User Tools

Site Tools


specialist

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Next revisionBoth sides next revision
specialist [2019/12/11 03:46] – [Venturer] andrewspecialist [2019/12/17 20:31] – [Bard] andrew
Line 36: Line 36:
 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 Athletics and Disguise skills.+You gain the Athletics and Disguise skills.
  
 === Assassin Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === === Assassin Archetype Features (choose at 3rd, 5th, 7th, and 9th level) ===
Line 47: Line 47:
   * 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
 +  * Move at full speed while remaining hidden
   * Use a quick action to halve one attack, trap, or area damage against you   * Use a quick action to halve one attack, trap, or area damage against you
 +  * 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.
 +  * Proficiency with heavy armor
 +  * 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.
  
 ==== Bard ==== ==== Bard ====
Line 53: Line 57:
 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 PerformPersuasionand your choice of Lore Skills checksA bard starts knowing a number of extra languages equal to their INT bonus.+You gain the Perform and Persuasion skills and your choice of three areas of Lore. You know a number of modern languages equal to your INT bonus.
  
 === Bard Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === === Bard Archetype Features (choose at 3rd, 5th, 7th, and 9th level) ===
  
   * Immunity to enchantment, possession, and charm effects to one's self and all within 10'   * Immunity to enchantment, possession, and charm effects to one's self and all within 10'
-  * Gain advantage to deception checks  +  * Gain advantage to persuasion and deception checks  
-  * Learn a number of spoken languages equal to your Charisma score (not bonus)+  * Learn a number of [[[[languages#modern_languages|modern languages]] equal to your Charisma score (not bonus) 
 +  * Learn a number of [[languages#ancient_languages|ancient  languages]] equal to your Charisma bonus
   * Learn how to cast one cantrip and one first level spell from the general arcane spell lists using CHA rather than INT   * Learn how to cast one cantrip and one first level spell from the general 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   * 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 +  * Soothing song: During a rest, allies may make a WIS check to remove a point of Stress or Exhaustion 
-  * 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.+  * May use spell scrolls as a spellcaster using CHA as their spellcasting attribute, and they may learn one [[languages#ancient_languages|ancient  language]] of their choice 
 +  * 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 against magical fear for the duration of a single battle 
 +  * Choose any two skills 
 +  * Advantage to any rolls for recruiting or retaining NPC retainers or henchmen, and all retainer wages are 4/5 normal cost
  
  
Line 73: Line 81:
 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, Medicine, Insight, Riding, Survival, Occupation (teamster) and Occupation (sailor)checks+You gain the Appraisal, Gambling, Medicine, Insight, Riding, Survival, Occupation (teamster) and Occupation (sailor) skills.
  
 === Venturer Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === === Venturer Archetype Features (choose at 3rd, 5th, 7th, and 9th level) ===
-  * Choose any skills +  * Choose any three skills 
-  * Choose any modern languages+  * Choose any three modern [[languages]]
   * Advantage to Deception and Persuasion   * Advantage to Deception and Persuasion
   * Can't get lost and you always know how many hours until sunset   * Can't get lost and you always know how many hours until sunset
Line 83: Line 91:
   * 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
-  * Rolls at advantage to do field repairs to equipment, and any [[Supply]] costs are one lower, but not lower than one+  * Any [[Supply]] costs are one lower, but not lower than one when resupplying (e.g. antitoxin costs 4 [[supply]], rather than the normal 5 [[supply]], but arrows remain a cost of 1 [[supply]].)
   * Commander: use your movement action to allow any ally within 60' to make a free Active Action   * Commander: use your movement action to allow any ally within 60' to make a free Active Action
   * Use a quick action to hide    * Use a quick action to hide 
 +  * Cunning Swordsman:  you may use your INT bonus in place of your STR/DEX bonus with martial weapons.
 +  * 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 91: Line 101:
 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.  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 the Acrobatics, Appraisal, Lockpicking, Pickpocket, and Investigation skills.
  
 === Thief Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === === Thief Archetype Features (choose at 3rd, 5th, 7th, and 9th level) ===
Line 104: Line 114:
   * 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   * Use a quick action to halve one attack, trap, or area damage against you
 +  * double daggers:  if you are wielding a dagger in each hand, you get an attack with each dagger every attack action.
specialist.txt · Last modified: 2021/01/18 19:42 by dave