fighter - tactician martial archetype (8933850)

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  • 7/25/2019 Fighter - Tactician Martial Archetype (8933850)

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    Not for resale. Permission granted to print or photocopy this document for personal use only. Fighter Tactician Martial Archetype 1

    Fighter Tactician

    Martial Archetype

    ighter Archetype Option

    by Rodolfo Martinez Garza

    DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand,Players Handbook, Monster Manual, Dungeon Masters Guide,D&D Adventurers League, all

    other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses

    are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork

    contained herein is prohibited without the express written permission of Wizards of the Coast.

    2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Bochat 31, 2800 Delmont, CH. Represented by Hasbro Europe, 4 The Square,

    Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

    All other original material in this work is copyrighted 2016 by Rodolfo Martinez Garza and published under the Community Content Agreement for Dungeon Master's Guild.

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    The Tactician

    Great generals will tell you, it's all about positioning

    and timing, a battle can be won or lost not by how

    many bodies you have to sacrifice but how well you

    use them. The tactician dedicates itself to the study

    of battlefields and strategy, he is as comfortable onthe front lines as he is on the back whilst chore-

    ographing the battle. Through their anatomical stud-

    ies, tacticians are proficient field medics as well, they

    make ample use of their healing kits both in battle

    and out.

    Bonus Proficiencies

    When you choose this archetype at 3rd level, you

    gain proficiency in the Medicine Skill, if you are al-

    ready proficient you may choose a new proficiency

    from the fighter's skill list.

    Combat Superiority

    When you choose this archetype at 3rd level, you

    gain a set of abilities that are fueled by special dice

    called superiority dice.

    Superiority Dice

    . You have four superiority dice,

    which are d8s. A superiority die is expended when

    you use it. You regain all of your expended superiori-

    ty dice when you finish a short or long rest.

    You gain another superiority die at 7th level and

    one more at 15th level.Using Superiority Dice: You can expend superi-

    ority dice to use a number of different maneuvers:

    Strike irst, Strike Twice. After rolling for

    initiative but before anyone acts, you may

    spend one superiority die and add its result

    to any one creature you choose that can see

    or hear you. It gains advantage on his next

    attack roll this combat. Alternatively, it may

    forgo these benefits and instead not be sur-

    prised.

    Timing is Everything.As a bonus action,

    you may spend one superiority die and add

    its result to the initiative of any one creature

    that can see or hear you, this creature gains

    advantage on his next attack roll this combat.

    If the creature had not taken its turn yet in

    the round but would have with his new score,

    he acts immediately after you, then at its new

    score thereafter.

    Come Here!As a bonus action, you spend a

    superiority die and grab a willing creature up

    to one size larger than you within melee

    range with a free hand or a whip (or similar

    weapon) and pull it towards you to any space

    adjacent to you. Creatures do not provoke at-

    tacks of opportunity with forced movement.

    Stay Back!As a reaction, you may spend one

    of your superiority dice when you or an ally

    within 5 feet is subjected to an attack, a dart

    trap, fireball, or similar effect that you can

    see. You and your ally add the result of the

    die to your AC until the start of your next

    turn and any Dexterity save you and your ally

    have to make from the triggering effect.

    You may pull or push this ally to any

    space within 10 ft of you, avoiding damage if

    he ends this movement outside of the trigger-ing effect's range. Moving the target of a

    ranged attack behind you might provide some

    cover (PHB pg. 196).

    Stay Down!When you hit another creature

    with a weapon attack you may spend one of

    your superiority dice to attempt to knock the

    target prone. If the target is Large or smaller

    it must make a Strength saving throw DC 8 +

    your proficiency bonus + your Strength or

    Dexterity modifier (your choice). On a failed

    save the target falls prone and you may

    choose to deal damage to it equal to the re-

    sult of the superiority die or (if using a melee

    weapon) move him 5 feet to any adjacent un-

    occupied space.

    Combat Healer

    When you choose this archetype at 3rd level, you

    gain the following ability that is similar to the Heal-

    er feat in the PHB (pg. 167). If you already have this

    feat, you may instead choose another feat and gain

    this ability instead. Healer kits appear on the PHB

    (pg. 151) and have 10 charges, you require a freehand to use it. You gain an improvised Healer's Kit

    with 2 charges that only you may use when you gain

    this ability.

    When you use a healer's kit to stabilize a dy-

    ing creature, that creature also regains 1 hit

    point.

    As an action or in place of your first attack on

    your turn, you can spend one use of a

    Not for resale. Permission granted to print or photocopy this document for personal use only. Fighter Tactician Martial Archetype 2

    Fighter Archetype

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    healer's kit and one superiority die to tend to

    yourself or a creature adjacent to you and re-

    store hitpoints equal to twice your proficiency

    modifier + the result of the die. A creature

    can regain hitpoints from this feature twice

    until it finishes a short or long rest.

    Healer's Plight

    At 7th level you gain the following benefits:Always on the look for suitable healing materials,

    you may craft improvised healer's kits after taking a

    long rest that hold 2 charges. You may not have more

    than one such kit at a time and only you know how

    to use them effectively.

    When you or allies within 20 feet of you regain

    hitpoints as a result of spending hit dice during a

    short rest, they gain additional hitpoints equal to

    your proficiency modifier.

    A tactician's medical training grants him the

    knowledge needed to best treat a disease. When heor an ally within 5 feet makes a save to resist or

    shake off the effects of a disease when not in combat,

    he does this with advantage.

    Improved Combat Superiority

    At level 10, your superiority dice turn into d10s. At

    18th level they turn into d12s.

    Improved Combat Healing

    At level 10, you may add twice your proficiency modi-

    fier instead of once when using the Combat Healerability to restore hit points.

    aster Tactician

    Starting at 15th level, when you roll initiative and

    have no superiority dice remaining, you regain one

    superiority die.

    Not for resale. Permission granted to print or photocopy this document for personal use only. Fighter Tactician Martial Archetype 3