Character Creation: Occupations
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Put things like Abilities (STR, DEX, CON, etc.), Proficiencies (Acrobatics, Deception, Stealth, etc.), or Feat Types (Skill, Social, Combat), into the search bar to figure out what occupations do what!
Full List
It’s been a lot of fun to put together this expansive list of background and there are some pretty fun ones in here if I do say so myself.
AAcademic
FEAT: Redeeming Save
Your mental agility has become fast enough to to turn any bad situation around. If you fail a saving throw, you can use redeeming save to roll a d6 and add it to the roll that you've rolled for. You can use this feature as many times equal to your charisma modifier. You regain all expended uses after a long rest. The dice becomes a d8 at tier 3, a d10 at tier 5 and a d12 at tier 7.
FEAT: Strategist
When in combat your logical mind is working on strategies to defeat your enemy. Once per combat you may spend a bonus action to study the combat of an enemy. Doing so will give the next attack made against that combatant advantage. This feat may only be used after the third round of combat.
FEAT: Legendary Reaction
If an enemy successfully makes a melee attack on an ally within five feet of you, you can make a reaction without having to prepare one. You can use your reaction to make an unarmed strike or improvised weapon attack or to use an item. You can use the Legendary Reaction Feature to attempt stop the original attack from happening. To do so, make an acrobatics or sleight of hand (against the enemy's original attack roll) check to determine if you succeed in your reaction. You can used Improved Reactions twice in a round of combat and three times at 4th tier. At 4th tier, you can use the Legendary Reaction Feature on a creature who successfully makes a melee attack on an ally within ten feet of you.
Accountant
FEAT: Skip the Bill
You have learned to more shrewdly save your funds. Whenever you take an action that requires you to spend money, roll a d20. If the number rolled is 19-20, you may use the action without spending any money.
FEAT: Trade Gossip
Your experience in dealing with buisness partners and making shrewd deals grants you the following benefits.
- Your experiences in traveling have opened your ears to new sources of information. You learn one more language of your choice, to better expand the gossip chain. You may choose to learn this language before the game starts. Or you may spend a long rest to complete your fluency. You may choose the language at that time.
- You have learned how to deal with even the stingiest of people. You become proficient in the persuasion skill. If you are already proficient in this skill, triple your proficiency bonus.
- You are privy to knowledge that most other customers do not have. When talking to a merchant, you are able to buy one rare item at a higher price that is not on the store's inventory list.
FEAT: Pocket Change
Before or after an attack roll, you may Wealth purchase a hit at a value of 5 + (Enemy’s CR) to automatically land the hit, either by distraction, bribery, or plain throwing it at them, regardless of what you rolled. The money used becomes irrecuperable due to combat damage and counts as a purchase, affecting your Wealth score as dictated in Wealth and Bartering. This can be done once per long rest.
Adult Worker
FEAT: Innocuous Persuasion
Perhaps it is your utterly innocent presence (LOL), but you rarely need to hide from people to hear in on what they talk about. People often forget that you're there to the point that even very important conversations not meant for average ears can be spoken near you. Underworld lords and powerful figures feel no threat from speaking liberally near you, discussing plans and such as long as you tend to them in some way.
FEAT: Desired One
Patrons of all walks of life will want you and will be willing to pay if they can to have fun with you. You do not pay lifestyle expenses as long as you service your patron(s). Otherwise, you pay if no one pays you for your looks and/or services. Also, some humanoids may be hostile towards your way of life as a sex worker. Some from different levels of society may be jealous of how many try to gather around you for your affection. Your patrons may aid you when you are under attack and will help you and allies of yours get to safety from danger or the law, depending on patrons alignment and how much affection the person has for you.
FEAT: Dominating Presence
Whenever people are around you, they feel a dominant and empowering aura. Because of this, many people tend to be intimidated by you and avoid as much as possible against you. However, your presence can also be used to your advantage; Clashing information is easier because people crack under pressure or give you what you want more easily. It also allows you to read people more easily when it comes to their privacy, taking a more observant look when it comes to feeling their motivations. For those who are less imposing in nature, they somehow feel protected as if they were a powerful lioness so they feel more compelled to obey it. As such you gain advantage on Persuasion & Insight checks.
ALTERNATE FEAT: Personal Slave
At some point in her professional or personal life as a dominator one of her submissives select one step beyond the art of domination and by consensual agreement (or not) he/she has become her favorite slave or sexual assiduous. Choose this trait to earn a loyal slave who will perform as your pet. This character is a peasant or ordinary person who can perform common tasks ordered by you and is always very willing to obey. Use the Secretary stat block for your slave.
Agriculturist
FEAT: Basic Needs
After years of making fixes on your property you have some handy skills. You can spend a short rest repairing a broken or damaged, weapon, item, or vehicle. Make a DC 13 Intelligence (Circuitry, Mechanics, or Investigation) check. On a success the object will work as normal for 1d10 + Int days before it will need to be repaired again. In addition, you are able forage or hunt for food, choose one source from the table bellow. If you have access to your chosen source of food, you can maintain a moderate lifestyle while working as a hunter/gatherer.
Living off the Land
Source | Proficiency | Requirement | Duration | # of Rations per hunt |
---|---|---|---|---|
Berries and Plants | Gain proficiency with Nature | No requirements | 2 hours | 4 rations |
Fresh-water Fish | Gain proficiency with Fishing-Rod | Must have access to a pond, lake, stream, or river that isn't exposed to toxic waste | 1 hour | 8 rations |
Salt-water Fish | Gain proficiency with Commercial Naval Vehicles | Must have access to an fishing vessel | 2 hours | 8 rations |
Woodland Beast | Gain expertise with Survival, and proficiency with Rifles | No requirement (watch out for bears) | 6 hours | 16 rations |
Mountain Beast | Gain expertise with Survival, and proficiency with Rifles | Must have access to mountainous terrain (don't freeze to death) | 6 hours | 32 rations |
Monster Hunter | Gain expertise with Survival, and proficiency with Heavy Weapons | No requirement (kind of dangerous). Roll on the Minor Injury Table after each hunt | 1 day | Provides for 10 people for one month |
FEAT: Hunter's Eye
Once per turn when you make ranged attack against a creature, you can add your Wisdom modifier to the attack or damage roll (choose one). If the target is suprised, double this bonus.
FEAT: Natural Companion
You can command the nature to fight by your side. Choose a beast or plant that has a challenge rating of 1/4 or less as your companion. The challenge rating increases to 1/2 at 6th level. The abilities of your natural companion are in part defined by your character level. The companion add your proficiency bonus to its AC, attack rolls, and damage rolls. Its hit point maximum equals half your own, and it gain one hit die for each one you have. The Intelligence score of your companion equals 6, if it is lower. The companion obeys your commands as best as it can. It takes its turn on your initiative, but it doesn’t take an action unless you command it to. As a bonus action on your turn, you can mentally command the companion to move, and direct it to take the Attack, Dash, Disengage, Dodge, or Help action. Over the course of a long rest, you can choose to replace your companion for another one. If your companion is slain, you may train another one by spending 8 hours performing a ritual and 1 WEA in materials. If you die, your companion becomes a regular animal or plant.
Alcoholic
FEAT: Strong-headed
You are extremely tolerant of alcohol and have advantage on all Constitution saving throws. You also can consume 3 times that of most people can before feeling even a little tipsy.
FEAT: Tavern Brawler
Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
You are proficient with improvised weapons.
Your unarmed strike uses a d6 for damage.
When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
FEAT: Tipsy Sway
You can move in sudden, swaying ways. You gain the following benefits.
Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
Redirect Attack. When a creature misses you with a melee attack roll, you can cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. Or make a free oportunity attack against them with a melee weapon, improvised weapon, or unarmed strike.
Athlete
FEAT: Durable
When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier.
FEAT: Athletic Stance
You have undergone extensive physical training to gain the following benefits:
- Your reach with melee attacks is increased by 5ft.
- When you are prone, standing up uses only 5 feet of your movement.
- Climbing doesn't cost you extra movement.
- You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
FEAT: Echoes of Victory
You have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent chance you can find someone there who admires you and is willing to provide information or temporary shelter.
Beggar
FEAT: Part of the Scenery
After all this time, you have learned to be ignored, no matter the place you go. As long as you don't steal anything or speak to anyone, your presence is as good as your absence.
FEAT: Pig’s Feast
No matter where you eat or what you eat, you don't feel disgusted when you ingest anything. However, you cannot appreciate a finer taste either. You can piece together enough for 2 rations when searching through garbage or other refuse.
FEAT: City Secrets
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
Blacksmith
FEAT: Inventor’s Eye
Your inquisitive eye and critical thinking let you come up with ad hoc solutions to problems as they pop up. By spending at least, a minute looking over something no larger than a 5-foot cube, you can figure out new and innovative ways to use it in tandem with other materials at hand or that you know of. You can speak to your DM about inventing the thought process for wholly new and incredible things given you have the sound logic behind it.
FEAT: Knowledge of the Trade
You can start and keep a roaring fire with ease, and can arrange materials to concentrate the heat in a fire, as if it were a forge. You know and recognize all manner of metalworking tools, and can recognize when an area has been used as part of a metalworking operation. You can identify geological features created by mining, such as yellow boy, slag heaps, tailing, and spoil tips. You can also assess the quality of a metal object from its color, feel, weight, and (if you worked with steel or brass) sound, and you can use this knowledge to identify frauds and assess value. You know how to care for metals such as to protect them from corroding as easily from normal use. You have advantage on any skill checks relating to crafting an item that relates to the specialization you chose.
FEAT: Master Smithery
When you engage in the Crafting downtime activity (see the DMG), each day of downtime you spend crafting counts as two days.
Butler
FEAT: Faithful Servant
As a long servant to your family, noble or high-ranking people will recognize your origin. They might be willing to listen to you, if your family had any connections with them, but they also might be reluctant to trust you. As a servant to your family, whenever former or present, you are still seen through their reputation.
Additionally, your expertise and heritage is useful in the eyes of your potential employers. You should be able to find a job that involves your profession easier.
FEAT: Talented
Due to the many years of servitude to your master, you have learned how to perform tasks that a servant could do, such as fetching things, cleaning, Mending, folding clothes, lighting fires, serving food, and pouring wine. Because of this it takes you half the time to learn Tool Proficiencies.
FEAT: Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found.
Celebrity
FEAT: Party Invite
Thanks to your fame, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high social standing treat you as a member of the same social sphere.
FEAT: Vocal Impressions
You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. Additionally, you can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
FEAT: Prodigy
You have a knack for learning new things. You gain the following benefits:
- You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
- Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Is that who I think it is?
Have fun with this one! Feel free to pick a celebrity from the real world and model your character around them! I’ll make it make sense.
Clergy
FEAT: Shelter of the Faithful
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith. Those who share your religion will support you (but only you) at a modest lifestyle.
FEAT: Devout Disciple
As a devout disciple of your deity, you have a greater understanding of what they want. Even if they don't speak directly to you, you are able to decipher signs provided by you deity with ease. Those signs can lead you to safe places to rest, find food, do a ritual, or even who to speak to about them.
FEAT: Inspiring Leader
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Con Artist
FEAT: False Identity
You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy..
FEAT: A Lover in Every City
You have perfected the art of seduction and getting partners into your bed. Even more than that, you've learned how to make people want you. Because of your habit to pick up lovers everywhere you go, you have a lover in every city, town, village you have visited and make a new lover in every place you visit for the first time within your first week of being there. In addition, you know how to court people of all races, nations, social status, and sexes.
They owe me money!
Alternatively, if you don’t see your character as the charismatic player that this feat describes. You have a monetary connection to someone in every city. Whether they owe you, you owe them, or just old business partners.
FEAT: Silver Tonged
You have a way of getting exactly what you need, usually at someone else's expense. You can usually convince someone to give you food or shelter for the evening, as long as they don't dislike you. However, they may decide that they aren't pleased with their end of the bargain and they may decide not to be as easily inclined to help you in the future. The nature of the interaction and feelings of the other party involved are up to your DM.
Construction Worker
FEAT: Just a Scratch
Your body have been conditioned with constant beatings, breaking and bruises. While not wearing armor, your AC equals 10 + your Constitution modifier + your Strength modifier. Additionally your arms, legs, knees and elbows are instruments of destruction. You roll 1d8 for the damage of your unarmed strikes, instead of the normal damage.
FEAT: Long Ass Days
You have advantage on Constitution saving throws to avoid the effects of exhaustion. In addition, once a day during a short rest, you can remove one level of exhaustion or condition you have suffered.
FEAT: Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1d4 hit points
Creative
FEAT: By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
FEAT: Backstage Pass
You've learned that most of the real business of entertainment (or any other venture) happens behind the scenes. It's easy for you to case what sorts of audiences attend what venue—like how toughs gather at the Blushing Mermaid or how brash patrons congregate at the Helm and Cloak. After a successful performance, you may meet an enthusiastic member of the crowd—someone of an occupation or social class that frequents the establishment. This contact is delighted to talk with you, and to listen.
FEAT: Life’s Work
You are always creating, once per week during a long rest you can create a work of art with a Value of 8+1d4+Performance, roll for or choose one of the following specialties and gain the appropriate tools of your trade.
Life's Work
1 | Fine Artist – Artist’s Tools, Tubes of Paint and 5 blank canvases. |
2 | Actor – Two additional costumes, and a Disguise Kit. |
3 | Dancer – Radio or Boombox, gain proficiency in Acrobatics |
4 | Musician – Two instruments |
5 | Poet – A pen, ten additional sheets of paper, 2 books of poetry. |
6 | Singer - Radio or Boombox, gain proficiency in Performance |
7 | Acrobat – 50ft of rope, gain proficiency in Acrobatics |
8 | Fire Eater – 2 torches, and a bottle of kerosene |
9 | Writer - A pen, ten additional sheets of paper, a copy of one of your works. |
10 | Magician – Magic Kit, gain a +1 to Deception. |
ALTERNATIVE FEAT: Got to Earn a Living
We all know creatives don’t make a lot of money doing what they love. Choose any other Occupation to gain one feat from their list. Gain two items from that equipment list as well.
Criminal
FEAT: Skilled Criminal
Every criminal has a specialty, what’s yours? Roll or choose from this list and take the corresponding feat.
Crime of Choice
1 | Cybercrime– Gain proficiency in Hacker’s Tools, and Circuitry. Add a laptop computer to your equipment. |
2 | Organized Crime– Got a favorite weapon? Gain proficiency in one type of Light Weapon Class (Anti-material weapons, Machine Guns, Flamethrowers, Explosive Weapons, Explosives) or IEDs, Homemade Bombs, Car Bombs, or Dirty Bombs. |
3 | Grand-theft Auto– Double your proficiency bonus for Navigation. In addition, choose one class of Commercial Vehicles to be proficient in. (Land, Naval, Air). |
4 | Burglary or Pickpocket– Double your proficiency bonus for Stealth and Sleight of Hands. Gain proficiency with Thieves’ Tools |
5 | Hired Killer or Serial Killer- You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. |
6 | Smuggler- Double your proficiency bonus for Stealth. In addition, choose one class of Commercial Vehicles to be proficient in. (Land, Naval, Air). |
7 | Fence for Stolen Goods– Gain proficiency in Deception and Intimidation. You know how to buy and sell, you know what the general value of items is. Therefore you can identify any work of art, gemstone, or other tangible wealth and know exactly what it’s worth. |
8 | Chemist– Gain proficiency in Chemist’s Supplies, Brewer’s Tools, or Explosive Equipment. Once each week, and provided you have the necessary supplies, you may use your long rest to craft 10 doses of narcotics, 20 servings of alcohol, or 3 Light Explosives. |
FEAT: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
FEAT: Never Tell Me the Odds
Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM's determination.
Diplomat
FEAT: All Eyes on You
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. You are commonly taken for face value as a person of great standing. People will likely treat you like a politician or assume you of that status. You can attain audiences with officials easily, as they may often see you as one of their circle.
FEAT: Liaison
You are familiar with the inner workings and protocols of your affiliated institution. Whenever that institution or organization is present in a community, you can call on them for small favors in good faith. Such favors may include providing you food and lodging, as well as directing you to other reputable (or at least non-hostile) contacts and resources. If your affiliates can provide additional services if they are in in a position to do so, but may request favors or fair payment in return. Your aura of goodness make people instantly like you and work in service of your best interest. As an action, you can choose one creature that can see you. That creature must succeed on a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, that creature is charmed by you for an amount of hours equal to your proficiency bonus and becomes friendly after that duration, or until you do anything harmful against it. On a success, the attitude of that creature changes one step in your favor (hostile becomes indifferent, indifferent becomes friendly). You can use this feature a number of times equal to your Charisma modifier, and regain your uses after finishing a long rest.
FEAT: Political Presence
As a diplomat, you have an aura of authority that emanates from your confidence. Every creature who meets you can recognize the gravity occupation entails. You gain the following benefits:
- You have advantage on Charisma (Persuasion) rolls made when interacting with members of the nobility or high society in a given region.
- You have advantage on Intelligence rolls to recall information about political systems, royal family trees and history of realms.
- You have advantage on Charisma (Intimidation) rolls made when you are attempting to use your political authority to give an order to someone.
In addition, you can add twice your proficiency bonus to one skill you have, reflecting your high education in some field. Alternatively, you can choose to learn one tool proficiency or language instead.
Doctor
FEAT: Healer
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
- When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
- As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
FEAT: Keen Eye
By spending a few moments examining a chemical — a vial of liquid, a packet of ground powder, or the like — you can determine whether the substance is intended to harm or heal (or neither). This examination does not reveal any specific information about the substance (such as that a powder is actually an inhaled poison, or that it paralyzes its victim), only that it is either harmful or helpful to those that it is used on.
FEAT: Burden of Life
Due to your vow, you are expected to cure the ill, regardless of morals or prejudice, even if they are your enemy. It is considered a horrid evil to intentionally kill a doctor for no reason. As such, intelligent enemies are less likely to target you, (Provided they are not frighteningly evil in a manner that would be inappropriate for younger audiences) and even your enemy patients will at least not attack immediately while under your care. What happens after they leave your care...? Well you can't decide their fate. Restored individuals may be grateful, or feel some form of life-debt to you. Enemies may repay you by specifically choosing not to kill you, or they may give free information, or a scout you once saved may turn a blind eye to your presence.
Provided you stay true to your vow, (as best as you can) you can make use of any hospital or medical facility, (typically located in churches, noble estates, universities, and other places of higher learning) as temporary residence for yourself, your patient(s), and your companions if there is room for them.
However, if ever you are proven to have broken your vow, you will be fully and publicly discredited as a doctor, and other doctors who pay attention to medical society will recognize you as such.
Electrician
FEAT: Dismantle
You know how to create and deconstruct mechanical/electrical objects. Using 10 minutes, you put your knowledge of machines to take an action to interact with a trap, lock, or mechanical object within 5ft of you. You make an Investigation, Circuitry or Mechanics check vs object's DC with advantage. On a success, the construct is destroyed or disarmed. On a fail, nothing happens or it gets triggered depending on nature of the object.
You can attempt to dismantle a construct or android. It makes wisdom saving throw vs your intelligence save. On a fail, the construct is destroyed or inactive. On a success, it takes 1d6 x your tier level of force damage.
FEAT: I Needed a Friend
Over the course of several days, you fashion a mechanical vessel for an unseen servant in the shape of a small dog. It has an AC of 18, 30 HP, a speed of 35ft, a strength score of 15, as well as a bite attack which deals 2d6 + 4 piercing damage and a claw attack which deals 2d6 +2 slashing damage. It is immune to poison and psychic damage, as well as diseases. It is resistant to cold, fire, force (magic), radiant, and necrotic damage. It is vulnerable to piercing and lightning damage. It has mechanical lungs so it does require air to breathe, but this can be any form of gas. Only its creator can control it and it can’t be persuaded to go against a command its creator gives it. In addition to attacking during each of your turns, it can perform a few simple commands like fetching a given object, holding open a door, or flipping a switch. Other tasks can be negotiated with the DM.
You and your construct are bound emotionally to each other. If you are damaged, the defender stops whatever action it is doing to come to your aid and uses its reaction to either heal you or bite your attacker. If your defender is destroyed, you have a disadvantage on each proceeding Constititution roll equal to the number of days your construct was alive.
FEAT: Create Contraption
You can create one time use contraptions. By spending a given amount of time, you create a small, handheld contraption that uses 0.5lb of Materials. You do not decide the effect of the contraption, instead roll d8 to get a random effect. As your bonus action, you can throw the contraption up to 60 ft and trigger its effect.
There is two types of contraptions; cobbled together or pre-built. A cobbled together contraption is created with an action and has weaker effects. A pre-built contraption is made during a short or long rest and has stronger effect. You can only create 1 contraption during a short rest and 2 contraptions during a long rest.
Contraption Result
1 | Useless |
2 | Fire! |
3 | Entanglement |
4 | Healing |
5 | Water and Ice |
6 | Flash Bang |
7 | Boom! |
8 | Black Liquid |
Useless
Cobbled together: Upon impact, it makes a sound and harmless flash of light. This is completely useless, but it looks cool!
Prebuild: You scrap the failed contraption. You regain .25lb of Materials.
Fire!
Cobbled together: Upon impact, the contraption explodes. Make a range attack with an intelligence or dexterity. On a hit, it deals 1d6 fire damage. It deals an extra d4 fire damage at 3rd, 5th, and 7th Tier.
Prebuild: Same as cobbled together version but double damage.
Entanglement
Cobbled together: Upon impact, ropes shoot out and attempt to grapple all nearby creatures (small or medium). All small or medium creatures within a 5ft radius must make a dexterity saving throw. On a failed save, they are restrained. At the end of there turn, they can make a strength or dexterity saving throw to get free.
Prebuild: Same as cobbled together version but 10ft radius.
Healing
Cobbled together: Upon impact, a healing mist sprays out. The mist covers 10ft radius. It heals every creature for 1d4 x your Tier.
Prebuild: Same as cobbled together version but 15ft radius.
Water and ice
Cobbled together: Upon impact, a gallon of pure water bursts out. Creatures within a 5ft radius must make a Dexterity saving throw. On a failed,they gain vulnerability to lightning damage and resistance to fire damage. On a successful save, they are just wet and nothing else. Regardless of the result, everything in 5ft doused from fire.
Prebuild: Upon impact, a gallon of ice shrapnel explodes. Creatures within a 5ft radius must make a Dexterity saving throw. On a fail save, it deals 1d8 ice damage and they lose 10 ft of speed until end of their turn. On success, It just deals half damage. It deals an extra d8 ice damage at 3rd, 6th, and 9th tier.
Flash Bang
Cobbled Together: Upon impact, a flash of light bursts out. Creatures within a 10ft radius must make a Constitution saving throw, or be blinded and deafened for two turns.
]Prebuild: Same as cobbled together version but 15ft radius.
Boom!
Cobbled together: Upon impact, a loud noise emanates from the contraption. All creatures with 5ft radius make a constitution saving throw. On a fail save, it deals 1d8 of thunder damage and become deafened until end of their turn. On success save, It just deals half damage. It deals an extra d8 thunder damage at 3rd, 6th, and 9th tier.
Prebuild: Same as cobbled together version but 10ft radius and deafened effect end at the creature's next short rest.
Black liquid
Cobbled together: Upon impact, a black liquid spurts out of the contraption. All creatures in a 5ft radius make a constitution saving throw. On a fail, they are blinded for 2 turns. On success, nothing happens. For 1 minute, this area is difficult terrain.
Prebuild: Upon impact, a black flammable liquid spurts out of the contraption. All creatures in a 5ft radius make a constitution saving throw. On a fail, they are blinded for 2 turns. The next time they take fire damage within 2 turns, they take an extra 5 fire damage. On a success, The next time they take fire damage within 2 turns, they take an extra 5 fire damage. For 1 minute, this area is difficult terrain. If the black puddle is exposed to fire, it catches on fire. For 2 turns, all creatures in the puddle take 5 fire damage.
Engineer
FEAT: Specialization
As an Engineer you sometimes draw inspiration from different sources for your creations or inventions, do ideas come to you after you've read a line of ancient scripture? What about the way the animals move or how the leaves and grass sway? Or even seeing the simple yet complex beauty of a cogwheel?
Specialization
1 | Tinkerer– Due to Your knowledge of machines you can easily determine a lot about machines just by looking at it. You can determine the Components and function of machine that you can study for a fair period of time. |
2 | Technomancer– Double your proficiency bonus for Stealth and Circuitry. In addition, choose one class of Commercial Vehicles to be proficient in. (Land, Naval, Air). |
3 | Architect– You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. |
4 | Aeronautic Engineer– Double your proficiency bonus for Stealth and Sleight of Hands. Gain a swimming speed of 25 ft. |
5 | Aerospace Engineer- Double your proficiency bonus for Navigation. In addition, choose one class of Commercial Vehicles to be proficient in. (Land, Naval, Air). |
6 | Combat Engineer- Gain proficiency in Chemist’s Supplies, Brewer’s Tools, or Explosive Equipment. Once each week, and provided you have the necessary supplies, you may use your long rest to craft 10 doses of narcotics, 20 servings of alcohol, or 3 Light Explosives. |
7 | Metal Worker– You can start and keep a roaring fire with ease, and can arrange materials to concentrate the heat in a fire, as if it were a forge. You know and recognize all manner of metalworking tools, and can recognize when an area has been used as part of a metalworking operation. You can identify geological features created by mining, such as yellow boy, slag heaps, tailing, and spoil tips. You can also assess the quality of a metal object from its color, feel, weight, and (if you worked with steel or brass) sound, and you can use this knowledge to identify frauds and assess value. You know how to care for metals such as to protect them from corroding as easily from normal use. You have advantage on any skill checks relating to crafting an item that relates to the specialization you chose. |
8 | Weapon Smith– Got a favorite weapon? Gain proficiency in one type of Light Weapon Class (Anti-material weapons, Machine Guns, Flamethrowers, Explosive Weapons, Explosives) or IEDs, Homemade Bombs, Car Bombs, or Dirty Bombs. |
FEAT: Instruction Manual
You can study a robot, technological object, or technological trap within 30 feet as a move action and attempt a Intelligence (Engineering) check to identify it. If you succeed, you gain a competence bonus equal to 2 + your tier on attack rolls, combat maneuver checks, saving throws, and skill checks involving the studied creature, object, or trap, as well as a AC and saving throw bonus of the same amount against attacks from the subject of your study. This bonus lasts a number of rounds equal to your Intelligence modifier (minimum 1). If you study a new subject, you lose the bonus against the previous subject.
FEAT: Remarkable Discovery
During your time experimenting, you have made a most remarkable discovery. You can recreate what you have discovered to others, but selling your discovery will likely lead to it becoming commonplace. However small your discovery may be, it certainly doesn't stop individuals using nefarious purposes from finding out your secret.
Work with your DM to determine the details of your discovery. What specific materials do you need? What does it create?
As a pointer, remember this preferably should be small. Your discovery shouldn't be easy to make, and the larger it is the more work should be done to create it. Any clockwork devices or similar should be comparable to the Rock Gnome's in the original 5E Player's Handbook, any chemical reaction should not yield any net gain in wealth, any environmental discovery should be minor, and any special technique or method should not affect the stats of anything you are making. Making a larger effect should preferably be discussed with your DM.
Entertainer
FEAT: The Corner Act
Similar to a Creative the Entertainer draws a crowd for a living, but unlike a Creative the Entertainer rarely chooses this life. The Entertainers make up the street corner acts, the low level comedians, and the underground fight clubs. Choose an act from the list bellow.
The Corner Act
1 | Street Musician - Proficiency in three additional musical instruments, Expertise in Performance, and you gain the ability to play 2-3 instruments simultaneously. Pick two instruments to add to your equiptment. |
2 | Seedy Comedian - Proficiency in Persuasion and Deception, or Expertise in one you already have (does not stack). As an action you may distract a target who must make a WIS saving throw against your CHA score. On a failure any attack or skill check against the target by your allies may be may with advantage. |
3 | Fighter - Expertise in Athletics or Acrobatics. You may use a d4+STR/DEX for your unarmed strikes, and a d8+STR/DEX for your improvised weapon attacks. |
4 | Mime - +5 bonus to your Stealth and Sleight of hand checks. You tend to go unnoticed around almost everyone, ending up in the back of scenes not matter how much you try. People who encounter you often don't remember you, especially if you don't do anything noteworthy. Nobody pays attention to you unless you do something to grab their attention, and people tend not to have high expectations of your abilities. |
5 | Fire/Sword Eater - Gain proficiency in Archaic Melee Weapons, you may add a Short sword or Fire-Retardant Clothing to your equipment. You are very familiar with fire, make a DEX saving throw DC 14 whenever taking fire damage that does not come from an explosive weapon. On a success take half damage. |
6 | Juggler - Gain expertise with Acrobatics and Sleight of Hand. You may use two tiny thrown weapons (Dagger, Dart, Grenade) per attack. |
7 | Improv Comedian - Expertise in Performance and Perception, you cannot be suprised. |
8 | MC - Proficiency in Persuasion and Deception, or Expertise in one you already have (does not stack). You may communicate strategy to your allies during combat giving them an extra 1d4 to add to there next attack roll or saving throw. Once per combat. |
9 | Street Dancer - Gain expertise in Acrobatics, you may use your Dexterity modifier for any skill check involving physical movement in place of the original ability. |
10 | Magician - Gain Expertise in Deception and +5 to your Sleight of Hand score. Gain proficiency with a Deck of Cards. You may use your Sleight of Hand score instead of your Intimidation or Persuasion score if you can add some flair to your role play. |
FEAT: Fool's Fortune
Lady Luck often smiles upon you, but not usually in the way you may be expecting. When you wander around a town, whether it be back alleys, main thoroughfares, or even the central square, you will have the uncanny ability to stumble onto something helpful. Whether that be a place to sleep for the night, whether for free, payment, or gold, or a seedy gambling hall where you can earn some coin or information, you can always stumble upon something in any town, city, or village.
FEAT: Knack for Success
You've been doing a lot of different things for a lot of different reasons for a very long time, and have a knack at succeeding at things you have never even attempted before, so long as it isn't too expertly technical. You attract people from all sources for odd jobs, and things that aren't in most people's repertoire. You may focus on any skill check for at least 5 minutes and then may add 10 to your skill check, once per day.
Experiment
Purpose
Why were you created?
Life's Purpose
1 | To wreak a terrible vengeance on my creator's enemies. |
2 | To be the replacement child my creator could not have or lost. |
3 | To satisfy the intellectual curiosity of my creator and then be forgotten. |
4 | As punishment for my or my family's misdeeds. |
5 | To be the first of a new race. |
6 | As a terrible mistake that should never been made. |
FEAT: Scars of Conception
You have some physical deformity that marks you out as a victim of arcane or physiological anatomization. This abnormality is the result of a signature operation that identifies the group or individual that worked on you. This can be recognized by other victims of your master; and by scientists, and students familiar with your master's work. Deformities might include a hunched back, digitigrade legs, cranial vivisection scars, protruding bone or metal, grafted animal parts, elemental veins visible through your skin, or any other dramatic, visibly distinctive disfiguration.
In addition, you are familiar with the layout of laboratories in the most general sense, and know the function (if not the names) of laboratory equipment such as athanors, alembics, pressure chambers, electric baths, blood transfusion machines, or exotic surgery tools.
FEAT: Success
The experiment conducted on you turned out to be a success! You are either one of the first successful subjects, or a later recipient of the perfected process, and were released into the world to carry out your purpose. Work with your DM to determine what your purpose is, and whether or not you are still subservient to your creator. (Likely purposes include being a super-soldier, begetting superior progeny, fulfilling some function in a ritual/machine/prophecy, etc.)
As a consequence of the experiment, you have control over your cosmetic quality, and can control its appearance or aparence as part of how you communicate. (For example, a character with sharp teeth could bare their fangs to threaten, a character with bio luminescence could give off colored flashes to express emotion, a hybrid could change their attire to emphasize the traits of one race to appear very different, etc.) Anyone familiar with the experiment will notice you right away though- you're famous in a small circle of researchers.
Working Out the Kinks
Alternatively, the experiment may not have worked completely in your favor, perhaps you don't have control over your new abilities, or maybe even yourself. This may make your even more powerful but also more volitile. Work with your DM to create your flaws from a failed experiment.
FEAT: Subhuman
Although the experimentation may have made you better than the average human. You are considered less than human and possibly a menace when you are a freeman. People may see you irrationally as a criminal and be more likely to report or pin crimes on you. You can use this view to your advantage if you are very familiar with this mindset. Then you can pose as an inferior beast, incapable of being suspected of carrying out complex plans due to your lesser being. People have no problem baring their worst selves at you, which is normally what they would do whilst alone, because they do not believe you intelligent enough to comprehend.
Investigator
FEAT: Official Inquiry
You're experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you're investigating. Those who aren't involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own.
FEAT: Elementary Knowledge
You know where to find people who know things, or people who know people who know things. When you enter a city, you know where to search for information about the happenings in the city. You also never forget the face of people you meet, as you may need them in other cases.
FEAT: Path to Mystery
Your first case influenced the types of mysteries you're interested in. Why was this case so impactful, personal, or traumatic? Whom did it affect besides you? Why and how did you get involved? Was it solved? How did it set you on the path to investigating other mysteries? Roll on or choose details from the First Case table to develop the mystery that started your career as an investigator.
First Case
1 | Killer Friend - Gain proficiency in all Personal Weapons. | A friend was wrongfully accused of murder. You tracked down the actual killer, proving your friend's innocence and starting your career as a detective. |
2 | Where am I? - Gain expertise in History checks. | You're told you went missing for weeks. When you were found, you had no memory of being gone. Now you search to discover what happened to you. |
3 | Something Smells - Gain proficiency to Forensics Kit, and Religion. | You helped a spirit find peace by finding its missing corpse. Ever since clients have sought you out to help their family and friends find rest. |
4 | We've been trying to Reach You - Gain expertise in Insight, you also may spend one long rest to discover a targets financial records. | You revealed that the salespeople terrorizing your home were scam artists. The conman escaped, but you've continued to uncover terrible scams and cons. |
5 | I Didn't Do It! - Take the False Identity Feat from the Con-Artist occupation. | You were wrongfully accused and convicted of a crime. You managed to escape and seek to help others avoid the experience you suffered, even while still being pursued by the law. |
6 | The Big Bang - Gain proficiency in Explosive Weapons and the Diffusion Kit. | You survived the destructive use of a explosive device that wiped out your home. Members of a secret organization found you. You now work with them, tracking down dangerous terrorists and preventing them from doing harm. |
7 | Wait the Lizard People Exist? - Gain proficiency in Circuitry and gain the Circuitry Tier One Hustler feature. | You found evidence of a conspiracy underpinning society. You tried to expose this mysterious cabal, but no one believed you. You're still trying to prove what you know is true. |
8 | Cold Case - Gain expertise in Perception or Investigation, and increase your INT score by one. | You got a job with an agency that investigates crimes that local law enforcement can't solve. You often wonder which you value more, the truth or your pay. |
Janitor
FEAT: Leave No Trace
With your experience as a janitor, you can make a messy room or area look absolutely clean, as if no one has been in that area before. You can spend an hour in a room or area cleaning blood and stains, removing bodies and other suspicious objects, closing and re-locking containers, basically doing anything to make the room look undisturbed. Your DM might rule that some things are impossible to clean or fix, or might increase the time you'll spend if the area is extremely messy.
FEAT: Fatherly Advice
You inspire others through the singing of Classic Rock and the use of your Air Guitar or Air Drums. To do so, you use a bonus action on your turn to choose up to three creatures within 30 feet. Whenever a target makes an attack roll or a saving throw once within the next 10 minutes, the target can roll a d4 and add the number rolled to the attack roll or saving throw. You may perform this action a number of times equal to your Wisdom modifier before having to complete a short or long rest. The dice increases by 1d4 when you reach 3rd Tier (2d4), 5th tier (3d4), and 7th tier (4d4).
FEAT: I've Seen Worse
You've seen some shit, and done some shit. Gain the following features.
Smokey's Lungs: Your life in climbing up tight spaces full of dust and smoke. Because of this your lungs are able to handle smoke, dust, and smog without choking or suffering from suffocation.
Dad Bod: while you are wearing no armor, not wielding a shield and dressed in a Hawaiian shirt with socks and sandals, your AC equals 10 + your Constitution modifier + your Wisdom modifier.
He Who Smelt It...: You can create a 20-foot radius sphere of nauseating gas centered on you. The invisible cloud lingers in the air for one minute. Each creature in the effected area must make a Constitution saving throw against your dad save DC. On a failed save, the creature spends its action that turn retching and reeling. Creatures that do not need to breathe automatically succeed on the saving throw. A moderate wind disperses the stink after 4 rounds. A strong wind disperses it after one round. People will not automatically assume you released this stink cloud.
Don't Touch the Thermostat: You gain advantage on saving throws for cold or fire damage.
Law Enforcement
FEAT: City Protector
You can travel through a city twice as fast as you know all the hidden paths and back alleys through a city. In addition, you move through the towns always on high alert, prepared to respond to any threats should they appear. You have advantage on Charisma and Wisdom (Insight) checks made to interact with the citizens from a place you have lived for more than 1 week.
FEAT: Academy Training
Choose two of the following abilities from the same table.
Academy Training: Urban
1 | Superior Agility - Your movement speed increases in 10 feet, and gain a climbing and swimming speed equal to your movement speed. In addition, whenever you take the Dodge action, you can make an attack using a bonus action. At 5th tier, you can attack twice as a bonus action after taking the Dodge action. |
2 | Marksmanship - You score a critical hit on a roll of 19 or 20 on ranged weapon attacks. This bonus increases to 18-20 on the 7th tier. |
3 | Duck and Dodge - You can quickly evade danger. Ranged weapon attacks made against you while in cover are made at disadvantage, and you have advantage on Dexterity saving throws to avoid effects that target an area. |
4 | Idle Shooting - If you haven't moved on your turn, you can make your next ranged attack until the end of this turn with advantage. Your movement speed is then reduced to 0 until the end of this turn. |
5 | Sharp Eyed - You can see at a range of 1000 feet as if you were at 100 feet of that place, if the area is not totally obscured. In addition, you have advantage on Wisdom (Perception) checks that rely on sight. |
6 | Sharpshooter - Once per turn when you roll a 9 or lower on the d20 on a ranged weapon attack roll, you can choose a 10 instead. At 8th tier you can apply this to all ranged weapon attacks. |
Academy Training: Rural
1 | Survivalist - You add twice your proficiency bonus in Wisdom (Survival) checks and you always know which way is north. In addition, you can spend 1 minute to make a reconnaissance of an area of 1000 feet. On the end of the minute, make a Wisdom (Survival) check against a DC of 15. On a success, for the next 24 hours, you have advantage on Wisdom (Survival), Dexterity (Stealth) and Wisdom (Perception) checks made on that area, and on attack rolls made in the next combat within that period, for 1 minute, inside the area. On a failure, you can't make this check on the same general area for the next 24 hours. |
2 | Honed Senses - Your eyes and ears are always aware of your surroundings. You have advantage on Wisdom (Perception) checks while you don't have another creature within 30 feet of you. In addition, whenever you roll a 9 or lower on a Wisdom (Perception) check, you can choose a 10 instead. |
3 | Close-Quarters Combat - You can handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll. In addition, if you hit a creature within 5 feet of you with an attack on your turn, that creature can’t take reactions until the end of this turn. |
4 | Improved Senses - You can detect dangers way before they can cause any harm to you. You can concentrate your senses in your surroundings (1000 feet) for 1 minute. After that minute, for 1 hour, whenever you add your Wisdom modifier to your initiative rolls and Dexterity saving throws, and you can sense any hostile creature within 60 feet. You can also recall with precision anything you have seen within the past month. |
5 | Lucky - You are extremely apt in wandering trough wild areas and in using survival tactics. you gain a pool of survival dice equal to your Intelligence modifier + your proficiency bonus. Your survival dice is a d6, but its size increases as you gain levels in this class: 1d8 (5th tier), 1d10 (7th tier) and 1d12 (8th tier). After spent, you regain your survival dice after finishing a long rest. See Bellow ... |
Quick Reaction. You can spend one survival dice when rolling initiative, adding the result to the total initiative. You can also spend one dice to modify the initiative of an ally able to hear you, using a reaction. | |
Skilled Wilder. You can spend one survival dice to modify the result of an Intelligence (Nature), Wisdom (Survival or Perception) and Dexterity (Stealth) check you make. You can also modify the result of the check made by an ally, using your reaction. | |
Endurance. You can spend one survival dice and add to Constitution checks and saving throws made to avoid the effects of exhaustion, death saving throws, disease and poison. | |
Survival Master. At 7th tier, when a creature benefit from your Quick Reaction feature, it can take one additional action on its first turn of combat. In addition, whenever you spend a survival dice on your Skilled Wilder feature, the number rolled on that dice becomes a bonus to that check for the targeted creature, lasting for 1 hour. Moreover, when using Endurance, you gain temporary hit points equal to the number rolled on the dice + your Constitution modifier. | |
Commando. At 9th tier, you regain your uses of your Survival Dice after finishing a short or a long rest. |
Academy Training: Cavalry
1 | Rider - You gain proficiency in Wisdom (Animal Handling) checks, and advantage on Wisdom (Animal Handling) to control a mount. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. |
2 | Charger - You can take the Dodge action as a bonus action (or as a reaction, if you can already dodge using your bonus action). In addition, while controlling a mount, you can use your bonus action to cause that mount to Dash. |
3 | Stabilize - You are extremely adapted to the shakiness of horseback riding, correcting your aim and stabilizing your body. Whenever you have disadvantage on an Dexterity check, saving throw or Dexterity based attack roll, you can use your reaction to not have disadvantage. |
4 | Moving Strikes - When you make an attack after moving at least 20 feet, you score a critical hit on a 19-20. On a critical, you add 2 x your Tier to the damage roll. |
5 | Ferocious Charger - You can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns. |
6 | Victory Charge - If you move at least 20 feet before making an attack, you have advantage on your attack roll. |
Lawyer
FEAT: A Keen Mind
You've learned to always keep your cool under fire and to get the verdict you want. You have an advantage on saving throws against being intimidated, persuaded, deceived or charmed.
FEAT: Turnabout
You've practiced the ways of turning a case on its head. During this crucial moment during a trial, it is up to you to get the verdict you want. For one turn all attack rolls you do have an advantage and you can take 3 turns worth of actions as you want but the moment you fail a roll your turn is over and you are stunned for 1 turn. You do not get stunned if all your rolls succeed. You can use this ability once per long rest.
FEAT: New Evidence
A Lawyer should always be optimistic in the face of a trial. When in a corner during a trial, an Ace Attorney always makes the last-minute deduction to solve the case and win the trial. Three times per long rest, when your back in a corner you can use your amazing deduction skills do find another clue in a case, so you can add your investigation stat to any roll you make.
Mechanic
FEAT: Iron Lungs
Most Blue-Collar work takes place on a site with bad air quality. As such your lungs have grown accustomed to the strain of breathing in smoke, fumes or exhaust. You have advantage on Saving throws against chemical or gas effects and attacks. When holding your breath you gain an additional 4 rounds of air before suffocating.
FEAT: Visionary
Whenever you attempt to conceptualize a repair or an upgrade to a vehicle, you know of the needed materials and where to find them, but dependent on the materials or what they will be used for, the DM may rule their rarity/difficulty when it comes to obtaining them. Additionally whenever you attempt to fix a vehicle, make an upgrade or an addition, you have advantage on the ability check being made, and it takes half the time and materials required.
FEAT: Mechanically Skilled
You gain proficiency in any combination of three skills or tools of your choice.
Nomad
FEAT: A Different Level
Your time in the wilderness has left you with an altered perspective that most people cannot appreciate. You have difficulty conversing about the mundane, and people often find you incomprehensible. As such, you often find yourself at odds with grounded folk, who have no time to waste on your ramblings, just as you have no patience for their limited perspectives. However, you find yourself able to connect easily with people of the mystical and cryptic variety—prophets, enlightened priests, fellow hermits, wise ancient creatures and spirits, crazed homeless fellows dancing naked in the streets—and as such are able to befriend such characters and exchange information with them with relative ease. You can use Wisdom rather than Charisma when making Persuasion checks against outcasts, spellcasters, and andriods and you have advantage on Insight checks against non-humanoid characters.
FEAT: Looks Good Enough To Eat
After eating whatever is available to you for so many years. You have become immune to poison and to the poisoned condition.
FEAT: Natural Wanderer
The world provide you with all the things necessary for your survival. Whenever you are in a natural or urban (choose one) environment whenever you make a Animal Handling, Nature or Survival check or a check with the Herbalist Kit, if you roll a number under your Wisdom modifier + your proficiency bonus, you can reroll the result.
In addition, you can never be lost in your chosen environment, and always know instinctively where's the north and what time of day. Also, you have a photographic memory in relation to anything you see, retaining any detail of the environment in your mind for up to a month.
Office Manager
FEAT: What Are You Talking About?
You are quick to notice details of your environment, you gain the following benefits: If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips. Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.
FEAT: Cold Read
You have mastered the art of reading people, and have honed it to an art. You can spend 10 minutes talking to someone. Doing so gives you information about their, Class Levels and subclass, Occupation, Archetypes or Alignment and Names of Close Family Members. You can press further, and learn any one specific piece of information that the target knows and is not actively hiding. Make a Charisma (Deception/Persuasion) check contested by the target’s Wisdom (Insight) check. This check is made with disadvantage if the target is Hostile or Opposed to you, and is made with advantage if the target is Friendly with you. If your check succeeds, you get the piece of information, if it fails, the target knows you are cold reading them.
FEAT: Prying Eyes
Your knowledge of the cityscape grants you the following advantages in urban environments:
- When you make a Dexterity (Stealth) check to hide outdoors while in a settlement, you are considered to have proficiency in the Stealth skill. If you are already have proficiency in the Stealth skill, you add twice your proficiency bonus instead of your normal proficiency bonus.
- You can move your normal speed through difficult terrain caused by staircases, roofs, market stalls and other urban obstructions.
- When at a settlement, you always know the direction and distance to the next nearest settlement.
- You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to find shops, people, and political power houses.
- By picking up the people’s subtle talk of rumors, guilds, and unusual places, if you’ve been in a town more than 20 mins you can identify the bad sections of town, the prevalent guilds and guild rivalries, and messenger services if any.
- You also have a +4 to Perception to notice pickpockets, secret passages, secret handoffs, and dirty dealings.
Politician
FEAT: Diplomacy
You have mastered the arts of diplomacy. Twice per long rest, If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If the creature is opposed to you your check is made with disadvantage. If the creature is Enraged, or Hostile to you, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
FEAT: Blameless
You have mastered the art of shifting blame off of yourself, and often onto other people. You have advantage on Charisma (Deception) checks to convince someone of your innocence. If your check passes, you can roll a Charisma (Deception) check contested by a Charisma (Persuasion) check to shift the blame to another creature of your choosing.
FEAT: Rabble Rouser
You have mastered the ability to get people to follow you. In a settlement of village size or larger you can attract a number of commoners equal to 5 times your Charisma modifier who will serve you loyally and even fight for you, at no cost besides basic lifestyle expenses. You may use a bonus action on each of your turns to command the commoners to take one of the following actions in addition to their movement: Attack, Dash, Disengage, Dodge, Help, Hide, Search, or Use an Object. The commoners add your proficiency bonus to their AC, attack rolls, and damage rolls, and your level to their HP.
Prisoner
FEAT: Hey Big Guy
Your sheer mass of muscle makes you heavier than you look. When an effect would push or otherwise unwillingly cause you to move, the distance you are moved is reduced by 5 x your proficiency bonus. Your muscles over harsh training and brutal abuse, have become harder than raw iron. You gain a +2 to your AC as long as you are not wearing any form of armor or shield. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, grip, or break objects. (this does not stack with any other ability that also increases your carrying capacity and maximum lift).
FEAT: Brawler's Rage
On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on all Constitution checks and saving throws.
- You gain a number of temporary hit points equal to three times your proficiency bonus.
- When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. You may only rage a number of times equal to your proficiency bonus per day.
FEAT: City Underbelly
You have connections to almost all illegal organizations and guilds in the city that your prison was in and surrounding countryside. You can invoke favors and connections to possibly gain safe lodging, send messages, or other favors from some organizations, but they may want something in return.
Prospector
FEAT: Geological Knack
You have an uncanny knack for ascertaining the features of the underlying geology and bedrock based on surface soil and plant conditions. You understand which types of rock are likely to yield precious metals, minerals, liquids, or archeological finds. Although this knack will not lead you directly to the mythical pot of gold, it may be able to point you in the right general direction. This geological knowledge might possibly also come in handy in predicting where lava and underground water might be found. Refer to the discovery table bellow.
Big Discovery
1:20 d20 d4 1:10 d10 d6 1:8 d8 d8 1:6 d6 d10 1:4 d4 2d20
Time Required | Odds of Discovery | Discovery Value |
---|---|---|
10 min | 1:20 | 1d4 |
1 hour | 1:10 | 1d6 |
4 hours | 1:8 | 1d8 |
1 day | 1:6 | 1d10 |
1 week | 1:4 | 2d20 |
FEAT: A Stone's Throw
You can bring out the potential in stones and rocks as a weapon. Any regular stone when thrown by you is considered a ranged simple weapon with the finesse and thrown (15/30) property, and causes 1d6 bludgeoning damage on a hit. The damage of your thrown rocks increases to 2d6 at tier 3 and 3d6 at tier 5.
In addition, you can make a quick throw with a stone using a bonus action. You can make this quick throw a number of times equal to your level in this class. You regain your uses of your quick throw after a short or a long rest.
FEAT: Lucky
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Psychic
FEAT: Psionic Resistance
Your mind's guarded against damage to it. You gain resistance to psychic damage. You have advantage on saving throws against the charmed and frightened conditions. Starting at tier 3, you gain immunity to psychic damage.
FEAT: Mental Disruption
You have learned how to disrupt the minds of others quite severely. You are able to, as an action, target one creature who you can hear of see. The target then must make a mental saving throw (Intelligence, Wisdom, or Charisma, your choice) against a DC of 10 + your WIS modifier and takes 4d6 psychic damage. Upon a success, they take half damage and know someone tried to mess with their mind. Upon a failure, they have that ability score reduced by 4. You may do this a total amount of times equal to your Wisdom ability score modifier. You regain all uses after finishing a long rest. This feature cannot lower a creature's Intelligence, Wisdom, or Charisma score below 6. You can target the same creature after 10 days have passed.
FEAT: Insightful Mind
You have honed your mind to start to see glimpses of the future. You may, as an action, make a Wisdom (Insight) check against a creature of your choice, the DC being their passive Charisma (Deception) (10 + Charisma (Deception) modifier). Upon a success, you gain insight into what that creature might do, but it is blurry. You can only see into the future for 1 minute, and it requires concentration, as if you were concentrating on a spell. You may do this a number of time equal to half your proficiency score, rounded down, this ability recharges every long rest. The duration of your glimpse into the future increases by one minute for every Tier.
For the duration, the following applies: You have advantage on attack rolls against the target, and you have advantage on saving throws caused by them. The target has disadvantage on saving throws caused by you and on attack rolls against you. Examples of causing a saving throw include causing a cave-in and casting a spell that requires a saving throw.
Public Utilities Operator
FEAT: Rigged Tools
Using some dirt, scrap metal, duct tape, and determination, you can make exactly the tool you need for the job you're doing. It'll just need a few modifications: you now have a set of artificer's tools labeled as "your character's" tools. Using 2 turns or about 10 seconds, you can reshape these tools into any set of artisan's tools. these tools are now treated as this set of tools until you change them again. These tools are non-special, unless they are modified or otherwise empowered through gameplay, and will then carry the same modification in every form. Additionally, when using a tool set you're proficient with, your proficiency bonus is doubled for any ability checks.
FEAT: I Just Work Here
Your experience in high traffic industrial zones has given you the ability to gain access to any construction site, lab, power plant, industrial building, public infrastructure, sewer system, public transportation buildings and tunnels, etc. Roll any Charisma skill check made to gain entry with advantage, Once you're on the site you know how to blend in, as long as you don't make any major disturbance. The workers there will treat you as if you are an employee.
FEAT: Built To Last
You have gained the ability to add armor and structure, to any object, creature, vehicle of building. You must provide the requisite scavenging and crafting requirements. You may reduce the time spent, or increase the quality of the materials by retrieving materials from a good source, such as a steel mill, military base, mine etc. Or reduce the crafting time by engaging the help of more people. Refer to the tables bellow for details.
Crafting Requirements
Size Category | Crafting Time | Amount of Materials |
---|---|---|
Fine | 10 min | 1lbs |
Diminutive | 30 Min | 5 lbs |
Tiny | 1 hr | 10 lbs |
Small | 2 hr | 15 lbs |
Medium | 4 hr | 50 lbs |
Large | 8 hr | 500 lbs |
Huge | 2 days | 4,000 lbs |
Gargantuan | 1 week, & 5 hired workers | 10,000 lbs |
Colossal | 3 weeks, & 20 hired workers | 50,000 lbs |
Scavenging Time
Time | Materials Gathered |
---|---|
10min | 50lbs |
1hr | 200lbs |
4hrs | 1,000lbs |
1 day | 10,000lbs |
Scavenging Quality Results
1-6 | Terrible Materials - +4 AC - 1 for every landed hit. |
7-11 | Poor Materials - +1 AC |
12-16 | Fair Materials - +2 AC |
15-17 | Good Materials - +3 AC (Armor) +6 AC (Vehicle/Building) |
18-19 | Better Materials - +4 AC & 20 HP (Armor) +8 AC & +15% of max or 50 HP (Vehicle/Building) |
20 | Best Materials - +4 AC & 40 HP (Armor) +10 AC & +20% of max or 75 HP (Vehicle/Building) |
Richling
FEAT: Insurmountable Riches
A richling’s wealth increases as he/she gains tiers. Every tier you gain an amount of wealth as listed in Table: Insurmountable Riches. If you reach a tier while away from civilization, you will not receive the riches until he rejoins society. Your arrival in any town or city will prompt a ripple of excitement. Social-climbers will go to great lengths to invite you to their parties. Exclusive Inns and garment makers will offer large discounts. Rivals will seek you out to ‘judge’ the competition.Insurmountable Riches
Tier | Wealth Increase | Reputation Increase |
---|---|---|
1 | Wealth Increased by 2 | Reputation Increased by 0 |
2 | Wealth Increased by 2 | Reputation Increased by 1 |
3 | Wealth Increased by 3 | Reputation Increased by 0 |
4 | Wealth Increased by 3 | Reputation Increased by 2 |
5 | Wealth Increased by 4 | Reputation Increased by 0 |
6 | Wealth Increased by 4 | Reputation Increased by 3 |
7 | Wealth Increased by 5 | Reputation Increased by 0 |
8 | Wealth Increased by 5 | Reputation Increased by 4 |
9 | Wealth Increased by 6 | Reputation Increased by 0 |
10 | Wealth Increased by 6 | Reputation Increased by 5 |
FEAT: Puppy Dog Eyes
Your eyes become more beautiful then the night sky, and it is almost impossible to look away from them! As an action, you may lock eyes with a creature you can see and that can see you. That creature must make a Charisma saving throw. On a failed save, the creature follows your every command for 1 minute. The creature must be able to understand you to follow the commands, otherwise it will only seek to protect itself for the duration. A creature that is blind or is immune to being charmed is immune to this effect. At 6th tier, the duration increases to 10 minutes. At 8th, it increases to 1 hour, and at 10th, the duration increases to 8 hours.
FEAT: Secretary
Richlings hardly do menial tasks for themselves, which is why they have a secretary. You begin play with a Tier One secretary in your servitude who is a paid employee (more accurately, who is indebted to serve). Regardless, this secretary is loyal to the richling, as long as they are fed and cared for. A 1st-tier richling’s secretary is completely typical for its kind, with exceptions as noted below. As an richling advances in level, the secretary’s power increases as shown on the table bellow: The Secretary.
If you release your secretary from service, you may gain a new one by filling the requisite acquisition forms requiring 24 uninterrupted hours of paperwork. This paperwork can also replace a secretary that has perished. This process must be completed in an urban environment with available laborers.
Secretary
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.
8 (-1)
10 (+0)
11 (+0)
10 (+0)
12 (+1)
12 (+1)
Senses passive Perception 11
Languages Any One Language (Usually English)
Traits
Evasion: If a secretary is subjected to an attack that normally allows a Dexterity saving throw for half damage, it takes no damage if it makes a successful saving throw.
Bodyguard (available at Tier 3): Whenever her employer would be subject to an attack, effect or special ability, if the secretary is adjacent and not also targeted by this effect she may jump in front of her employer to take the hit herself as an reaction.
Upgraded Model (available at Tier 5): By virtue of a "Executive Support Magazine" subscription and dubious coffee trips, a secretary can gain an Ability Score Increase. You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 30 using this feature. If your DM allows the use of feats, you may instead take a feat. The upgrading process takes two weeks, must be done in large city, and costs training at a Value of 15.
Loyal (available at Tier 7): a secretary gains a +4 morale bonus on Wisdom saves against attempts to charm, intimidate, and persuade them.
Improved Evasion (available at Tier 9): When subjected to an attack that normally allows a Dexterity saving throw for half damage, a secretary takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Loyal Beyond Reason (available at Tier 10): If the secretary is reduced to 0 or fewer hit points by an effect that otherwise leaves her body intact, she can remain conscious and continue to act for 1 more round before dying. She can use this ability even if her hit point total is -10 or lower. If her body is somehow destroyed before her next action (such as by disintegrate), then she cannot act. If she receives healing that leaves her with more than -10 hit points, she survives (or falls unconscious, as appropriate to her new hit point total) when she stops using this ability. Otherwise, death overtakes her at the end of the next round.
Actions
Attack
Pistol. Ranged Weapon Attack +2 to hit, range 30/90ft, one target. Hit: (1d10 + 0 ) piercing damage.
Help
You can lend your aid to another creature in the completion of a task. When you take the Help Action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.
Alternatively, you can aid a friendly creature in Attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally’s Attack more effective. If your ally attacks the target before your next turn, the first Attack roll is made with advantage.
Promoting The Secretary
Str/Dex Adj.: Add this value to the manservant’s Strength and Dexterity scores.
PC Tier | HD | Natural Armor | Str/Dex Adj. | Special |
---|---|---|---|---|
1 | 1d8 | 10 | +0 | Evasion |
3 | 2d8 | 12 | +1 | Bodyguard |
5 | 4d8 | 13 | +2 | Upgraded Model |
7 | 6d8 | 14 | +3 | Loyal |
9 | 8d8 | 16 | +4 | Improved Evasion |
10 | 10d8 | 18 | +5 | Loyal Beyond Reason |
Sailor
FEAT: Sea Legs
A life of sailing has given you considerable expertise when it comes to climbing, and rigging is almost an extension of yourself. You gain a climb speed equal to your land speed, and proficiency in Athletics. You cannot be put at a disadvantage on any non-attack checks that involve rope, chain, or hooks. (I.E. Swinging on ropes, restraining things with a chain, catching a ledge with a hook.) A lifetime of spending time on land and sea has taught you to travel with ease over any terrain. You may ignore difficult terrain up to 1/2 your move speed. You gain +5ft movement speed and gain a +10ft bonus to movement speed on ships. Additionally, you have a swimming speed of 30 ft.
FEAT: Certain Death
As you feel the cold approach of death, your adrenaline pumps, your focus narrows, and you both know one of you won't be coming out of this alive. When you willingly try to attack a target on your turn, you may begin dueling with them as a bonus action. All subsequent melee and ranged attacks, including targeted effect attacks, you make against a target you are dueling deal an extra 1d6 in damage. If you are below 1/3 of your maximum health, any enemy you are dueling takes double the bonus dueling damage from your attacks, they cannot gain advantage against you, and your attacks against them cannot be at a disadvantage. Neither your target nor you may take reactions against any targets but each other. Should the enemy you're dueling die or begin dying, dueling immediately ends, you regain HP equal to 2 x your Tier, and if you were the one that put them into that state, you regain an additional 5 HP.
FEAT: Slippery as an Eel
If you take damage from a melee attack, as a reaction you may allow yourself to be flung backwards, thereby lessening the impact. If you make an Acrobatics check equal to or greater than the damage inflicted, you suffer only half the damage, on a natural 20 you dodge completely. You’re moved 5 feet away from the source of damage. At tier 5, you take half the damage if it’s equal to or greater than half the damage inflicted, dodge on a natural 19, and you’re moved 10 feet away from the source of damage.
FEAT: Harvest the Water
You gain advantage on ability checks made using fishing equipment. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day.
Salesperson
FEAT: Cut to the Quick
You have learned how to deal with even the stingiest of people. You become proficient in the persuasion skill. If you are already proficient in this skill, double your proficiency bonus. You perfect the art of haggling. You now have advantage on persuasion checks when attempting to buy items for lower than their marked price.
FEAT: Under the Table
Your skills for business, and your eye for details lend you greater aptitude for underhanded business. Double your proficiency bonus for any skill checks performed with a forgery kit or disguise kit. You gain expertise in deception. Lying about deals to anyone with under 12 wisdom is an instant success.
FEAT: Reverse Psychologist
You are no longer open to manipulation. You are immune to being Charmed, and anyone trying to persuade, deceive, or intimidate you must do so with disadvantage. You can inspire others with the cunning use of reverse psychology. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Manipulative Inspiration die, a d8.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Manipulative Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Manipulative Inspiration die is rolled, it is lost. A creature can have only one Manipulative Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.
Scavenger
FEAT: Great Escape
You have plenty experience in getting out of tight situations. Opportunity attacks made at you have disadvantage. Your movement speed increases by 10 feet.
Need a grand entrance or great escape? Look no further than the infamous Smoke bomb! You receive two smoke bombs. As a Bonus Action, you can use a Smoke Bomb at the location you are standing to create a 5-foot-radius of smoke centered on where you are standing. The smoke spreads around corners and it's area is heavily obscured. It lasts until the start of your next turn or until a wind of moderate or greater speed disperses it. It is up to the DM to determine whether the wind is strong enough.
During a short or long rest, you may craft one Smoke Bomb, and they are considered to weigh 0 lb in your inventory. You can only have a number of Smoke Bombs equal to your Charisma modifier + 1 (minimum 1) at a time. These Smoke Bombs can only be used by you and cannot be sold.
- Starting at 3rd Tier, you have managed to increase the potency of your smoke bombs, and now they create a 10-foot-radius of smoke centered at the location it was activated.
- Starting at 5th Tier, you have managed to add sleeping gas into your smoke bombs. Any creature that starts their turn, or enters the area of the smoke bomb must succeed a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + Charisma Modifier. On a failed save, they fall unconscious for 1d4 turns. The sleeper wakes up if they take damage or someone uses an action to shake or slap the sleeper awake. When making a Smoke Bomb, you must spend an additional 5gp to add sleeping gas to it. Creatures that hold their breath before entering the smoke are unaffected.
FEAT: Appraisal
You have trained your eyes to see the true value of objects and people with your eyes. You can use an action to target a creature or object to appraise them. If you appraise a creature, you know the creature type, senses, vulnerabilities, damage resistances, and damage immunities of that creature. If you appraise an object, you know the physical properties of that object (i.e. material) as well as whether or not that object is trapped or contaminated. You can only appraise one creature or object at a time. If you appraise a creature or object within one round of appraising a different creature or object, you can use a bonus action to appraise the new creature or object instead. You can use this feature a number of times equal to your Charisma modifier + 1 (minimum 1). When you finish a short or long rest, you regain all expended uses.
- Starting at 3rd Tier, if you appraise a creature, you also know the creatures' current hit points and armor class.
- Starting at 5th Tier, while appraising a creature, you know the target's original form if the target creature takes on a different form (i.e transformed by magic or the Druid’s Wild Shape feature), as well as any superpowers, diseases, or conditions that they have.
- Starting at 7th Tier, if you have appraised a creature or object during your turn, you gain 20 feet of Truesight until the start of your next turn.
FEAT: Stolen Identity
After appraising a creature with the same size and creature type as you, you know everything you need to know to produce a perfect disguise in their image. After one minute, you can create a disguise that changes your appearance and voice to match that creature. You are indiscernible to the casual observer but if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) checks you make to avoid detection. However, your ability scores, proficiencies, Hit Points, and AC remain the same as before you entered the disguise and you cannot use any class features, racial traits, or feats while you are in this disguise. If you take piercing or slashing damage, the disguise is ripped and you appear in your costume. Alternatively, you can use a free action to tear off your disguise, appearing in your costume instead.
FEAT: Scavenge
You may search an area for something of value. Refer to the table bellow for results.
Big Discovery
1:20 d20 d4 1:10 d10 d6 1:8 d8 d8 1:6 d6 d10 1:4 d4 2d20
Time Required | Odds of Discovery | Discovery Value |
---|---|---|
10 min | 1:20 | 1d4 |
1 hour | 1:10 | 1d6 |
4 hours | 1:8 | 1d8 |
1 day | 1:6 | 1d10 |
1 week | 1:4 | 2d20 |
Scientist
FEAT: Attentive
You have a knack for telling when something's off. You have advantage on Perception and Investigation checks for noticing abnormal noises, details, smells, and the like, such as distant and quiet noises and speech, false walls and hidden doors, the faint odor of alchemical remnants and so on. If you succeed on any of these checks, you begin to feel dread if there is a threat, or a "pull" toward areas with clues, as if you have a "gut feeling" about some danger or something important. At 3rd Tier, your advantage extends to all Perception And Investigation checks.
FEAT: Always Learning
At Tier 1, 3, 5, and 7 you choose two Intelligence or Wisdom-based skills. As an alternative, you could choose one intelligence-based skill and one set of tool that you're proficient in. Your proficiency bonus is doubled for any ability check you make that uses those chosen skills/tools proficiencies. These proficiecies stack rather than grow exponentially, with a maximum of a +25 modifier.
At Tier 10, You choose two intelligence based skills, an intelligence based skill and tinker tools, or tinker tools and any other tool you have proficiency in. You may now add double your modifier for those skills/tools. Additionally, you can also stow and draw a weapon or object as a bonus action.
FEAT: Look What I Made
Your experimentation has allowed you to create some pretty cool things. Gain access to crafting one new item for each tier. During a long rest you may craft one usage of a item, drug, or compound.
- Avaliable at Tier One: Chill FGFD-T, GlowStick 8VRI-7, Tele-K Q7L4-P, NanoFix HR9E-3, Landline BU1R-9, Acetic VBXO-B, PepperSpray, MadHouse 0D2O-1, GrubHub U8E5-M, ScoutJuice 929M-Y
- Avaliable at Tier Three: Comprehend NHKB-J, Keller ACI1-Q, Invisible Ink 7V51-1, Kangaroo SZ5Z-H, Quix 8V6Q-E, Dolittle 3Z02-G, Abilify KGUU-1, OJSimpson RNKZ-V, Liquid Band-Aid, Litmus OYCO-X
- Avaliable at Tier Five: Liquid Fear 1J9K-2, LSD, Rosetta 9MLO-P, Confusion OAMA-K, Road-Trip SPO2-P, Viagra 2.0, GoodSleep WWDB-H, Protection JKVN-W, Stink Ink
- Avaliable at Tier Seven: (each character may only use one of these per day, regardless of how many you have crafted) SweetDreams 4RCL-5, US TRIAL 2ESZ-6, Mist YWRN-U, Eyebite TPPH-7, Silver Tongue DUNJ-R, X-Ray JXZJ-N, Refresh 9TQX-M, CramSesh W018-W
- Avaliable at Tier Nine: (each character may only use one of these per day, regardless of how many you have crafted) OUCH, Ignition NOM2-X, Gravitonium, WeatherMan XQ0J-N, Stop J2KM-F, US E12 aka "The Vibrator", Feeblemind YBPL-G
- Avaliable at Tier Ten: (each character may only use one of these per day, regardless of how many you have crafted) AstralAid ENW8-R, Foresight TBJ2-Q, Sleep 3Y42-6, OUCH 2.0, Furry RLDO-0, Respawn NZKL-F
Software Developer
FEAT: Cyber Security
You learn to take advantage of your opponent's mistakes, and actively look for opportunities to do so. When an opponent rolls a natural 1 on a melee attack roll against you, you may use your Reaction to perform an Opportunity Attack. Additionally, you roll initiative with advantage. Finally, you can target an item (not a weapon, vehicle, or set of armor) that a creature is wearing or holding. If you hit the creature's AC, you destroy the object. This can be used even on objects that aren't easy to destroy, such as a NOKIA. The only exceptions to this are items that are sentient, artifacts, constructs, or those that have the Unbreakable minor property, unless you damage them in a way that is predefined to allow them to be damaged or destroyed with the attack.
FEAT: Overclock
Your senses betray your enemies and environment in ways you might not think of. You can make a Perception, Investigation, or Insight check once during your turn without taking an action to do so. Additionally, you can take an Extra Bonus Action during your turn.
FEAT; Discrete Mathematics
You've finally figured out how to implement your deductive reasoning in a fight. You gain the following abilities, all used as an action:
- Defend against melee: If an enemy would melee you this round, they must roll 3 higher than your AC to hit you. This lasts until the beginning of your next turn.
- Defend against ranged: If an enemy would make a ranged attack against you this round, they must roll 3 higher than your AC to hit you. This lasts until the beginning of your next turn.
- Defend against vehicle shots: If an enemy would make a ranged vehicle attack against you this round, they must roll 3 higher than your AC to hit you. This lasts until the beginning of your next turn.
- Defend against AOE saves: If an enemy would use an effect that requires you to make a save to lessen its effects this round, you add 3 to the final total of your save, and if you succeed on the save you take no damage or harmful effects. This lasts until the beginning of your next turn or you save against a spell, whichever happens first.
You cannot use any of these abilities if you have any Exhaustion Points, are afflicted with a Disease, or are under the effects of a Feeblemind chemical, or any similar effect that lowers your Intelligence or Wisdom score.
Soldier
FEAT: Strategic Approach
You are throughouly trained to move accross terrain quickly and quietly. You have access to the following abilities and improvements;- You gain proficiency in Survival. If you are already proficient with this skill, you add twice your proficiency bonus in checks with it. In addition, you have advantage on (Wisdom) Survival checks made to track humans, or while using a map or navigation device.
- You have advantage on Constitution saving throws to avoid exhaustion from traveling at forced march and not drinking enough water, to resist the effects of extreme cold or heat and to recuperate from injury, disease or poison after three days of downtime. In addition, you add your proficiency bonus to the amount of minutes you can hold your breath, the amount of rounds you take to start choking and the number of days you can go without food.
- While traveling at fast pace, you don't have penalties on your passive Wisdom (Perception), and is able to use Dexterity (Stealth). In addition, you are able to contribute to your group's passive Wisdom (Perception) when making Wisdom (Survival) checks.
- You can take the Hide action even when in plain sight. Any cover granted acts as the next class of cover higher. At 6th Tier, You can take the Hide action while in plain sight in any sort of terrain.
FEAT: Military Rank
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
FEAT: Bootcamp
Every soldier is trained in a specific type of Warfare, choose two abilities from the same Warfare table bellow, as well as the tool/weapon proficiencies included.
Naval Warfare
1 | Rapid Inlet - You gain a swimming speed equal to your walking speed plus 10. Additionally, you can breathe both air and water via the Amphibio Device. |
2 | Expertise - Choose two of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies. |
3 | Adept Climber - You do not have to make Athletic checks to scale a climbable surface as long as you have at least one free hand, and your climbing speed equals your base walking speed. At 9th Tier, you do not require at least one free hand to use this feature. |
4 | Sturdy Sea Legs - A lifetime of fighting on land and sea has taught you to travel with ease over any terrain. You may ignore difficult terrain up to 1/2 your move speed. You gain +5ft movement speed and gain a +10ft bonus to movement speed on ships. |
5 | Eagle Eyes - Your time at sea has given you an affinity for spotting incoming foes. You have advantage on all Perception rolls initiated by the DM. In addition, you may use a bonus action on your turn to make a Perception check to find a hidden creature. |
6 | Follow Foe - As your foe retreats, you stay on their heels, moving through the path made by their escape. When a target within 10 feet of you that you’re fighting takes the disengage action, you may use your reaction to move up to your target's movement speed to keep up with your target. You must use this movement to stay as close to your target as possible, you cannot move through opponents, you do not incur attacks of opportunity when you move this way, you do not set off traps, and other creatures cannot gain advantage against you for flanking or surrounding you until the end of your next turn. |
7 | Battle Tactics - You learn a number of special tactics you can employ in battle. Once per turn, when you use your Battle Orders feature on a creature, you may give one of the following benefits to the creature. You can use this feature a number of times equal to your Charisma modifier (minimum 1) and regain all expended uses when you finish a short or long rest. See below... |
Full Infantry Defense: The chosen creature gains a bonus to AC equal to your proficiency bonus until the start of your next turn. | |
Tactical Flanking: The next time the chosen creature hits with a melee weapon attack before the start of your next turn, they can push the target a number of feet equal to 2 times your proficiency bonus or knock them prone. | |
Assassin's Strike: The chosen creature can add your proficiency bonus to the next attack roll it makes before the start of your next turn. | |
Immovable Line: Creatures provoke opportunity attacks from the chosen creature when they enter or leave the chosen creature's melee range. When the chosen creature hits another creature with an opportunity attack, they can add your proficiency bonus to the damage roll of the attack. The chosen creature loses those benefits at the start of your next turn. |
Proficiency:
Light Explosives, Anti-Aircraft Artillery, Rocket Artillery. Choose four of the following: Combat/Assault Transport, Command Ship, Attack Submarine, Submarine, Missile Submarine, Guided Missile Destroyer, Coastal Patrol Ship, Guided Missile Cruiser, Mine Countermeasures Ship, Fast Combat Support Ship, Hospital Ship, Aircraft Carrier, Special Operations Naval Vehicle, Landing Craft, Amphibious Assault Ship
Ground Warfare
1 | Nature Lore - Whenever you make a Intelligence (Nature) check, you can add your Wisdom modifier to the check. In addition, if you roll a 9 or lower on a Intelligence (Nature) check, you can choose a 10 instead. |
2 | Fleet of Foot - Once in each of your turns you can move 15 feet after making a ranged attack. |
3 | Armor Pierce - When you hit an creature wearing armor with a ranged attack, you gain a bonus equal to half your proficiency bonus (rounded down) to all subsequent ranged weapon attacks against that enemy. |
4 | Lethal Shot - Your ranged attacks score a critical hit on a 19 or 20 on the d20. This increases to 18-20 at 8th Tier. In addition, you roll an additional 1d6 on the damage of critical hits with ranged attacks. This increases to 2d6 at 6th Tier. |
5 | Powerful Shot - You gain a bonus of +2 to your damage rolls with ranged weapons. This bonus increases to +4 at 8th Tier. |
6 | Take Aim - If you don't move at the start of your turn, you have advantage on your next ranged weapon attack. Your movement is reduced to 0 after making the attack. |
7 | Battle Tactics - You learn a number of special tactics you can employ in battle. Once per turn, when you use your Battle Orders feature on a creature, you may give one of the following benefits to the creature. You can use this feature a number of times equal to your Charisma modifier (minimum 1) and regain all expended uses when you finish a short or long rest. See below... |
Full Infantry Defense: The chosen creature gains a bonus to AC equal to your proficiency bonus until the start of your next turn. | |
Tactical Flanking: The next time the chosen creature hits with a melee weapon attack before the start of your next turn, they can push the target a number of feet equal to 2 times your proficiency bonus or knock them prone. | |
Assassin's Strike: The chosen creature can add your proficiency bonus to the next attack roll it makes before the start of your next turn. | |
Immovable Line: Creatures provoke opportunity attacks from the chosen creature when they enter or leave the chosen creature's melee range. When the chosen creature hits another creature with an opportunity attack, they can add your proficiency bonus to the damage roll of the attack. The chosen creature loses those benefits at the start of your next turn. | |
Proficiency:
Anit-material Weapons, Machine Guns, Heavy Explosives, Artillery. Military Land Vehicles.
Urban Warfare
1 | Brawler - If you take the Attack action on your turn to make one or more melee weapon attacks—excluding unarmed strikes—but hit with none of them, you can use your bonus action to make an unarmed strike. |
2 | Fighting Posture - You learn how to take a more proper fighting stance. As a bonus action, you can posture yourself defensively to gain +1 to your AC, or aggressively to gain +1 damage on your damage rolls. The effects of your chosen posture last for 1 minute. |
3 | Urban Pursuit - You can move through difficult urban streets quickly, you have no disadvantage for moving through difficult terrain. Additionally, you are proficient in the Acrobatics skill. If you are already proficient, then add double your proficiency bonus to Dexterity (Acrobatics) checks. |
4 | Overpowered - You learn how to fight opponents who outmatch yourself. When you fight with an opponent with the size Large or higher, or when you have two or more opponents and no allies within 5 feet, you cause additional 1d8 damage with your melee weapon attacks. You can cause this additional damage once per enemy. |
5 | Awareness - You gain advantage in Wisdom (Perception) checks to spot traps or hidden threats. Additionally, you can no longer be surprised as long as you are not incapacitated or unconscious. |
6 | Blockade - You stand as a powerful obstacle to those who wish to harm you or others close to you. While you hold a shield, creatures within 5 feet of you roll their weapon attack rolls with disadvantage. |
7 | Battle Tactics - You learn a number of special tactics you can employ in battle. Once per turn, when you use your Battle Orders feature on a creature, you may give one of the following benefits to the creature. You can use this feature a number of times equal to your Charisma modifier (minimum 1) and regain all expended uses when you finish a short or long rest. See below... |
Full Infantry Defense: The chosen creature gains a bonus to AC equal to your proficiency bonus until the start of your next turn. | |
Tactical Flanking: The next time the chosen creature hits with a melee weapon attack before the start of your next turn, they can push the target a number of feet equal to 2 times your proficiency bonus or knock them prone. | |
Assassin's Strike: The chosen creature can add your proficiency bonus to the next attack roll it makes before the start of your next turn. | |
Immovable Line: Creatures provoke opportunity attacks from the chosen creature when they enter or leave the chosen creature's melee range. When the chosen creature hits another creature with an opportunity attack, they can add your proficiency bonus to the damage roll of the attack. The chosen creature loses those benefits at the start of your next turn. |
Proficiency:
Anit-material Weapons, Machine Guns, Flamethrowers, Heavy Explosives, Mortar, Field Gun. Civilian Vehicles, Commercial Land Vehicles, Military Land Vehicles, Military Helicopters.
Air Warfare
1 | Improved Durability - Your time flying has made you stronger against colder temperatures and areas of high altitude. You are now acclimated to Extreme Cold, as described on page 110 of the Dungeon Master's Guide. Additionally, the number of minutes you can hold your breath and the number of rounds you can survive after suffocating are doubled. |
2 | Gotta Fly - The crisp, clean air begins to have a healing effect on you. On your turn, you can use a bonus action to regain Hit Points equal to 1d12 + your Tier. You must be outdoors or have access to fresh air in order to use this feature. After you use this feature, you cannot use it again until you finish a short or long rest. |
3 | Impossible Flight - Your maneuverability and speed in the sky is unmatched. While using flying speed and/or hovering, you gain advantage on all Dexterity saving throws and Acrobatics or Navigation skill checks you make. |
4 | Flyby - 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. |
5 | Tactical Flight - You have learned to make quick decisions on where to fly while fighting. During your turn, you can use a bonus action to target a creature within sight. Melee attacks made by you against a targeted creature gain advantage until you miss. You must finish a long rest before you can use this feature again. |
6 | Drone Recon - You are also able to send an aerial drone to scout ahead of you for treasure or danger. While you are not in combat, you can choose to send your drone on a scouting mission. Depending on where it's sent during its scouting mission, your drone may find treasures, secret passages, enemy positions, or other useful information for you. The furthest distance away your drone can be from you is 2mi. Your drone's ability to find anything is still dependant on levels of visibility or any other external factors that would affect vision or hearing (i.e. light levels, canopy cover, foliage, cloaking technology, weather). |
7 | Battle Tactics - You learn a number of special tactics you can employ in battle. Once per turn, when you use your Battle Orders feature on a creature, you may give one of the following benefits to the creature. You can use this feature a number of times equal to your Charisma modifier (minimum 1) and regain all expended uses when you finish a short or long rest. See below... |
Full Infantry Defense: The chosen creature gains a bonus to AC equal to your proficiency bonus until the start of your next turn. | |
Tactical Flanking: The next time the chosen creature hits with a melee weapon attack before the start of your next turn, they can push the target a number of feet equal to 2 times your proficiency bonus or knock them prone. | |
Assassin's Strike: The chosen creature can add your proficiency bonus to the next attack roll it makes before the start of your next turn. | |
Immovable Line: Creatures provoke opportunity attacks from the chosen creature when they enter or leave the chosen creature's melee range. When the chosen creature hits another creature with an opportunity attack, they can add your proficiency bonus to the damage roll of the attack. The chosen creature loses those benefits at the start of your next turn. |
Proficiency:
Machine Guns, Heavy Explosives, Civilian Vehicles, Commercial Air Vehicles, Military Helicopters, Military Fixed-wing Vehicles
Space Warfare
1 | Action Surge - You can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 8th Tier, you can use it twice before a rest, but only once on the same turn. |
2 | Energize - As a bonus action, you may use an energy cell to power your cybernetic implants and regain a number of hit points equal to 1d12 + your Tier. Once you've used this feature, you can't use it again until you've finished a short or long rest. Once you reach 5th Tier, you may use this feature twice before a rest instead. |
3 | Futuristic Weapon Training - You gain a +2 to attack rolls made with futuristic weapons. |
4 | Solar Resistance - You are resistant to radiant and necrotic damage. |
5 | Alien Understanding - You have advantage on any check to try and understand technology, and you may add your proficiency bonus to any roll you make to operate or figure out a technological device. |
6 | Rocket Science - You have advantage on any check made to disable, fire, aim, trigger, calculate the trajectory of, or to identify any large projectile (bomb, missile, torpedo, rocket etc.) |
7 | Battle Tactics - You learn a number of special tactics you can employ in battle. Once per turn, when you use your Battle Orders feature on a creature, you may give one of the following benefits to the creature. You can use this feature a number of times equal to your Charisma modifier (minimum 1) and regain all expended uses when you finish a short or long rest. See below... |
Full Infantry Defense: The chosen creature gains a bonus to AC equal to your proficiency bonus until the start of your next turn. | |
Tactical Flanking: The next time the chosen creature hits with a melee weapon attack before the start of your next turn, they can push the target a number of feet equal to 2 times your proficiency bonus or knock them prone. | |
Assassin's Strike: The chosen creature can add your proficiency bonus to the next attack roll it makes before the start of your next turn. | |
Immovable Line: Creatures provoke opportunity attacks from the chosen creature when they enter or leave the chosen creature's melee range. When the chosen creature hits another creature with an opportunity attack, they can add your proficiency bonus to the damage roll of the attack. The chosen creature loses those benefits at the start of your next turn. |
Proficiency:
Machine Guns, Heavy Explosives, Energy Weapons, Civilian Vehicles, Commercial Air Vehicles, Military Fixed-wing Vehicles, Space Vehicles.
Stock Trader
FEAT: Invest in Defense
You may invest money into defense ventures against one targeted hostile creature from attacking you. The number of turns and cost is 1 turn (1 WEA), 2 turns (1 WEA), 3 turns (2 WEA), 4 turns (4 WEA), and 5 turns (6 WEA). If you are not hit by a single target weapon or feature that deals you damage by the target creature for the number of turns equal to the amount of Wealth spent, you profit twice the Wealth you spent. (There must be at least 2 hostile creatures present to use this feature.) You may use this feature any number of times per day, but may only gain 6 Wealth per day from this feature.
FEAT: Negotiate Damage
You’ve learned how to make, arguably, the most difficult deals; negotiations. After taking damage, you can expend your reaction to attempt to lessen the damage. You make a Persuasion check and the creature that damaged you makes an Insight or Intelligence check. If the source of the damage that caused negotiate damage is not from a creature, such as a trap or inanimate object, they automatically, and critically, succeed their Insight or Intelligence check. If your Persuasion check is higher than the creature's Insight or Intelligence check, the damage dealt to you is halved. If the creature's Intelligence or Insight check is higher than your Persuasion check, you are dealt full damage.
You can expend funds as a part of the reaction to grant yourself advantage on your Persuasion check. The value of funds you must expend is equal to the creature’s CR or level. Treat this as any other purchase subject to compromsing Wealth as descibed in the Wealth and Bartering article.
You can use this ability an amount of times equal to your Charisma modifier, after which you must take a long rest in order to do so again.
FEAT: Don't Tell Me the Odds
As a bonus action, you may bet on a die roll to add or subtract an amount from your next attack. To use this feat choose a single die type (d2, d4, d6, or d8). Next choose your winning/loosing range (ex. d6 1-3 Loose, 4-6 Win). Next determine your odds of success using the table bellow. Roll your die, if you win you may add the odds modifier to your next damage roll. If you loose you must subtract the odds modifier from your next damage roll.
You may choose a d10 at Tier 3, a d12 at Tier 5, and a d20 at Tier 7.
(The big 'roll the dice' button doesn't work yet!)Odds Modifier
DIE | WIN RANGE | MOD |
d2 | 2 | +/- 2 |
d4 | 2-4 | +/- 2 |
d6 | 2-6 | +/- 2 |
d8 | 2-8 | +/- 2 |
d4 | 3-4 | +/- 3 |
d6 | 3-6 | +/- 3 |
d8 | 3-8 | +/- 3 |
d4 | 4 | +/- 4 |
d6 | 4-6 | +/- 4 |
d8 | 4-8 | +/- 4 |
d10 | 2-10 | +/- 4 |
d6 | 5-6 | +/- 5 |
d8 | 5-8 | +/- 5 |
d10 | 3-10 | +/- 5 |
d6 | 6-6 | +/- 6 |
d8 | 6-8 | +/- 6 |
d10 | 4-10 | +/- 6 |
d12 | 2-12 | +/- 6 |
d8 | 7-8 | +/- 7 |
d10 | 5-10 | +/- 7 |
d12 | 3-12 | +/- 7 |
d8 | 8 | +/- 8 |
d10 | 6-10 | +/- 8 |
d12 | 4-12 | +/- 8 |
d20 | 2-20 | +/- 8 |
d10 | 7-10 | +/- 9 |
d12 | 5-12 | +/- 9 |
d20 | 13-20 | +/- 11 |
d10 | 8-10 | +/- 10 |
d12 | 6-12 | +/- 10 |
d20 | 4-20 | +/- 10 |
d10 | 9-10 | +/- 11 |
d12 | 7-12 | +/- 11 |
d20 | 5-20 | +/- 11 |
d10 | 10 | +/- 12 |
d12 | 8-12 | +/- 12 |
d20 | 6-20 | +/- 12 |
d12 | 9-12 | +/- 13 |
d20 | 7-20 | +/- 13 |
d12 | 10-12 | +/- 14 |
d20 | 8-20 | +/- 14 |
d12 | 11-12 | +/- 15 |
d20 | 9-20 | +/- 15 |
d12 | 12 | +/- 16 |
d20 | 10-20 | +/- 16 |
d20 | 11-20 | +/- 17 |
d20 | 12-20 | +/- 18 |
d20 | 13-20 | +/- 19 |
d20 | 14-20 | +/- 20 |
d20 | 15-20 | +/- 21 |
d20 | 16-20 | +/- 22 |
d20 | 17-20 | +/- 23 |
d20 | 18-20 | +/- 24 |
d20 | 19-20 | +/- 25 |
d20 | 20 | +/- 26 |
Student
FEAT: Mcguffin
"This is the only reason I survived the End of the World"
Either before the game starts or promptly thereafter, you find a Uncommon to Legendary Wondrous Item, Weapon or Artifact of the DM's choice and gain proficiency with the item.
FEAT: Sleep?
Your body just accepts that you always forget to take care of basic self care. It now takes 2x as long for you to gain exhaustion for not sleeping, eating, or drinking. Additionally, When you roll initiative, you can replace your roll with a 20. If you do, whatever items are in your hands are put into your backpack and your phone is in both of your hands.
FEAT: Part of the Group
Everyone has a niche in school, even if their niche is no niche. Choose from or roll on the table bellow.
Niche
1 | Theatre Kid Proficiency in Performance or Stealth - You've spent so much time depriving your body of its needs you have become adjusted to the worst conditions. You only need half of the required rations for your race, and they can be of terrible quality with no penalty. Additionally your character only needs 4 hours of sleep during a long rest. |
2 | Normie Gain Proficiency in one skill, language or tool. - Your friends and allies have started to look to you for support. At the start of your turn, you may choose a friendly creature within 10 feet of you. They gain a bonus to saving throws equal to your Charisma modifier (minimum of one) as long as they stay within this range. In addition, you and all allies in this area have advantage on saving throws against charm effects. The range of this ability increases to 20ft at 6th tier, and 30ft at 9th tier. You must be conscious to grant this bonus. You may use this feat a number of times equal to your Constitution Modifier before needing a long rest. |
3 | Goth Proficiency in Intimidation or Deception - As an action you may tap into the hate and anger inside you for a temporary increase in raw power. A blood red aura appears around you. You gain +10ft speed and +2 to your attack and hit rolls for 1d10 + Constitution modifier minutes. Once you use this ability you cannot use it until you finish a long rest. |
4 | Bookworm Proficiency in History, Religion, or Nature - You are able to memorize a message of 200 words and 10 images, at 5th 500 words and 20 images, at 9th 900 words and 50 images, and at 15th 1500 words and 90 images after hearing or reading it once. You make a DC 10 intelligence check to repeat the message exactly. You have advantage on the check if the message is shorter than the maximum you can memorize. |
5 | Weeb/Anime Girl Proficiency in History, Circuitry, or Mechanics - Your personality effects other people so negatively that when you speak and talk about Anime you hurt people. Once per round, as an interaction, a reaction, an action, or as all of your movement, you can talk about how amazing Anime is. Everyone who can hear you except you and Senpai (one chosen creature) suffers 1d10 psychic damage. You may use this feat a number of times equal to your Constitution Modifier before needing a long rest. |
6 | Horse Girl Proficiency in Animal Handling - Other wild beasts begin to see you as an animal, not a humanoid, and begin treating you as such. You can sort of understand animals. They cannot speak directly to you, nor can you to an animal, but you can sense their emotions and understand messages they are trying to convey. If an animal is of the same kingdom as your Furry Kingdom (Mammal, Reptilian, or Avian), it will become friendly toward you. Your DM decides which animals fall under these Kingdoms. |
7 | Band Kid One musical instrument -After years of 'practice' you have finally 'mastered' it. The art of music so awesome, it blows the minds of those around you. You can use your attack action to start (or continue) a song, dealing 1d10 psychic damage to all enemies that may hear you. They MUST be able to hear for this to actually damage them. This will not affect people who you think of as allies. You may use this feat a number of times equal to your Constitution Modifier before needing a long rest. |
8 | Jock Proficiency in Athletics or Acrobatics - You tend to find things of incredible use entirely by accident while wandering aimlessly. Ability checks you make to find hidden items and mechanisms have advantage; however, whenever you find a trap or mechanism this way, it is automatically activated. |
9 | Prom Queen Proficiency in Deception, Intimidation, or Persuasion - You command attention by snapping. When you snap, an echo reverberates up to 20 ft. away, cutting through all noise. All creatures within 20 ft. must succeed a wisdom saving throw or stop what they are doing to pay attention to you. An affected creature cannot act during its next turn. A creature has disadvantage on this saving throw if they could be attracted to you. You may use this ability a number of times a day equal to your Charisma Modifier (Min. 1). If a creature is immune to being charmed, they are not affected by this ability. |
10 | Church Kid Proficiency in Religion - You use a bonus action to use your biting tongue to compel a target creature within 60ft to redouble their efforts and do better. It is not nice, and its very pointed, but the target receives a d6 or your Intelligence Modifier to enhance an Attack roll To Hit, for Damage, Saves, Ability and Skill checks. The Target Takes an d6 of Psychic Damage to their current MAX HP. Once given the recipient has 1 minute to use this die before or after they make a roll, but always before the DM determines whether the attack roll or ability is successful. You may use this feat a number of times equal to your Constitution Modifier before needing a long rest. |
11 | ROTC Resistance to Bludgeoning Damage - You may use an action to challenge any humanoid enemy your size or smaller that understands any language you can speak to a 1-on-1 bout. Make a Charisma Intimidation check and the enemy must make a Wisdom saving throw. If they fail, the targeted enemy will only attack you and the bout ends when one combatant is Incapacitated, Surrenders, or attacks another enemy. You may use this feat once per day. |
12 | D&D Club Increase your Hero Point Maximum by 2 - Something in your life has caused you to have a strange understanding of the world around you, things that to others are incomprehensible and crazy. You understand things such as XP, Stats, Initiative, and other such game rules. As a bonus action, you may find out a stat or DC of anything. |
Survivalist
FEAT: True Survivor
You are a true master of the art of survival. When an attack would reduce you to 0 hitpoints, you can instead drop to 1 hitpoint. You may use this feature equal times your Constitution modifier (max 4), regaining all use after you finish a long rest.
FEAT: Adaptability
You can take a pretty good gander at what your opponents may attempt, and so better prepare yourself against it. You may choose an ability score at the end of a long rest. Until you finish another long rest, whenever you must make a saving throw with the chosen ability score, you gain a bonus equal to your Constitution modifier (minimum 1) on saving throws belonging to that ability score.
FEAT: Animal Traits
As a survivalist, you can copy the traits of animals to better protect yourself from danger. You know a number of Animal Traits equal to 3 at Tier One, 4 at Tier Three, 5 at Tier Five, 6 at Tier 7, and 7 at Tier 9. These and further traits are chosen from the Animal Traits List provided at the end of this occupation description. Everytime you gain Gain a Tier, you may change out traits from the list to Traits Copied as according to your Tier.
1st Tier
- Squirrel-like Agility. You are agile as you should be to escape dangers. You may use your bonus action to dash.
- Turtle Armor. Your base AC when unarmored is 12 + your Constitution modifier. You may wear a shield and still gain this benefit.
- Owl Eyes. You gain advantage on Perception.
- Mongoose Claws. Your unarmed strikes deal 1d6 slashing damage. This increases further when you reach higher levels: your unarmed strike's damage die increases to a 1d8 at 3rd Tier, a 1d10 at 5th Tier, and a 1d20 at 7th Tier.
- Mule. Your carrying capacity doubles.
- Flea's Spring. Your jumping height triples.
- Colt's Run. Your movement speed increases by 50%.
- Troglodyte Adeptness. You gain resistance to one damage type of your choice from fire, cold, poison, and psychic.
- Crow's Wire. You gain proficiency in a tool of your choice.
- Gator Submersion. While underwater, you have advantage in Dexterity (Stealth) checks.
- Polar Bear Paws. You do not consider any snowy or arctic terrain as a difficult terrain.
- Snow Hare. When in snowy or arctic terrain, you are proficient in stealth checks. If you already have proficiency, double your bonus.
- Puppy Eyes. You are proficient in persuasion checks. If you already have proficiency, double your bonus.
- Bear Size. Whenever you perform checks to shove or grapple another creature, your size is considered Large.
- Parrot. You learn a language of your choice.
3rd Tier
- Weasel Wile. When you make a melee attack against a target, you may use a bonus action to take the Disengage action.
- Brawling Gorilla. You gain a +2 bonus to damage rolls with melee weapons as well as unarmed strikes.
- Mongoose Fur. You gain resistance against poison damage and you are now immune to being poisoned.
- Oblivious Sloth. You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
- Pack Tactics. You have advantage on an attack roll against a target if at least one of your allies is within 5 feet of the target and the ally isn't incapacitated.
- Beastial Face. You gain proficiency in intimidation checks. If you already have proficiency, double your bonus.
- Cowbird Deception. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
5th Tier
- Cuttlefish Propulsion. Your underwater movement speed is doubled.
- Kangaroo Buff. You may expend your bonus action to add one extra damage die to your next attack, granted it hits.
- Python Coil. You gain proficiency in all actions that grapple another creature.
- Mole Dig. You gain a Burrow speed of 5 feet.
- Crow's Adroitness. You may choose one skill proficiency you have and double that bonus.
- Bear Strength. You gain proficiency in Strength checks and saving throws. If you already have it, double the bonus.
- Trurle Shell. While you aren't wearing any armor, your AC becomes 10 + your Dexterity Modifier + your Constitution modifier.
- Bloodhound's Nose. You gain the ability of scent detection. You have advantage on all Wisdom (Perception) checks involving your sense of smell.
- Barracuda Stomach. You cannot get disease or poisoned from edibles.
- Cat's Revenge. When you have taken damage from a creature's melee attack, you may expend your reaction to make a melee weapon attack against the creature
- Gila Skin. You are able to comfortably tolerate Extreme Heat environments as per the DMG. This confers complete protection in these environments resulting in no Constitution save for these environments. You also gain resistance to fire damage.
- Bear Hug. Make a melee unarmed attack on a target within range. On hit, the target takes 4d4 bludgeoning damage and is restrained.
- Chameleon Color. You gain proficiency in stealth checks.
- Fox's Cunning. When you are subjected to an Intelligence saving throw, you may choose to instantly succeed the roll. You may use this feature once, regaining use after you finish a long rest.
- Crow's Eye. You gain proficiency in all investigation checks.
- Cat's Scorn. You may expend an action to designate one target up to 60 feet of your location you can see. The target's attacks against you now roll with disadvantage until your next turn. You may use this feature three times, regaining use after you finish a long rest.
- Swift Starling. Your flying movement speed is doubled. If you did not have any to begin with, you instead double your jump distance.
- Python Squeeze. This feature can only be used on a medium or small creature while the user has advantage on the attack roll. Make a grapple against the target. On success, the target is grappled. Until the grapple ends, the target cannot breathe and begins to choke, and the user has advantage on attack rolls against it. The target also has disadvantage in checks to get out of the grapple.
7th Tier
- Shedding Tail. When you are subjected to an effect that allows a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Sixth Sense. You may expend one bonus action. All weapon and area attacks in the next round have a disadvantage against you. You may use this feature once, regaining use after you finish a long rest.
- Wolf's Howl. You may expend your action to grant up to three creatures that can hear you an inspiration die. You may use this feature once, regaining use after you finish a long rest.
- Preemptive Mantis. No attack roll has advantage against you while you aren't incapacitated.
- Seal Blubber. You are able to comfortably tolerate Extreme Cold environments as per the DMG. This confers complete protection in these environments resulting in no Constitution save for these environments. You also gain resistance to cold damage.
- Worm Slip. All attempts to grapple or restrain you roll with disadvantage.
- Late Apes. You can double your proficiency in improvised and archaic simple weapons
- Brave Lion. You are immune to the frightened condition. You can also grant up to five creatures you can see this immunity for 1D8 turns.
- Ignorance. You gain proficiency in all Intelligence saving throws.
- Oblivious Sloth, You may expend your action and become immune to mind-altering effects for the next hour.
9th Tier
- Natural Master of Disguise. You become virtually invisible up to one hour by using foliage and soil to cover you and your equipment. Your passive stealth score becomes a 20. Anything you are wearing or carrying is invisible as long as it is on your person. You may use this feature once, regaining use after you finish a long rest.
- Camel's Resilience. You can survive extra days without food, water, sleep, or anything else that normally you would need to spend time every day to do, equal to your Constitution modifier. You don't enter death saving throws until you reach -(x) hit points, where (x) is your Constitution ability score. This -(x) is equal to the normal 0 hit point condition.
- Coy Fox. You gain proficiency in all Charisma saving throws.
- Wizened Owl. You gain proficiency in all Wisdom saving throws.
- Bulls Charge. By expending an action, you may double your movement speed and use a bonus action to dash instead of an action.
- Cicada Molt. You may end up to three conditions on you at a time. You can use this an amount of times equal your Constitution modifier, regaining use after you finish a long rest.
- Mantis Decapitation. You may expend one action to make a melee attack on a creature within range of your choice. Upon success, the creature's hit points are instantly reduced to 0. If the creature's hit point maximum is below 100, this attack automatically hits. You may use this trait only once, regaining use after you finish a long rest.
Thrill Seeker
FEAT: Fleet Footed
Used to completing maneuvers at high speeds, you are extremely agile. Gain the following features.
- You gain proficiency in a Dexterity based skill, and if you already have proficiency in it, you can double your proficiency bonus. In addition, you can add half your proficiency bonus, rounded down, to any Dexterity based ability check you make that doesn't already include your proficiency bonus.
- If you move at least 15 ft. straight toward a target and then hit it with a finesse weapon on the same turn, the target takes 1d4 extra damage from your attacks.
- You can nimbly dodge out of the way of certain area effects, such as a explosion or a splash effect. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Your instincts are so honed that you have advantage on initiative rolls. Additionally, you can not be surprised.
FEAT: Adrenaline Surge
When you enter combat your body instantly responds to your battle urges releasing a heavy dose of adrenaline into your system. After rolling your Initiative roll, you gain temporary hit points equal to your Tier + 2. Additionally, you have access to a number of Surge Points equal to your Tier +2 each day. These can be spent to use the following actions/reactions.
- When you hit a creature with a finesse weapon you may spend 1 surge point to add 2d6 damage to the attack.
- You may temporarily increase you movement speed by spending surge points. You may spend 1 surge point to take the Dash action or the Disengage action as a bonus action.
- You may spend 2 surge points as an action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
- You can cause your allies to become cloaked in whirling winds that give them a boost to their speed. As an action, you can spend 3 surge points to give up to 4 other allies within 30 feet of you have their movement speed increased by 10 feet for 1 hour. You regain use of this feature after you finish a short or long rest.
FEAT: Nimble Step
Moving through difficult terrain costs you no extra movement. You can also pass through any terrain without being slowed by it and without taking damage from it if it has thorns, spines, or a similar hazard. Additionally, you may traverse any extreme terrain (rooftops, failing rope bridge, rocky ridge etc.) at half your movement speed without needing to make a check (provided there are no other obstacles). Or at full speed with a DC 14 Acrobatics check.
Vigilante
FEAT: Symbol of Justice
You embody a personal code or belief that drives you to seek your foes. This embodiment can take the form of a mask, or costume, that you wear to send a clear message to your enemies. You gain the use of a costume or mask that helps hide your true identity.
You can change this persona and your mask or costume at any time, but doing so requires 1 WEA and seven days to create the physical elements and spread word of your new identity to the local area.
You can choose one melee weapon and one ranged weapon which you are proficient with to become your Favored Weapons. You have become especially adapt with these weapons and your use of them has become a part of your reputation. Double your proficiency bonus when rolling to hit, and add your proficiency bonus to the attack damage. Additionally, When you roll a 1 or 2 on a weapon damage die for an attack you make with either of your signature weapons, you can reroll that die and must use the new roll, even if the new roll is also a 1.
FEAT: Sleuth Senses
You have adept senses trained for specific tasks that you can deploy to suss out solutions to your problems. Choose two of the following sleuth senses. You can expend a use of this skill a number of times equal to your proficiency modifier as an action at any time to engage one of your known sleuth senses, the effects of which last for 1 hour. You cannot have more than one sleuth sense active at once, and using another causes any other active sleuth senses to cease to function.
- Danger Pulse. You gain advantage on initiative checks.
- Ear for the Truth. You gain advantage on Wisdom (Insight) checks to discern if a creature is lying to you.
- Eye for the Technical. You gain advantage on Intelligence checks to determine the nature of objects, machines, creatures or other technical effects, and to discern illusions from the truth.
- Grand Distraction. You gain advantage on Charisma (Performance) checks to create or maintain a distraction or make a scene.
- Hollow Hunter. You gain advantage on Intelligence (Investigation) checks to discover secret passageways, levers, doors, chests, or otherwise.
- Mask Intentions. You gain advantage on Charisma (Deception) checks made to hide your intentions, or to make it seem as though your intentions align with those of another creature.
- Secret Seeker. You gain advantage on Charisma (Persuasion) checks made to convince a creature to give up information.
- Sense Interlopers. You gain advantage on Wisdom (Perception) checks made to detect a hidden creature.
- Streetsweeper. You gain advantage on Wisdom (Survival) checks to navigate a city without getting lost.
- Tracksight. You gain advantage on Wisdom (Survival) checks to track a creature you choose that you are familiar with, or have seen within the last week.
- Trapmaster. You gain advantage on Intelligence (Investigation) checks to discover hidden traps.
- Wildwalker. You gain advantage on Wisdom (Survival) checks to navigate a natural environment without getting lost.
You learn additional sleuth senses as you gain Tiers, gaining access to one new sense at Tier 3, 5, 7, 9, and 10
FEAT: Vigilante Method
Choose 10 Personality Archetypes you believe to be morally unworthy. Your attacks score a critical hit on a 17-20 for any creature with these Archetypes. Additionally, Your mind and body have become hardened. When you fail a saving throw against being charmed, frightened, paralyzed or stunned you can reroll that saving throw. You can use this feature a number of times equal to your Intelligence modifier and regain all expended uses when you finish a long rest.
Witch
FEAT: Witchcraft
For centuries the art of witchcraft has been viewed as superstition. But you know better. Witchcraft can be a terrifying thing to witness. A hexer controls many dark and fearsome spells, to destroy and control those that oppose them. But, surprisingly, they are also able to heal, although that is in and on itself a scary process, as they know spells that siphon the health of others and transfer it to another, or gift creatures a false sense of health, when truly they are only ignoring the pain and suffering in their bodies.
A hexer is called that for their ability to cast, and control terrible curses on their enemies. They have a pool of dark arcane energy surging through their blood, and by spilling their blood they can cast hexes. A creature must make a Wisdom saving throw against your spell save DC (CHA, INT or WIS), on a failure the targeted creature becomes afflicted by your hex. A creature can only be affected by one hex at a time, but you can have as many creatures affected by hexes as you can, based on how many hex points you have.
Hex Points
Tier | Number of Hexes Known | Hex Points |
---|---|---|
1 | 3 | 4 |
2 | 4 | 4 |
3 | 5 | 6 |
4 | 6 | 6 |
5 | 7 | 6 |
6 | 8 | 7 |
7 | 9 | 7 |
8 | 10 | 8 |
9 | 11 | 9 |
10 | 12 | 10 |
You may regain your hex points by performing a ritual of some sort (ex. sacrifice, equinox ritual, or similar ritual based on your religion/pantheon.) This ritual may be completed over a long rest and requires a full uninterupted period of 8 hours and access to any materials necessary.
List of Hexes
Frightening Hex: This hex afflicts the target's mind, bringing forth its greatest fears when you attack it. They become frightened of you for a number of rounds equal to your Charisma modifier. This hex costs 2 hex points.
Trembling Hex: This hex causes the target to shake uncontrollably, as if pure panic had taken control of their bodies. Creatures afflicted by this hex automatically fail checks against being disarmed, and they have disadvantage on attack rolls against you. This hex costs 4 hex points.
Hex of Unending Flow: This hex increases the flow of blood on the affected creature's wounds. When anyone deals piercing or slashing damage to a creature affected by this hex they will start bleeding profusely, causing 1d4 damage to it at the start of its turns for a number of rounds equal to your Charisma modifier. This hex costs 1 hex point.
Shattering Hex: This hex will react to your arcane powers and form cracks on the targeted creature's defenses. They lose 1 point from their Armor Class. This hex ends after its effect is activated. This hex costs 1 hex point.
Sacrificial Hex: You learn how to make a special type of sacrifice, with which you can regain their arcane energies. When you kill a creature that's within 5 feet of you can use a bonus action to make a sacrifice. When you make one, you regain a number of expended hex points equal to your Proficiency Bonus.
Hex of Enfeeblement: This hex will weaken the body of the afflicted creature. When a creature is affected by this hex, choose which ability will be affected, between Strength, Dexterity or Constitution. For the duration of the hex the affected creature has disadvantage on ability checks and saving throws with the chosen ability. This hex costs 3 hex points.
Hex of the Weak Mind: This hex will weaken the mind of the afflicted creature. When a creature is affected by this hex, choose which ability will be affected, between Intelligence, Wisdom and Charisma. For the duration of the hex the affected creature has disadvantage on ability checks and saving throws with the chosen ability. This hex costs 3 hex points.
Warding Hex: This hex shields you from within the afflicted target's body. When a creature affected by this hex makes a melee attack against you and hits they don't add their ability modifiers on the attack. This hex costs 1 hex point.
Hex of Warning: While afflicted by this hex, creatures can't hide from you. You have advantage on Perception checks against creatures afflicted by this hex. This hex costs 1 hex point.
Exploding Hex: When a creature dies affected by this hex, you make sure any creature around them is taken down as well. When anyone kills a creature afflicted by the Exploding Hex it causes an explosion in a circle with a 30 ft diameter centered on the afflicted creature. All the creatures in the explosion's area must make a Dexterity saving throw. On a failure they take 4d6 of damage, or half of that damage on a success. The damage type of the explosion is the same as of the weapon or effect which killed the affected creature. This hex costs 2 hex points.
Hex of Confusion: This hex confuses the mind of a creature. When a creature affected by this hex makes an attack, it has a 50% chance of attacking another random creature. This hex costs 1 hex point.
Hex of the Puppet: This hex conjures a puppet of the creature. The creature makes a Wisdom saving throw, if it is not successful the creature is inflicted by the hex. The hexer can use its bonus action to stab the puppet with a needle, causing 2d10 of necrotic damage and add 1 Needle to the doll. The hexer can consume the doll and destroy the doll afflicting 3d12 of necrotic damage if the creature dies, the hexer recovers the hex points spent by this hex and the level of the creature in spell slots. This hex costs 5 hex points.
FEAT: Witch Talisman
You choose a witch talisman. Your witch talisman counts as an arcane focus for the purpose of casting witch spells and hexes. A talisman is a highly personal item that the witch has imbued with a part of their soul, acting as a channel to the ambient magical energies of the universe.
Talismans, regardless of type, have half the amount of health that you do and an AC of 20. They can only be hit if targeted specifically and cannot be included in areas of effect. If a talisman is destroyed, a witch loses their spellcasting abilities and any ongoing hexes they cast immediately end. Witch's also take 50% of their maximum health in damage when a talisman is destroyed. A talisman is restored to full hit points and automatically created anew if destroyed after the witch takes a long rest.
Your choice of talisman also gives you a special ability associated with it, based on its type as listed below. This choice cannot be changed.
- Amulet: Your talisman is a magical amulet with a design unique and iconic to you. While you wear it you gain a +1 bonus to your AC. (Examples: A lucky coin, a shiny button that replaces a button on anything you wear, a scarab beetle necklace, a silver belt buckle, a four leaf clover that never wilts, a bone pentacle.)
- Athame: Your talisman is an ornate or rustic magical weapon. Typically this weapon takes the form of a dagger, short sword or other onehanded blade, but could also be a spear, hammer, or any other melee weapon. You are proficient in the use of your athame and it deals 1d6 bludgeoning, piercing, or slashing damage, chosen when you select this class feature. Attacks with your athame use your spell attack bonus on attack rolls and add your Intelligence modifier on damage rolls. Over the course of a long rest, you can choose to desummon your athame and resummon it as a different type of melee weapon. (Examples: A black glass dagger, a silver longsword, a stone handaxe, a bone spear, a gleaming glove that produces a deadly blade, a barbed scourge.)
- Headpiece: Your talisman is a hat, pendant, barrette, hairband, headband or head piece of some sort with a design unique to yourself, generally with a jewel or bone centerpiece. While you wear it you gain proficiency in any 2 skills, chosen when you select this class feature. (Examples: A pointed, conical hat. A gem that hangs from a chain in the center of the forehead. A butterfly barrette. A beautiful sapphire pin.)
- Focus: Your talisman is a magic wand, broom, staff, crystal, tome or rod with a design unique to you. While you wield it your hex damage increases by one die and your spell DC increases by 1. (Examples: A carved wand of bone, a twined ivy bracelet, a crystal ball that floats above the hand, a tome of fairy tales and poems, a staff made from a single ancient oak branch, a gnarled broom, a giant pestle.)
- Ring: Your talisman is a ring of power with a unique design. It could be chased metal, fine wire with a jewel or bone setting, a thick band, a wedding ring, a cage ring, a claw ring or any other finger adornment. While you wear your ring you can speak, read, and understand the following alphabets and languages, Latin, Honorian Alphabet, Theban Alphabet, Hymmnos, 2 of your choice.
When a witch dies, their talisman is destroyed in a spectacular display of magical power. It cracks, streams of light pouring from it until it shatters and explodes in a cloud of glittering dust, elemental energy, shrapnel and arcane force. One piece of it always remains: the burned husk of a witch’s broom, the blackened crystal from a gorgeous necklace, the broken hilt of a cruel knife.
FEAT: Witch's Mind
Your mind has completely transformed into one of a witch, your mind and powers are mystical and powerful enough to word off most intrusions of the mind. You have immune to the charmed condition, and you can't be put to sleep.
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