Eighty supplies, and two short rests
Tactician is the difficulty Honour sits above. Enemies have more hit points. Their attack rolls are higher, and the save numbers on their spells are higher. They aim at low armour and at anyone holding concentration.
A full long rest costs 80 camp supplies on Tactician, the same cost the camp page lists for Honour. You still begin with two short rests. Ki, Channel Divinity, and warlock slots come back on a short rest. Spend those before you pay the 80.
A partial rest skips the supply cost. It restores up to half your hit points, rounded down, and it leaves the short-rest charges spent. The camp page has the rest of the rounding.
Elevation, water, and a doorway
High ground adds 2 to your attack roll. Low ground subtracts 2. The combat log prints the bonus. A shove off a long drop removes a target while your own damage is still small. The shove preview shows the path.
Wet creatures take double damage from lightning and cold. Create Water, or a thrown water bottle, applies Wet. The double is those two damage types.
Minor Illusion pulls a cluster toward a point you choose. Grease, web, or a burning surface in a doorway meets them there. Keep the person concentrating on that spell a step behind the front line. A robe in the doorway is the first target Tactician likes.
On Tactician, the extra action from Haste can still be used for Extra Attack. Losing concentration still makes the hasted character lose a turn. Honour uses a stricter limit, and the survival page records it.
Odd scores and the first feat
Ability modifiers move in pairs. A 16 and a 17 share a bonus until something adds 1 and makes 18. Several origin companions arrive with a 17 and another odd point sitting on a score that does not change the bonus. Withers rebuilds the spread for 100 gold. Race, background, and appearance stay.
If you expect the hag's hair, leave the 17 you want to raise. The hair is a +1. It belongs on an odd score so the modifier steps up. The Act 1 order page is where that bargain sits.
The Alert feat adds 5 to initiative and you cannot be surprised. Put it on the character who has to land the first control spell. Everyone else can take the elevation bonus and still act after that opening.
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