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specialist [2019/12/17 02:11] – [Assassin] andrewspecialist [2019/12/21 01:03] – [Assassin] andrew
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-Youre 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  archetype | |7|+3|Gain one different feature from your chosen  archetype |
 |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; Gain one different feature from your chosen  archetype |+|9|+4|Gain one different feature from your chosen  archetype; Proficiency bonus is doubled for your class and archetype skill checks |
  
 ===== Specialist Basics ===== ===== Specialist Basics =====
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 === Assassin Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === === Assassin Archetype Features (choose at 3rd, 5th, 7th, and 9th level) ===
- +  * You gain proficiency with heavy armor. 
-  * Gain Poisoner skill +  * Gain Brewing and Poisoner skills. 
-  * Advantage to Disguise checks  +  * Score a critical hit on an attack unseen by the target on an 18-20. 
-  * Critical hits on an attack unseen by the target on an 18-20 +  * Gain advantage on all Disguise and Deception skill checks. 
-  * Gain advantage to Stealth checks +  * Gain advantage on all Stealth skill checks
-  * Add +2D6 damage vs. an unaware target +  * Tactician: Gain Tactics skill with advantage. 
-  * Use a quick action to hide following an attack +  * Add +4 permanent hit points. 
-  * 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 +  * Add +2D6 damage vs. an unaware target. 
-  * Move at full speed while remaining hidden +  * Use a quick action to hide
-  * 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. 
 +  * 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.
   * 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.   * 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.   * 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 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. 
  
 ==== 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