SIGNING IN

Punti Ferita

Dadi Vita 1d6 per livello

Competenze

INT , WIS

Scholar

Livello Bonus di Competenza Caratteristiche Cantrips Known
1 + 2 Spellcasting Tactics 3
2 + 2 Spellcasting Tactics 3
3 + 2 Spellcasting Tactics 3
4 + 2 Spellcasting Tactics 4
5 + 3 Spellcasting Tactics 4
6 + 3 Spellcasting Tactics 4
7 + 3 Spellcasting Tactics 4
8 + 3 Spellcasting Tactics 4
9 + 4 Spellcasting Tactics 4
10 + 4 Spellcasting Tactics 5
11 + 4 Spellcasting Tactics 5
12 + 4 Spellcasting Tactics 5
13 + 5 Spellcasting Tactics 5
14 + 5 Spellcasting Tactics 5
15 + 5 Spellcasting Tactics 5
16 + 5 Spellcasting Tactics 5
17 + 6 Spellcasting Tactics 5
18 + 6 Spellcasting Tactics 5
19 + 6 Spellcasting Tactics 5
20 + 6 Spellcasting Tactics 5

Spell Slots per Spell Level

Livello Bonus di Competenza Caratteristiche 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 + 2 Spellcasting Tactics 2 0 0 0 0 0 0 0 0
2 + 2 Spellcasting Tactics 3 0 0 0 0 0 0 0 0
3 + 2 Spellcasting Tactics 4 2 0 0 0 0 0 0 0
4 + 2 Spellcasting Tactics 4 3 0 0 0 0 0 0 0
5 + 3 Spellcasting Tactics 4 3 2 0 0 0 0 0 0
6 + 3 Spellcasting Tactics 4 3 3 0 0 0 0 0 0
7 + 3 Spellcasting Tactics 4 3 3 1 0 0 0 0 0
8 + 3 Spellcasting Tactics 4 3 3 2 0 0 0 0 0
9 + 4 Spellcasting Tactics 4 3 3 3 1 0 0 0 0
10 + 4 Spellcasting Tactics 4 3 3 3 2 0 0 0 0
11 + 4 Spellcasting Tactics 4 3 3 3 2 1 0 0 0
12 + 4 Spellcasting Tactics 4 3 3 3 2 1 0 0 0
13 + 5 Spellcasting Tactics 4 3 3 3 2 1 1 0 0
14 + 5 Spellcasting Tactics 4 3 3 3 2 1 1 0 0
15 + 5 Spellcasting Tactics 4 3 3 3 2 1 1 1 0
16 + 5 Spellcasting Tactics 4 3 3 3 2 1 1 1 0
17 + 6 Spellcasting Tactics 4 3 3 3 2 1 1 1 1
18 + 6 Spellcasting Tactics 4 3 3 3 3 1 1 1 1
19 + 6 Spellcasting Tactics 4 3 3 3 3 2 1 1 1
20 + 6 Spellcasting Tactics 4 3 3 3 3 2 2 1 1

Incantesimi di Classe

Acid Splash Bio|FFXIV Blade Ward Dancing Lights Friends Infestation Light Mage Hand Magic Stone Mending Message Mind Sliver Minor Illusion Poison Spray Prestidigitation Primal Savagery Resistance Ruin|FFXIV Sapping Sting Spare the Dying Sword Burst True Strike Absorb Elements Alarm Bane Biora (Bio II)|FFXIV Bravery|FFXIV Catapult Cause Fear Charm Person Chromatic Orb Color Spray Command Comprehend Languages Cure Wounds Cure|FFXIV Detect Magic Detect Poison and Disease Faerie Fire Feather Fall Find Familiar Fog Cloud Guiding Bolt Healing Word Heroism Identify Illusory Script Inflict Wounds Jump Longstrider Mage Armor Magic Missile Purify Food and Drink Ray of Sickness Ruinra (Ruin II)|FFXIV Shield Silent Image Silvery Barbs|XGE Sleep Snare Tasha' Caustic Brew|TCE Tasha's Hideous Laughter|TCE Tenser's Floating Disk Unseen Servant Zephyr Strike Aid Alter Self Arcane Lock Blindness/Deafness Blur Cloud of Daggers Cura (Medica)|FFXIV Darkness Darkvision Detect Thoughts Earthbind Enhance Ability Enlarge/Reduce Faith|FFXIV Find Steed Find Traps Gentle Repose Healing Spirit Hold Person Immovable Object Invisibility Knock Lesser Restoration Levitate Magic Weapon Melf's Acid Arrow Mirror Image Misty Step Phantasmal Force Prayer of Healing Protection from Poison Ray of Enfeeblement See Invisibility Silence Skywrite|XGE Spider Climb Spike Growth Suggestion Warding Bond Antagonize|EGW Bestow Curse Bioga (Bio III)|FFXIV Blink Catnap Conjure Barrage Counterspell Create Food and Water Curada (Cure II)|FFXIV Daylight Dispel Magic Enemies Abound|XGE Fear Feign Death Fly Glyph of Warding Haste Hypnotic Pattern Intellect Fortress Leomund's Tiny Hut|XGE Life Transference Magic Circle Major Image Mass Healing Word Meld into Stone Motivational Speech|IDROTF Nondetection Phantom Steed Protection from Energy Pulse Wave|EGW Remove Curse Revivify Ruinga (Ruin II)|FFXIV Sending Slow Speak with Dead Stinking Cloud Summon Fey Tongues Vampiric Touch Water Breathing Water Walk Arcane Eye Aura of Life Banishment Bar-Element|FFXIV Blight Compulsion Confusion Curaga (Cure III)|FFXIV Death Ward Dimension Door Fabricate Find Greater Steed Hallucinatory Terrain Leomund's Secret Chest Locate Creature Lustrate|FFXIV Mordenkainen's Faithful Hound Mordenkainen's Private Sanctum Otiluke's Resilient Sphere Phantasmal Killer Polymorph Protection|FFXIV Sacred Soil|FFXIV Shell|FFXIV Sickening Radiance Stoneskin Vitriolic Sphere|XGE Bigby's Hand Bioja (Bio IV)|FFXIV Biolysis|FFXIV Circle of Power Cloudkill Contagion Creation Curaja (Cure IV)|FFXIV Dominate Person Enervation|XGE Far Step Geas Greater Restoration Hold Monster Holy Weapon Insect Plague Legend Lore Mass Cure Wounds Mislead Planar Binding Raise Dead Rary's Telepathic Bond Scrying Seeming Skill Empowerment|XGE Steel Wind Strike Telekinesis Teleportation Circle Temporal Shunt Wall of Force Arcane Gate Blade Barrier Circle of Death Conjure Fey Contingency Create Homunculus Eyebite Find the Path Forbiddance Globe of Invulnerbility Guards and Wards Harm Heal Heroes' Feast Mental Prison|XGE Planar Ally Programmed Illusion Scatter|XGE Soul Cage|XGE Tenser's Transformation True Seeing Word of Recall Conjure Celestial Etherealness Forcecage Mirage Arcane Mordenkainen's Magnificent Mansion Mordenkainen's Sword Plane Shift Power Word: Pain Prismatic Spray Project Image Regenerate Resurrection Sequester Simulacrum Symbol Teleport Tether Essence Abi-Dalzim's Horrid Wilting|XGE Antimagic Field Antipathy/Sympathy Clone Control Weather Dominate Monster Feeblemind Glibness Illusory Dragon Incendiary Cloud Maze Mighty Fortress Mind Blank Power Word: Stun Reality Break Telepathy Blade of Disaster Foresight Gate Imprisonment Invulnerability Mass Heal Power Word: Heal Power Word: Kill Prismatic Wall True Polymorph True Resurrection Weird Wish acid splash|xphb blade ward|xphb dancing lights|xphb friends|xphb light|xphb mage hand|xphb mending|xphb message|xphb minor illusion|xphb poison spray|xphb prestidigitation|xphb resistance|xphb spare the dying|xphb true strike|xphb alarm|xphb bane|xphb charm person|xphb chromatic orb|xphb color spray|xphb command|xphb comprehend languages|xphb cure wounds|xphb detect magic|xphb detect poison and disease|xphb faerie fire|xphb feather fall|xphb find familiar|xphb fog cloud|xphb guiding bolt|xphb healing word|xphb heroism|xphb identify|xphb illusory script|xphb inflict wounds|xphb jump|xphb longstrider|xphb mage armor|xphb magic missile|xphb purify food and drink|xphb ray of sickness|xphb shield|xphb silent image|xphb sleep|xphb tenser's floating disk|xphb unseen servant|xphb aid|xphb alter self|xphb arcane lock|xphb blindness/deafness|xphb blur|xphb cloud of daggers|xphb darkness|xphb darkvision|xphb detect thoughts|xphb enhance ability|xphb enlarge/reduce|xphb find steed|xphb find traps|xphb gentle repose|xphb hold person|xphb invisibility|xphb knock|xphb lesser restoration|xphb levitate|xphb magic weapon|xphb melf's acid arrow|xphb mirror image|xphb misty step|xphb phantasmal force|xphb prayer of healing|xphb protection from poison|xphb ray of enfeeblement|xphb see invisibility|xphb silence|xphb spider climb|xphb spike growth|xphb suggestion|xphb warding bond|xphb bestow curse|xphb blink|xphb conjure barrage|xphb counterspell|xphb create food and water|xphb daylight|xphb dispel magic|xphb fear|xphb feign death|xphb fly|xphb glyph of warding|xphb haste|xphb hypnotic pattern|xphb magic circle|xphb major image|xphb mass healing word|xphb meld into stone|xphb nondetection|xphb phantom steed|xphb protection from energy|xphb remove curse|xphb revivify|xphb sending|xphb slow|xphb speak with dead|xphb stinking cloud|xphb tongues|xphb vampiric touch|xphb water breathing|xphb water walk|xphb arcane eye|xphb aura of life|xphb banishment|xphb blight|xphb compulsion|xphb confusion|xphb death ward|xphb dimension door|xphb fabricate|xphb hallucinatory terrain|xphb leomund's secret chest|xphb locate creature|xphb mordenkainen's faithful hound|xphb mordenkainen's private sanctum|xphb otiluke's resilient sphere|xphb phantasmal killer|xphb polymorph|xphb stoneskin|xphb bigby's hand|xphb circle of power|xphb cloudkill|xphb contagion|xphb creation|xphb dominate person|xphb geas|xphb greater restoration|xphb hold monster|xphb insect plague|xphb legend lore|xphb mass cure wounds|xphb mislead|xphb planar binding|xphb raise dead|xphb rary's telepathic bond|xphb scrying|xphb seeming|xphb telekinesis|xphb teleportation circle|xphb wall of force|xphb arcane gate|xphb blade barrier|xphb circle of death|xphb conjure fey|xphb contingency|xphb eyebite|xphb find the path|xphb forbiddance|xphb guards and wards|xphb harm|xphb heal|xphb heroes' feast|xphb planar ally|xphb programmed illusion|xphb true seeing|xphb word of recall|xphb conjure celestial|xphb etherealness|xphb forcecage|xphb mirage arcane|xphb mordenkainen's magnificent mansion|xphb mordenkainen's sword|xphb plane shift|xphb prismatic spray|xphb project image|xphb regenerate|xphb resurrection|xphb sequester|xphb simulacrum|xphb symbol|xphb teleport|xphb antimagic field|xphb antipathy/sympathy|xphb clone|xphb control weather|xphb dominate monster|xphb befuddlement|xphb glibness|xphb incendiary cloud|xphb maze|xphb mind blank|xphb telepathy|xphb foresight|xphb gate|xphb imprisonment|xphb mass heal|xphb prismatic wall|xphb true polymorph|xphb true resurrection|xphb weird|xphb wish|xphb

Caratteristiche di Classe

Livello 1

Spellcasting
Tactics

Livello 10

Scholar Specialization Feature

Livello 12

Ability Score Improvement

Livello 14

Scholar Specialization Feature

Livello 16

Ability Score Improvement

Livello 18

Quicksilver Summoning

Livello 19

Ability Score Improvement

Livello 2

Aetherial Ally
Scholar Specialization

Livello 20

Grand Design

Livello 4

Ability Score Improvement

Livello 6

Scholar Specialization Feature

Livello 8

Ability Score Improvement

Progressione Incantesimi Conosciuti

Livello 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Incantesimi Conosciuti 0 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11

Progressione Incantatore

Progressione Incantatore: full

Progressione Trucchetti

Livello 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Trucchetti Conosciuti 3 3 3 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5

Competenze

Skills

Equipaggiamento Iniziale

(a) a quarterstaff or (b) a dagger
(a) a grimoire which acts as your spellbook and spellcasting focus.

Caratteristiche di Classe

Spellcasting (Level 1)

See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Scholar spell list

Cantrips

At 1st level, you know three cantrips of your choice from the Scholar spell list. You learn additional Scholar cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Scholar table.

Spellbook

At 1st level, you have a spellbook containing six 1st-level scholar spells of your choice. Your spellbook is the repository of the scholar spells you know, except your cantrips, which are fixed in your mind.

Your Spellbook

The spells that You add to your spellbook as You gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book

When you find a scholar spell of 1st level or higher, you can add it to your spellbook if it is of a level for which You have spell slots and if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the mage who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components You expend as You experiment with the spell to master it, as well as the fine inks You need to record it. Once You have spent this time and money, You can prepare the spell just like your other spells.

Replacing the Book

You can copy a spell from your own spellbook into another book-for example, if You want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since You understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If You lose your spellbook, You can use the same procedure to transcribe the spells that You have prepared into a new spellbook. Filling out the remainder of your spellbook requires You to find new spells to do so, as normal. For this reason, many mages keep backup spellbooks in a safe place.

The Book's Appearance

Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gold-edged tome you found in an ancient library, or even a loose collection of notes scrounged together.

Preparing and Casting Spells

The Scholar table shows how many spell slots you have to cast your Scholar 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.

You prepare the list of Scholar spells that are available for you to cast, choosing from the Scholar spell list. To do so, choose a number of scholar spells from your spellbook equal to your Intelligence modifier + your scholar level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level scholar, you have four 1st-level and two 2nd-level spell slots. With an lntelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot.

Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of scholar spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your scholar spells. 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 scholar spell you cast and when making an attack roll with one.

Spell

Spell

Ritual Casting

You can cast an Scholar spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a magical grimoire, tome or other similar equipment as an arcane focus (found in chapter 5 of the player's handbook) for your Scholar spells.

Learning Spells of 1st Level and Higher

Each time you gain an scholar level, you can add two scholar Spells of your choice to your Spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the scholar table. On your adventures, you might find other spells you can add to your spellbook (see "Your Spellbook").

Tactics (Level 1)

Beginning at the 1st level, you have developed specialized tactics during battle. You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a short or long rest.

You memorize your tactics from the tactics list located after the scholar archetype descriptions. You can change which tactics you have memorized when you complete a long rest. You can have a number of tactics memorized equal to your Intelligence modifier (minimum of one). Some tactics have specific requirements to be met before they can be memorized.

Aetherial Ally (Level 2)

Beginning at 2nd level you learn to summon an aetherial creature to assist you in battle. Traditionally Scholars and tacticians prefer to summon carbuncles to defend them in battle, while nymian scholars prefer to summon the fey of their namesake. The creature is friendly to you and your companions and obeys your commands. Scholars have learned how to summon both carbuncles and nymian fey as the first step on their journey in this discipline.

Select the relevant stat block when summoning your aetherial ally. These summons use your proficiency bonus (PB) in several places. Descriptions of your aetherial allies can be found alongside the provided stat blocks at the end of the class description.

In combat, your aetherial ally acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the ally to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If your aetherial ally is reduced to 0 hit points, its body dissipates into a fog of magical energy which remains intact for one minute. You can use your action to touch it and expend a spell slot of 1st level or higher. Aetherial ally's body returns to life after 1 minute with all its hit points restored.

You summon your aetherial ally when you complete a long rest. At this time you can summon a different aetherial ally. The new summon appears in an unoccupied space within 5 feet of you, and you choose its stat block. If you already have an aetherial ally from this feature, it vanishes when the new summon appears. The summon also vanishes if you die.

Scholar Specialization (Level 2)

At 2nd level, you choose a specialization to focus on as a Scholar: Arcanist, Nymian or Tactician, all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level.

Ability Score Improvement (Level 4)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Scholar Specialization Feature (Level 6)

At 6th level, you gain a feature granted by your Specialization.

Ability Score Improvement (Level 8)

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Scholar Specialization Feature (Level 10)

At 10th level, you gain a feature granted by your Specialization.

Ability Score Improvement (Level 12)

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Scholar Specialization Feature (Level 14)

At 10th level, you gain a feature granted by your Specialization.

Ability Score Improvement (Level 16)

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Quicksilver Summoning (Level 18)

Beginning at 18th level, you may use your action to summon an aetherial ally. You may do so once. Use of this feature recovers when you complete a long rest.

Ability Score Improvement (Level 19)

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

Grand Design (Level 20)

Beginning at 20th level, you recover half of your expended tactics uses when you roll for initiative.

Multiclasse

Requisiti Multiclasse

{"int":13}

Sottoclassi

Arcanist
FFXIV
Nymian
FFXIV
Tactician
FFXIV

Caratteristiche Sottoclasse

Arcanist

Arcanist (Level 2)

Arcanists are the the tacticians of the modern age, specializing in summoning carbuncles to defend them as they cast debilitating spells to wear down their foes. Though they perform best in a group, they have learned to rely on themselves to control battle alone.

Stabilized Aether

2nd-level Arcanist feature

Starting at 2nd level, your aetherial ally deals bonus damage equal to your Intelligence modifier when it makes an attack.

Aether Sight (Level 6)

6th-level Arcanist feature

Starting at 6th level, your bond with your aetherial allies warps your senses. You gain blindsight in a 10ft. radius around your aetherial ally.

Gemstone Summoner (Level 10)

10th-level Arcanist feature

Starting at 10th level, you have learned how to infuse your aetherial allies with gem inspired infusions to make them even more powerful. When you summon an aetherial ally, choose one of the following benefits for the creature:

Diamond

Your aetherial ally's AC is increased by 2.

Moonstone

When a friendly creature takes damage within 10ft. of your aetherial ally, it may use its reaction to reduce the damage by an amount equal to your proficiency bonus.

Obsidian

When your aetherial ally makes an attack, it may make a second attack.

Theoretical Origin (Level 14)

14th-level Arcanist feature

Starting at 14th level, through research and theorycrafting, have learned how to temporarily transform your carbuncle into what you believe is its original form. Your carbuncle is replaced by the Proto Carbuncle for 1 minute or until reduced to 0 hit points.

When your aetherial ally returns to its original form, it maintains the amount of hit points it had left as a Proto Carbuncle, or its maximum hit points, whichever is lower.

You may use this feature once, use of this feature is recovered when you complete a long rest.

Nymian

Nymian (Level 2)

Touted as legendary healers of the lost city state of Nym, the Nymian Scholars were both effective tacticians and powerful healers who allowed their mariner allies to fight recklessly without worry. They are the original summoners of the nymian fey who assist in their healing arts earning themselves a renowned place in history. Today their arts are returning to the world stage.

Critical Heal

2nd-level Arcanist feature

Starting at the 2nd level, your healing spells have the potential to cause a critical heal. When you cast a healing spell and one of the die results in its highest possible result. Roll another die of the same value and add that number to the amount of hit points recovered. A critical heal may only occur once per healing spell.

Nymian Healer (Level 6)

6th-level Nymian feature

Starting at 6th level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your proficiency bonus + the spell's level.

Adloquiem (Level 10)

10th-level Nymian feature

Starting at the 10th level, when you cast a spell of 1st level or higher to restore hit points to a creature, you may expend one us of tactics to empower the heal. Your healing spell creates a protective ward on the creature, granting them temporary hit points equal to the hit points recovered for 10 minutes. If a critical heal occurred, the target gains additional temporary hit points equal to half of the amount of hit points recovered.

Nymian Savior (Level 14)

14th-level Nymian feature

Starting at the 14th level, you have unlocked the secrets behind the nymian fey and can temporarily ascend the nymian fey into a powerful new form. Your nymian fey is replaced by the Seraph for 1 minute or until its hit points are reduced to 0.

When your aetherial ally returns to its original form, it maintains the amount of hit points it had left as a Seraph, or its maximum hit points, whichever is lower.

You may use this feature once, use of this feature is recovered when you complete a long rest.

Tactician

Tactician (Level 2)

Timeless practitioners of the art of war, tacticians have been known by many names across the annals of history. A tactician will use thorough planning and insight to help their allies win the day.

Field Commander

2nd-level Tactician feature

Beginning at the 2nd level, you have opted to take up the blade alongside the book to protect yourself on the battle field. You gain proficiency in light armor, shields, simple and martial weapons. You may use your weapon as a casting focus to satisfy the somantic component. You gain one extra hitpoint when you level up, including reaching the 2nd level.

Additionally, you can memorize additional tactics equal to your proficiency bonus.

Tactical Eye

2nd-level Tactician feature

Also beginning at 2nd level, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 ft. of you, if the target can see or hear you.

Strategic Preparation (Level 6)

6th-level Tactician feature

Beginning at the 6th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own.

The DM tells you if the creature is your equal, superior, or inferior in regard to two of the follow characteristics of your choice:

  • Strength score

  • Dexterity score

  • Constitution score

  • Intelligence score

  • Wisdom score

  • Charisma score

  • Armor Class

  • Current hit points

  • Total class levels (if any)

At the DM's discretion, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.

Chain Strategem (Level 10)

10th-level Tactician feature

Beginning at the 10th level, when an ally is attacking a creature whom is affected by your Help action, their attack lands a critical hit on a die result 19 or 20.

Always Prepared (Level 14)

14th-level Tactician feature

Beginning at the 14th level, as an action you may change one of your memorized tactics for another. You may do this once, use of this feature is recovered when you complete a long rest.