Tactician

“First, distract target. Then block his blind jab. Counter with cross to left cheek. Discombobulate.”

  • As a Team!: Once per round, when an ally makes a skill check, you give them advantage on the check.
  • Focus Fire: When you Aim as a minor action, you can instead inflict Fade or Sunder on a target. The magnitude of this condition is 1, plus 1 per die size above d3 that the Aim die would’ve had.
  • Chained Stratagems: Once per round, when you use a major action to Dash, Grapple, Shove, Defend, Help, or Ready (or perform it as part of one), an ally may also Aim, Assail, Avert, Distract, or move 10 feet. Alternately, you or an ally may do one of those five listed actions instead, if an ally (not the same one) performs one of the triggering actions.
  • Incite Treason: Once per strife, as a minor action, declare an enemy within 50 ft. to be suspect and make an Acrobatics, Investigation, Animal Handling, or Persuasion check. All other enemies are Impaired (2 rounds) by the accusation unless they pass an opposing Insight check as a reaction or one of them attacks the suspect (regardless of if it hits or misses).
  • Loss Prevention: Whenever you directly heal yourself or an ally, it has +P bonus healing. When you or an ally heal to full HP, half the excess HP is converted to temporary hit points (up to 2P temp HP). Healing from short rests also counts, with allies able to benefit if you are present.