5. JobsTactician

Job Table

LevelProficiency BonusSPTraits
3+2Tactician Spellcasting, Galvanize, Tactical Command
4+2Ability Score Increase
5+3
6+3Excogitation
7+3
8+3Ability Score Increase
9+4
10+4Chain Attack
11+4
12+4Ability Score Increase
13+5Overclass
14+5
15+5
16+5
17+6
18+6
19+6
20+6

Specialties

  • One-handed weapons

Skill Proficiencies

Choose three from:

  • Arcana, Coercion, Deception, Diplomacy, Geography, History, Insight, Investigation, Navigation, Perception, Persuasion

Job Traits

Tactician Spellcasting. Upon assuming the mantel of the Tactician, you gain the ability to cast spells in the same manner as the strategists of myth. If your class grants you Class Spellcasting, you lose the benefits of that trait and gain these instead. If your Class does not provide Class Spellcasting, you do not gain Tactician Spellcasting and instead gain Class Spellcasting. Spell Book. Upon learning this trait, you obtain a spell book in which all your known spells are kept. The spells and cantrips you already know through Class Spellcasting are added to the spell book, in addition to two spells of your choice. The spell book can take nearly any appearance you wish so long as it is a collection of papers bound together in some way. Learning new spells. You learn two spells each time you level up which are added to your spell book. You may also copy spells into your spell book from scrolls, stone tablets, or other various means of delivering information in written form so long as the original is complete and is written in a language you understand. Adding new spells in this way costs 25 gold pieces per spell tier. For instance, a spell you can learn at level 1 costs 25 gold pieces to copy and a level 5 spell costs 75 gold. The cost takes into account the price of materials including aetherically charged ink and alloyed parchment. Preparing Spells. In order to cast a spell, it must be firmly fixed in your mind. When finishing a long rest, you may prepare a number of spells equal to the twice the sum of your Spellcasting Bonuses + your level. For instance, if you have a 10 in Mind, a 12 in Intelligence, and a 14 in Charisma and are level 5, you may prepare up to 11 spells. Ritual Casting. Some spells may be cast by performing a ritual. When casting such a spell in this way, the spell takes 10 minutes longer to cast, and requires the use of materials needed by the spell. Ritual Casting does not consume spell points.

Galvanize. When you would restore creature's hit points by casting a spell, you can choose to instead turn the total into a magical barrier equal to the healing total.

Tactical Command. During combat, you can analyze the state of the battlefield and assume command of your party. As a Reaction, you may perform the Help Action on a distant creature by dishing out encouragement, calling out weak points, or ordering positions to occupy, for instance. The creature must be within 60ft of you and must understand one of the languages you speak. You may perform this trait a number of times equal to your Proficiency Bonus and regain all uses upon finishing a Long Rest.

Ability Score Increase. At level 4, and again at levels 8, 12, 16, and 19, you may increase one Ability Score by 2, or two Ability Scores by 1. Alternatively, you may choose to take a Cross-class Trait or Optional Trait instead of increasing your Ability Scores. You may not take more than one Cross-class Trait in this way.

Excogitation. Beginning at level 6, when you cast a spell, you may choose to halt the release and hold the aether within you, ready to release at a moment's notice. As a Quick Action or Reaction, you can let loose the stored spell. It still functions as though you had cast it normally. For instance, a spell with the touch range still requires you to place your hands on the target, or spell that is centered around you, remains centered around you. You may only hold one spell in waiting in this way.

Chain Attack. Beginning at level 10, as an Action, you can analyze a single creature to find hidden weak points or vulnerabilities, telepathically communicating this to your allies in a quick flash of insight. For 1 minute, when creatures who are allied with you Attack the target, they deal additional damage equal to your Charisma Spellcasting Bonus and the range for critical hits is increased by 2. You must finish a Long Rest to perform this trait again.