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Fighter Tactician

Martial Archetype
Fighter Archetype Option

by Rodolfo Martinez Garza

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Fighter Archetype
The Tactician
Great generals will tell you, it's all about positioning
and timing, a battle can be won or lost not by how
many bodies you have to sacrifice but how well you
use them. The tactician dedicates itself to the study
of battlefields and strategy, he is as comfortable on
the front lines as he is on the back whilst choreographing the battle. Through their anatomical studies, tacticians are proficient field medics as well, they
make ample use of their healing kits both in battle
and out.

Bonus Proficiencies
When you choose this archetype at 3rd level, you
gain proficiency in the Medicine Skill, if you are already proficient you may choose a new proficiency
from the fighter's skill list.

Combat Superiority
When you choose this archetype at 3rd level, you
gain a set of abilities that are fueled by special dice
called superiority dice.
Superiority Dice. You have four superiority dice,
which are d8s. A superiority die is expended when
you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and
one more at 15th level.
Using Superiority Dice: You can expend superiority dice to use a number of different maneuvers:

Strike First, Strike Twice. After rolling for


initiative but before anyone acts, you may
spend one superiority die and add its result
to any one creature you choose that can see
or hear you. It gains advantage on his next
attack roll this combat. Alternatively, it may
forgo these benefits and instead not be surprised.
Timing is Everything. As a bonus action,
you may spend one superiority die and add
its result to the initiative of any one creature
that can see or hear you, this creature gains
advantage on his next attack roll this combat.
If the creature had not taken its turn yet in
the round but would have with his new score,
he acts immediately after you, then at its new
score thereafter.

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Come Here! As a bonus action, you spend a


superiority die and grab a willing creature up
to one size larger than you within melee
range with a free hand or a whip (or similar
weapon) and pull it towards you to any space
adjacent to you. Creatures do not provoke attacks of opportunity with forced movement.
Stay Back! As a reaction, you may spend one
of your superiority dice when you or an ally
within 5 feet is subjected to an attack, a dart
trap, fireball, or similar effect that you can
see. You and your ally add the result of the
die to your AC until the start of your next
turn and any Dexterity save you and your ally
have to make from the triggering effect.
You may pull or push this ally to any
space within 10 ft of you, avoiding damage if
he ends this movement outside of the triggering effect's range. Moving the target of a
ranged attack behind you might provide some
cover (PHB pg. 196).
Stay Down! When you hit another creature
with a weapon attack you may spend one of
your superiority dice to attempt to knock the
target prone. If the target is Large or smaller
it must make a Strength saving throw DC 8 +
your proficiency bonus + your Strength or
Dexterity modifier (your choice). On a failed
save the target falls prone and you may
choose to deal damage to it equal to the result of the superiority die or (if using a melee
weapon) move him 5 feet to any adjacent unoccupied space.

Combat Healer
When you choose this archetype at 3rd level, you
gain the following ability that is similar to the Healer feat in the PHB (pg. 167). If you already have this
feat, you may instead choose another feat and gain
this ability instead. Healer kits appear on the PHB
(pg. 151) and have 10 charges, you require a free
hand to use it. You gain an improvised Healer's Kit
with 2 charges that only you may use when you gain
this ability.
When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit
point.
As an action or in place of your first attack on
your turn, you can spend one use of a
Fighter Tactician Martial Archetype

healer's kit and one superiority die to tend to


yourself or a creature adjacent to you and restore hitpoints equal to twice your proficiency
modifier + the result of the die. A creature
can regain hitpoints from this feature twice
until it finishes a short or long rest.

Healer's Plight
At 7th level you gain the following benefits:
Always on the look for suitable healing materials,
you may craft improvised healer's kits after taking a
long rest that hold 2 charges. You may not have more
than one such kit at a time and only you know how
to use them effectively.
When you or allies within 20 feet of you regain
hitpoints as a result of spending hit dice during a
short rest, they gain additional hitpoints equal to
your proficiency modifier.
A tactician's medical training grants him the
knowledge needed to best treat a disease. When he
or an ally within 5 feet makes a save to resist or
shake off the effects of a disease when not in combat,
he does this with advantage.

Improved Combat Superiority


At level 10, your superiority dice turn into d10s. At
18th level they turn into d12s.

Improved Combat Healing


At level 10, you may add twice your proficiency modifier instead of once when using the Combat Healer
ability to restore hit points.

Master Tactician
Starting at 15th level, when you roll initiative and
have no superiority dice remaining, you regain one
superiority die.

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Fighter Tactician Martial Archetype

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