Tactics . . . by ?: !!!! Blinding Strike When you take the attack action on your turn or ready the attack action, you can forgo one of your attacks to choose a willing creature, other than yourself, that can see or hear you and is within 30 feet of you. That creature can immediately spend their reaction to make a weapon attack. On a hit, the target of the attack must succeed a Constitution saving throw or be blinded until the end of your next turn. At 11th level, the target of the attack has disadvantage on this saving throw. !!!! Charge As a bonus action, you call upon your allies to charge forward. Choose a willing creature that can see or hear you and is within 30 feet of you. it can immediately move up to their speed, but only towards one hostile creature of their choice. !!!! Charm As a bonus action, you have an ally attempt to temporarily confuse an enemy. Choose a willing creature that can see or hear you, and is within 30 feet of you. They make a Charisma (Persuasion) check, adding your Intelligence modifier to the roll, and force a hostile creature of their choice within 30 feet of them to make a Wisdom (Insight) check against them. If the hostile creature fails the check, their movement is halved and they are charmed by the ally until the end of your next turn. A creature with an Intelligence or Wisdom score of 5 or lower has advantage on this Wisdom check.
Mystical-Strategist . . . by ?: (:title Principle of the Mystical Strategist:) '''''Tacticians who delve in magecraft learn how to summon creatures to aid them in battle, capable of tipping their forces and overwhelm their enemies through sheer numbers and divination.''''' || border=1 ||! Tactician Level ||! Cantrips Known || Spells Known || 1st || 2nd || 3rd || 4th || || 3rd || 3 || 3 || 3 || || || || || 4th || 3 || 3 || 3 || || || || || 5th || 3 || 4 || 4 || || || || || 6th || 3 || 4 || 4 || || || ||
WarMedic . . . by ?: (:title Principle of the War Medic:) '''''Tacticians following the Principle of the War-Medic despise senseless death. As such, these individuals specialize in medicine and keeping their allies alive. They may not be the best in wielding the blade, but they are adept in guiding it to win the fight with the least bloodshed.''''' !!! Peerless Aid When you choose this principle at 3rd level, you are an adept in making sure your allies stay healthy. You gain proficiency in the Herbalism kit and Medicine skill. !!! Rejuvenating Tactics Also at 3rd level, your strategies come with restorative benefits to your allies. Whenever you finish a long rest, you can craft a number of healing tonics equal to 1 + your level in this class. These tonics last until the end of your next long rest.
Vanguard . . . by ?: (:title Principle of the Vanguard:) '''''Those who follow the principle of the Vanguard are deeply respected by their troops, fighting alongside them on the frontlines. Capable of performing their tactics on their own, they can become a one-man army when the situation demands it, striking down enemies with force and will.''''' !!! Brain for Brawns When you choose this principle at 3rd level, you know how to use your knowledge for when it comes to physical work. You gain proficiency in Acrobatics or Athletics. Each time you make a Strength check, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1). !!! Stalwart Commander Also at 3rd level, you can target yourself for tactics that can only target creatures other than yourself. If you perform a tactic, a friendly creature of your choice within 10 feet of you to gain temporary hit points equal to half your level in this class.
Guerrilla . . . by ?: (:title Principle of the Guerrilla:) '''''While many may value a fair fight or proper terrain, a guerrilla knows how to fight anywhere and use it to best benefit them. Fighting as skirmishers and with surprise on their side, those unlucky to fight such tacticians never knows when the environment around them may attack them.''''' !!! All-Terrain Savant When you choose this principle at 3rd level, you become a master of terrain. You can swim, climb, or crawl without costing extra movement, and your jump distance is doubled. Additionally, you gain proficiency in one of the following skills: Sleight of Hand, Stealth, or Survival. Each time you make an ability check with this skill, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1). !!! Fleet of Foot and Words