*Prerequisite: Hakkari*
A tactician is a trained warrior who can analyse the battlefield in an instant and inspire his comrades to push onwards to victory. As a levelled feat, you gain additional benefits from this feature depending on your characters total level.
##### Tactical
At 1st level you are _Tactical_, as you have trained enough to have an innate battle sense. _Tactical_ grants you the following benefits:
- _Commander._ You are a charismatic commander able to inspire the troops on the battlefield. Your Charisma score improves with 1 and you gain proficiency with the Persuasion skill.
- _Focus._ As a Tactical warrior you have a battle resource called _Focus_. Your _Focus_ is equal to your Charisma modifier and replenishes after each short or long rest. You can spend your _Focus_ as part of an action, bonus action, or reaction to augment the effect according to your known tactics. You can only augment an effect once.
- _Tactics._ You gain 2 _Tactics_ which you can use in combat. The _Tactics_ tell you when you can activate them and how much _Focus_ they cost.
##### Strategist
At 5th level you are a _Strategist_, preparing cunning plans to execute on unsuspecting enemies. _Strategist_ grants you the following benefits in addition to the previous ones:
- _Rally._ You can rally your allies during combat. As a bonus action, each creature of your choice within 60 feet of you gains temporary hit points equal to your Charisma modifier. After using this feature, you need to have a long rest before using it again.
- _Battle Plan._ You gain 1 _Battle Plan_. During a long rest, you can prepare one of your _Battle Plans_ to use the following day. During a combat, when the opportunity for the _Battle Plan_ arises, you can activate it. After activating it, you have to re-prepare your _Battle Plan_ during a long rest.
##### Seasoned
At 7th level you are _Seasoned_, as your experience of mortal combat readies you for whatever scenario is to come. _Seasoned_ grants you the following benefits in addition to the previous ones:
- _Improved Focus._ Your amount of _Focus_ increases to be equal to your Charisma modifier + your proficiency bonus.
- _Tactics._ You gain 2 additional _Tactics_ of your choice. You can also swap out one of your previous _Tactics_ with a new one.
##### Battle Manipulator
At 11th level you are a _Battle Manipulator_ and know exactly how to turn the tides of battle in your favour. _Battle Manipulator_ grants you the following benefits in addition to the previous ones:
- _Regroup._ As an action, you can re-assess the battlefield and regain 1d4 of your _Focus_.
- _Battle Plan._ You gain 1 additional _Battle Plan_ of your choice. You can also swap out one of your previous _Battle Plans_ with a new one.
##### Superior
At 16th level you are a _Superior_, honing your body and mind to be the perfect battle captain possible. _Superior_ grants you the following benefits in addition to the previous ones:
- _Relentless._ If your start combat without any _Focus_, you have advantage on the initiative roll and gain _Focus_ equal to your Charisma modifier.
- _Tactics._ You gain 2 additional _Tactics_ of your choice. You can also swap out one of your previous _Tactics_ with a new one.
##### Sovereign
At 19th level you are a _Sovereign_, born leader over man and ruler of the hearts of the people. _Sovereign_ grants you the following benefits in addition to the previous ones:
- _Born Leader._ You are born to lead, as your eloquent speeches move everyone to action. Your Charisma score increases to 24 and you gain expertise in the Persuasion skill.
- _Battle Plan._ You gain 1 additional _Battle Plan_ of your choice. You can also swap out one of your previous _Battle Plans_ with a new one.
### Tactics
###### Advance!
As part of your move action, you can spend 1 focus to allow up to 3 allies within 30 feet of you to move half of their movement speed without triggering opportunity attacks.
###### Bolster!
When an ally within 30 feet of you makes an attack against a target you can see, you can use your reaction to spend 2 focus and bolster the ally. Until the start of the ally’s next turn, they can add your Charisma modifier to any attack rolls they make.
###### Castle!
As part of your melee weapon attack action, you can spend 1 focus to move around your opponent. You can move yourself to any empty spot adjacent to your target or move your target to any empty spot adjacent to you. Neither of these movements provoke opportunity attacks.
###### Command!
As part of you action making an Intimidation, Persuasion, or Performance check, you can spend 1 focus to add your Charisma modifier to the ability roll.
###### Crunch!
As part of your melee weapon attack action, you can spend 2 focus to channel all your might into one brutal blow. When you roll damage for your attack, you roll an additional weapon damage die. You can spend additional 2 focus to apply another weapon damage die.
###### Feint!
As part of your attack action when you hit a target, you can spend 1 focus to disrupt the targets footing. Your damage roll is decreased by your Charisma modifier. The next creature to target the same target for an attack gains advantage on the attack roll.
###### Focus!
When an ally within 60 feet of you has to make a saving throw, you can use your reaction to spend 1 focus and add your Charisma modifier to the saving throw roll of that ally. You can spend additional focus to target an additional ally within range.
###### Hunker!
When you or an ally within 5 feet of you is being targeted by an attack, you can use your reaction to spend 1 focus and add your Charisma modifier to the AC of you or your ally.
###### Inspire!
As a part of your attack action when you hit a target, you can spend 1 focus to inspire your ally. One ally of your choice that can see you or the target gains temporary hit points equal to your Charisma modifier. You can spend additional focus to apply your Charisma modifier multiple times.
###### Parry!
If you or an ally within 5 feet of you gets hit by a melee weapon attack, you can use your reaction to spend 1 focus and reduce the incoming damage by 1d6 + your Charisma modifier. You can spend additional focus to apply your Charisma modifier multiple times. If you reduce the damage to 0, you can make an opportunity attack against the attacker as part of the reaction.
###### Sprint!
When an ally within 30 feet of you performs a move action, you can use your reaction to spend 1 focus and allow the ally to make a Dash action as a bonus action. In addition, the ally does not provoke opportunity attacks.
###### Weaken!
As part of your attack action, you can spend 1 focus to weaken the armour of your target. The next creature to attack the target before the end of your next turn deals additional damage equal to your Charisma modifier.
### Battle Plans
###### Confuse…
You prepare your allies to toy with the enemies senses. At the start of the round, you can shout your order to activate this _Battle Plan_. Each enemy within 5 feet of you or an ally within 60 feet of you that can hear you has disadvantage on their next attack.
###### Coordinate…
You prepare your allies to act decisively before a skirmish. Before rolling initiative, you can shout your order to activate this _Battle Plan_. Each ally within 30 feet of you that can hear you rolls the initiative of the battle with advantage.
###### Focus Fire…
You prepare your allies to unleash their full forces on a single target. At the start of the round, you can shout your order to activate this _Battle Plan_. Each ally within 60 feet of you that can hear you gains advantage on attack rolls against a target of your choice for the rest of the round.
###### Manoeuvre…
You prepare your allies to manoeuvre around the battlefield with fierce precision. At the end of an enemies turn, you can shout your order to activate this _Battle Plan_. Each ally within 60 feet of you that can hear you, including yourself, can make a free move action without provoking opportunity attacks.
###### Overwhelm…
You prepare your allies to barrage the enemies with a flurry of attacks. At the end of an enemies turn, you can shout your order to activate this _Battle Plan_. Each ally within 60 feet of you that can hear you that can reach an enemy with a melee weapon attack can make an attack action against that enemy.
###### Reposition…
You prepare your allies to quickly swap positions during a fight. At the end of an enemies turn, you can shout your order to activate this _Battle Plan_. Each ally within 60 feet of you that can hear you, including yourself, can swap positions with one another. This movement does not provoke opportunity attacks.