specialist
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specialist [2019/12/11 14:43] – [Bard] andrew | specialist [2019/12/13 16:44] – [Venturer] andrew | ||
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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 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) === | ||
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* 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 | ||
+ | * 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 ==== | ||
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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 at 3rd, 5th, 7th, and 9th level) === | === Bard Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === | ||
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* Immunity to enchantment, | * Immunity to enchantment, | ||
* Gain advantage to deception checks | * Gain advantage to deception checks | ||
- | * Learn a number of modern languages equal to your Charisma score (not bonus) | + | * Learn a number of [[[[languages# |
* Learn a number of [[languages# | * Learn a number of [[languages# | ||
* 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 | ||
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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 at 3rd, 5th, 7th, and 9th level) === | === 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 [[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 | ||
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* 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 | ||
- | * Any [[Supply]] costs are one lower, but not lower than one when resupplying (e.g. antitoxin costs 5 [[supply]], | + | * Any [[Supply]] costs are one lower, but not lower than one when resupplying (e.g. antitoxin costs 4 [[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: | ||
+ | * 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 ==== | ||
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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 at 3rd, 5th, 7th, and 9th level) === | === Thief Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === | ||
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* 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: |
specialist.txt · Last modified: 2021/01/18 19:42 by dave