specialist
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specialist [2019/12/27 15:18] – [Specialist Basics] andrew | specialist [2020/02/12 14:50] – [Assassin] andrew | ||
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^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 | ||
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* Starting HP 6 + 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 |
- | * 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. |
* Combat Reflexes: You may take two initiative cards and use the one you want. | * 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 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. | * 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