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specialist [2019/12/11 22:12] – [Thief] andrewspecialist [2019/12/17 21:40] andrew
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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 cord and hit, the target will be stunned and not cry out or attack until you miss an attack on a subsequent round.+  * 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 ====
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   * 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 [[[[languages#modern_languages|modern 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 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 
 +  * 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#ancient_languages|ancient  language]] of their choice   * 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 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 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
  
  
  
  
-====Venturer==== 
  
-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 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 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:  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 ====
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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:  if you are wielding a dagger in each hand, you get an attack with each dagger every attack action.+  * Double daggers:  if you are wielding a dagger in each hand, you get an attack with each dagger every attack action. 
 +  * 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.  A venturer is a clever dealer with folk of all countries and a hardy cross-country traveler. 
 + 
 +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:  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.
specialist.txt · Last modified: 2021/01/18 19:42 by dave