Officer
An officer skilled in commanding troops in battle. You might be an Officer in the army trained in new tactics, an accomplished crime boss skilled at inspiring his thugs or a freedom fighter that always has a plan ready for the right cause.
Allies benefit from their tactical insight and leadership. They lend buffs, protection and can let allies use their reaction to attack or move.
Attack At Will: Use your Bonus Action or Reaction to choose an ally within a 30 ft. radius to allow them to use their Reaction to make a weapon attack.
Saving throw proficiency: Intelligence and Charisma
Choose a Command style below:
Strategist. You excel at making a plan to handle any situation. Once per day you can spend 10 minutes to create a plan to achieve an objective and you can involve your allies. You and your allies can add your intelligence modifier to any tools, skill or ability checks and saving throws when executing the plan.
Tactician. You excel at maneuvering your allies in battle. When you enter initiative roll a d4, you and your allies can choose to add the result to either their attack roles, damage rolls or saving throws but can add the bonus only once. At the top of the next turn you roll a d4 again. When you become incapacitated this bonus is lost and you'll have to re-roll at the next turn.
Leadership. You excel at inspiring your allies. Your allies add your Charisma Modifier as Temporary hit points. When you are incapacitated the creatures lose these bonuses until you're back to normal. The temporary hit points reset on your next short rest.
At level 1
Proficiency
- Simple weapons
- Pistol
- Hand crossbow
- Rapier
- Light armor
- Shields
Saving throw proficiency: Intelligence and Charisma
Traits
Command styleChoose a Command style below:
Strategist. You excel at making a plan to handle any situation. Once per day you can spend 10 minutes to create a plan to achieve an objective and you can involve your allies. You and your allies can add your intelligence modifier to any tools, skill or ability checks and saving throws when executing the plan.
Tactician. You excel at maneuvering your allies in battle. When you enter initiative roll a d4, you and your allies can choose to add the result to either their attack roles, damage rolls or saving throws but can add the bonus only once. At the top of the next turn you roll a d4 again. When you become incapacitated this bonus is lost and you'll have to re-roll at the next turn.
Leadership. You excel at inspiring your allies. Your allies add your Charisma Modifier as Temporary hit points. When you are incapacitated the creatures lose these bonuses until you're back to normal. The temporary hit points reset on your next short rest.
Skills: Choose 4
- History
- Medicine
- Insight
- Intimidation
- Persuasion
- Deception
- Survival
- Investigation
- Perception
- Nature
- Stealth
Class Features
Hit Dice: d8At level 1
- Attack At Will: Use a Bonus Action or Reaction to choose an ally within a 30 ft. radius to allow them to make a weapon attack with their Reaction.
- Intelligent Defense: You can add your Intelligence bonus as your AC bonus if higher than your Dexterity.
- Combat Analysis: At level 2, you can use a Bonus action to learn an attribute of a creature from the list below:
- One Ability Score
- Attack bonus
- Hit points
- Armor Class
- Damage vulnerabilities, immunities or resistances
- Condition immunities
Move! You can use your reaction to allow an ally to move up to half their movement speed.
At level 3
- Expertise: Choose 1 skill to become an expert in. You double your proficiency bonus for this chosen skill.
At level 4
- Ability Score Improvement or choose a feat
At level 5
- Strategist: Improved Plan - Roll a d4 and add the result to your plan bonus.
- Tactician: Improved Maneuver - Your tactician die become a d6.
- Leadership: Improved Inspiration - You now add Temporary Hit Point*2 your Charisma Modifier.
- Take Cover: You use your reaction to add your Intelligence or Charisma modifier to an ally's AC that you can see and they can hear you. This bonus last until the start of their next turn.
At level 6
- Attack At Will: The ally now adds your Intelligence or Charisma bonus whichever is higher to their attack roll.
At level 7
- Perfectionist: You re-roll ones on the skills you are proficient in.
- Improved Combat Analysis: You now learn 2 attributes of your choice.
At level 8
- Ability Score Improvement or feat
- Move, Move, Move! You can use your Reaction to allow an ally to move up to their movement speed without triggering any opportunity attacks.
At level 9
- Expertise: Choose 1 skill to become an expert in. You double your proficiency bonus for this chosen skill.
At level 10
- Extra Reaction: You gain an extra Reaction per turn.
- Strategist: Great Plan - Your d4 becomes a d6 and add the result to your plan bonus.
- Tactician: Great Maneuver - Your tactician die become a d8.
- Leadership: Great Inspiration - You now add +2 to AC on top of the temporary hit points.
At level 11
- Reliable Skill: You can no longer roll below a 10 for the skills you are an Expert in.
At level 12
- Ability Score Improvement or feat
- Extra Action: You gain an additional Action per turn.
- Great Combat Analysis: You learn 3 attributes of your choice.
At level 13
- Greater Combat Analysis: the creature rolls with disadvantage on the Intelligence Saving Throw.
At level 15
- Strategist: Greater Plan - You roll 2d6 instead and add the result to your plan bonus.
- Tactician: Greater Maneuver - Your tactician die becomes a d10.
- Leadership: Greater Inspiration - You now add +1 to Saving Throws.
At level 16
- Ability Score Improvement or feat
- Expertise: Choose 1 skill to become an expert in. You double your proficiency bonus for this chosen skill.
At level 17
- Greater Combat Analysis: The creature automatically fails the Saving Throw except on a natural 20. Then it must still beat your DC.
At level 18
- Booming Voice: Every creature that can hear you can use the Attack at Will reaction.
At level 19
- Battlefield Commander: You and your allies can't be surprised, have advantage on initiative rolls and add your Intelligence or Charisma modifier to the initiative roll.
At level 20
- Ability Score Improvement or choose a feat
- Strategist: Legendary Plan - You roll 2d8 instead and add the result to your plan bonus.
- Tactician: Legendary Maneuver - Your tactician die becomes a d12.
- Leadership: Legendary Inspiration - You now add +4 to AC, +2 to Saving Throws and add Temporary Hit Points*4 your Charisma Modifier.
Comments