The Trader 1
Trader A Woman and her familiar bought and paid for by the guild that hired her to bring valuable herbs and gold dust to the settlements by the great northern city, travels along side a trusted group of adventures. The cold winter breeze bringing in the frost signs of the frost that shall soon isolate the great north only serves to increase the importance of this delivery. In the world of Errsalt traders are a welcome sight. The skilled merchants and sellswords who in our time of need established the trade rotes needed to revive society during the collapse. Now those who seek someone to take an item a far distance, aid with travel, or even to form a envoy to other settlements the traders are a cure all for all tasks. Freelancers Traders are first and foremost those who sell their services to others. A call to adventure for a trader is quite simple, perhaps they were hired by an adventuring party and became attached, or perhaps they found a group whos goals alined with their own such ads a trader joining a group who are on an adventure across the country and you have some medicine they need. 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. 2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Trader Level Proficiency Bonus Features Talents Known 1st +2 Traders Profession, Appraisal, Born Negotiator 0 2nd +2 Protect the Cargo, Traders Talents 2 3rd +2 Expertise, 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 Sound Mind 5 12th +4 Ability Score Improvement 6 13th +5 Traders Profession Feature 6 14th +5 Wise Mans Burden 6 15th +5 Savant 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 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: Intelligence, Charisma 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 3 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Traders Profession Beginning at 1st 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 1st level and then again at 5th, 9th, 13th, and 17th level. Appraisal Also, 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 Additionally, at 1st level, your journey has given you the experience to both understand a persons motivations and how to exploit them for your benefit. When you engage in a conversation you can focus you mind on the verbal undertones and body language of the creatures around you to better control the social situation. For the next minute you can add your Intelligence modifier to any Charisma ability check you make. You can use this feature once per long rest. Protect the Cargo At 2nd level, you have developed the fundamental skills on the road to protect your cargo and companions. As a reaction, you can shield an ally or vehicle from an oncoming attack reducing the damage by 1d8 level plus your Intelligence modifier. You can use this feature a number of times equal to your proficiency bonus and regain all uses upon finishing a long rest. Traders Talents Also 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 At 3rd level, cchoose 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. 4 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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. When determining the carrying capacity of a land or sea vehicle you can double it. Additionally, vehicles have resistance to all damage types while you are piloting them. Sound Mind At 11th level, your interactions with the many have given you insight to the verbal and magical trickery of those who wish to deceive you. You have Immunity to being charmed. Wise Mans Burden At 14th level, your experience in your travels have broadened your knowledge and honed your mind. You gain proficiency with Wisdom saving throws. Additionally, creatures have disadvantage on Wisdom(Insight) ability checks to determine if you are lying. Savant At 15th level, when you fail a saving throw you have proficiency with you can re-roll the save, still adding your modifiers, but must use the new result. You can use this feature 3 times and you regain all uses of this feature after finishing a long rest. Additionally, 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. 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. 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Traders Profession Scholar As a Schooler Trader, you have learned the secrets of imbuing mundane objects with magic. You are skilled at creating scrolls, which can hold powerful spells that can be activated by anyone who reads them. You have also learned how to harness the magic within yourself, giving you access to a variety of spells that can aid you in your endeavors as a Trader. Spellcasting Beginning at 1st level, delving into the art of arcana, you have studied and practiced the art of magic. Known Spells You learn 2 cantrips 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. Spell save DC = 8 + your Proficiency bonus + your Intelligence modifier Spell attack modifier = 8 + your Proficiency bonus + your Intelligence modifier Scholar Spellcasting Level Cantrips Known Spells Known 1st 2nd 3rd 4th 1st 2 — — — — — 2nd 2 — — — — — 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 6 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spellcasting Focus You can use an arcane focus as a spellcasting focus for your scholar spells. Scroll Savant Also at 1st 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. Talented: Magic Item Crafter At 9th level, you gain the Magic Item Crafter talent without needing its prerequisite. 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 the more complex magics 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. 7 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Sellsword As a Sellsword Trader, you have learned to use your skills in trade and negotiation to protect those who are willing to pay for your services. You are a skilled bodyguard, able to use your combat training and tactical knowledge to keep your 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 1st 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 1st 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 gain the Pathfinder talent without needing its prerequisite. 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. 8 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Fisherman As a Fisherman Trader, you have learned to use your skills in trade and fishing to your advantage. You are an expert fisherman, able to catch even the most elusive fish using your trusty rod and reel. Your knowledge of the sea and its inhabitants has also given you the ability to use your fishing rod as a weapon. Whether you are reeling in a monstrous fish or battling an enemy, you are skilled at using your rod to strike with precision and force. Bait and Tackle At 1st level, you can modify any quaterstaff into a fishing rod over the course of a short rest. It deals 1d6 slashing Damage and can Attack or Grapple creatures up to 20 ft away from you. It can grapple up to medium sized Creatures and the line will break if trying to grapple anything larger. You have proficiency with this weapon. Additionally, you gain proficiency with the athletics skill and advantage on ability checks made using fishing tackle. Advanced Equilibrium Also, at 1st level, years of standing on makeshift ships and deep sea diving has given you an extraordinary sense of balance. You gain advantage on saving throws against being knocked prone. Additionally, you gain a swim speed equal to your movement speed. 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 Strength(Athletics) when attempting to grapple a creature. Talented: Gourmet Eye At 9th level, you gain the Gourmet Eye talent without needing its prerequisite. 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 30ft. 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 can grapple a up to huge size creatures with your fishing rod and the first time you hit a prone creature with a weapon attack you can treat that die roll as a 20. Creatures can only be affected by this feature once per initiative. Additionally, your experience has given you a supernatural control over the denizens of the sea. As an action, you can cast Dominate Beast (save DC 15) on a beast that has an innate Swimming speed. You can use this feature a number of times equal to your Intelligence modifier and regain all uses upon finishing a long rest. 9 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Apothecarian As an Apothecarian Trader, you have learned the art of creating potions and elixirs that can heal the sick, boost the strength of your allies, or even poison your enemies. Your knowledge of herbs, roots, and other ingredients allows you to create a wide variety of potions, each with its own unique properties. Potion Production At 1st level, you gain proficiency with Alchemist's Supplies if you do not already have so and can double you proficiency bonus with skill checks using this tool. Over the course of 10 minute you can 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 1st 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 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 a sample of that potion on hand. Emergency Potion Also at 1st 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. Talented: At 9th level, you gain the talent without needing its prerequisite. This does not count against your talents known. 10 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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. 11 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Houndmaster As a Houndmaster Trader, you have learned to use your skills in trade and animal training to your advantage. You are an expert at training and handling dogs, and you have a pack of loyal hounds at your side at all times. Your hounds are more than just pets; they are skilled hunters and protectors, and they will do whatever it takes to defend you and your interests. You are skilled at using your hounds to track down valuable goods and information, and you are not afraid to use them to intimidate or even attack those who stand in your way. Wildman Starting at 1st level, you gain proficiency in Wisdom (Animal Handling) checks. Mans Best Friend Also at 1st 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 gain the Animal Whisperer talent without needing its prerequisite. 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. 12 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Carny As a Carny Trader, you are the leader of your own traveling carnival. You are 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 your skills as a trader, you are also a talented performer. You have a variety of tricks up your sleeve, and you are always looking for new ways to entertain and amaze your audience. Whether you are running your carnival or performing on stage, you are always looking for new opportunities to make a name for yourself and your carnival. Circus Performer Starting at 1st level, you gain proficiency in Charisma (Performance) checks. Clown Also at 1st 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. Talented: Tumbler At 9th level, you gain the Tumbler talent without needing its prerequisite. 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. 13 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Bandit As a Bandit Trader, you are a skilled thief and ruffian, adept at stealing valuable goods and information. You are not afraid to use your charm, cunning, and brute force to get what you want, and you are always on the lookout for new opportunities to make a profit. However, your actions have not gone unnoticed, and you are often pursued by those who seek to bring you to justice. You must be careful to avoid detection and stay one step ahead of your enemies, using your wits and resources to evade capture. Whats yours is Mine... Starting at 1st 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 1st 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 gain the Handy talent without needing its prerequisite. 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. 14 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Traders Talents General Iron Stomach You have advantage on saving throws against poison, and you have resistance against poison damage. Combat Fundamentals Prerequisite: Level 3 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. Athletics Swimmer Prerequisite: Athletics proficiency You gain a swimming speed equal to your walking speed. If you already have a swimming speed it is doubled instead. Mountaineer Prerequisite: Athletics proficiency You gain a climbing speed equal to your walking speed. If you already have a climbing speed it is doubled instead. 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. Leaper Prerequisite: Acrobatics proficiency The distance you can long and high jump is doubled Animal Handling Animal Whisperer Prerequisite: Level 6, Animal Handling proficiency Through sounds and gestures, you can communicate simple ideas with beasts of Large size or smaller. 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. Magic Item Crafter Prerequisite: 9th Level, Arcana proficiency You can half the gold cost and time needed to craft common magic items. Deception Misdirection Prerequisite: Level 10, Deception proficiency You have learned to take advantage of the breaks in focus of your foes during combat. When you make a ranged weapon attack as an action, you can as a bonus action, take the hide 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. 15 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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 successful check, the target is frightened of you as long as it remains within 60 feet of you and for 1 minute thereafter. While frightened of you in this way, the creature has disadvantage on all of its ability checks. 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 advantage on Wisdom (Medicine) checks when attempting to stabilize a dying creature. 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. Perception Great Vision Prerequisite: Perception proficiency Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear. Lookout Prerequisite: Perception proficiency When you take the Search action, you have advantage on your Wisdom (Perception) check if you move no more than half your speed on the same turn. Performance Playing Possom Prerequisite: Performance proficiency After a creature makes an attack against you, you can, as a reaction, fall prone in your space. You then make a Charisma (Performance) check contested by the creature’s Wisdom (Insight) check. On a successful check, on your next turn, you gain advantage on your first attack roll against the target and deal an extra 1d4 damage to the target creature. If your turn ends and you haven’t attacked the creature, you lose this benefit. 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 learn one piece of 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 does not have to be true or 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, the attack is made with advantage. 16 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Quick-Fingered Prerequisite: Sleight of Hand proficiency As a bonus action, 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. Stealth Ambush Tactics Prerequisite: Level 8, Survival proficiency When you are successfully hidden you have advantage on initiative rolls. 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. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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