CC:Military Tactician

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[[File:.png|width="10%"|right|An Military Tactician]

Military Tactician

Military Tacticians are those that seek to apply their Field of Study to expand their use in combat. Whether their knowledge applies to their individual performance or the coordination of a group, the Military Tacticians see combat as an object of science, something to learn from. Their ever-evolving grip on military theory synchronizes with their growing success. Having a powerful sword-arm might win you a battle, but a keen sense of oversight will win you the war. Since these Savants helped develop plans for skirmishes and assaults in Tamriel, their aid in battle became invaluable.

Military Tactician Features
Level Feature
1st Blitz, Tactics
5th Fog of War
9th Commander
15th Chessmaster

Blitz

1st-level Military Tactician Feature

At 1st level, you gain a sense of when - and how - to push your offenses. For every creature (minimum of CR 1/2) killed by you or an ally within 30 feet of you, you gain 1 Blitz point. You can have a maximum of Blitz points equal to your Savant level + your Intelligence modifier. As a reaction, upon seeing an ally within range hit an attack roll, you can expend any number of Blitz points to increase their damage dealt by an amount equal to the expended Blitz. Alternatively, upon hitting a creature with an attack yourself, you can expend any number of Blitz points as well, increasing the damage dealt by an amount equal to the expended Blitz.

Tactics

1st-level Military Tactician Feature

Also starting from 1st level, you learn famous tactics from the great fighters in history. You may select two of the following tactics to adopt at 1st level. Once you reach 9th level, the Commander feature grants you one additional choice.

Perimeter Defense

Using your bonus action, select a target within 30 feet that can hear you to instruct them with your insights. Until the start of their next turn, the target’s AC is increased by 1.

Reactive Defense

As a reaction upon taking damage from an attack, you secure your position. As such, you can add your intelligence modifier to all Strength, Agility and Endurance saving throws until the start of your next turn.

Shock and Awe

Using your bonus action, select a target within 30 feet to distract using a specialized ruse. The target has to succeed on a Willpower saving throw with a DC equal to 8 + your proficiency bonus + your intelligence modifier. On a failed save, until the start of their next turn, their AC is reduced by 2.

Suppression

After dealing damage to a creature, the target has to succeed on an Agility saving throw equal to your 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the creature’s movement speed is halved until the end of their next turn.

Tactical Retreat

As a reaction upon being missed by an enemy attack, you can move up to 10 feet without provoking attacks of opportunity.

Additionally, your movement speed is increased by 5 feet.

Torment

Critical hits against your targets are overly gory. Upon scoring a critical hit, all enemies within 15 feet of the target need to succeed on a Willpower saving throw equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, a target is and remains frightened for 1 minute.

Fog of War

5th-level Military Tactician Feature

Sometimes, in battle, it is best to remain unseen. At 5th level, you and all allies within 10 feet gain a bonus to their Agility (stealth) rolls equal to your Intelligence modifier.

Additionally, using half cover gives the benefits of full cover.

Commander

9th-level Military Tactician Feature

From 9th level onwards, you can select one additional Tactic.

Additionally, your chosen Tactics can be used by all allies within 10 feet of you as well.

Chessmaster

15th-level Military Tactician Feature

At 15th level, you learn how to keenly assess and predict the movement of the creatures you fight. Attacks made against you can never score a critical hit.

Additionally, you now receive 2 Blitz points for every creature (minimum of CR 1/2) killed by you or an ally within 30 feet.

Template:Savant subclasses