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Advanced Classes - Core

The document outlines advanced class features for various character classes including Bodyguard, Daredevil, Field Medic, Field Scientist, Gunslinger, Infiltrator, Investigator, and Martial Artist. Each class has unique abilities that enhance gameplay, such as Harm's Way for Bodyguards and Ki for Martial Artists, with features unlocking at different levels. The document provides detailed descriptions of each ability, including their effects and requirements.

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0% found this document useful (0 votes)
6 views13 pages

Advanced Classes - Core

The document outlines advanced class features for various character classes including Bodyguard, Daredevil, Field Medic, Field Scientist, Gunslinger, Infiltrator, Investigator, and Martial Artist. Each class has unique abilities that enhance gameplay, such as Harm's Way for Bodyguards and Ki for Martial Artists, with features unlocking at different levels. The document provides detailed descriptions of each ability, including their effects and requirements.

Uploaded by

Andrew Wilton
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Bodyguard

Leve Class Features


l
3rd Harm’s Way, Situational Awareness
7th Single Out
10th Defensive Strike
15th Blanket Protection
18th Harm’s Way (resistance)

As a bodyguard, you gain the following advanced class features.

Harm’s Way
At 3rd level, when a creature makes a ranged or melee attack against an ally who is adjacent to
you, you can use your reaction to redirect the attack to you. If the attack hits you, you take the
damage and effects as normal. If the attack misses you, it also misses your ally.
At 18th level, if the attack hits you, you have resistance against that attack’s damage.

Situational Awareness
Starting at 3rd level, you add your proficiency bonus to your initiative rolls. In addition, you can
always move and take actions and reactions on the first round of combat, even if you’re
surprised.

Single Out
Beginning at 7th level, you can focus your offensive efforts on a single creature as a bonus
action. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0
hit points or falls unconscious.
Once you have used this ability, you cannot use it again until you have finished a short or long
rest.

Defensive Strike
At 10th level, when you use Harm’s Way and the creature misses you with the attack, you can
use the same reaction to make a melee or ranged attack against that creature.

Blanket Protection
Starting at 15th level, you can take command and call out instructions to your allies to keep
them safe as a bonus action. Choose up to six creatures. Each creature has advantage on
Dexterity saving throws, and a +2 bonus to Armor Class for 1 minute. You must finish a long
rest before you can use this ability again.

Daredevil
Leve Class Features
l
3rd Parkour
7th Adrenaline Rush
10th No Fear
15th Suck It Up
18th Tough as Nails

As a daredevil, you gain the following advanced class features.

Parkour
At 3rd level, you gain the following benefits:
 Your speed increases by 10 feet.
 Standing up from prone costs 5 feet of movement instead of half your movement.
 Difficult terrain costs 1 foot less per 1 foot moved.
 When you make a running jump, the distance you cover increases by a number of feet
equal to your Dexterity modifier.

Adrenaline Rush
Beginning at 7th level, you can use a bonus action to gain advantage on all Strength, Dexterity,
and Constitution ability checks for 1 minute. You must take a short or long rest before you can
use this ability again.

No Fear
At 10th level, you have advantage on any saving throw that would cause you to become
frightened.

Suck It Up
Starting at 15th level, you can focus yourself to occasionally shrug off injury. When you take
damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number
rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until
you finish a short or long rest.

Tough as Nails
At 18th level, you have resistance against bludgeoning, slashing, and piercing weapon attacks
that are not made by magical weapons or firearms.

Field Medic
Level Class Features
3rd Bonus Proficiencies, Expert Healer
7th Medical Miracle, Sawbones
10th Expert Healer (3d8)
15th Expert Healer (5d8)
18th Medical Miracle (1 hour)

As a field medic, you gain the following advanced class features.

Bonus Proficiencies
At 3rd level, you are proficient with surgical tools.

Expert Healer
Starting at 3rd level, as an action you can expend one use of a first aid kit to tend to a creature
and restore 1d8 + your Wisdom bonus hit points to it, plus additional hit points equal to the
creature’s level. The creature can’t regain hit points from this ability again until it finishes a short
or long rest..
At 10th level and 15th level, the amount of hit points restored by this ability increases by an
additional 2d8.

Medical Miracle
Beginning at 7th level, if you spend 1 minute treating a creature that has died no more than 10
minutes ago and expend three uses of a medical kit, you can return the creature to life with 1 hit
point. At 18th level, the creature must have died no more than an hour ago.

Sawbones
At 7th level, you learn to use your medical knowledge offensively. You can score a critical hit
with a melee weapon on a natural roll of 19 or 20.

Field Scientist
Level Class Features
3rd Scientific Improvisation, Unarmored
Defense
7th Breakthrough
10th Expertise
15th Fight Smarter
18th Survive Smarter

As a field scientist, you gain the following advanced class features.

Scientific Improvisation
At 3rd level, you gain the ability to improvise solutions using common objects and scientific
know-how. This ability lets you create objects in a dramatic situation quickly and cheaply, but
that have a limited duration.
By spending 10 minutes and combining common objects with an Intelligence check
made with the proper tools, the Field Scientist can build a tool or device to deal with any
situation. The DC for the Intelligence check is equal to 5 + the value of the object that most
closely matches the desired function.
Only objects that can normally be used more than once can be improvised. Electronic
devices, special tools, weapons, mechanical devices, and more can be built with scientific
improvisation. The object, when put into use, lasts for 1 minute, or until the end of the current
encounter, before it breaks down. It can’t be repaired.

Unarmored Defense
Starting at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals
10 + your Dexterity modifier + your Intelligence modifier.

Breakthrough
Beginning at 7th level, you are respected in the scientific community for your discoveries. When
you leverage your reputation to succeed on a Charisma check against someone who is familiar
with your field of study, you treat your reputation score as 5 points higher when determining how
much your reputation decreases.

Expertise
At 10th level, choose two of your skill proficiencies, or one of your skill proficiencies and one of
your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that
uses either of the chosen proficiencies.

Fight Smarter
Starting at 15th level, you can use a bonus action to assess a situation. When you do so, you
can use your Intelligence modifier in place of your Strength or Dexterity modifier when making
attack and damage rolls for 1 minute. You must finish a short or long rest before you can use
this ability again.

Survive Smarter
At 18th level, you add your Intelligence modifier to all saving throws.

Gunslinger
Level Class Features
3rd Quick Draw, Defensive
Position
7th Quick Shot
10th Sharp Shooting
15th Bullseye
18th Quick Shot (2 attacks)

As a gunslinger, you gain the following advanced class features.

Quick Draw
At 3rd level, you have advantage on ranged attack rolls against any creature that hasn’t taken a
turn in the combat yet. In addition, any ranged hit you score against a creature that is surprised
is a critical hit.

Defensive Position
Starting at 3rd level, you treat half cover as three-quarters cover for yourself.

Quick Shot
At 7th level, you can attack twice, instead of once, whenever you take the Attack action on your
turn to make a ranged weapon attack with a personal firearm.
The number of attacks increases to three when you reach 18th level in this class. The extra
attacks granted by this feature must also be made with personal firearms.

Sharp Shooting
Beginning at 10th level, you have advantage on ranged weapon attack rolls made against any
creature with cover.

Bullseye
You have a reputation for never missing your target. Starting at 15th level, when you miss with a
ranged weapon attack roll, you can leverage your reputation to succeed on the attack instead.
Compare your reputation against a value equal to the armor class of the creature you were
trying to hit, and lower your reputation accordingly.

Infiltrator
Leve Class Features
l
3rd Fast Hands, Second-Story Work
7th Supreme Sneak, Sweep
10th Infiltration Expertise
15th Improved Sweep
18th Without a Trace

As an infiltrator, you gain the following advanced class features.

Fast Hands
Starting at 3rd level, you can use the bonus action to make a Dexterity (Sleight of Hand) check,
disarm a trap or open a lock, or take the Use an Object action.

Second-Story Work
At 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra
movement. In addition, when you make a running jump, the distance you cover increases by a
number of feet equal to your Dexterity modifier.

Supreme Sneak
Beginning at 7th level, you have advantage on a Dexterity (Stealth) check if you move no more
than half your speed on the same turn. In addition, any hit you score against a creature that is
surprised is a critical hit. When you score a critical hit in this way, you can roll one of the
weapon’s damage dice two additional times and add it to the extra damage of the critical hit.

Sweep
At 7th level, you can make a Wisdom (Perception) check as an action to identify any traps or
hidden creatures within 30 feet..

Infiltration Expertise
Starting at 10th level, you can unfailingly create false identities for yourself. You must spend
seven days and spend wealth with a value of 10 to establish the history, profession, and
affiliations for an identity. You can’t establish an identity that belongs to someone else.
Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be
that person until given an obvious reason not to. You can also leverage your reputation on
Charisma checks made to convince targets that you are who you say you are.

Improved Sweep
At 15th level, you can perform a sweep as a bonus action.

Without a Trace
At 18th level, anyone attempting to identify your handiwork (such as a Dexterity (Sleight of
Hand) check, or opening a lock) with a Wisdom (Perception) or Intelligence (Investigation)
check has disadvantage on those checks.

Investigator
Level Class Features
3rd Profile, Contacts
7th Apprehend, Home
City
10th Discern Lie
15th Lethal Force
18th Sixth Sense

As an investigator, you gain the following advanced class features.

Profile
At 3rd level, by talking to witnesses of a crime and investigating the crime scene or other
evidence, you combine eyewitness accounts with forensic evidence to develop a profile of the
suspect’s method of operation. You compile a rough mental picture of the suspect. This mental
picture provides a physical description, including distinguishing markings and visible
mannerisms. The profile is accurate, at least concerning a particular suspect as seen by
witnesses.
You have advantage on Wisdom (Survival) checks to track a suspect that you have
profiled, as well as on Intelligence (Investigate) checks made to find more information about the
suspect.

Contacts
Beginning at 3rd level, you cultivate associates and informants. The GM should develop
supporting characters to represent the contacts. You can suggest the type of contacts you want
to gain, but the contact will not accompany you on missions or risk his or her life. A contact can,
however, provide information or render a service.
When requesting a favor from one of your contacts, you can treat your reputation score
as if it were 5 points higher when determining how much your reputation decreases. You can’t
call on the same contact more than once in a week, and when you do call on a contact,
compensation may be required for the assistance the contact renders. In general, a professional
associate won’t be compensated monetarily, but instead will consider that you owe him or her a
favor. Contacts with underworld or street connections usually demand monetary compensation
for the services they render, and experts in the use of skills normally want to be paid for the
services they provide. Generally, the purchase value is 10 + twice the contact’s proficiency
bonus.

Apprehend
At 7th level, when you successfully grapple a creature, you can make a second Strength
(Athletics) check to attempt to apply handcuffs to the creature as a bonus action.

Home City
At 7th level, you know your city like the back of your hand, and your are adept at traveling and
surviving within its borders. When you make an Intelligence or Wisdom check related to your
city, your proficiency bonus is doubled if you are using a skill that you’re proficient it. While
traveling in your city, you gain the following benefits:
 Difficult terrain doesn’t slow your group’s travel.
 Your group can’t become lost except by supernatural means.
 Even when you are engaged in another activity while traveling (such as tracking), you
remain alert to danger.
 If you are traveling alone, you can move stealthily at a normal pace.
 When tracking someone, you also learn the exact number of the group they’re traveling
in and how long ago they passed through the area.

When you travel to another city, you can attune yourself to it by taking a week to learn its ins
and outs, gaining these benefits. When you return to your home city, it takes two days to attune
to it and reclaim it as your home city.

Discern Lie
At 10th level, you gain advantage on Wisdom (Insight) checks made to oppose Charisma
(Deception) checks. In addition, you can leverage your reputation to succeed at such checks.

Lethal Force
Starting at 15th level, when all other options have been exhausted, you know how to take down
a suspect. Once on each of your turns, you can add your Wisdom modifier to the attack roll or
damage roll of an attack you make against a creature you have profiled. You can choose to use
this feature before or after the roll, but before any effects of the roll are applied.

Sixth Sense
At 18th level, you can leverage your reputation to succeed at Intelligence (Investigate) or
Wisdom (Perception) checks. When you do so, you may treat your reputation score as 10 points
higher when determining how much your reputation decreases.

Martial Artist
Level Class Features
3rd Ki, Martial Arts (1d6), Unarmored
Defense
7th Stunning Strike, Ki Fist
10th Martial Arts (1d8), Evasion
15th Timeless Body
18th Martial Arts (1d10), Quivering Palm

As a martial artist, you gain the following advanced class features.

Ki
Starting at 3rd level, your training allows you to harness your inner store of energy known as ki.
Your access to this energy is represented by a number of ki points. You begin with 3 ki points at
3rd level, and gain an additional point at each level.
You can spend these points to fuel various ki features. You start knowing three such
features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as
you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the
end of which you draw all of your expended ki back into yourself. You must spend at least 30
minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the
feature’s effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two
unarmed strikes as a bonus action.

Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind


You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn,
and your jump distance is doubled for the turn.

Martial Arts
At 3rd level, you can use Dexterity instead of Strength for the attack and damage rolls of your
unarmed strikes and martial arts weapons (shortswords and any simple melee weapons that
don’t have the two-handed or heavy property). In addition, your unarmed strike damage
increases to 1d6. At 10th level, it increases again to 1d8, and at 18th it increases to 1d10.
Once per turn, when you hit a creature with an unarmed strike or martial arts weapon, you
can impose one of the following effects on that target:
 It must succeed on a Dexterity saving throw against your Ki save DC or be knocked
prone.
 It must make a Strength saving throw against your Ki save DC. If it fails, you can push it
up to 15 feet away from you.
 It can’t take reactions until the end of your next turn.

Unarmored Defense
Starting at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals
10 + your Dexterity modifier + your Wisdom modifier.

Stunning Strike
Beginning at 7th level, when you hit another creature with a melee weapon attack, you can
spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving
throw or be stunned until the end of your next turn.

Ki Fist
Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and damage.

Evasion
At 10th level, your instinctive agility lets you dodge out of the way of certain area effects, such
as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that
allows you to make a Dexterity saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half damage if you fail.

Timeless Body
At 15th level, your conditioning is such that you suffer none of the frailty of old age, and you
can't be aged magically. You can still die of old age, however.

Quivering Palm
At 18th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a
creature with an unarmed strike, you can spend 3 ki points to start these imperceptible
vibrations, which last for a number of days equal to your level. The vibrations are harmless
unless you use your action to end them. To do so, you and the target must be on the same
plane of existence. When you use this action, the creature must make a Constitution saving
throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can
choose to end the vibrations harmlessly without using an action.

Negotiator
Leve Class Features
l
3rd Conceal Motive, Talk Down
7th React First
10th Talk Down (multiple creatures)
15th Sow Distrust
18th Talk Down (all creatures

As a negotiator, you gain the following advanced class features.

Conceal Motive
At 3rd level, you have advantage on any ability check opposed by a Wisdom (Insight) ability
check.

Talk Down
Starting at 3rd level, you have a knack for talking your way out of trouble. Either prior to the start
of hostilities or during combat, you can talk down a single creature within 15 feet of your position
or otherwise able to hear your voice. The creature must be able to understand you. That
creature immediately stops fighting and reverts to an indifferent attitude regarding you and the
situation in general. Any hostile action by you or one of your allies directed at the creature
allows the creature to act as it sees fit.
To initiate this ability, you must use your action talking to the creature. The creature
makes a Wisdom saving throw. The DC is equal to 8 + your proficiency bonus + your Charisma
bonus. If the save fails, the creature stops fighting. If the save succeeds, the creature continues
as normal and cannot be talked down by you for 24 hours.
At 10th level, you can talk down a number of creatures equal to your Charisma bonus
within 15 feet of your position or within 15 feet of a television, radio, or telephone broadcasting
your message.
At 18th level, the range extends to 30 feet and covers all creatures who can hear and
understand your voice.

React First
Beginning at 7th level, if you are not surprised when initiative is rolled, you can immediately use
your reaction for the first round to move your speed or take an attack action.

Sow Distrust
Starting at 15th level, you can turn one creature against another. You must spend an action
talking and know the name of the creature you’re attempting to persuade, as well as the name
of the creature you are trying to turn it against. The creature must be able to hear and
understand you.
The creature must make a Wisdom saving throw with a DC of 8 + your proficiency bonus +
your Charisma modifier. On a failed save, the creature you are speaking to becomes hostile to
the other creature. If the creature succeeds at the saving throw, it cannot be affected by this
ability again for 24 hours.

Personality
Level Class Features
3rd Unlimited Access
7th Winning Smile
10th Royalties
15th Compelling
Performance
18th Royalties

As a personality, you gain the following advanced class features.

Unlimited Access
At 3rd level, you gain advantage on Charisma ability checks to smooth-talk or trick your way into
a private party or invitation-only event.
In addition, when you buy a ticket to a show or for transportation, you can leverage your
reputation to get that ticket upgraded.

Upgrade Value
Seat at sporting event to field pass 10
Hotel room to suite 15
Concert or theatre ticket to backstage 20
pass
Economy transportation to first class 25

Winning Smile
Beginning at 7th level, when you leverage your reputation to succeed at a Charisma check, you
may treat your reputation score as 10 points higher when determining how much your reputation
decreases.

Royalties
At 10th level and again at 18th level, your activities in the public eye generate extra income.
This income provides a wealth increase of +4.

Compelling Performance
Starting at 15th level, you captivate an audience like no other. When you speak for 1 minute to
at least six creatures who can see and hear you and are not currently hostile, up to six of the
target creatures must make Wisdom saving throws with a DC of 8 + your proficiency bonus +
your Charisma bonus. You can implant a suggestion of your choice in the mind of each creature
that fails this saving throw that lasts for up to 8 hours Creatures that can’t be charmed are
immune to this effect.
The suggestion must be worded in such a manner as to make the course of action sound
reasonable. Asking the creature to stab itself, throw itself out of a parking garage, immolate
itself, or do some other obviously harmful act ends the effect.
Each creature pursues the course of action you described to the best of its ability. The
suggested course of action can continue for the entire duration. If the suggested activity can be
completed in a shorter time, the effect ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For
example, you might suggest that a lawyer give her car to the first homeless person she meets. If
the condition isn’t met before the effect expires, the activity isn’t performed.
If you or any of your companions damage the target, the effect ends.

Soldier
Level Class Features
3rd Bonus Proficiencies, Improved Critical
7th Indomitable
10th Firearms Specialist
15th Superior Critical
18th Tenacity

As a soldier, you gain the following advanced class features.

Bonus Proficiencies
At 3rd level, you gain proficiency with medium armor, heavy firearms, and all military vehicles.

Improved Critical
Starting at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Indomitable
Beginning at 7th level, you can reroll a saving throw that you fail. If you do so, you must use the
new roll, and you can’t use this feature again until you finish a long rest.
Firearms Specialist
At 10th level, when you roll a 1 or 2 on a damage die for an attack you make with a firearm, you
can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18 to 20.

Tenacity
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you
regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit
points left. You don’t gain this benefit if you have 0 hit points.

Techie
Level Class Features
3rd Tool Master, Extreme
Machine
7th Jury-Rig
10th Build Drone
15th Extreme Machine (advantage)
18th Mastercraft

As a techie, you gain the following advanced class features.

Tool Master
You have a knack for knowing how tools work. At 3rd level, you are proficient with all tools..

Extreme Machine
Starting at 3rd level, you can modify a weapon or a piece of armor on the fly. You spend 10
minutes to make the necessary modifications to the device. For the next hour, the weapon or
armor gains one modification (see Equipment). At the end of the hour, or when a natural 1 is
rolled while using the device, the modification ceases to function. At 15th level, you can add up
to two modifications to the armor or weapon.
Once you have used this ability, you cannot use it again until you have finished a short or
long rest.

Jury-Rig
Beginning at 7th level, you have advantage on ability checks to make temporary or jury-rigged
repairs.

Build Drone
At 10th level, you can build a drone to aid in your tasks. The drone takes 8 hours to build. The
drone is tiny and has an AC of 13 and 30 hit points. It is equipped with wheels that give it a base
speed of 20 feet, and rotors that grant it a flight speed of 30 feet and the ability to hover.
The drone has a crude manipulator arm that allows it to interact with objects in the
environment, but it is incapable of fine manipulation, such as picking a lock or typing a
message. It can carry up to 50 pounds while on land and 20 pounds while flying. It is equipped
with audio and visual sensors that allow you to see in an adjustable 90 degree arc and hear
audible sounds within 30 feet of the drone. You can make Intelligence (Investigation) and
Wisdom (Perception) checks through these sensors.
The drone is remotely controlled by you. As an action or bonus action, you can
command the robot to move up to its speed. Performing any task other than Intelligence
(Investigation) or Wisdom (Perception) checks require an action. You can only have one drone
active at a time.

Legendary Craftsmanship
At 18th level, when you create a mechanical or electronic device from scratch, you do so in only
one quarter of the time normally required.

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