A Misguided Attempt at Rogue Trader (CRPG Version) Officer Class in 5e
In my Rogue Trader post I mentioned doing some thinking on how the Grand Strategist archetype might be adapted to DnD 5e. I've only ever done homebrew subclasses before and I don't believe they were terribly good, I don't expect this to be terribly good (frankly, it's kind of just Shitty Battle Master Fighter), but it's some kind of mental exercise that'll take my mind off reality for a bit, and ain't that all we're asking for these days?
Also I'm doing it in the 5e style, not the 5.5e / OneDnd style. I'm stuck in my ways.
(And I mean, look, I'm sick of DnD, you're sick of DnD, we all should just Play A Different Fucking Game, but sometimes you just can't fight the brain worms that make you spend an entire day's mental energy on something dumb like this)
The Officer
Level | Proficiency | Features | Tactical Die |
---|---|---|---|
1 | +2 | Tactical Area | d4 |
2 | +2 | Stratagems, Tactical Wit | d4 |
3 | +2 | Tactical Specialization | d4 |
4 | +2 | Ability Score Improvement | d4 |
5 | +3 | Logistical Superiority | d6 |
6 | +3 | Tactical Specialization Feature | d6 |
7 | +3 | Iron Discipline | d6 |
8 | +3 | Ability Score Improvement | d6 |
9 | +4 | Art of War | d6 |
10 | +4 | Tactical Specialization Feature | d6 |
11 | +4 | Additional Stratagems | d8 |
12 | +4 | Ability Score Improvement | d8 |
13 | +5 | Improved Tactical Area | d8 |
14 | +5 | Personal Involvement | d8 |
15 | +5 | Tactical Specialization Feature | d8 |
16 | +5 | Ability Score Improvement | d8 |
17 | +6 | Steel Resolve | d10 |
18 | +6 | Misdirection | d10 |
19 | +6 | Ability Score Improvement | d10 |
20 | +6 | Finest Hour | d10 |
Hit Dice: 1d6
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Officer level after 1st
Proficiencies | |
---|---|
Armor | light armor, medium armor |
Weapons | simple weapons, martial weapons |
Tools | none |
Saving Throws | Intelligence, Constitution |
Skills | Choose 2 from Sleight of Hand, History, Investigation, Insight, Perception, Deception, Persuasion |
Starting Equipment
You start with the following items, plus anything provided by your background.
- (a) chain mail or (b) leather armor, longbow, and 20 arrows
- (a) a martial weapon or (b) two simple weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a scholar's pack or (b) a diplomat's pack
Alternatively, you may start with 6d4 × 10 gp to buy your own equipment.
Multiclassing
Ability Score Minimum: Intelligence 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: light armor, medium armor
Weapons: simple weapons, martial weapons
Tactical Dice:
Your tactical decisions are fueled by special dice called tactical dice. These dice start as d4s and change as you gain Officer levels.
1st Level
Tactical Area
On your turn, you can use your action to tactically analyze the battlefield.
Select a 20-foot cube within 100 feet of you to serve as your Tactical Area for the next 10 minutes. If you have already declared a Tactical Area, you can use a bonus action to move it to another location within 100 feet of you that does not overlap with its previous location without expending a use.
You can use this feature twice. You regain expended uses when you finish a short or long rest.
If a creature within your Tactical Area takes damage, you can use your reaction to increase or reduce the damage by a number equal to your Intelligence modifier. You can use this feature a number of times equal to your Intelligence modifier. You regain expended uses when you finish a short or long rest.
2nd Level
Strategems
Starting at 2nd level, your study of tactics allows you to affect the flow of battle in multiple ways. This is represented by a number of tactical dice. You have four tactical dice, which start as d4s and change as you gain Officer levels. A tactical die is expended when you use it. You regain all of your expended tactical dice when you finish a short or long rest.
- Back in the Fight. As an action, you can expend a tactical die to rally your allies. Choose a friendly creature that can see or hear you. They gain temporary hit points equal to the number you roll on your tactical die.
- Break their Ranks. As an action, you can expend a tactical die to direct your allies' attacks. Choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding the tactical die to the attack's damage roll.
- Get Moving. As an action, you can expend a tactical die to hurry your allies. Choose a friendly creature that can see or hear you. That creature can use its reaction to move up to half its speed. If they start that movement within your Tactical Area, they can move up to their full speed.
Tactical Wit
Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
3rd Level
At 3rd level, you choose a tactical specialization from the list of available specializations.
Vanguard
You lead from the front, serving as a beacon for your allies.
Bonus Proficiency.
You gain proficiency with heavy armor and shields.
Fighting Style.
At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.
- Defense. While you are wearing armor, you gain a +1 bonus to AC.
- Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Unyielding Beacon.
When you use your Tactical Area, you can choose to center it around yourself rather than declaring an area. If you do so, it has a 10-foot radius that moves with you, remaining centered on you. You also gain 5 temporary hit points for each level you have in Officer. While this feature is active, you gain the following benefits:
- When you attack with a weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.
- Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach.
- If you gain temporary hit points from another source, you can add them to your total instead of choosing which source to keep.
These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Tactical Area again.
Master Tactician
You become capable of even more meticulous tactical maneuvers.
Additional Stratagems.
- Seize the Initiative. As an action, you can expend a tactical die to affect the flow of battle. Choose a friendly creature that can see or hear you. That creature can increase or decrease its initiative by a number up to the number rolled on the tactical die.
- Focus. As an action, you can expend a tactical die to direct your allies to fight more effectively. Choose a friendly creature that can see or hear you. That creature can add the tactical die to the next skill check or attack roll it makes before the end of your next turn.
- Tactical Knowledge. When you make an Intelligence, Wisdom, or Charisma check, you can expend one tactical die and add the tactical die to the ability check.
Grand Strategist
You keep the entire battlefield in mind.
Bonus Proficiency.
You gain proficiency in two skills of your choice.
Improved Tactical Area.
You can declare your Tactical Area as a bonus action.
Strategic Planning.
When you declare your Tactical Area, you can choose an additional strategic benefit it confers. Only one benefit can be active at a time, and you can change it when moving your Tactical Area.
- Frontline. Friendly creatures in the Frontline have a +1 bonus to AC.
- Backline. Friendly creatures in the Backline have advantage on Dexterity saving throws and can stand from prone without spending movement.
- Rear. When a friendly creature in the Rear is hit by a ranged weapon attack, they can use their reaction to reduce damage from the attack by an amount equal to your tactical die.
4th Level
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.
5th Level
Improved Tactical Dice.
Your tactical die changes to a d6.
Logistical Superiority.
If the target of one of your Strategems is within your Tactical Area, you can add your Intelligence modifier to the tactical die.
6th Level
At 6th level, you gain a feature from your tactical specialization.
Vanguard
Extra Attack. Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can use one of your Strategems in place of one of those attacks.
Master Tactician
Bonus Tactical Die. You gain an additional tactical die.
Grand Strategist
Opening Strategy. When you roll initiative, you can declare your Tactical Area and use one Strategem as a free action.
7th Level
Additional Tactical Die. You gain another tactical die at 7th level.
Iron Discipline. At 7th level, your knowledge of battle has improved to the extent that you cannot be surprised.
8th Level
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.
9th Level
Art of War. Starting at 9th 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 following characteristics of your choice:
- Any ability score
- Speed
- Armor Class
- Current hit points
At the DM's option, you might also realize you know a piece of the creature's history in battle or one of its possible Actions.
10th Level
At 10th level, you gain a feature from your tactical specialization.
Vanguard
Resilient Beacon. While using your Unyielding Beacon feature, you gain a +2 bonus to your AC and you can't be blinded, deafened, frightened, or charmed.
Master Tactician
Ally Coordination. You can use any Stratagem that requires an action as a bonus action instead.
Grand Strategist
Improved Tactical Area. When you declare a Tactical Area, you can choose two separate areas that both function as your Tactical Area. You can designate them as different strategic areas. When moving your Tactical Area, you can only move one at a time.
11th Level
Improved Tactical Dice.
Your tactical die changes to a d8.
Additional Stratagems.
- Against All Odds. When a friendly creature that can see or hear you makes an attack roll, you can use a reaction to expend a tactical die and add it to the roll. You can use this stratagem before or after making the attack roll, but before any effects of the attack are applied.
- Entrench. As an action, you can expend a tactical die to order an ally to defend themselves. Choose a friendly creature that can see or hear you. Until the end of your next turn, the next attack roll made against that creature until the start of your next turn has a penalty equal to the tactical die, and that creature's next Strength, Dexterity, or Constitution saving throw has a bonus equal to the tactical die.
- Form Up. As an action, you can expend a tactical die to order your allies to enter formation. Any friendly creature that can see or hear you can use its reaction to move up to its speed towards your Tactical Area without provoking opportunity attacks.
12th Level
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.
13th Level
Improved Tactical Area.
Your Tactical Area increases size to a 25-foot cube.
14th Level
Personal Involvement.
When you use a Stratagem on a friendly creature in your Tactical Area, you can additionally target yourself, if applicable.
15th Level
At 15th level, you gain a feature from your tactical specialization.
Vanguard
Indomitable Beacon. Your Unyielding Beacon feature expands to a 20-foot radius. While it is active, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.
Master Tactician
Tactical Advantage. When you roll initiative and have no tactical dice remaining, you regain 1 tactical die.
Grand Strategist
Improved Strategic Planning. Your Tactical Area gains additional benefits.
- Frontline. Friendly creatures in the Frontline have a +2 bonus to AC and hostile creatures have a -2 penalty to AC.
- Backline. Friendly creatures in the Backline have advantage on Dexterity saving throws, can stand from prone without spending movement, and have a +2 bonus to AC. The Backline is considered difficult terrain for hostile creatures.
- Rear. When a friendly creature in the Rear is hit by a ranged weapon attack, they can use their reaction to reduce damage from the attack by an amount equal to your tactical die. Any critical hit against them counts as a normal hit instead, unless they're incapacitated. If a friendly creature ends their turn in the Rear, they gain temporary hit points equal to your Intelligence modifier.
16th Level
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.
17th Level
Improved Tactical Dice.
Your tactical die changes to a d10.
Steel Resolve.
You gain proficiency in Wisdom and Charisma saving throws.
18th Level
Additional Tactical Die. You gain another tactical die at 18th level.
Misdirection. When a creature in your Tactical Area misses an attack, you can use your reaction to cause that attack to hit a creature of your choice within your Tactical Area. They must be a valid target.
19th Level
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.
20th Level
Finest Hour. You can direct your allies to perform feats that seem to defy reality.
You can use your action to choose a friendly creature that can see or hear you. That creature can immediately take a free turn outside of the normal initiative order. During that turn, the target has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target until the start of your next turn.
Once you use this feature, you can't use it again until you finish a long rest.
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