Strategist
About this class
Strategists know that you can go into battle blind, but you need a plan to win a war and they take this wisdom to heart. They are the brains behind an operation, and can be the difference between a resounding failure and an unforgettable success, all thanks to their quick thinking, situational awareness and foresight. Strategists have an intimate understanding of not just their own strengths, but the strengths of their allies as well and can use this information to lead to victory.
TIP: Playing the Strategist does not make you the boss of your fellow players.
Domains
Bone
Starting stats
Hope feature
Class features
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Scheme
Once per encounter, if there are no adversaries within Close range of you, describe how you use that moment to think of your next move and give yourself a Scheme Die. At level 1, your Scheme Die is a d4. You gain an additional Scheme Die when you make a successful action roll with Hope, and can only store a number of Scheme Die equal to your Proficiency. You can spend your Scheme Die to roll it to add to a failed action or damage roll. At the end of the session, clear all unspent Scheme Dice.
At level 5, your Scheme Die becomes a d8.
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Plan Ahead
When you take the Prepare downtime action, you gain 2 Hope instead of 1. If you choose to Prepare with one or more party members you gain 3 Hope instead of 2.
Class items
- A book on historic battles and famous leaders
- a strategic board game.
Character questions
Background prompts
- What feat have you achieved that you consider to be your first real victory?
- You once faced a devestating loss. What was it, and was it your fault?
- Why do you try to come up with a plan for everything?
Connection prompts
- What problem were you facing that you thought I could advise you on?
- I once asked you to follow my lead, why did you trust me?
- What did I do to earn your confidence?
Subclass cards
Printable via header menu
Mastermind
Foundation
SPELLCAST TRAIT: Instinct
All According to Plan: Once per short rest when you or an ally succeed on a roll with Fear, you can mark a Stress in order to gain an additional Scheme Die. Additionally, if an adversary fails a roll against you or an ally, you can spend a Scheme Die to describe how it can actually benefit the target and make your next roll with advantage.
Mastermind
Specialization
Big Picture: Once per session, when you are storing your maximum number of Scheme Dice, you can reroll any 1s.
Strategic Concession: Once per short rest, when you succeed on a roll with Fear, you can spend a Scheme Die to turn it into a failure with Hope. When you do so, you gain 2 Hope instead of 1.
Mastermind
Mastery
Hidden Machinations: Your plans are enigmatic and reach far into the future. When you succeed on a roll with Fear or fail on a roll with Hope, you can spend a number of Scheme Dice to have this outcome further your goals. When you spend your Scheme Dice in this way, you can gain Hope or clear Stress equal to the amount of Scheme Dice spent.
Coordinator
Foundation
SPELLCAST TRAIT: Presence
Synchronized: You and your allies can make an additional Tag Team Roll per session equal to your Proficiency. Additionally, if a Tag Team Roll is a critical success, both players get advantage on their next action roll.
Think on Your Feet: Whenever you or an ally fail a roll with Fear, you are able to quickly pivot. Make a Reaction Roll (14). On a success, spend a Scheme Die and describe how you navigate the situation to lessen the impact of your failure, or aid an ally to do so.
Coordinator
Specialization
In Tandem: When you or your allies take the Help an Ally action or critically succeed on a Tag Team Roll, your advantage die becomes a d10.
Work Well Under Pressure: Once per long rest, when you have marked more than half of your total Stress, you gain advantage on any action rolls until you have cleared your Stress down to less than half, or have marked all your Stress.
Coordinator
Mastery
Perfect Harmony: Once per long rest, if you and an ally can see one another or otherwise communicate when you make a Tag Team Roll, you can spend a Scheme Die instead of a Hope. Additionally, once per session, when you or an ally take the Help an Ally action, you can mark a Stress instead of spending a Hope.
Strategist
Strategists know that you can go into battle blind, but you need a plan to win a war and they take this wisdom to heart. They are the brains behind an operation, and can be the difference between a resounding failure and an unforgettable success, all thanks to their quick thinking, situational awareness and foresight. Strategists have an intimate understanding of not just their own strengths, but the strengths of their allies as well and can use this information to lead to victory.
TIP: Playing the Strategist does not make you the boss of your fellow players.
Domains
Bone + Hazard
Starting Evasion
12
Starting Hit Points
5
Class Items
- • A book on historic battles and famous leaders
- • a strategic board game.
Strategist’s Hope Feature
Battleplan : Spend 3 Hope and describe how you’ve prepared extensively for this situation. When you do so, spend a number of Scheme Dice to give an equivalent number of adversaries disadvantage on their first rolls.
Class Features
Scheme
Once per encounter, if there are no adversaries within Close range of you, describe how you use that moment to think of your next move and give yourself a Scheme Die. At level 1, your Scheme Die is a d4. You gain an additional Scheme Die when you make a successful action roll with Hope, and can only store a number of Scheme Die equal to your Proficiency. You can spend your Scheme Die to roll it to add to a failed action or damage roll. At the end of the session, clear all unspent Scheme Dice. At level 5, your Scheme Die becomes a d8.
Plan Ahead
When you take the Prepare downtime action, you gain 2 Hope instead of 1. If you choose to Prepare with one or more party members you gain 3 Hope instead of 2.
Strategist Subclasses
Choose either the Mastermind or Coordinator subclass.
Mastermind
Make the most out of moves and countermoves to further your grand plan.
Spellcast Trait
Instinct
Foundation Features
All According to Plan: Once per short rest when you or an ally succeed on a roll with Fear, you can mark a Stress in order to gain an additional Scheme Die. Additionally, if an adversary fails a roll against you or an ally, you can spend a Scheme Die to describe how it can actually benefit the target and make your next roll with advantage.
Specialization Feature
Big Picture: Once per session, when you are storing your maximum number of Scheme Dice, you can reroll any 1s.
Strategic Concession: Once per short rest, when you succeed on a roll with Fear, you can spend a Scheme Die to turn it into a failure with Hope. When you do so, you gain 2 Hope instead of 1.
Mastery Feature
Hidden Machinations: Your plans are enigmatic and reach far into the future. When you succeed on a roll with Fear or fail on a roll with Hope, you can spend a number of Scheme Dice to have this outcome further your goals. When you spend your Scheme Dice in this way, you can gain Hope or clear Stress equal to the amount of Scheme Dice spent.
Coordinator
Raise your party to new heights as a unit than was possible as individuals.
Spellcast Trait
Presence
Foundation Features
Synchronized: You and your allies can make an additional Tag Team Roll per session equal to your Proficiency. Additionally, if a Tag Team Roll is a critical success, both players get advantage on their next action roll.
Think on Your Feet: Whenever you or an ally fail a roll with Fear, you are able to quickly pivot. Make a Reaction Roll (14). On a success, spend a Scheme Die and describe how you navigate the situation to lessen the impact of your failure, or aid an ally to do so.
Specialization Feature
In Tandem: When you or your allies take the Help an Ally action or critically succeed on a Tag Team Roll, your advantage die becomes a d10.
Work Well Under Pressure: Once per long rest, when you have marked more than half of your total Stress, you gain advantage on any action rolls until you have cleared your Stress down to less than half, or have marked all your Stress.
Mastery Feature
Perfect Harmony: Once per long rest, if you and an ally can see one another or otherwise communicate when you make a Tag Team Roll, you can spend a Scheme Die instead of a Hope. Additionally, once per session, when you or an ally take the Help an Ally action, you can mark a Stress instead of spending a Hope.
Background Questions
Answer any of the following, or create your own.
- • What feat have you achieved that you consider to be your first real victory?
- • You once faced a devestating loss. What was it, and was it your fault?
- • Why do you try to come up with a plan for everything?
Connections
Ask one of the following, or improvise.
- • What problem were you facing that you thought I could advise you on?
- • I once asked you to follow my lead, why did you trust me?
- • What did I do to earn your confidence?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.