Advanced Palate
Requires proficiency in cook’s utensils or brewer’s supplies
Whenever you take a short rest, you and up to 6 allies can enjoy a quick meal prepared by you. When they do, any hit dice they use during that rest count as if they had rolled their maximum. Once you use this feature, you must finish a long rest before you can use it again.
During a long rest, you prepare incredible food or drinks for you and your party using minimal ingredients. Up to 6 creatures you choose can enjoy your food or drink. For the next 24 hours, anyone who benefited from your prepared meal can choose to succeed a failed saving throw a number of times equal to half your proficiency bonus.
Arcane Fletcher
Requires proficiency in carpenter’s tools, tinker’s tools, or woodcarver’s tools
Whenever you take a long rest, you may spend 1 hour creating a number of elemental arrows or bolts. You must have access to your chosen tools and 25 gp for each arrow created. The maximum number of magical arrows you can create is equal to twice your proficiency bonus.
You choose the damage type from either fire, cold, lightning, acid, or poison. The arrows deal an additional 1d4 damage of the chosen type. All arrows created this way lose their potency if you use this feature again.
At 12th level, the additional damage increases to 1d6.
Demolitions Expert
Requires proficiency in alchemist’s supplies
Once per day after finishing a long rest, you can spend one hour working with your chosen tools to create a special concoction or infusion using materials harvested or found in the field. You must have access to your tools during this time. As you gain levels, you learn how to create a more powerful item, as shown on the table below. This creation becomes inert after 24 hours. See the Core Rules for more information on the items below.
Level 1 — Alchemist’s fire
Level 5 — Bomb
Level 11 — Grenade
Expert Armorsmith
Requires proficiency in smith’s tools or leatherworker’s tools
Your advanced knowledge of your craft allows you to barter and talk shop with others in your profession, you gain proficiency in Charisma checks you make when speaking with armorsmiths. Additionally, you can identify the make, origin, and traits of any set of armor if you spend 1 minute examining it.
Whenever you take a long rest, you are able to improve one piece of non-magical armor for you or an ally. You must spend 1 hour to do so, and have access to your tools and at least 100 gp worth of metal, leather, or other materials.
You may choose one of the following damage types: fire, cold, lightning, acid, or poison. The armor grants its wearer resistance to that damage type until you use this feature again.
Starting at 12th level, your smithing skills now grant immunity instead of resistance to the chosen damage type.
Expert Bowyer
Requires proficiency in carpenter’s tools or woodcarver’s tools
Your advanced knowledge of your craft allows you to barter and talk shop with others in your profession, you gain proficiency in Charisma checks you make when speaking to professional archers or bowyers. Additionally, you can identify the make, origin, and traits of any ranged weapon if you spend 1 minute examining it.
During a long rest, you may spend 1 hour and 100 gp worth of supplies while working with your tools to tune up a non-magical ranged weapon. You increase the long range of that weapon by an amount equal to 10 × your proficiency bonus and no longer have disadvantage when firing your weapon at long range.
Additionally, the weapon now scores a critical hit on a 19 or 20. The improvements last until you use this feature again.
Expert Weaponsmith
Requires proficiency in smith’s tools
Your advanced knowledge of your craft allows you to barter and talk shop with others in your profession, you gain proficiency in Charisma checks you make when speaking with weaponsmiths. Additionally, you can identify the make, origin, and traits of any melee weapon if you spend 1 minute examining it.
Whenever you take a long rest, you are able to improve one non-magical melee weapon for you or an ally. You must spend 1 hour to do so, and have access to your tools and at least 100 gp worth of metal or other materials. The improvement you grant is equal to one half your proficiency bonus (rounded down). For example, at level 5, with a proficiency bonus of +3, you may make a +1 weapon. The improvement lasts until you use this feature again.
Investigative Mind
Requires proficiency in exorcist’s kit, vampire hunter’s case, or investigator’s kit
Increase your Intelligence score by 1, to a maximum of 20. You gain proficiency in the Intelligence (Investigation) Skill, and your proficiency bonus is doubled for any ability check you make that uses that proficiency.
When you are investigating an area, object, or creature, you can ask the Game Master a number of questions equal to your proficiency bonus. The Game Master must give a truthful reply, but will only respond with “Yes,” “No,” or “Unknown” if the answer to the question is unknowable or impossible for mortal
investigators to deduce. Once you ask questions about an object, creature, or area. you can’t ask any more questions using this ability again until you
finish a long rest.
Medical Expert
Requires proficiency in occultist’s tools, exorcist’s kit, or doctor’s bag
Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
During a short rest you can tend to the sick or wounded. You can remove one status effect, disease, or condition affecting you or an ally of your choice within 5 feet. Additionally, you may choose up to 6 creatures you can hear and see, they gain a number of free hit dice to use during the rest equal to your proficiency bonus.
Occult Practitioner
Requires proficiency in occultist’s tools, or exorcist’s kit, and the spellcasting ability
Increase your Intelligence or Charisma score by 1, to a maximum of 20.
During a long rest, you may imbue an item from your tool kit with eldritch power. The Item can hold a single spell of a level equal to or lower than your proficiency bonus. The spell must have a casting time of 1 action. You may use an action at any time to expend this spell without requiring a spell slot.
Potions Expert
Requires proficiency in alchemist’s supplies, occultist’s tools, or herbalism kit
Your practice with potion brewing has given you an eye for the small details that distinguish ingredients and effects within potions. You gain proficiency in Charisma checks you make when speaking to potion sellers, alchemists, or herbalists. Additionally, you can determine the properties of potions by spending 1 minute examining them.
Once per day after finishing a long rest, you can spend one hour working with your chosen tools to create a special concoction or infusion using materials harvested or found in the field. You must have access to your tools during this time. As you gain levels, you learn how to create a more powerful item, as shown on the table
below. This creation becomes inert after 24 hours. See the Core
Rules for more information on the items below.
Level 1 — potion of healing
Level 5 — potion of greater healing
Level 11 — potion of supreme healing
Proficient Poisoner
Requires proficiency in poisoner’s kit, occultist’s tools, or herbalism kit
You gain resistance to poison damage, and can detect the presence of poison by spending 1 minute examining a substance or object.
Once per day after finishing a long rest, you can spend one hour working with your chosen tools to create a special concoction or infusion using materials harvested or found in the field. You must have access to your tools during this time. As you gain levels, you learn how to create a more powerful item, as shown on the table
below. This creation becomes inert after 24 hours. See the Core Rules for more information on the items below.
Level 1 — basic poison
Level 5 — serpent venom
Level 11 — wyvern poison
Scribe
Requires proficiency in calligrapher’s supplies, investigator’s kit, or cartographer’s tools, and the spellcasting ability
After finishing a long rest, you can spend one hour working with your chosen tools to create a spell scroll. You must have access to your tools and 100 gp worth of supplies during this time. The scroll you create can be any spell you know of a level equal to or lower than one half your proficiency bonus (rounded down). Any scroll created this way loses its magical potency if you use this feature again.
Trapmaker
Requires proficiency in tinker’s tools or thieves’ tools
After finishing a long rest, you can spend one hour working with your chosen tools to create a special trap using materials harvested or found in the field. You must have access to your tools and 100 gp worth of supplies during this time. These traps can be placed on the ground as an action and take up a 5-foot-by-5-foot square. A creature who investigates the area must succeed on a DC 15 Wisdom (Perception) or Intelligence (Investigation) check in order to see the trap. If a creature steps
on the space where a trap is located that creature immediately triggers the trap.
You can make any of the traps listed below.
- Ensnaring Trap — The creature is restrained.
- Spiked Trap — The creature takes 2d6 piercing damage.
- Sonic Trap — The trap makes a sound audible out to 100 feet.
- At 10th level, you can make the following advanced traps
- Exploding Trap — The creature takes 4d6 fire damage and is knocked prone.
- Poison Trap — The creature takes 4d4 poison damage and is poisoned.
- Gas Trap — The creature is incapacitated.
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