library

Level 3: Bonus Proficiencies

You gain proficiency in two of the following skills: Deception, Insight, or Persuasion.

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

Level 3: Moving Pieces

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 you can see within 60 feet. If that creature can see or hear you, they can immediately use their Reaction, if available, to move up to their speed without provoking opportunity attacks.

At level 5, creatures that spend their Reaction to move in this way can make attacks granted by your Guiding Guile feature this turn even if they have no Reactions available.

Level 6: Perfectionist

You have so many contingencies and clauses that ensure your plans can never end in catastrophe. Whenever you would expend and roll a Perfect Plan die to add to the result of a creature's d20 Test, if that creature rolled a 1 on the d20, they can reroll that d20, and they must use the new result.

Level 10: Perfect Defense

A strong defense paves the way for a stronger counter offensive. As a Bonus Action, you can spend and roll a Perfect Plan die. You may then choose a creature that you can see within 60 feet. If that creature can see or hear you and it's a part of your Perfect Plan, it gains a bonus to AC equal to the result, which lasts until the start of your next turn or until they become incapacitated.

Level 15: Strength in Numbers

Your tactical decision making can allow you and your allies to withstand devastating attacks. Whenever you would add the result of a Perfect Plan die to a saving throw, you instead add that result to the saving throws of all creatures that are a part of your Perfect Plan who can see or hear you and have made a saving throw against the same effect.

Level 18: Perfect Formation

You have mastered the art of arranging your troops to win the battle. While two or more creatures that are a part of your Perfect Plan are within 5 feet of each other and aren't incapacitated, they gain the following benefits:

  • Attack rolls made against them are made with Disadvantage.
  • They are immune to the Charmed and Frightened conditions.
  • The first time they hit a creature with an attack each turn, the target takes extra damage from the attack equal to your Proficiency Bonus.
Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×