specialist
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specialist [2019/12/27 23:22] – [Specialist] andrew | specialist [2020/02/11 19:24] – [Specialist Basics] andrew | ||
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|2|+2|Hide as a [[actions|Quick action]] instead of an active action; Gain one [[skills|skill]] | | |2|+2|Hide as a [[actions|Quick action]] instead of an active action; Gain one [[skills|skill]] | | ||
|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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* Use a [[actions|Quick action]] to halve one attack, trap, or area damage against you. | * Use a [[actions|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 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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* 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. |
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* 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 [[actions|Quick action]]. | * Can withdraw 5' from combat without drawing an attack of opportunity as a [[actions|Quick action]]. | ||
- | * Commander: | + | * Commander: |
* Add +4 permanent hit points. | * Add +4 permanent hit points. | ||
* Use a [[actions|Quick action]] to halve one attack, trap, or area damage against you. | * Use a [[actions|Quick action]] to halve one attack, trap, or area damage against you. |
specialist.txt · Last modified: 2021/01/18 19:42 by dave