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Tactician

TACTICIAN PURSUIT

Tacticians study strategy and the ways of war. Those scholars who choose the Tactician Pursuit train themselves and their allies in combat maneuvers to deftly eliminate their foes through clever positioning, and fierce, timely attacks.

 

BATTLE PROFICIENCIES

When you choose this pursuit at 3rd level, you gain proficiency in martial blasters and martial electroweapons.

 

TACTICAL MASTERY

Also, at 3rd level, you learn to better command your allies to victory from afar. Your Critical Analysis can be used through visual communication devices.  

 

ADDITIONAL MANEUVERS

Lastly at 3rd level, you gain access to new maneuvers which reflect your mastery in the eld of combat. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

 

Commander's Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding your superiority die to the attack’s damage roll.

 

Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die 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 at its feet. LUNGING ATTACK When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

 

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your allies into a more advantageous position. You add the superiority die 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 for two rounds.

 

Pushing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you and cannot attack you on their next turn.

 

Riposte 

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

 

Scholar's Parry

When a creature damages you with a weapon attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Intelligence modifier.

 

Sweeping Attack

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you rolled on your superiority die. The damage is of the same type dealt by the original attack.

 

Targeted Attack

When you make a weapon attack roll, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

 

Trip Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

FIRE AS ONE

Beginning at 6th level, you can focus your target down with the help with an ally. Whenever the creature that is the target of your Critical Analysis feature is attacked by someone other than you, you can use your reaction to make one weapon attack against them.

 

BATTLEFIELD SURVEY

Starting at 9th level, you become a master at leading your allies around in a battlefield you have studied. When you spend 10 minutes observing an area, or by using a detailed map, select a number of creatures up to your Intelligence modifier. You and those selected allies ignore any known difficult terrain and have advantage on Dexterity (Stealth) checks in that area.

 

ALL-OUT ATTACK

Once you've reached 17th level, you can use your action to initiate an all-out attack. Choose a number of allies up to your Intelligence modifier who can see or hear you. The chosen allies may then immediately use their reaction to make one weapon attack against a target of your choice. You may choose the target for each attack separately. Once you use this feature, you cannot use it again until you finish a short or long rest.

 

DISCOVERIES (TACTICIAN)

When you select this pursuit, you gain access to new discoveries which reflect your mastery in the eld of combat. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

 

Commander’s Armor

Prerequisite: 5th level, Tactician Pursuit

You gain proficiency in medium armor.

 

Contingency Plant

Prerequisite: 9th level, Tactician Pursuit

When the target of your Critical Analysis feature attacks you and scores a critical hit, you can expend a superiority die to treat the attack as a normal hit instead.

 

Fighting Style

Prerequisite: Tactician Pursuit

You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed [HERE]. You can't take a Fighting Style option more than once, even if you later get to choose again.

 

Firing Command

Prerequisite: Tactician Pursuit

As a bonus action, you can take the Help action. Additionally, when you take the Help action, you can do so from range.

 

Tactical Retreat

Prerequisite: Tactician Pursuit

You gain a +2 bonus to any attempts made to escape an encounter.

 

Observant Leader

Prerequisite: Tactician Pursuit

You can add your Intelligence modifier to any Wisdom (Perception) skill checks you make.

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