Certain fighters that specialize in mass warfare become Strategists, skilled commanders and soldiers in the armies of the city-states. They know that through the power of teamwork and cooperation even the most powerful enemies can succumb to their force. Rather than devoting themselves to achieving the most they can from their own capabilities, the Strategists learn how to lead their allies to work together more efficiently.
Combat and Tactics
When you choose this archetype at 3rd level, you learn how to control groups and give orders to better affect them in combat. On your turn, you can use your action to issue a command to all allies within 60 feet that can hear and see you. Each creature gains a Tactical die, a d6, that it can use until the start of your next turn. The command options are listed below:
Bombard. When you hit a creature with a weapon attack, you roll and add your tactical die to your attack's damage roll. If the target is Large or smaller, it must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, you push the target up to 5 feet away.
Fray. When you attack a creature, roll and add your tactical die to your attack roll. If you hit your target, it gains disadvantage on any saving throw or ability check it makes until the end of its next turn.
Regroup. Roll and add your tactical die to your AC. You can also use your reaction to move up to 10 feet, without provoking any opportunity attacks.
Each ally can benefit from only one tactical die at a time. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). When you finish a short or long rest, you regain all of your uses.
At 7th level, you have studied warfare enough to predict patterns and tactics in battle, so you can order your group more effectively. You may expend one use of a Tactical die to roll a d6. Add your Intelligence modifier to the roll and distribute the total among your companions' initiative rolls (including yours). You may do so before or after they have rolled, but before the DM rolls initiative for your opponents and announces the initiative order.
Starting at 10th level, you have gained enough experience on the battlefield, and can issue more commands. Choose one from the following:
Overbear. When you hit a creature with a weapon attack, you roll and add your tactical die to your attack's damage roll. If the target is Large or smaller, it must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, it is knocked prone.
Parry. When another creature damages you with a melee attack, you can use your reaction and roll your tactical die to reduce the damage by the number rolled + your Dexterity modifier (minimum of 1).
Rally. You can use your reaction to bolster your resolve. Roll your tactical die. You gain temporary hit points equal to the roll + your Charisma modifier (minimum of 1). In addition, if you have the frightened condition, you automatically end it.
At 15th level, you can instead use your bonus action when issuing commands to your allies.
Starting at 18th level, when you roll initiative and have no uses for tactical dice remaining, you gain one use.
ATHASIAN FIGHTER | THE STRATEGIST