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Tactician

Level Proficiency Class Features Cantrips Spells Spell Slots per spell level
Bonus known Known 1st 2nd 3rd 4th 5th
1 2 Sorcerers armour, 2 - - - - - -
Spellcasting, Rebound
2 2 Expertise 2 2 2 - - - -
3 2 Clarity 2 3 3 - - - -
4 2 Ability 3 3 3 - - - -
5 3 Flexible casting 3 4 4 2 - - -
6 3 Get in there 3 4 4 2 - - -
7 3 Army tactics, Rebound 3 5 4 3 - - -
8 3 Ability 3 5 4 3 - - -
9 4 Expertise 3 6 4 3 2 - -
10 4 Flexible casting 4 6 4 3 2 - -
11 4 Clarity 4 7 4 3 3 - -
12 4 Ability 4 7 4 3 3 - -
13 5 Flexible casting 4 8 4 3 3 1 -
14 5 Army tactics 4 8 4 3 3 1 -
15 5 Flexible casting, Get in 4 9 4 3 3 2 -
there
16 5 Ability 4 9 4 3 3 2 -
17 6 Flexible casting 4 10 4 3 3 3 1
18 6 Rebound 4 10 4 3 3 3 1
19 6 Ability 4 11 4 3 3 3 2
20 6 Army of one, army of many 4 11 4 3 3 3 2

Hit Points
Saves: D8 per Tactician level.
Hit Points at 1st level: 8 + your constitution.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Tactician level after 1st.

Proficiencies
Armour: none
Weapons: Simple weapon
Tools: Calligraphers supplies
Saves: Dexterity & Charisma
Skills: Choose four skills from: Athletics, Acrobatics, Stealth, Arcana, Investigation, Insight,
Perception, Deception, Intimidation and Persuasion.

Equipment
You start with the following equipment in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(b) a component pouch or (b) an arcane focus
(a) a dungeoneers pack or (b) an explorers pack

Sorcerers armour
When unarmoured your ac is calculated as follows:
AC = 10 + your dexterity modifier + your charisma modifier
Spellcasting
You gain access to the bards spell list with a number of spells and Cantrips known indicated on your
class table.

At every level up you may change a known spell for any other for which you have slots.

Unless otherwise stated any time a tacticians feature or spells requires a spell attack or others to
make a saving throw the DC is calculated as follows:
Save DC = 8 + your proficiency bonus + your Charisma modifier.

Rebound
At 1st level you gain a number of rebound powers, these can be used a number of times equal to
your charisma modifier. This pool is refreshed after a short rest.

Reposition
At 1st level you may choose a creature within 30 of you, by spending one rebound as a reaction you
can teleport them anywhere within 20 of you. If the creature isnt willing they may make a wisdom
save to avoid the affect.

Share the pain


At 1st level after you or a willing creature within 30 of you takes damage as a reaction using 1
rebound you may transfer the damage to any willing creature within 30 of you.

Get em boys
At 1st level you may target a creature within 30 as a reaction costing 1 rebound, they must resist
with a charisma saving throw or provoke an attack of opportunity.

Switch
At 7th level you may choose two creatures within 30 of you, by spending one rebound as a reaction
you can teleport them swapping their positions. If either creature isnt willing they may make a
wisdom save to avoid the affect (both must fail).

At 18th level you can use rebound a number of times equal to double your charisma modifier.

Expertise
At second level you gain expertise in two skills of your choice that you are already proficient in.
At ninth level you gain expertise in two more skills of your choice that you are already proficient in.

Clarity
At 3rd level as a bonus action you may guide one creature within 30 of you. At any point before the
start of your next turn they may use this clarity to gain advantage on one attack, cause disadvantage
on one attack that targets them, move 10 as a reaction or increase their spell DC by 1 for 1 spell.

At 11th level you may affect two creatures within 30 of you, or the same creature twice.

Ability
At 4th level and again at 8th, 12th, 16th and 19th level you may increase one ability score by 2 or two
ability scores by 1, or alternatively gain a feat.

Flexible casting
At 5th level you can instantaneously learn (no action required) any one spell from any casters list of a
level for which you have a spell slot available. At the start of your next turn you forget how to cast
that spell. Once you have used this feature you must finish a long rest before you can use it again.

At 10th level you may use this feature twice before needing a long rest to use it again.

At 13th level you may spend one use of this feature to gain a spell slot one higher than your current
maximum.

At 15th level you may use this feature thrice before needing a long rest to use it again.

At 17th level you may spend two uses of this feature to gain a spell slot two higher than your current
maximum.

Get in there
At 6th level you may increase the initiative score of any willing creature within 30 of you as a
reaction by an amount equal to or less than your charisma modifier. Once you have used this feature
twice you must finish a long rest before you can use it again.

At 15th level you can affect two creatures within 30 of you an amount equal to double your
proficiency bonus (divided between them as you wish) with each use of this feature.

Army tactics
At 7th level by spending 10 minutes discussing battle tactics with a number of creatures equal to your
charisma modifier, they and those under their command (to a maximum of 100) may re roll any one
attack or saving throw as long as they are participating in a battle you discussed during those 10
minutes.

At 14th level you may affect a number of creatures equal to double your charisma modifier.

Army of one, army of many


At 20th level you may inhabit the bodies of others to empower them. As an action you can transfer
yourself (including all of your possessions) into a willing creature within 30 of you, you may mentally
communicate with that creature and on its turn it gains an extra action (which ignores spells per turn
limits) and she may spend 1 hit dice per turn.

Alternatively As an action you can transfer yourself (including all of your possessions) into 100 willing
creatures within200 of you, you may mentally communicate with those creatures and they may use
your charisma and proficiency bonus for attacking and spellcasting and they may use your
unarmoured AC even if they are wearing armour.

Both of these features last for 1 hour.

Once you have used this feature you must finish a long rest before you can use it again.

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