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 [2020/02/11 19:24] – [Specialist Basics] andrew | specialist [2020/02/12 14:50] – [Assassin] andrew | ||
---|---|---|---|
Line 41: | Line 41: | ||
* 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 [[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. | ||
Line 66: | Line 66: | ||
* 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. | ||
Line 75: | Line 75: | ||
* 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 ==== | ||
Line 101: | Line 101: | ||
====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. |
specialist.txt · Last modified: 2021/01/18 19:42 by dave