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by Tom Miskey

version 1.0
These are a variety of additional players options for D&D 5e. With additional sub-races, new
archetypes for every class, new feats, and more ac!"round choices, there should be somethin" useful
in here for every character.
Sub-Races:
#ot every race in 5e has sub-race options, so $ limited myself to only those that already have them,
with 1 e%ception. &t our "ame table, we always specified what type of 'lf a (alf-'lf)s parent is, and so
$ wanted that option in 5e as well.
Arctic Dwarves
Ability Score Increase: *our +tren"th score increases by 1.
Arctic Adaptation: *ou "ain ,esistance to all cold dama"e and have &dvanta"e on savin" throws
a"ainst the effects of cold. $n addition, you are considered proficient in +urvival chec!s in &rctic
environments.
Aquatic Elves
Ability Score Increase: *our -onstitution score increases by 1.
Webbed Finers: *ou are able to swim at your normal movement speed instead of half speed, and you
have '%pertise on all swim chec!s instead of your normal &theltics proficiency.
!ills: *ou can breathe underwater.
Aquatic Elven Weapon Trainin: *ou have proficiency with the trident, spear, and net.
!"ostwise #al$lins
Ability Score Increase: *our Wisdom score increases by 1.
S"un Deat": *ou have ,esistance to all #ecrotic dama"e, and you "et &dvanta"e on savin" throws vs
life drainin" effects.
!"ostwise: $ncorporeal creatures are unable to pass throu"h you, and ta!e the dama"e for
materiali.in" in a solid ob/ect if they try. *ou are immune to any abilities that re0uire the immaterial
creature to inhabit your space, such as possession.
Deep !nomes
Ability Score Increase: *our Wisdom score increases by 1.
%nderround Dwellers: *ou have '%pertise in +urvival chec!s related to livin" under"round.
&ave &rawlin: *ou have '%pertise in +tealth when you are in caves or other natural under"round
settin"s, instead of any normal 1roficiency that would apply.
Speci$ic #al$'Elves
The same as a re"ular (alf-'lf e%cept for the followin"2
Ability Score Increase: *our -harisma only increases by 1 and you have 1 point that you may put in
any other attribute. $n addition, you)ll receive 1 point in a specific stat from the chosen 'lf sub-race.
Skill (ersatility: This only "ives you 1 s!ill of your choice, not 3, and you don)t "et a free lan"ua"e.
El$ sub'race: $n e%chan"e, you may select an 'lf sub-race and "ain all the benefits of it 4(i"h, Wood,
Drow, or &0uatic5
Classes:
1resented below is one new archetype for each class in the 1layer)s (andboo!. $ have tried to balance
each archetype overall with those from the boo!, thou"h individual abilities may be sli"htly wea!er or
stron"er than one "ained at the same level in a different archetype.
)arbarian: *at" o$ t"e Spellbreaker
+pellbrea!ers are arbarians that hate spellcasters and ma"ic and are trained to fi"ht them. 6any
primitive barbarian tribes are superstitious and fearful of ma"ic, and +pellbrea!ers are their champions
a"ainst the unpredictable powers of ma"ic.
+ae Aainst t"e Elements: +tartin" at 7rd level when this 1ath is chosen, your ,a"e ability is
permanently modified. $nstead of protectin" a"ainst blud"eonin", slashin", and piercin" attac!s, you
instead "et resistance to all types of dama"e '8-'1T blud"eonin", slashin", and piercin". *our ,a"e
ability is otherwise unchan"ed.
Mae Slayer: &t 9th level, you "ain the 6a"e +layer feat for free. $f you already have it, you may
ta!e your &bility +core $mprovement instead.
Distractin S"out: &t 10th level, you may use your reaction to utter a Distractin" +hout. This acts as
as the spell -ounterspell, but -onstitution is considered your :+pellcastin" &bility:. Distractin" +hout
may be used once, and then re0uires a short or lon" rest to recover.
,eendary +esistance: &t 1;th level, three times per day after you have failed a savin" throw a"ainst
a ma"ical effect, you may instead choose to succeed automatically. These rechar"e after a lon" rest.
)ard: &ollee o$ t"e Akas"ic +ecords
The &!ashic ,ecords are a metaphysical storehouse of !nowled"e and alternate possibilities. <or those
that learn how to tap into it, it can offer unparalleled versatility and even insi"ht into the immediate
future.
Font o$ -nowlede: &t 7rd level, whenever you ma!e an $ntelli"ence-based s!ill chec!, you may add
your $nspiration die to your roll for free.
-nowlede o$ t"e Aes: &t 7rd level, you may spend one use of $nspiration to "ain a 1roficiency you
do not have. This could be 1roficiency in any s!ill, lan"ua"e, or tool with which you are not currently
proficient. The borrowed proficiency lasts 10 minutes, and you may only have 1 proficiency at a time.
)orrow Spell: &t 9th level, you may spend a point of $nspiration to temporarily "ain the use of a ard
spell of up to 7rd level that you do not !now. *ou may then cast the spell once, usin" up one of your
slots as normal, before you for"et it a"ain. *ou must spend the $nspiration immediately before you cast
the spell, you may not hold on to the spell.
+ead t"e Myriad *at"s: &t 1;th level, you "ain the temporary ability to read the future a moment
before it happens. This acts as the spell <oresi"ht, but it only last 10 minutes instead of = hours, and it
can only affect the ard, not a touched tar"et. This ability is replenished with a lon" rest.
&leric: ,ove Domain
>ods and >oddesses of ?ove are found in nearly every pantheon. '%amples include &phrodite, <rey/a,
(athor, and +une. #ote2 $ had some fun with the names of this domain)s abilities, they are all son"
titles.
,ove Domain Spells:
.st: -harm 1erson, +anctuary
/rd: 'nthrall, +u""estion
0t": &ura of @itality, Ton"ues
1t": &ura of 1urity, -ompulsion
2t": -ircle of 1ower, Dominate 1erson
Makin ,ove 3ut o$ 4ot"in at All: &t 1st level, you "ain <riends as a bonus cantrip.
*ower o$ ,ove: &lso at 1st level, your 'nchantments are so powerful that enemies that would
normally "et &dvanta"e on the savin" throw because you or your allies are en"a"ed in combat with it
do not receive that benefit. $f the spell would normally automatically end if you or an ally attac!s the
tar"et after it has been enchanted, the tar"et instead is allowed a savin" throw with &dvanta"e each
time it is attac!ed.
&"annel Divinity: 5ou6re t"e Inspiration: &t 3nd level, you may -hannel Divinity to $nspire the
(eart of a tar"et within 70) This has 7 effects2 <irst, it removes any fear effect the tar"et is under.
+econd, the -leric learns one of the tar"et)s 1ersonality Traits, $deals, onds, or <laws. Third, if the
tar"et does not already have an $nspiration point, they receive one.
All 3ut o$ ,ove: &t 9th level, you are able to use a variety of tantric secrets 4either alone or with a
partner5 to re"ain some spell slots. Ance per day when you finish a short rest, you can choose
e%pended spell slots to recover. The spell slots can have a combined level that is e0ual to or less than
half your wi.ard level 4rounded up5, and none o f the slots can be 9th level or hi"her.
&"annel Divinity: #eartbreaker: &t =th level, you "ain the (eartbrea!er -hannel Divinity option.
-hoose 1 livin" humanoid tar"et within 70) and e%pend a use of -hannel Divinity. The tar"et must
ma!e a Wisdom savin" throw or else they are stunned for 1 round and suffer ;d=B your -leric level
psychic dama"e as they see visions of everyoneCeverythin" that they have loved and lost. & successful
save reduces the dama"e by half and ne"ates the stun.
Simply Irresistable: &t 1Dth level, you may cast either 6ass +u""estion or +ympathy 4not &ntipathy5
once per day.
Druid: &ircle o$ t"e Wilds
This -ircle provides the Druid with an animal companion instead of enhanced ma"ic or shapeshiftin".
$t is similar to a ,an"er)s companion, but there are a few differences due to Druids bein" a caster class
instead of a more martial class.
Animal &ompanion: When you choose this -ircle at 3nd level, you "ain the &nimal -ompanion
feature, identical to a ,an"er eastmaster.
En"anced Trainin: &t 9th level, you "ain the '%ceptional Trainin" feature, similar to a ,an"er but
with 1 notable difference. +ince Druids never "ain the '%tra &ttac! feature that allows a ,an"er to
attac! at the same time as its companion, Druids may use their onus &ction to also issue the &ttac!
command at this level, as well as the usual Dod"e, Dash, Disen"a"e, or (elp.
S"are Spells: &t 10th level, you may share spells with your animal companion if it is within 70) of you
when you cast a spell tar"etin" yourself. 4#ote2 This abbility is received sooner than a ,an"er because
Druids are more spell focused.5
)estial Fury: &t 1;th level, the animal companion may ma!e 3 attac!s when you command it to ta!e
the &ttac! &ction. 4#ote2 This ability is later than a ,an"er because Druids are less martial focused5
Fi"ter: Dreadkni"t
Dread!ni"hts are nearly unstoppable warriors, usually clad in heavy armor, that are able to withstand a
"reat deal of punishment and !eep "oin". They speciali.e in stayin" on their feet lon" after others
would have fallen. The name is a play on :dreadnau"ht:, but the fact that Dread!ni"hts can seem
unstoppable certainly puts fear into their enemies.
Armor E7pertise: &t 7rd level, you "ain a B1 bonus to &- if you are wearin" 6edium armor, or a B3
bonus to &- in (eavy armor.
Improved +ecovery: &t Dth level, when you spend (it Dice to heal durin" a +hort ,est, you may add
your 1roficiency modifier to each die rolled. $n addition, when you use your +econd Wind ability, you
may add your 1roficiency modifier to the total.
De$ensive Fi"tin: &t 10th level, you have learned how to fi"ht defensively. *ou may choose to
suffer disadvanta"e on all your attac! rolls for this round, but anyone attac!in" you also suffers
disadvanta"e on their attac!s.
Fend 3$$ t"e +eaper: &t 15th level, you "et &dvanta"e on all Death savin" throws and a"ainst
#ecrotic attac!s and life drainin". &dditionally, if you have not yet used your +econd Wind, you may
use it after you have fallen.
S"ru it 3$$: &t 1=th level, you have a chance of resistin" critical hits. $f you ma!e a D- 30
-onstitution save, the blow does only normal dama"e instead of critical dama"e. $n addition, you may
choose a 3nd <i"htin" +tyle, but you must choose either Defense or 1rotection.
Monk: Way o$ 8en Arc"ery
6ost mon!s are masters of hand to hand combat, but some have learned how to use bows to "reatly
e%tend their reach. Een &rchers eventually "ain incredible aim with bows,
8en Arc"ery: When you choose this Way at 7rd level, you "ain proficiency in lon"bows and
shortbows. *ou may spend a Fi point to use your onus &ction to attac! with your bow one additional
time. ?on"bows and shortbows are counted as :mon! weapons: for your 6artial &rts ability.
-i'Empowered Arrows: &t 9th level, arrows fired from your bow count as ma"ical, the same as your
Fi-'mpowered +tri!es, and your arrows may be used for +tunnin" +tri!es as well. $f you wish, you
may use the 6on!)s unarmed dama"e die in place of your bow)s dama"e die on any attac!. $n addition,
your critical threat ran"e with a bow increases to 1G-30.
+e$le7ive S"ot: &t 11th level, you no lon"er suffer disadvanta"e when firin" a bow while an enemy is
within 5) of you. *ou are also able to use a bow to ma!e Apportunity &ttac!s.
*er$ect Aim: &t 1Dth level, the Een &rcher can i"nore 1C3 and 7C; cover when usin" a bow. $f you
already have the +harpshooter feat, you may also i"nore total cover if there is any conceivable ricochet
shot that could reach the tar"et. *our critical threat ran"e for bows increases to 1=-30.
*aladin: 3at" o$ 9ustice
6ost 1aladins of Hustice are #eutral >ood. They believe administerin" /ustice is more important than
always followin" the law. They will see! to clear the name of the wron"ly accused, and brin" swift
punishment to those who have wron"ed others. They will often use their Weapon of Hustice ability to
determine the "uilty from the innocent, or to e%tract informarion about a crime or the location of a
criminal.
Tenets o$ 9ustice:
Work wit"in t"e law w"en possible: but t"e cause o$ ;ustice superceeds mortal laws<
9ustice wit"out $orce is powerless= $orce wit"out ;ustice is tyrannical<
It is better to risk savin a uilty person t"an to condemn an innocent one<
Moderation in t"e pursuit o$ ;ustice is no virtue<
3at" Spells:
/rd -ompelled Duel, -omprehend ?an"ua"es
0t" Detect Thou"hts, Eone of Truth
2t" -lairvoyance, +pea! with Dead
./t" Divination, >uardian of <aith
.1t" Dispel 'vil and >ood, >eas
&"annel Divinity: Weapon o$ 9udement: &t 7rd level you may empower your melee weapon with
your -hannel Divinity. <or 1 minute, all attac!s that hit their tar"et add your -harisma modifier to the
dama"e in addition to your +tren"th mod. $n addition, you may demand the answer to a 0uestion from
your tar"et before you attac! 4it must be a relatively short 0uestion with a short answer, such as yes, no,
or a few words li!e a name or place5. $f the tar"et answers truthfully, your attac!s will automatically
miss and you will !now that it was the truth. $f the tar"et refuses to answer or tells a lie, you "ain
advanta"e on your attac!s a"ainst the tar"et. $f the tar"et was unable to hear or understand you 4it
doesn)t spea! your lan"ua"e, for instance5, or you decide not to as! a 0uestion, you attac! normally.
&"annel Divinity: Swi$t 9ustice: &lso at 7rd level you may e%pend a use of -hannel Divinity to "ive
all allies within 70) of you a 10) increase to their speed for 1 minute.
)lind 9ustice: &t Dth level, you "ain lindsi"ht in a 10) radius. &t 1=th level this increases to a 70) r.
%ncorruptable 9ustice: &t 15th level, you are immune to fear, charm, and possession, and you "ain
&dvanta"e on all Wisdom savin" throws.
+eveal t"e Trut": &t 30th level, you may cast True +eein" once per day.
+aner: Warden
& Warden ,an"er focuses on improvin" spellcastin" and abilitiers centered around your favored
terrain. Wardens are protectors of their natural areas and the animals and plants native to them.
Favored Terrain Spells: &t 7rd level when you ta!e this archetype, you "ain 3 Druid cantrips of your
choice that you may cast at will. $n addition, you receive a number of bonus spells based upon your 1st
<avored Terrain. Ise the lists for the Druid of the ?and, but you "et the first 3 spells at 5th level, the
ne%t 3 at Gth level, the 7rd pair at 17th level, and the last pair at 1Dth level due to the slower +pell +lot
pro"ression of a ,an"er.
#ei"tened Senses: &t Dth level, while you are in one of your <avored Terrains, you have &dvanta"e
on $nitiative rolls and you are never +urprised.
+esist t"e Elements: &t 11th level, you "ain fire and cold resistance, as you are used to the e%tremes
of nature. $f you are already resistant to fire andCor cold, you may instead choose li"htnin", thunder, or
poison.
4ature6s )ond: &t 15th level, once per day when you ta!e a short rest, you may re"ain up to 7 levels
of +pell +lots that you had previously used that day. $f you are within a <avored Terrain, you instead
re"ain 5 levels of used +pell +lots. $n addition, you may +pea! with &nimals from your <avored
Terrains at will.
+oue: &on'Artist
+ome Thieves lie and cheat to "et their ill-"otten "ains rather than climb in a window or pic! a loc!.
)onus *ro$iciencies: &t 7rd level, you "ain 1roficiency in 3 of the followin"2 $nsi"ht, Deception,
1ersuation, or the dis"uise !it. $f you are already 1roficient in a s!ill, you may choose to increase it to
an '%pertise instead.
Smoot"'Talker: &t 7rd level, you may cast the spells -harm 1erson and Dis"uise +elf once per day
each. The savin" throw a"ainst them is = B your 1roficiency bonus B -harisma mod.
#alin: &t 9th level, you are especially s!illed at sellin" recovered loot for more than usual. *ou
may sell e0uipment for D5J of its value instead of 50J. *ou also "ain &dvanta"e on -harisma
41ersuation5 tests if it involves e%chan"in" "oods, services, information, or other thin"s of value.
Feint: &t Gth level, as a onus &ction you may perform a <eint manuever a"ainst an ad/acent tar"et
twice per short rest. *our ne%t attac! a"ainst that tar"et "ets &dvanta"e, and if it hits, roll your
weapon)s dama"e die twice.
T"e ,on &on: &t 17th level, you always remember to plan ahead durin" a con /ob, even when it isn)t
clear /ust what you)ll need. Ance per day, you may retroactively say that you prepared for a particular
eventuality, whether that means hidin" a piece of e0uipment somewhere, or settin" up a safe house to
retreat to, or startin" a specific rumor in town, or havin" scouted the "uards patrol routine. The action
must be somethin" that you could have physically done, even if you never said you had done so until
now. $f the action would have re0uired a s!ill roll, ma!e it when it is declared to see how successful it
was.
&onsumate ,iar: &t 1Dth level, you may cast either 6islead or >libness once per day.
Sorcerer: Arcane Sorcerous 3riin
*ou come from a hi"hly ma"ical linea"e. $t could be D/inni)s, <ey, or simply a lon" family line of
+orcerers. This ori"in emphasi.es "reater control over your ma"ic rather than the unpredictable sur"es
of wild ma"ic, and it enhances your spellcastin" and metama"ic abilities.
!reater Maical -nowlede: &t 1st level, you "ain 1 additional spell !nown, and that spell may
come from the Wi.ard spell list rather than the +orcerer list. &n additional Wi.ard spell !nown is
"ained at 9th, 13th, and 1=th level.
Metamaic E7pert: &t 9th level, you "ain an additional 6etama"ic option of your choice. &lso,
when convertin" a +pell +lot to +orcery 1oints, you receive the +lot)s level B1 rather than /ust the level.
Alter Elements: &t 1;th level, you "ain access to a special 6etama"ic option, &lter 'lements. y
spendin" 1 +orcery 1oint, you may chan"e the dama"e type of any elemental spell you cast. *ou may
choose to chan"e it to acid, fire, cold, li"htnin", or thunder.
Sorcerer Supreme: &t 1=th level, you "ain the ability to convert +orcery 1oints into hi"her level +pell
+lots. *ou can create a 9th level +lot for G +orcery 1oints, a Dth level +lot for 11 +orcery 1oints, an =th
level slot for 17 +orcery 1oints, and a Gth level +lot for 15 +orcery 1oints.
Warlock: *act o$ t"e (esties
The @esti"es are "hosts, spirits, and otherworldly bein"s that lin"er on in the world lon" after most
people have for"otten about them. ut you have not for"otten, and you !now that their power can
provide a "reat deal of versatility, for their pacts last only a day, after which you may select a new
@esti"e and new abilities.
E7panded Spell ,ist:
First level: Dissonant Whispers, (eroism
Second level: 'nhance &bility, +ee $nvisibility
T"ird ,evel: estow -urse, +pirit >uardians
Fourt" level: -onfusion, 1hantasmal Filler
Fi$t" level: &ntilife +hell, ?e"end ?ore
Invocation o$ t"e (estie: +tartin" at 1st level, each day you may select an 'ldritch $nvocation you do
not have that you are 0ualified for to use for that day. &fter a lon" rest, you may chan"e to a different
$nvocation.
Spells o$ t"e (estie: &t 9th level, you "ain the Thaumatur"y -antrip, which you may use at will. $n
addition, the power of the @esti"es "rant you 1 additional +pell +lot to use with any spells you !now.
This +pell +lot is treated the same as all your other +pell +lots, and may be re"ained after a short or
lon" rest.
E7perienced )arainer: &t 10th level, your numerous vasti"e pacts have stren"thened your resolve
and honed your influence a"ainst unnatural forces. *ou "ain &dvanta"e on all Wisdom and -harisma
savin" throws.
(estie Arcanum: &t 1;th level, when you select your $nvocation of the @esti"e, you may also select
an additional 9th or Dth level Warloc! &rcanum of your choice. &fter each lon" rest you may chan"e
this @esti"e &rcanum to a different one.
Wi>ard: !eneralist Sc"ool
#ot every wi.ard decides to focus on a specific school of ma"ic. >eneralist Wi.ards instead improve
their overall use of ma"ic and the features of the Wi.ard class.
Savant: When you choose the >eneralist +chool at 3nd level, you may reduce either the cost or the
time you spend to copy any spell into your spellboo! by half. The choice is made when you be"in
copyin" the spell and may not be chan"ed partway throu"h.
En"anced Arcane +ecovery: &t 3nd level, the >eneralist Wi.ard learns to use the &rcane ,ecover
feature twice per day instead of only once. $t re0uires a 3nd short rest to use it a 3nd time.
Mystical Sc"olars"ip: &t 9th level, a >eneralist Wi.ard "ains proficiency in the &rcana s!ill if he
does not already have it. $f the wi.ard is already proficient, he "ains '%pertise in it instead, applyin"
double his 1roficiency bonus to &rcana s!ill chec!s. $n addition, the >eneralist Wi.ard "ains 3 more
-antrips.
Improved Memori>ation: &t 10th level, a >eneralist Wi.ard is able to prepare $nt mod B Wi.ard
level B3 spells per day.
Master o$ Maics: &t 1;th level, a >eneralist Wi.ard)s spells become more difficult to resist. The
save D- for his spells increases by 3, and if a tar"et has ?e"endary ,esistance, each use allows it to
reroll its savin" throw rather than automatically succeed.
Feats
&all o$ t"e Wild ?Req: must have an animal companion@
*ou may select a beast of up to si.e lar"e instead of /ust medium, and up to 1C3 -, instead of 1C;. $n
addition, it)s hit points are your level %5 instead of %;, and if you are ever separated from your
companion, you always !now which direction your animal companion is in, and it !nows the direction
to you. 'ach of you can also sense when the other is in dan"er or if they have been !illed. *ou may
call for your companion to come to you with a special yell, which it can hear up to a mile away.
&leave: This feat "ives you 3 benefits. <irst, your +tren"th score increases by 1, to a ma%imum of 30.
+econd, when you do enou"h dama"e to drop an enemy to 0 hps with a melee attac!, you may ma!e an
additional attac! to transfer any remainin" dama"e to another enemy. $f you have movement left this
round, you may use it to reach another enemy if needed. <or e%ample, if you did 13 points of dama"e
and your tar"et only had 7 hps left, you may then attac! a different enemy with that melee weapon. $f
you hit, don)t roll dama"e, you simply transfer the other G points left over from your previous attac! to
it. *ou may only attempt this once per round, and it is a free action.
Master &ra$tsman: This feat includes several benefits. <irst, increase your +tren"th, De%terity, or
$ntelli"ence 4your choice5 by 1 point, not to e%ceed a score of 30. +econd, you are able to craft much
faster than most other people. 'ach day you may create 35"p of items, rather than a mere 5"p.
<inally, you may reco"ni.e hi"h 0uality 4and li!ely ma"ical5 weapons, armor, and e0uipment at a
"lance. $f you spend time e%aminin" them and testin" them for 1 day of downtime each, you "ain the
effects of the $dentify spell with no material component cost.
Two'Weapon Fi"tin Master: This feat "rants 3 benefits. <irst, increase either your +tr or De%
score by 1, to a ma%imum of 30. +econd, when you attac! with a weapon in your off-hand that would
normally re0uire a onus &ction to use, you may instead use it 1 time as part of your re"ular &ttac!
&ction. $f you "et a 3nd &ction for some reason 4such as an &ction +ur"e5, you may use the off-hand
weapon a"ain in that &ttac! &ction. When you use this feat, you may not use your onus &ction to
utili.e the weapon a"ain, but you may use your onus &ction for other purposes. <or instance, a
,o"ue could now use it to Dash, Disen"a"e, or (ide without "ivin" up his off-hand attac!.
Backgrounds:
elow are 15 new ac!"rounds for players to choose. ,ather than create lists for 1ersonality, $deals,
onds, and <laws, $ su""est either creatin" ones that fit your character personally, or rollin" on e%istin"
tables that are relatively similar 4an 'nvoy, for e%ample, is close enou"h to a #oble that you could use
the #oble tables if you)d li!e5.
)odyuard
Skill *ro$iciencies: $ntimidation, 1erception
Tool *ro$iciencies: ?and vehicles, 1 type of "amin" set
Equipment: -ommon clothes, a club or da""er, 1 "amin" set, belt pouch with 15"p
Feature: !et )e"ind MeA *ou can use the (elp action defensively. $f someone is within 5) of you,
you may use your action to cause the ne%t attac! directed at them to be at a Disadvanta"e.
*I)F: 6a!e up your own or use the +oldier
&ity !uard
Skill *ro$iciencies: $nsi"ht, $nvesti"ation
Tool *ro$iciencies: 1 type of "amin" set
,anuaes: 1 of your choice
Equipment: >uard)s uniform, common clothes, club, several wanted posters, map of the city, a belt
pouch with 10"p
Feature: !uard o$ Binsert cityC: *ou are "enerally !nown around town as a member of the "uard
even if you aren)t in uniform, which may "et you favorable treatment from shop owners and citi.ens,
but suspicion from criminals. <ellow "uards mi"ht loo! the other way if you are in a bar brawl or for
other minor criminal activities in town.
*I)F: 6a!e up your own or use the +oldier
&ourtier
Skill *ro$iciencies: Deception, $nsi"ht
Tool *ro$iciencies: 1 type of "amin" set, 1 type of musical instrument
Equipment: <ine clothes, 1 "amin" set, 1 musical instrument, pouch with 30"p
Feature: In$ormation is power: &s an advisor, assistant, entertainer, or other functionary, you have
or had a position in the court of some !in", 0ueen, prince, or other royal. The past-time of courtiers is
"atherin" favors and !nowled"e of allies, enemies, and schemes, and so you !now about such thin"s in
the royal court, and to a lesser e%tent, nei"hborin" seats of power. *ou also have a few favors owned to
you from other courtiers that you may call in when needed.
*I)F: 6a!e up your own or use the #oble or -harlatan
Envoy
Skill *ro$iciencies: $nsi"ht, 1ersuasion
,anuaes: 3 of your choice
Equipment: <ine clothes, map of the area, scroll of introduction, pouch with 30"p
Feature: Diplomatic Immunity: *ou possess minor diplomatic immunity as an envoy, but it only
applies for lesser infractions. 6oderate crimes will be punished with banishment bac! to your home,
while ma/or crimes li!e murder will li!ely be punished the same as anyone else because your home
country will usually disavow you. They may a"ree to a prisoner swap at some point after the heat has
died down thou"h.
*I)F: 6a!e up your own or use the #oble
E7plorer
Skill *ro$iciencies: &thletics, +urvival
Tool *ro$iciencies: #avi"ator)s tools or carto"rapher)s tools, land or sea vehicles
Equipment: #avi"ator)s or carto"raper)s tools to match proficiency, traveler)s clothes, maps, 50) of
rope, da""er, pouch with 10"p
Feature: 9ourney to Binsert placeC: *ou have traveled to some secret, mythical, far off, or otherwise
inaccessible place and returned. *ou !now about that place, its inhabitants, culture, dan"ers, ma"ic,
etc. *ou mi"ht have returned with some mementos of your /ourney, as well.
*I)F: 6a!e up your own or use the (ermit or +ailor
FarmerD+anc"er
Skill *ro$iciencies: &nimal (andlin", #ature
Tool *ro$iciencies: 1 type of &rtisan)s tools, land vehicles
Equipment: -ommon clothes, 1 set of artisan)s tools, waters!in, pouch with 10"p
Feature: Work t"e land: *ou !now when, where, and how to plant and tend to crops. *ou !now
how to herd domesticated animals, how to brea! a horse, shear sheep, mil! cows, and much more. *ou
can find wor! on a farm, or start one of your own if you wish.
*I)F: 6a!e up your own or use the <ol! (ero
!rave +obber
Skill *ro$iciencies: ,eli"ion, +tealth
Tool *ro$iciencies: Thieve)s Tools, carpenter)s tools
Equipment: Thieves) Tools, carpenter)s tools, dar! clothes, shovel, torch, crowbar, pouch with 5"p
Feature: Seen one corpse: seen6em all: Dead 4or undead5 bodies are nothin" new to you, and your
fear of the dead has been dulled. *ou "ain &dvanta"e on all savin" throws a"ainst fear due to the
undead.
*I)F: 6a!e up your own or use the -riminal
#i"wayman
Skill *ro$iciencies: +tealth, +urvival
Tool *ro$iciencies: ?and vehicles, Thieves) tools
Equipment: Traveler)s clothes, Thieves) tools, club, bedroll, sac!, 50) rope, si"nal whistle, pouch with
10"p
Feature: )andit &ode: While (i"hwaymen and bandits don)t have as strict or elaborate a code as
pirates, there are certain courtesies that many follow. &s a (i"hwayman yourself once, you !now the
proper way to as! for a meetin" with their leader, how to re0uest a contest or duel that will allow you to
leave with all your "oods and posessions if you win, and so on. #ot all (i"hwaymen abide by these
codes, thou"h the ones that don)t tend to be loo!ed down upon by the others.
*I)F: 6a!e up your own or use the Autlander
Messener
Skill *ro$iciencies: &nimal (andlin", &thletics
Tool *ro$iciencies: -alli"rapher)s tools
,anuaes: 1 lan"ua"e of your choice
Equipment: -alli"rapher)s tools, common clothes, maps of the area, pouch with 10"p
Feature: &ity Secrets: *ou !now the fastest way to "et from one part of town to another, includin"
throu"h bac! alleys, side streets, and hidden passa"es. This is identical to the Irchin)s ability.
*I)F: 6a!e up your own or use the Irchin
Miner
Skill *ro$iciencies: $nvesti"ation, 1erception
Tool *ro$iciencies: -arpenter)s tools, land vehicles
Equipment: -ommon clothes, miner)s pic!, shovel, hooded lantern, waters!in, pouch with 10"p
Feature: Don6t need no canaryA: &s a miner you are able to detect dan"erous under"round areas
4places where the ceilin", wall, or floor may "ive way, places with a build-up of "ases, etc5, as well as
sloped passa"es, subtle turns, and so on. *ou !now how to build wooden reinforcements, stairs, etc in
a tunnel and how best to destroy such supports. *ou !now how to /ud"e the 0uality of a matel vein,
how to follow it, and when it is played out.
*I)F: 6a!e up your own or use the >uild &rtisan
*"ysician
Skill *ro$iciencies: $nvesti"ation, 6edicine
Tool *ro$iciencies: (erbalism !it
,anuaes: 1 of your choice
Equipment: (erbalism !it, fine clothes, healer)s !it, pouch with 15"p
Feature: I6m a doctor: not a miracle workerA: When you use a healer)s !it to stabili.e someone 4or
treat them after they have been stabili.ed but before they re"ain consciousness5, if you succeed at a D-
15 Wisdom 46edicine5 test they will awa!en in 1d; minutes rather than 1d; hours. *ou may also
e%pend a use of the (ealer)s !it to treat a person)s wounds durin" a short rest, allowin" them to roll 1
additional (it Die for recovery and discard the lowest die.
*I)F: 6a!e up your own or use the +a"e
+at &atc"er
Skill *ro$iciencies: &nimal (andlin", +tealth
Tool *ro$iciencies: 1oisoner)s !it, 1 "amin" set of your choice
Equipment: (untin" trap, poisoner)s !it, bas!et, common clothes, hooded lantern, small but vicious
do", pouch with 5"p
Feature: Sewer naviation: *ou spend so much time down in the sewers catchin" rats, you !now
your way around them 4and the dan"ers within them5 by heart. *ou never "et lost in sewers. *ou are
trained in fi"htin" rats and do B1 dama"e to all types of rats, were-rats, etc.
*I)F: 6a!e up your own or use the Irchin
Servant
Skill *ro$iciencies: $nsi"ht, 1erception
Tool *ro$iciencies: 3 artisan)s !its of your choice
Equipment: -ommon clothes, 1 set of artisan)s tools, pouch with 5"p
Feature: )orn to serve: *ou are well-trained in adoptin" the manners of a servant, and servants tend
to tal! to other servants. *ou can often "ain information about a household from tal!in" to its servants.
When you are dressed and actin" li!e a servant, many other people will hardly "ive you notice 4unless
you are someplace servants arenKt allowed5.
*I)F: 6a!e up your own or use the Irchin or <ol! (ero
Teamster
Skill *ro$iciencies: &nimal (andlin", +urvival
Tool *ro$iciencies: ?and vehicles, smith)s tools
Equipment: -ommon clothes, smith)s tools, 50) rope, pouch with 10"p
Feature: 5a" mule: ya"A: *ou have a way with draft animals 4horses, o%en, etc5. *ou can sooth and
calm them with your words, or encoura"e them to pull lon"er, harder, or faster than they normally
would. *ou !now how to hitch and unhitch animals to a cart or wa"on, and you can ma!e basic repairs
on a land vehicle to "et it movin" a"ain. *ou also !now most of the local land trade routes and cities,
and what to e%pect in each one.
*I)F: 6a!e up your own or use the Autlander
Wi>ard6s Apprentice
Skill *ro$iciencies: &rcana, +lei"ht of (and
Tool *ro$iciencies: -alli"rapher)s supplies, (erbalism !it
Equipment: ,obes, -alli"rapher)s supplies, (erbalism !it, 1 arcane focus, component pouch, pouch
with 5"p
Feature: My $irst cantripA: &s a former wi.ard)s apprentice, you have learned the 1restidi"itation
cantrip. $ntelli"ence is your castin" ability for it.
*I)F: 6a!e up your own or use the +a"e
Optional Rules:
!ainin #it *oints: $f you want to preserve some randomness when "ainin" (1s, but prevent low
rolls from cripplin" a character, you mi"ht say that any roll below the avera"e instead is treated as if
you had rolled the avera"e, and then you apply any -on modifiers. <or e%ample, if your Wi.ard has a
hit dice of 1d9 4or ;5, any roll of 1-7 is treated as if you)d rolled a ; instead.

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