Battleshaper

Battleshapers turn the chaotic forces of battle to their advantage. Matching both brute strength and tactical genius, battleshapers are invaluable leaders on the field.

On the plane of Ravnica, The Boros Legion tests every new recruit in tactical theory. Those who show a natural talent are trained rigorously to become battleshapers. The position carries much prestige within the legion and is seen as one of the best paths to becoming an officer.

Tactics Token

Starting at 3rd level, your understanding of battlefield theory allows you to lead your allies in the heat of battle.

You receive a tactics token. At the start of your turn you may place your tactics token on any creature or any square of the battlefield within 60 feet of you that doesn’t have total cover (no action required). The token remains until you use this feature to move it or combat ends.

Tactical Commands

At 3rd level, you learn two tactical commands from the options below. You learn an additional command at fighter levels 7 and 15.

You may issue a tactical command as a bonus action, and the effect lasts until the start of your next turn. Allied creatures must be able to see or hear you when you give the command in order to benefit from it.

You can issue a number of tactical commands equal to 3 + your Intelligence modifier (minimum 3). You regain all expended uses upon finishing a short or long rest.

Cover: As long as an allied creature is within 5 feet of a creature marked by your tactics token, attacks against the marked creature are made at disadvantage.

Flank: You call for your allies to flank the creature marked by your tactics token. Until the start of your next turn, allies have advantage on attacks against that creature as long as another ally is within 5 feet of it and threatening it.

Hold: You mark a 10-foot radius around your tactics token. If your token is placed on a creature, this area moves with the creature. Allies that end their turn in the area have advantage on the next saving throw made before the start of their turn.

Pin: You order your allies to hold a creature marked by your tactics token in place. If the marked creature is hit by melee weapon attacks from at least 2 of your allies, its speed becomes 0 until the start of your next turn.

Rally: You mark a 10-foot radius around your tactics token. If your token is placed on a creature, this area moves with the creature. When a friendly creature moves into the area for the first time on its turn or starts its turn there, it gains a number of temporary hit points equal to half your fighter level plus your Intelligence modifier.

Rush: You charge a key position. Each allied creature may use a reaction to move up to their speed towards your tactics token.

Suppress: You mark a 10-foot radius around your tactics token. If your token is placed on a creature, this area moves with the creature. Whenever an enemy creature enters this area on its turn, allies may use their reaction to make a single weapon attack or cast a damaging cantrip against that enemy.

Withdraw: You call for a tactical retreat from a hostile creature marked by your tactics token. Each allied creature may use its reaction to move up to its speed away from the marked creature without provoking attacks of opportunity from that creature.