Flashy
2015-11-24, 06:26 AM
This is an all mundane support class! My first attempt at building a full class (and way more work than I expected). I'm sure it's overpowered, underpowered, and just plain stupid in about equal measure so please, rip it to pieces. Proper overarching fluff to be included eventually. Fair warning that the Valet was mainly intended a joke archetype.
Table: The Professional
Level
Proficiency
Features
Toolkit Charges
1st
+2
Vocation, Cosmopolitan Experience
-
2nd
+2
Toolkit, Exceptional Preparation
2
3rd
+2
Professional Leadership
3
4th
+2
Ability Score Improvement
4
5th
+3
Vocation Feature, Deep Pockets
5
6th
+3
Contagious Discipline
6
7th
+3
Deadly Blow, Itinerant Expert
7
8th
+3
Ability Score Improvement
8
9th
+4
Vocation Feature
9
10th
+4
Expertise
10
11th
+4
Ultimate Bag of Tricks
11
12th
+4
Ability Score Improvement
12
13th
+5
Vocation Feature
13
14th
+5
Improved Deadly Blow, International Reputation
14
15th
+5
Certainty of Purpose
15
16th
+5
Ability Score Improvement
16
17th
+6
Vocation Feature
17
18th
+6
Unerring Instinct
18
19th
+6
Ability Score Improvement
19
20th
+6
Peerless Expertise
20
Class Features
As a Professional you have the following class features:
Hit Points
Hit Dice: 1d8 per professional level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per professional level after 1st.
Proficiencies:
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, shortswords, heavy crossbows.
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Athletics, Acrobatics, Stealth, Investigation, History, Animal Handling, Insight, Perception, Survival, Deception, Intimidation and Persuasion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background.
a) a shortsword or b) any martial weapon (if proficient)
a) leather armor b) scale mail or c) chainmail (if proficient)
a) a light crossbow and case of 20 bolts or b) a shield
a) a scholar's pack b) a diplomat's pack or c) a dungeoneer's pack
Two daggers
Vocation
At 1st level you choose a Vocation that reflects your professional career: Physician, Quartermaster, Scholar, Skulker or Valet, all detailed at the end of the class description. Your Vocation grants you features at 1st level, and then again at 5th, 9th, 13th and 17th level.
Cosmopolitan Experience
Your extensive career has exposed you to many different people, trades, and cultures. You gain proficiency with two languages, two sets of tools, or one language and one tool.
Toolkit
Starting at 2nd level, you gain access to your professional toolkit. This bag can be anything from a small leather briefcase to a bulging burlap sack. Your access to this handy statchel of, tricks, medicines, tools and bizarre equipment is represented by a number of toolkit charges. Your professional level determines the number of charges you have, as detailed in the Toolkit Charges column of the professional table. You can spend these charges to fuel various toolkit features. You start with three such features: Sudden Intervention, Blinding Spray, and Calming Presence. You gain more toolkit features as you gain levels in the class. When you spend a toolkit charge, it is unavailable until you finish a short or long rest, at the end of which you recover all charges. You must spend at least 30 minutes of the rest restocking your toolkit to regain the charges. Some of the toolkit features require your target to make a saving throw to resist the feature's effects. The DC of this saving throw is equal to 8 + your proficiency bonus + your Intelligence modifier.
Sudden Intervention
You can spend 1 Toolkit Charge to take the Help action as a bonus action targeting an ally within 30 feet.
Blinding Spray
You spend 1 Toolkit Charge to hurl a burst of metal filings, caustic powder, or vile smelling ink in your opponent's face. As an action select an opponent within 20 feet. That creature must succeed on a Dexterity saving throw or be blinded until the start of their next turn.
Calming Presence
As an action you can spend 1 Toolkit Charge to end the charmed or frightened condition on an ally within 30 feet.
Exceptional Preparation
Your exceptional professionalism grants you the extraordinary ability to temporarily hone your allies' talents beyond their natural limits. You may use a bonus action on your turn to choose one creature other than yourself within 60 feet who can hear you. That creature becomes Exceptionally Prepared. Once within the next 10 minutes when the creature makes an ability check that allows them to add their proficiency bonus they can choose to add double their proficiency bonus instead. The creature must decide to do this before they make the roll. Once the creature's Exceptional Preparation is used it is lost. A creature can only have one use of Exceptional Preparation at a time. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain any expended uses when you finish a long rest.
Professional Leadership
Your keen, professional eye allows you to rapidly support your allies in combat. When an ally within 60' of you rolls attack damage you may use your reaction to allow them to reroll one of the damage dice they rolled as a d8. They must use the new roll in place of their previous damage, adding their modifiers as normal. You use this ability after damage is rolled, but before the damage is inflicted. You may use this ability a number of times equal to your Intelligence modifier (minimum of once), regaining any expended uses on a short or long rest. Your Professional Leadership die changes when you reach certain levels in this class. The die becomes a d10 at 8th level and a d12 at 13th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 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.
Deep Pockets
Your toolkit always seems to contain exactly the tool you need for the task in front of you. By using your action to reach into your toolkit you can produce any entirely generic item costing 25 gp or less that is listed in the Adventuring Gear table on page 150 of the PHB. The item must be able to fit into a cube three feet on a side. Though it functions perfectly, the item is so battered by its time in the recesses of your toolkit that merchants and traders will consider it valueless. This ability cannot recharge until the item produced has been entirely used, discarded, or returned to the toolkit (where you cannot find it again without expending another use of Deep Pockets). Once the item has been expended or returned you cannot produce another item using this feature until you finish a short rest.
Contagious Discipline
You can spend 2 toolkit charges to use a bonus action to grant an ally within 60 feet one new saving throw on your turn against an ongoing effect.
Itinerant Expert
Long years of practice have taught you the skills required to traverse difficult terrain in the pursuit of your profession. Certain types of natural obstacles no longer impede your pursuit of your chosen craft. Select one of the options listed below.
Gain a climb speed equal to your movement.
Gain a swim speed equal to your movement.
Any mount gains an extra 10' of movement so long as you are riding it.
Deadly Blow
Years of careful study of armor, anatomy, or the nature of living things allows you to always land your blows where the weapon bites hardest. Your strikes come where your opponent's defenses are weakest, and your weapons always leave deep wounds. Your weapons now deal an additional 1d10 damage of their normal type.
Expertise
Choose two skills or tools with which your are proficient. Your proficiency bonus is now doubled for all ability checks that add your bonus with these skills.
Ultimate Bag of Tricks
Your toolkit now includes boxes of strange narcotics, paralytic powders, cumbersome chains, or other exotic equipment capable of restraining your opponents. As an action you can spend two toolkit charges to launch a barrage of this equipment at one of your opponents. Choose a creature within 20 feet. That creature must make a Constitution saving throw or be restrained until the end of your next turn.
Improved Deadly Blow
Your understanding of the weaknesses inherent to any living defense has reached a point of grim perfection. Your weapons now deal an additional 2d10 of their normal damage type.
International Reputation
You are one of a select few members of your profession so expert as to be known across the world. Whenever purchase mundane equipment you find you are are so universally respected among the professional and merchant classes that if they have heard of you they will likely sell to you at cost. Whenever you interact with a mundane merchant roll a d10. On on roll of 5 or higher the base price of the goods you wish to buy is halved.
Certainty of Purpose
Your professional discipline is unwavering. You know your purpose, your path, and you have the skill to carry yourself unerringly to the end you seek. No power can shake your dedication to your chosen craft. You can proficiency in Wisdom and Charisma saving throws.
Unerring Instinct
Your careful study of your chosen vocation has granted you an understanding of the world around you that verges on a 6th sense. You know the location of any invisible or ethereal creatures within 30 feet of you.
Peerless Expertise
In your chosen field you are almost beyond comparison. Few members of your profession have ever matched your skill and dedication, almost certainly none of them living. You have advantage on all ability checks that allow you to add your full proficiency bonus.
Vocations
Physician
The Path of the Healer
Beginning when you chose this Vocation at 1st level you are trained in the fundamentals of healing, including knowledge a recipe for a panacea that verges on the supernatural. Once per day, when you complete a long rest, you can prepare a number of doses of this panacea equal to your Intelligence modifier. When you administer a dose of this panacea to a creature the creature recovers hit points equal to 2d6 + your Intelligence modifier. Your panacea dice improve as you gain Professional levels, increasing to 2d8 at 2nd level, 2d10 at 8th level, and 2d12 at 13th level. You may use a bonus action on your turn expend 2 toolkit points to regain a single dose of panacea.
In addition you gain proficiency in Medicine. Your proficiency bonus is doubled with this skill.
Soldier in the Oldest War
At 5th level you become proficient in the treatment of poison and disease. You are familiar with a wide variety of diseases, and have been exposed to them yourself on many occasions. You gain the ability to expend 2 toolkit charges and use your action to cure a creature within 5 feet of one disease, or end the effect of one poison on them. In addition, you gain resistance to poison damage and immunity to disease.
Wake the Dead
At 9th level your toolkit now contains strange, unusual surgical tools. By spending 10 minutes working on the body you can restore any corpse that has died within the last 24 hours to life, causing them to recover with 1 hit point. While ministering to the body you seal up all mortal wounds, but are not able to restore missing body parts. You are also able to rid the corpse of all nonmagical poison and disease, though you can do nothing to cure magical disease, poisons, or curses. These take effect again as soon as the body is restored to life. If the creature is lacking body parts or organs integral for its survival—its head, for instance—you cannot wake the corpse. Undead cannot be restored to life using this technique. Coming back from the dead is an ordeal. The target takes a - 4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. This technique is difficult, and requires a special blend of unusual solvents and powders costing 300gp. The special concoction is expended each time you use this ability, and must be re-prepared over the course of a long rest.
Combat Medic
At 13th level your toolkit is stocked with salves, drugs and surgical tools well beyond the scope of ordinary surgeons. You are prepared for any medical emergency and can react quickly to close wounds that lesser doctors would consider mortal. When a creature within 5' takes damage on your turn you may use your reaction to provide first aid. You expend a use of your Professional Leadership ability, reducing the damage taken by the creature by the amount rolled plus your intelligence modifier.
Preventative Medicine
Once per day you can spend one minute tending to an ally's every medical need. Choose a creature within 5 feet. The creature is cured of all disease and regains one hit point at the beginning of each of its turns for the next hour. For this time the creature also gains resistance to poison damage and has advantage on saving throws against poison and disease.
Quartermaster
Professional Soldier
You are a laborer at war. Where others make their mark in battle with strength or cunning you make yours with sheer dogged preparation. You are trained for battle but know that to fight, one must first eat. Beginning when you choose this vocation at first level you can move overland at your normal pace while finding enough food to feed a number of humanoids equal to your Intelligence score (or half as many mounts).
In addition you gain proficiency with heavy armor and martial weapons.
A Sergeant at Heart
You've seen the aftermath of enough battles to know that careful drill can mean the difference between life and death. At 5th level you gain the ability to spend 10 minutes during a short rest haranguing, training, drilling, or otherwise exhorting your allies to better discipline in upcoming combat. You grant a number of creatures equal to your intelligence score temporary hit points equal to your professional level + your Intelligence modifier.
Only the Finest
At 9th level your time spent maintaining weapons and armor has taught you the value of careful preparation for battle. You have stocked your toolkit with exquisite smithing tools. At the end of a long rest you can sacrifice 3 toolkit charges to grant a +1 enhancement bonus to any mundane weapon or bundle of ammunition (20 pieces). The toolkit charges you expend using this feature cannot be recovered until the end of your next long rest. Any weapons enhanced by this feature are so well honed they are considered magical for the purposes of overcoming damage resistance. Weapons enhanced by this ability retain their bonus until you regain the expended toolkit charges.
Back to Back!
You wouldn't be alive if you didn't know how to rely on the people around you. At 13th level you gain the ability to use a bonus action to spend 3 toolkit charges and go back to back with another friendly fighter. Choose a willing creature within 5 feet of you. So long as you remain within 5 feet of one another you add your proficiency bonus to both your AC and the AC of the selected creature. This defensive technique is taxing, and requires your concentration. If either of you ends your turn more than 5 feet from the other the effect ends.
Marching on your Stomach
There's nothing more valuable to a fighting soldier than a really good cook. You have learned the eldritch recipes of the great military slopmasters that went before you, the kind of people who could make men fight to the death for one last taste of boot goulash. Your Professional Soldier feature now allows you to feed a number of creatures equal to your intelligence score no matter the circumstances. In addition, any creature you feed using this feature becomes so satisfied that they gain +5 feet of movement speed, resistance to one type of physical or elemental damage (selected by you when you prepare the meal), and have advantage on saving throws against fear effects. These benefits last until the beginning of their next long rest.
Scholar
Dedicated to Knowledge
When you choose this Vocation at 1st level you gain proficiency in three skills selected from History, Religion, Nature, and Arcana.
Your studies have also granted you familiarity with basic magical effects. If you spend 10 minutes examining an area you are able to identify the existence of a magical effect, its source, and the school of magic which produced it. Spending 10 minutes focusing on a specific magical item or object allows you to identify its name, origin, and any inherent properties or abilities it possesses.
Academic Resource
At 5th level you can use your Deep Pockets feature to produce a mundane book chosen by the DM that is at least tangentially related to any topic of your choosing. Reading the book may provide you with useful clues, significant names, cryptic babbling, or any other information at the GM's discretion. In addition the maximum value of the adventuring gear produced by the Deep Pockets feature increases to 100gp.
Holistic Analysis
Your study of the world, people, and arcane phenomena has left you with a deep understanding of the fundamental connections which underlie reality. By spending 10 minutes in deep meditation you are able to produce simple answers to problems which would otherwise have eluded you. In the course of your meditation you can produce answers to up to three questions. These answers may be simple yes or no, or might produce a short phrase. At the discretion of the DM you might also develop new questions which might otherwise not have occurred to you. If a question is so complex that you truly cannot solve it the period of meditation might produce simpler answers, surprising connections, or even simple confusion. This analysis is difficult, and you are only able to carry out a Holistic Analysis once per day.
In addition, by spending 20 minutes concentrating on the metatextual nature of any book you may attune to it. You are able to read any text to which you are attuned as though it were written in your native language.
Specialist's Understanding
Though your studies are wide-ranging you have nevertheless developed a certain additional flair for a particular field of study. Select one of the options below.
Student of the Mind: Any creature who attempts to tell a direct lie while within 30' of you must make a Charisma saving throw against your toolkit DC. On a failure you know that they were lying.
Student of the Natural World: You are able to communicate simple ideas with beasts, plants, or other forms of natural life. Once per long rest you may expend three toolkit charges to summon one beast of CR 1/4 or higher, appropriate to the environment you are in. The beast is selected by the DM and acts under their control, but generally treats you as friendly. In addition, you have advantage on survival or nature checks made to identify plants or animals.
Dabbler in the Arcane: You learn four rituals selected from the Wizard, Sorcerer, or Bard lists. Intelligence is your casting ability for these spells.
Master Architect: You have advantage on checks made when searching for traps, automatically detect the location of any secret door within 30' of you, and deal double damage to objects.
Master Philosopher
At 17th level you have amassed such extensive notes on every possible branch of earthly knowledge that you can speak at enormous length with only the slightest notice. As an action you expend 4 toolkit points to produce your notes from your toolkit and begin an interminable, droning lecture. Select a creature which can both hear and understand you. That creature must make an Intelligence saving throw or become incapacitated as it starts to falling into a heavy, inescapable sleep. On each successive turn you must use your bonus action to continue the lecture. The creature may repeat the saving throw if it takes damage, but otherwise remains incapacitated until it can no longer hear you, or you do not use your bonus action to extend the effect. When you activate this ability you may spend 2 further toolkit points for each additional creature you wish to target in range.
Skulker
The Helpful Sneak-At first level, you gain proficiency in Stealth. In addition, you can Help another person Sneak as a bonus action, or Help up to your Intelligence modifier people Sneak as an action.
Look That Way!-At fifth level, you may, as an action, expend a number of charges from your toolkit up to your Intelligence modifier. For each charge spent, nominate a foe within 60'-this foe has disadvantage on finding you or your allies, being distracted by various tools you've thrown.
From The Shadows We Strike-At ninth level, you can hide again after striking a foe, and can spend toolkit charges to allow an ally to do so. In order to hide after striking a foe, you must have struck them from behind, and they must have been unaware of your presence to start. Any ally within 60' may do this as well, though each time they do so requires you to spend a toolkit charge.
Better Part of Valour-At thirteenth level, as a bonus action, you may now use the Disengage action.
Now You See Me-At seventeenth level, may turn invisible. You can cast Invisibility using three toolkit charges, or Greater Invisibility using five.
Valet
Impeccable Service
At the conclusion of a long rest you can spend 10 minutes attuning to a particular party member. You correct their dress, straighten their tie, make certain they are properly made up, and generally see to the correctness of their appearance. While you are within 60' of this attuned party member your AC is equal to 10 + Dexterity modifier + Intelligence modifier. When your attuned party member takes damage you can use your reaction and spend 1 toolkit charge to reduce incoming damage to your attuned party member by 1d8 + your Intelligence modifier.
A Pleasure to be of Service
When your attuned party member attacks an enemy you can use your reaction to make a single weapon attack against it as well. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all charges of this feature when you finish a long rest.
You Rang Sir?
At 9th level once per long rest when your attuned party member calls your name while you are within 1000 feet you can use your reaction to teleport to any spot within 30' of them. You must appear in a square that is heavily obscured from the perspective of your attuned party member or the effect fails.
Gentle Encouragement
When within 60' of your attuned party member you can spend 1 toolkit point and use a bonus action to add your intelligence modifier to their next damage roll.
In addition, when your attuned party member makes a saving throw you can use a reaction and spend two toolkit points to add your intelligence modifier to the result. When you make a saving throw while your party member is within 60' you can use a reaction and spend two toolkit points to add your attuned party member's charisma modifier to the result of your saving throw.
Surely Sir, Not That Hat
At 17th level you can spend 5 minutes ministering to your attuned party member to grant them one of the benefits of Enhance Ability until the beginning of their next long rest.
Exorcist
Shepherd the Flock
Armored in Faith
Cast Them Out!
Bind the Outsider
In Every Shadow Lurking
Table: The Professional
Level
Proficiency
Features
Toolkit Charges
1st
+2
Vocation, Cosmopolitan Experience
-
2nd
+2
Toolkit, Exceptional Preparation
2
3rd
+2
Professional Leadership
3
4th
+2
Ability Score Improvement
4
5th
+3
Vocation Feature, Deep Pockets
5
6th
+3
Contagious Discipline
6
7th
+3
Deadly Blow, Itinerant Expert
7
8th
+3
Ability Score Improvement
8
9th
+4
Vocation Feature
9
10th
+4
Expertise
10
11th
+4
Ultimate Bag of Tricks
11
12th
+4
Ability Score Improvement
12
13th
+5
Vocation Feature
13
14th
+5
Improved Deadly Blow, International Reputation
14
15th
+5
Certainty of Purpose
15
16th
+5
Ability Score Improvement
16
17th
+6
Vocation Feature
17
18th
+6
Unerring Instinct
18
19th
+6
Ability Score Improvement
19
20th
+6
Peerless Expertise
20
Class Features
As a Professional you have the following class features:
Hit Points
Hit Dice: 1d8 per professional level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per professional level after 1st.
Proficiencies:
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, shortswords, heavy crossbows.
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Athletics, Acrobatics, Stealth, Investigation, History, Animal Handling, Insight, Perception, Survival, Deception, Intimidation and Persuasion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background.
a) a shortsword or b) any martial weapon (if proficient)
a) leather armor b) scale mail or c) chainmail (if proficient)
a) a light crossbow and case of 20 bolts or b) a shield
a) a scholar's pack b) a diplomat's pack or c) a dungeoneer's pack
Two daggers
Vocation
At 1st level you choose a Vocation that reflects your professional career: Physician, Quartermaster, Scholar, Skulker or Valet, all detailed at the end of the class description. Your Vocation grants you features at 1st level, and then again at 5th, 9th, 13th and 17th level.
Cosmopolitan Experience
Your extensive career has exposed you to many different people, trades, and cultures. You gain proficiency with two languages, two sets of tools, or one language and one tool.
Toolkit
Starting at 2nd level, you gain access to your professional toolkit. This bag can be anything from a small leather briefcase to a bulging burlap sack. Your access to this handy statchel of, tricks, medicines, tools and bizarre equipment is represented by a number of toolkit charges. Your professional level determines the number of charges you have, as detailed in the Toolkit Charges column of the professional table. You can spend these charges to fuel various toolkit features. You start with three such features: Sudden Intervention, Blinding Spray, and Calming Presence. You gain more toolkit features as you gain levels in the class. When you spend a toolkit charge, it is unavailable until you finish a short or long rest, at the end of which you recover all charges. You must spend at least 30 minutes of the rest restocking your toolkit to regain the charges. Some of the toolkit features require your target to make a saving throw to resist the feature's effects. The DC of this saving throw is equal to 8 + your proficiency bonus + your Intelligence modifier.
Sudden Intervention
You can spend 1 Toolkit Charge to take the Help action as a bonus action targeting an ally within 30 feet.
Blinding Spray
You spend 1 Toolkit Charge to hurl a burst of metal filings, caustic powder, or vile smelling ink in your opponent's face. As an action select an opponent within 20 feet. That creature must succeed on a Dexterity saving throw or be blinded until the start of their next turn.
Calming Presence
As an action you can spend 1 Toolkit Charge to end the charmed or frightened condition on an ally within 30 feet.
Exceptional Preparation
Your exceptional professionalism grants you the extraordinary ability to temporarily hone your allies' talents beyond their natural limits. You may use a bonus action on your turn to choose one creature other than yourself within 60 feet who can hear you. That creature becomes Exceptionally Prepared. Once within the next 10 minutes when the creature makes an ability check that allows them to add their proficiency bonus they can choose to add double their proficiency bonus instead. The creature must decide to do this before they make the roll. Once the creature's Exceptional Preparation is used it is lost. A creature can only have one use of Exceptional Preparation at a time. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain any expended uses when you finish a long rest.
Professional Leadership
Your keen, professional eye allows you to rapidly support your allies in combat. When an ally within 60' of you rolls attack damage you may use your reaction to allow them to reroll one of the damage dice they rolled as a d8. They must use the new roll in place of their previous damage, adding their modifiers as normal. You use this ability after damage is rolled, but before the damage is inflicted. You may use this ability a number of times equal to your Intelligence modifier (minimum of once), regaining any expended uses on a short or long rest. Your Professional Leadership die changes when you reach certain levels in this class. The die becomes a d10 at 8th level and a d12 at 13th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 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.
Deep Pockets
Your toolkit always seems to contain exactly the tool you need for the task in front of you. By using your action to reach into your toolkit you can produce any entirely generic item costing 25 gp or less that is listed in the Adventuring Gear table on page 150 of the PHB. The item must be able to fit into a cube three feet on a side. Though it functions perfectly, the item is so battered by its time in the recesses of your toolkit that merchants and traders will consider it valueless. This ability cannot recharge until the item produced has been entirely used, discarded, or returned to the toolkit (where you cannot find it again without expending another use of Deep Pockets). Once the item has been expended or returned you cannot produce another item using this feature until you finish a short rest.
Contagious Discipline
You can spend 2 toolkit charges to use a bonus action to grant an ally within 60 feet one new saving throw on your turn against an ongoing effect.
Itinerant Expert
Long years of practice have taught you the skills required to traverse difficult terrain in the pursuit of your profession. Certain types of natural obstacles no longer impede your pursuit of your chosen craft. Select one of the options listed below.
Gain a climb speed equal to your movement.
Gain a swim speed equal to your movement.
Any mount gains an extra 10' of movement so long as you are riding it.
Deadly Blow
Years of careful study of armor, anatomy, or the nature of living things allows you to always land your blows where the weapon bites hardest. Your strikes come where your opponent's defenses are weakest, and your weapons always leave deep wounds. Your weapons now deal an additional 1d10 damage of their normal type.
Expertise
Choose two skills or tools with which your are proficient. Your proficiency bonus is now doubled for all ability checks that add your bonus with these skills.
Ultimate Bag of Tricks
Your toolkit now includes boxes of strange narcotics, paralytic powders, cumbersome chains, or other exotic equipment capable of restraining your opponents. As an action you can spend two toolkit charges to launch a barrage of this equipment at one of your opponents. Choose a creature within 20 feet. That creature must make a Constitution saving throw or be restrained until the end of your next turn.
Improved Deadly Blow
Your understanding of the weaknesses inherent to any living defense has reached a point of grim perfection. Your weapons now deal an additional 2d10 of their normal damage type.
International Reputation
You are one of a select few members of your profession so expert as to be known across the world. Whenever purchase mundane equipment you find you are are so universally respected among the professional and merchant classes that if they have heard of you they will likely sell to you at cost. Whenever you interact with a mundane merchant roll a d10. On on roll of 5 or higher the base price of the goods you wish to buy is halved.
Certainty of Purpose
Your professional discipline is unwavering. You know your purpose, your path, and you have the skill to carry yourself unerringly to the end you seek. No power can shake your dedication to your chosen craft. You can proficiency in Wisdom and Charisma saving throws.
Unerring Instinct
Your careful study of your chosen vocation has granted you an understanding of the world around you that verges on a 6th sense. You know the location of any invisible or ethereal creatures within 30 feet of you.
Peerless Expertise
In your chosen field you are almost beyond comparison. Few members of your profession have ever matched your skill and dedication, almost certainly none of them living. You have advantage on all ability checks that allow you to add your full proficiency bonus.
Vocations
Physician
The Path of the Healer
Beginning when you chose this Vocation at 1st level you are trained in the fundamentals of healing, including knowledge a recipe for a panacea that verges on the supernatural. Once per day, when you complete a long rest, you can prepare a number of doses of this panacea equal to your Intelligence modifier. When you administer a dose of this panacea to a creature the creature recovers hit points equal to 2d6 + your Intelligence modifier. Your panacea dice improve as you gain Professional levels, increasing to 2d8 at 2nd level, 2d10 at 8th level, and 2d12 at 13th level. You may use a bonus action on your turn expend 2 toolkit points to regain a single dose of panacea.
In addition you gain proficiency in Medicine. Your proficiency bonus is doubled with this skill.
Soldier in the Oldest War
At 5th level you become proficient in the treatment of poison and disease. You are familiar with a wide variety of diseases, and have been exposed to them yourself on many occasions. You gain the ability to expend 2 toolkit charges and use your action to cure a creature within 5 feet of one disease, or end the effect of one poison on them. In addition, you gain resistance to poison damage and immunity to disease.
Wake the Dead
At 9th level your toolkit now contains strange, unusual surgical tools. By spending 10 minutes working on the body you can restore any corpse that has died within the last 24 hours to life, causing them to recover with 1 hit point. While ministering to the body you seal up all mortal wounds, but are not able to restore missing body parts. You are also able to rid the corpse of all nonmagical poison and disease, though you can do nothing to cure magical disease, poisons, or curses. These take effect again as soon as the body is restored to life. If the creature is lacking body parts or organs integral for its survival—its head, for instance—you cannot wake the corpse. Undead cannot be restored to life using this technique. Coming back from the dead is an ordeal. The target takes a - 4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. This technique is difficult, and requires a special blend of unusual solvents and powders costing 300gp. The special concoction is expended each time you use this ability, and must be re-prepared over the course of a long rest.
Combat Medic
At 13th level your toolkit is stocked with salves, drugs and surgical tools well beyond the scope of ordinary surgeons. You are prepared for any medical emergency and can react quickly to close wounds that lesser doctors would consider mortal. When a creature within 5' takes damage on your turn you may use your reaction to provide first aid. You expend a use of your Professional Leadership ability, reducing the damage taken by the creature by the amount rolled plus your intelligence modifier.
Preventative Medicine
Once per day you can spend one minute tending to an ally's every medical need. Choose a creature within 5 feet. The creature is cured of all disease and regains one hit point at the beginning of each of its turns for the next hour. For this time the creature also gains resistance to poison damage and has advantage on saving throws against poison and disease.
Quartermaster
Professional Soldier
You are a laborer at war. Where others make their mark in battle with strength or cunning you make yours with sheer dogged preparation. You are trained for battle but know that to fight, one must first eat. Beginning when you choose this vocation at first level you can move overland at your normal pace while finding enough food to feed a number of humanoids equal to your Intelligence score (or half as many mounts).
In addition you gain proficiency with heavy armor and martial weapons.
A Sergeant at Heart
You've seen the aftermath of enough battles to know that careful drill can mean the difference between life and death. At 5th level you gain the ability to spend 10 minutes during a short rest haranguing, training, drilling, or otherwise exhorting your allies to better discipline in upcoming combat. You grant a number of creatures equal to your intelligence score temporary hit points equal to your professional level + your Intelligence modifier.
Only the Finest
At 9th level your time spent maintaining weapons and armor has taught you the value of careful preparation for battle. You have stocked your toolkit with exquisite smithing tools. At the end of a long rest you can sacrifice 3 toolkit charges to grant a +1 enhancement bonus to any mundane weapon or bundle of ammunition (20 pieces). The toolkit charges you expend using this feature cannot be recovered until the end of your next long rest. Any weapons enhanced by this feature are so well honed they are considered magical for the purposes of overcoming damage resistance. Weapons enhanced by this ability retain their bonus until you regain the expended toolkit charges.
Back to Back!
You wouldn't be alive if you didn't know how to rely on the people around you. At 13th level you gain the ability to use a bonus action to spend 3 toolkit charges and go back to back with another friendly fighter. Choose a willing creature within 5 feet of you. So long as you remain within 5 feet of one another you add your proficiency bonus to both your AC and the AC of the selected creature. This defensive technique is taxing, and requires your concentration. If either of you ends your turn more than 5 feet from the other the effect ends.
Marching on your Stomach
There's nothing more valuable to a fighting soldier than a really good cook. You have learned the eldritch recipes of the great military slopmasters that went before you, the kind of people who could make men fight to the death for one last taste of boot goulash. Your Professional Soldier feature now allows you to feed a number of creatures equal to your intelligence score no matter the circumstances. In addition, any creature you feed using this feature becomes so satisfied that they gain +5 feet of movement speed, resistance to one type of physical or elemental damage (selected by you when you prepare the meal), and have advantage on saving throws against fear effects. These benefits last until the beginning of their next long rest.
Scholar
Dedicated to Knowledge
When you choose this Vocation at 1st level you gain proficiency in three skills selected from History, Religion, Nature, and Arcana.
Your studies have also granted you familiarity with basic magical effects. If you spend 10 minutes examining an area you are able to identify the existence of a magical effect, its source, and the school of magic which produced it. Spending 10 minutes focusing on a specific magical item or object allows you to identify its name, origin, and any inherent properties or abilities it possesses.
Academic Resource
At 5th level you can use your Deep Pockets feature to produce a mundane book chosen by the DM that is at least tangentially related to any topic of your choosing. Reading the book may provide you with useful clues, significant names, cryptic babbling, or any other information at the GM's discretion. In addition the maximum value of the adventuring gear produced by the Deep Pockets feature increases to 100gp.
Holistic Analysis
Your study of the world, people, and arcane phenomena has left you with a deep understanding of the fundamental connections which underlie reality. By spending 10 minutes in deep meditation you are able to produce simple answers to problems which would otherwise have eluded you. In the course of your meditation you can produce answers to up to three questions. These answers may be simple yes or no, or might produce a short phrase. At the discretion of the DM you might also develop new questions which might otherwise not have occurred to you. If a question is so complex that you truly cannot solve it the period of meditation might produce simpler answers, surprising connections, or even simple confusion. This analysis is difficult, and you are only able to carry out a Holistic Analysis once per day.
In addition, by spending 20 minutes concentrating on the metatextual nature of any book you may attune to it. You are able to read any text to which you are attuned as though it were written in your native language.
Specialist's Understanding
Though your studies are wide-ranging you have nevertheless developed a certain additional flair for a particular field of study. Select one of the options below.
Student of the Mind: Any creature who attempts to tell a direct lie while within 30' of you must make a Charisma saving throw against your toolkit DC. On a failure you know that they were lying.
Student of the Natural World: You are able to communicate simple ideas with beasts, plants, or other forms of natural life. Once per long rest you may expend three toolkit charges to summon one beast of CR 1/4 or higher, appropriate to the environment you are in. The beast is selected by the DM and acts under their control, but generally treats you as friendly. In addition, you have advantage on survival or nature checks made to identify plants or animals.
Dabbler in the Arcane: You learn four rituals selected from the Wizard, Sorcerer, or Bard lists. Intelligence is your casting ability for these spells.
Master Architect: You have advantage on checks made when searching for traps, automatically detect the location of any secret door within 30' of you, and deal double damage to objects.
Master Philosopher
At 17th level you have amassed such extensive notes on every possible branch of earthly knowledge that you can speak at enormous length with only the slightest notice. As an action you expend 4 toolkit points to produce your notes from your toolkit and begin an interminable, droning lecture. Select a creature which can both hear and understand you. That creature must make an Intelligence saving throw or become incapacitated as it starts to falling into a heavy, inescapable sleep. On each successive turn you must use your bonus action to continue the lecture. The creature may repeat the saving throw if it takes damage, but otherwise remains incapacitated until it can no longer hear you, or you do not use your bonus action to extend the effect. When you activate this ability you may spend 2 further toolkit points for each additional creature you wish to target in range.
Skulker
The Helpful Sneak-At first level, you gain proficiency in Stealth. In addition, you can Help another person Sneak as a bonus action, or Help up to your Intelligence modifier people Sneak as an action.
Look That Way!-At fifth level, you may, as an action, expend a number of charges from your toolkit up to your Intelligence modifier. For each charge spent, nominate a foe within 60'-this foe has disadvantage on finding you or your allies, being distracted by various tools you've thrown.
From The Shadows We Strike-At ninth level, you can hide again after striking a foe, and can spend toolkit charges to allow an ally to do so. In order to hide after striking a foe, you must have struck them from behind, and they must have been unaware of your presence to start. Any ally within 60' may do this as well, though each time they do so requires you to spend a toolkit charge.
Better Part of Valour-At thirteenth level, as a bonus action, you may now use the Disengage action.
Now You See Me-At seventeenth level, may turn invisible. You can cast Invisibility using three toolkit charges, or Greater Invisibility using five.
Valet
Impeccable Service
At the conclusion of a long rest you can spend 10 minutes attuning to a particular party member. You correct their dress, straighten their tie, make certain they are properly made up, and generally see to the correctness of their appearance. While you are within 60' of this attuned party member your AC is equal to 10 + Dexterity modifier + Intelligence modifier. When your attuned party member takes damage you can use your reaction and spend 1 toolkit charge to reduce incoming damage to your attuned party member by 1d8 + your Intelligence modifier.
A Pleasure to be of Service
When your attuned party member attacks an enemy you can use your reaction to make a single weapon attack against it as well. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all charges of this feature when you finish a long rest.
You Rang Sir?
At 9th level once per long rest when your attuned party member calls your name while you are within 1000 feet you can use your reaction to teleport to any spot within 30' of them. You must appear in a square that is heavily obscured from the perspective of your attuned party member or the effect fails.
Gentle Encouragement
When within 60' of your attuned party member you can spend 1 toolkit point and use a bonus action to add your intelligence modifier to their next damage roll.
In addition, when your attuned party member makes a saving throw you can use a reaction and spend two toolkit points to add your intelligence modifier to the result. When you make a saving throw while your party member is within 60' you can use a reaction and spend two toolkit points to add your attuned party member's charisma modifier to the result of your saving throw.
Surely Sir, Not That Hat
At 17th level you can spend 5 minutes ministering to your attuned party member to grant them one of the benefits of Enhance Ability until the beginning of their next long rest.
Exorcist
Shepherd the Flock
Armored in Faith
Cast Them Out!
Bind the Outsider
In Every Shadow Lurking