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The Trader
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## Trader Equipped with an outrageous moustache and the jingle of the coin to his step. People like him flock to the settlements of the Great Northern City. In his case, selling valuable herbs and gold dust in the name of the guild that hired him for his unmatched skill of salesmanship and witty remarks. This Trader was found journeying alongside a trustworthy group of adventurers and together they told the tale of withstanding the cold frosts, brought on by the perilous winter that quickly isolated the Great North from the rest of the continent. His delivery of essential goods was of great importance to the people who resided in this seasonal location and because of this, I have found that within the New World, the Traders have become a welcome sight.
Not only are they experienced merchants and accomplished sellswords, but Traders are also recognised for establishing the complex trade routes that common vendors use to sustain the New World to this very day. So those who seek an individual to take an item a far distance while aiding with travel, or even perhaps, to form an envoy to other faraway settlements, normally, look no further than the Traders as they are a cure-all for almost all tasks. ### Freelancers Traders are first and foremost, people who sell their services to others. A call to adventure for a Trader is quite simple, the first rule is to help the people of the land where they can, and the second is to make a copious amount of coin along the way. Normally, Traders are hired by an adventuring party and soon become a crucial and irreplaceable part of that team. Or perhaps, they might swindle their way into a group that aligns with their current goals to cart medicinal goods across the country. Nevertheless, the Trader is a highly sought-after member of any type of party. ### Mirthful Merchants Traders are uniquely trained to interact and participate with markets and merchants. They bring both a face and a treasurer to an adventuring party as well as a party member who is adept in many skills. #### Quick Build You can make a Trader quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution. Second, choose the Sage background from the Player's Handbook. ##### Optional Rule: Multiclassing If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the Trader as one of your classes.
**Ability Score Minimum.** In order to multiclass, you must have at least a 13 in Intelligence to take a level in this class, or to take a level in another class if you are already an Trader.
**Proficiencies Gained.** If Trader isn't your initial class, you gain two skill proficiencies from the Trader list when you take your first level in this class. \pagebreakNum
##### The Trader | Level | Proficiency Bonus | Features | Talents Known | |:-----:|:---:|:-----------------------------------------------|:--:| | 1st | +2 | Appraisal, Born Negotiator, Protect the Cargo | 0 | | 2nd | +2 | Traders Talents, Expertise | 2 | | 3rd | +2 | Traders Profession, Combat Appraisal | 2 | | 4th | +2 | Ability Score Improvement | 2 | | 5th | +3 | Traders Profession Feature | 3 | | 6th | +3 | Expertise | 3 | | 7th | +3 | Traveling Merchant | 4 | | 8th | +3 | Ability Score Improvement | 4 | | 9th | +4 | Traders Profession Feature | 5 | | 10th | +4 | Ability Score Improvement | 5 | | 11th | +4 | Gilded Eyes | 5 | | 12th | +4 | Ability Score Improvement | 6 | | 13th | +5 | Traders Profession Feature | 6 | | 14th | +5 | Item Savant | 6 | | 15th | +5 | Business Smile | 7 | | 16th | +5 | Ability Score Improvement | 7 | | 17th | +6 | Traders Profession Feature | 7 | | 18th | +6 | Polymath | 8 | | 19th | +6 | Ability Score Improvement | 8 | | 20th | +6 | Genius | 8 |
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## Class Features As a Trader, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Trader level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per trader level after 1st #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple weapons, hand crossbows, scimitars, shortswords, and shields - **Tools:** Land vehicles and 1 set of artisan's tools of your choice ___ - **Saving Throws:** Wisdom, Intelligence - **Skills:** Choose four from Animal Handling, Deception, History, Insight, Intimidation, Perception, Performance, Persuasion, Sleight of Hand, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - (a) a scimitar, (b) a shortsword, or (c) any simple weapon - (a) a diplomat’s pack or (b) an explorer’s pack - One toolset of your choice - Leather armor and a bone dagger - A draft horse and cart \pagebreakNum ### Appraisal At 1st level, your worldly experience has granted you a sense for determining the worth of objects. You can spend 10 minutes studying an object to learn about the object as if you had cast the *identify* spell on it. Additionally, you learn 2 pieces of additional information from the list below; * The approximate gold value of the object. * The time period the object is from. * The material makeup of the object. * (If comparing objects) weather or not an object is authentic or not.
You can learn an additional piece of information for every additional 10 minutes you spend studying the same object. ### Born Negotiator Also, at 1st level, your tenure as a merchant has given you the experience to both understand a persons motivations and how to exploit them for your benefit.
When you are bartering for the price of a sale or purchase you can add your Intelligence modifier to any ability check you make. ### Protect the Cargo Finally at 1st level, you have developed the fundamental skills on the road to protect your cargo and companions. When an ally or vehicle you can see is hit by an attacker you can see or hear, you can use your reaction to reduce the damage by 1d8 plus your Intelligence modifier (minimum of 0 damage). ### Traders Talents At 2nd level, as a trader you pride yourself on your many skills and have learned how to apply such skills in unique ways. You can choose 2 Traders Talents that you qualify for detailed at the end of this document and gain more talents as you take levels in this class as show on the Trader Class Table.
Whenever you gain a level in this class you can choose to change any talents you have to any other talents you qualify for. ### Expertise Also at 2nd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. ### Traders Profession At 3rd level, you choose a profession that you use to make your livelihood. You can choose from the Scholar, Sellsword, Fisherman, Apothecarian, Houndmaster, Carney, or Bandit as detailed at the end of this document.
Your Profession choice grants you features at 3rd level and then again at 5th, 9th, 13th, and 17th level. \columnbreak ### Combat Appraisal Also at 3rd level, your journeys have taken you to wild and dangerous places, this as sharpened your senses to the dangers of combat.
When you make an attack roll or are forced to make a saving throw you can, as a reaction, learn the AC of the targeted creature or the DC of the saving throw. ### Ability Score Improvement When you reach 4th Level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### Traveling Merchant At 7th level, your experience with hauling cargo vast distances safely has giving you insight into more efficient methods of travel. Items you pack into vehicles take up half the space and weight it normally would until it is unpacked.
Additionally, vehicles have resistance to all damage types while you are controlling them. ### Gilded Eyes At 11th level, you can use Appraisal as an action and can learn all additional pieces of information whenever you use the feature.
In addition, when you use Combat Appraisal, you can reroll your attack roll or saving throw before or after you learn the results of the roll. If you reroll, you must use the new die result. ### Item Savant At 14th level, your study into magical wares and trinkets have given you insight into the use of any kind of item. You can ignore the class, race, and level requirements for attuning and using magic items and you can take the Use an Object action as a bonus action. ### Business Smile At 15th level, your mastery over wheeling and dealing grants the following benefits: * You are immune to being charmed. * Creatures have disadvantage on Wisdom (Insight) ability checks to determine if you are lying. * No matter what you say, magic that would determine if you are telling the truth indicates you are neither truthful nor untruthful if you so choose. ### Polymath At 18th level, you have become skilled in all things. You gain proficiency with all skills. ### Genius At 20th level, your a cut above the rest. You can increase your ability scores by a total of 4 points. You can raise an ability score above 20 using this feature. \pagebreakNum
## Scholar ### Creating scrolls, which can hold powerful spells that can be activated by anyone who reads them, also learned how to harness the magic within themselves, giving them access to a variety of spells that can aid them in their endeavors as a Trader. #### Spellcasting Beginning at 3rd level, delving into the art of arcana, you have studied and practiced the art of magic. ##### Known Spells You learn 2 cantrips and 3 1st-level spells when you first gain this feature, and learn additional spells as you take levels in this class as shown in the Scholar Spellcasting table. You can choose spells from two spell schools of your choice from the Wizard spell list. These spells are scholar spells for you.
Whenever you gain a new level in this class, you can replace one known spell with another of a level which you can cast. ##### Spell Slots The Scholar table shows how many spell slots you have to cast your Scholar spells of 1st through 4th level. To cast one of your scholar spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell _bane_ and have a 1st-level and a 2nd-level spell slot available, you can cast _bane_ using either slot. ##### Spellcasting Ability Intelligence is your spellcasting ability for your invocate spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a invocate spell you cast and when making an attack roll with one. \columnbreak
**Spell save DC** = 8 + your Proficiency bonus + your Intelligence modifier **Spell attack modifier** = 8 + your Proficiency bonus + your Intelligence modifier
##### Spellcasting Focus You can use an arcane focus as a spellcasting focus for your scholar spells. #### Scroll Savant Also at 3rd level, you have become an expert at using and crafting spell scrolls. You gain proficiency with calligraphers tools and gain the following benefits. * You can use any spell scroll regardless of class or spell list. * You can use calligraphers tools to craft spell scrolls at half the rate of time and gold cost. * You can craft spell scrolls to be casted at higher levels up to your spell level when crafting. * Spell scrolls you use and craft now use your Spell Attack bonus and Spell Save DC. Additionally, any spell scrolls at cantrip level are casted based on your character level instead of 1st level. #### Minute Magics At 5th level, you know that the greatest magicians always have a strong foundation in basics of magic. You add your proficiency bonus to your trader cantrip damage rolls. \pagebreakNum
#### Talented: Magic Item Crafter At 9th level, you learn the Magic Item Crafter talent even if you don't meet its prerequisites. This does not count against your talents known. #### Residual Warding At 13th level, your research into the fundamentals of magic have given you insight into how to better utilise the residual magic of spells. While you are concentrating on a spell, your AC increases by half the spells level (rounded down). #### Magic for Beginners At 17th level, your ability to break down information of even allow you to guide even the ungifted in the use of scrolls.
Creatures can use spell scrolls of 3rd level or lower without needing to meet the requirements to use them. When a creature uses a spell scroll from this feature they use your spell save DC and Spell attack modifier.
A creature can only use a spell scroll in this manner once and regains the ability to use the scrolls again after finishing a long rest.
##### Scholar Spellcasting | Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | |:-----:|:--:|:--:|:-:|:-:|:-:|:-:|:-:|:-:| | 3rd | 2 | 3 | 2 | — | — | — | | 4th | 2 | 4 | 3 | — | — | — | | 5th | 2 | 4 | 3 | 1 | — | — | | 6th | 2 | 4 | 3 | 1 | — | — | | 7th | 2 | 5 | 4 | 2 | — | — | | 8th | 2 | 6 | 4 | 2 | — | — | | 9th | 2 | 6 | 4 | 2 | — | — | | 10th | 3 | 7 | 4 | 3 | — | — | | 11th | 3 | 8 | 4 | 3 | 1 | — | | 12th | 3 | 8 | 4 | 3 | 2 | — | | 13th | 3 | 9 | 4 | 3 | 2 | — | | 14th | 3 | 10 | 4 | 3 | 2 | — | | 15th | 3 | 10 | 4 | 3 | 2 | — | | 16th | 3 | 11 | 4 | 3 | 3 | — | | 17th | 3 | 11 | 4 | 3 | 3 | — | | 18th | 3 | 11 | 4 | 3 | 3 | 1 | | 19th | 3 | 12 | 4 | 3 | 3 | 1 | | 20th | 3 | 13 | 4 | 3 | 3 | 1 |
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\columnbreak ## Sellsword ### Sellswords have learned to use their skills in trade and negotiation to protect those who are willing to pay for their services. They are skilled bodyguards, able to use your combat training and tactical knowledge to keep their charges safe from harm.
Your services are in high demand among merchants, nobles, and other wealthy individuals who need protection from thieves, bandits, and other threats. You are also skilled at gathering information and acting as a scout, using your keen eyes and ears to gather intelligence for your clients. #### Soldiers Training At 3rd level, your past as a combatant has given you particular skills for dealing with battle. You gain proficiency with medium armour and martial weapons. #### Blade for Hire Also, at 3rd level, your job is to shield your client from harm. As a bonus action, you can designate a creature within 30ft of you as your ward for the next hour. You gain the following boons while you have at least 1 ward; * Your AC increases by 1 for every Ward you have. * Your weapon attacks deal addition damage equal to the number of Wards you have. * You cannot have disadvantage on an attack roll against a creature within 10ft of your Ward.
You can use this feature a number of times equal to your proficiency Bonus and regain all uses once you have finished a long rest. #### Extra Attack At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, you can designate up to 2 creatures as Wards. #### Talented: Pathfinder At 9th level, you learn the Pathfinder talent even if you don't meet its prerequisites. This does not count against your talents known. #### Battle Flow At 13th level, experience not only guides your blade but lets you more effectively direct those under your care. When you use your Combat Appraisal on a creature you can use your bonus action to grant advantage to the next weapon attack each of your wards makes against that creature. Additionally, you walking speed increases by 10 feet. #### Guardsmans Honor At 17th level, your trade has become more than just a job but truly a part of yourself to take pride in. When you roll a 20 on a weapon attack roll you can roll additional weapon damage dice equal to the number of wards under your protection when determining the extra damage. Additionally, you can designate up to 3 creatures as Wards. \pagebreakNum
## Fisherman ### You are an expert fisherman, able to catch even the most elusive fish using your trusty rod and reel.
Knowledge of the sea and its inhabitants has also given the fishermen the ability to use fishing rods as weapons. Whether reeling in a monstrous fish or battling an enemy, they are skilled at using their rod to strike with precision and force. #### Bait and Tackle At 3rd level, you gain proficiency with the athletics skill and have advantage on ability checks made using fishing tackle.
Additionally, you can modify any quaterstaff into a fishing rod over the course of a short or long rest. The fishing rod is a simple melee weapon you have proficiency with that deals 1d6 piercing damage on a hit and can Attack or Grapple creatures within its 20 feet of reach. The rod breaks if you attempt to grapple a creature or object of large size or larger.
At the start of each of your turns while you have a creature grappled by your fishing rod you can drag that creature 10ft. towards you. #### Advanced Equilibrium Also, at 3rd level, years of standing on makeshift ships and deep sea diving has given you an extraordinary sense of balance. You gain a swim speed equal to your walking speed and have advantage on saving throws against being knocked prone. #### Extra Attack At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, you have advantage on ability checks you make using Athletics to grapple a creature. \columnbreak
#### Talented: Gourmet Eye At 9th level, you learn the Gourmet Eye talent even if you don't meet its prerequisites. This does not count against your talents known. #### Superior Angling At 13th level, you can grapple a up to large size creatures with your fishing rod. Additionally, as a reaction, if a creature attempts to move within 30 feet of you, you can make an attack against that creature or attempt to grapple them with your fishing rod. #### Hook, Line and Sinker At 17th level, you gain the following benefits: * Using your fishing rod to grapple a creature of huge size or smaller does not break the rod. * When you use the fishing rod to attack or grapple a prone creature, you can treat the die roll as a 20. Creatures can only be affected by this feature once per initiative. * When you use the fishing rod to attack or grapple and roll a 20 on the attack or check, you cast the spell *dominate beast* (DC15) on the target as a part of the action if the target is a beast with an innate swimming speed. \pagebreakNum
## Guide ### #### Wayfinder’s Knowledge At 3rd level, your time in the mountains and untamed lands has granted you an uncanny sense of direction and survival. You gain proficiency in Survival and Nature, if you do not already have so.
Additionally, while traveling for an hour or more, you and up to six creatures traveling with you cannot become lost except by magical means. You always know the direction of true north and can accurately predict the weather up to 24 hours in advance. #### Magics of the Mountain Also, at 3rd level, following the path requires a set of skills and magics that make you a travel nessesity. You learn the following spells; *animal friendship, create or destroy water, detect poison and disease, feather fall, goodberry*, and *longstrider*.
You can cast each of these spells once and regain all uses upon finishing a long rest. #### Fleetfoot At 5th level, your walking speed increases by 5 times your Intellegence modifier. As a bonus action, you can reduce your movement speed to increase the walking speed of a willing creature by the same amount.
Additionally, you are unnaffected by non-magical difficult terrain. #### Talented: Pathfinder At 9th level, you learn the Pathfinder talent even if you don't meet its prerequisites. This does not count against your talents known. #### Mountain’s Endurance At 13th level, endless travel through harsh environments has strengthened your body and mind. You gain resistance to cold damage and advantage on saving throws against exhaustion and enviromental hazzards such as extreme cold, extreme heat, or high altitudes.
Additionally, whenever you or an ally within 30 feet of you regains hit points from spending Hit Dice during a short rest, they regain additional hit points equal to your Intelligence modifier. #### Apex Trailblazer At 17th level, you gain advantage on all Strength, Dexterity, and Constitution saving throws against being grappled, restrained, stunned, or knocked prone. Additionally, when an ally within 30 feet of you fails such a saving throw, you can use your reaction to allow them to reroll it.
Additionally, when you take the Attack action, you can move up to half your speed without provoking opportunity attacks before or after making your attacks. If you hit a creature while moving this way, you can make an additional weapon attack as part of the same action. \pagebreakNum
## Apothecary ### The Apothecary has learned the art of creating potions and elixirs that can heal the sick, boost the strength of allies, or even poison enemies. Their knowledge of herbs, roots, and other ingredients allows them to create a wide variety of potions, each with its own unique properties. #### Apothecary License At 3rd level, you gain the following benefits: * You gain proficiency with Alchemist Supplies and Herbalism Kit. * You can add your Intelligence modifier to any ability check you make to create a potion that restores hit points or to any ability check you make using the Medicine skill.
Additionally, over the course of a long rest using Alchemist Supplies you can craft a number of potions using Reagents.
You have a number of Reagents equal to your proficiency bonus and regain used reagents after finishing a long rest. | Level | Potion Potency | Reagents | |:------:|:---------:|:------------:| | 3rd | Common | 1 | | 9th | Uncommon | 2 | | 13th | Rare | 3 | | 17th | Very Rare | 4 | | 20th | Legendary | 5 |
Potions you make using this class spoil after 24 hours losing their effects, this can be determined if the potion is examined with the *identify* spell. ##### Reproduction Line you can make potions of healing using your potion production feature.
You keep a physical record of all the potions you have used your Appraisal feature on to determine the material makeup of the potion called a recipe book.
You can make any other kind of potions using your Potion Production feature using the corresponding number of reagents according to the potions rarity as long as you have that potions recipe in your recipe book. #### Emergency Potion Also at 3rd level, as a bonus action, if you have no potion left from your Reproduction Line feature you can create a Common potion as per the rules of that feature but the potion loses its effects at the end of your turn.
You can use this feature once and regain all uses upon finishing a long rest. #### High Potency At 5th level, you add your Intelligence modifier to the healing or damage of the potions you make using this classes features.
Additionally, if you use your action to use a potion you can make a melee attack against a creature within range as part of the same action. \columnbreak
#### Talented: Potioneer At 9th level, you learn the Potioneer talent even if you don't meet its prerequisites. This does not count against your talents known. #### Mithridatism At 13th level, you have some measure of protection from toxins. You gain resistance to acid and poison damage and have advantage on saving throws against poisons. Upon reaching 17th level you gain immunity to poison damage and the poisoned condition. #### Liquid Heaven At 17th level, as your skill with potions reaches its pinnacle you have developed a miracle potion. after a long rest when you make potions using your Potion Production feature you also make a miracle potion. A miracle potion casts *revivify* upon consumption.
Additionally, when you use your Emergency Potion feature that potion can be administered as part of the same action it took to create it and You can use your Emergency Potion feature a number of times equal to your Intelligence modifier and regain all uses upon finishing a long rest. \pagebreakNum
\columnbreak ## Houndmaster ### The Houndmaster, experts at training and handling dogs have a pack of loyal hounds at their side at all times.
Their hounds are more than just pets; they are skilled hunters and protectors, and they will do whatever it takes to defend their master and their interests. Houndmaster's are skilled at using their hounds to track down valuable goods and information. #### Wildman Starting at 3rd level, you gain proficiency in Wisdom (Animal Handling) checks. #### Mans Best Friend Also at 3rd level, you have developed a close bond to mans best friend.
You have a number of Hounds equal to your Proficiency Bonus. They are friendly to you and your companions, and they obey your commands. See its game statistics in the mastif stat block (Basic Rules, pg. 144) use your proficiency Bonus for attack rolls and saving throws and have additional hit points equal to your Trader level + your Intelligence modifier.
In combat, your Hounds shares your initiative count, but it takes its turn immediately after yours. They can move and use their reaction on their own, but the only action they takes on their turn is the Dodge action, unless you take an action on your turn using your one of your attack actions to command them to take another action. That action can be one in their stat block or some other action and all hounds must make the same action on their turn. If you are incapacitated, the Hounds can take any action of their choice, not just Dodge.
At the end of a long rest, you can resurrect your Hounds. Your Hounds also perishes if you die. #### Extra Attack At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Additionally, your Hounds attacks count as magical for the purpose of overcoming resistance to non-magical damage. #### Talented: Animal Whisperer At 9th level, you learn the Animal Whisperer talent even if you don't meet its prerequisites. This does not count against your talents known. #### Pack Tactics At 13th level, you have advantage on attack rolls against a creature if at least one of your Hounds is within 5 feet of the creature and the Hound isn't incapacitated.
Additionally, if you or one of your hounds have advantage on an attack roll, that attack deals an additional weapon die damage. #### Mauling At 17th level, you and your dogs have gained a deep understanding of one another and teamwork. When you command your hounds to attack a creature the hound deals an additional 1d4 piercing damage for each successful attack. \pagebreakNum
## Bandit ### Bandits are a skilled thieves and ruffians, adept at stealing valuable goods and information. Their are not afraid to use Their charm, cunning, and brute force to get what They want, and they are always on the lookout for new opportunities to make a profit.
However, such actions wont unnoticed, and as such bandits often pursued by those who seek to bring justice. Bandits must be careful to avoid detection and stay one step ahead of their enemies, using all their wits and resources to evade capture. #### Whats yours is Mine... Starting at 3rd level, when it comes to items of value all that you see is yours. When you hit a creature with a critical hit that creature drops an object of your choosing.
Additionally, you gain proficiency with medium armour, melee martial weapons and the slight of hand skill. #### ...And whats Mine is Mine Also at 3rd level, what you have gains is not so easily recovered. Creatures have disadvantage on skill checks when attempting to take an item from you and you have advantage on saving throws against dropping or having an object taken from you. #### Extra Attack At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. #### Talented: Handy At 9th level, you learn the Handy talent even if you don't meet its prerequisites. This does not count against your talents known. #### Pillage At 13th level, when dealing with marks its best to hit em where it hurts. When you make an attack roll you can use your bonus action to add 10 to the roll.
One you do this you cannot do so again until you finish a short or long rest. #### Bandit King At 17th level, your name has gone down in infamy, granting you a intimidating presence. As an action, you can unleash a potent killing intent forcing hostile creatures within 30ft. of you to make a Wisdom saving throw (DC - 8 + your Proficiency bonus + your Intelligence modifier). On a failed save creatures are Paralyzed until the end of your next turn.
Additionally, you can use weapons and items stolen using your Whats yours is Mine... with proficiency and ignore class Prerequisites. \pagebreakNum
## Carny ### Carny's are the performers and leaders of their own traveling carnival. Skilled at organizing and running a variety of shows and attractions, from acrobatic performances and sideshows to games of chance and skill.
In addition to their skills as a trader, you are also a talented performer. Having variety of tricks up their sleeve, and always looking for new ways to entertain and amaze their audience. #### Circus Performer Starting at 3rd level, you gain proficiency in Charisma (Performance) checks. #### Clown Also at 3rd level, you gain one of the following features of your choice.
**Jester.** You learn the *vicous mockery* cantrip and use Intellegence as your spellcasting modifier. If a creature fails their saving throw against this spell you can take the Dash action as a bonus action.
**Bungie Cord.** When you hit a creature with a melee weapon attack you leave behind a thin neer invisible tether behind. As a reaction, you can pull on this tether forcing pulling that creature 10ft. closer to you. You can only have 1 creature tethered at a time. #### Daredevil At 5th level, you gain one of the following features of your choice.
**Juggler**. If a you a creature with a weapon attack you can as part of the same action make an additional weapon attack against a different creature within range.
**Aerialist**. You have advantage on all attack rolls while you are airborne. \columnbreak
#### Talented: Tumbler At 9th level, you learn the Tumbler talent even if you don't meet its prerequisites. This does not count against your talents known. #### Acrobat At 13th level, you gain one of the following features of your choice.
**Evasion.** When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail
**Uncanny Dodge.** 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. #### Ringmaster At 17th level, you gain one of the following features of your choice.
**Showstopper**. When you hit a creature with a critical hit and reduce that creature to 0 hit points you can take an additional action this turn.
**Curtain Raise**. When you roll for initiative you can take your turn immediately as if you had surprised the enemies. You act on your initiative for the rest of combat. \pagebreakNum
## The Fortune Teller ### #### Aura Reading At 3rd level, you have awakened the ability to see a creatures aura granting you insights into their character. You can as a part of your Appraisal feature, hone in on a creature and learn the following pieces of information; * You learn the creature's alignment. * You learn the creatures current mood. * You learn if the creature is suffering from the effects of a spell or disease. #### Crystal Ball Also at 3rd level, you channel your clairvoyant abilities through the medium of a crystal ball. You can wield a crystal ball in your off-hand, this crystal ball can be made of any crystal or glass and must cost at least 1gp. While wielding your crystal ball you can replace one of your attacks during your attack action to foretell a coming event.
**A bolt from the heavens**. You predict the fall of lightning. Choose an area within 60ft. of you that you can see. At the start of your next turn you expend 1 Willpower die and every creature within 20ft. of that area take lightning damage equal to triple the result of the roll. Creatures within the area feel their hair stand on end.
**A gust from the east**. You predict a powerful gale. Choose an area within 60ft. of you that you can see. At the start of your next turn you expend 1 Willpower die and every creature within 30ft. that area takes slashing damage equal to the result and is push in a direction of your choice. Creatures within the area feel the wind pick up speed dramatically.
**A danger from below**. You predict a rupturing quake. Choose an area within 60ft. of you that you can see. At the start of your next turn you expend 1 Willpower die and every creature within 15ft. of that area takes force damage equal to the result and are knocked prone. Creatures within the area feel the ground become unstable. #### Forewarning At 5th level, your predictions allow you to protect yourself and your allies from future dangers. When you use your Protect the Cargo Feature the target creature has resistance to a damage type of your choice until the end of their next turn.
Additionally, your allies have resistance to the damage caused by your Crystal Ball feature. \columnbreak #### Further Disaster Also at 5th level, your visions of the future grow concerning. You gain the following features that you can use for your Crystal Ball feature;
**A Sudden Combustion**. You predict a violent burst of flames. Choose a point or object with 60ft. of you that you can see. At the start of your next turn you expend 1 Willpower die and every creature within 20ft. of that area take lightning damage equal to double the result of the roll. Creatures within the area feel immense heat radiating from the area.
**A Surprising Deluge**. You predict a flash flood. Choose a point with 60ft. of you that you can see. At the start of your next turn you expend 1 Willpower die and every creature within 15ft. of that area takes cold damage equal to the result and are pushed 10 feet away from you. Creatures within the area feel the ground become wet and muddy. #### Talented: Evasion Specialist At 9th level, you learn the Evasion Specialist talent even if you don't meet its prerequisites. This does not count against your talents known. #### Imminent Danger At 13th level, the dangers you can see are closer than one might expect. When a creature moves into the area of one of your foretold events or attacks a creature while within the area you can as a reaction, trigger the event early. #### Cataclysmic Events At 17th level, the events your capable of foreseeing have become wild and dangerous. The range of your foretold events from your Crystal Ball feature are doubled.
Additionally, you can cast the *earthquake* spell once per long rest, Charisma is your spell casting ability for this spell. \pagebreakNum
## Servant ### #### Housekeeping Starting at 3rd level, you gain proficiency in 1 skill and 1 set of artisans tools of your choice. Additionally, you can double your Proficiency Bonus for ability checks when performing household tasks like cooking and cleaning. #### At Your Service Also at 3rd level, during a long rest, you can grant your services to a creature of your choice. Until you use this feature again, the chosen creature becomes your employer and gains the following benefits: * As a bonus action your employer can take, they can command you to take one of the following actions: Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. You don't use any of your own actions to do so but must be able to take action and be willing. * When a command requires you to make an ability check, attack roll, or saving throw, your employer can spend an amount of gp no more than 10 times your Intelligence modifier (minimum of 10gp). When they do, you gain a +1 bonus to the roll for every 10gp spent. #### Extra Attack At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. #### Talented: General At 9th level, you learn 1 General talent of your choice. This does not count against your talents known. \columnbreak
#### Beck and Call At 13th level, you know when to be by your employer’s side. As a part of a command made by your employer or as a part of using your Protect the Cargo feature on your employer, you can choose to appear in an unoccupied space within 5 feet of them as if through teleportation.
You can use this feature a number of times equal to your proficiency bonus and regain all expended uses of it after finishing a long rest. #### Maid to Order At 17th level, your employers needs are paramount and you can alway meet the task no matter the demand. As a bonus action, your employer can spend 10gp in order to do the following; * Grant you proficiency in a skill or set of artisan's tools of their choice for 1 hour. * Grant you immunity to a damage type of their choice for 1 hour. * Grant you advantage on a saving throw of their choice for 1 hour.
You can only benefit from one of these options at a time, if your employer uses this feature again you lose any benefit from it you currently have.
Additionally, when you execute a command from your employer from your At Your Service feature, you regain Hit Points equal to your Intelligence modifier. \pagebreakNum
## Undertaker ### Death is your business, and business is always good. Undertakers handle the dead, embalming, burying, ferrying, or even bargaining with spirits. As a Trader, you see the final journey not as tragedy but as transaction. #### Late Rites At 3rd level, you gain proficiency with religion ability checks and herbalism kits. Additionally, you learn the *spare the dying* cantrip if you don’t already know it, you use your intellegence modifier as your spellcasting modifier for this spell. #### Beautiful Dead Also, at 3rd level, you can perform a 1-minute rite over a corpse. When you do choose one of the following benefits; * The body can’t be turned into undead and is restored to a lifelike state. * You raise the body as a zombie under your control for 1 minute, this zombie appears as though it has no injury as you repair the corpse to a lifelike state. * You gain temporary hit points equal to your trader level plus your Intelligence modifier and the corpse is destroyed.
You can use this featurea number of times equal to your proficiency and regain all uses upon finishing a long rest. #### Death’s Ledger At 5th level, When you send a creature to its final rest, you make note of it in your unseen ledger. Whenever a creature within 30 feet of you is reduced to 0 hit points, you gain one Death Mark. Death Marks only last for 1 minute before disappearing and you can hold a number of Death Marks equal to your proficiency bonus. * When you deal damage with a weapon attack, spell, or class feature, you can expend one Death Mark to change the damage to necrotic and deal extra damage equal to your Intelligence modifier. * When you restore hit points to a creature, you can expend one Death Mark to add extra healing equal to your Intelligence modifier. * You can expend a death mark to raise a zombie from a corpse you can see and empower it, granting it additional hit points equal to your trader level. #### Talented: Forensics At 9th level, you learn the Forensics talent even if you don't meet its prerequisites. This does not count against your talents known. #### Funeral Procession At 13th level, you can marshal the spirits of those you’ve buried to protect the living. You can expend a Death Mark to spectral procession of mourners choosing a creature within 30ft. of you to protect for 1 minute. That creature has resistance to bludgeoning, piercing, and slashing damage whenever they make a saving throw, they can roll a d4 and add it to the total. \columnbreak
#### Flawless Dead At 17th level, you learn the *create undead* spell, you can cast this spell once per long rest and when you cast this spell in this way you can forego material components and any undead you create apear lifelike free of injury. Additionally, when you are reduced to 0 hitpoints but not killed you can expend a Death Mark to regain 1 hit point. \pagebreakNum
## Actor ### Those who walk the path of the Actor deal in roles, illusions, and the masks people wear. For them, every encounter is a performance, every word a script, and every deal a stageplay. #### Center Stage Starting at 3rd level, your life is a performance, and every deal a stage. You gain proficiency in Performance and one type of musical instrument. \columnbreak #### Mask of Persona Also at 3rd level, you learn to conjure spectral masks that embody archetypes from stage and story. As a bonus action, you summon a Mask of Persona. You can wear only one mask at a time, and it lasts until you dismiss it, you summon another, or you are incapacitated. Some of this subclasses feature may require a saving throw calculated as follows;
**Persona save DC** = 8 + your Proficiency bonus + your Intelligence modifier
While wearing a mask, you gain one of the following benefits: * **Comedy**. Once per turn when you hit a creature with an attack, you can force it to make a Wisdom saving throw or be charmed by you until the start of your next turn. * **Tragedy**. Once per turn when you hit a creature with an attack, you can force it to make a Wisdom saving throw or be frightened by you until the start of your next turn. * **Hero**. When you use the help action, that creature also gains temporary hit points equal to your proficiency bonus. * **Villain**. As a reaction when a creature within 30 feet you can see makes an attack roll against a creature other than you, you can impose disadvantage on the roll.
You can use this feature a number of times equal to your Charisma modifier and regain all uses upon finsihing a short or long rest. #### Scene Stealer At 5th level, when you roll initiative, you can immediately don a Mask of Persona without spending a bonus action. Additionally, you can cast *disguise self* or *silent image* without expending a spell slot a number of times per long rest equal to your Charisma modifier. #### Talented: Master of Disguise At 9th level, you learn the Master of Disguise talent even if you don't meet its prerequisites. This does not count against your talents known. #### Ovation At 13th level, when you reduce a creature to 0 HP or score a critical hit, you can perform a dramatic flourish. Choose one of the following effects: * **Rally the Crowd**: Each ally within 30 ft. gains temporary HP equal to your Charisma modifier. * **Steal the Spotlight**: Force one enemy within 30 ft. to make a Wisdom saving throw or be frightened of you until the end of your next turn. #### Master of Masks At 17th level, you can shift between masks fluidly. At the start of each of your turns, choose which Mask of Persona you are wearing. As a bonus action, you can assume the Grand Mask, becoming the perfect Actor. For 1 minute, you can’t be charmed or frightened, and you add your Intellegence modifier to all attack rolls, saving throws, and ability checks and hostile within 30 ft. that can see you have disadvantage on saving throws against being charmed or frightened. \pagebreakNum
## Esotericist ###
#### Eldertongue Starting at 3rd level, you gain access to the unearthly language of Eldertongue. Eldertongue sounds like madding gibberish to any sane creature, but a creature under the effects of a madness-inducing spell (i.e. crown of madness, etc) or cursed can understand it perfectly. #### Alien Wares Also at 3rd level, you gain the ability to summon and use eldritch artifacts from the void. As an action, you can summon a random void artifact, which lasts for 1 hour or until dismissed. Roll a d8 to determine which artifact you summon from the Alien Wares Table.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once) and regain all uses upon finishing a long rest. #### Dark Loan At 5th level, you can loan out your eldritch artifact to a willing creature for a number of turns of your choice. When you gain back the artifact you regain a number of hit points equal to the result of a number of d4's equal to the turns the artifact was laoned. \columnbreak
#### Talented: Xenologist At 9th level, you learn the Xenologist talent even if you don't meet its prerequisites. This does not count against your talents known. #### Elder Sign At 13th level, you can create a protective ward using void energy. As a bonus action, you can envelop yourself or an ally within 30 feet in an eldritch ward that lasts for 1 minute. The ward grants resistance to psychic damage and advantage on saving throws against spells and other magical effects. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses after a long rest. #### Void Channeler At 17th level, you have mastered the ability to channel the power of the void. You can cast the *contact other plane* spell once per long rest without expending a spell slot. When you cast this spell, you have advantage on the Intelligence saving throw to avoid insanity. \pagebreak
| d8 | Artifact | |:---:|:-----------| | **Void Orb** | A small dark orb, pulsing with void energy. While holding the orb, you can use an action to cast the spell *darkness* centered on yourself, which you can see through clearly. | | **Eldritch Lantern** | A lantern that emits an eerie light. While holding the lantern, you can see invisible creatures, objects as well as magic is illuminated within 30 feet. | | **Eldritch Shield** | This shield is a small shell engraved with warding runes that hovers around its master. When you are targeted by a spell, you can use your reaction to absorb the spell. You take no damage from the spell, and the shield gains a charge. You can expend this charge when you make a weapon attack to deal additional force damage equal to the original spells level. The shield can gain 3 charges per summoning. | | **Grimoire** | This grimoire contains forbidden knowledge. When you summon the grimoire you can prepare one spell from any spell list with a spell level equal to or lesser than half your Proficieny Bonus and one cantrip. You can cast the spell once per summon of the grimoire. | | **Eldritch Amulet** | This amulet is crafted from obsidian-like material, veined with dark tendrils that seem to writhe and shift when in dim light or darkness. While wearing this amulet, you are under the effects of the *blur* spell until you take damage, you regain the effect when you avoind taking damage for 1 round. | | **Umbral Talisman** | This Talisman is marked with the symbology of the void mother. When holding this talisman you can use an action to burn it, regaining hit points equal to your level and be cleansed of any conditions. | | **Void Ring** | This ring creates a connection to the void. While wearing the ring, you can use an action to force a creature you can see within 30 feet to make a Wisdom saving throw. On a failed save, the creature is absorbed by the ring, banished to the void within for 1 minute. A creature remakes this save at the end of each of their turns escaping on a success. You can successfully use this feature once per summon. | | **Void Collar** | This collar is made of dark, pulsating metal and set with a gemstone that seems to contain a swirling void. While wearing this collar, you can use an action to summon a special familiar that takes the form of a Voidling, a small creature from the void. |
___ > ## Voidling >*Tiny aberration* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 20 (4d4 + 8) > - **Speed** 30 ft., fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|Str (Mod)|Dex (Mod)|Con (Mod)|Int (Mod)|Wis (Mod)|Cha (Mod)| >___ > - **Saving Throws** DEX +5, WIS +3 > - **Skills** Perception +3, Stealth +5 > - **Damage Resistances** Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Condition Immunities** Charmed, Frightened > - **Senses** Darkvision 60 ft., passive Perception 13 > - **Languages** Understands the languages you speak > ___ > > ***Ethereal Sight***. The Voidling can see into the Ethereal Plane within 60 feet. > > ***Dark Link***. While the Voidling is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through the Voidling’s eyes and hear what it hears until the start of your next turn, gaining the benefits of its Darkvision and Ethereal Sight. > > ### Actions > ***Eldritch Whisper***: Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 1d10 + 3 psychic damage. \pagebreakNum # Traders Talents ## General ### Iron Stomach You have advantage on saving throws against poison, and you have resistance against poison damage. ### Combat Fundamentals You adopt a particular style of fighting as your specialty. Choose one Fighting Style. You can't take a Fighting Style option more than once, even if you later get to choose again. ### Handy You gain proficiency with improvised weapons and attacks you make with improvised weapons deal an additional 1d4 weapon damage. ### Evasion Specialist When you take the Dodge action, you can use a reaction to move up to half your speed without provoking opportunity attacks. ## Athletics ### Bulldozer _Prerequisite: 5th level, Acrobatics proficiency_
You can shove a creature as a bonus action and are able to push a creature up to 10 feet from you. ### Sprinter _Prerequisite: 5th level, Acrobatics proficiency_
You can take the Dash action as a bonus action and your walking speed increases by 10 feet. ### Swimmer _Prerequisite: Athletics proficiency_
Your swimming speed increases by a number of feet equal to your trader level x 5 (minimum increase of 30 feet). ### Mountaineer _Prerequisite: Athletics proficiency_
Your climbing speed increases by a number of feet equal to your trader level x 5 (minimum increase of 30 feet). ## Acrobatics ### Tumbler _Prerequisite: Acrobatics proficiency_
You have advantage on saving throws against being knocked prone. Additionally, when you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed. \columnbreak ### Leaper _Prerequisite: Acrobatics proficiency_
The distance you can long and high jump is doubled. ### Quick Reflexes _Prerequisite: Level 5, Acrobatics proficiency_
When you succeed on a Dexterity saving throw to avoid taking half damage, you can use your reaction to take no damage instead. ## Animal Handling ### Steady Hand _Prerequisite: Animal Handling proficiency_
When mounted or guiding a vehicle, you have advantage on Animal Handling checks to control the mount or vehicle. ### Expert Handler _Prerequisite: Animal Handling proficiency_
You can attempt to calm a hostile beast or one that is acting under duress. Make a Wisdom (Animal Handling) check (DC = 12 + Beasts challenge rating). On a success, the beast becomes indifferent toward you and your companions, as long as you don't threaten it or harm it. ### Animal Whisperer _Prerequisite: Level 5, Animal Handling proficiency_
Through sounds and gestures, you can successfully communicate simple ideas with beasts. ### Call of the Wild _Prerequisite: Level 7, Animal Handling proficiency_
As an action, you can emit a call that echoes through the surroundings. Any friendly beasts within 60 feet that can hear you gain advantage on their next attack roll made before the end of their next turn. You can use this feature once and regain all uses upon finishing a long rest. ## Arcana ### Xenologist _Prerequisite: Arcana proficiency_
Whenever you make an Intelligence (Arcana) check related to the origin or lore of aberrations and monstrosities, you make the check with advantage. ### Magical Dabbling _Prerequisite: Arcana proficiency_
You learn the *prestidigitation* cantrip and 1 additional cantrip from the Wizard spell list of your choice. \pagebreakNum ### Magic Item Crafter _Prerequisite: 9th Level, Arcana proficiency_
You can half the gold cost and time needed to craft common magic items. ## Deception ### Master of Disguise _Prerequisite: Deception proficiency_
You gain proficiency with disguise kits. Additionally, you can create disguises in half the time normally required. ### Master Forger _Prerequisite: Deception proficiency_
You gain proficiency with forgery kits. Additionally, forgeries you create using an example are near indistinguishable, attempts to decern their authenticity are made with disadvantage. ### Silver Tongue _Prerequisite: Deception proficiency_
When you make a Charisma (Deception) check to persuade someone, you can reroll the check but must use the new result. You can use this feature once and regain all uses upon finishing a long rest. ### Misdirection _Prerequisite: 5th Level, Deception proficiency_
You have learned to take advantage of the breaks in focus of your foes during combat. When you use an action to make a ranged weapon attack, you can take the Hide action as a bonus action. ## History ### Engineering Adept _Prerequisite: History proficiency_
Whenever you make an Intelligence (History) check related to architecture, constructs, or technological devices, you make the check with advantage. ### Historian _Prerequisite: History proficiency_
When you take the Help action to aid another creature’s ability check to recall information they add your Intelligence modifier to the roll. ## Insight ### Psychoanalyze _Prerequisite: Insight proficiency_
When you successfully make a Wisdom (Insight) check against a creature you glean into their mind. You learn of the creatures current emotional state and 1 personality trait of your DM's discretion. \columnbreak ## Intimidation ### Interrogation _Prerequisite: level 5, Intimidation proficiency_
If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Intimidation) check contested by the creature’s Wisdom (Insight) check.
On a success, the target is frightened of you for 1 minute or until it moves to a space more than 60 feet away from you (whichever comes first). While frightened of you in this way, the creature has disadvantage on all of its ability checks.
On a failure, the target can't be frightened by this talent for 24 hours. ## Investigation ### Finder of Secrets _Prerequisite: Investigation proficiency_
You have advantage on Intelligence (Investigation) checks made to detect the presence of secret doors and traps. ## Medicine ### Field Medic _Prerequisite: Medicine proficiency_
You have learned to harness your medical knowhow during the pressures of combat. * You can attempt to stabilize a creature as a bonus action (needed) * You have advantage on Wisdom (Medicine) checks when attempting to stabilize a dying creature. * On a roll of 20, the creature regains a number of hit points equal to your proficiency bonus. ### Forensics _Prerequisite: 6th level, Medicine proficiency_
You have learned to investigate the dead. * You can determine the cause of death of any corpse by examining it for 1 minute. * You can cast *speak with dead* once per long rest without using a spell slot. * In combat, when you reduce a creature to 0 hit points, you gain temporary hit points equal to your Trader level. \pagebreakNum ## Nature ### Biology Adept _Prerequisite: Nature proficiency_
Whenever you make an Intelligence (Nature) check related to the origin or lore of beasts or fey you make the check with advantage. ### Gourmet Eye _Prerequisite: Nature proficiency_
Whenever you make an Intelligence (Nature) check related to determining if a plant or fungus is poisonous or ill for consumption you make the check with advantage. ### Potioneer _Prerequisite: 6th level, Nature proficiency_
You can half the gold cost and time needed to craft common potions. ## Perception ### Great Vision _Prerequisite: Perception proficiency_
While you aren't blinded or deafened, being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks. ### Lookout _Prerequisite: Perception proficiency_
At the start of your turn, you can reduce your speed to 0 until the end of the current turn to gain advantage on Wisdom (Perception) checks that rely on sight.
Additionally, you can take the Search action as a bonus action. ## Performance ### Playing Possum _Prerequisite: Performance proficiency_
After a creature makes an attack against you, you can use a reaction to fall prone and make a Charisma (Performance) check contested by the creature's Wisdom (Insight) check.
On a success, the first attack roll you make against the target before then end of your next turn has advantage and deals an additional 1d6 damage on a hit, this attack ignores the consequences of being prone. \columnbreak ## Persuasion ### Gossip _Prerequisite: Persuasion proficiency_
If you spend 1 hour in a populated area gathering information on a specific topic, you can make a DC 10 Charisma (Persuasion) check.
On a success, you can ask a number of questions equal to the rolls result, divided by 3 to learn lore from the area. The DM determines exactly what you learn. For example; * For a monster or an NPC, you can reveal elements of its statistics or personality. * For a location, you can reveal secrets about it, such as a hidden entrance, the answer to a riddle, or the nature of a creature that guards the place.
The information gleaned in this way may not be true or entirely correct. ## Religion ### Theologian _Prerequisite: Religion proficiency_
Whenever you make an Intelligence (Religion) check related to the origin or lore of celestials you make the check with advantage. ### Necrologist _Prerequisite: Religion proficiency_
Whenever you make an Intelligence (Religion) check related to the origin or lore of fiends, you make the check with advantage. ## Sleight of Hand ### Cloak and Dagger _Prerequisite: Level 5, Sleight of Hand proficiency_
As a bonus action, you can draw and attack with a concealed dagger. When you do, you can make a Dexterity (Sleight of Hand) check contested by a creature’s Wisdom (Perception) check.
On a successful check, you can replace your attack modifier with your Dexterity (Sleight of Hand) modifier. ### Quick-Fingered _Prerequisite: Sleight of Hand proficiency_
As a bonus action or as a part of an attack with an unarmed strike or a finesse weapon, you can make a Dexterity (Sleight of Hand) check to plant a tiny object on someone else, conceal an object on a creature, lift a purse, or take something from a pocket. ### Cheater _Prerequisite: Sleight of Hand proficiency_
You can double you proficiency bonus for Dexterity (Slight of Hand) checks when attempting to cheat using a gaming set. \pagebreakNum ## Stealth ### Hidden Strike _Prerequisite: Stealth proficiency_
When you make a melee attack against a creature that hasn't detected you, you can roll one additional weapon damage die. ### Ambush Tactics _Prerequisite: 9th level, Stealth proficiency_
When you roll for initiative while hidden, you can choose to use the stealth roll you made to hide as your initiative roll. ## Survival ### Pathfinder _Prerequisite: Survival proficiency_
While traveling for an hour or more in the wilderness, difficult terrain doesn’t slow your group’s travel. Also, your group can’t become lost except by magical means. ### Tracker _Prerequisite: Survival proficiency_
When you make Wisdom (Survival) checks to track a creature, you make your check with advantage. You also learn their exact number, their sizes, and how long ago they passed through the area.