specialist
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revisionNext revisionBoth sides next revision | ||
specialist [2019/12/05 11:57] – dave | specialist [2020/02/11 20:37] – [Venturer] andrew | ||
---|---|---|---|
Line 2: | Line 2: | ||
- | You’re sly, cunning, and precise. Stealth is your specialty, and you can bypass obstacles, | + | You're sly, cunning, and precise. Stealth is your specialty, and you can bypass obstacles, |
- | patrols, and locks better than anyone. | + | patrols, and locks better than anyone. You know skills to lead men, make deals, or land a killing blow. You are an adventurer not because you are tough or devout or gifted but simply because you have the guts to adventure out into the unknown with only your wits. |
^Level^ Proficiency Bonus^ Class Features^ | ^Level^ Proficiency Bonus^ Class Features^ | ||
|1|+2|Starting HP, [[equipment# | |1|+2|Starting HP, [[equipment# | ||
- | |2|+2|Try to stealth | + | |2|+2|Hide as a [[actions|Quick |
|3|+2|Gain one feature from your chosen archetype| | |3|+2|Gain one feature from your chosen archetype| | ||
- | |4|+2|Add +2 to an ability score of your choice, or add +1 to two scores; Draw 3 cards from the [[special features|special features deck]], choose 1 to apply | | + | |4|+2|Add +1 to an ability score of your choice; Draw 3 cards from the [[special features|special features deck]], choose 1 to apply | |
- | |5|+3|Use a quick action to halve one attack' | + | |5|+3|Gain one different feature from your chosen |
- | |6|+3| Add +2 to an ability score of your choice, or add +1 to two scores| | + | |6|+3|Add +1 to an ability score of your choice; Gain one skill| |
|7|+3|Gain one different feature from your chosen | |7|+3|Gain one different feature from your chosen | ||
- | |8|+3|Add +2 to an ability score of your choice, or add +1 to two scores; Draw 3 cards from the [[special features|special features deck]], choose 1 to apply | | + | |8|+3|Add +1 to an ability score of your choice; Draw 3 cards from the [[special features|special features deck]], choose 1 to apply | |
- | |9|+4|Proficiency bonus is doubled for your archetype checks | | + | |9|+4|Gain one different feature from your chosen |
===== Specialist Basics ===== | ===== Specialist Basics ===== | ||
- | * Starting HP 4 + CON mod | + | * Starting HP 6 + CON mod |
- | * HP each level up 1d6 + CON mod | + | * HP each level up 1D6 + CON mod |
* Armor allowed Light, shields | * Armor allowed Light, shields | ||
* Proficient weapons Simple, Martial | * Proficient weapons Simple, Martial | ||
* Ability proficiency DEX, INT | * Ability proficiency DEX, INT | ||
- | * Proficient checks: | + | * Skills: |
* Stealth | * Stealth | ||
* Deception | * Deception | ||
Line 30: | Line 30: | ||
* Traps | * Traps | ||
- | ===== Specialist | + | ===== Specialist |
==== Assassin ==== | ==== Assassin ==== | ||
Line 36: | Line 36: | ||
Assassins trained to kill by ambush and treachery. They may be brawling thugs, violent thieves, | Assassins trained to kill by ambush and treachery. They may be brawling thugs, violent thieves, | ||
- | You gain your proficiency bonus to Athletics, Lockpicking, | + | You gain the Athletics and Disguise |
- | === Assassin Archetype Features (choose | + | === Assassin Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === |
+ | * You gain proficiency with heavy armor. | ||
+ | * Gain Brewing and Poisoner skills. | ||
+ | * Score a critical hit on 18-20 if attacking with advantage. | ||
+ | * Gain advantage on all Disguise and Deception skill checks. | ||
+ | * Gain advantage on all Stealth skill checks. | ||
+ | * Tactician: Gain Tactics skill with advantage. | ||
+ | * Add +4 permanent hit points. | ||
+ | * Add +2D6 damage if attacking with advantage. | ||
+ | * Use a [[actions|Quick action]] to halve one attack, trap, or area damage against you. | ||
+ | * Add +4 to your maximum load. | ||
+ | * When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the round, whether you hit or not. | ||
+ | * Combat Reflexes: You may take two initiative cards and use the one you want. | ||
+ | * Savage Attacker: Once per round when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total. | ||
+ | * Silent Kill: if you attack from hiding with a dagger or strangling cord and hit, the target will be stunned and not cry out or attack until you miss an attack on a subsequent round. | ||
- | * Craft custom poison Stealth | ||
- | * Critical hits on an attack unseen by the target on an 18-20 | ||
- | * Gain advantage to stealth checks | ||
- | * Add +2D6 damage vs. an unaware target | ||
- | * The Assassin may use a quick action to hide following an attack | ||
==== Bard ==== | ==== Bard ==== | ||
Line 50: | Line 59: | ||
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. | 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 | + | You gain the Perform |
- | === Bard Archetype Features (choose | + | === Bard Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === |
- | * Immunity to enchantment, | + | * Gain any two skills. |
- | * Gain advantage to deception | + | * Gain advantage to all Persuasion and Deception skill checks. |
- | * Learn a number of languages equal to your Charisma score (not bonus) | + | * Learn a number of modern |
- | * Learn how to cast one cantrip from the arcane spell lists using CHA rather than INT | + | * Healing Song: Allies heal +1D8 HP per rest or they may remove a point of [[Stress|Stress or Exhaustion]] even if it is not a safe rest. |
- | * Healing song: allies heal +1d8 HP per rest | + | * Learn a number of ancient languages equal to your Charisma bonus. |
- | * May use spell scrolls as a spellcaster using CHA as their spellcasting attribute | + | * Born Leader: You gain advantage to any rolls for recruiting or retaining NPC retainers or henchmen, all retainer wages are 3/4 normal cost, and your retainers roll their morale checks at advantage. |
- | * Inspire Courage: Once per rest through | + | * Add +4 permanent hit points. |
+ | * Add +4 to your maximum load. | ||
+ | * Learn how to cast one cantrip | ||
+ | * Learn how to cast one cantrip and one first level spell from the divine spell lists using Charisma rather than Wisdom. | ||
+ | * Rote Caster: Learn how to use spell scrolls as a spellcaster using Charisma | ||
+ | * Inspire Courage: Once per rest through | ||
+ | * Spiritual Song: Grant immunity to spiritual possession and hypnosis magic effects to one's self and all within 10'. | ||
+ | ==== Thief ==== | ||
+ | Typically seen as shady and untrustworthy, | ||
+ | You gain the Acrobatics, Appraisal, Lockpicking, | ||
+ | === Thief Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === | ||
- | ====Venturer==== | + | * Gain any two skills. |
+ | * Score a critical hit on 18-20 if attacking with advantage. | ||
+ | * Gain advantage to all Lockpicking and Pickpocket skill checks. | ||
+ | * Gain advantage on all Stealth skill checks. | ||
+ | * Climber: Gain a natural climb speed equal to your movement speed. | ||
+ | * Tactician: Gain Tactics skill with advantage. | ||
+ | * Add +4 permanent hit points. | ||
+ | * Double daggers: if you are wielding a dagger in each hand, you get an attack with each dagger every attack action. | ||
+ | * Use a [[actions|Quick action]] to halve one attack, trap, or area damage against you. | ||
+ | * Add +4 to your maximum load. | ||
+ | * Combat Reflexes: You may take two initiative cards and use the one you want. | ||
+ | * Trap Sense: The GM should give the PC a check to detect any hidden traps they don't actively look for. The PC gains Advantage to all Traps checks they do look for, detect, and disarm. | ||
+ | * When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the round, whether you hit or not. | ||
- | A venturer travels the world in caravans or on ships seeking trading opportunities wherever they can be found. | ||
- | You gain proficiency bonus to Appraisal, Gambling, Insight and Either Riding or Occupation (sailor)checks | + | ====Venturer==== |
- | + | ||
- | === Venturer | + | |
- | * Choose any 3 skills | + | |
- | * Choose any 3 modern languages | + | |
- | * Advantage to Deception | + | |
- | * Never gets lost | + | |
- | * Automatic accurate appraisal of all non-magic goods | + | |
- | * Critical hit on 19-20 if attacking with advantage | + | |
- | * Can withdraw 5' from combat safely as a quick action | + | |
- | + | ||
- | ==== Thief ==== | + | |
- | + | ||
- | Typically seen as shady and untrustworthy, | + | |
- | You gain your proficiency bonus to Acrobatics, Appraisal, Lockpicker, Pickpocket, and Investigation. | + | A venturer travels the world in caravans or on ships seeking trading opportunities wherever they can be found. |
- | === Thief Archetype Features | + | You gain the Appraisal, Gambling, Medicine, Insight, Riding, Survival, Occupation |
- | | + | === Venturer Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === |
- | * Advantage to all Lockpicking checks | + | |
- | * Advantage | + | * Score a critical hit on 19-20 if attacking with advantage. |
- | * Gain a natural climb speed equal to your movement | + | * Gain advantage |
- | * Add +4 to your maximum load | + | * Learn a number of modern languages |
- | * Move at full speed while remaining hidden | + | * Born Navigator: Can't get lost, you always know which way is North, and you always know how many hours until sunset. |
- | * Dodge: All trap and area damage | + | * Can withdraw 5' from combat without drawing an attack of opportunity as a [[actions|Quick action]]. |
- | * Critical hit on 18-20 if attacking | + | * Commander: Use your movement |
+ | * Add +4 permanent hit points. | ||
+ | * Use a [[actions|Quick action]] to halve one attack, trap, or area damage against you. | ||
+ | * Add +4 to your maximum load. | ||
+ | * Master Fencer: when using an arming sword or scimitar, | ||
+ | * Automatic accurate appraisal of all non-magic goods. | ||
+ | * Cunning Combatant: you may use your Intelligence bonus in place of the listed attribute bonus with martial weapons. |
specialist.txt · Last modified: 2021/01/18 19:42 by dave