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= Academic Disciplines = | = Academic Disciplines = | ||
== Expert | == Expert Archaeologist == | ||
Specializing in the study of forgotten civilizations, ancient places | Specializing in the study of forgotten civilizations, uncharted lands, and ancient places, Archaeologists bring the light of knowledge to the dark and deadly places of the world. Doing their best to uncover the wisdom of ages long past, they often tend to feel a sad kinship with the civilizations they study and go to great lengths not to destroy or offend their memory. | ||
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==== Student of History ==== | ==== Student of History ==== | ||
''3rd Level Expert Archaeologist Feature''<br> | |||
Also, if you spend 1 minute examining an object you are holding, you can ascertain its value, | You gain Proficiency and Expertise in History and Investigation.<br> | ||
Also, if you spend 1 minute examining an object you are holding, you can ascertain its value, origin, and age. If it has magic properties, you learn them as if you had cast the Identify Spell. | |||
==== Adventuring Academic ==== | ==== Adventuring Academic ==== | ||
The places you explore have honed your | ''3rd Level Expert Archaeologist Feature''<br> | ||
The places you explore have honed your instincts and given you insights into ancient items. You gain the benefits below: | |||
*You gain a | *You gain a Climbing Speed equal to your Walking Speed. | ||
* | *You ignore class, race, and alignment requirements for attunement and use of magic items, scrolls, and potions. | ||
*You | *You count as a spellcaster for the purposes of attuning to magic items, using Intelligence as your spellcasting ability. | ||
* | *When you use your Action to Use an Object, scroll, potion, or magic item, you can make a single Attack as a Bonus Action. | ||
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==== Daring Determination ==== | ==== Daring Determination ==== | ||
You are well acquainted with | ''6th Level Expert Archaeologist Feature''<br> | ||
You are well acquainted with danger. You add your Intellect Die to your Dexterity Checks and Saving Throws.<br> | |||
Additionally, when you make. Saving throw to resist the effects of a trap, you add your Intelligence Modifier to the roll. If the Saving Throw would cause you to take Damage on a failed Save, and half as much Damage on a successful Save, you instead take half Damage on a failed Save, and no Damage on a successful Save. | |||
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==== Lore Master ==== | ==== Lore Master ==== | ||
You study every myth, legend, and folk tale you | ''13th Level Expert Archaeologist Feature''<br> | ||
You constantly study every myth, legend, and folk tale you come across. If you observe a person, place, or object for at least 1 hour, you can mystically recall information about it as if it were the target of the Legend Lore Spell.<br> | |||
The target of this feature does not need to be of legendary importance in order for you to gain information. Though, if there is no relevant lore about the target you learn nothing.<br> | |||
Additionally, when a magic item you use requires a Saving Throw, the DC becomes 8 + your Intelligence Modifier + your Proficiency Bonus if that is higher than the Saving Throw described in the magic item. | |||
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==== | ==== Master Archaeologist ==== | ||
Your exposure to | ''17th Level Expert Archaeologist Feature''<br> | ||
to develop an innate | Your exposure to ancient magics has caused you to develop an innate ward. You gain Resistance to Damage dealt by Spells and other magical effects.<br> | ||
Additionally, you can send 10 minutes focusing on a magic item you are attuned to, causing it to regain a number of expended charges equal to your Intelligence Modifier. | |||
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== Expert Investigator == | == Expert Investigator == | ||
Excelling at unraveling mysteries and | Excelling at unraveling mysteries, conspiracies, and secrets, Investigators possess an uncanny ability to read the intent of others. They often spend their lives working to thwart those who deceive the innocent and take advantage of the common trust. Their considerable minds and eye for the truth stand in the way of thieves, shapeshifters, and corrupt politicians. | ||
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==== Student of Truth ==== | ==== Student of Truth ==== | ||
''3rd Level Expert Investigator Feature''<br> | |||
You | You gain Proficiency and Expertise in Insight and Investigation. Also, your intuitive nature grants you the following benefits: | ||
*Whenever you would make a Wisdom (Insight) check, you can make an Intelligence (Insight) Check instead. | |||
*You have Advantage on any Ability Check you make to detect illusions, shapeshifters, or if a creature is lying. | |||
*You gain a bonus to your Passive Perception equal to your Intelligence Modifier. | |||
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==== Rough and Tumble ==== | ==== Rough and Tumble ==== | ||
You have learned to fight dirty in the underbelly of | ''3rd Level Expert Investigator Feature''<br> | ||
<br> | You have learned to fight dirty while fighting shadows in the underbelly of civilization. Your Crit Range for Weapon Attacks increases by 1.<br> | ||
Also, once per turn when you hit your Mark, as described in your Adroit Analysis feature, with a Weapon Attack, instead of adding your Intellect Die to the Damage of the Attack, you can force your Mark to make a Constitution Saving throw against your Investigator Save DC, which has a DC of 8 + your Intelligence Modifier + your Proficiency Bonus.<br> | |||
On a failed | On a failed Save, the target is Blinded, Deafened, or Silenced (your choice) for 1 minute. The target can repeat the Saving Throw at the end of each of its turns, ending the effect on a successful Save.<br> | ||
<br> | If you score a Crit on an Attack where you force the target to make this Saving Throw, the target has Disadvantage on the Saving Throw, and all subsequent Saves made to end the effect. | ||
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==== Astute Defense ==== | ==== Astute Defense ==== | ||
''6th Level Expert Investigator Feature''<br> | |||
Your wondrous intuition grants you a heightened sense for danger. When a creature that you can see misses you with a Melee Attack, you can use your Reaction to force it to make a Dexterity Saving Throw against your Investigator Save DC. On a failed Save, that creature is Blinded, Deafened, or Silence (your choice) until the start of your next turn. If the target is Large or smaller, you can knock it Prone instead.<br> | |||
If you use hits Reaction against your Mark, as described in your Adroit Analysis feature, it also takes Bludgeoning Damage equal to your Intellect Die on a failed Save. | |||
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==== Ear to the Ground ==== | ==== Ear to the Ground ==== | ||
Your line of work has granted you a unique familiarity with the underbelly of | ''6th Level Expert Investigator Feature''<br> | ||
<br> | Your line of work has granted you a unique familiarity with the underbelly of civilized society. You learn to speak, read, decipher, and write in Thieves' Cant.<br> | ||
Also, once you spend a | Also, once you spend a Long Rest in a settlement, you have Advantage on any Ability Checks you make to gather information on that settlement and its culture, active factions, or important figures.<br> | ||
Finally, if you spend at least 10 minutes talking with your Mark, as described in your Adroit Analysis feature, you can force it to make a Wisdom Saving Throw against your Investigator Save DC. On a failed Save, your Mark cannot willingly lie to you for the remainder of that conversation. | |||
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==== Peerless Focus ==== | |||
''13th Level Expert Investigator Feature''<br> | |||
Your gaze uncovers even the most well-hidden secrets and weaknesses. You instantly detect the presence of shapeshifters and illusions. Also your Crit Range for Weapon Attacks made against your Mark, described in your Adroit Analysis feature, increases by 2.<br> | |||
In addition, if your Mark fails its Saving Throw against your Rough and Tumble feature, you can choose to Stun it instead of Blinding, Deafening, or Silencing it. | |||
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==== Master Investigator ==== | ==== Master Investigator ==== | ||
Your | ''17th Level Expert Investigator Feature''<br> | ||
Also, when you, or a creature you can see, hits | Your sense for the truth has reached near-supernatural levels. You gain most of the benefits of Truesight out to a Range of 60ft, but you cannot see into the Second Ward.<br> | ||
Also, when you, or a creature you can see, hits your Mark, described in your Adroit Analysis feature, with a Weapon Attack, you can use your Reaction to cause that Attack to Crit.<br> | |||
Once you use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | |||
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== Expert Naturalist == | == Expert Naturalist == | ||
The Naturalist's classroom begins at the edges of civilization. They study the natural balance of ecosystems and will go to any lengths to maintain that balance. A true Naturalist is a protector of the wild and an expert at predicting the weather, identifying toxic and medicinal plants, and tracking animals. | The Naturalist's classroom begins at the edges of civilization. They study the natural balance of ecosystems and will go to any lengths to maintain that balance. A true Naturalist is a protector of the wild and an expert at predicting the weather, identifying toxic and medicinal plants, and tracking animals. | ||
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==== Student of Nature ==== | ==== Student of Nature ==== | ||
''3rd Level Expert Naturalist Feature''<br> | |||
You gain Proficiency and Expertise in Nature and Survival<br> | |||
Your study of nature also grants you the benefits: | |||
*Whenever you would make a Wisdom (Survival) Check, you can make an Intelligence (Survival) Check instead. | |||
*Over the course of 1 hour, which can be performed during a Short or Long Rest, you can study and take notes on the current environment. If you have access to these notes, you have Advantage on any Intelligence Checks you make related to its native flora, fauna, weather, and ecosystems. | |||
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==== Survivalist ==== | ==== Survivalist ==== | ||
You have the knowledge | ''3rd Level Expert Naturalist Feature''<br> | ||
<br> | You have the knowledge to thrive in the wild. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can gather natural material to create one of the following objects: 10ft of Hempen Rope, a Club, a Javelin, 1d4 Darts, or a Net. To do so, you need a Dagger or the appropriate Set of Tools.<br> | ||
You have also learned to set | You have also learned to set hidden Snares. As an Action, you can use 10ft of Rope or a Net to set a hidden Snare in an unoccupied space within 5ft of you. The first creature that moves into that space makes a Dexterity Saving Throw against your Naturalist Save DC, which has a DC of 8 + your Intelligence Modifier + your Proficiency Bonus. On a failed Save the creature is Restrained. As an Action, a creature Restrained in this way can make a Strength Saving throw against your Naturalist Save DC, escaping on a success.<br> | ||
As an | A creature can detect the presence of these hidden Snared by succeeding on an Intelligence (Investigation) or Wisdom (Perception) Check against your Naturalist Save DC. | ||
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==== Improvise, Adapt, and Overcome ==== | ==== Improvise, Adapt, and Overcome ==== | ||
''6th Level Expert Naturalist Feature''<br> | |||
You lead others to survive in the wild. Whenever you finish a Short or Long Rest, you and a number of other creatures of your choice that can hear you up to your Intelligence Modifier gain one of the following features: | |||
*'''Concealment Training.''' In natural environments, you have Advantage on Dexterity (Stealth) Checks and move stealthily at a normal pace | |||
*'''Diver Training.''' You gain a Swimming Speed equal to your Walking Speed, and you can hold your breath underwater for a total number of minutes equal to your Constitution | |||
Modifier + the Naturalist's Intelligence Modifier. | |||
*'''Endurance Training.''' You ignore the effects of Difficult Terrain imposed by natural environments, and you have Advantage on and Saving Throws you make to resist Exhaustion. | |||
*'''Mountaineer Training.''' You gain a Climbing Speed equal to your Walking Speed and reduce any Falling Damage you take by an amount equal to your Level. | |||
*'''Resilience Training.''' You have Advantage on Saving Throws to resist the effects of Extreme Cold and Extreme Heat, you also gain Resistance to one of the following Damage Types: Cold, Fire, Poison, or Thunder. | |||
All creatures gain the same feature, you choose which feature the creatures gain, and you decide which Damage Type creatures gain Resistance to with the Resilience Training feature. The feature lasts until the creature gains another feature from the Improvise, Adapt, and Overcome feature. | |||
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==== Call of the Wild ==== | ==== Call of the Wild ==== | ||
''13th Level Expert Naturalist Feature''<br> | |||
<br> | As an Action on your turn, you can force one Beast, Plant, or Monstrosity within 30ft of you that can hear you to make a Wisdom Saving Throw against your Naturalist Save DC. On a failed Save, the creatures is Charmed by your for 1 hour.<br> | ||
While | While Charmed in this way, the creature is friendly to you and creatures of your choice. As a Bonus Action, you can issue a verbal command to the creature, which it follows to the best of its ability. When the creature is not following a specific command given to it by you, it defends itself to the best of its ability.<br> | ||
<br> | Every time the creature takes Damage, it repeats the Saving Throw, ending the Charm on a successful Save. If you are within 30ft of the creature and it can hear you, you can use your Reaction to impose Disadvantage on this repeated Save.<br> | ||
You can only Charm one creature at a time with this feature, and attempting to Charm a second creature ends the Charm on the other creature.<br> | |||
You can only | You can use this feature a number of times equal to your Intelligence Modifier. regaining expended uses at the end of a Long Rest. At the end of the duration of the Charm, you can expend another use of this feature to extend the duration of the Charm for 1 additional hour. | ||
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==== Master Naturalist ==== | ==== Master Naturalist ==== | ||
''17th Level Expert Naturalist Feature''<br> | |||
* | Your knowledge of the natural world surpasses that of nearly all other scholars. You gain the benefits below: | ||
*You | *When you make an Intelligence Check related to an environment that you have studied as part of Student of Nature feature, if you roll lower than your Savant Level on the d20, you can raise the result to your Savant Level. | ||
* | *You are always under the benefits of all five of the Improvise, Adapt, and Overcome features and you can grant the you can target a number of creatures equal to your Savant Level with the feature. | ||
*The duration of Call of the Wild increases to 24 hours. | *Any Beast, Plant, or Monstrosity with a CR equal to or lower than your Intelligence Modifier automatically fails the initial Saving Throw imposed by your Call of the Wild feature, and has Disadvantage on all subsequent Savin Throws to resist the feature. | ||
*The duration of the Charm for your Call of the Wild feature increases to 24 hours, and whenever you expend a use of the feature to extend the Charm, it extends it for 24 hours. | |||
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== Expert Physician == | == Expert Physician == | ||