Use Intellegence for Athletics/Acrobatics, (which then allows using Eureka)
Additional Weapon Mastery, perhaps even let allies use it
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Straegist Spells table. These spells count as lorehunter spells for you, but they don't count against the number of lorehunter spells you prepare.
Straegist Spells
Lorehunter Level.3rd | analyse weakness, bless 5th | 9th | 13th | 17th |At 3rd level, when you spend an hour to regain a Note Die, you can regain one additional die.
You also gain the following additional Studied Techniques:
Tactical Preparation. When you, or a creature you can see within 30 feet, rolls for initiative, you can expend a Note Die, roll it, and add the result to the creature's initiative roll.
Instant Move. As a bonus action, you can expend up to three Note Die and command creatures to move. For each die expended, one willing creature other than you that you can see within 60 feet can move up to 5 feet without provoking oportunity attacks. You can spend multiple dice on the same creature or spread them across multiple creatures. If you expend all 3 dice on the same creature, it can instead instantly get from prone, go prone or mount or dismount a creature within 5 feet of it.
TBD. As a bonus action, you can expend a Note Die to make an Intelligence (Investigation) or Wisdom (Perception) check. Alternatively you can use this bonus action to command a friendly creature to immediately make the check using their own senses and abilities, the creature can also immediately communicate what it learns if it is able to do so. Either way, you roll the Note Die, and add the result as a bonus to the ability check.
Analyse Warrior. As a bonus action, you can expend a Note Die to observe a creature that is wearing armour or wielding a weapon and learn one of the following pieces of information:
If their current hit points are higher or lower than yours.
Their Armour Class.
The ability they use for one of their weapons, and the score of that ability.
Their Strength, Dexterity or Constitution score (choose one) and if they have proficiency in saving throws with the chosen ability.
If they have resistance or immunity to bludgeoning, piercing or slashing damage and under what conditions.
Finisher. When a creature within 15 feet of you is reduced to 9 hit points or fewer, you can expend 2 points as a reaction at the end of the turn to make one weapon attack against that creature.
Mind over Matter. When you make a Strength (Atheletics) or Dexterity (Acrobatics) check, you can expend one Note Die, roll it, and add the result as a bonus to the check.
Some of these can be later levels, if at all.
At 3rd level, you gain the following additional Studied Techniques:
Tactical Preparation. When you, or a creature you can see within 30 feet, rolls for initiative, you can expend a Note Die, roll it, and add the result to the creature's initiative roll.
Instant Commands. As a bonus action, you can expend a number of Note Points up to your proficiency bonus to issue commands to allies. You divide the expended points among willing creatures you can see within 30 feet that are not incapacitated. Each creature can imediately use the points in the following ways; move 5 feet without provoking opportunity attacks (1 point), escape a grapple (1 point), go prone (3 points), get up from prone (3 points), mount or dismount a creature within 5 feet (3 points). Using these points does not require the creature's reaction.
Battlefield Scan. As a bonus action, you can expend a Note point to make an Intelligence (Investigation) or Wisdom (Perception) check. Alternatively you can use this bonus action to command a friendly creature within 30 feet to immediately make the check using their own senses and abilities, provided it can see or hear you and is not incapaciatated. The creature can also immediately communicate what it learns to you.
Combat Finisher. When a creature within 15 feet of you is reduced to 9 hit points or fewer, you can expend 2 Note Points as a reaction at the end of the turn to make one weapon attack against that creature.
Mind over Matter. When you make a Strength (Atheletics) or Dexterity (Acrobatics) check, you can expend one Note Die, roll it, and add the result as a bonus to the check.
Some of these can be later levels, if at all.
Starting at 3rd level, you can use Intelligence in place of Strength or Dexterity for attack rolls and ability checks using the athletics or acrobactics skill.
This intentionally allows using Eureka (could just leave it as a technique)
At 3rd level, you know the Minor Illusion cantrip. It counts as a lorehunter spell for you, and Intelligence is your spellcasting ability for it. You can make your illusion appear as a map and move any number of pieces on it with subsequent actions or bonus actions.
Additionally, when a creature within 5 feet of your illusion is targeted by an attack roll, you can use a reaction to grant advantage on the attack roll as the illusion distracts the target. Limited?
classes a little with BA Help
Starting at 7th level,
Starting at 11th level,
Starting at 15th level,
Starting at 3rd level, you gain a bonus to your initiative rolls equal to your Intelligence modifier.
Alternatively, when you roll for initiative, you can instead grant this bonus to a creature you can see within 30 feet.
Starting at 3rd level, you have a number of Tactic Points equal to your lorehunter level + your Intelligence modifier. You regain 2 expended tactic points whenever you finish a short rest, and you recover all expended tactic points whenever you finish a long rest. You can expend these points in the following ways.
Prepared for Action. When you roll for initiative, you can expend 1 point to grant yourself, or a creature you can see within 30 feet, a bonus to your initiative roll equal to your Intelligence modifier.
Instant Move. As a bonus action, you can expend up to 3 points and command creatures to move. For each point expended, one willing creature other than you that you can see within 60 feet can move up to 5 feet without provoking oportunity attacks. You can spend multiple points on the same creature or spread them across multiple creatures. If you expend all 3 points on the same creature, it can instead instantly get from prone, go prone or mount or dismount a creature within 5 feet of it.
Analyse Warrior. As a bonus action, you can expend a point to observe a creature that is wearing armor or wielding a weapon and learn one of the following pieces of information; if their current hit points are higher or lower than yours, their Armor Class, the ability they use for one of their weapons and the score of that ability.
Finisher. When a creature within 15 feet of you is reduced to 9 hit points or fewer, you can expend 2 points as a reaction at the end of the turn to make one weapon attack against that creature.
Mind over Matter. When you make a Strength (Atheletics) or Dexterity (Acrobatics) check, you can expend one Note Die, roll it, and add the result as a bonus to the check.
Some of these will be moved to later levels