specialist
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specialist [2019/12/21 03:56] – andrew | specialist [2020/02/12 14:50] – [Assassin] 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. 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. | + | 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|Hide as a quick action instead of an active action; Gain one skill | | + | |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|Gain one different feature from your chosen | |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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* You gain proficiency with heavy armor. | * You gain proficiency with heavy armor. | ||
* Gain Brewing and Poisoner skills. | * Gain Brewing and Poisoner skills. | ||
- | * Score a critical hit on an attack unseen by the target on an 18-20. | + | * Score a critical hit on 18-20 if attacking with advantage. |
* Gain advantage on all Disguise and Deception skill checks. | * Gain advantage on all Disguise and Deception skill checks. | ||
* Gain advantage on all Stealth skill checks. | * Gain advantage on all Stealth skill checks. | ||
* Tactician: Gain Tactics skill with advantage. | * Tactician: Gain Tactics skill with advantage. | ||
* Add +4 permanent hit points. | * Add +4 permanent hit points. | ||
- | * Add +2D6 damage | + | * Add +1D6/3 levels or fraction thereof |
- | * Use a quick action to halve one attack, trap, or area damage against you. | + | * Use a [[actions|Quick |
* 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 round, 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. | + | * 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. | * 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. | ||
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* Gain advantage to all Persuasion and Deception skill checks. | * Gain advantage to all Persuasion and Deception skill checks. | ||
* Learn a number of modern languages equal to your Charisma score (not bonus). | * Learn a number of modern languages equal to your Charisma score (not bonus). | ||
- | * Healing Song: Allies heal +1d8 HP per rest or they may remove a point of [[Stress|Stress or Exhaustion]] even if it is not a safe rest. | + | * Healing Song: Allies heal +1D8 HP per rest or they may remove a point of [[Stress|Stress or Exhaustion]] even if it is not a safe rest. |
* Learn a number of ancient languages equal to your Charisma bonus. | * Learn a number of ancient languages equal to your Charisma bonus. | ||
* 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. | * 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. | ||
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* Rote Caster: Learn how to use spell scrolls as a spellcaster using Charisma as the spellcasting attribute, and learn one ancient language of your choice. | * Rote Caster: Learn how to use spell scrolls as a spellcaster using Charisma as the spellcasting attribute, and learn one ancient language of your 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 checks 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. | ||
- | * Spiritual Song: Grant immunity to spiritual possession and hypnosis magic effects to one's self and all within | + | * Spiritual Song: Grant immunity to spiritual possession and hypnosis magic effects to one's self and all within |
==== Thief ==== | ==== Thief ==== | ||
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* Add +4 permanent hit points. | * 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. | * 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. | + | * Use a [[actions|Quick |
* Add +4 to your maximum load. | * 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. | * 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 round, whether you hit or not. |
====Venturer==== | ====Venturer==== | ||
- | A venturer travels the world in caravans or on ships seeking trading opportunities wherever they can be found. | + | 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. | You gain the Appraisal, Gambling, Medicine, Insight, Riding, Survival, Occupation (teamster) and Occupation (sailor) skills. | ||
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* Learn a number of modern languages equal to your Intelligence bonus. | * Learn a number of modern languages equal to your Intelligence bonus. | ||
* Born Navigator: Can't get lost, you always know which way is North, and you always know how many hours until sunset. | * Born Navigator: Can't get lost, you always know which way is North, and you always know how many hours until sunset. | ||
- | * Can withdraw 5' from combat without drawing an attack of opportunity as a quick action. | + | * Can withdraw 5' from combat without drawing an attack of opportunity as a [[actions|Quick |
- | * Commander: | + | * Commander: |
* Add +4 permanent hit points. | * Add +4 permanent hit points. | ||
- | * Use a quick action to halve one attack, trap, or area damage against you. | + | * Use a [[actions|Quick |
* Add +4 to your maximum load. | * Add +4 to your maximum load. | ||
- | * 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 [[actions|Quick |
* Automatic accurate appraisal of all non-magic goods. | * 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. | * 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