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Specialist

A Sagaren hurls a stream of sharp blades into his enemies before disappearing in the shifting light, only to emerge again from the shadows in the distance.   A half-elf rewires the security panel, deactivating the laser sensor grid before signaling to her companions to move into the hallway.   The holographic disguise fades away from the human, revealing his true identity to the stunned agents, who so freely revealed all their secrets.   Even in the shining jewel of the Alliance Accord, or the peaceful worlds of the Core, shadows exist. If left unchecked, they spread like an invisible web of darkness, vying for power while the rest of society remains unaware. Specialists work their craft between the judicial societies of the Core, and the shadows of the galactic underworld.   A specialist relies on their adept skill and instincts to overcome obstacles. They have a wealth of expertise, from figuring out the weak points of any adversary to being able to find their way through the trickiest of tight spots. They can be found working their craft anywhere from running goods between seedy smuggling dens to being a secret agent in defense of their government.  

QUICK AND PRECISE

Rather than focusing on brawn, specialists fight using speed, skill, and precision to dispatch their foes. They often use small, easily concealed weapons and implant-controlled gadgets that allow them to take advantage of their enemy’s weaknesses.   Their style of practice, however, varies greatly. Each specialist has a chosen range of expertise within which they hone their skills. Some rely on subterfuge and stealth to infiltrate secure or hidden places. Some rely on their quick-wit, hacking, and tools of distraction to catch their targets off guard.  

THE MINDSET OF A SPECIALIST

Most of what specialist do revolves around obtaining highly valued information and preventing others from doing the same. Little gets in the way of attaining those goals, except that many specialists are enticed away from that path by compulsion that clouds their thinking with an irresistible need that must be satisfied.   Specialists live a life of danger, always on the edge of discovery. They could be driven by the acquisition of some physical item, something to be experienced, or away of conducting oneself at certain times.
 
One can only live this double life if they love what they do. A specialist may be fixated by the acquisition of some physical item, or by completing a specific mission or gaining revenge.   What's the one form of behavior that your specialist character can't resist when the opportunity presents itself, even if giving into it might mean trouble for you and your companions?  

COMPULSION TABLE

1D6COMPULSION
1Solorium artifacts
2A smile from a pretty face.
3High value secrets.
4The chance to deflate someone's ego.
5The finest food and drink.
6Adding to your rare collection.
 

ADVERSARIES

A specialist is bound to leave a trail of enemies and rivals behind them, all of which are looking for a chance to get even. Living a life always looking over their shoulder is not for the faint of heart.   Beyond that, it's in the nature of their profession that rogues often come into contact with criminal elements, whether out of choice or necessity. Some of those people can be adversaries too, and they're likely to be harder to deal with than the average member of law enforcement.   If your character's backstory doesn't already include a personage of this sort, you could work with your DM to come up with a reason why an adversary has appeared in your life. Perhaps you've been the subject of scrutiny for a while from someone who wants to use you for nefarious purposes and has just now become known to you. Such an incident could be the basis for an upcoming adventure. Does your specialist character have an adversary who also happens to be a criminal? If so, how is this relationship affecting your life?  

ADVERSARIES TABLE

1D6NOTABLE CHARACTER
1The ship captain on whose ship you carried out a mission.
2A master spy to whom you fed bad information, which led to the assassination of the wrong target.
3A law enforcement agent who has sworn to bring you in.
4An art collector who uses illegal means to acquire masterpieces.
5A fence who you have used in the past to outfit for a mission or make things go away.
6An Underweb Data Broker who you once collected data for in illegal manner.
 
 

BENEFACTOR

Few specialists make it far in life before needing someone's help, which means thereafter owing that benefactor a significant debt.  

BENEFACTOR TABLE

1D6BENEFACTOR
1A smuggler kept you from getting caught but lost a valuable shipment in doing so. Now you owe that person an equally valuable favor.
2The Fixer has hidden you from your pursuers many times, in return for future considerations.
3A magistrate once kept you out of jail in return for information on a powerful crime lord.
4Your parents used their savings to bail you out of trouble in your younger days and are now destitute.
5A dragon didn't eat you when it had a chance, and in return you promised to set aside choice pieces of treasure for it.
6A Megacorp who you have done some work for and
 

PROFESSIONAL COURTESIES

Often finding themselves in dangerous situations, an experienced specialist knows survival sometimes hinges on the right information and a reliable ally. Whether they are smugglers, investigators, space jockeys, or assassins, specialists often keep a small network of contacts and allies who they can trust even in the worst of situations.   As Starborns, specialists are aware that sometimes the best information can come from other specialists, even if their profession would be considered unsavory toward their own. With this in mind, many of them communicate secretly over the Stellar Sigma Network, using coded language only they can decipher. This often comes with a Simple, yet courteous, “don’t ask, don’t tell” agreement when it comes to identity and sharing of information.  

CREATING A SPECIALIST

Specialists have a very broad range of available skills or techniques. When you are creating your character, consider your desired profession as well as on which side of the law your character stands. How did your character fall into their practice? Are you part of an organization? When did your innate skills manifest? (see the “Natural Aptitude” class feature below) Do you use your powers for money, or do you fight for an ideal or cause?  

ABILITY SCORES

Dexterity should be your primary ability score. Depending on the type of specialist you wish to create, you should choose either Intelligence or Charisma as your second-highest ability score, followed by Wisdom.
 
 

SPECIALIST TABLE

LEVELPROFICIENCY BONUSSNEAK ATTACKFEATURES
1st21d6Natural Aptitude, Sneak Attack, Underweb ID
2nd21d6Cunning Action
3rd22d6Specialist Archetype, Steady Aim
4th22d6Ability Score Improvement
5th33d6Uncanny Dodge
6th33d6Natural Aptitude
7th34d6Evasion
8th34d6Ability Score Improvement
9th45d6Specialist Archetype feature
10th45d6Ability Score Improvement
11th46d6Reliable Talent
12th46d6Ability Score Improvement
13th57d6Specialist Archetype feature
14th57d6Blind Sense
15th58d6Slippery Mind
16th57d6Ability Score Improvement
17th69d6Specialist Archetype feature
18th69d6Elusive
19th610d6Ability Score Improvement
20th610d6Stroke of Luck
 

CLASS FEATURES

As a specialist, you gain the following class features  

HIT POINTS

    Hit Dice: 1d8 per specialist level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per specialist level after 1st

PROFICIENCIES

    Armor: Light armor
    Weapons: Simple weapons, autopistol, longblade, shortblade, sabre
    Tools: Infiltration Tools
    Saving Throws: Dexterity, Intelligence
    Skills: Choose four from Acrobatics, Athletics, Computers, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth
 

EQUIPMENT

You start with the following equipment, in addition to the equipment granted by your background:  
    (a) a sabre or (b) a light pistol with 15 rounds of ammunition
    (a) a light pistol with 15 rounds of ammunition or (b) a shortblade
    (a) an agent’s pack or (b) an explorer’s pack
    (a) Armor Jacket, two combat knives, and infiltration tools
 

NATURAL APTITUDE

As an arcane, you have a natural affinity for particular skills. These innate skill competencies come instinctively to you. They could have manifested at any time during your lifetime, often marked with a specific visual effect.   At 1st level, choose two skills in which you are proficient, or one of those skills and one tool proficiency in which you are proficient (including vehicles). Your proficiency bonus is doubled for any ability check you make that uses either of those skills.   At 6th level, you can choose two more of your proficiencies (in skills or with tools or vehicles) to gain this benefit.  

OPTIONAL: RULE: ARCANE EFFECT

You may choose a particular effect that manifests whenever you use a skill in which you have a natural aptitude. The effect reflects your arcane link with the Arcanum and may be visual or more intrinsic. Examples could be small trails of wind behind you when using the Acrobatics skill, data trails in your eyes when using Computers, a slight darkening of light around you for Stealth, or an air of sheer confidence when using Persuasion. Whatever effect you choose it must be limited to your character’s space and
 

SNEAK ATTACK

Beginning at 1st level, you know how to exploit a foe’s weakness to make a quick, powerful strike. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.  

UNDERWEB ID

Your training and expertise have earned you an online avatar on the Underweb – a secret underworld of locations and networks within the Stellar Sigma Network (SSN). These secret messages and locations can only be accessed or decoded with a personal set of codes and your Underweb ID (which may also require a partial genetic ID as well).   Members of the Underweb can converse in private, trade or share secrets, acquire locations for black market goods and resources, and look up information about different territories and the secret societies that may operate in those areas.

CUNNING ACTION

Starting at 2nd level, your superior reaction and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.  

SPECIALIST ARCHETYPE

At 3rd level, you may choose an archetype that represents your chosen form of expertise and your path toward improvement. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.  

STEADY AIM

Also at 3rd level you give yourself advantage on your next attack roll on the current turn as a bonus action. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.  

ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, 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 20 using this feature  

UNCANNY DODGE

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.  

EVASION

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as the gravity well talent or a drone’s blast pattern ability. 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.  

RELIABLE TALENT

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.  

BLIND SENSE

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.  

SLIPPERY MIND

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.  

ELUSIVE

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.  

STROKE OF LUCK

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.   Once you use this feature, you can’t use it again until you finish a short or long rest.
   

SPECIALIST ARCHETYPES

Though specialists are trained with many similar basic traits, very rarely are any of them cut from the same cloth. Your archetype represents the path upon which you’ve chosen to focus your training as a specialist, as well as the style in which you operate.  

HUSTLER

You specialize in the use of a solorium implant and devices to generate the effects of various arcane powers. You hide your abilities in plain sight, your tools and devices taking the form of trinkets, clothing, or other mundane objects linked to your internal system. Combining quick thinking with fluid motion, you adapt to any situation by outmaneuvering your foe.  

SENSORY DEFENSE

Starting at 3rd level, if you make a successful melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.  

ARCANE TALENTS

Beginning at 3rd level, when you choose this archetype, you gain the ability to use talents from the mage powers list. See chapter 11 for rules on arcane powers and the mage talent list.  

Prime Talents

You learn three prime talents of your choice from the mage powers list. You learn an additional prime talent at 10th level.  

Talent Points

The Hustler Talents table shows the number of talent points you have to use on your arcane talents. These points represent the amount of personal energy that must be channeled into the talent in order to produce the desired effect. Once your pool of talent points is depleted, you are on the brink of exhaustion. You regain all of your points once you finish a long rest.   Each talent has a rank and a point cost associated with it. If you do not have enough points to cover the cost, you can’t use the talent. You can only learn and use talents up to a certain rank depending on your level. These are shown in the Maximum Talent Rank column.  

Talents Known of Rank 1 and Higher

You know three rank 1 mage talents of your choice. These talents must be from the clairsentient, metaphase, or psychogenic domains.   The Talents Known column of the Hustler Talents table shows when you learn more mage talents of rank 1 or higher. Each of these talents must be from the clairsentient, metaphase, or psychogenic domains, and must be of a rank equal to or less than your maximum talent rank. For instance, when you reach 7th level in this class, you can learn one new rank 1 or rank 2 talent. When you learn a new talent at 4th, 8th, 14th, and 20th level, those talents can be from any domain.   Whenever you gain a level in this class, you can replace one of the mage talents you know with another talent of your choice from the mage powers list. The new talent must be of a rank equal to or less than your maximum talent rank, and it must be a clairsentient, metaphase, or psychogenic talent, unless you’re replacing the talent you gained at 4th, 8th, 14th, or 20th level.  

Channeling Ability

Intelligence is your channeling ability for your mage talents. You use your Intelligence whenever a talent refers to your channeling ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a mage talent you use and when making an attack roll with one.  
    Channeling save DC = 8 + your proficiency bonus + your Intelligence modifier   Channeling attack modifier = your proficiency bonus + your Intelligence modifier
 

HUSTLER TALENTS TABLE

LEVELPRIME TALENTSTALENTS KNOWNTALENT POINTSMAXIMUM TALENT RANKS
3rd3341
4th3461
5th3461
6th3461
7th35142
8th36142
9th36142
10th47172
11th48172
12th48172
13th49272
14th410272
15th410273
16th411323
17th411323
18th411323
19th412384
20th413384
 

GRAVITY DAMPENER

At 9th level, you are able to use your solorium implant to alter gravity’s effects on you in minor ways. You may move through an additional 5 feet of difficult terrain without penalty. You also gain advantage on saving throws against being knocked prone and triggering pressure-sensitive traps.  

ACTIVE CLOAKING

At 13th level, you can instinctively refract light and sound around your form. When you take the Hide action using your Cunning Action feature, you instead become invisible as if under the effects of the obfuscate talent. This effect lasts for 1 minute or until you lose your concentration (as if you were concentrating on an arcane power). The effect also ends if you make an attack or use a talent.  

REPROGRAMMED MODULE

When you reach 17th level, you can modify and increase the versatility of your device effects. You learn the unravel effect talent. This talent counts as a Hustler talent for you and does not count toward your number of known talents.   In addition, you can choose two of your known talents and replace them with any other talent or technique from the powers list of any other class. These talents count as Hustler talents for you. The power must be of a rank equal to or less than your maximum talent ran  

INFILTRATOR

You focus your skills in the art of infiltration, investigation, and subtle acquisition. Infiltrators are often found in the deepest depths of abandoned ruins or secret bunkers searching for clues, treasure, or secrets long buried.  

FAST HANDS

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your infiltration tools to disarm a device or open a lock, or take the Use an Object action.  

LIGHT AS A FEATHER

When you choose this archetype at 3rd level, you gain additional control over your movements. You may opt to roll Dexterity (Acrobatics) for any climbing skill check. You may scale any solid surface and climbing no longer costs you extra movement.   In addition, you may substitute your Dexterity modifier for determining jumping heights and distances.  

STEALTH MASTERY

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.  

ELECTRONICS EXPERT

By 13th level, you’re an expert at the inner workings of different electronic and tech-driven devices. You gain advantage on any Intelligence (Computers) check made to identify and operate any computer console or data device. You also ignore any language restrictions toward activating and operating these devices.  

SUPREME REFLEXES

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.  

INVESTIGATOR

You’re an expert at drawing out the truth, whether it be from a complex crime scene, a shady contraband deal, or a tricky system of hidden codes and puzzles. Your profession can take many forms. Detectives, analysts, reporters, and law enforcement all benefit from specializing in this archetype.  

EXPERT INTERROGATOR

When you choose this archetype at 3rd level, you become adept at discerning between facts and fabrications. You gain a bonus equal to half your specialist level on any Wisdom (Insight) check to determine whether a creature is lying. If you succeed on one of these checks, you gain the same bonus on any Charisma (Persuasion) or Charisma (Intimidation) checks made to persuade the truth out of the same target.  

PERCEPTIVE VIGILANCE

Beginning at 3rd level, if you roll a 1 on any Wisdom (Perception) check or Intelligence (Investigation) check to spot or reveal a hidden creature or object, you can reroll the die and must use the new roll.  

INTUITIVE ACTION

At 3rd level, you can use your Cunning Action feature to analyze the movements of a foe and take advantage of their weak point. Whenever a creature makes a melee weapon attack against you, you can spend the bonus action provided by your Cunning Action feature to give disadvantage to that attack roll. If the attack misses, your next attack roll made against that creature has advantage.   You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses when you complete a short or long rest.  

SHARP INSTINCTS

At 9th level, if you are not engaged in any strenuous activity (such as running, climbing, fighting, or concentrating on a power), you have advantage on any Intelligence (Investigation) or Wisdom (Perception) check.  

EXACTING EYE

Starting at 13th level, you can pick out small inconsistencies that can easily be overlooked by an untrained eye. You are immune to being charmed. In addition, you have advantage on all Wisdom saving throws made versus any illusion, regardless if created through mundane means, an innate ability, or a talent.  

INTUITIVE TACTICIAN

At 17th level, you can fully take advantage of an enemy’s weak points. When you use your Intuitive Action feature against a target, you gain advantage to attack rolls against that creature for 1 minute.  

MIND CUTTER

Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Mind Cutter strikes and infiltrates the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their Specialist work. They find easy employment as members of thieves' guilds, though they are often mistrusted by other specialists who are leery of anyone using strange mind powers to conduct their business. Most governments or Megacorps would also be happy to employ a Mind Cutter as a spy.   As a Mind Cutter, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.  

PSIONIC POWER

Starting at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.   Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.   When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).   The powers below use your Psionic Energy dice.  
    Psi-Bolstered Knack. When your non psionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.   Psychic Whispers. You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.
 
The first time you use this power after each long rest, you don't expend the Psionic Energy die.   All other times you use the power, you expend the die.  

PSYCHIC BLADES

At 3rd level, you can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.   After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.  

SOUL BLADES

At 9th level, your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:  
    Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.   Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.
 

PSYCHIC VEIL

Starting at 13th level, you can weave a veil of psychic static to mask yourself. As an action, you can become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.   Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.  

REND MIND

Beginning at 17th level, you can sweep your Psychic Blades directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.  

OPERATIVE

You are trained in the art of surprise, getting close to your target for information, manipulation, or to strike when they least expect it. Many operatives carry the title of an agent, assassin, spy, or more colloquial terms such as spook or ghost. Your style is deceptive, yet direct, taking no chances unless it’s for maximum effect.  

TRAINED IN THE ART

At 3rd level, choose one prime talent between analyze device, mental missive, proton blade, and trigger device. You may use this talent as a mage of the same level.   In addition, you also gain proficiency with the disguise kit and one tool of your choice between a forgery kit, hacker’s kit, or one type of gaming set.  

VITAL STRIKE

At 3rd level, you are trained to strike quickly and effectively before your enemy makes the first move. You have advantage on attack rolls against any creature that has not yet taken a turn in combat. In addition, any hit you score against a creature that is surprised is a critical hit.  

FORGED IDENTITY

Starting at 9th level, you can easily create false identities for yourself. You must spend five days and 50 credits in resources to establish the records, historical data, and associations for your chosen identity. You can’t establish an identity that belongs to someone else. A general search of your new identity in the SSN will reveal a satisfactory amount of information.   If you later choose to adopt the new identity as a disguise, others automatically believe you to be that person until substantial evidence reveals otherwise.  

IMPERSONATION

At 13th level, you become a master of disguise, able to impersonate the speech patterns, movements, and mannerisms of another individual. You must spend at least three hours studying various prerequisites such as personal data, recordings, and physical observations.   You gain advantage on any ability check made with your disguise kit toward creating a replica of any special markings, trinkets, or unique features for the person you’re impersonating.To the passive eye, you’re indistinguishable from the real thing. If your identity is suspected or tested, you gain advantage on any Charisma (Deception) checks you make to avoid being discovered  

ASSASSINATION

Starting at 17th level, you become adept at dealing swift death blows. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your proficiency score + your Dexterity modifier). On a failed save, the target takes double the damage from your attack.  

PHANTOM

Many specialists walk the fine line between maintaining the status quo and all out war between nations. Phantoms risk their own lives on behalf of their governments, performing tasks that would be disavowed should the deeds come to light. While adventuring on that line, some specialists are trained with arcane tools that are often illegal, but very effective as they become immersed in negative energy, eventually becoming like ghosts. Mega Corporations value them as highly effective information gatherers and spies.   Many Mora of the Great Morass are masters of these macabre techniques, and some are willing to teach this path. In known lawless places like Border Worlds, the heart of ruined elven worlds where governments are weak, and deeds can be easily obfuscated. In mega corporations, the Phantom might work as an agent to track down those who try to cheat on contractual agreements, and recover knowledge that might otherwise be lost to the grave.   How did you discover this grim power? Were you recruited by an old spy who you thought you looked up too? Or did you cultivate them in the service of a government intelligence agency, or mega corporation security division?  

VERSATILE TALENT

Starting at 3rd level, your training and way of life has you changing and adapting constantly to new high risk situations. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as your extensive experience allows you recall training years past. You lose this proficiency when you use this feature to choose a different proficiency that you lack.  

ARCANE DRAIN

At 3rd level when you take someone’s life, you can channel the arcane power from them to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll's total, as wails of the dead sound around them for a moment.  

SOUL DRINKER

At 9th level you gain an arcane implant mounted in the palm of your hand known as the Soul Drinker. As a reaction, when a creature you see dies within 30 feet of you, you can open your free hand and absorb their energy into a special arcane capacitor known as a soul drinker. The soul drinker can store a maximum number of uses equal to your proficiency bonus in the form of charges   When you do so, you can gain the glimpse of a dying foe’s thoughts, learning the answer to one question of your desire. The soul drinker device compels them to spend their dying moments thinking about answers to one question of yours, and does so in the language that it knows. The victim however is under no obligation to be truthful, and its visions are as concise as possible, as there are only a few moments of thoughts before life escapes them. The victim only knows what it knows, as determined by the DM.  

PHASE WALK

Starting at 13th level, you can phase partially in between phase space and reality, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.   You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Phase Walk.  

SOUL DRINKER’S ADDICTION

At 17th-level, your association with drinking energy of the fallen has become so close that you gain the following benefits:   When you use your Arcane Drain you can deal necrotic damage to both the first and the second creature. At the end of a long rest, you gain a charge in your soul drinker’s device if you don't have any charges stored.  

PIRATE

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.   A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.  

FANCY FOOTWORK

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.  

RAKISH AUDACITY

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.   You also gain an additional way to use your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.  

PANACHE

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.   If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.   If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.  

ELEGANT MANEUVER

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.  

MASTER DUELIST

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.  

SCOUT

You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter—these are just a few of the roles that Scouts assume as they range the world.  

SKIRMISHER

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.  

SURVIVALIST

When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.  

SUPERIOR MOBILITY

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.  

AMBUSH MASTER

Starting at 13th level, you excel at leading ambushes and acting first in a fight.   You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.  

SUDDEN STRIKE

Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.

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