Remove these ads. Join the Worldbuilders Guild

Arcane Tactician


Hit Points

Hit Dice: d6 per Arcane Tactician level
Hit Points at first Level: 6 + Con
Hit Points at Higher Levels: 1d6 + Con

Proficiences

Armor: Unarmored,Tactician's Robes
Weapons: Simple Weapons, 1 Martial Weapon chosen at 1st level
Tools: Chess
Saving Throws: Dexterity, Intelligence
Skills: Class Proficiency Options (Choose 2):
  • Stealth
  • Arcana
  • History
  • Investigation
  • Perception

Overview & Creation

The embodiment of patience. In the world of Sigil, there were artificers who were mastered the art of storing magic. Using this craft they transformed at a biological level and became what is known as the Arcane Tactician. Those who've practiced this class have become adept at magic to the point in which they can create glyphs at will. With this crafty power bestowed on to them, they've become nearly unrivaled in the field of magic and decide the faith of countless battles before they even start.


Class Features

Magical Setup (1st Level):

  • At 1st level, by expending a glyph charge, you can set up a spell by casting it as an action and storing it in a glyph similar to a Glyph of Warding. the amount of glyph charges that are expended equal the spell's level. All creatures affected by a spell glyph have disadvantage on the saving throws from that spell. These glyphs will immediately be activated by the end of your next turn unless you use a bonus action to store it. If you are out of combat you can store a glyph passively until your next long rest.
  • Your glyph charges recover when you take a long rest.
  • Your number of charges is equal to your Arcane Tactician level.
  • The range of your glyph is equal to the range of the spell being stored in it.

Runes (3rd Level):
  • You can use an action to expend a glyph charge to create an explosive rune. This rune will deal 1d6 damage for each charge put into the rune up to a maximum of 10 charges. What triggers the rune and the rune range will be determined when casting it, once this happens all creatures within the range of your rune must make a dexterity save or take the xd6 damage caused by the rune on a failed save or half as much on a successful save.
  • The maximum range for your rune explosion is equal to 5 feet * half your arcane tactician’s level.
  • The radius of the explosion is 5 feet * a quarter of you tactician's level rounded up.
  • The type of damage is determined by your Tactician's Stratagem.

Tactical Knowledge (9th Level):
If you spend at least 1 full turn observing another creature during combat, you can learn certain information about its capabilities compared to your own. The DM tells you one of the creatures following characteristics of your choice:
  • 1 Resistance, if any.
  • 1 Weakness, if any.
  • Armor Class, relative to your own.
  • Current hit points relative to your own.
  Magical Setup 2 (10th Level):
  • Gain additional effects to your magical setup feature.
Free Storage
  • You can magically set up a spell casted by a willing creature as a spell glyph, provided you expend the necessary glyph charges.
Potent Storage
  • Starting on your turn you can use your bonus action to expend a glyph charge on one of your stored spell glyphs, then you can add an additional 1d10 psychic damage to the spell’s effect for each charge you store up to a maximum of 5d10 additional psychic damage.
Tactical Reserve (14th Level):
  • Once per long rest, you can choose up to 4 expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than 7, and none of the slots can be 5th level or higher, you also recover 5 glyph charges.
Timeless Storage (15th Level):
  • You can now maintain a glyph without requiring a bonus action while in combat.

Magical Setup 3 (18th Level):
  • If you have taken damage by a creature and still have glyph charges remaining with the magical setup feature, you can use your reaction to apply your magical setup features and set a glyph on something within range of you upon damage. This will be treated as casted during your turn, this round.

 


Starting Equipment

Ball Bearings, Staff, 2d6 gold


Spellcasting

The number of spells an arcane tactician can learn is the sum of your Arcane Tactician's Level , the majority of these spells must be [Evocation or Conjuration/Illusion or Enchantment], the rest can also be [Illusion or Enchantment/Evocation or Conjuration] spells. The spells an Arcane Tactician learns can't be replaced later on.

At 6th level, you learn Glyph of Warding and Counterspell. At 15th level, you learn Contingency. At 17th level, you learn Symbol. These Spells are included in your total spells.


Subclass Options

Tactician's Stragems:

Trickster Tactics
Runes (3rd Level):

  • When you cast a rune, the damage it deals will be 1d6 psychic, necrotic, or radiant damage for each charge put into the rune. A rune can not store multiple types of damage.


Sharpened Mind (3rd Level):
  • When entering combat you can add your intelligence to your initiative.
  • You can recall anything you have seen or heard within the past month.
  • You know exactly when the sun will rise.
  • You can always tell which direction is north.


Illusory Evasion (6th Level):
  • You can halve damage from an attack you can see as a reaction.
  • This would only include attacks which require attack rolls.
  • You can use your bonus action to hide while invisible.


Mana Sense (13th Level):
  • You’ve learned to detect magic at will. You can cast detect magic three times a day without expending a spell slot or preparing the spell.


Improved Trickery (17th Level):
  • You can now prepare one Transmutation spell and one Necromancy/Divination/Transmutation spell in addition to your list of prepared spells. This does not count against the number of spells you can prepare.


  • Crafty Tactics
    Runes (3rd Level):
  • When you cast a rune, the damage it deals will be 1d6 fire, cold, lightning, thunder, or acid damage for each charge put into the rune. A rune can not store multiple types of damage.


Rune Fusions (3rd Level):
  • At 3rd level you can combine different basic rune elements to create new runes.
  • The damage die for these runes are d8’s.


Elemental Storage (6th Level):
  • At 6th level, you’ve learned to store the elements themselves. You can cast absorb elements three times a day without expending a spell slot or preparing the spell.

Explosive Retaliation (13th Level):
  • You can use your bonus action to store an explosive rune.
  • You can use your reaction to store an explosive rune.
Improved Craft (17th Level):
  • You can now prepare one Transmutation spell and one Abjuration/Divination/Transmutation spell in addition to your list of prepared spells. This does not count against the number of spells you can prepare.
   
 


Level1st2nd3rd4th5th6th7th8th9thCantrips
13000000002
24000000002
34100000002
44200000002
54300000003
64310000003
74320000003
84330000003
94331000003
104332000003
114333000003
124332100003
134332200003
144333300003
154333210003
164333320003
174333321003
184333322003
194333322003
204333322003

Created by

seanchakra.

Statblock Type

Class Features

Link/Embed