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Martial Archetype
Fighter Archetype Option
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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:
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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 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.
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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