Tactician

You have a knack for seeing the larger picture in any situation, reading your allies and adversaries alike to know how to best utilize their abilities, either for you or against themselves.

Saving Throws. Many of your features requires a saving throw to resist the effect of the feature. Creatures must be able to understand a language you can speak, or the saving throw is made with advantage.

The saving throw DC is calculated as follows:

Tactical save DC = 8 + your proficiency bonus
+ your Wisdom or Charisma modifier (your choice)

Reading Others

Starting at 3rd level, you have learned how to read others and know them better than they know themselves.

When a creature you can see and hear makes a Charisma check using Deception, Intimidation, or Persuasion, you gain advantage on your Wisdom (Insight) check to determine the creature’s intentions or resist its attempt to influence you if you are a target.

In addition, when you use your action to make a Charisma check using Deception, Intimidation, or Persausion, you can spend a Maneuver die and add the result of the die roll to your check.

Trick Play

Beginning at reach 7th level, you can gesture, feint, and call out in a distracting matter, trying to trick others into going where you want them to go. When one or more creatures you can see within 30 feet of you uses their speed to move, you can use your reaction to direct the creature to go where you want it to move. You can affect a number of creatures equal to your Charisma modifier (minimum 1).

The creature makes a Wisdom saving throw against your Tactical DC. If it fails, it must use up to its speed to move to a location you can see. You cannot direct a creature into a location which is obviously harmful to it, like a pit of fire or off of a cliff. This movement does not provoke opporunity attacks.

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

Learn from Allies

At 10th level, your observation of your friends and allies has allowed you an understanding of their capabilities. When you finish a short or long rest, you can choose one friendly creature within 30 feet of you.

Whenever that creature uses a feature other than spellcasting, you can use your reaction to spend a maneuver die and gain a use of that feature.You must use the feature by the end of your next turn or the use is lost.

Learn from Enemies

Starting at 15th level, when a creature within 30 feet of you that you can see uses a feature other than spellcasting, you can use your reaction to spend a maneuver die and gain a use of that feature if the creature fails a Charisma saving throw against your Tactical DC. You must use the feature by the end of your next turn or the use is lost.

Your Enemy Is Your Ally

At 18th level, your ability to convince others to do your bidding is overpowering. You can use your action to direct a creature within 60 feet of you to take an action you want. If the creature fails a Wisdom saving throw against your Tactical DC, on its turn you can use your reaction to direct any actions you want it to take, including part or all of its movement.

If the commands you give place the creature in harm’s way, it is allowed another saving throw to resist your commands.

Once you use this feature you cannot use it again until you have finished a long rest.

 

 

Frontiersman (meh on name…)

You’ve learned a trick or two from the Rangers, but you also have things to teach them.

One with the Wild

When you choose this acrhetpe at 3rd level, you choose either Athletics, Stealth, or Survival and double your proficiency bonus when making ability checks using the skill you choose.

You no longer suffer disadvantage when making Stealth checks while wearing armor and gain the full benefits of finishing a short or long rest while wearing armor.

Fit for the Field

Starting at 7th level, your speed increases by 10 feet and you gain advantage on Constitution checks to avoid gaining levels of exhaustion.

You also choose to gain either a climbing speed or swimming speed equal to your walking speed.

Finally, you can choose to spend a Maneuver die to double your travel pace for one hour.

Ridge Walker

When you reach 10th level, you are immune to the frightened condition. When you fall, you only suffer half damage from falling if you make a DC 15 Dexterity saving throw.

Ever Watchful

Beginning at 15th level, you cannot be surprised and creatures hidden from you do not gain advantage on attacks made against you.

You no longer suffer disadvantage when making Wisdom (Perception) checks in dim light.

Nature’s Child

At 18th level, you gain resistance to one of the following damage types of your choice: acid, cold, fire, lightning, or thunder.

In addition, when you take damage of the type you choose for this feature, you can spend a Maneuver die and suffer no damage instead.

 

 

Warlord

Others have always followed you and benefited from your guidance. They show you loyalty and believe in your ability to lead them to victory.

Honor Guard (3rd)

When you choose this subclass at 3rd level, you gain an honor guardsman (see sidebar). Your honor guard are soldiers who will serve you faithfully, obeying your commands to the death. Whenever you gain a new level in this class, you gain a new honor guardsmand. You cannot have more than honor guards than your proficiency bonus. You are responsible for outfitting your honor guard and must maintain a lifestyle for your honor guard no more than one worse than your own, to a minimum of poor.

Your honor guard acts on your initiative and you can use your action to command them. If you give them no commands, they will defend themselves but otherwise follow your last command. For example, if you use your action to command them to protect the town mayor, they will continue to carry out that command until you use your action to command them to do otherwise.

You can always use your bonus action to order them to stand down, at which point they will defend themselves but take no other actions.

If one or more of your honor guard is killed, you gain one replacement when you level.

Inspiring Maneuver (7th)

Whenever you spend one of your Maneuver dice to perform a maneuver, you can choose a creature within 30 feet of you that you can see and grant that creature one of the following benefits:

  • the creature gains advantage on its next ability check, attack roll, or saving throw
  • the creature can use its reaction to take half damage from the next attack that hits it
  • the creature can use its reaction to move up to its speed without provoking opportunity attacks.

It must use the benefit before the end of your next turn or the benefit is lost.

Quick Command (10th)

Starting at 10th level, you can use your bonus action instead of your action to command your honor guard.

You can also use your Maneuver dice and maneuvers and apply the benefits to members of your honor guard.

Continue the Fight (15th)

At 15th level, when a creature you can see within 60 feet is reduced to 0 hit points, you can use your reaction to spend one or more Maneuever dice. The creature gains hit points equal to the result of the Maneuever dice rolls and can continue its turn normally.

Once you use this feature, you cannot use it again until you finish a short or long rest.

Honor Guard

Your honor guard has the following statistics. Each time you acquire a new honor guard, you can choose which saving throw and additional skill it has.

Your honor guard as proficient in simple and martial weapons, light armor, medium armor, and shields.

Honor guards can take any action normally allowed. They one make one attack when taking the Attack action unless you have them use their bonus action for two weapon fighting.

Honor Guard

Small or medium humanoid, your alignment


Armor Class
12 (unarmored)
Hit Points
8 + double your fighter level
Speed
as race

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 10 (+0)

Proficiency Bonus
+2
Saving Throws
your choice of Con +3 or Wis +3
Senses
as race, passive Perception 13
Skills
Perception +3; your choice of Acrobatics +4 or Athletics +4
Languages
one language you know

Devoted. An honor guard has advantage on saving throws against being charmed or frightened.

Sacrfice. An honor guard can use its reaction to take damage dealt to a creature within 5 feet of it. (Maybe half??)

Master and Commander (18th)

Beginning at 18th level, your ability to command others and influence the tide of battle is unmatched

As an action, choose up to six creatures you can see within 60 feet of you. The creatures must be able to hear you, but do not need to see you. Until the start of your next turn, attacks made against the creatures you choose have disadvantage and the creatures you choose gain advantage on attack rolls and saving throws. If any of the creatures you choose are surprised, they are no longer surprised, and can act normally.

Once you use this feature, you cannot use it again until you finish a short or long rest.