specialist
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specialist [2019/12/10 19:49] – [Venturer] andrew | specialist [2019/12/21 23:08] – [Thief] andrew | ||
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- | 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 knows 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 quick action instead of an active action; |
|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|Gain one different feature from your chosen |
===== Specialist Basics ===== | ===== Specialist Basics ===== | ||
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* Traps | * Traps | ||
- | ===== Specialist | + | ===== Specialist |
==== Assassin ==== | ==== Assassin ==== | ||
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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) === |
+ | * You gain proficiency with heavy armor. | ||
+ | * Gain Brewing and Poisoner skills. | ||
+ | * Score a critical hit on an attack unseen by the target on an 18-20. | ||
+ | * 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 vs. an unaware target. | ||
+ | * Use a 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 turn, whether you hit or not. | ||
+ | * Combat Reflexes: You may take two initiative cards and use the one you want. | ||
+ | * Savage Attacker: Once per turn 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. | ||
- | * Gain Poisoner skill | ||
- | * Advantage to disguise checks | ||
- | * 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 | ||
- | * 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 ==== | ||
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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 and one first level spell 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. |
- | * Learn how to cast one cantrip and one first level spell from the divine spell lists using CHA rather than WIS | + | * Learn a number of ancient languages equal to your Charisma bonus. |
- | * Healing song: allies heal +1d8 HP per rest | + | * 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. |
- | * May use spell scrolls as a spellcaster using CHA as their spellcasting attribute | + | * Add +4 permanent hit points. |
- | * 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 | + | * Add +4 to your maximum load. |
+ | * 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 Charisma | ||
+ | * Rote Caster: Learn how to use spell scrolls as a spellcaster using Charisma | ||
+ | * 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 checks | ||
+ | * 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) === | ||
+ | |||
+ | * 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 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 turn, whether you hit or not. | ||
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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 | + | * Gain any three skills. |
- | * Choose any 3 modern languages | + | * Score a critical hit on 19-20 if attacking with advantage. |
- | * Advantage | + | * Gain advantage |
- | * Never gets lost | + | * Learn a number |
- | * Automatic accurate appraisal | + | * Born Navigator: Can't get lost, you always know which way is North, and you always know how many hours until sunset. |
- | * Critical hit on 19-20 if attacking with advantage | + | * Can withdraw 5' from combat |
- | * Can withdraw 5' from combat | + | * Commander: use your movement action |
- | * Can spend [[Supply]] | + | * Add +4 permanent hit points. |
- | + | * Use a quick action | |
- | ==== Thief ==== | + | * Add +4 to your maximum load. |
- | + | * Master Fencer: when using an arming sword or scimitar, | |
- | Typically seen as shady and untrustworthy, | + | * Automatic accurate appraisal of all non-magic goods. |
- | + | * Cunning Combatant: | |
- | You gain your proficiency bonus to Acrobatics, Appraisal, Lockpicking, | + | |
- | + | ||
- | === 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 | + | |
- | * 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