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You can make a tactician quickly by following these suggestions. First, make Intelligence your primary ability score, followed by Dexterity. Second, choose the Scholar or Soldier background.
| Tactician Level | Prof. Bonus | Class Features |
|---|---|---|
| 1 | +2 | Polyglot, Intelligent Defense, Perfect Plan, Weapon Mastery |
| 2 | +2 | Analyze, Contingency Plan |
| 3 | +2 | Tactician Subclass, Expertise |
| 4 | +2 | Ability Score Improvement |
| 5 | +3 | Guiding Guile, Quick Assessment |
| 6 | +3 | Subclass Feature |
| 7 | +3 | Deep Analysis |
| 8 | +3 | Ability Score Improvement |
| 9 | +4 | Advanced Planning Technique |
| 10 | +4 | Subclass Feature, Expertise |
| 11 | +4 | Resilient Mind |
| 12 | +4 | Ability Score Improvement |
| 13 | +5 | Guiding Hand |
| 14 | +5 | Battlefield Commander |
| 15 | +5 | Subclass Feature |
| 16 | +5 | Ability Score Improvement |
| 17 | +6 | Backup Plan, Improved Advanced Planning Techniques |
| 18 | +6 | Subclass Feature |
| 19 | +6 | Ability Score Improvement |
| 20 | +6 | Ultimate Knowing |
Hit Dice: 1d8 per Tactician level
Hit Points at Level 1: 8 plus your Constitution modifier
Hit Points per Later Level: 1d8 (or 5) plus your Constitution modifier
Saving Throws: Intelligence, Wisdom
Skills (Choose 3): History, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Survival
Weapons: Simple Weapons, Hand Crossbow, Longsword, Rapier, Shortsword
Tools: Choose two of any kind
Light
As a level 1 character, you start with the following equipment, or you can forgo it and spend 100 GP on equipment of your choice:
If your group uses the multiclassing rules in the Player's Handbook, here's what you need to know if you choose Tactician as one of your classes.
Ability Score Minimum. As a multiclass character, you must have a score of at least 13 in the Tactician's primary ability, Intelligence, to take a level in this class or to take a level in another class if you're already a Tactician.
Proficiencies Gained. If Tactician isn't your initial class, you gain proficiency with Simple Weapons and one Tool of your choice when you take your first Tactician level.
Armor Training. When you gain your first Tactician level, you gain armor training with Light Armor.
You can always devise the best course of action for the future. You can spend 10 minutes formulating a Perfect Plan, gaining a number of Perfect Plan dice equal to your Intelligence modifier (minimum of 1 die), which are d4s. When you make your plan, it includes yourself and any number of willing creatures who remain within 60 feet of you when you make your plan. Those creatures all become a part of your Perfect Plan.
Whenever a creature within 60 feet of you that is a part of your Perfect Plan makes a d20 Test, if that creature can see or hear you, you can use your Reaction and expend one of your Perfect Plan dice, adding the roll to the result of their d20 Test. You can wait until after the d20 is rolled before deciding to use this feature, but must decide before the DM says whether the roll succeeds or fails.
When a Perfect Plan die is rolled, it is lost, and only one Perfect Plan die may be used at a time.
Once you have made a Perfect Plan, you can't do so again until you finish a Long Rest, whereupon all unspent Perfect Plan dice are lost.
When you reach level 5, your maximum number of Perfect Plan dice is instead equal to your Intelligence modifier plus your Proficiency Bonus (minimum of 4 dice).
You rely on predictive measures and careful observation to protect yourself, rather than raw agility. You can use your Intelligence instead of your Dexterity when determining your Armor Class.
Your learning encompasses far more than simply warfare. You learn two languages of your choice.
Your training with weapons allows you to use the Mastery property of two kinds of weapons of your choice with which you have proficiency, such as Rapiers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the Mastery properties of Hand Crossbows and Shortswords.
You gain the ability to focus your intellectual prowess into breaking down the defenses of your opponent and utilizing the information gained to your advantage. As a Bonus Action, you can begin analyzing a creature that you can see within 60 feet of you. While analyzing a creature, you gain the following benefits:
Your analysis lasts for 1 minute, ending early if you lose Concentration (as if you were concentrating on a spell), or if you end your turn unable to see the creature or more than 60 feet away from it.
With a little time to rest and think, you can adjust your plans to new situations. Whenever you complete a Short Rest, you can choose to regain a number of expended Perfect Plan dice equal to half your maximum (rounded up).
Once you have used this feature, you can't use it again until you finish a Long Rest.
You gain a Tactician subclass of your choice: Gambler, Grandmaster, Medic, Mentalist, Scholar, or War Mind. Subclasses are detailed after this class's description.
You gain Expertise in two of your skill proficiencies of your choice.
As shown on the Tactician table, you gain this feature again at level 10.
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
As shown on the Tactician table, you gain this feature again at levels 8, 12, 16, and 19.
You have wit and direction that others wisely heed. Once per turn, when you make an attack, you can call out a command to an allied creature within 60 feet that can see or hear you. That creature can immediately use their Reaction, if available, to make one weapon attack against the same target. If you add a Perfect Plan die to this attack, you can do so without using your Reaction.
You can make snap appraisals of your current situation on a whim. On your turn, you can take one of the following Actions as a Bonus Action: Search or Study.
Your analysis grants you deeper insight in those you study. When you start your turn analyzing a creature, you may choose one of the following characteristics of that creature to learn:
Your plans surpass perfection. When you make your Perfect Plan, you can name a creature or a location as part of your plan, which persists as a part of your plan until a new plan is made. A creature you name must be one you are familiar with or can describe. A location you name must be one you are familiar with or have a map of. The location is a cube up to ten times your Tactician level on a side in feet.
Your plan gains the following benefits based on your choice:
Creature. Whenever you roll a Perfect Plan dice to affect the chosen creature, a d20 Test made against the chosen creature, a d20 Test in contest with the chosen creature, or a d20 Test caused by the chosen creature, you roll a d6 instead of a d4.
Location. Whenever you roll a Perfect Plan dice to affect a creature within the chosen area, you roll a d6 instead of a d4.
When you reach level 17, you can choose both a creature and a location as a part of making your Perfect Plan.
You are naturally able to resist effects that would alter your mind. You gain Advantage on ability checks and saving throws you make against the Charmed, Dazed, Frightened, or Stunned conditions, as well as against Enchantment and Illusion spells.
Your advance in battle is the guiding beacon for your allies. Whenever you take the Help action to assist an attack roll, you may use your Guiding Guile feature as if you made an attack roll against the chosen enemy.
Additionally, you can take the Help action as a Bonus Action, but you must spend a Perfect Plan die to do so.
You can effortlessly call out commands in the heat of battle. In combat, you get a special extra Reaction. You can use this special Reaction only to spend and roll Perfect Plan dice, and you can't use it on the same turn that you take your normal Reaction or the extra Reaction you gain from your Analyze feature.
Even when things don't work out, you can always regroup and recuperate. Whenever you spend and roll a Perfect Plan die to add to an ability check. If the check fails, you regain the spent Perfect Plan die.
You have a near-supernatural awareness of your surroundings, ensuring that you are always one step ahead. You gain the following benefits: