specialist
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specialist [2019/12/11 17:16] – dave | specialist [2019/12/21 01:01] – [Specialist] 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. |
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|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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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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* 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 | ||
- | * Silent Kill: if you attack from hiding with a dagger or straggling | + | |
+ | * Proficiency with heavy armor | ||
+ | | ||
==== 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) === | ||
* Immunity to enchantment, | * Immunity to enchantment, | ||
- | * Gain advantage to deception checks | + | * Gain advantage to persuasion and deception checks |
* Learn a number of [[[[languages# | * 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 | ||
* 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 | + | * Healing song: Allies |
+ | * Soothing song: During a rest, allies may make a WIS check to remove a point of Stress or Exhaustion | ||
* May use spell scrolls as a spellcaster using CHA as their spellcasting attribute, and they may learn one [[languages# | * 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 | + | * 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 |
+ | * 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 | ||
- | ====Venturer==== | ||
- | 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 | ||
- | |||
- | === Venturer Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === | ||
- | * Choose any 3 skills | ||
- | * Choose any 3 modern [[languages]] | ||
- | * Advantage to Deception and Persuasion | ||
- | * Can't get lost and you always know how many hours until sunset | ||
- | * 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 | ||
- | * Any [[Supply]] costs are one lower, but not lower than one when resupplying (e.g. antitoxin costs 5 [[supply]], but it costs 4 [[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 | ||
- | * 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 | + | * Double |
+ | * Add +4 HP | ||
+ | * Choose two skills | ||
+ | |||
+ | |||
+ | ====Venturer==== | ||
+ | |||
+ | A venturer travels the world in caravans or on ships seeking trading opportunities wherever they can be found. | ||
+ | |||
+ | 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) === | ||
+ | * Choose any three skills | ||
+ | * Choose any three modern [[languages]] | ||
+ | * Advantage to Deception and Persuasion | ||
+ | * Can't get lost and you always know how many hours until sunset | ||
+ | * 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 | ||
+ | * 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 | ||
+ | * 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. |
specialist.txt · Last modified: 2021/01/18 19:42 by dave