Iki Posted June 21, 2020 Share Posted June 21, 2020 (edited) My take on the Officer (Tactician) and the Warrior Officer (tactician): Hit Die: 10 (1st Level) + D10/Level (5) 1 Level: Feature: Combat Proficiencies: Choose 6 3 1 Orders 1st Tactic Tool Proficiencies: Choose 4 0 2 Tactical Superiority Rally The Troops Saves: Constitution Charisma 0 3 Guided Attack 2nd Tactic Skill Proficiencies: Insight + Choose 2 0 4 Critical Strike Ability Score Improvement Equipment: Weapon 0 5 Tactical Superiority 3rd Tactic Orders: As an action you can give orders to a number of allies equal to your proficiency bonus. The target of your orders can take an additional action on your turn (even an attack) as a bonus action. Characters must complete a short or long rest before they benefit again from your orders. Tactical Superiority: At 2nd level you’ve learned to direct your team in a variety of tactics. As an action you may activate a Tactic feat that you don’t know (see page @@). This tactic lasts for a number of rounds equal to your proficiency bonus. When the duration has run out you may choose a tactic you know (if any) to re-activate automatically. Once you use this ability you cannot use it again until you’ve taken a long rest. Rally The Troops: At 2nd level, As an action you can rally a number of allies (including yourself) equal to your proficiency bonus. When not at full HP when initiative is rolled at the start of combat, they may immediately heal 1d10 HP. Once used they may not benefit from your ability until they take a long rest. Guided Attack: At 3rd level a number of allies equal to your proficiency bonus that are within 5m of you increase their weapon (even improvised weapons) damage die by 1 step (max 1d12). Critical Strike: At 3rd level as an action you can guide the attacks of a number of allies equal to your your proficiency bonus. These allies critical range off the weapon they make the next attack with increase by 1 step. Ability Score Improvement: At 4th level you can increase your Charisma or Constitution score 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. Tactical Superiority: At 5th level, you may have two tactics in effect at the same time. If you use tactical flexibility, you must choose which of your currently active tactics is over-written by the new tactic for the duration of the effect. warrior: Hit Die: 10 (1st Level) + D10/Level (5) 1 Level: Feature: Combat Proficiencies: Choose 6 3 1 Weapon Training 1st Warrior Training Tool Proficiencies: Choose 4 0 2 Surge Warrior’s Flexibility Saves: Constitution Dexterity 0 3 Combat Insight 2nd Warrior Training Skill Proficiencies: Athletics + Choose 2 0 4 Improved Critical Ability Score Improvement Equipment: Weapon 0 5 Weapon Master 3rd Warrior Training Weapon Training: At 1st level you are trained to deal reliable damage with whatever weapon you are proficient in, even improvised weapons. Add 1 additional die for damage as normal for weapons you are proficient with. Warrior Training (5 MP): You are constantly training to improve your combat capability. Choose one combat feat (see page @@) at 1st level and a new combat feat at 4th. Surge: At 2nd level, if you are not at full HP when initiative is rolled at the start of combat, you may immediately heal 1d10 HP. Once used you may not activate this ability again until you take a long rest. Warrior’s Flexibility: At 2nd level as an action you may activate a Combat feat that you don’t know (see page @@). This combat feat lasts for a number of rounds equal to your proficiency bonus. Once you use this ability you cannot use it again until you’ve taken a long rest. Combat Insight: At 3rd level you can take one bonus action on each of your turns in combat. This action can only be used only to Disarm, Help, Grapple, or Shove. Additionally you can also choose a bonus attack but this option can only be used a number of times equal to your proficiency bonus, after that he must take a short or long rest to regain this option. Improved Critical: At 4th level, choose a weapon type you are proficient with (such as longarm, side arm, or common). When using this weapon you score a critical hit on a 19 or 20. Ability Score Improvement: At 4th level you can increase your Constitution or Dexterity 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. Weapon Master: At 5th level, the minimum damage the warrior inflicts with a weapon he is proficient with is equal to his level + modifier. Edited June 21, 2020 by Iki Quote Link to comment Share on other sites More sharing options...
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