specialist
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specialist [2019/12/17 02:12] – [Assassin] andrew | specialist [2020/02/11 20:34] – [Bard] 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 know 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. |
^Level^ Proficiency Bonus^ Class Features^ | ^Level^ Proficiency Bonus^ Class Features^ | ||
|1|+2|Starting HP, [[equipment# | |1|+2|Starting HP, [[equipment# | ||
- | |2|+2|Try to stealth | + | |2|+2|Hide as a [[actions|Quick |
|3|+2|Gain one feature from your chosen archetype| | |3|+2|Gain one feature from your chosen archetype| | ||
- | |4|+2|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 | | + | |4|+2|Add +1 to an ability score of your choice; Draw 3 cards from the [[special features|special features deck]], choose 1 to apply | |
|5|+3|Gain one different feature from your chosen | |5|+3|Gain one different feature from your chosen | ||
- | |6|+3| Add +2 to an ability score of your choice, or add +1 to two scores| | + | |6|+3|Add +1 to an ability score of your choice; Gain one skill| |
|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 +1 to an ability score of your choice; 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 ===== | ||
- | * Starting HP 4 + CON mod | + | * Starting HP 6 + CON mod |
- | * HP each level up 1d6 + CON mod | + | * HP each level up 1D6 + CON mod |
* Armor allowed Light, shields | * Armor allowed Light, shields | ||
* Proficient weapons Simple, Martial | * Proficient weapons Simple, Martial | ||
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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 Brewing and Poisoner skills. | ||
+ | * Score a critical hit on 18-20 if attacking with advantage. | ||
+ | * Gain advantage on all Disguise and Deception skill checks. | ||
+ | * Gain advantage on all Stealth skill checks. | ||
+ | * Tactician: Gain Tactics skill with advantage. | ||
+ | * Add +4 permanent hit points. | ||
+ | * Add +2D6 damage if attacking with advantage. | ||
+ | * Use a [[actions|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 round, whether you hit or not. | ||
+ | * Combat Reflexes: You may take two initiative cards and use the one you want. | ||
+ | * Savage Attacker: Once per round 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. | ||
- | * Gain Poisoner skill | ||
- | * Advantage to Disguise checks | ||
- | * Critical hits on an attack unseen by the target on an 18-20 | ||
- | * Gain advantage to Stealth checks | ||
- | * Add +2D6 damage vs. an unaware target | ||
- | * 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 | ||
- | * Move at full speed while remaining hidden | ||
- | * 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. | ||
- | * Double daggers: if you are wielding a dagger in each hand, you get an attack with each dagger every attack action. | ||
- | * 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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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 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. | + | 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 Intelligence |
=== 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, | + | * Gain any two skills. |
- | * Gain advantage to deception | + | * Gain advantage to all Persuasion and Deception skill checks. |
- | * Learn a number of [[[[languages# | + | * Learn a number of modern languages equal to your Charisma score (not bonus). |
- | * Learn a number | + | * Healing Song: Allies heal +1D8 HP per rest or they may remove |
- | * Learn how to cast one cantrip and one first level spell from the general arcane spell lists using CHA rather than INT | + | * Learn a number of ancient languages |
- | * Learn how to cast one cantrip and one first level spell from the divine spell lists using CHA rather than WIS | + | * Born Leader: You gain advantage to any rolls for recruiting or retaining NPC retainers or henchmen, all retainer wages are 3/4 normal cost, and your retainers roll their morale checks at advantage. |
- | * Healing song: allies heal +1d8 HP per rest | + | * Add +4 permanent hit points. |
- | * May use spell scrolls as a spellcaster using CHA as their spellcasting attribute, and they may learn one [[languages# | + | * Add +4 to your maximum load. |
- | * 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 | + | * Learn how to cast one cantrip and one first level spell from the general arcane spell lists using Charisma |
+ | * Learn how to cast one cantrip and one first level spell from the divine spell lists using Charisma | ||
+ | * Rote Caster: Learn how to use spell scrolls as a spellcaster using Charisma | ||
+ | * 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 | ||
+ | * Spiritual Song: Grant immunity to spiritual possession and hypnosis magic effects to one's self and all within 10'. | ||
+ | ==== Thief ==== | ||
+ | Typically seen as shady and untrustworthy, | ||
+ | You gain the Acrobatics, Appraisal, Lockpicking, | ||
+ | |||
+ | === Thief Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === | ||
+ | |||
+ | * Gain any two skills. | ||
+ | * Score a critical hit on 18-20 if attacking with advantage. | ||
+ | * Gain advantage to all Lockpicking and Pickpocket skill checks. | ||
+ | * Gain advantage on all Stealth skill checks. | ||
+ | * Climber: Gain a natural climb speed equal to your movement speed. | ||
+ | * Tactician: Gain Tactics skill with advantage. | ||
+ | * Add +4 permanent hit points. | ||
+ | * Double daggers: if you are wielding a dagger in each hand, you get an attack with each dagger every attack action. | ||
+ | * Use a [[actions|Quick action]] to halve one attack, trap, or area damage against you. | ||
+ | * Add +4 to your maximum load. | ||
+ | * Combat Reflexes: You may take two initiative cards and use the one you want. | ||
+ | * Trap Sense: The GM should give the PC a check to detect any hidden traps they don't actively look for. The PC gains Advantage to all Traps checks they do look for, detect, and disarm. | ||
+ | * When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the round, whether you hit or not. | ||
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=== Venturer Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === | === Venturer Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === | ||
- | * Choose | + | * Gain any three skills. |
- | * Choose any three modern [[languages]] | + | * Score a critical hit on 19-20 if attacking with advantage. |
- | * Advantage | + | * Gain advantage |
- | * Can't get lost and you always know how many hours until sunset | + | * Learn a number of modern languages equal to your Intelligence bonus. |
- | * Automatic accurate appraisal of all non-magic goods | + | * Born Navigator: |
- | * Critical hit on 19-20 if attacking with advantage | + | * Can withdraw 5' from combat |
- | * Can withdraw 5' from combat | + | * Commander: |
- | * 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]].) | + | * Add +4 permanent hit points. |
- | * Commander: | + | * Use a [[actions|Quick |
- | * Use a quick action to hide | + | * Add +4 to your maximum load. |
- | * 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 [[actions|Quick |
- | * 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. | + | * Automatic accurate appraisal of all non-magic goods. |
- | + | * Cunning Combatant: you may use your Intelligence bonus in place of the listed attribute bonus with martial weapons. | |
- | ==== Thief ==== | + | |
- | + | ||
- | Typically seen as shady and untrustworthy, | + | |
- | + | ||
- | You gain the Acrobatics, Appraisal, Lockpicking, | + | |
- | + | ||
- | === Thief Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === | + | |
- | + | ||
- | * Advantage to all Appraisal checks | + | |
- | * Advantage to all Lockpicking and Pickpocket checks | + | |
- | * Trap Sense: The GM should give the PC a check to detect any hidden traps they don't actively look for. The PC gains Advantage to all Traps checks they do look for, detect, and disarm | + | |
- | * Climber: Gain a natural climb speed equal to your movement speed | + | |
- | * Add +4 to your maximum load | + | |
- | * Move at full speed while remaining hidden | + | |
- | * Critical hit on 18-20 if attacking with advantage | + | |
- | * 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 | + | |
- | * double daggers: | + |
specialist.txt · Last modified: 2021/01/18 19:42 by dave