A strategist is a master of tactics, using intelligence, wisdom and tried and true strategy to win battles, few strategist are great combatants but trained in all kinds of battlefield situations, they have a plan for every situation, and fallback plan and allies to throw in front of danger when they would avoid direct combat,
1st level Strategist aura, creatures within 5 ft add half your proficiency rounding down to attack rolls to hit,
1st level brace for impact, as a reaction to being affected by a spell or area of effect that causes a saving throw you can use this feature to make Strategist aura give the bonus to saving throws instead, until the start of your next turn, you can only use brace for impact up to 2 times before needing to long rest,
2nd level Fighting style choose one of the following, defense, protection, two weapon fighting, new weapon fighting style meat shield as a reaction to being attacked while a friendly creature is within 5ft and within range of the attack you can roll a intelligence saving throw if it beats the attack roll targeting you then it now targets a creature within 5 ft of you with the same attack roll,
2nd level Pawn to A5, as a bonus action you can give a single creature or creatures benefits while within your command aura, Move forward, a single creature can move 15 ft as part of this bonus action, Form up allied creatures within the aura gain +1 to ac vs melee attacks but -1 to ranged attacks, exploit weakness the aura now applies to damage rolls instead of attack rolls, Dont give up a single creature within the aura gains temporary hp equal to your charisma modifier, a creature can only benefit from 1 Pawn feature at a time,
3rd level grand plane features you gain a subclass at this level choosing the commander martial archetype, or from below the Diplomat, and Mystic hunter, gaining features at 7th, 10th, 15th and 18th levels,
4th level, Standing Military, when you use a bonus action to command your fellow creatures you can target creatures the amount of creatures you can target equal your charisma modifier, within your aura that are friendly toward you to gain 5 temporary hp, this is added to Dont give up if that order was given, this increases at 10th level to 10 hp, and 15th level level to 15 temporary hp
4th level ability score improvement, Add 2 to a single ability characteristic or +1 to two separate scores, gain more ability score improvements at 8th, 12th, and 16th levels,
5th level Commander strike, when you make an attack roll a single ally within the aura can make an attack if they target the same creature,
6th level competent Strategist, the aura of strategist increases by 10 ft, and you gain double the benefits of any order given if affected,
10th level Checkmate, your orders that are from the Pawn feature is increased, move forward the creature can now count as having taken the hide dash or disengage action for purposes of this special move,
form up no longer gives ranged weapons a bonus to hit and the ac bonus is +2,
exploit weakness no longer replaces the Strategist aura,
dont give up now adds intelligence and charisma modifiers to determine the temporary hp given,
12th level, extra attack,
20th level, supreme strategist, +15 ft to the affect range of strategist aura, when an enemy is slain within the aura a creature within the aura of the strategist choice regains 2d8 hp, and once per day can declare a queen takes king giving the benifit of form up and exploit weakness for 2 turns, to all creatures within the aura,
leather armor, rapier, dagger, short bow 30 arrows, half plate armor, 2 scimitars or 1 long-sword, light crossbow 20 bolts,
Mystic level, # of cantrips, # of spells learned, # of 1st level spell slots, # of 2nd level spell slots, # of 3rd level slots, # of 4th level slots,
3rd level, 2 cantrips, 3 spells known, 2 1st level spell slots,
5th level, 2 cantrips, 4 spells known, 3 1st level spell slots,
7th level, 3 cantrips, 7 spells known, 4 1st level spell slots, 2 2nd level spell slots,
9th level, 3 cantrips, 8 spells known, 4 1st level spell slots, 3 2nd level spell slots,
11th level, 3 cantrips, 9 spells known, 4 1st level spell slots, 4 2nd level spell slots, 2 3rd level spells,
13th level, 3 cantrips, 10 spells known, 4 1st level spell slots, 4 2nd level spell slots, 3 3rd level spells,
15th level, 4 cantrips, 13 spells known, 4 1st level spell slots, 4 2nd level spell slots, 4 3rd level spells, 2 4th level spells,
17th level, 4 cantrips, 15 spells known, 4 1st level spell slots, 4 2nd level spell slots, 4 3rd level spells, 2 4th level spells,
Ambassador, 3rd level, Many trades aura, you add half your proficiency rounding down to all skill checks you are proficient in and initiative rolls this benefit at 7th level extends to all other creatures benefiting of your strategist aura, 3rd level, Diplomat skills, you know 3 additional languages and can learn more languages by spending 8 hrs observing the language and 4 hours of practice, in addition you gain proficiency in 2 persuasion and insight, if you already are proficient in those skills then you choose 2 others to be proficient in, 3rd level, Peace of the lands, you gain a near supernatural ability to acquire peace even if temporary as long as the creature can understand you and situation hasn't already deteriorated to violence you can make a special Ambassador check, rolling a 2d20+ charisma modifier +intelligence modifier, 2*proficiency+ Trade aura, if you roll above 50, creatures become peaceful if only temporarily to hear you out, certain motives and other moving factors can make this test easier or more difficult depending on the situation, if a creature is already violent they impose a -10 penalty, 7th level, Gunship diplomat,as an action you can guard from attacking creatures rolling a d10 against all attacks that target you and reducing them rolls for the result rolled, in addition your aura gives creatures advantage on saving throws from being frighted or charmed, 10th level, you roll 3d20 when rolling for peace of the lands, and can during the same check make an insight check to see what motives the creatures may have and exactly how difficult it would be to come to a peaceful end, in addition you can defend other creatures from attacks when you take the gunship diplomat action as long as they are within 5 ft, 10th level, inspiring presence, when you order a creature a single creature within half the range of the Strategist aura gains the benefit of the help action, 15th level, inspiration of peace, when you take the gunship diplomat other creatures add your charisma modifier to their damage rolls while within your aura, you add your intelligence to your gunship diplomat rolls and add it to insight and persuasion checks, 18th level, creatures that benefit of your aura are immune to the charmed, frightened conditions, and add your charisma to their saving throws against other abilities, in addition gunship diplomat rolls are d20 instead of d10, Mystic hunter, 3rd level Hated foe, you Choose a single monster type between beast, aberration, undead, monstrosity, dragon, giant, elemental, fiend and you know creatures of notable notoriety within that group of monsters, and common weakness of the monsters, in addition you have easier access to positions that are effective in countering the monsters such as cure disease or poisons when fighting undead or holy water, and have access to special black markets able to acquire a resupply goods at any popular city, at 7th and 15th levels you add another hated foe that you have encountered, You can choose 2 humanoid races instead of a single monster type, 3rd level Spellcasting you gain the ability to cast spells choosing 2 cantrips and 3 1st level spells to know from the cleric spell list, gaining more levels as you level up, as the spellcasting chart, for the purposes of multiclassing you count as 1/3rd spellcaster, 3rd level Mystic of the realm, you have proficiency in martial weapons, and the survival skill, and have advantage on tracking creatures of your hated foe, attacks against your hated foe add your intelligence modifier as well as any other ability modifiers, 7th level, tracker of the unwanted, you have advantage against saving throws imposed by creatures of your hated foe, and are immune to diseases and resistant to poisons, as an action you can cast detect magic, you can do this equal to your intelligence modifier, 7th level Holy warrior, when you are targeted by an attack you can as a reaction make an attack against the creature targeting you if you can see the creature, this attack is made with advantage if the creature is a hated enemy, 10th level, Slayer of evil, allies within your command aura gain your full proficiency when attacking creatures of your hated foe, and have advantage on saving throws imposed by traps or magic, 15th level, anointed paragon, you have resistance to damage caused by magic, and can caste counter-spell up to 3 times per day, 18th level, Army of the chosen, creatures within your aura ignore resistances, and add your charisma modifier to the damage rolls against attack against a hated foe,