Specialist
You're sly, cunning, and precise. Stealth is your specialty, and you can bypass obstacles,
patrols, and locks better than anyone. You know skills to lead men, make deals, plan a heist, 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 |
1 | +2 | Starting HP, specialist equipment; Basic proficiencies from chosen archetype |
2 | +2 | Hide as a Quick action instead of an active action; Gain one skill |
3 | +2 | Gain one feature from your chosen archetype |
4 | +2 | Add +1 to an ability score of your choice; Draw 3 cards from the special features deck, choose 1 to apply |
5 | +3 | Gain one different feature from your chosen archetype |
6 | +3 | Add +1 to an ability score of your choice; Gain one skill |
7 | +3 | Gain one different feature from your chosen archetype |
8 | +3 | Add +1 to an ability score of your choice; Draw 3 cards from the special features deck, choose 1 to apply |
9 | +4 | Gain one different feature from your chosen archetype; Proficiency bonus is doubled for your class and archetype skill checks |
Specialist Basics
Starting HP 6 + CON mod
HP each level up 1D6 + CON mod
Armor allowed Light, shields
Proficient weapons Simple, Martial
Ability proficiency DEX, INT
Skills:
Stealth
Deception
Perception
Traps
Specialist Archetypes
Assassin
Assassins trained to kill by ambush and treachery. They may be brawling thugs, violent thieves, murderers-for-hire, or simply rogues with a taste for chaos and violence. While not as tough as warriors in a straight up fight, assassins get ways to fight dirty and hit their opponent where it hurts.
You gain the Athletics and Disguise skills.
Assassin Archetype Features (choose at 3rd, 5th, 7th, and 9th level)
You gain proficiency with heavy armor.
Gain Brewing and Poisoner skills.
Score a critical hit on 18-20 if attacking with advantage.
Gain advantage on all Disguise and Deception skill checks.
Gain advantage on all Stealth skill checks.
Tactician: Gain Tactics skill with advantage.
Add +4 permanent hit points.
Add +1D6/3 levels or fraction thereof damage when attacking unseen or unsuspected like from an ambush or as a disguised ally.
Use a
Quick action to halve one attack, trap, or area damage against you once per turn.
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 round, whether you hit or not.
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.
Bard
Bards are specialists who can sing, recite poetry, or play a group of instruments in a skilled manner. The greatest adventurers are known throughout history because of the epic poems and songs of their achievements. The most successful bards are those that recount these stories, and provide a witness to record the great doings of new generations of heroes. Many bards are adventuring champions in their own right, carrying a sword as well as a song. The legendary bards of the Celtic lands are said to have magical power in their songs to heal the wounded while the Skalds of the North are able to inspire courage in their comrades.
You gain the Perform and Persuasion skills and your choice of three areas of Lore. You know a number of modern languages equal to your Intelligence bonus.
Bard Archetype Features (choose at 3rd, 5th, 7th, and 9th level)
Gain any two skills.
Gain advantage to all Persuasion and Deception skill checks.
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 or Exhaustion even if it is not a safe rest.
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.
Add +4 permanent hit points.
Add +4 to your maximum load.
Learn how to cast one cantrip and one first level spell from the general arcane spell lists using Charisma rather than Intelligence.
Learn how to cast one cantrip and one first level spell from the divine spell lists using Charisma rather than Wisdom.
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 ten minutes.
Spiritual Song: Grant immunity to spiritual possession and hypnosis magic effects to one's self and all within 15'.
Thief
Typically seen as shady and untrustworthy, thieves are often valuable in a dungeon environment as scouts and trap finders because of their unique skills honed from their careers as burglars.
You gain the Acrobatics, Appraisal, Lockpicking, Pickpocket, and Investigation skills.
Thief Archetype Features (choose at 3rd, 5th, 7th, and 9th level)
Gain any two skills.
Score a critical hit on 18-20 if attacking with advantage.
Gain advantage to all Lockpicking and Pickpocket skill checks.
Gain advantage on all Stealth skill checks.
Climber: Gain a natural climb speed equal to your movement speed.
Tactician: Gain Tactics skill 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 round, whether you hit or not.
Venturer
A venturer travels the world in caravans or on ships seeking trading opportunities wherever they can be found. A venturer is a clever dealer with folk of all countries and a hardy cross-country traveler. They are merchants, messengers, and diplomats at home wherever they may find themselves.
You gain the Appraisal, Gambling, Medicine, Insight, Riding, Survival, Occupation (teamster) and Occupation (sailor) skills.
Venturer Archetype Features (choose at 3rd, 5th, 7th, and 9th level)
Gain any three skills.
Score a critical hit on 19-20 if attacking with advantage.
Gain advantage to all Persuasion and Insight skill checks.
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.
Can withdraw 5' from combat without drawing an attack of opportunity as a
Quick action.
Commander: Use your movement action to allow any ally within 60' to make a single attack.
Add +4 permanent hit points.
Use a
Quick action to halve one attack, trap, or area damage against you.
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.
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.