIGORATING CRY
SHIELDING STRIKE
SHOULDER THROW
UNMOVABLE MOUNTAIN
Reading through the existing gambits, these are really unbalanced. Yakk already suggested having a tactics die that gets bigger over time, which could help some of these, but stunning, less than 1/2 damage from falls, and straight up making extra attacks seem a bit much. There's also several gambits that add a static number to certain checks. "GRAPPLING AT THE SWORD" for example doesn't really need the +2 bonus. You're already letting them perform an extra grapple and letting them do it with a dumped strength score. 5e already helps grappling compared to older editions by structuring the rules so that the Extra Attack feature lets you make more grapple checks per turn (and letting you attack a creature on the same turn you grapple it).

I also suggest breaking "WILLPOWER FORTITUDE" into multiple separate gambits applying bonuses to different saving throws.

Warfare Philosophies, general
A subclass should have some core mechanic that changes what tactical options you are using on the battlefield. Padding the numbers, while something 4e and 3.X love, 5e avoids it on account of this having very little impact for the level of hassle required to track these bonuses.

Same thing for the 14th level features. I guess "use some gambits a couple extra times" technically changes what the character is doing per turn, but I don't think it changes it much more than increasing Max Tactical Point per turn would.

Philosophy of Fire
Flat resistance to a damage type is something that can happen at 6th level, but not for the three most common damage types most monsters deal. Giving resistance to fire here could work, although you'd want to bring in some sort attack that actually involves flames first. Maybe a feature that lets you increase the reach of certain weapons using flammable oils or something? Alternatively, to avoid making anything so fantastical, take Yakk's suggestion for Ploys/Gambits/Tricks/Strategies and give some sort of bonus when using Gambits.

Philosophy of Water
Leave "increase save DC by 1" back in 3.5e where it belongs.

Make the +5 bonus to initiative either advantage on initiative, + Int modifier to initiative, or + proficiency modifier to initiative.

Other Philosophies
Resistance to falling damage might be fitting for an acrobatic sort of tactician who utilizes weak points by attacking from above. That might help provide the tactical options you get from resistance to bludgeoning without giving...well, without giving resistance to 1/3 of melee attacks.

yisopo
2024-05-24, 03:32 AM
sandmote, thank you for the advices!

In my latest version I removed the reference to fire and water. Anyway I think I will follow the gambit/ploy/trick/strategy approach, in some form.

From what you and Yakk suggested, what I would like to avoid is to stay in the martial-frame (extra attack and so on). On the contrary, I want to follow the caster-frame, so at least avoiding extra attacks. Moreover, I don't want to have just a gambit per turn till level 11 (to high for my taste).

I'm thinking about a little subsystem where you compose/build your attack with different ingredients. A sort of sorcerer's metamagic, meta-attack. :-)

I'm at holiday right now. The next week, when at home, I will propose something more specific.