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D&D 5th Edition

Compendium

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Grandmaster

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Roll20 Note: The Grandmaster is not part of the SRD, but is available for free to use with the D&D 5e Character Builder. Check out Drizzt's Travelogue of Everything Volume 1 for additional content!

With the ability to see the bigger picture and plan accordingly, Grandmasters see life as a game of strategy–one they are committed to winning. Able to manipulate and position allies to achieve victory, as well as predict and outmaneuver foes, the strategic focus of Grandmaster is one of patience and cunning, but also one of striking for the decisive win.

It is humbling to think we're all just pieces to be maneuvered in some great game between rival schemers. In contrast to the vast majority, Grandmasters have claimed the role of the player, controlling pawns as necessary to gain victory.

- Drizzt

Bonus Proficiencies

When you first choose this focus at 3rd level, you gain proficiency in two of the following skills: Deception, Insight, or Persuasion.

Additionally, you gain proficiency with up to three gaming sets of your choice.

Moving Pieces

Also at 3rd level, you are able to take a step back within your mind and view the entire battlefield like a board, filled with pieces for you to move. On your turn, you may choose not to move. If you do, you may choose a willing creature that can see or hear you. That creature can then use their reaction to move up to your walking speed without provoking opportunity attacks.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Two Steps Ahead

At 6th level, you become a master of analysis and forward planning, aware of your target’s next moves and how to counter them. Whenever you become the target of an attack made by a creature you are analyzing, you gain a +2 bonus to AC against that attack.

Additionally, whenever you are forced to make a Dexterity saving throw by a creature you are analyzing, you gain a +2 bonus to that saving throw.

Counterplay

Beginning at 10th level, you have mastered the art of the swift and advantageous rebuke. Whenever a creature deals damage to you, you can use your reaction to make a weapon attack against that creature.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses whenever you complete a long rest.

Perfectionist

Beginning at 15th level, you have so many contingencies and clauses that your plans cannot fail. The first time a creature that is a part of your Perfect Plan rolls a 1 on an attack roll, ability check, or saving throw on a turn, they can reroll the die and must use the new result.

Checkmate

At 18th level, you have mastered the ability to telegraph a perfect, game-winning strike. Whenever a creature that is a part of your Perfect Plan hits another creature with an attack. If it had advantage on its attack roll, you can use your reaction and cause that attack to count as a critical hit.

Once you have used this feature, you must complete a short or long rest before you may do so again.

Credits

Tactician Class Design: Lucas Anderson, Jack Weighill, Aaryan Balu, and Stuart Broz

Attributes

Class
Tactician
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