Expert

Level
Prof. Bonus
Class Features
1st
+2
Helpful
2nd
+2
Cunning Action
3rd
+2
Expertise
4th
+2
Feat
5th
+3
-
6th
+3
Coordinated Strike
7th
+3
Evasion
8th
+3
Feat
9th
+4
-
10th
+4
Feat
11th
+4
Inspiring Help
12th
+4
Feat
13th
+5
-
14th
+5
Reliable Talent
15th
+5
Expertise
16th
+5
Feat
17th
+6
-
18th
+6
Sharp Mind
19th
+6
Feat
20th
+6
Inspiring Help Improvement

Class Features

As an Expert, you gain the following class features when you reach the specified levels in this class. These features are listed on the Expert table.

Hit Points

Hit Dice: 1d6 per Expert level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points per Level after 1st: 1d6 (or 4) + your Constitution modifier

Proficiencies

Saving Throw (Choose 1): Dexterity, Intelligence, Charisma
Skills: Choose any 5
Weapons: Simple Weapons
Tools: Two types of Artisan's Tools of your choice

Armour Training

Light Armour

1st Level: Helpful

You are adept at giving well-timed assistance; you can take the Help action as a Bonus Action.

2nd Level: Cunning Action

Your agility or quick thinking allows you to act speedily. On your turn, you can take one of the following Actions as a Bonus Action: Dash, Disengage, or Hide.

3rd Level: Expertise

You gain Expertise in two of your Skill Proficiencies of your choice.

4th Level: Feat

You gain the Ability Score Improvement feat.

6th Level: Coordinated Strike

You are adept at fighting in concert with a companion. When you use your Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from you, and you can deal an extra 2d6 damage to it the next time you hit it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack.

7th Level: Evasion

You can nimbly dodge out of the way of certain dangers. 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. You can’t use this feature if you’re Incapacitated.

8th Level: Feat

You gain the Ability Score Improvement feat.

10th Level: Feat

You gain the Ability Score Improvement feat.

11th Level: Inspiring Help

When you take the Help action, the creature who receives the help also gains a 1d6 bonus to the d20 roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target.

12th Level: Feat

You gain the Ability Score Improvement feat.

14th Level: Reliable Talent

You have refined your skills to an exceptional degree. Whenever you make an Ability Check that uses one of your Skill or Tool Proficiencies, you can treat a d20 roll of 9 or lower as a 10.

15th Level: Expertise

You gain Expertise in two of your Skill Proficiencies of your choice.

16th Level: Feat

You gain the Ability Score Improvement feat.

18th Level: Sharp Mind

You gain proficiency in one of the following saving throws of your choice: Intelligence, Wisdom, or Charisma.

19th Level: Feat

You gain the Ability Score Improvement feat.

20th Level: Inspiring Help Improvement

The bonus dice granted by your Inspiring Help feature increases to 2d6.