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specialist [2019/12/03 18:17] – [Bard] andrewspecialist [2019/12/10 19:45] – [Bard] andrew
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 patrols, and locks better than anyone. patrols, and locks better than anyone.
  
-// 
-HERE ARE LEGACY THIEF SKILLS: \\ 
-Architecture (find secret doors)\\ 
-Bushcraft (not get lost, navigation)\\ 
-Climb (athletics)\\ 
-Languages (even  ones they don't know)\\ 
-Search \\ 
-Sleight of Hand \\ 
-Sneak Attack \\ 
-Stealth \\ 
-Tinkering\\ 
-// 
  
 ^Level^ Proficiency Bonus^ Class Features^ ^Level^ Proficiency Bonus^ Class Features^
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   * Proficient weapons Simple, Martial   * Proficient weapons Simple, Martial
   * Ability proficiency DEX, INT   * Ability proficiency DEX, INT
-  * Proficient checks:+  * Skills:
       * Stealth       * Stealth
       * Deception       * Deception
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 Assassins trained to kill by ambush and treachery. They may be brawling thugs, violent thieves,  murderers-for-hire, or simply rogues with a taste for chaos and violence. Assassins trained to kill by ambush and treachery. They may be brawling thugs, violent thieves,  murderers-for-hire, or simply rogues with a taste for chaos and violence.
  
-You gain your proficiency bonus to Athletics, Lockpicking, and Disguise checks.+You gain Athletics, Lockpicking, and Disguise skills.
  
 === Assassin Archetype Features (choose 1 at 3rd and 7th level) === === Assassin Archetype Features (choose 1 at 3rd and 7th level) ===
  
-  * Craft custom poison Stealth +  * Gain Poisoner skill 
 +  * Advantage to disguise checks 
   * Critical hits on an attack unseen by the target on an 18-20   * Critical hits on an attack unseen by the target on an 18-20
   * Gain advantage to stealth checks   * Gain advantage to stealth checks
   * Add +2D6 damage vs. an unaware target   * Add +2D6 damage vs. an unaware target
   * The Assassin may use a quick action to hide following an attack   * The Assassin may use a quick action to hide following an attack
 +  * When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not
  
 ==== Bard ==== ==== Bard ====
 +
 +Bards are specialists who can sing, recite poetry, or play a group of instruments in a skilled manner. The greatest adventurers are known throughout history because of the epic poems and songs of their achievements. The most successful bards are those that recount these stories, and provide a witness to record the great doings of new generations of heroes. Many bards are adventuring champions in their own right, carrying a sword as well as a song. The legendary bards of the Celtic lands are said to have magical power in their songs to  heal the wounded while the Skalds of the North are able to inspire courage in their comrades. 
  
 You gain your proficiency bonus to Perform, Persuasion, and your choice of 3 Lore Skills checks. A bard starts knowing a number of extra languages equal to their INT bonus. You gain your proficiency bonus to Perform, Persuasion, and your choice of 3 Lore Skills checks. A bard starts knowing a number of extra languages equal to their INT bonus.
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   * Gain advantage to deception checks when lying and deceiving   * Gain advantage to deception checks when lying and deceiving
   * Learn a number of languages equal to your Charisma score (not bonus)   * Learn a number of languages equal to your Charisma score (not bonus)
-  * Learn how to cast two cantrips from the arcane spell lists using CHA rather than INT+  * Learn how to cast one cantrip and one first level spell from the arcane spell lists using CHA rather than INT 
 +  * Learn how to cast one cantrip and one first level spell from the divine spell lists using CHA rather than WIS
   * Healing song: allies heal +1d8 HP per rest   * Healing song: allies heal +1d8 HP per rest
 +  * May use spell scrolls as a spellcaster using CHA as their spellcasting attribute if they know the language the scroll was written in
 +  * Inspire Courage: Once per rest through an Active action of oration in which they perhaps recite heroic deeds and epic poems, a bard  grants their allies within a 30' radius a +1 bonus to attack throws, damage rolls, morale rolls (for NPCs allied with the bard), and saving throws against magical fear for the duration of a single battle.
  
  
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 A venturer travels the world in caravans or on ships seeking trading opportunities wherever they can be found.  A venturer is a clever dealer with folk of all countries and a hardy cross-country traveler. A venturer travels the world in caravans or on ships seeking trading opportunities wherever they can be found.  A venturer is a clever dealer with folk of all countries and a hardy cross-country traveler.
  
-You gain proficiency bonus to Appraisal, Gambling, Insight and Either Riding or Occupation (sailor)checks+You gain proficiency bonus to Appraisal, Gambling, Medicine, InsightRiding, Survival, Occupation (teamster) and Occupation (sailor)checks
  
 === Venturer Archetype Features (choose 1 at 3rd and 7th level) === === Venturer Archetype Features (choose 1 at 3rd and 7th level) ===
-  * Choose any skills +  * Choose any skills 
-  * Choose any modern languages+  * Choose any modern languages
   * Advantage to Deception   * Advantage to Deception
   * Never gets lost   * Never gets lost
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 ==== Thief ==== ==== Thief ====
 +
 +Typically seen as shady and untrustworthy, thieves are often valuable in a dungeon environment as scouts and trap finders because of their unique skills honed from their careers as burglars. 
  
 You gain your proficiency bonus to Acrobatics, Appraisal, Lockpicking, Pickpocket, and Investigation. You gain your proficiency bonus to Acrobatics, Appraisal, Lockpicking, Pickpocket, and Investigation.
  
 === Thief Archetype Features (choose 1 at 3rd and 7th level) === === Thief Archetype Features (choose 1 at 3rd and 7th level) ===
 +
 +  * Advantage to all Appraisal checks
 +  * Advantage to all Lockpicking checks
 +  * Advantage to all Traps checks 
 +  * Gain a natural climb speed equal to your movement speed
 +  * Add +4 to your maximum load
 +  * Move at full speed while remaining hidden
 +  * Dodge: All trap and area damage is halved
 +  * Critical hit on 18-20 if attacking with advantage
 +  * When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
specialist.txt · Last modified: 2021/01/18 19:42 by dave