Gambit
3rd level Tactician feature
You fight smart, and take necessary risks in order to secure a victory against your enemies, and you gain the ability to use your quick wits to your advantage both in and out of combat. You learn gambits that are fueled by your intellect dice. Gambits allow you to bring your mind to bear in order to solve problems, and to create and exploit opportunities that others cannot see.
Tactician save DC = 8 + your proficiency bonus+ your Intelligence modifier
You know all the gambits listed under "Gambits" below, and may learn more at later levels. Many gambits enhance an attack in some way. You can use only one gambit per attack.
Gambits
Agitating Attack. When you hit a creature with a weapon attack, you can expend one intellect die to attempt to force the creature to lose focus. You add the intellect die to the damage roll and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on the next Intelligence, Wisdom, or Charisma saving throw it makes before the end of your next turn.
Defensive Posture. You can expend one intellect die and take the Dodge action as a bonus action on your turn. If a creature misses you with an attack before the start of your next turn, you can use your reaction to make a weapon attack against the creature if it is within range, adding the intellect die to the attack roll.
Foiling Strike. When a creature you can see is forced to make a Strength, Dexterity, or Constitution saving throw, you can expend an intellect die and use your reaction to make a weapon attack against the creature if it is within range. If the attack hits, you add the intellect die to the damage roll of the attack, and the target takes a penalty to the saving throw equal to the number rolled on the intellect die.
Student of War
3rd level Tactician feature
You gain proficiency in History and Persuasion, and your proficiency bonus is doubled for any check you make with either skill. If you are already proficient in these skills you gain proficiency with another skill of your choice from the scholar skill list.
Your training in the art and science of war also grants you the benefits below:
You gain proficiency in a gaming set of your choice.
You gain proficiency medium armor.
You master your choice of the Fencing, Marksmanship, or Traditions Practica, but it doesn't count against your total number of Practica you can master for your scholar level.
Tactical Commander
6th level Tactician feature
You can use an action to enter a commanding state that allows you to analyze the battlefield. For one minute, whenever you or an ally that can see and hear you takes the attack action, you can use your reaction to point out an opening, allowing the target to take one additional attack as part of that action. Additionally, on your turn you can use a bonus action to command an ally that can see and hear you to use its reaction to attack a creature within range. Attacks granted by this feature are made with advantage.
The commanding state ends after 1 minute, or after you've granted a number of attacks equal to your Intelligence modifier (minimum of 1). Once you use this feature, you can't use it again until you finish a long rest. (edited)
Unwavering
6th level Tactician feature
Your position doesn't allow you to succumb to base instincts. You have advantage on saving throws to resist Special techniques and the frightened condition.
Bothersome Contender
13th level Tactician feature
Your genius allows you to coordinate multiple allies. While you are under the effects of your "Tactical Commander" feature, you can use your bonus action to command an additional willing creature within range.
Additionally, you gain access to the following gambits:
Taunting Strike. When you hit a creature with a weapon attack, you can expend one intellect die to attempt to provoke the target into attacking you. You add the intellect die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Disorienting Blitz. When you hit a creature with a weapon attack, you can expend one intellect die to bombard the creature, going for the eyes. Your allies are given an opening. You add the intellect die to the attack's damage roll. Attack rolls against the target are made with advantage until the start of the target's turn.
All-Out Assault. When a creature within 5 feet of you is affected by both a physical and mental condition, your masterplan activates. You can expend one intellect die to call a number of allies equal to your proficiency bonus to move up to half their speed towards the target and make an attack against it when they are within range. You also make an attack against the target, adding a roll of your intellect die to the damage on a hit.
10 Steps Ahead
17th level Tactician feature
Your understanding of battle and warfare gives you an instinctive measure of defense in combat. While in your commanding state, you gain a bonus to your AC equal to your Intelligence modifier as long as you are wearing medium, light or no armor.