Your theme represents the impact of your background, training, upbringing, or interests. You select your theme at 1st level and gain unique benefits at 1st, 6th, 12th, and 18th levels. Sometimes though, you may not fit into an existing theme and are themeless. With your GM's permission, you can work together to form a custom theme.
Alchemist (+1 Wis)
Whether it is mixing arcane reagents or mixing a tincture or medicinal herbs, the secrets of alchemy are yours to discover.
Potioneer ( 1st )
You have a potioneer's kit, reagent pouch, and notebook of 3 Rank 1 potions of your choice (see the Standard Potions page for more details). Alchemy is a class skill for you, and if it already exists as a class skill you gain an additional +2 to Alchemy checks. You gain an additional 2 free recipes at level 6 and again at level 12.
You also gain a +1 to your Wisdom score.
Reagent Expert ( 6th )
In order to craft your brews, you must also have a decent knowledge of plants, arcane materials, and stones. You gain a +2 bonus to checks to Arcana and Nature checks made to identify or harvest reagents.
If you are ever short on reagents, you can still attempt to make do with what you have. You may still make the Alchemy check to make a potion though the DC is increased by 10.
Transmuter ( 12th )
Not to neglect a key element of Alchemy, your study uncovers secrets few learn about the nature of the universe that make it easier for you to alter others and makes you harder to change if you so choose. Your spell save DC gains a +2 bonus when a target must save against a Transmutation Spell cast by you. You also gain a +2 bonus to saves that would transmute you in some way.
Potion Master ( 18th )
The cost and time to transcribe potion recipes is halved for you. A critical success in potion making and magecrafting now occurs on a natural 18-20. The DC increase for controlling the critical result is reduced to only +5 instead of +10.
Archeologist (+1 Int)
You live for the thrill of exploring historic locations and learning of the various traditions of the different worlds. You may be specially trained or self taught through books and travel. On the other hand, you may just be very interested in places and cultures just to distance yourself from what you find as the boring culture you grew up with.
Cultural Savant ( 1st )
Your investigation into historic sites and interest in the history and various worlds of the Archipelago have lead you to accumulate a vast trove of cultural information. Culture is a class skill for you, and if it already exists as a class skill you gain an additional +2 to culture checks.
You also gain a +1 to your Intelligence score.
Linguist ( 6th )
At this point, your study has paid off to where you learn a number of new languages equal to your Intelligence modifier. Also, when you encounter a language you do not know, you can attempt a Culture check to idenfity the language.
Artifact Identifier ( 12th )
When you find magical artifcats and attempt to decipher what they are, you may make a culture check instead of investigation, arcana, or magecraft. You may only do this twice and must complete a long rest before you can do so again.
Master Explorer ( 18th )
By this point you have explored and gained enough offhand knowledge that should you fail on an arcana, magecraft, or culture check you can instantly take20 as a reaction. Afterwards, you cannot do this again for 1d4 days.
Haunted (+1 Con)
Whether it is the ghosts that roam the long forgotten streets or terrible dark magic, something in your past was so terrible it affected you forever. As a result, it takes more to frighten you since nothing else compares to what occurred in your past.
Survivor ( 1st )
Your nerves are still a little rattled which keeps you on edge and alert. Perception is a class skill for you, or you gain an additional +2 bonus if it already is a class skill for you.
You also gain a +1 to your Constitution score.
Fortified Resolve ( 6th )
You have recovered somewhat from your past and use it to steel your resolve. Others can see in your eyes that you have been through unspeakable terror. You have a +2 bonus to Saving throws against being frightened and others have a -2 penalty to Intimidation checks against you.
Monster Hunter ( 12th )
When you encounter an undead or aberration, you may attempt a free Insight check to identify your choice of one of the following: one weakness, one resistance, or one condition immunity. You gain a +3 bonus to this check. You cannot attempt this check again until you complete a short or long rest.
Steel Will ( 18th )
The saving throw bonus for saving throws against being frightened increases to +4 and also applies to resist being charmed and stunned. Should you fail a saving throw you gain advantage on the next saving throw to overcome the same effect. This only applies to the next save and does not continue after a second failure.
Noble (+1 Wis/Cha/Dex)
You are the child of some high ranking family. This may be actual royalty or upper class scholars and merchants. Why you have left a life of luxury is your business but your family reputation follows you whereever you go.
High Born ( 1st )
Born into the upper class you have been tutored and mentored in ways others have not. You start with an additional 500GP and gain 2 additonal skill points to invest in skills you so choose.
You also gain a +1 to your choice of 1 of Wisdom, Charisma, or Dexterity.
Affluent Reputation ( 6th )
A DC 20 culture check will recognize you as one of noble birth. This may play out in different ways where some will appeal to you by the way of discounts, gifts, or favors. You can also sell equipment back in markets for full purchase price.
Additionally, you have a +2 bonus to Persuasion or Intimidation checks when using your or your family's reputation when talking to others.
Culture Specialist ( 12th )
You gain a +3 bonus to culture checks made to learn or recall information on high society or other similar upper class traditions and social norms.
You also may attempt to re-roll an Insight check against others due to your suspicious nature. You must decide before you know if it succeeds or not and must use the new roll. You may only do this a number of times equal to your Wisdom modifier and must complete a long rest before regaining spent uses.
Nobility ( 18th )
You can rely on your land and title for resources in a pinch. By succeeding a Persuasion check (typically DC 32 but up to DM discresion), you send a writ home or convince a high class citizen and manage an influx of GP equal to 1d100 x 10. Success or fail, once you have done this you cannot do so for 2d6 x 10 days.
Pirate (+1 Dex)
The ethereal threads are a dangerous place. Monsters and less than reputable individuals roam about. Anything could be hiding in the the stellar clouds.
Shady Merchant ( 1st )
Your gear and wares are absolutely legitamate. How you got them however... may be less so. Deception is a class skill for you, and if it already exists as a class skill you gain an additional +2 to culture checks.
You also gain a +1 to your Dexterity score.
Aether Sea Legs ( 6th )
Your primary movement speed increases by 10ft. You also gain a +2 bonus to saving throws against being moved or restrained.
Jack of All Trades ( 12th )
You gain a +4 bonus on skill checks made in skills you have no ranks in.
Quick Recovery ( 18th )
All of your experience has trained you to quickly catch you breath and refocus. You may spend 10 minutes catching your breath. Roll 3 of your hit dice for free and add your Constitution modifier to the roll. You regain this many hit points and does not take away from you pool of hit dice.
Performer (+1 Cha)
Whether it is a musical instrument, a dance, or even a moving speech, your passion and ability to entertain and inspire others is undisputed.
Talented Artist ( 1st )
Your budding abilities set you apart from those around you. Performance is a class skill for you, and if it already exists as a class skill you gain an additional +2 to culture checks.
You also gain a +1 to your Charisma score.
Renown ( 6th )
Your abilities have started to get attention. After at least 10 minutes of performing, make a DC 15 Performance check. On a success, people around you are more friendly towards you unless they have a previous reason to be hostile or neutral. Creatures cannot be affected by this affect for another 6 hours.
Persuasive Performance ( 12th )
By spending a minute to prepare, you can grant yourself or an ally a 1d6 bonus to the next Persuasion, Intimidation, or Deception check within 5 minutes. You can do this a number of times equal to your Charisma Modifier and must complete a long rest to regain spent uses.
Master Performer ( 18th )
Your skills as a performer have grown to the point that you can salvage a performance gone south. When you fail a Charisma check or Charisma related skill check you can roll 1d8 in a last ditch salvage chance. You must complete a short or long rest before you can do this again.
Scholar (+1 Int)
Either through field study or being surrounded by books in the library, you live to study and seek out knowledge. This may be arcane in nature but honestly anything can peak your interest if there is enough chance to learn something new.
Fount of Knowledge ( 1st )
According to your research, you've studied more than most have in their lifetime. Investigation is a class skill for you, and if it already exists as a class skill you gain an additional +2 to Investigation checks.
You also gain a +1 to your Intelligence score.
Adaptable Student ( 6th )
You can choose 1 additional skill to become a class skill. You also gain 1 additional Skill Point every level up.
Magical Tinkerer ( 12th )
You gain a +2 bonus to Magecraft checks and the cost of supplies is half what it usually takes. Additionally, due to your habit of taking detailed notes, the time and gold cost to transcribe information and spells is reduced by half.
Spellwrit ( 18th )
The peak ability is to craft spells and manipulate magical energy from the written page. You can capture the essence of a spell for later use. You spend 1 hour preparing special parchment and materials costing 100GP and you or a particpating ally spend the spell points to cast a spell of any level which is absorbed by the parchment. This scroll can then be used at a later point by a creature as if they are casting the spell but uses the original caster's Spell Save DC at the time of casting. You can only maintain 3 concurrent enchantments with a cumulative spell point total no greater than 30.
Scoundrel (+1 Dex)
From the "harmless prankster" to a thorn in the side of the law, you have a way of bending or ignoring the rules when it suits you. Still, you have some endearing qualities... even if they are buried deep, deep, DEEP down.
Don't Get Caught ( 1st )
You have only made it this far by not getting caught. Stealth is a class skill for you, and if it already exists as a class skill you gain an additional +2 to Stealth checks.
You also gain a +1 to your Dexterity score.
Distracting Manuever ( 6th )
When within 10ft of a hostile creature, you may use a Move Action to attempt a Sleight of Hand check to throw them off their game. This is a contested check against an Insight Check from the target. If the Target fails, it loses 1 use of opportunity attack until the start of its next turn.
Underworld Connections ( 12th )
You know people who know people. You can always sell items back at full price and where relevant you can gain access to black markets and other secret merchants.
Trickster's Gambit ( 18th )
You're not one to go down easy. When you provoke opportunity attacks you may choose to gain a bonus +2 to your AC and if the attack misses you make a free Standard Action against the creature. You can only do this three times and must complete a long rest to regain spent uses.
Soldier (+1 Str)
You may be an actual soldier in a militia, a town guard, or just a local warrior. Regardless of your origins, you know the code of honor and the importance of duty.
Warrior ( 1st )
Your training has granted you increased physical ability. Athletics is a class skill for you, and if it already exists as a class skill you gain an additional +2 to Athletics checks.
You also gain a +1 to your Strength score.
Combat Training ( 6th )
You may choose 3 additional weapons you are not proficient in and gain proficiency in them. These are specific weapon types like quarterstaff or shortbow not categories such as melee and ranged.
Stalwart Defender ( 12th )
Creatures who enter space you threaten also trigger an opportunity attacks by you. When you land a hit with an opportunity attack triggered by this or another method, you reduce the target's speed by half until the end of their turn.
Commander ( 18th )
Your presence and rally cry inspire thoughs around you. You may use a Standard Action to Rally, granting your allies you can see within 30ft a 1d8 inspiration. You can add this inspiration to any Attack Roll, Saving Throw, or Ability Check within the next minute.
Alternatively, you can do this out of combat after taking 10 minutes and the die lasts for 1 hour until used.
Either way you use this ability, you must complete a long rest before you can do so again.
Themeless
Sometimes a character just doesn't fit into an existing theme. Maybe they are a bit scattered in their interets or want to have a wide net of skills.
Flexible Skills ( 1st )
You gain an additional 4 skill points to apply as you wish. Additionally, choose 2 abilities. You may increase each by 1 to a maximum of 16.
Flash of Brilliance ( 6th )
You may grant yourself or an ally a +2 to any ability check or saving throw. You can only do this once and must complete a short or long rest before you can do so again.
Focus ( 12th )
When you roll a skill check that is a class skill for you, you may re-roll the die if you choose before you know if it succeeds. You can only do so once and must complete a long rest before doing so again.
Expanded Skills ( 18th )
Upon reaching level 18, you gain an aditional pool of 5 skills points to apply as you wish. You also gain an additional feat.
Comments