specialist
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revisionNext revisionBoth sides next revision | ||
specialist [2019/12/21 01:04] – [Bard] andrew | specialist [2019/12/21 23:08] – [Thief] andrew | ||
---|---|---|---|
Line 8: | Line 8: | ||
^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 quick action instead of an active action; |
|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 +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 | | ||
Line 47: | Line 47: | ||
* Add +4 permanent hit points. | * Add +4 permanent hit points. | ||
* Add +2D6 damage vs. an unaware target. | * Add +2D6 damage vs. an unaware target. | ||
- | * 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. | * 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. | * 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. | ||
+ | * Combat Reflexes: You may take two initiative cards and use the one you want. | ||
* 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. | ||
Line 84: | Line 84: | ||
=== Thief Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === | === Thief Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === | ||
- | * Advantage to all Appraisal checks | + | * Gain any two skills. |
- | * Advantage | + | * Score a critical hit on 18-20 if attacking with advantage. |
- | * 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 | + | * Gain advantage |
- | * Climber: Gain a natural climb speed equal to your movement speed | + | * Gain advantage on all Stealth skill checks. |
- | * Add +4 to your maximum load | + | * Climber: Gain a natural climb speed equal to your movement speed. |
- | * Move at full speed while remaining hidden | + | * Tactician: Gain Tactics skill with advantage. |
- | * Critical hit on 18-20 if attacking 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 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 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 | ||
- | * Double daggers: | ||
- | * Add +4 HP | ||
- | * Choose two skills | ||
Line 105: | Line 106: | ||
=== 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: use your movement action to allow any ally within 60' to make a free Active 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]].) | + | * Add +4 permanent hit points. |
- | * Commander: use your movement action to allow any ally within 60' to make a free Active Action | + | * Use a quick action to halve one attack, trap, or area damage against you. |
- | * 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 quick action. | * 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. |
specialist.txt · Last modified: 2021/01/18 19:42 by dave