Tactics
Combat Tactics
No tactician enters a fight without knowing how to handle it. Be it moving allies or enemies, allowing your allies to strike more often, or penalizing your foes, the possibilities in how a tactician can alter the battlefield are vast and large.
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.
At 11th level, the range of this tactic increases to 60 feet, and you can choose a number of willing creatures equal to your Intelligence modifier.
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.
At 11th level, a hostile creature's movement drops to 0 feet when failing this check.
Clean Strike
As a bonus action, choose a willing creature, other than yourself, that can see or hear you and is within 120 feet of you. That creature has advantage on their next attack roll. If the creature would already have advantage on their next attack, they can instead immediately make a weapon attack.
At 11th level, this next attack scores a critical hit on a roll of 18, 19, or 20.
Cleaving Strike
When you take the attack action on your turn or ready the attack action, you can forgo one of your attacks and instead choose a willing creature, other than yourself, that can see or hear you and is within 30 feet of you. Until the end of your next turn, the next time that creature makes a melee weapon attack, it can immediately make an extra attack against another creature within their reach. On a hit, they do not add their damage modifier to the roll.
At 11th level, the range of this tactic increases to 60 feet.
Deafening Strike
When you take the attack action on your turn or ready the attack action, you can forgo one of your attacks and instead 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 deafened until the end of your next turn.
At 11th level, the target of the attack has disadvantage on this saving throw.
Disarming Blow
When you take the attack action on your turn or ready the attack action, you can forgo one of your attacks and instead choose a willing creature, other than yourself, that can see or hear you and is within 40 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 drop one item it is holding of your choice. This object lands in an unoccupied space within 10 feet of the target.
At 11th level, the target of the attack has disadvantage on this saving throw.
Double Strike
As an action, choose a willing creature, other than yourself, that can see or hear you and is within 30 feet of you. That creature can immediately make two weapon attacks, but does not add their attack and damage modifier to their respective rolls.
At 11th level, the range of this tactic increases to 60 feet.
Fire!
As an action, choose a 5-foot radius point within 60 feet of you. Any willing creature within this point can spend their reaction to make a ranged weapon attack.
This tactic cannot be readied through your Strategic Action.
At 11th level, this radius increases to 10 feet.
Focus Fire
As an action, choose a creature you can see within 40 feet of you. Until the end of your next turn, the first attack a friendly creature makes towards the target gain a bonus equal to half your Intelligence modifier (minimum of +1).
At 11th level, the range of this tactic increases to 90 feet.
Maiming Strike
When you take the attack action on your turn or ready the attack action, you can forgo one of your attacks and instead choose a willing creature, other than yourself, that can see or hear you and is within 60 feet of you. That creature can immediately make a weapon attack. On a hit, the target of the attack has its speed halved until the end of its next turn.
At 11th level, the target has its speed reduced to 0.
On your Left!
As a bonus action, choose a willing creature, other than yourself, that can see or hear you and is within 30 feet of you. They gain the benefits of the Dodge action until the end of your next turn.
At 11th level, they instead gain the benefits of the Dodge and Disengage action.
Overtake Position
As a bonus action, choose a willing creature that can see or hear you and is within 60 feet of you. They immediately make a special shove attack against a target within range, adding your Intelligence modifier to their roll. This target must be of the same size or one size smaller than the willing creature. On a success, both creatures swap occupied spaces.
At 11th level, the willing creature can move up to 10 feet before making the attack.
Prepare Yourselves
As an action, you warn your allies of incoming danger. Choose a willing creature that can see or hear you and is within 60 feet of you. Until the end of your next turn, they add half your Intelligence modifier to their saving throws.
At 11th level, you can choose a number of willing creatures equal to your Intelligence bonus.
Protect Them
When you take the attack action on your turn or ready the attack action, you can forgo one of your attacks and instead choose a willing creature, other than yourself, that can see or hear you and is within 30 feet of you. Until the start of your next turn, one friendly creature within 5 feet of the target (their choice) has resistance against all damage and gains advantage on Dexterity saving throws. Each time this creature takes damage, the target of this tactic takes the same amount of damage.
At 11th level, any friendly creature within 5 feet gains these benefits, and the target takes half the amount of damage these creatures take.
Quick Cast
As a bonus action, choose a willing creature, other than yourself, that can see or hear you and is within 30 feet of you. The creature can immediately spend their reaction to cast a cantrip.
At 11th level, the range of this tactic increases to 90 feet, and the creature adds your Intelligence modifier to one roll of the cantrip's damage.
Quick Reflexes
As a bonus action, choose a willing creature, other than yourself, that can see or hear you and is within 60 feet of you. That creature gains an extra reaction until the end of your next turn. These reactions can't be used on the same turns.
At 11th level, the creature gains another reaction.
Quick Strike
As a bonus action, choose a willing creature, other than yourself, that can see or hear you and is within 30 feet of you. The creature can immediately spend their reaction to make one weapon attack.
At 11th level, the range of this tactic increases to 90 feet.
Ramming Strike
As a bonus action, choose a willing creature, other than yourself, that can see or hear you and is within 30 feet of you. That creature can immediately move up to half their speed, but only towards a creature. If they end their movement within 5 feet of another creature, they can immediately make Shove action against that creature, adding your Intelligence modifier to the roll. On a success, that creature is pushed up to 10 feet.
At 11th level, this tactics' range increases to 60 feet, and the creature can move up to their speed.
Regroup
As a bonus action, you call upon your allies to regroup. Choose a creature that can see or hear you and is within 60 feet of you. They immediately move half their speed, but only towards you. This movement does not provoke attacks of opportunity. If a target of this tactic finishes its movement within 10 feet of you, they gain temporary hit points equal to 1d6 + half your level in this class.
At 11th level, you can choose a number of willing creatures equal to your Intelligence modifier.
Reposition
As a bonus action, choose a willing creature that can see or hear you and is within 60 feet of you. They gain the benefits of the Dash action on their next turn.
At 11th level, the target can instead spend their reaction to immediately move double their speed.
Retaliate
As a bonus action, choose a willing creature, other than yourself, that can see or hear you and is within 60 feet of you. Until the end of your next turn, the next time this creature is hit by an attack, they can spend their reaction to make an attack against their attacker, adding your Intelligence modifier to their attack and damage rolls.
At 11th level, if this creature has already been hit since the end of their last turn and their attacker is within range, they can immediately spend their reaction to make an attack against them.
Retreat
As a bonus action, you call upon your allies to retreat. Choose a creature that can see or hear you and is within 60 feet of you. They can immediately move up to their speed, but only away from hostile creatures. This movement does not provoke attacks of opportunity.
At 11th level, you can choose a number of creatures equal to your proficiency bonus.
Rise, Soldier!
As a bonus action, you command your comrades to get back up. Choose a willing creature that can see or hear you and is within 30 feet of you. They can immediately stand up if they were previously prone, and move up to 5 feet in a direction of their choice without causing opportunity attacks.
At 11th level, the range of this tactic increases to 60 feet, and you can choose a number of willing creatures equal to your Intelligence modifier.
Solid Strike
When you take the attack action on your turn or ready the attack action, you can forgo one of your attacks and instead choose a willing creature, other than yourself, that that can see or hear you and is within 30 feet of you. That creature can immediately make a weapon attack. If their ability modifier used towards the attack and damage rolls would be lower than your Intelligence modifier, they can use your Intelligence modifier instead.
At 11th level, this tactic's range increases to 90 feet.
Stumbling Blow
As a bonus action, choose a willing creature, other than yourself, that can see or hear you and is within 90 feet of you. They immediately make a special shove attack against a target within range, adding your Intelligence modifier to their roll. On a successful check, the target falls prone.
At 11th level, the target has disadvantage on this check.
Swap Positions
As a bonus action, choose two willing creatures that can see or hear you, are within 90 feet of you, and are within 5 feet of each other. These two creatures swap spaces, doing so without provoking attacks of opportunity.
At 11th level, both creatures gain a +1 bonus to their AC until the start of your next turn.

