Rogue/Tactician

Contents
Tactician
Your focus is on the thrusts and feints of battle, whether they be in war, at the negotiating table or in the king's court. A path adhered to by many officers, agents and advisors, Tacticians excel at planning and outwitting their opponents. These rogues always stay one step ahead until the final masterstroke; the revealed secret that ends a rival, the maneuver that ends a battle, and the treaty that begins an alliance can all be thanks to the machinations of a Tactician.
Scholarly Pursuit
At 3rd level, you gain proficiency in the History skill and one gaming set of your choice.
Tactician's Ciphers
Also at 3rd level, you create a personalized version of thieves' cant, known as a cipher. Conveying a message with this cipher only takes three times longer than normal, and creatures that understand thieves' cant can only understand such messages by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check.
Additionally, during a long rest, you can instruct a creature. At the end of the long rest, they gain the ability to speak and understand your cipher.
Rapid Assessment
Also at 3rd level, you can evaluate a tactical situation and take command in an instant, spurring your allies onward or leading the charge. You can give yourself a bonus to initiative rolls equal to your Intelligence modifier. After you roll initiative, but before anyone acts, you can swap your initiative and the initiative of a willing creature that can hear you within 30 feet.
The Greatest Game
At 9th level, your keen mind and cutting logic give you an edge in negotiations. Whenever you make a Charisma (Persuasion) check, you can use your Intelligence modifier in place of Charisma.
Additionally, you have an extraordinary knack for games of strategy, and can read your opponents like an open book. You have advantage on ability checks with gaming sets. While playing a game with someone, you have advantage on Charisma (Persuasion), Charisma (Deception) and Wisdom (Insight) checks made against them.
Cunning Command
At 13th level, you can impart a measure of your quick thinking onto others. As a bonus action, you can choose a friendly creature within 30 feet. That creature can use its reaction to move up to half its speed, without provoking opportunity attacks.
Tactical Genius
At 17th level, you can turn the tide of battle in a single stroke. As a bonus action, you can give a series of inspired orders to a number of creatures equal to your Intelligence modifier within 60 feet. Each creature can immediately use its reaction to move up to its speed, without provoking opportunity attacks, and take an action. This action can only be used take the Attack (one weapon attack only), Dodge, Hide, or Use an Object actions.
Once you've used this feature, you can't use it again until you finish a long rest.
| Rogue | |
|---|---|
| Subclasses | Arcane Trickster · Assassin ᴴᴮ · Divine Hand ᴴᴮ · Enforcer ᴴᴮ · Gadgeteer ᴴᴮ · Hundred Faced ᴴᴮ · Inquisitive · Mastermind · Phantom ᴴᴮ · Ruffian ᴴᴮ · Scout · Soulknife · Surgeon ᴴᴮ · Swashbuckler · Tactician ᴴᴮ · Thief |
| Classes | Barbarian · Bard · Cleric · Fighter · Monk · Paladin · Ranger · Rogue · Sorcerer · Warlock · Warlord · Wizard |
| Rare Classes | Atavist* · Druid · Inventor · Soulbinder · Spellblade · Artificer* |