As a gunslinger, you gain the following class features. Starting at 3rd level, you are able to make the most of small amounts of cover. In general, a professional associate wonât be compensated monetarily, but instead will consider that you owe them a favor. As you tap into your inner focus, you are able to disrupt the focus of your opponent. Beginning at 3rd level, you can use the bonus action to make a Dexterity (Sleight of Hand) check, disarm a trap or open a lock, or take the Use an Object action. To do so, you and the target must be on the same plane of existence. By spending an action talking to a creature that can hear and understand you, you can attempt to turn them against another creature that you designate. Additionally, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. It must make a Strength saving throw. Additionally, you have a +1 bonus to attack rolls on ranged attacks. As you becomes more skilled, your tactical and leadership abilities increase. Additionally, your extensive experience in academia allows you to almost totally obscure the point of what you are saying. Additionally, when you take the Help action, you may make a single weapon attack as part of that action. It also has class combinationsways to use only the basic classes and still create interesting and robust characters from various walks of modern life. In all cases, the Soldier learns how to defeat their enemies, to complete their missions, and ultimately, to survive. When you do so, you may treat your reputation score as 10 points higher when determining how much your reputation decreases. Contacts with underworld or street connections usually demand monetary compensation for the services they render, and experts in the use of skills normally want to be paid for the services they provide. You learn more ki features as you gain levels in this class. You and any allies with 5 feet of you have advantage on any saving throw that would cause them to become frightened. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to. Some soldiers come out of formal military programs or law enforcement academies. Your access to this energy is represented by a number of ki points. Starting at 18th level, if you make an ranged weapon attack roll and miss, you can reroll it. When tracking someone, you also learn the exact number of the group theyâre traveling in and how long ago they passed through the area. You have advantage on Wisdom (Survival) checks to track a suspect that you have profiled, as well as on Intelligence (Investigate) checks made to find more information about the suspect. Also, any ranged hit you score against a creature that is surprised is a critical hit. As an action, you speak the target. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. Wildlord. Techno Mage. Compare your reputation against a Value equal to the AC of the creature you were trying to hit, and lower your reputation accordingly. At the end of this duration, you take damage equal to half your hit point maximum and gain a level of exhaustion. You regain any expended uses when you finish a long rest. Advanced classes are like basic classes, except that they have requirements that must be met before a character can attain 1st level in the class. The creature can do this after the roll is made, but before any of the roll's effects occur. When a creature misses you with an attack, you can use your reaction to make a single attack against that creature. You can choose to end the vibrations harmlessly without using an action.
When you make a check that allows you to apply your proficiency in Acrobatics, Animal Handling, Athletics, Perception or Performance, you can expend one adrenaline die to bolster the check. For example, the GM may decide the Techie advanced class is unsuitable for a WWII campaign. At 18th level your fame is now partnered with fortune. Finding proof of an assumption such as "the mayor is a mind flayer" would require additional work. In Chapter Two youll find new advanced classes for making characters with specialized …
"Respected Contributions" renamed to "Erudition", and re-flavored into impressing people with your intellect rather than being respected for your works.
Up to six creatures within 60 feet of you that can see and hear you and can understand you must make a Wisdom saving throw, with a DC of 8 + your proficiency bonus + your Charisma bonus. Additionally, while in your defensive stance, you provide three-quarters cover to allies behind you rather than half cover. Whatever name you use for a monk weapon, you still use the game statistics provided for the base weapon. When inspiring creatures, you choose up to six creatures within 60 feet of you that can see and hear you and can understand you. To determine the direction, rolla d8 and assign a direction to each die face.
If it fails, it is reduced to 0 hit points. Starting at 7th level, you add your proficiency bonus to your initiative rolls. An "unknown" response is for questions with no immediate answer. Add half the number rolled on the adrenaline die (rounding up) to your check. This ability lets you create objects in a dramatic situation quickly and cheaply, but that have a limited duration.
You gain another adrenaline die at 7th level and one more at 15th level.
By studying a type of terrain arctic, coast, desert, forest, grassland, mountain, swamp, or underground) for at least four hours, you gain the following benefits when traveling for an hour or more: You gain these benefits for the studied terrain until you study a new type of terrain. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. A contact can, however, provide information or render a service. Beginning at 7th level, your weapon attacks score a critical hit on a roll of 19 or 20. Add half the number rolled on the adrenaline die (rounding up) to the saving throw. You have a reputation for never missing your target. When you take damage, you can use your reaction to expend an adrenaline die. Sooner or later, your character is going to want to specialize, sending their heroic career in a particular direction. The profile is accurate, at least concerning a particular suspect as seen by witnesses. At the end of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next Long Rest (the spell can end early as normal). Starting at 18th level, you can turn foe to friend. Although each advanced class naturally builds from a certain basic Shadowjack. As an infiltrator, you gain the following class features. When a hostage situation takes center stage, the Negotiator is there to offer calm guidance and direct things to a peaceful conclusion. The Bodyguard makes security their specialty. Street Warrior. When requesting a favor from one of your contacts, you can treat your reputation score as if it were 5 points higher when determining how much your reputation decreases. Your unarmed strikes use a d4 for damage. This indifference ends if the target is attacked or otherwise harmed, or if it witnesses any of its friends being harmed. At 3rd level, you gain the ability to improvise solutions using common objects and scientific know-how. When you take this advanced class, you adopt a particular style of fighting as your specialty. And when the talking ends and the situation remains volatile, the Negotiator knows how to mix it up and close the deal â in whatever manner is necessary. After studying an area with a maximum size of 1 square for at least 1 hour, you learn the location of any obvious enemies, alarms, surveillance devices, traps, escape routes, and any expensive objects. Once you have used this ability, you cannot use it again until you have finished a short or long rest. At 15th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. By spending 10 minutes and combining common objects, you can build a tool or device to deal with any situation. If you want your martial artist to practice the technques of a particular monastery, you can replace some of their advanced class features with those of monk subclasses. The saving throw DC is calculated as follows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. Difficult terrain costs 1 foot of movement less per 1 foot moved. Check with your GM before selecting an advanced class. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Select this advanced class if you want your character to become a master of unarmed combat or close-quarters melee fighting. At 3rd level, when a creature makes an attack against an ally who is within 5 feet of you, you can use your reaction to redirect the attack to you.
Beginning at 18th level, you are able to forge on despite the most grievous of injuries, for a time. Once you use this ability, it cannot be used again until you complete a short or long rest. When you forage, you find twice as much food as you normally would. When you speak for at least 1 minute to a group of creatures, you can attempt to influence their perception of another creature. classes and advanced classes are summarized on the following table. Your Wealth increases by 4 and can never be less than 8. Others acquire their skills on the field of battle. To a creature that doesn't discern the message, your conversation merely sounds like incomprehensible technobabble. When you do so, you must state the assertion (such "He has left the building", or "The mayor is an evil man").
They might serve as a driver or other personal aide, in addition to being ready at all times to offer protection to the client they watch out for. Select this advanced class if you want your character to excel at risk-taking and understand how to push the limits of possibility. Generally, the Value of such services is 6 + twice the contactâs proficiency bonus. The attack is made. Thrasher. Beginning when you take this advanced class at 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Although each advanced class naturally builds from a certain basic class, every advanced class is available to all characters who fulfill the prerequisites of the class, regardless of what basic classes they have gained levels in. Standing up from prone costs 5 feet of movement instead of half your movement. Although each advanced class naturally builds from a certain basic class, every advanced class is available to all characters who fulfill the …
Additional advanced classes that are a bit more setting or campaign specific are included later in this book. To do so, make a Charisma (Persuasion) check, with a DC set by the GM, as appropriate for your relationship with that character. A movie star or television talk show host, a high-profile community leader or politician, a world-famous novelist or self-help guru - all these and more fit into the Personality advanced class. Electronic devices, special tools, weapons, mechanical devices, and more can be built with scientific improvisation. The creature makes a Wisdom saving throw, with a DC of 8 + your proficiency bonus + your Charisma bonus.
Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.
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