At 4th fighter level, gain a number of tactical dice equal to your fighter level. A tactical dice can be used to add to on of the following for either yourself or an ally within 10ft as a free action:
the DC of a block check from an attack by you or an ally within 10ft
the DC of a maneuver of you or an ally within 10ft
the damage roll of an attack or trap you set up
the DC of a trap you or an ally within 10ft sets up
You can spend up to as many tactical dice at once as your intelligence bonus(min 1)
The value of a tactical dice is 1d4. All tactical dice are restored every long rest, and 2 tactical dice are restored every rest.
At 4th fighter level, gain 2 upgrades from the tactical training or weapon expertise branches of the fighting skill tree.
At 4th fighter level, choose a weapon group and, optionally, gain proficiency with it. You can always perform up to one maneuver with weapons of that group without expending the bonus action cost. You can do so up to once per turn.
At 5th fighter level, second wind restores 2d4 extra health and allows you to remake a save vs an ongoing spell effect or condition.
At 5th fighter level, you can spend tactical dice to do the following:
Grant yourself a bonus to a block check equal to the tactical dice as a free action.
Grant yourself or an ally a bonus to a wisdom or intelligence save equal to the tactical dice as a reaction.
At 5th fighter level, choose 2 upgrades from the list below:
Greater tactical dice - Your tactical dice are increased by 1 size category. Can be taken multiple times.
Battle planning - You can grant an ally or parting group a tactical dice for use of their choice later. +1 to max number of tactical dice.
Defense tactician - You can spend tactical dice to grant yourself or an ally an instance of block per dice spent as a reaction.
Warmasters shout - You can spend battle dice to grant all creatures within range a bonus to saves vs charm, illusion, fear, distraction, or command effects for the next 3 rounds as a bonus action. Also deals sonic damage equal to dice spent to enemies within 10ft.
Keen eye - You can spend tactical dice to grant a thrown or ranged attack a bonus to attack. +1 per dice spent.
Strike first - You can spend tactical dice to grant yourself a bonus to initiative rolls.
Seasoned talker - You can use a tactical dice to grant yourself or an ally a bonus to disguise, sleight of hand, or deception checks as a free action.
Pragmatism - You ragain 1 tactical dice extra every rest, and your tactical dice maximum is increased by 2.
Ironclad - You ignore 1 bulk from armor and equipment. While wearing heavy armor, your attacks deal 1d4 extra force damage, and you gain a +2 bonus to savs vs move, prone, or displacement effects. You gain +1 block from heavy and medium armor.
Trusty Equipment - You can use tactical dice in place of rest dice for items.
Personalized equipment - You can modify weapons you have by locking a rest dice during a rest(until abandoning or breaking the item.) to add a number of the following properties to it equal to your inteligence bonus -1 (min 1): serrated 1d4, wild swings, critical bleed, critical stun, reach I, follow-up, critical rip, chop, or ignite 1d6, tool, or hook.
Wandering swordsmith - You can spend 1 rest dice or 2 tactical dice to remove a -1 penalty from a weapon. You can triple the cost to do this as an action outside of a rest. You can spend 1 rest dice or tactical dice to maintain a weapon, granting it a +1 bonus while maintained, reducing by 1 every long rest. Gain proficiency with smiths tools.
At 6th fighter level, choose another upgrade.
At 6th fighter level, pick a weapon group and pick a property to add to it. Weapons you wield of this group can be modified during a rest at no cost by you to have them, but prove unwieldy in the hands of those who do not have your particular skills.
Available properties:
Reach I & trip
serrated 1d3
Brutal critical
Stunning critical
follow-up critical and wild strikes
shield-breaker critical
clutch & free-hand
windup & ram
double-strike
Expose & disarm
Hook & swap
Ignite 1d8 & flat-sided
At 6th fighter level, choose one ability from the list below:
Bloodlust - You regain 1 tactical dice when slaying a sentient small or medium creature.
Command - You regain 4 tactical dice and 1 rest dice when ending or averting combat. Your battle dice can apply to allies damage as well, and the range is increased to 30ft. Your tactical dice maximum is increased by 2.
Glory - Your tactical dice size is increased by 1 size category. You regain 1 extra tactical dice every rest.
Prestige - Your warband signature weapon group is further modified with one of the following additional properties: Reach I, thrust, sidestep, ignite 1d8, agile, effort, swift. You have a +1 bonus to melee weapon attacks. You regain 1 tactical dice when landing an unblocked critical hit.
Duty - Whenever you use second wind, you restore 1d4 extra health, 1 tactical dice, and allows the get a grip save vs ongoing effects to be made against up to two different conditions or effects.