Spell Slots. Add a third of your levels in the tactician class to the appropriate levels from other classes to determine your available spell slots if you have the Battlemage archetype.

Proficiencies Gained. If tactician isn't your initial class, here are the proficiencies you gain when you take your first level as a tactician: light armor, medium armor, shields, simple weapons, cartographer's tools.

Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a tactician.

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose tactician as one of your classes.

You can make a tactician quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the noble background.

When creating a tactician, think about where and why your character studied battle tactics. Did the character attend an academy or other such institution? Is the character a soldier, a mercenary, or something else entirely? Does the character often match wits with one particular adversary? What inspired the character to become a tactician?

Controlling a battlefield is not an easily acquired skill; no matter how vast a tactician's collection of military accounts, tactical manuals, and other such resources may be, there is no valid substitute for hands-on experience. Knowing that even the greatest generals only become so after having seen many battles, many tacticians become adventurers in search of opportunities to hone their craft.

Even outside the realm of history, tacticians tend to be intensely analytical in battle; they might not be inclined toward direct confrontation if their interests could be better served leveraging their advantages in other ways. While many tacticians are formidable warriors in their own right, they may decide that investing their time and effort in supporting a reliable ally would be of greater benefit than fighting alone.

While fighters have turned the tides of conflicts since time immemorial, the goal of a great tactician is to learn from these stories and strategies in order to understand how and why. With this knowledge, tacticians can recreate historic victories, avoid infamous blunders, and devise novel and innovative battle tactics to catch even wary foes off guard.

Invaluable assets on any battlefield, tacticians combine martial discipline and meticulous planning to influence the outcome of battle in their favor. Some tacticians are leaders who command respect from their subordinates - if not with their charms, then through their cleverness and cunning. Other tacticians are the cherished counsel of commanders, kings, and conquerors, lending their battlefield experience to greater causes than themselves. Still others are wanderers or mercenaries with few to no ambitions on the scale of hordes, kingdoms, or empires; war is merely their craft. Whatever their vocations, tacticians strive for excellence in the field of battle, and it takes a towering intellect to bring it to fruition.

At 20th level, when you roll initiative and have no Inspiring Word dice remaining, you regain four Inspiring Word dice.

Beginning at 18th level, if your total for an Intelligence check is less than your Intelligence score, you can use that score in place of the total.

When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

At 3rd level, you choose an archetype that you emulate in your tactics: Battlemage, Siege Engineer, or Warlord, each of which is detailed at the end of the class's description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.

As a bonus action, you can choose one willing creature (other than yourself) within 60 feet of you who can see or hear you and spend a number of those dice less than or equal to your Intelligence modifier (minimum of one die). Roll the expended dice and add them together. The target gains a number of temporary hit points equal to the total.

Also at 2nd level, you gain the ability to use encouraging words to bolster your allies' resolve. You have a number of d4s equal to your tactician level which change when you reach certain levels in this class. The dice become d6s at 7th level, d8s at 11th level, and d10s at 15th level.

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Some of your gambits require that one or more creatures make a saving throw to resist their effects. The saving throw DC is calculated as follows:

You gain additional dice when you reach certain levels in this class. You gain a second strategy die at 5th level, a third at 9th level, a fourth at 13th level, and a fifth at 17th level.

You have a single strategy die, a d6, which you can spend to use a gambit that you know. At the end of each of your turns, you regain all of your spent strategy dice.

You can replace one of the gambits you know with a different gambit whenever you finish a long rest.

At 1st level, you know two gambits of your choice. Your gambit options are detailed at the end of the class description. When you reach certain tactician levels, you learn additional gambits of your choice, as shown in the Gambits Known column of the Tactician table.

You can adapt military tactics to combat situations on the fly. These gambits are fueled by special dice called strategy dice.

You start with the following equipment, in addition to the equipment granted by your background:

By 14th level, your study of military tradition, warfare, and the arcane has inured you to the deceptions of enemy spies, officers, and spellcasters alike. When you use a gambit to increase the result of an ability check or saving throw you make, your strategy dice count as d10s rather than d6s.

Starting at 10th level, you add your Intelligence modifier to the damage you deal with any wizard cantrip.

Starting at 6th level, the target of your Inspiring Word can roll a d4 and add the number rolled to one ability check, attack roll, or saving throw of its choice that it makes before the end of your next turn.

Starting at 3rd level, you can cast message at a range of 1,000 feet and select up to three targets within range with each casting. Each target hears your message, and you can decide whether or not the targets can hear each other's replies.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or transmutation spell unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

The Spells Known column of the Battlemage Spellcasting table shows when you learn more spells of 1st level or higher from the wizard spell list. Each of these spells must be a conjuration or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Spells Known of 1st-Level and Higher. You know three 1st-level spells of your choice from the wizard spell list, two of which you must choose from the conjuration and transmutation spells on the wizard spell list.

For example, if you know the 1st-level spell grease and have a 1st-level and a 2nd-level spell slot available, you can cast grease using either slot.

Spell Slots. The Battlemage Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Cantrips. You learn three cantrips: message and two other cantrips of your choice from the wizard spell list. You learn another cantrip of your choice from the wizard spell list at 10th level.

A Battlemage specializes in using magic to manipulate and reshape the battlefield. Battlemages excel in their study of spellcraft, perhaps because it is a labor of the mind not unlike the examination of military history and strategy. While only the likes of wizards can hope to master the arcane, battle magic is something even a tactician can adopt and perfect.

Tacticians perform many combat roles. Here are the archetype options you can choose from at 3rd level.

By 14th level, you have mastered organized warfare to an art. When you use a gambit as part of a melee weapon attack, your strategy dice count as d10s rather than d6s.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

At 10th level, you can choose a second option from the Fighting Style class feature. You may choose from the options listed in that feature or either of the following options:

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Starting at 3rd level, the target of your Inspiring Word can immediately use its reaction to, at your option, either make one weapon attack against a creature of your choice that you can see or move up to its speed to an unoccupied space of your choice without provoking opportunity attacks.

When you choose this archetype at 3rd level, you gain proficiency with martial weapons and heavy armor. You also gain proficiency in the Deception, Intimidation, or Persuasion skill (your choice).

A Warlord wades into the fray in circumstances where other tacticians might huddle and plan in their tents. Warlords are people of action, though not necessarily foolhardy ones; they know that their very presence on the battlefield might be all the encouragement their allies need to secure victory, and they aren't afraid to make the most of their positions.

By 14th level, you unceasingly exhibit superior firepower. When you use a gambit as part of a ranged weapon attack, your strategy dice count as d10s rather than d6s.

At 10th level, your personal siege weapon's damage rolls increase by 1d10, and the weapon deals double damage to objects and structures.

Starting at 6th level, if a creature makes an attack against the target of your Inspiring Word before the start of your next turn, you can attack that creature with your personal siege weapon as a bonus action on your next turn.

When you move on your turn, you can move the weapon with you to an unoccupied space without penalty, provided that it has wheels and an unobstructed path. Otherwise, you can drag or carry it, but your speed is halved while you do so.

You can use your action on each of your turns to attack with your personal siege weapon. While you are within 5 feet of the weapon, you make a ranged weapon attack originating from the weapon at one creature, object, or structure within 120 feet of it. You apply your proficiency bonus and your Intelligence modifier (rather than your Strength or Dexterity modifiers) to the attack roll. On a hit, the target takes 2d10 bludgeoning or piercing damage (your choice).

The weapon, which occupies its space, has an AC of 18 and a number of hit points equal to five times your tactician level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). It disappears when you use this feature again, if it is reduced to 0 hit points, or if you disassemble it as an action.

At 3rd level, you learn how to construct a compact, portable siege engine. Using smith's tools, you can assemble a Small personal siege weapon in an unoccupied space on a horizontal surface within 5 feet of you. This assembly requires 1 hour of uninterrupted work, which can coincide with a short or long rest. When you assemble the weapon, you determine its appearance and whether it has wheels.

When you choose this archetype at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

A Siege Engineer understands that wars are ultimately won with technology above almost all else, and resolves never to be caught without superior firepower. While many prefer the simple elegance of a sword or bow, Siege Engineers exhibit the patience and reliability that win protracted battles.

When you make an opportunity attack, you can spend strategy dice to strike through an opening in your opponent's defenses with uncanny accuracy. Roll all the strategy dice you spend, but add only the highest die result to the attack roll.

When you hit a creature with a weapon attack, you can spend a single strategy die to attempt to briefly render the target mute. The target must succeed on a Constitution saving throw or be unable to speak or cast spells with verbal components until the end of your next turn.

When you hit a creature with a weapon attack, you can spend a single strategy die to attempt to strike fear into the target. The target must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

When you make a melee weapon attack, you can spend a single strategy die to strike at an enemy just out of your normal reach, increasing your reach for that attack by 5 feet.

When you make a Dexterity or Intelligence saving throw, you can spend strategy dice to improve your result, twisting out of harm's way. Roll all the strategy dice you spend, but add only the highest die result to your saving throw.

When you make a Wisdom or Charisma saving throw, you can spend strategy dice to improve your result, using your resolve to overcome effects that attempt to control or confuse your mind. Roll all the strategy dice you spend, but add only the highest die result to your saving throw.

When you make a Strength or Constitution saving throw, you can spend strategy dice to improve your result, calling upon your mighty reserves. Roll all the strategy dice you spend, but add only the highest die result to your saving throw.

When you hit a creature with a melee weapon attack, you can spend one strategy die to startle the target, making the target unable to take reactions until the end of your next turn.

When you miss a target with a melee weapon attack but your roll was a 10 or higher, you can spend strategy dice to turn the miss into a glancing blow, which is not treated as a hit. Roll all the strategy dice you spend. The target takes damage equal to the highest die result alone. The damage is of the weapon's type, but it delivers no additional effect.

When you hit a creature with a weapon attack, you can spend a single strategy die to give advantage to the next attack roll against the target before the start of your next turn.

When you hit a creature with a weapon attack, you can spend a single strategy die to attempt to halt the target in its tracks. The target must succeed on a Wisdom saving throw or have its speed reduced to 0 until the end of your next turn.

When you are hit by a melee weapon attack while you're wielding a melee weapon or a shield, you can use your reaction to spend strategy dice to turn the attack aside, reducing its impact on you. Roll all the strategy dice you spend, add up their results, and reduce the damage by that total. If the damage drops to 0, the hit becomes a miss.

When you hit a creature with a weapon attack, you can spend strategy dice to find where your opponent is most vulnerable and strike there, increasing the attack's damage against the target. Roll all the strategy dice you spend, and add up their results. The damage gains a bonus equal to that total.

When you fall but before you take damage from the fall, you can spend strategy dice to contort your body, reducing or negating the injuries you would have sustained on impact. When you land, roll all the strategy dice you spent, add up their results, and reduce the falling damage by that total.

When you make a weapon attack with disadvantage, you can spend a single strategy die to calm your mind and focus your effort on overcoming the disadvantage. Roll the strategy die and add the result to the lower d20 roll. This total cannot exceed the higher die roll. If you spend two strategy dice, you don't suffer disadvantage on the attack.

When you reduce a creature to 0 hit points with a melee weapon attack, you can spend strategy dice to make an extra attack, letting your momentum carry you forward to strike again. Using the same weapon, make an attack against a creature of your choice within your reach. On a hit, roll the strategy dice in place of the weapon's damage dice.

When you take the Help action in combat, you can spend strategy dice to further assist your ally. Roll all the strategy dice you spend, but add only the highest die result to the ability check or attack roll affected by your Help action.

When you take the Search action in combat, you can spend a strategy die to open your senses to concealed threats nearby. Roll the strategy die and multiply the result by five. You become aware of the location of each hidden or invisible creature within as many feet of you until that creature moves.

Reposition When you're within 5 feet of an ally on your turn, you can spend a single strategy die to move your ally to an unoccupied space of your choice within 5 feet of you. This movement doesn't provoke opportunity attacks.

Retaliate When a creature within your reach hits or misses you with an attack, you can use your reaction to spend strategy dice to make a melee weapon attack against that creature. On a hit, roll the strategy dice in place of the weapon's damage dice.

Sapping Strike When you hit a creature with a weapon attack, you can spend a single strategy die to attempt to cripple the target's resolve. Roll the strategy die. The target must succeed on a Charisma saving throw or subtract the strategy die result from its saving throws until the start of your next turn.

Shattering Blow When you hit a creature with a melee weapon attack, you can spend a single strategy die to attempt to sunder the target's armor. Roll the strategy die. The target must succeed on a Dexterity saving throw or subtract the strategy die result from its AC until the start of your next turn.

Sinking Strike When you hit a creature with a weapon attack, you can spend a single strategy die to attempt to slacken the target's attacks. Roll the strategy die. The target must succeed on a Dexterity saving throw or subtract the strategy die result from its attack rolls until the start of your next turn.

Skill Mastery When you make an ability check and your proficiency bonus applies, you can spend strategy dice to help you succeed at attempting the most difficult tasks. Roll all the strategy dice you spend, but add only the highest die result to your check.

Spring Attack When you take the Dash or Disengage action, you can spend a single strategy die to make a melee or ranged weapon attack as part of that action, in an attempt to catch your enemy off guard. On a hit, roll the strategy die in place of the weapon's damage dice, and add no bonuses to the damage.

Stride On your turn, you can use an action and spend strategy dice to raise the maneuverability of nearby allies. Roll the strategy dice, add up their results, and choose up to that number of creatures within 30 feet of you. Each creature can take the Dash action as a bonus action until the start of your next turn.

Sweep When you make a melee weapon attack, you can spend strategy dice to bring your weapon around in a sweeping arc. For each strategy die you spend, choose another creature within your reach, never choosing the same creature twice. Make your attack against the original target as normal, then compare your attack roll to each additional creature's AC. For each one you hit, roll the strategy die you spent in place of the weapon's damage dice, and add no bonuses to the damage.

Taunt When you hit a creature with a weapon attack, you can spend a single strategy die to attempt to goad the target into attacking you. The target must succeed on a Wisdom saving throw or have disadvantage on all attack rolls against targets other than you until the end of your next turn.

Thrust When you hit a creature with a weapon attack, you can spend a single strategy die to attempt to drive the target back. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet away from you.

Topple When you hit a creature with a weapon attack, you can spend a single strategy die to attempt to knock the target down. If the target is Large or smaller, it must succeed on a Dexterity saving throw or be knocked prone.

Tumbling Dodge When you move, you can spend strategy dice to break away from melee and slip past your foes. Roll all the strategy dice you spend, and add up their results. You gain a bonus to your AC equal to that total until the end of the current turn.

Unarming Blow When you hit a creature with a melee weapon attack, you can spend a single strategy die to attempt to disarm the target. The target must succeed on a Strength saving throw or drop one item of your choice that it's holding.

Unbind When a friendly creature within 30 feet of you fails a saving throw against being charmed or frightened, you can use your reaction to spend a strategy die to help snap them out of it. Roll the strategy die. The creature may reroll its saving throw and add the strategy die result to its new total.

Vault When you start a jump, you can spend strategy dice to help yourself leap higher and farther than an ordinary person can. Roll all the strategy dice you spend, but increase the distance, in feet, by only the highest die result.