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Coordinators are exemplars of the notion that knowledge is power. They use their cunning to aid in many endeavors-sometimes by solving mysteries and other times more militantly as they help allies to find a foe’s weaknesses. These savants are skilled experts who use their knowledge to guide people.

While their talents might seem magical, coordinators need no incantations to achieve the seemingly impossible. As a coordinator you are best at supporting teammates, using your abilities to make your companions more effective. That’s not all you do though, and between your superior deductive reasoning and broad base of knowledge you’re quite a sleuth as well.

Bonus Proficiencies

When you choose this aptitude at 1st level, you gain proficiency with Insight, Persuasion, and thieves’ tools. In addition, you learn two languages.


At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and a tool kit proficiency. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 7th level, you can choose two more of your proficiencies to gain this benefit.

Informed Coordinator

At 2nd level, you can use a bonus action to give an ally a bonus to their next d20 roll equal to your proficiency bonus. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.

Coordinator Tricks

These tricks are only available to coordinators.

  • Coordinating the Attack. When you hit a creature with a weapon attack, instead of dealing damage you reposition your target and leave it vulnerable. An ally within reach of the target can use their reaction to attack it with advantage, dealing 1d6 extra damage on a successful hit.
  • Precipitous Rescue. You can activate this trick as a reaction when an ally within 5 feet of you fails a saving throw. If you do so, the ally may reroll their saving throw but must use the new roll.
  • Prepared Partner. As a reaction when you are targeted by a spell or weapon attack, you can switch places with a willing ally that is adjacent to you. After you have switched places, the attack resolves normally (targeting the ally’s AC and dealing damage to them if it hits).


At 6th level, you learn two languages. In addition, you gain advantage on ability checks made to decipher codes and hidden messages.

Superior Deduction

Also at 6th level, you can spend 1 minute observing a creature to make a Wisdom (Perception) check against a DC equal to the target’s CR + 5. On a success, the GM reveals up to three of the following pieces of information (or other relevant details at their discretion). If you succeed the check by 5 or more, you choose the categories instead.

  • One part of the target’s alignment (if it is chaotic, neutral, lawful, good, or evil)
  • If the target is disguised
  • If the target is armed
  • If the target is under the effects of a spell
  • What language(s) the target speaks
  • If the target has a native terrain and the type of that terrain

Combat Deductions

At 11th level, you can use a bonus action to quickly observe a creature and make an Intelligence (Investigation) check against a DC equal to CR + 5. On a success, the GM reveals up to three of the following pieces of information. If you succeed the check by 5 or more, you choose the categories instead.

  • Armor Class
  • Vulnerabilities
  • Damage resistances
  • Damage immunities
  • Condition immunities
  • Whether the target has lair or legendary actions
  • Weakest saving throw
  • Highest ability score


Also at 11th level, you learn two languages. In addition, your skill and breadth of knowledge allows you to see the commonalities of all languages. By spending 10 minutes studying you can make a DC 15 Intelligence check to translate any script, even if you cannot recognize the language it is written in.

Observations in Darkness

At 14th level, you do not have disadvantage when attacking invisible targets and creatures do not gain any benefit from cover against your attacks unless they have total cover.

Intellect Over Luck

At 17th level, you never have disadvantage. You still have to roll a die normally, and you can still have advantage on a check cancelled by an effect that applies disadvantage, but you cannot be forced to make a roll with disadvantage. ??

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