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 [2019/12/10 19:49] – [Venturer] andrew | specialist [2019/12/11 22:12] – [Thief] andrew | ||
---|---|---|---|
Line 11: | Line 11: | ||
|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 +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 | | ||
- | |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 +2 to an ability score of your choice, or add +1 to two scores| | ||
|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 +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 | | ||
- | |9|+4|Proficiency bonus is doubled for your archetype checks | | + | |9|+4|Proficiency bonus is doubled for your archetype checks; Gain one different feature from your chosen |
===== Specialist Basics ===== | ===== Specialist Basics ===== | ||
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 Athletics, Lockpicking, | + | You gain the Athletics and Disguise skills. |
- | === Assassin Archetype Features (choose | + | === Assassin Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === |
* Gain Poisoner skill | * Gain Poisoner skill | ||
- | * Advantage to disguise | + | * Advantage to Disguise |
* 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 | + | * Gain advantage to Stealth |
* 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 | + | * 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 | * 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 | ||
+ | * Use a quick action to halve one attack, trap, or area damage against you | ||
+ | * Silent Kill: if you attack from hiding with a dagger or straggling cord and hit, the target will be stunned and not cry out or attack until you miss an attack on a subsequent round. | ||
==== Bard ==== | ==== Bard ==== | ||
Line 52: | Line 54: | ||
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, | + | * Immunity to enchantment, |
- | * Gain advantage to deception checks | + | * Gain advantage to deception checks |
- | * Learn a number of languages equal to your Charisma score (not bonus) | + | * Learn a number of [[[[languages# |
- | * Learn how to cast one cantrip and one first level spell from the arcane spell lists using CHA rather than INT | + | * Learn a number of [[languages# |
+ | * Learn how to cast one cantrip and one first level spell from the general | ||
* Learn how to cast one cantrip and one first level spell from the divine spell lists using CHA rather than WIS | * 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 | + | * May use spell scrolls as a spellcaster using CHA as their spellcasting attribute, and they may learn one [[languages# |
* 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. | * 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. | ||
Line 72: | Line 75: | ||
A venturer travels the world in caravans or on ships seeking trading opportunities wherever they can be found. | 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, Medicine, Insight, Riding, Survival, Occupation (teamster) and Occupation (sailor)checks | + | You gain the Appraisal, Gambling, Medicine, Insight, Riding, Survival, Occupation (teamster) and Occupation (sailor) |
- | === Venturer Archetype Features (choose | + | === Venturer Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === |
- | * Choose any 3 skills | + | * Choose any three skills |
- | * Choose any 3 modern languages | + | * Choose any three modern |
- | * Advantage to Deception | + | * Advantage to Deception |
- | * Never gets lost | + | * Can't get lost and you always know how many hours until sunset |
* Automatic accurate appraisal of all non-magic goods | * Automatic accurate appraisal of all non-magic goods | ||
* Critical hit on 19-20 if attacking with advantage | * Critical hit on 19-20 if attacking with advantage | ||
* Can withdraw 5' from combat safely as a quick action | * Can withdraw 5' from combat safely as a quick action | ||
- | * Can spend [[Supply]] to do field repairs | + | * Any [[Supply]] |
+ | * Commander: use your movement action to allow any ally within 60' | ||
+ | * Use a quick action | ||
+ | * Cunning Swordsman: | ||
+ | * Master Fencer: when using an arming sword or scimitar, and facing an opponent with any 1-handed weapon, you can disarm your enemy instead of doing damage on a hit, and then may attack again or kick away the weapon as a quick action. | ||
==== Thief ==== | ==== Thief ==== | ||
Line 88: | Line 95: | ||
Typically seen as shady and untrustworthy, | Typically seen as shady and untrustworthy, | ||
- | You gain your proficiency bonus to Acrobatics, Appraisal, Lockpicking, | + | You gain the Acrobatics, Appraisal, Lockpicking, |
- | === Thief Archetype Features (choose | + | === Thief Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === |
* Advantage to all Appraisal checks | * Advantage to all Appraisal checks | ||
- | * Advantage to all Lockpicking checks | + | * Advantage to all Lockpicking |
- | * Advantage to all Traps checks | + | * 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 |
- | * Gain a natural climb speed equal to your movement speed | + | * Climber: |
* Add +4 to your maximum load | * Add +4 to your maximum load | ||
* Move at full speed while remaining hidden | * Move at full speed while remaining hidden | ||
- | * Dodge: All trap and area damage is halved | ||
* Critical hit on 18-20 if attacking with advantage | * 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. | * 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. | ||
+ | * Use a quick action to halve one attack, trap, or area damage against you | ||
+ | * double daggers: |
specialist.txt · Last modified: 2021/01/18 19:42 by dave