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.

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.

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.

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:

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.

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.

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:

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.

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.

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.

#rpg #ttrpg

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