The Expert

by SuperDM

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The Expert

A human and his companions are exploring a deep and dank dungeon, dark throughout all of the rooms and hallways, lit only by the small flames produced by the burning wooden torches on the walls. Each of the party's footsteps echoes until they come across a large and empty room. The human walks up to the walls, running his fingers across the carvings and texts. It is of an ancient that none of them can decipher, but the human presses his fingers into a secret compartment, opening the door that seemed to be a dead end, allowing the party to pass further into the dungeon.

A halfling is stuck in a cryptic dungeon with many companions, fending off a seemingly endless army of monsters. It seems they would be trapped fighting gruesome creatures till the end of time. The halfling, while heroically decapitating goblins, analyzes the situation, and notices an anomaly in their problem. She steps on a specific stone plate and yells at her companions to grab on holding on so that they do not fall through the hole the crypt's creator had installed for safety.

A tiefling is meeting with a particularly ruthless businessman, a rival of his, trying to subdue him to into selling his company. The man does not listen to anyone and is specifically challenging to talk to, for he has a bad reputation of using his bulky bodyguards to threaten the people that talk to him. But the tiefling not only manages to stay alive, but secures a deal to buy his company and his bodyguards for the lowest sum possible.

All of the above are examples of experts, characters enhanced with the useful knowledge of their mentors at solving puzzles and fortifying their minds.

Puzzle Solvers

One thing that often annoys many D&D parties and DMs are puzzles, mostly because of the player's inability to solve them. But experts rid campaigns of this pickle, for any of them can decipher a puzzle written in an ancient long-lost language and solve it, even if it is the most complex puzzle ever seen, in a few minutes.

Experts are also famed on their ability to solve the puzzles of mental instability, for any expert can fortify their mind from spell effects and the insults or words of other talkative people. For this quality experts are also valued as soldiers, not just for their ability to learn convoluted things quickly, but also their power to prevent the mind tricks of spellcasters they are fighting, thwarting them in their plans.

Know-it-Alls

Some experts are considered know-it-alls for their precise ability to quote literature perfectly, solve puzzles quickly, and just literally know everything in a specific field of study. Often times many experts will be caught explaining unwanted tidbits of information and rambling on about the invention of the word "the".

Though while some experts are resented for this talent, others are prized for this uncanny remembering, and are usually offered jobs as professors or academics, for academia is where the experts truly lie, in the haven of learning and knowledge, and many desire to teach at the University of Strixhaven, for it is the best academic college the multiverse has to offer.

Creating an Expert

When creating an expert character, there are a few things to consider while doing so. First of all, contemplate your characters field of expertise, is it martial, or charismatic, or do they specialize in casting spells or tanking damage. The precise details of an expert are an important part of the class, and it is vital to have a path of study on which to go down, and one of which your character especially enjoys. The subclasses for the expert explain six basic fields of knowledge to study for your expert character if you have trouble choosing one.

It is also important to decide the details of your teachers and mentors. Did you have good teachers that inspired you to become an expert, or did you have teachers that made you want to enlist in the military instead of focusing on academics, and you found your love for academia later in life. It is a big part of the expert to have multiple teachers that affected your views on learning and academics. Also, figure out when, how, and why you went into adventuring instead of staying in the safe urban areas away from monsters and villains and liches. What sparked the curiosity inside you to explore the world and solve its many infinite puzzles? Was it perhaps one of your mentors or some other anomaly.

Quick Build

You can build an expert quickly by following these suggestions. First, make Intelligence your highest ability score, and follow it considering your subclass, then choose the Sage background:

  • If you plan on becoming martial, choose Strength
  • If you plan on choosing the professor subclass, choose Wisdom
  • If you are considering tanking damage, choose Constitution.
Multiclassing and the Expert

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose expert as one of your classes.

Ability Score Minimum. If expert isn't your initial class, you must have an Intelligence score of at least 13 to take a level as an expert, or take a level in another class if you are already an expert.

Proficiencies Gained. If expert isn't your initial class, here are the proficiencies you gain when you take your first level in this class: Light Armor, Simple Weapons, 5 tool proficiencies of your choice, and one skill of your choice from the expert skill list later in this class.

  • If you plan on becoming the nifty subclass, choose Dexterity.
  • If you plan on choosing the orator subclass, choose Charisma.
  • If you plan on becoming a spellcaster, choose Intelligence.

Class Features

As an expert, you gain the following class features

Hit Points


  • Hit Dice: 1d8p per expert level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier for every expert level after 1st.

Proficiencies


  • Armor: Light Armor, Shields
  • Weapons: Simple Weapons

  • Tools: All tools

  • Saving Throws: Intelligence and Wisdom
  • Skills: Choose two from Acrobatics, Animal Handling, Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, Sleight of Hand, Stealth, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Either (a) a dagger and a shield, or (b) a sling
  • Either (a) two light hammers, or (b) a shortbow
  • Either (a) a scholar's pack, or (b) an explorer's pack
  • Any two sets of tools of your choice
  • Leather armor and a spear

Expertise

At 1st level, choose two of your skill proficiencies, or one of your tool proficiencies. Your Proficiency Bonus is doubled for any check you make using this proficiency.

You can choose another skill or tool proficiency to gain this benefit again at 6th level, 12th level, and 18th level.

Expert Knowledge

Beginning at 1st level, you can enhance your knowledge slightly by increasing an ability score or learning a new language or how to use a new weapon. During a long rest, you may gain one of the following benefits permanently. You only gain one of these benefits when it says you gain this feature on the class table.

  • You can increase one of your Ability Scores by 1, to a maximum of 20.
  • You learn one new language of your choice.
  • You gain one new skill proficiency of your choice.
  • You gain one new weapon or armor proficiency of your choice.
  • You can increase your hit point maximum by 2.

You also gain this feature at 4th level, 8th level, 12th level, 16th level, and 20th level.

Beginning at 16th level, you can add the following benefits

The Expert
Level Proficiency Bonus Features Expert Die
1st +2 Expertise, Expert Knowledge, Puzzle Solver d4
2nd +2 Linguist, Guide, Expert Die d4
3rd +2 Expert Specialty, Jack of all Trades d4
4th +2 Ability Score Improvement, Expert Knowledge d6
5th +3 Mental Protection d6
6th +3 Ability Score Improvement, Expertise d8
7th +3 Expert Specialty Feature, Flash of Genius d8
8th +3 Ability Score Improvement, Expert Knowledge, Guide Improvement d8
9th +4 __ d10
10th +4 Expert Specialty Feature d10
11th +4 __ d10
12th +4 Ability Score Improvement, Expertise, Expert Knowledge d10
13th +5 Psychic Stronghold, Guide Improvement d10
14th +5 Ability Score Improvement d10
15th +5 Expert Specialty Feature d12
16th +5 Ability Score Improvement, Expert Knowledge
17th +6 __ d12
18th +6 Expertise, Puzzle Master d12
19th +6 Ability Score Improvement, Guide Improvement d20
20th +6 Expert Knowledge, Preeminent d20

to the list of things you can learn with this feature:

  • You gain one expertise of your choice.
  • You gain one damage resistance of your choice.
  • You can increase your speed by 5 feet.
  • You gain one feat of your choice.
  • (If you are a spellcaster) Learn one new spell of 3rd level or lower.

Puzzle Solver

At 1st level, you have become a puzzle-solving novice. You have advantage on ability checks you make to solve puzzles or decipher any runes or unknown languages. This applies to anything your DM classifies as a puzzle or decipherable.

Linguist

At 2nd level, You have learned to speak and read many languages. When you hear any language you do not already know, you can decipher it and speak it and read it for 1 hour. This also works for seeing an unknown language and trying to decipher it.

Guide

Beginning at 2nd level, You are a whiz at helping people through things and giving people lessons. You can give someone a lesson during a long rest, giving them proficiency in one skill or learn one language of you and their collaborative effort for 24 hours. You can do this a number of times equal to your Intelligence modifier, and regain all expended uses at the end of a long rest.

At 8th level, you can give proficiency in the skill or make them able to speak, read, and write the language for 3 days.

At 13th level, the number of times you gain use this feature is equal to double your Intelligence modifier.

At 19th level, when you use this feature, the target of the lesson learns the language or gains proficiency in the skills permanently.

Expert Die

At 2nd level, you have learned the ability to enhance your skills instantly. You gain an expert die, a d4. At any time you can roll this die and add the number rolled to any ability check, attack roll, or saving throw. You can use this die for a number of times equal to the highest number on the die. The die increases as said on the class table.

Expert Specialty

When you reach 3rd level, you have defined your field of study and expertise. Choose one of the following subclasses: martial, spellcaster, professor, tanker, nifty, or orator. You gain the features of that subclass as described later in this class at 7th level, 10th level, and 15th level.

Jack of all Trades

Starting at 3rd level, you can add half your proficiency bonus, rounded down, to any ability check you make that does not already include your proficiency bonus.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Mental Protection

Beginning at 5th level, you have the ability to fortify your mind from unwanted effects. You have advantage on Wisdom saving throws to avoid being Charmed or Frightened.

You also have resistance to psychic damage. You also have advantage on saving throws to avoid effects with you as the target for a telekinetic effect or telepathy.

Flash of Genius

At 7th level, you have gained the ability to figure out solutions under immense pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses at the end of a long rest.

Psychic Stronghold

At 13th level, your mind has become an unbreakable mental stronghold. You gain immunity to the Charmed and Frightened effects and immunity to effects that use you as the target for telepathy such as the medallion of thoughts.

Puzzle Master

When you reach 18th level, you have become the master at solving puzzles, and gain a bonus equal to double your Intelligence modifier when making any checks to attempt solving them, including any Intelligence (Investigation) checks or Wisdom (Perception) checks.

Preeminent

At 20th level, you have become the preeminent sovereign of intellect. Increase your Intelligence score by 4 to a maximum of 24. You can also apply this effect to one other ability score. You also gain proficiency in all skills made with Intelligence. If you already have proficiency in them, you gain expertise in those skills.

Expert Specialties

Here are the six expert specialties for this class: martial, spellcaster, professor, tanker, nifty, and orator. All of them are based on specific ability scores and are important to the expert quick builds.

Martial

Some experts decide to add the unpredictable mass of combat to increase their roster. Like battle masters, they learn to analyze the battlefield and their opponents. Martial experts are well-rounded and usually make other people jealous, especially fighters, due to their innate ability to do almost everything.

Martial Features
Expert Level Feature
3rd Bonus Proficiencies, Fighting Style
7th Extra Attack (1)
10th Indomitable
15th Extra Attack (2)

Bonus Proficiencies

At 3rd level, you have embraced the spirit of combat. You've adapted to the new topic by learning the specifics of a few weapons and armor and how to use them. You gain proficiency in Medium Armor and Martial Weapons.

Fighting Style

Beginning at 3rd level, you have defined your fighting ability. Choose one of the following fighting styles. You cannot take a fighting style option more than once, even if you later get to choose again.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense. While you are wearing armor, you gain a +1 bonus to your AC.

Dueling When you are wielding a melee 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 a 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 it 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 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.

Extra Attack

You've learned to harness your fighting ability to attack twice. Beginning at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

At 15th level, you can attack one more time, for a total of three attacks on a single turn.

Indomitable

When you reach 10th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you cannot use this feature again until you finish a long rest.

Spellcaster

A few experts decide to continue along the intellectual path, advancing their knowledge with spells and magic rather than information. They often take up wizards as mentors to help incline their magical abilities.

Expert Level Features
3rd Spellcasting, Bonus Proficiencies
7th Magical Knowledge
10th Defined Spellcasting
15th Spell Mastery

Spellcasting

When you reach 3rd level, you have learned the ability to cast spells and use magic to enhance your circle of knowledge. She chapter 10 of the Player's Handbook for the details on spellcasting, and chapter 11 for the list of spells.

Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional cantrip of your choice at 10th level.

Spell Slots. The Spellcaster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the spell shield and have 1st and 2nd level spell slot available, you can cast the spell using either slot.

Spells Known of 1st Level and Higher. You know three 1st level wizard spells of your choice. The spells known column of the Spellcaster spellcasting table shows when you gain more wizard spells of first level or higher. For instance, when you reach 7th level in this class, you can learn one spell of 1st or 2nd level.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your magic through study and memorization. You can use your Intelligence modifier when a spell refers to your spellcasting ability. In addition, you can use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll for one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier
Spellcaster Spellcasting
expert level cantrips known spells known 1st 2nd 3rd 4th
3rd 2 3 2 _ _ _
4th 2 4 3 _ _ _
5th 2 4 3 _ _ _
6th 2 4 3 _ _ _
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 _ _
12th 3 8 4 3 _ _
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 _
19th 3 12 4 3 3 1
20th 3 13 5 4 4 2

Bonus Proficiencies

At 3rd level, due to your dedication to the magical arts, you have learned to use the magic of wizards. If you do not already have proficiency in the Arcana skill, you gain proficiency in it. If you already have proficiency in it, you gain expertise in the skill. You can also add an arcane focus to your equipment.

Magical Knowledge

When you reach 7th level, you have learned of the magical knowledge and deep and ancient lore of spells. Choose one 1st level spell. You can cast this spell once after you run out of spell slots of 1st level.

Defined Spellcasting

At 10th level, you have further defined your field of study in spellcasting. Choose a wizard subclass. You gain the first feature of that subclass permanently. Choose only one subclass and only one out of the two 2nd level wizard subclass features.

Spell Mastery

When you reach 15th level, you have mastered the art of spellcasting. Choose one spell of 1st or 2nd level. You can cast that spell without a spell slot at its lowest level when you have it prepared.

Professor

When an expert chooses to specialize in teaching students they become a professor, a master of education and instruction. They tutor their pupils in general knowledge to create a more helpful and well-rounded party that is prepared for any situation life throws at them.

Expert Level Feature
3rd Tutor, Advice
7th Telepathic Instruction
10th Inspiring Speech
15th Tutor Improvement

Tutor

At 3rd level you have learned to teach a multitude of people at the same time. You can now use your guide feature one two targets at once. All other aspects of the feature remain unchanged.

When you reach 15th level, you can use your guide feature on up to 4 targets at once.

Advice

When you reach 3rd level, you gain the ability to give people uncanny advice during combat. During combat, you can use your action to share with the one member of the party one of the following aspects about your opponent.

  • The enemy's Armor Class.
  • The enemy's Hit Point Maximum.
  • The enemy's current amount of hit points.
  • One of the enemy's damage resistances.
  • One of the enemy's damage vulnerabilities.
  • One of the enemy's ability scores.
  • The enemy's proficiency bonus.

You can use this feature a number of times equal to your Intelligence modifier and regain all expended uses after you finish a long rest.

Telepathic Instruction

Beginning at 7th level, you have learned to instruct people about things even without speaking. It seems you have knowledge of a little magic yourself. You can use your action to telepathically speak to two creatures of your choice, using your advice feature on them. You can do this even if the targets of the feature are deaf or you are incapable of speaking at the moment.

Inspiring Speech

At 10th level, you've learned the capability to give an inspiring speech to your companions to help them during combat. If you give a motivational speech with a minimum length of ten minutes to your companions, they each gain three uses of your current expert die to use during combat. Once the combat is finished or the uses have been expended, they cannot gain your expert die through this benefit until you finish a long rest.

Tanker

Some experts decide to become extreme juggernauts, focusing on their constitution to tank damage and never even flinch at the feeling of pain. The tankers usually take up fighting as a second skill, because strength and constitution go hand-in-hand.

Expert Level Features
3rd Juggernaut, Tank Damage
7th Resist Damage
10th Juggernaut Improvement
15th Immunity

Juggernaut

Beginning at 3rd level, you have learned to toughen and harden yourself up. Your hit die increases to a d10, and your Armor Class increases by 2. You also gain advantage on saving throws to resist being frightened.

When you reach 10th level, your hit point maximum increases by 10, and your Armor Class increases by 2.

Tank Damage

At 3rd level, you have become a master of resilience. You gain immunity to flinching. You also learn to tank damage. You can reduce any damage you take by 1d12, but you can only use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses of this feature at the end of a long rest.

Resist Damage

When you reach 7th level, you have gained the ability to resist certain specific damage types. You obtain resistance to two damage types of your choice permanently. These damage types must either be bludgeoning, piercing, or slashing.

Immunity

At 15th level, you have acquired the ability to become immune to damage. You gain permanent immunity to the frightened condition.

As an action, you can give yourself immunity to bludgeoning, piercing, and slashing damage from non-magical effects for 1 minute. You can use this immunity feature a number of times equal to your Intelligence modifier, and regain all expended uses at the end of a long rest.

Nifty

Though many experts use their learning talents for good, others use them to learn how to pick locks and steal things with great ease. They use these abilities for their own personal gain instead of assisting others with their own problems, whatever the level of need.

Expert Level Feature
3rd Bonus Proficiencies, Cunning Action
7th Uncanny Dodge
10th Supreme Sneak
15th Reliable Talent

Bonus Proficiencies

When you reach 3rd level, you have learned to become pretty nifty, quick, and stealthy with things. Your speed increases by 5 feet, and you gain proficiency in either the Stealth of Sleight of Hand skill. If you already have proficiency in the skill you choose, you gain expertise in it instead.

Cunning Action

At 3rd level, you have learned to take a cunning action during combat. You can take a bonus action on each of your turns in combat, though it can only be used to take the Dash, Disengage, or Hide action.

Uncanny Dodge

Beginning at 7th 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.

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.

Reliable Talent

when you reach 15th level. you have refined your chosen skills to approach thieving perfection. Whenever you make a Dexterity check with a skill you are proficient or have expertise in, you can choose to count a roll of a 9 or lower as a 10.

Orator

Some experts choose to go down the path of speaking, orating, becoming charismatic people with the ability to deceive, intimidate, perform, or persuade. They are masters of the talking arts, and can wirggle themselves out of any situation by speaking.

Expert Level Feature
3rd Bonus Proficiencies, Inspiring
7th Improved Linguistics
10th Charismatic Character
15th Linguistics Master

Bonus Proficiencies

When you reach 3rd level, you have become a novice in the arts of charismatic orating. You gain proficiency in one of the following skills: Deception, Intimidation, Performance, or Persuasion. If you already have proficiency in the skill you choose, you gain expertise in it.

Inspiring

At 3rd level, you have learned to be an inspiring figure to people in their times of need. As an action, you can grant one person you can see and hear advantage on all rolls for 1 whole minute. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses at the end of a long rest.

Improved Linguistics

Beginning at 7th level, you have learned many more languages to spread your charismatic influence. You learn three new languages of your choice. Furthermore, you have advantage on Charisma checks that you make with languages you learn from this feature.

Charismatic Character

At 10th level, you have become almost a master of the charismatic arts. As a result, you gain proficiency in Charisma saving throws.

Linguistics Master

When you reach 15th level, you have become the literal master of linguistics. You learn to speak three more languages of your choice. Furthermore, you have advantage on Charisma checks that you make with languages you learn from this feature.

Feat

Here at the end of this class is a feat for non-experts to enhance you r characters and lengthen this class.

Semi-Expert

Perquisite: Not an Expert

When you take this feat, you gain the following benefits:
  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You gain one option of your choice from the normal 1st level Expert Knowledge list.
  • You gain proficiency in one skill of your choice (you can exchange this feature for expertise in a skill you are already proficient in).
 

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