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specialist

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Specialist

You’re sly, cunning, and precise. Stealth is your specialty, and you can bypass obstacles, patrols, and locks better than anyone.

Level Proficiency Bonus Class Features
1+2Starting HP, specialist equipment; Basic proficiencies from chosen archetype
2+2Try to stealth as a quick action instead of an active action; choose any 1 skill
3+2Gain one feature from your chosen archetype
4+2Add +2 to an ability score of your choice, or add +1 to two scores; Draw 3 cards from the special features deck, choose 1 to apply
5+3Gain one different feature from your chosen archetype
6+3 Add +2 to an ability score of your choice, or add +1 to two scores
7+3Gain one different feature from your chosen archetype
8+3Add +2 to an ability score of your choice, or add +1 to two scores; Draw 3 cards from the special features deck, choose 1 to apply
9+4Proficiency bonus is doubled for your archetype checks; Gain one different feature from your chosen archetype

Specialist Basics

  • Starting HP 4 + 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.

You gain the Athletics and Disguise skills.

Assassin Archetype Features (choose at 3rd, 5th, 7th, and 9th level)

  • Gain Poisoner skill
  • Advantage to Disguise checks
  • Critical hits on an attack unseen by the target on an 18-20
  • Gain advantage to Stealth checks
  • Add +2D6 damage vs. an unaware target
  • Use a quick action to hide following an attack
  • 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
  • Move at full speed while remaining hidden
  • Use a quick action to halve one attack, trap, or area damage against you
  • 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.
  • Proficiency with heavy armor
  • 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 INT bonus.

Bard Archetype Features (choose at 3rd, 5th, 7th, and 9th level)

  • Immunity to enchantment, possession, and charm effects to one's self and all within 10'
  • Gain advantage to persuasion and deception checks
  • Learn a number of modern languages equal to your Charisma score (not bonus)
  • Learn a number of ancient languages equal to your Charisma bonus
  • Learn how to cast one cantrip and one first level spell from the general arcane spell lists using CHA rather than INT
  • Learn how to cast one cantrip and one first level spell from the divine spell lists using CHA rather than WIS
  • Healing song: Allies heal +1d8 HP per rest
  • Soothing song: During a rest, allies may make a WIS check to remove a point of Stress or Exhaustion
  • May use spell scrolls as a spellcaster using CHA as their spellcasting attribute, and they may learn one ancient language of their 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
  • Choose any two skills
  • Advantage to any rolls for recruiting or retaining NPC retainers or henchmen, and all retainer wages are 4/5 normal cost

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.

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)

  • Choose any three skills
  • Choose any three modern languages
  • Advantage to Deception and Persuasion
  • Can't get lost and you always know how many hours until sunset
  • Automatic accurate appraisal of all non-magic goods
  • Critical hit on 19-20 if attacking with advantage
  • Can withdraw 5' from combat safely as a quick action
  • Any Supply costs are one lower, but not lower than one when resupplying (e.g. antitoxin costs 4 supply, rather than the normal 5 supply, but arrows remain a cost of 1 supply.)
  • Commander: use your movement action to allow any ally within 60' to make a free Active Action
  • Use a quick action to hide
  • Cunning Swordsman: you may use your INT bonus in place of your STR/DEX bonus with martial weapons.
  • 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.

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)

  • Advantage to all Appraisal checks
  • Advantage to all Lockpicking and Pickpocket checks
  • 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
  • Climber: Gain a natural climb speed equal to your movement speed
  • Add +4 to your maximum load
  • Move at full speed while remaining hidden
  • Critical hit on 18-20 if attacking with advantage
  • 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.
  • Use a quick action to halve one attack, trap, or area damage against you
  • Double daggers: if you are wielding a dagger in each hand, you get an attack with each dagger every attack action.
  • Add +4 HP
  • Choose two skills
specialist.1576614852.txt.gz · Last modified: 2019/12/17 20:34 by andrew