The Foundation

by Red Aikir

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The Foundation Guide

Character Types

The Foundation has two types of characters tied to each account, D-Class, and Agents.

D - Class Characters

The D-Class characters are throw away, disposable characters that are randomly generated, their actions in the world effect it just as much as an agent, but they are not expected to last longer than a single session, where you normally would gain experience, money, or what have you, you instead have the ability to gain something known as Research Points.

Agent Class Characters

The Agent Class characters are your actual body and soul, these characters are the ones you are expected to take from level 1, up to level 20, like normal, they are subject to some amounts of danger, and can still perish, these characters gain EXP, Money, Down-time Points and the like as normal, and are also the characters that you are able to use your account bound Research Points on.

Types of Currency

On your Travels, experiences and grinds within the server you will gain various types of currency that I will explain briefly here.

Money

The Foundation Travels the world around to capture various types of anomalies, and as such needs to easily be able to offer currency in a base form, in most cases rare metals are used in anything dealing with the foundation, and the foundation helps secure the currency of the locals so you should never worry about being able to spend the funds you acquire.

Experience

on your missions, you will gain experience like normal, fighting anomalies and the like, getting around traps, interacting with locals everything you do will help you learn how to better do your job, and is handled differently than standard roleplaying games.

Character Level Experience Gained Per Session Character Level Experience Gained Per Session
3 160 12 1250
4 350 13 1250
5 500 14 1560
6 600 15 1880
7 730 16 1880
8 930 17 2500
9 1070 18 2500
10 1400 19 3130
11 940 20 3130

Down-Time & Research Points

Downtime Points(DTP) Are earned in our games through playing in Sessions, Attending Events, and in some rare events awarded for various other things such as contests.

DTP are earned at a static rate of 2 per in-game hour, or 1 per in game half hours.

RP are earned though D - Class Testing Sessions, events, and rarely in agent sessions when something extraordinary happens.

DTP & RP are Player bound, and can be spent by any Agent Character that the owning player has.

There are multiple uses for DTP and RP many are documented below.

Working a skilled trade:

You can spend a number of DTP to have a character of yours earn gold by working a skilled trade, If you have the associated proficiency in an artisan’s tool or musical instrument, you may choose to use them while working a trade to earn extra Gold. The formula for working a skilled trade is as below;

  • /r Xd6 (where X is the number of DTP spent, for a non-proficient trade) OR /r Xd6+Y(Where Y is your proficiency bonus, for a proficient trade)

If you have expertise in an artisan's tool or instrument, you may instead use the formula

  • /r Xd6+2*Y

Note: that this DOES NOT ADD ANY ABILITY MODIFIERS.

Learning a Language, Tool, or Instrument:

You can spend 100 DTP, 25 Research Points and 500 GP to learn a language or gain proficiency in a tool or instrument, Then Additionally if you are already proficient, you can spend the cost again to gain expertise in the said tool or instrument.

Crafting:

A player can spend a number of DTP to craft mundane items found in the Weapon, Armour, Poison, and Adventuring gear tables of the PHB using the required gold. Your character must have proficiency in the relevant tool to craft items. The formula for crating is (Cost of item)/2 in gold and (Cost of Item)/25 in DTP. Crafting with Expertise cuts downtime points needed to craft an item in half, rounded up.

Purchasing items:

Characters can purchase their non magical gear in the town under the cost of 200GP. This gear can include mundane weapons, armour, mounts, trade goods, and the list of adventuring gear located on page 150 of the PHB. Attempting to purchase items over the cost of 200GP will require them to be purchased from players, or the events hosted randomly by staff members.

Creating Anomalies, and magic items.

The foundation has a sector dedicated to creation and study of Anomalies, the greatest accomplishment being the Dragon's Forge, a system of breaking down Anomalies and Creating new ones using the Magic residuum left by those broken down, the next few sections will explain how to do so.

Tiers and how they work
Tier Value Range Tool Mod
1 - Blue 1 - 500 Gp 3
2 - Green 501 - 1000 gp 5
3 - Yellow 1001 - 5000 gp 8
4 - Orange 5001 - 10000 gp 10
5 - Red 10001 - 25000 gp 12
6 - Purple 250001 - ∞ gp 14

Based on the tier and type, the time needed to craft it, the tool modifier to craft and the residuum used up differ, you can find the table for that on the second tab of the Dragon's Forge tables. Some items require cost+, that means the cost of the item is added to the cost displayed it is done this way for items such as mithril armour because there are a lot of variances to it.

Tool Sets and their Ability Score

  • Alchemist’s supplies - INT, WIS
  • Brewer’s supplies - CON, WIS
  • Calligrapher's Supplies - DEX, CHA
  • Carpenter’s tools - STR, CON
  • Cartographer’s tools - INT, WIS
  • Cobbler’s tools - DEX, WIS
  • Cook’s utensils - CON, WIS
  • Glassblower’s tools - DEX, CON
  • Jeweler’s tools - DEX, INT
  • Leatherworker’s tools - DEX, WIS
  • Mason’s tools - STR, CON
  • Painter’s supplies - DEX, CHA
  • Potter’s tools - DEX, WIS
  • Smith’s tools - STR, INT
  • Tinker’s tools - DEX, INT
  • Weaver’s tools - DEX, WIS
  • Woodcarver’s tools - DEX, WIS

Item Creation Charts, and what each item means

Tier
Equipment Downtime Points Days To Research Residuum Minimum modifier
Consumable 6 8 300 3
Ammunition 2 1 50 3
Combat 18 6 600 3
Non-Combat 12 4 200 3
Summoning 20 10 1000 3
Game Changing N/a N/a N/a 3

the chart above looks a lot like the one within the Dragon's Forge document, each section represents a different cost, downtime points is what each type of item in this tier costs to create, days to research is how many RP you need to create the item, residuum is the amount of magical residuum you need stored up to use in the process, and the midnimum modifier is the lowest score in the relivant tool used to craft the item that is allowed, for instance, if you wanted to create a potion of poison, a tier one potion, you would need at least a +3 in alchemist's Supplies, in order to be able to create the item.

Disenchanting, dissassembling items and Anomalies

Each anomalous item you find out in the field can be broken down and turned into magical residuum, but some is lost in the process, as such, you gain 50% of the residuum that would be used to create said item, and it takes one DTP per every 100 Residuum to do so, rounded up.

SKILLS

Below is the list of Skills we use for our games.

  • Acrobatics - Dexterity
  • Animal Handling - Wisdom
  • Arcana - Intelligence
  • Athletics - Strength
  • Deception - Charisma
  • Endurance - Constitution
  • History - Intelligence
  • Insight - Wisdom
  • Intimidation - Charisma
  • Investigation - Intelligence
  • Medicine - Wisdom
  • Nature - Intelligence
  • Perception - Wisdom
  • Performance - Charisma
  • Persuasion - Charisma
  • Religion - Intelligence
  • Sleight of Hand - Dexterity
  • Stealth - Dexterity
  • Streetwise - Charisma
  • Survival - Wisdom

TOOLS, KITS & VEHICLES GROUPS

Some of the item proficiencies that most roleplay games grant are too specific for us, such as individual games and instruments. instead we like to use groupings for these aswell.

Gaming Groups

  1. Board (chess, backgammon, checkers, monopoly)
  2. Card (poker, gin, war)
  3. Dice (three-dragon ante, yahtzee, gunshots)
  4. Other unique/cultural games (elven magical three dimensional game of checkers, a vocal game based upon crafting insults)

Musical Instrument Groups

  1. Brass (trumpet, horn, bugle)
  2. Keyed (organ, piano)
  3. Percussion (drum, bell)
  4. Stringed (lute, lyre, viol, dulcimer)
  5. Woodwind (flute, shawm, pan pipes)
  6. Other unique/cultural instruments (bagpipes)

Vehicle Groups

  1. Oared (canoes, row boat, barge)
  2. Sailing (ships, yachts)
  3. Tracked (sleds)
  4. Wheeled (chariots, wagons, carts)
  5. Other unique/cultural groups (elemental trains, air ships, hand gliders)

The classes in this conversion represent the wide range of skills and knowledge that people in modern world have easy access to. The six basic classes are as follows:

  • Strong: This one demonstrates training in athletic endeavors. Strong Heroes typically excel at most forms of melee combat.
  • Fast: This one will indicate training in agility, hand eye coordination, and general reflexes. Fast Heroes typically excel at any ranged type combat
  • Tough: Gains in this class indicate improvement in physical fitness, health, and stamina.
  • Smart: Levels in this class provide the means to improve a character's reasoning and skills.
  • Dedicated: Levels in this class demonstrate a devotion to a cause, an ideal, or a higher purpose. The Dedicated Hero's class features revolve around investigative, empathic, healing, and spiritual devotions.
  • Charismatic: Levels in this class indicate training in winning friends and influencing people with a combination of charm, confidence, and charisma. The Charismatic Hero can be a leader, a celebrity, a con artist, or a flirt.

Advanced Classes

Advanced classes function identically to subclasses in most standard role playing games, with the exception being that all subclasses are available to all of the basic classes. For example, both Strong and Smart heroes can take the Soldier advanced class. Advanced classes are covered later on in this chapter, and more will come as the game and server grows.

Multiclassing

Due to the differences in the class systems, the multiclassing system is in place to stop a multiclass'ed character being forced into taking an additional advanced class, and allows characters to take multiple advanced classes without needing to take another hero class.

Class Power

Suggested feats for each of the classes are as follows:

Strong Hero: Athlete, Grappler or Tavern Brawler.
Fast Hero: Mobile, Alert or Athlete.
Tough Hero: Durable, Tough or Tavern Brawler.
Smart Hero: Healer, Linguist or Keen Mind.
Dedicated Hero: Observant, Alert or Healer.
Charismatic Hero: Actor, Inspiring Leader or Linguist.

Each of these will be listed at the end of the document, with explanations.

Ability Scores

Ability Scores are found by using a system called point-buy, it is simple, you have 27 points to spend in this Calculator,

The Race

Humanity

“By definition, you have to live until you
die. Better to make that life as complete
and enjoyable an experience as possible,
in case death is shite, which I suspect
it will be.” 

― Irvine Welsh, Trainspotting


Being the dominant species of a planet sure comes with its perks, which humans have enjoyed to their limit. They have spread across every corner of the globe, built sprawling cities, and twisted environments to suit their needs. Even the most inhospitable corners of the earth haven't kept them away, with cities established in the harshest of deserts and outposts erected in the frozen wastes.

A Dazzling Array

Among humans you will find all types, including great scholars, star athletes, and dedicated carers. Both the harshest evil and the truest good can be found among them. Perhaps the most startling contradiction is that humans can exhibit their darker side and a great ambition at once, seeing themselves as the protagonist in their own story. This egocentric view is tempered by their empathy, with even the most stoic of them failing to avoid noticing a rising sense of panic or shift in the sentiments of a crowd.

Humans in a contemporary setting often seek wealth, glory, justice, fame, influence, and knowledge, each using a different method to achieve these goals, from combat prowess to skill mastery to connections and resources.

Tribal Roots

While modern society masks it to a certain extent, humans are strongly influenced by group identities. From sports teams to gang culture to nationalism, once people form ties with a faction they are usually not broken easily. While it is easy to see the negative side of this, the irrational prejudices and conflict it can create, it is also worth recognizing what people can accomplish when they come together.

We Live In A Society

Despite their best efforts, humans are arguably yet to create something more complex than their own social webs. They are capable of altering their entire demeanor based on who they are with, resulting from a myriad of social factors like authority, familiarity, morality and so on. This allows their social network to contain many of apparent contradictions; the enemy of your enemy is not necessarily your friend.

Human Names

Human names are usually based on their lineage or the culture they grew up in, though there are definitely no hard and fast rules in the modern world.

Humans also often take on nicknames within their social groups, which can be based on practically anything, from memorable events to a particular skill.

Human Traits

Ability Score Increase. One ability score of your choice increases by 2, and two other ability scores of your choice increase by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Alignment. While most tend to be fairly self-interested and apathetic towards strangers, humans tend towards no particular alignment. Both the best and worst are found among them.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is medium.

Speed. Your base walking speed is 30 feet.

Skilled. You gain proficiency in one skill of your choice.

Cultured. You gain proficiency in one language, tool, or vehicle type of your choice.

Ingenuity. When you make an ability check that does not add your proficiency bonus to it, you can choose to add your proficiency bonus to it. Once you use this feature, you can't use it again until you complete a short or long rest.

Languages. You can speak, read and write one language of your choice.

Human Variants

Some humans are differ slightly from normal due to a peculiar upbringing or event in their past. If you wish to do so, you can forgo your Ingenuity and Cultured traits and instead gain some traits based on your personal history below.

Altered

You weren't born mutated, but exposure to either mild levels of radiation throughout your life or some odd magical event has altered your physiology.

Mutation. You have 6 mutation points you can spend on mutations. See the mutant race for more information on mutations. You can only gain extra mutation points from one negative mutation.

Cyborg

At some point in your life, you traded away some of your humanity for robotic enhancements.

Fragile Circuitry. The electronics inside your enhancements can easily be stalled by electrical discharges. When you take lightning damage, you must immediately take a reaction without gaining any benefit.

Half-Human. You have advantage on saving throws against poison and disease.

Enhanced. In your transition to part-machine you have acquired some unique upgrades. You have 8 upgrade points you can spend on modifications. See the robot race for more information on mutations.

Adept

You were born either into a magical community, or with some unexplained natural talent for the arcane.

Magical Knack. You learn the one cantrip of your choice. When you reach 3rd level, you learn one spell of your choice, which you can cast once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you learn one more spell of your choice, which you can cast once with this trait, and you regain the ability to do so when you finish a long rest.

You can choose between Intelligence, Wisdom, and Charisma as your spellcasting ability for the spells you learn with this feature.

Cantrips

Arcane Graffiti: Inscribes personal rune or short message on object or surface.

Daze: Subject takes no actions for 1 round.

Detect Magical Aura: Detects spells and magic items within 60 ft.

Haywire: Causes a single device to behave randomly and erratically.

Light: Object shines like a torch.

Mage Hand: 5-pound telekinesis.

Magic ID: Creates a false but visually accurate identification card.

Mending: Repairs small breaks or tears in objects.

Message: Whispered conversation at distance.

Prestidigitation: Perform minor tricks.

Read Magic: Read scrolls, spellbooks, and magical writing.

Resistance: Subject gains +1 on saving throws.

Spells

Burning Hands: 1d4 fire damage/level (max 5d4).

Cause Fear: One creature flees for 1d4 rounds.

Change Self: Changes your appearance.

Clean: Eliminates grime, dirt, and bacterial contaminants from the target, and renders target scentless.

Comprehend Languages: Understands all spoken and written languages.

Dancing Lights: Creates up to four lights or a glowing, vaguely humanoid shape.

Degauss: Erase a single device that contains electronic data.

Feather Fall: Objects or creatures fall slowly.

Hold Portal: Holds door shut.

Instant Identity: Determines all magic properties of a single magic item.

Jump: Subject gets bonus on Jump checks.

Mage Armor: Gives subject +4 Defense bonus.

Magic Missile: 1d4+1 damage; +1 missile/two levels above 1st (max 5).

Magic Weapon: Weapon gains +1 bonus.

Mask Metal: Renders a metal object undetectable to metal detectors.

Obscuring Mist: Creates cloud of vapor that obscures all sight, including darkvision, beyond 5 feet.

Power Device: Powers one inoperative electrical or mechanical device.

Ray of Fatigue: Ray fatigues target.

Shield: Invisible disc gives cover, blocks magic missiles.

Sleep: Put 2d4 HD of creatures into comatose slumber.

Summon Vivilor I: Summons a 1st-level vivilor from Shadow to fight for you.

Trace Purge: Removes physical traces of the subject’s presence or passage.

True Strike: Adds +20 bonus to your next attack roll.

Undetectable Magical Aura: Masks a magic item’s aura from detection.

Base Classes

The Strong

The Strong uses their Strength score to best advantage. Taking a level in this class demonstrates physical training for overall strength and power. Strong Heroes excel at hand-to-hand and melee combat, as well as at other activities that best utilize physical power.

A Strong Hero might be a bodybuilder or an athlete who concentrates on the power aspect of sports. They may be quietly intimidating or robustly boisterous. They might be as gentle as they are large or a lout and a bully

Class Features

As a strong hero, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per strong hero level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per strong hero level after 1st

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Saving Throws: Strength and one of Wisdom, Dexterity or Constitution.
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Smash

You add half your proficiency bonus (round down) to all melee and thrown weapon damage rolls.

Bully

When you successfully make a melee attack against a creature, you can immediately make a Shove action against that creature as a bonus action.

Action Surge

Starting at 3rd level, 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 17th level, you can use it twice before a rest, but only once on the same turn.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Reckless Attack

Starting at 5th level, you can throw aside all concern for defense to attack with fierce desperation.

When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on weapon attack rolls during this turn, but attack rolls against you have advantage until your next turn.

Level Proficiency Bonus Features
1st +2 Smash, Bully
2nd +2 Advanced Class
3rd +2 Action Surge (One Use), Body Slam
4th +2 Ability Score Improvement
5th +3 Extra Attack, Reckless Attack
6th +3 Advanced Class Feature
7th +3 Strong Back, Extreme Effort
8th +3 Ability Score Improvement
9th +4 Remarkable Athlete,
Brutal Critical (1 die)
10th +4 Advanced Class Feature
11th +4 Demolition
12th +4 Ability Score Improvement
13th +5 Supreme Grip, Brutal Critical (2 dice)
14th +5 Advanced Class Feature
15th +5 Legendary Effort
16th +5 Ability Score Improvement
17th +6 Action Surge (Two Uses), Brutal Critical (3 dice)
18th +6 Advanced Class Feature
19th +6 Ability Score Improvement
20th +6 Supreme Smash

Body Slam

Starting at 3rd level, whenever you make a successful Shove against a creature, they take damage equal to 1 + your Strength modifier.

In addition, when you succeed on shoving a creature you can choose between pushing them up to 10 feet away from you, or pushing them up to 5 feet away from you and knocking them prone.

Ability Score Improvement

When you reach 4th level, and again at, 8th, 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. Alternatively, you can select a feat instead of increasing your ability scores.

Strong Back

Beginning at 7th level, your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Extreme Exertion

Starting at 7th level, you gain the uncanny ability to strain your muscles past their normal strength.

When the you make a Strength-based ability check or saving throw, you can use a bonus action or reaction to gain advantage on the roll. You can do this after the roll is made but before any of the roll's effects occur.

Remarkable Athlete

Starting at 9th level, you can add half your proficiency bonus (round down) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Demolition

Beginning at 11th level, your melee attacks deal double damage to objects. In addition, you double your proficiency bonus on Strength (Athletics) checks made to break something.

Supreme Grip

Starting at 13th level, you have incredible technique and hand strength allowing you to maintain a powerful grasp on objects others would struggle with. When you are wielding a weapon with the versatile property, you always treat them as if you were wielding them in two hands, and you ignore the disadvantage imposed by the heavy property of weapons with which you are proficient.

Additionally, you can wield a weapon with the Two-Handed property in a single hand, but doing so imposes disadvantage on any attack rolls you make with it, and a -2 penalty to damage rolls you make with it.

Furthermore, you have advantage on ability checks and saving throws made to avoid dropping a held object or being disarmed.

Legendary Exertion

At 15th level, your ability to strain your body past it’s limits improves further. When the you make a Strength-based ability check or saving throw, you can use a bonus action or reaction to automatically succeed on the roll. You can do this after the roll is made but before any of the roll's effects occur.

Once you use this feature, you must finish a short or long rest before you can use it again.

Supreme Smash

At 20th level, you may now add your full proficiency bonus to all melee weapon damage rolls.

The Fast

The Fast uses their Dexterity score to best advantage. Taking a level in this class demonstrates training in hand-eye coordination, agility, and reflexes. Better defenses, a good attack progression, and a natural aptitude in athletics that require speed and grace combine to define the Fast Hero.

A Fast Hero might be literally quick on their feet, or they might simply move with a catlike grace. They might possess uncanny coordination and amazing reflexes. They use their natural inclination toward Dexterity-based endeavors to make their way in the world.

Class Features

As a fast hero, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Saving Throws: Dexterity and one of Charisma, Intelligence, or Strength.
  • Skills: Choose three from Acrobatics, Animal Handling, Athletics, History, Perception, Sleight of Hand, Stealth, and Survival

Fast Movement

Your base movement speed increases by 5 feet. At 7th level, this speed bonus increases to 10 feet. At 13th level, this speed bonus increases to 15 feet.

Evasive Footwork

Opportunity attacks against you are made with disadvantage.

Cunning Action

Starting at 3rd level, your quick thinking 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, Hide, or Ready action.

Redirect Attack

At 3rd level, when a creature misses you with an attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice within 5 feet of you with disadvantage.

Rapid Strike

Starting at 13th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

Level Proficiency Bonus Features
1st +2 Fast Movement (5 ft.), Evasive Footwork
2nd +2 Advanced Class
3rd +2 Cunning Action, Redirect Attack
4th +2 Ability Score Improvement
5th +3 Extra Attack, Uncanny Dodge
6th +3 Advanced Class Feature
7th +3 Dodge Roll, Fast Movement (10 ft.)
8th +3 Ability Score Improvement
9th +4 Instinctive Reaction, Quick Recovery
10th +4 Advanced Class Feature
11th +4 Evasion
12th +4 Ability Score Improvement
13th +5 Rapid Strike, Fast Movement (15 ft.)
14th +5 Advanced Class Feature
15th +5 Opportunist
16th +5 Ability Score Improvement
17th +6 Elusive, Improved Redirect Attack
18th +6 Advanced Class Feature
19th +6 Ability Score Improvement
20th +6 Incredible Reflexes

Ability Score Improvement

When you reach 4th level, and again at, 8th, 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. Alternatively, you can select a feat instead of increasing your ability scores.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

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.

Dodge Roll

Beginning at 7th level, when a creature attempts an attack against you which misses, or you succeed on a Dexterity saving throw, you can move up to half your speed as a reaction. This movement doesn’t provoke opportunity attacks.

Instinctive Reaction

Beginning at 9th level, your reflexes are honed to a fine point. You add your proficiency bonus to your initiative rolls. In addition, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn.

Additionally, you can use your bonus action to focus on reacting to changes on the battlefield, allowing you to take two reactions this round instead of one. When you do so, you may immediately take the Ready action as part of the same bonus action.

Quick Recovery

You're well-practiced at righting yourself when you are off-kilter. Starting at 9th level, when you are prone you can stand up by spending 5 feet of movement rather than half of your speed.

Additionally, when you make an ability check, attack roll, or saving throw, you with disadvantage, you can cancel the disadvantage on the roll. You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Evasion

Beginning at 11th level, 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.

Opportunist

Starting at 15th level, when an ally is within 5 feet of an opponent, and the ally hits the target with an attack, you can make an attack against that opponent as a reaction.

Elusive

Beginning at 17th 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.

Improved Redirect Attack

Beginning at 17th level, when you use your Redirect Attack feature, the attack no longer has disadvantage.

Incredible Reflexes

When you reach 20th 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.

The Tough

The Tough uses their Constitution score to best advantage. Taking a level in this class provides improved health and physical stamina. Better hit points, good fortitude, and the ability to shrug off some amount of damage combine to define the Tough Hero. A Tough hero might be built like a truck or possess a great amount of endurance. They can take a lot of physical punishment, rarely get sick, and are often is hard to move.

A Tough Hero can be stubborn or single-minded, may feel protective of others, and usually succeeds because they stay in the contest long after the competition has crumbled. They are often steadfast and confident to a fault.

Class Features

As a tough hero, you gain the following class features.

Hit Points


  • Hit Dice: 1d12 per tough hero level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per tough hero level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Saving Throws: Constitution and one of Charisma, Intelligence, or Strength.
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your tough hero level. Once you use this feature, you must finish a short or long rest before you can use it again.

At 9th level you can use this feature twice between rests, and at 17th level you can use it three times between rests.

Iron Skin

When you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. Additionally, when you are wearing armor, you can use your Constitution modifier in place of your Dexterity modifier for calculating your Armor Class when you are wearing armor.

If you have a negative Dexterity modifier, the penalty is applied even if you use your Constitution modifier to calculate your Armor Class.

Fortitude

Beginning at 5th level, when you finish a short or long rest, you gain temporary hit points equal to your level + your Constitution modifier.

Level Proficiency Bonus Features
1st +2 Second Wind, Iron Skin
2nd +2 Advanced Class
3rd +2 Resilience, Untiring
4th +2 Ability Score Improvement
5th +3 Extra Attack, Fortitude
6th +3 Advanced Class Feature
7th +3 Damage Reduction, Steel Gut
8th +3 Ability Score Improvement
9th +4 Pull Through, Second Wind (Two Uses)
10th +4 Advanced Class Feature
11th +4 Improved Resilience
12th +4 Ability Score Improvement
13th +5 Energy Resistance, Payback
14th +5 Advanced Class Feature
15th +5 Remain Conscious
16th +5 Ability Score Improvement
17th +6 Bulwark, Second Wind (Three Uses)
18th +6 Advanced Class Feature
19th +6 Ability Score Improvement
20th +6 Survivor

Resilience

Starting at 3rd level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Untiring

You are especially hardy and can keep working for hours. Beginning at 3rd level, you have advantage on saves to avoid exhaustion.

Ability Score Improvement

When you reach 4th level, and again at, 8th, 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. Alternatively, you can select a feat instead of increasing your ability scores.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Damage Reduction

Beginning at 7th level, bludgeoning, piercing and slashing damage that you take from non-magical sources is reduced by an amount equal to your Constitution modifier.

Steel Gut

Your determination allows you to shrug off effects that would otherwise harm you. Starting at 7th level, when you are subjected to an effect that allows you to make a Constitution 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.

Pull Through

You cling to life, even on the brink of death. Beginning at 9th level, when you make a death saving throw that would result in your death if failed, you have advantage

Improved Resilience

Starting at 11th level, you can use your Resilience feature again after finishing a short or long rest.

Energy Resistance

Starting at 13th level, when you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance against the triggering damage type until the start of your next turn.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Payback

Starting at 13th level, when you take damage from a creature, you can use your reaction to gain advantage on attacks against that creature until the end of your next turn.

Remain Conscious

Beginning at 15th level, when you are reduced to 0 hit points, you may continue to act until you fail a death saving throw. While at 0 hit points, your speed is halved, and you cannot use bonus actions or reactions.

Bulwark

Your hardiness reaches incredible levels. Beginning at 17th level, your Damage Reduction feature now applies to all damage you take. Additionally, you can spend an action or bonus action bracing for damage. Until the start of your next turn, your Damage Reduction feature reduces incoming damage by 2 times your Constitution modifier. If you move, this effect ends.

Survivor

At 20th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half your hit points left. You don’t gain this benefit if you have 0 hit points.

The Smart

The Smart uses their Intelligence score to best advantage. Taking a level in this class demonstrates educational training in an academic or technical subject. Learning and reasoning powers combine to define the Smart Hero.

A Smart Hero might be brainy or bookish. They may possess uncanny reasoning skills or the ability to puzzle their way out of any situation. They’re bright, quick-witted, and possessed of a great deal of knowledge - or at least the ability to gather that knowledge if they so choose.

Class Features

As a smart hero, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Tools: One set of tools of your choice
  • Saving Throws: Intelligence and one of Wisdom, Dexterity or Constitution.
  • Skills: Choose three from Animal Handling, History, Insight, Investigation, Medicine, Nature, Perception, and Religion

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 9th level, you can choose two more of your skill proficiencies (or one skill and one tool) to gain this benefit.

Plan

At 1st level, you can take an action to formulate a plan. You can choose up to six creatures (including yourself) to include in the plan. For each creature, choose one of the following; attack rolls, saving throws, or ability checks. In the next minute, each creature can activate their benefit once to gain a bonus equal to your Intelligence modifier to the chosen rolls until the start of their next turn.

You must complete a short or long rest before you can use this ability again. At 11th level you can use this feature twice between rests, and at 17th level you can use it three times between rests.

Level Proficiency Bonus Features
1st +2 Expertise, Plan
2nd +2 Advanced Class
3rd +2 Trick, Deliberate Defense
4th +2 Ability Score Improvement
5th +3 Extra Attack, Subject Analysis
6th +3 Advanced Class Feature
7th +3 Exploit Weakness, Polymath
8th +3 Ability Score Improvement
9th +4 Expertise, Plan (Two Uses)
10th +4 Advanced Class Feature
11th +4 Improved Trick
12th +4 Ability Score Improvement
13th +5 Quick Mind, Intuitive Communication
14th +5 Advanced Class Feature
15th +5 Improved Plan
16th +5 Ability Score Improvement
17th +6 Improved Exploit Weakness, Plan (Three Uses)
18th +6 Advanced Class Feature
19th +6 Ability Score Improvement
20th +6 Master Plan

Trick

Beginning at 3rd level, you can take an action to attempt to trick one creature. The creature must have an Intelligence of 6 or higher, and be able to see and hear you (but not necessarily understand you). The creature must make an Intelligence saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. If the saving throw fails, the creature is stunned until the end of its next turn.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Deliberate Defense

Starting at 3rd level, your careful maneuvering can help you avoid attacks. When you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier.

Additionally, you may use your Intelligence modifier in place of your Dexterity modifier for calculating your Armor Class when you are wearing armor.

If you have a negative Dexterity modifier, the penalty is applied even if you use your Intelligence modifier to calculate your Armor Class.

Additionally, when you make a saving throw against an effect you can see, you can use your reaction to add your Intelligence modifier to your roll. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Ability Score Improvement

When you reach 4th level, and again at, 8th, 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. Alternatively, you can select a feat instead of increasing your ability scores.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Subject Analysis

Beginning at 5th level, your analytical skills improve further. As an action, you analyze one creature or object that you can see within 60 feet of you, and you learn whether the creature or object has any damage immunities, resistances or vulnerabilities and what they are. The next successful attack you make against the target is a critical hit.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

You may use this feature without expending any uses when you spend one minute or more observing a creature or object.

Additionally, you have advantage on any checks to determine the function of a technological or magical device.

Exploit Weakness

At 7th level, you can use a bonus action to assess a creature’s weaknesses. You use your Intelligence bonus instead of your Strength or Dexterity bonus to attack rolls and damage rolls against this creature for 1 minute as you spot weaknesses in its physiology or fighting style.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Polymath

Starting at 7th level, you can study in preparation for completing a task. If you spend half an hour or more researching a given skill, you can add your proficiency bonus to the next skill check you make using that skill. To conduct this research, you must have access to suitable research materials, either in the form of written material or internet access.

Improved Trick

At 11th level, you can target up to three creatures with your Trick. Additionally, you may use your Trick as a bonus action.

Quick Mind

Beginning at 13th level, your sharp wit allows you to act quickly. You add your Intelligence modifier to your Initiative bonus.

Intuitive Communication

Beginning at 13h level, you are usually able to understand speech and writing even if you don’t speak the language. When you read or hear a language you do not know, you can make an Intelligence (Investigation) check to try to understand the message. The DC for the check depends on the situation: DC 10 if the language is in the same lingual group as your language, DC 15 if the language is unrelated to any of your known languages, and DC 20 if the language is unique or ancient. On a success you understand the general meaning of the message, but this ability in no way simulates being able to converse or fluently read and write in a given language.

Improved Plan

At 15th level, when you make a Plan, each creature included in the plan gains two of the listed benefits. Each benefit is activated separately.

Improved Exploit Weakness

Beginning at 17th level, when you use your Exploit Weakness feature, it applies to each creature you can see or have seen in the last minute. Additionally, the duration of your Exploit Weakness feature increases to 10 minutes, and there is no longer a limit to your usage of this feature.

Master Plan

At 20th level, when you make a Plan, each creature included in the plan gains all three of the listed benefits. Each benefit can be activated separately.

The Dedicated

The Dedicated uses their Wisdom score to best advantage. Taking a level in this class demonstrates a focus on willpower, common sense, perception, and intuition. Sense of self and devotion of purpose, as well as keen senses and a greater ability to analyze information combine to define the Dedicated Hero.

A Dedicated Hero might be insightful or understanding, or they might be perceptive or possessed of wisdom beyond her years. They may be alluring or fascinating. They might be devoted to a cause, an ideal, or a faith that’s bigger than themself while still possessing an unshakable confidence in their own abilities

Class Features

As a dedicated hero, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Saving Throws: Wisdom and one of Charisma, Intelligence, or Strength.
  • Skills: Choose two from Animal Handling, Athletics, History, Insight, Intimidation, Investigation, Medicine, Perception, Religion, Stealth, and Survival

Empathy

You add half your proficiency bonus to any Wisdom or Charisma ability check you make that doesn’t already use your proficiency bonus.

Helpful

You can use the Help action as a reaction or as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

Caregiver

Starting at 3rd level, you can help revitalize your allies over the course of a short rest. If you or any friendly creatures spend hit dice over the course of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 7th level, 1d10 at 13th level, and 1d12 at 17th level.

Level Proficiency Bonus Features
1st +2 Empathy, Helpful
2nd +2 Advanced Class
3rd +2 Danger Sense, Caregiver (d6)
4th +2 Ability Score Improvement
5th +3 Extra Attack, Intuition
6th +3 Advanced Class Feature
7th +3 Teamwork, Caregiver (d8)
8th +3 Ability Score Improvement
9th +4 Expertise, Rapport
10th +4 Advanced Class Feature
11th +4 Awareness
12th +4 Ability Score Improvement
13th +5 Cool Under Pressure, Caregiver (d10)
14th +5 Advanced Class Feature
15th +5 Unshakeable
16th +5 Ability Score Improvement
17th +6 Improved Teamwork, Caregiver (d12)
18th +6 Advanced Class Feature
19th +6 Ability Score Improvement
20th +6 Superior Intuition

Danger Sense

At 3rd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Ability Score Improvement

When you reach 4th level, and again at, 8th, 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. Alternatively, you can select a feat instead of increasing your ability scores.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Intuition

Starting at 5th level, you have a special insight into dangerous situations. When you use this ability make a Wisdom check. On results of 20 or above, ask the Game Master three questions from the following list. On results of 10 or above, ask the Game Master two questions from the following list. On results below 10, ask the Game Master one question from the following list.

  • What happened here recently?
  • What is about to happen?
  • What here is useful or valuable to me?
  • Who’s really in control here?
  • What here is not what it appears to be?
  • What is the most dangerous thing in this situation?
  • What’s my best way in?
  • What’s my best way out?
  • Are there any dangers I haven’t noticed?
  • What’s the biggest threat?

With the Game Master’s permission, you can ask a question that is not on the list, as long as it is along similar lines. The Game Master can qualify their answer in any way they like, but must provide as honest an answer as possible.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Teamwork

Your skills can really make your allies shine. At 7th level, when you use the Help action, you can choose one ally within 60 feet of you that is allied with you. That creature may make one weapon attack with its reaction, provided that it can see or hear you.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Expertise

At 9th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Rapport

Beginning at 9th level, your connection with others allows you to better aid them. When you use the help action, the creature you aid also adds your Wisdom modifier to their next ability check or attack roll.

Awareness

At 11th level, your perception of the world around you is almost supernatural. You have advantage on initiative rolls and cannot be surprised

Cool Under Pressure

Beginning at 13th level, nothing can shake your confidence in a task in which you are skilled. Whenever you make an ability check that lets you add your proficiency bonus, you can use an action, bonus action, or reaction to treat a d20 roll of 9 or lower as a 10.

Unshakeable

At 15th level, you have advantage on saving throws against being charmed or frightened.

Improved Teamwork

You excel at getting people to work together as a unit. Beginning at 16th level, when you use you Teamwork feature, you can choose two allies within 60 feet of you rather than one.

Additionally, as a bonus action, select up to five allies within 60 feet of you who can see or hear you. They can use their reactions to immediately take actions. Once you use this ability, you cannot use it again until you complete a long rest.

Superior Intuition

At 20th level, you have advantage on any Wisdom checks when using your Intuition feature.

Additionally, your Danger Sense feature applies even when you are blinded or deafened, and you gain blindsight to a range of 30 feet. If you already have blindsight, increase its range by 30 feet.

The Charismatic

The Charismatic uses their Charisma score to best advantage. Taking a level in this class demonstrates a facility for connecting with others, developing proficiency at influencing their actions, and improving your ability to win their support through debate, compromise, or seduction. Personal magnetism, applied interaction techniques, and a touch of charm combine to define the Charismatic Hero.

A Charismatic Hero might be charming or engaging; they might be strikingly handsome or possessed of a great personal magnetism. They may be alluring or fascinating. Whether captivating or compelling, they are definitely appealing on a number of different levels.

Class Features

As a charismatic hero, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Saving Throws: Charisma and one of Wisdom, Dexterity or Constitution.
  • Skills: Choose two from Animal Handling, Deception, History, Insight, Intimidation, Performance, and Persuasion

Charm

You can use an action to try and charm a creature. The creature must have an Intelligence score of at least 6, and be able to see and hear you. The creature must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier. It has advantage on the saving throw if you or your companions are fighting it. On a failed save, the target is charmed. You must concentrate to maintain, this effect, as if concentrating on a spell.

The target repeats the saving throw after 1 minute to attempt to end the effect. If the creature’s saving throw is successful, it is immune to this ability for 24 hours. The effect ends immediately if the target is attacked or threatened.

Inspiration

You can inspire others through stirring words. 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 Inspiration die, a d6.

Level Proficiency Bonus Features
1st +2 Charm, Inspiration (d6)
2nd +2 Advanced Class
3rd +2 Favor, Taunt
4th +2 Ability Score Improvement
5th +3 Extra Attack, Font of Inspiration
6th +3 Advanced Class Feature
7th +3 Bolstering Inspiration, Inspiration (d8)
8th +3 Ability Score Improvement
9th +4 Inspiration (d10), Favor (Two Uses)
10th +4 Advanced Class Feature
11th +4 Captivate
12th +4 Ability Score Improvement
13th +5 Dazzle, Inspiration (d12)
14th +5 Advanced Class Feature
15th +5 Snap Out of It
16th +5 Ability Score Improvement
17th +6 Improved Taunt, Favor (Three Uses)
18th +6 Advanced Class Feature
19th +6 Ability Score Improvement
20th +6 Superior Inspiration

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 Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one 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.

Your Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 7th level, a d10 at 9th level, and a d12 at 13th level.

Favor

Beginning at 3rd level, when talking to another creature, you may attempt to gain a favor from them. By spending 1 minute or more talking to a creature, you can ask them for a favor. That creature must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, that creature will provide the favor, provided it causes them no harm. Creatures that are particularly friendly or unfriendly towards you may be granted disadvantage or advantage on the saving throw. Once you have used this ability, you cannot use it again until you have finished a long rest.

At 9th level you can use this feature twice between rests, and at 17th level you can use it three times between rests.

Taunt

Starting at 3rd level, you gain the ability to undermine a target’s confidence. You may use your bonus action to taunt a creature. The creature must have an Intelligence score of at least 6, and be able to see and hear you. The creature must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, the target has disadvantage on its next attack roll, ability check, or saving throw.

Favor

Beginning at 3rd level, you gain special consideration when calling in favors. When you choose to leverage your reputation, you can treat your reputation score as 10 points higher when determining how much the favor decreases your reputation. Once you have used this ability, you cannot use it again until you have finished a long rest.

At 9th level you can use this feature twice between rests, and at 17th level you can use it three times between rests.

Ability Score Improvement

When you reach 4th level, and again at, 8th, 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. Alternatively, you can select a feat instead of increasing your ability scores.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses of Inspiration when you finish a short or long rest.

Bolstering Inspiration

Beginning at 7th level, your inspiring presence bolsters your allies. Whenever a creature rolls an Inspiration die granted by you, they gain temporary hit points equal to the Inspiration die roll + your Charisma modifier.

Captivate

Starting at 11th level, when you use your Charm ability successfully, you can choose the render the creature unaware of its surroundings while you continue to hold its attention.

As long as the creature is charmed by you, you become the target’s sole focus. The target pays no attention to anyone else. This focusing of the target’s attention allows other characters to take actions of which the captivated target is unaware. The target has disadvantage on Wisdom (Perception) checks made to perceive anything other than you, and attacks against the target have advantage until the effect ends.

Additionally, you may now use your Charm feature against up to 3 creatures at once, though a separate Charm action is required for each creature you wish to charm.

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.

Dazzle

At 13th level, you gain ability to dazzle and distract at a moment’s notice. When a creature makes an attack against you, you can spend your reaction to add your Charisma modifier to your AC for the attack.

To apply this bonus, the creature must have an Intelligence score of at least 6, and be able to see and hear you.

Snap Out of It

You are exceedingly good at helping others overcome mental effects. At 15th level, you may use your action to speak to an ally within 60 feet of you, ending one effect on them that is causing them to be charmed or frightened.

At the GM's discretion, this ability may be used to end other conditions, as long as the source of the condition is a psychological or magical effect.

Improved Taunt

Starting at 17th level, your ability to fluster your targets with insults improves.

When a creature you can see fails on an attack roll, ability check or saving throw, you can use your Taunt action as a reaction against that creature.

Additionally, when a creature fails it’s saving throw against your Taunt they suffer disadvantage on attack rolls, ability checks, and saving throws until the end of their turn.

Superior Inspiration

At 20th level, when you roll initiative and have no uses of Inspiration left, you regain one use.

Advanced Classes

Bodyguard

Select this advanced class if you want your character to excel at security and safekeeping, both from a tactical perspective and through the use of whatever level of force is required.

Level Features
3rd Additional Proficiency, Fighting Style, Harm's Way
7th Situational Awareness, Single Out
10th Counter, Neutralize
15th Blanket Protection
18th One-Man Barricade, Harm's Way (resistance)

Hit Points


  • Hit Dice: 1d12 per bodyguard level
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per bodyguard level

Additional Proficiency

When you take this advanced class at 3rd level, you gain proficiency with all armor.

Harm’s Way

At 3rd level, when a creature makes an attack against an ally who is within 5 feet of you, you can use your reaction to redirect the attack to you. If the attack hits you, you take the damage and effects as normal. If the attack misses you, it also misses your ally. The attack is made Additionally, you gain an additional reaction which can only be used for this feature. At 18th level, if an attack redirected to you hits you, you have resistance against that attack’s damage.

Target Focus

At 7th level, you can focus your offensive efforts on a single creature to minimise the threat they pose.

As a bonus action, you may select one creature you can see. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. Additionally, that creature has disadvantage on attack rolls against targets other than you for the duration.

Once you have used this ability, you cannot use it again until you have finished a short or long rest.

Situational Awareness

Starting at 7th level, you add your proficiency bonus to your initiative rolls. In addition, you can always move and take actions and reactions on the first round of combat, even if you’re surprised.

Counter

At 10th level, you are able to strike quickly in response to an attack. When a creature misses you with an attack, you can use your reaction to make a single attack against that creature.

Fighting Style

When you take this advanced class, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option

  • Close-Quarters Shooter - You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Additionally, you have a +1 bonus to attack rolls on ranged attacks.
  • Defense - While wearing armor, you gain a +1 bonus to AC.
  • Dueling - When you are wielding a weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon. more than once, even if you get to choose again.
  • Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
  • Protection - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must have at least one free hand or be wielding a shield.

Neutralize

Beginning at 10th level, while a creature is grappled by you, they have disadvantage on attack rolls and Dexterity saving throws and their AC is reduced by 2.

Blanket Protection

Starting at 15th level, you can take command and call out instructions to your allies to keep them safe. As a bonus action, select up to six allies within 60 feet of you who can see or hear you. Each creature has advantage on Dexterity saving throws, and gains a +2 bonus to AC and 20 temporary hit points for 1 minute.

You must finish a long rest before you can use this ability again.

One-Man Barricade

You excel at defending narrow passages, doorways, and other tight spaces.

Starting at 18th level, as a bonus action you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks and use your Harm's Way feature without using your reaction, and you can use your reaction to make an attack against a creature that moves more than 5 feet while within your range.

Daredevil

Select this advanced class if you want your character to excel at risk-taking and understand how to push the limits of possibility.

Level Features
3rd Parkour, Adrenaline (4d8)
7th No Fear, Adrenaline (5d8)
10th Suck it Up, Adrenaline (5d10)
15th Push it Real Good, Adrenaline (6d10)
18th Willful Ignorance, Adrenaline (6d12)

Hit Points


  • Hit Dice: 1d10 per daredevil level
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per daredevil level

Parkour

At 3rd level, you gain the following benefits:

  • Your speed increases by 10 feet.
  • Standing up from prone costs 5 feet of movement instead of half your movement.
  • You ignore nonmagical difficult terrain.
  • When you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Adrenaline

At 3rd level, you gain a set of abilities that are fueled by special dice called adrenaline dice.

Adrenaline Dice. You have four adrenaline dice, which are d8s. An adrenaline die is expended when you use it. You regain all of your expended adrenaline dice when you finish a short or long rest.

You gain another adrenaline die at 7th level and one more at 15th level.

Using Adrenaline Dice. You can expend adrenaline dice to gain a number of different benefits:

  • When you make a check that allows you to apply your proficiency in Acrobatics, Animal Handling, Athletics, Perception or Performance, you can expend one adrenaline die to bolster the check. Add half the number rolled on the adrenaline die (rounding up) to your check. You can use this ability before or after making the ability check, but before any of the effects of the ability check are applied.
  • When you make a Strength, Dexterity, or Constitution saving throw, you can expend one adrenaline die to push through. Add half the number rolled on the adrenaline die (rounding up) to the saving throw. You can use this ability before or after making the saving throw, but before any of the effects of the saving throw are applied.
  • When you make a weapon attack against a creature, you can expend one adrenaline die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.

No Fear

At 7th level, your blatant disregard for personal safety reaches infectious levels.

You and any allies with 5 feet of you have advantage on any saving throw that would cause them to become frightened.

Suck it Up

Starting at 10th level, you can focus yourself to occasionally shrug off injury.

When you take damage, you can use your reaction to expend an adrenaline die. Reduce the damage received by the adrenaline die plus your Constitution modifier.

Push it Real Good

At 15th level, you have become accustomed to pushing yourself passed your limits at the expense of your personal health.

When you have no adrenaline dice left, can spend a bonus action to regain an adrenaline die. When you expend this adrenaline die, you gain a level of exhaustion.

Willful Ignorance

Beginning at 18th level, you are able to forge on despite the most grievous of injuries, for a time.

As a bonus action, you can gain a number of temporary hit points equal to half your hit point maximum. These temporary hit points last for 10 minutes. At the end of this duration, you take damage equal to half your hit point maximum and gain a level of exhaustion.

After you use this ability, you can’t use it again until you finish a short or long rest.

Field Scientist

Select this advanced class if you want your character to excel at scientific theory and knowledge, with the ability to apply it in the field to solve problems and discover the truth of any situation.

Level Features
3rd Bonus Proficiencies, Prepared Explorer, Scientific Improvisation
7th Zoologist, Worldly Studies
10th Expertise, Erudition
15th Reliable Talent, Expert Zoologist
18th Detailed Analysis

Hit Points


  • Hit Dice: 1d8 per field scientist level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per field scientist level

Bonus Proficiencies

When you take this advanced class at 3rd level, you gain proficiency in two skills of your choice, and either one language or one tool of your choice.

Prepared Explorer

You are adept at navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

  • Attacks against you have disadvantage until the end of your first turn in combat.
  • When you roll initiative, you may use your reaction to immediately move up to your speed. You may do this even if you are surprised.
  • You have a climb or swim speed equal to your walking speed (your choice).

In addition, you are skilled preparing for travel. By studying a type of terrain (arctic, coast, desert, forest, grassland, mountain, swamp, or underground) for at least four hours, you gain the following benefits when traveling for an hour or more:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as documenting, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

You gain these benefits for the studied terrain until you study a new type of terrain.

Scientific Improvisation

At 3rd level, you gain the ability to improvise solutions using common objects and scientific know-how. This ability lets you create objects in a dramatic situation quickly and cheaply, but that have a limited duration.

By spending 10 minutes and combining common objects, you can build a tool or device to deal with any situation.

Only objects that can normally be used more than once can be improvised. Electronic devices, special tools, weapons, mechanical devices, and more can be built with scientific improvisation. The object, when put into use, lasts for 1 minute before it breaks down. It can’t be repaired.

Zoologist

Beginning at 7th level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose a type of studied creature: beasts, fey, humanoids, monstrosities, or undead. When an ally within 30 feet of you attacks one of your studied creatures, you can use your reaction to briefly advise them. Until the start of their next turn, your ally gains a +2 bonus on damage rolls against your studied creatures. Additionally, you have advantage on Wisdom (Survival) checks to track your studied creatures, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Worldly Studies

Starting at 7th level, your broad studies and travels have left you with a natural aptitude in almost any task. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

You can use this feature a number of time equal to your Intelligence modifier (minimum of once). You regain any expended uses when you finish a long rest.

Expertise

At 10th level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Erudition

Beginning at 10th level, you can apply your smarts to help convince other creatures. You can add your Intelligence modifier to a Charisma check that you make, as long as the target of the check has an Intelligence of at least 6.

Additionally, your extensive experience in academia allows you to almost totally obscure the point of what you are saying. You know Smartspeak, a combination of highly technical terms, obscure phrases, and esoteric references that allows you to obscure messages such that only some can understand them. Other creatures can discern these messages if they also know Smartspeak, or if they succeed at an Intelligence (Investigation) check contested by your Intelligence (Deception) check. To a creature that doesn't discern the message, your conversation merely sounds like incomprehensible technobabble. It takes four times longer to convey such a message than it does to speak the same idea plainly.

Reliable Talent

By 15th 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.

Expert Zoologist

At 15th level, you have expanded your studies to even more esoteric creatures. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. The bonus to damage rolls you can grant to your allies increases to +4.

Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

Detailed Analysis

At 18th level, you know lots about lots. By spending an hour observing a creature or analyzing an item, you can gather extensive information about it. When you do so, make an Intelligence check. If you are observing a creature, the DC is equal to 8 + half the creatures challenge rating (round down). If you are analyzing an item, the DC is determined by the rarity of the item, as shown in the following table.

Item Rarity DC
  Rarity           DC          
  Abundant 8
  Common 10
  Uncommon 12
  Rare 14
  Very Rare 16
  Legendary 18

On a success, the GM shows you the statblock of an average example of the creature, or the details of the item. On a failure, you learn most of the information, but the GM can omit information or provide false information as they see fit.

Gunslinger

Select this advanced class if you want your character to excel with handguns or other fast-shooting ranged weapons

Level Features
3rd Additional Proficiencies, Fighting Style, Quick Draw
7th Defensive Position, Fast Loading
10th Extra Attack
15th Find the Shot
18th Bullseye, Hail of Bullets

Hit Points


  • Hit Dice: 1d10 per gunslinger level
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per gunslinger level

Additional Proficiencies

At 3rd level, you gain proficiency with martial ranged weapons.

Fighting Style

When you take this advanced class, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

  • Close-Quarters Shooter - You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Additionally, you have a +1 bonus to attack rolls on ranged attacks.
  • Sharpshooter - You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense - While wearing armor, you gain a +1 bonus to AC.
  • Duelling - When you are wielding a weapon in one hand and no other weapons, you gain a +2 bonus to Damage Rolls with that weapon.
  • Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Quick Draw

Beginning when you take this advanced class at 3rd level, your draw speed significantly increases. On your first turn in combat, you may draw one weapon without taking an action.

Additionally, you have advantage on ranged attack rolls against any creature that hasn’t taken a turn in the combat yet. Also, any ranged hit you score against a creature that is surprised is a critical hit.

Defensive Position

Starting at 3rd level, you are able to make the most of small amounts of cover. When you are in half cover, you can use a bonus action to take up a defensive position. While in a defensive position, you treat half cover as three-quarters cover for yourself. This effect ends when you next move.

Fast Loading

Beginning at 7th level, once per turn when you take the Attack action, you may reload one firearm as part of that action.

Extra Attack

Starting at 10th level, you can attack three times rather than twice, whenever you take the Attack action on your turn.

Find the Shot

Beginning at 15th level, you treat three-quarters cover as half cover and half cover as no cover for the purposes of your attack rolls using ranged weapons.

Bullseye

You have a reputation for never missing your target. Starting at 18th level, if you make an ranged weapon attack roll and miss, you can reroll it. You can use this feature only once on each of your turns.

Hail of Bullets

Beginning at 18th level, you are able to fire off many shots in quick succession. When you take the Attack action on your turn, you can opt to take up to 6 attacks, rather than three.

Once you use this feature, you must finish a short or long rest before you can use it again.

Infiltrator

Select this advanced class if you want your character to excel at roguish activity and stealthy endeavors.

Level Features
3rd Additional Proficiencies, Sweep, Fast Hands
7th Improvised Implements, Second-Story Work
10th Supreme Sneak, Infiltration Expertise
15th Engineer, Impostor
18th Inside-Out

Hit Points


  • Hit Dice: 1d8 per infiltrator level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per infiltrator level

Additional Proficiencies

Two from hacking tools, thieves tools, mechanical tools, electrical tools, or disguise kit

Sweep

You know how to size up an area and get the lay of the land in a single sweep of the eyes that often isn’t perceptible to those around you.

Starting at 3rd level, you can use your bonus action to take the Search action.

Additionally, when you Search, you automatically learn the location of any obvious enemies, alarms and surveillance devices, traps, escape routes, and any expensive objects that are within 30 feet of you. Additionally, you learn if there are any hidden or invisible creatures within that radius, but not their location.

Fast Hands

Beginning at 3rd level, you can use the bonus action to make a Dexterity (Sleight of Hand) check, disarm a trap or open a lock, or take the Use an Object action.

Improvised Implements

Often required to enter a situations without a weapon or tools, you have learnt to make do with whatever you can find.

Beginning at 7th level, you are proficient with improvised weapons, and your attacks with improvised weapons use a d8 for damage. Your unarmed strikes use a d4 for damage. You can add your Dexterity modifier in place of your Strength modifier for attack and damage rolls with your unarmed strikes or improvised weapons.

Additionally, if you don't currently possess a tool with which you are proficient, you can add half your proficiency bonus to any check which would normally gain a benefit from using any of those tools.

Second-Story Work

At 7th level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Supreme Sneak

Starting at 10th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Infiltration Expertise

Starting at 10th level, you can unfailingly create false identities for yourself. You must spend seven days and $1,000 to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certificates to establish yourself as a member of a trading firm from a foreign country so you can insinuate yourself into the company of other corporate affiliates.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Engineer

At 13th level, you understand how machines and electrical devices work and are able to improvise the use of many devices. You gain advantage on checks to use, disarm or repair electrical and mechanical devices.

Additionally, when you fail to deactivate a trap, explosive or alarm, you can use your reaction to avoid triggering the effect (activating the trap, detonate an explosive or trigger an alarm). Once you use this feature, you must finish a short or long rest before you can use it again.

Impostor

At the 15th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Inside-Out

At 18th level, you know locations you have studied down to the smallest detail. After studying an area with a maximum size of 1 square for at least 1 hour, you learn the location of any obvious enemies, alarms, surveillance devices, traps, escape routes, and any expensive objects. Additionally, you learn two of the following details:

  • Access: The method to get passed a particular physical barrier in the area. This may be the password to a door, where the key to the door is kept, or a short workaround through an unlocked window.
  • Danger: The location of the greatest threat in the area studied. This may be the most well-equipped guards, a deadly trap or a hidden alarm. This information does not include a way to deal with the threat, however.
  • Equipment: The location of helpful equipment you could access within the area. This may be a well-stocked armory that is left unlocked, or perhaps a small dead drop you've managed to organize.
  • Tech: The location of any technological facilities that may be of use to you. This may include a surveillance room, networked computers, or a control facility for certain security features in the area.

Additionally, while you are in an area you have studied or are within 30 feet of a location where you have performed the Search action, you have advantage on initiative rolls provided you studied or searched the area no longer than 24 hours ago.

Investigator

Select this advanced class if you want your character to excel at investigation and deductive reasoning.

Level Features
3rd Bonus Proficiencies, Profile, Contacts
7th Apprehend, Home City
10th Discern Lie, Play a Hunch
15th Lethal Force
18th Sixth Sense

Hit Points


  • Hit Dice: 1d6 per investigator level
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per investigator level

Bonus Proficiencies

At 3rd level, you gain proficiency with two martial weapons of your choice, either thieves tools or disguise kits, and either Insight, Perception or Investigation.

Profile

At 3rd level, by spending at least 10 minutes talking to witnesses of a crime and investigating the crime scene or other evidence, you can combine eyewitness accounts with evidence to develop a profile of a suspect’s method of operation.

You compile a rough mental picture of the suspect. This mental picture provides a physical description, including distinguishing markings and visible mannerisms. The profile is accurate, at least concerning a particular suspect as seen by witnesses.

You can have a number of suspects profiled equal to your Wisdom modifier (minimum of 1). After profiling a suspect, you cannot profile another until you have finished a long rest.

You have advantage on Wisdom (Survival) checks to track a suspect that you have profiled, as well as on Intelligence (Investigate) checks made to find more information about the suspect.

Apprehend

At 7th level, while you are grappling a creature, you can attempt to apply handcuffs to the creature as a bonus action. Additionally, while a creature is grappled by you, they have disadvantage on attack rolls and Dexterity saving throws.

Experienced Eyes

At 10th level, you gain proficiency in either Insight or Perception. Additionally, choose two of your skill proficiencies using either Intelligence or Wisdom. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Contacts

Beginning at 3rd level, you cultivate associates and informants. The GM should develop supporting characters to represent the contacts. You can suggest the type of contacts you want to gain, but the contact will not accompany you on missions or risk their life. A contact can, however, provide information or render a service.

Contacts include informants, black marketeers, crime lab workers, reporters, street people, store clerks, taxi drivers, and others who can provide limited aid and information pertaining to the Investigator’s cases.

You can use your contacts to gather information or perform actions you can't do alone. By spending 1 minute or more talking to a character, you can ask them for a favor. To do so, make a Charisma (Persuasion) check, with a DC set by the GM, as appropriate for your relationship with that character. If you are successful, that character will provide the favor, provided it causes them no harm. You can’t call on the same contact more than once in a week, and when you do call on a contact, they will usually want some form of compensation for the assistance they provide.

In general, a professional associate won’t be compensated monetarily, but instead will consider that you owe them a favor. Contacts with underworld or street connections usually demand monetary compensation for the services they render, and experts in the use of skills normally want to be paid for the services they provide. Generally, the Value of such services is 6 + twice the contact’s proficiency bonus.

Home City

At 7th level, you know your city like the back of your hand, and your are adept at traveling and surviving within its borders. When you make an Intelligence or Wisdom check related to your city, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling in your home city, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by supernatural means.
  • Even when you are engaged in another activity while traveling (such as tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When tracking someone, you also learn the exact number of the group they’re traveling in and how long ago they passed through the area.

When you travel to another city, you can attune yourself to it by taking a week to learn its ins and outs, gaining these benefits. When you return to your home city, it takes two days to attune to it and reclaim it as your home city. After spending at least a month in another city, you may decide to make that city your home city, replacing your original home city.

Play a Hunch

At 10th level, you can use your action to determine whether an assumption, hunch, or guess is correct. When you do so, you must state the assertion (such "He has left the building", or "The mayor is an evil man"). Then, the GM rolls a percentile dice. There's a 70% + 1% per level chance of getting a response on the hunch. If the roll is a success, the GM lets the player know if the hunch is true, false, both or neither. A "both" response is possible for vague assumptions such as "the mayor is an evil man" can be both true and false (he is evil, but not human). An "unknown" response is for questions with no immediate answer.

The GM may determine that the hunch is so obvious that it does not require a roll, or that is so vague that there is no chance for success.

A hunch does not translate as a legal truth, and will not stand up in a court of law. Rather it is an obvious fact to the Investigator alone. Finding proof of an assumption such as "the mayor is a mind flayer" would require additional work.

You can use this feature a number of times equal to your Wisdom modifier and you regain any expended uses when you finish a long rest.

Lethal Force

Starting at 15th level, when all other options have been exhausted, you know how to take down a suspect. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Sixth Sense

At 18th level, when you fail an Intelligence-based or Wisdom-based ability check, you can you can reroll the check with advantage and you must use the new roll. Once you use this feature, you can't use it again until you finish a short or long rest.

Martial Artist

Select this advanced class if you want your character to become a master of unarmed combat or close-quarters melee fighting.

Level Features
3rd Additional Proficiencies, Unarmored Defense, Martial Arts (d6), Ki
7th Stunning Strike, Superior Technique
10th Martial Arts (d8), Tranquility
15th Perfected Focus
18th Martial Arts (d10), Quivering Palm

Hit Points


  • Hit Dice: 1d8 per martial artist level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per martial artist level

Additional Proficiencies

At 3rd level, you gain proficiency with two martial melee weapons of your choice.

Unarmored Defense

Beginning when you take this advanced class at 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee Weapons that don't have the Two-Handed or Heavy property.

You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.

  • You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.
  • You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain levels. At 10th level it increases to 1d8, and at 18th level it increases to 1d10.
  • When you use the Attack action with an unarmed strike or a monk weapon on Your Turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you still use the game statistics provided for the base weapon.

Ki

Your training allows you to harness the a store of inner energy or focus known as ki. Your access to this energy is represented by a number of ki points. You begin with 3 ki points at 3rd level, and gain an additional point at each level.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus +

your Wisdom modifier
Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Stunning Strike

Starting at 7th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.

Superior Technique

As you tap into your inner focus, you are able to disrupt the focus of your opponent. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can’t take reactions until the end of your next turn.

Additionally, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Tranquility

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next Long Rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

Additionally, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Perfected Focus

At 15th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Exploding Heart Technique

At 18th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Negotiator

Select this advanced class if you want your character to excel at bargaining, making deals, and talking his way into and out of trouble

Level Features
3rd Bonus Proficiency, Conceal Motive, Think Twice
7th Talk Down
10th React First, Cause Panic
15th Talk Down (Multiple Creatures)
18th Talk Down (All Creatures), Sow Distrust

Hit Points


  • Hit Dice: 1d8 per negotiator level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per negotiator level

Bonus Proficiency

When you choose this advanced class at 3rd level, you gain proficiency in one of the following skills of your choice: Insight, Intimidation, Deception, or Persuasion. Alternatively, you learn one language of your choice.

Conceal Motive

At 3rd level, you are particularly hard to read. Other creatures have disadvantage on Wisdom (Insight) checks to determine information about you.

Think Twice

Starting at 3rd level, you are able to incite momentary hesitation or second thoughts by speaking to a target. As a bonus action, you can choose one target within 60 feet of you that can understand. That target must make a Wisdom saving throw, with a DC of 8 + your proficiency bonus + your Charisma bonus. On a failed save the target has disadvantage on the next attack roll it makes before the end of its next turn. Additionally, any time they deal damage, you can use your reaction to reduce the damage dealt by an amount equal to your Charisma modifier.

React First

Beginning at 7th level, if you are not surprised at the start of combat, you can immediately use your reaction for the first round to move up to your speed or take an action that you would normally be able to do on your turn.

Talk Down

Starting at 7th level, you have a knack for talking your way out of trouble. You can talk down a single creature within 15 feet of your position or another source of your voice. The creature must be able to understand you. As an action, you speak the target. The creature makes a Wisdom saving throw, with a DC of 8 + your proficiency bonus + your Charisma bonus.

On a failed save that creature immediately stops fighting and reverts to an indifferent attitude regarding you and the situation in general. This indifference ends if the target is attacked or otherwise harmed, or if it witnesses any of its friends being harmed. If a targeted creature’s saving throw is successful or if the effect ends due to it being attacked, it is immune to this ability for 24 hours. At 10th level, you can talk down a number of creatures equal to your Charisma bonus within 15 feet of your position, or another source of your voice. At 18th level, the range extends to 30 feet and covers all creatures within range who can hear and understand your voice.

Cause Panic

Starting at 7th level, you know how to push people's buttons when they're stressed. As an action, you call out, attempting to cause a panic. Up to six creatures within 30 feet of you that can see and hear you and can understand you must make a Wisdom saving throw, with a DC of 8 + your proficiency bonus + your Charisma bonus. On a failed save, a creature begins panicking. an affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

  • With a 1 The creature uses all its movement to move in a random direction. To determine the direction, roll
    a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
  • With a 2-6 The creature doesn’t move or take actions this turn.
  • With a 7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
  • With a 9-10 The creature can act and move normally.

This effect lasts for 1 minute. At the end of its turns, an affected target can retake the saving throw. If it succeeds, this effect ends for that target.

Once you use this ability, it cannot be used again until you complete a short or long rest.

Sow Distrust

Starting at 18th level, you can turn foe to friend. By spending an action talking to a creature that can hear and understand you, you can attempt to turn them against another creature that you designate. The creature must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, the creature you are speaking to becomes hostile to the other creature. If the creature succeeds at the saving throw, it cannot be affected by this ability again for 24 hours. 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.

Personality

Select this advanced class if you want your character to make the most of her Charisma and Charisma-based skills.

Level Features
3rd Bonus Proficiency, Unlimited Access, Winning Smile
7th Rumormonger
10th Royalties, Moving Speech
15th Famous Face
18th Additional Royalties, Compelling Performance

Hit Points


  • Hit Dice: 1d6 per personality level
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per personality level

Bonus Proficiency

When you choose this advanced class at 3rd level, you gain proficiency in one of the following skills of your choice: Insight, Intimidation, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Unlimited Access

At 3rd level, you gain advantage on Charisma ability checks to smooth-talk or trick your way into a private party or invitation-only event.

In addition, when you buy a ticket to a show or for transportation, you can make a DC 15 Charisma (Persuasion) check to get that ticket upgraded. A ticket to a show might become a backstage pass, a ticket to a sporting event might become a field pass, a hotel room might become a suite, or an economy ticket for an airplane might become a first-class ticket.

Winning Smile

When you are not wearing any armor, your Armour Class equals 10 + your Dexterity modifier + your Charisma modifier. Additionally, when you are wearing armor, you can use your Charisma modifier in place of your Dexterity modifier for calculating your Armour Class. If you have a negative Dexterity modifier, the penalty is applied even if you use your Charisma modifier to calculate Armour Class.

Rumormonger

At 5th level, you become adept at spreading stories and influencing people's views of others. When you speak for at least 1 minute to a group of creatures, you can attempt to influence their perception of another creature.

Up to six creatures that can see and hear you and can understand you must make a Wisdom saving throw, with a DC of 8 + your proficiency bonus + your Charisma bonus. On a failed save, the creature is influenced either positively or negatively towards a creature that you designate. The designated creature has disadvantage on any ability check to interact socially with a negatively influenced target, or advantage on any ability check to interact socially with a positively influenced target.

This effect lasts for 24 hours. If a targeted creature’s saving throw is successful, it is immune to this ability for 24 hours, and any effects of this ability on that creature end immediately. If you or any of your companions damage a target, any effects of this ability on that creature end immediately.

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.

Royalties

At 10th level, your activities in the public eye generate extra income. You can live a Wealthy lifestyle without having to pay anything, and you have a pool of money that contains $200 on your person in addition to any other money you have. Any money you spend is first spent from this pool, and then from any other money you have. This pool refills to $200 when you finish a long rest.

Moving Speech

At 10th level, your force of personal magnetism increases to the point that you can arouse a strong emotions in your audience at the drop of a hat. When you speak for at least 1 minute to a group of creatures, you can attempt to influence their emotions. When you do so, you can choose to inspire or terrorize the group.

When inspiring creatures, you choose up to six creatures within 60 feet of you that can see and hear you and can understand you. Each of those creatures gains temporary hit points equal to your level + your Charisma modifier. Additionally, on each of it's turns, a creature under this effect can roll a d4 and add the number rolled to an ability check, attack roll or saving throw. The creature can do this after the roll is made, but before any of the roll's effects occur. This effect lasts for 10 minutes.

When terrorizing creatures, up to six creatures within 60 feet of you that can see and hear you and can understand you must make a Wisdom saving throw, with a DC of 8 + your proficiency bonus + your Charisma bonus. On a failed save, a creature is Frightened of you for the duration. Additionally, whenever a creature under this effect makes a saving throw, roll a d4 and subtract the number rolled from the saving throw. At the end of its turns, an affected target can repeat the Wisdom saving throw. It it succeeds, this effect ends for that target. This effect lasts for 1 minute.

Once you use this ability, it cannot be used again until you complete a short or long rest.

Famous Face

Beginning at 15th level, if your total for a Charisma check is less than your Charisma score, you can use that score in place of the total.

Additional Royalties

At 18th level your fame is now partnered with fortune. You can live an Aristocratic lifestyle without having to pay anything, and the pool of money granted to you by your Royalties feature increases $1,000.

Compelling Performance

Starting at 18th level, you captivate an audience like no other. When you speak for at least 1 minute to a group of creatures, you can attempt to compel them to a particular course of action. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to shoot itself, throw itself off a roof, immolate itself, or do some other obviously harmful act ends the effect.

Up to six creatures within 60 feet of you that can see and hear you and can understand you must make a Wisdom saving throw, with a DC of 8 + your proficiency bonus + your Charisma bonus. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a lawyer give her car to the first homeless person she meets. If the condition isn’t met before the effect expires, the activity isn’t performed.

This effect lasts for 24 hours. If you or any of your companions damage a creature under the effect of this ability the effect ends.

After the duration expires, the GM determines the reaction and attitude of the target based on what the Personality compelled the target to do.

Once you use this ability, it cannot be used again until you complete a long rest.

Soldier

Select this advanced class if you want your character to be a well-rounded combat expert. It combines both melee and ranged weapon expertise, preparing the Soldier for whatever situation comes their way.

Level Features
3rd Additional Proficiencies, Fighting Style, Indomitable (one use)
7th Improved Critical
10th Extra Attack, Indomitable (two uses)
15th Superior Critical
18th Tactical Aid, Indomitable (three uses)

Hit Points


  • Hit Dice: 1d10 per soldier level
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per solider level

Additional Proficiencies

At 3rd level, you gain proficiency with all armor and all weapons.

Fighting Style

When you take this advanced class, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

  • Close-Quarters Shooter - You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Additionally, you have a +1 bonus to attack rolls on ranged attacks.
  • Sharpshooter - You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense - While wearing armor, you gain a +1 bonus to AC.
  • Dueling - When you are wielding a weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.
  • Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must have at least one free hand or be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Mariner

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

Indomitable

Beginning at 3rd level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 10th level and three times between long rests starting at 18th level.

Improved Critical

Beginning at 7th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Extra Attack

Starting at 10th level, you can attack three times rather than twice, whenever you take the Attack action on your turn.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

Tactical Aid

As you becomes more skilled, your tactical and leadership abilities increase. Starting at 18th level, you can use your knowledge of tactics to direct your allies in combat.

When you take the Help action, you can choose to use this ability. While the ally has Tactical Aid, they gain a bonus to their AC and their attack and damage rolls equal to your Intelligence modifier. You must concentrate to maintain this effect, as if concentrating on a spell. This effect ends at the end of your next turn, unless you Help that creature again on your next turn to maintain it.

Once you use this feature, you can’t use this feature again until you finish a long rest.

Additionally, when you take the Help action, you may make a single weapon attack as part of that action.

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