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.Â
Straegist Spells
Lorehunter Level.3rd | analyse weakness, bless* 5th | pyrotechnics*, stagger/sunder9th | beacon of hope*, crusader's mantle*, intellect fortress, six shots*, tiny servant13th | freedom of movement, hallucinatory terrain, otiluke's resilient sphere, ray of impotence, staggering smite17th | Rary's Telepathic Bond, Steel Wind StrikeStarting at 3rd level, you can use Intelligence in place of Strength or Dexterity for weapon attack rolls and for ability checks using the athletics or acrobactics skill.
Additionally, you gain proficiency in two gaming sets of your choice. You can also use a weapon, gaming set or banner as a spellcasting focus for your lorehunter spells.
Starting at 3rd level, you have a number of Tactics Points equal to your lorehunter level + your Intelligence modifier. You regain 2 expended Tactic points whenever you finish a short rest, and all expended points whenever you finish a long rest. You can expend these points on the following techniques.
Assist Assault. When a creature has advantage on an attack roll due to your Help action and hits their target, you can use reaction and expend 2 points to have the attack deal an additional 2d6 damage. If the target is Bloodied, the extra damage increases to 3d6.
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 that you can see within 60 feet can use their reaction to move up to 10 feet without provoking oportunity attacks, provided their speed is not 0. You can spend multiple points on the same creature (part of the same reaction) or spread them across multiple creatures.
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.
Tactical Guidance. When you take the Help action, you can expend 1 point to target a creature you can see up to 60 feet away.
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.
Additionally, you can use the cantrip to create the image of a map or gaming set that you are proficient with. While still an illusion, a map or gaming set created in this way can be used like the real thing by you, or any creatures you allow, for the spell's duration. Individual pieces of the illusion can be moved in the same way you might move cards, tokens or other game pieces.
Starting at 7th level, when you have advantage on an attack roll against a creature, you can choose to forgo advantage (you cannot gain advantage from any other source) for one of the following benefits of your choice:
Take Notes. You regain 1 expended Tactics Point. Once you gain this benefit, you cannot do so again for one hour.
Observe Physicality. You learn the target's Strength, Dexterity or Constitution score (your choice). You also learn if they are proficient with saving throws of the chosen ability.
Probe Defences. You learn the target's Armor Class and if their current hit points are greater or fewer than yours.
Watch Reflexes. You learn one trait, feature or spell the target has that requires a reaction. If the target has no reactions, you are aware of this. If the target has multiple reactions, the DM determines which one you learn, though you may suggest the kind of reaction you are looking for based on potential triggers.
Starting at 11th level, when you roll initiative, if you have no remaining Tactics Points, you regain 1d4 points.
Starting at 11th level, as an action, you can spend 8 Tactics Points to reveal a secret plan you have retroactively been enacting through contraptions, hidden allies or subtle multitasking. Choose one of the following options or work with your DM to determine something appropriate to the situation:
False Retreat. Choose up to six creatures you can see within 30 feet (this can include yourself) that are frightened by the same source . Each frightened creature is no longer frightened and can use a reaction to move up to 15 feet towards the source. If the source was a creature, it must make a Wisdom saving throw against your lorehunter spell save DC or become frightend by the chosen creatures until the end of your next turn.
Just an act. You teleport yourself to an unoccupied space within 10 feet of a creature you can see within 60 feet, revealing yourself from a disguise or hiding spot. You can then make one weapon attack against that creature with advantage. On a hit, the attack deals an additional 6d6 damage and imposes either the bleeding or prone condition (your choice). The space you previously occupied is revealed to have been occupied by an illusion or hired actor, which then harmlessly disperses or flees.
Manifest Machinations. You cast a lorehunter spell of 3rd-level or lower without expending a spell slot or material components. The spell can have a casting time of up to 1 minute and needn't be one you have prepared. If the spell requires concentration, you have advantage on saving throws to maintain concentration on it for its duration.
Playing Dead. An unconscious creature with 0 hit points that you can see within 30 feet regains hit points equal to your lorehunter level + your Intelligence modifier. The creature can immediately use a reaction to move up to its movement and take the Dodge or Disengage action.
Switcheroo. A creature you can see within 30 feet must make a Wisdom saving throw against your lorehunter spell save DC or find that an item of your choice that they are holding or carrying has been switched for a fake. You are now holding the real item and the fake crumbles into dust. On a success, the item drops at the creature's feet instead. Picking it up requires an action.
Once you use this feature, you cannot do again until you finish a short or long rest.
Starting at 15th level, you master the art of timing in battle. As an action you can enter a focused state for one minute, or until you fall unconscious. For the duration, when a creature other than you that you can see within 60 feet ends their turn, you can command that creature to take an additional action immediately, provided neither of you are incapacitated. The effect ends early once you grant four actions in this way.
Once you use this feature you cannot do so again until you finish a long rest.
Useful but not that interesting, especially for a capstone
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Observant. When you take the Search or Study action, you can expend 1 point and add a 1d6 bonus to the roll.
Finish Them. When a bloodied creature you can see within 30 feet is hit with an attack from a creature other than you, you can use a reaction to expend 2 points to have the attack deal an additional 2d6 damage.
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.
Assist Assault. When a creature has advantage on an attack roll due to your Help action and hits their target, you can use reaction and spend 2 points to have the attack deal an additional 2d6 damage. If the target is bloodied, the extra damage increases to 3d6.
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 to have either yourself or an ally within 5 feet of the target, make a weapon attack against the creature.
Could do something with Bloodied instead
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.
Master of Arms. When you hit a creature with a weapon attack, you can spend 1 point to use a Weapon Mastery that you know, even if it normally wouldn't be valid for the weapon used in the attack.
Some of these will be moved to later levels
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.
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, 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.