Fields of Expertise

Arcanist
Archaeologist
Astronomer
Candlemaker
Cook
Diplomat
Forester
Psychologist
Smith

Professional

Every professional is defined by a specific mundane field, such as a craft, a profession or an art form. From years of study and practice, they master the basic methods of their field. But that is just the first step to true progress, the development of new methods and approaches. A true professional is never satisfied. They are always seeking out new ways to improve their knowledge.

The life of a professional often times begins in the mundane, as a simple craftsman or a sage. For some, the mundane life is too slow, and when their skills becomes stagnant or when an answer cannot be found, the call to adventure rings louder. For the truly curious, the adventuring life is the only way to expand one’s horizons of knowledge and build one’s skill. Whether they’re seeking some lost knowledge, want to test a new theory, or hoping to find new questions to ask, professionals often find themselves in ancient, lost, and often dangerous, places to find them.

Typically, a professional will make his or her biggest contributions to an adventuring party outside of combat. Their knowledge and expertise make them valuable in many situations that adventurers find themselves in. However, as they continue adventuring, their dedication and will to learn allows them to pick up many of the skills needed for this dangerous life. In some ways it could be said that in addition to being masters in their chosen field, they become adventuring professional.

Class Features

The Professional
-Level- -PB- -Features- -Cantrips- -Spells- 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Adaption (d6),
Field of Expertise,
Spellcasting
0 4 2
2nd +2 Quick study, Tool Belt 0 5 3
3rd +2 Field of Expertise 0 6 4 2
4th +2 - 1 7 4 3
5th +3 Adaption (d8),
Trial and Error
1 8 4 3 2
6th +3 Field of Expertise 1 9 4 3 3
7th +3 Keen Mind 1 10 4 3 3 1
8th +3 - 1 11 4 3 3 2
9th +4 Field of Expertise 1 12 4 3 3 3 1
10th +4 Adaption (d10) 2 14 4 3 3 3 2
11th +4 Reliable Talent 2 15 4 3 3 3 2 1
12th +4 - 2 15 4 3 3 3 2 1
13th +5 Field of Expertise 2 16 4 3 3 3 2 1 1
14th +5 Expanded Knowledge 2 18 4 3 3 3 2 1 1
15th +5 Adaption (d12) 2 19 4 3 3 3 2 1 1 1
16th +5 - 2 19 4 3 3 3 2 1 1 1
17th +6 Field of Expertise 2 20 4 3 3 3 2 1 1 1 1
18th +6 Superior Adaption 2 22 4 3 3 3 3 1 1 1 1
19th +6 - 2 22 4 3 3 3 3 2 1 1 1
20th +6 Pinnacle of Achievement 2 22 4 3 3 3 3 2 2 1 1

As a professional, you gain the following class features.

Hit Points

Hit Dice: 1d8

Saving Throws

You are proficient with Wisdom saving throws.

Skills

Class Skills: All Craft, all Knowledge and Profession

Skill Points: You gain 4 skill points at 1st level.

Additional Skills: You gain 3 additional skill points to spend on on single Craft. Note that Journeyman crafter and Master crafter are much more difficult to gain during play.

Skills - Combat

Weapon Groups: You have rank 1 with Club, Knife, Spear, Staff, Crossbow and Sling.

Combat Skills: You gain the Light armor skill.

After 1st level: You gain 1 skill point to spend on combat skills every 3rd level, at levels 3, 6, 9, 12, 15 and 18.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Adaption

By necessity you have a nimble mind and take to anything new quickly. If you have seen a creature make any type of ability check, attack roll or Dexterity saving throw within the last 10 minutes, you can spend a Talent die, a d6, and add the number rolled to your own roll of the same type.

You may instead spread your knowledge and experience to those around you, guiding them towards success. You can spend 1 minute advising your companions in a skill you are proficient with. A number of friendly creatures up to your Wisdom modifier may add your Talent die to a check with the chosen skill made within the next hour.

In both cases the decision to use the Talent die can wait until after you the d20 is rolled, but before the DM says whether the roll succeeds or fails.

Your Talent die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

You can use this feature a number of times equal to your Wisdom modifier, and may regain expended uses after you finish a long rest.

Rest Additions
The following additions are made to the general rest rules.
Short rest
After a short rest:
* Regain use of Keen Mind.
Long rest
After a short rest:
* Regain one use of Adaption.
Add the following class benefits to choose from:
* Regain all uses of Adaption.
* Regain all uses of Tool Belt.

Field of Expertise

At 1st level, you choose your expertise, which is the studies or craft you have mastered. Your expertise grants you features at 1st level and again at 3rd, 6th, 9th, 13th and 17th level.

In addition, select one of the following:

Theoretical field: You learn three cantrips of your choice from your spell list.

Practical field: You gain +2 maximum hit point. Whenever you gain a new level in the professional class your maximum hit points increases by 2.

Spellcasting

Your studies and experience has granted you the ability to reshape reality, allowing you to cast spells. Your spells are discoveries that you can innately exploit.

Cantrips

You learn cantrips of your choice at higher levels, as shown in the Cantrips Known column. Whenever you gain a level in this class, you can replace one cantrip you learned with another cantrip from your spell list.

Spell slots

The Professional table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known

You know four 1st-level spells of your choice. Unless otherwise noted in your field of expertise, those cantrips are from the professional spell list.

The Spells Known column of the professional table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from your spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your spells.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast any spell from your spell list you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a set of appropriate tools as a spellcasting focus for your professional spells.

Quick Study

You can prepare yourself to take on any challenge by analyzing and training. From 2nd level, you can spend 1 hour in preparation to gain to gain 1 temporary skill point to spend on a skill for which you have the prerequisites. This benefit lasts until you use this ability to gain another proficiency this way.

Tool Belt

While other adventurers may rely on spells, or luck, or brute strength to solve a problem, you believe in always having the right tool on hand. From 2nd level, following a long rest, you can use your action to retrieve a piece of non-magical gear from your belt, apron, pack, cart, or wherever you keep your tools, even if you did not have it in your inventory before. This item cannot have a gp cost higher than 5 times your class level.

Items retrieved this way remain in your inventory until you take a long rest. You can use this feature a number of times equal to your Wisdom modifier, and may regain expended uses after you finish a long rest.

Trial and Error

Starting at 5th level, you can adapt your tactics, try to predict your foes patterns and get the upper hand. Once during your turn, when you miss with a weapon attack, you can make another weapon attack as a bonus action. On that attack you can choose to have advantage, or deal an additional 1d8 damage.

At 11th level, the additional damage increases to 2d8.

Keen Mind

From 7th level, if you fail a saving throw that you are proficient with, you may reroll it. If you do so, you must use the new roll and can’t use this feature again until you finish a short rest.

Reliable Talent

By 11th level you have refined your chosen skills until they approach perfection. When you make an ability check that lets you add your proficiency bonus, you may reroll it. If you do so, you must use the new roll.

Expanded knowledge

You gain 2 additional skill points.

Superior Adaption

At 18th level, when you roll initiative and have no Talent dice left, you regain one.

Pinnacle of Achievement

At 20th level, your Wisdom increases by 2 and your maximum becomes 22.

Fields of Expertise

Each professional has a field of expertise. It might be the craft he has practised his entire life, or the theoretical subject he has learnt as much as possible about.

At 1st level, you choose your expertise. Your expertise grants you features at 1st level and again at 3rd, 6th, 9th, 13th and 17th level.


Arcanist

Arcanist Features

Professional Level Feature
1st Arcane Spellcasting,
Bonus Skills,
Magic Item Analysis
3rd Savvy Arcanist
6th Superior Attunement
9th Master of Arcane Theory
13th Use Magic Device
17th Superior Attunement

You have spent your life studying and understanding the underlying mechanics of magic. It is the most academic of all arcane traditions. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse an arcanist from his academies, and archives to pursue a life of adventure.

Arcanist are usually a bookish lot who see beauty and mystery in the application of magic. The result of a spell are less interesting to them than the process that creates the effect.

Arcane Spellcasting

Select an arcane tradition from the Wizard class. When selecting cantrips and other spells, use the spell list of that tradition.

Bonus Skills

You gain proficiency with Intelligence saving throws and 1 additional skill point to spend on the Arcana skill.

Magic Item Analysis

Your understanding of magic items allows you to analyze and understand their secrets. You know the spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.

Savvy Arcanist

You have studied it in theory and your understanding of the processes that go into magic is of a level even some wizards will never obtain. You understand precisely the amount of effort and concentration that goes into casting or maintaining spells. Whenever you cause a target to make a concentration check, it has disadvantage on that check.

Additionally, you can cast spells from scrolls even if you do not have them on a known spell list. To cast the spell, you must succeed at an Arcana check. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.

Superior Attunement

Your superior understanding of magic items allows you to master their use. The Arcana - Artifice - Master attuner costs 0 for you. If you have that skill already, you may spend a skill point on any other class skill.

Master of Arcane Theory

You have studied enough magic to understand the limitations and flaws of most spells. As a reaction, when you see a spell being cast, you can gain advantage on any saves against that spell.

Use Magic Device

You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Superior Attunement

If you have the Master attuner skill, you can instead attune to five magic items.


Archaeologist

Archaeologist Features

Professional Level Feature
1st Bonus Proficiencies,
Whip Master
3rd Explorer’s Tricks
6th Extra Attack
9th Ruin Researcher
13th Fortune’s Favor
17th Paragon of Adventure

Archaeologists explore the isolated reaches of the world lost to history and time. Such places are almost always dangerous, however, and many secrets held within these hidden locations are guarded by beings who would fight and die to keep them.

An archaeologist must be prepared for traps, danger, and deadly combat when delving into the world’s most perilous places, but this risk is often much of what makes their discoveries worthwhile. An eccentric lot, archaeologists often believe heavily in luck, intelligence, and skill, trusting to their tools as easily as trusting a roll of the dice.

Bonus Proficiencies

You gain proficiency with Intelligence saving throws and 1 additional skill point to spend on the History skill.

Whip Master

You have mastered the use of whips as both a weapon and a tool. Gain 3 skill points to spend on the Whip weapon group. In addition you gain the following benefits while wielding a whip.

Explorer’s Tricks

You have learned a handful of techniques that help you comprehend the secrets found in the ancient places of the world. You gain a number of Explorer’s points equal to your Wisdom modifier + 1, each of which may be expended to use one of the abilities listed here. You regain all expended explorer’s points with a long rest.

Ancient Dangers. When you are within a ruin, dungeon, cave, or other work of architecture, you may spend one minute studying either an artistic or written depiction you can see of a specific type of creature, or an artifact left by that type of creature. Depictions may potentially be found on the walls of the structure, or on art, weapons, or objects within the structure. If this creature has a subtype (for example: devil, shapechanger, or Orc), use any applicable subtypes it has instead of its creature type. For the next 24 hours, any time you roll initiative within this area and can see a creature of this type or subtype, you have advantage on your initiative roll.

Eye for Treasure. You cast either identify or locate object as a 10 minute ritual without expending a spell slot or any materials cost.

Polyglot. Choose a language. For the next 10 minutes, you can understand the general meaning of written words in that language, though specifics, idioms, and metaphors may still elude you.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Ruin Researcher

You have an instinctive sense for the architecture, history, and inhabitants of the forgotten places of the World. If you are in a ruin, dungeon, cave, or other work of architecture, you may make an Wisdom (History) check over the course of an hour. In addition to the knowledge about the area’s history and culture that would usually be conferred by such a check, you gather extra information based on the result of the roll.

If this check has a result of 10 or greater, you learn what sorts of traps and secret doors may be in the area (out to a radius of 1,000 feet), what their triggers could be, but not their locations.

If this check has a result of 15 or greater, you learn what creature types are in the area, and their approximate quantities (for example: “many aberrations, some undead, few beasts”).

If this check has a result of 20 or greater, you learn the identity of whichever treasure has the greatest monetary worth in the area. This treasure must be non-magical and, though you do not automatically know where it is, it becomes a valid target for a locate object spell cast by you.

Fortune’s Favor

You have learned to rely on your luck and can take risks that others would consider foolish. When you make any attack, check or saving throw and dislike the result, you may expend an explorer’s point to substitute 10 for the result of the roll.

Paragon of Adventure

Your reputation and glory as an explorer are unrivaled. You regain all expended explorer’s points after a short rest.


Astronomer

Astronomer Features

Professional Level Feature
1st Arcane Spellcasting,
Bonus Skills,
Foretold Foe
3rd Read the Sky
6th Heaven’s Will
9th Divine Insight
13th Signs and Portents
17th Portentous Omen

You spent a significant portion of your life studying the stars, planets, and other wonders of the universe. You can use the clues observed in the sky to help you discern realities about the world around you. You are interested in mysteries of the universe and the forces that rule it.

Arcane Spellcasting

When selecting cantrips and other spells, use the same spell list as a wizard from the school of Divination.

Bonus Skills

You gain proficiency with Intelligence saving throws and 1 additional skill point to spend on the Astronomy skill.

Foretold Foe

As a bonus action on the first round of combat, you can designate a creature that you can see as your foretold foe, who you have learned of and prepared for through your divinations. When you see your foretold foe make an attack roll or saving throw, you can choose to force them to roll again. You can use this ability after the result is known, but before the DM determines if it succeeds. They must keep the second result.

Once you use this ability, you can’t use it again until you finish a short rest.

Read the Sky

You gain the ability to cast the augury spell as a ritual by consulting skycharts and your recent astronomical observations. If you can see the night sky as you cast the spell, you can receive an omen about any course of action you take in the next 24 hours, rather than 30 minutes.

Heaven’s Will

When you cast the augury spell, you learn the name of the creature most likely to cause the result. For example, if you asked for an omen about a journey through the woods and received a result of woe, you might learn the name of the bandit king operating in the area. You can designate this creature as an additional foretold foe, allowing you one more use of the Foretold foe feature.

Divine Insight

You are always aware of your foretold foe’s presence and location if they are within 60 ft of you. Additionally, you have resistance to damage dealt by your foretold foe.

Signs and Portents

An astronomer develops a deeper understanding of the messages in the night sky. When you prepare spells after a long rest, you may leave a number of spells equal to your Wisdom modifier unchosen. You are considered to have chosen them based on signs from the night sky, and can decide upon casting which spell you actually prepared.

Portentous Omen

You receive three omens which recharge when you finish a long rest. On your turn, you can expend an omen to receive a premonition of the near future.

Play out your turn as normal. When your premonition ends, you return to your initial position with all expended resources, and can choose to either follow the exact actions you did in the premonition, or do something different. If you choose to imitate the premonition, use the same dice results that you used in the premonition.

Once you use this ability, you cannot use it again in the same turn.


Candlemaker

Candlemaker Features

Professional Level Feature
1st Bonus Skills,
Candle Casting
3rd Everburning Candles
6th Torchling
9th Unfettered Candle
13th Invocation
17th Pure Beacon

Candlemaking is a simple craft, but also an old and oft forgotten discipline of magic, whose practice is among the most mysterious in all spellcasting. It is based in wax, which is both the base and fuel for flame; a moldable thing, melted and poured in layers to be fed to the fire. Secrets can be held within wax – secrets, or spells.

Candle casters, as arcane masters of this craft are often known, fashion candles with stores of arcane energy in the wax, and a single spell hidden in the wick, which are revealed as the flame ignites. They are apt to carry many candles with many types of magic, for whatever need might arise, and even a few mundane ones, for when it is merely dark.

Bonus Skills

You gain proficiency with Intelligence saving throws and 1 additional skill point to spend on Crafting.

Torchling
small elemental

Armor Class 12

Hit Points 4 (1d6 + 1)

Speed 30 ft.


STR DEX CON INT WIS CHA
3 (-4) 14 (+2) 13 (+1) 5 (-3) 5 (-3) 7 (-2)

Damage Immunities fire, poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Languages none, but understands caster


Features

Death Burst. When the torchling dies, it explodes in a burst of fire and wax. Creatures within 10 ft must make a DC 11 Dex saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. Flammable objects not worn or carried in that area are ignited.

Fire Form. The torchling can move through a space as narrow as 1-inch wide. In addition, it can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 2d6 fire damage.

Illumination. The torchling sheds bright light in a 15 ft radius and dim light in an additional 15 ft.

Water Susceptibility. For every 5 ft. the torchling moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Candle Casting

When you select this Field of expertise, you can cast your spells through the lighting of an arcane candle. You can convert any number of nonmagical candles into arcane candles for no cost over a long rest by providing a mix of material components from a material component pouch when you create them.

Whenever you cast a spell that has a somatic and/or a material component without a gp cost, you can replace those components by lighting a candle instead. Doing so ties the spell’s power to the candle. If the spell has a duration of instantaneous, it burns the candle to its base in a matter of seconds, as the spell’s power is released. If the spell requires your concentration, you automatically succeed ability checks you make to maintain the concentration, but the spell ends if the candle’s flame is extinguished (such is by high winds or a splash of water), as if you lost concentration on the spell.

Everburning Candles

When you light a nonmagical candle, it burns twice as brightly, casting bright light in a 10 ft radius and dim light for an additional 10 ft. Additionally, the candle does not produce heat, consume oxygen, or burn down. You can magically quench or smother the candle’s flame as an action.

Starting at 6th level, when you light an everburning candle, you can choose for the light to only be visible only to yourself and creatures you choose.

Torchling

Whenever you cast a spell which deals fire damage or radiant damage, or creates light in an area, you can use your bonus action to conjure a torchling to your side. The torchling is friendly to you and your companions, and acts on your turn. It obeys any verbal commands that you issue (no action required).

The torchling lasts until it is reduced to 0 hit points, until the spell ends or after a number of rounds equal to the level of the spell cast, whichever is longer. At the end of this duration, the torchling explodes, as per its Death Burst trait. You can only have one torchling at a time.

Unfettered Candle

You can create arcane candles containing a portion of your own magic. When you prepare spells following a long rest, you can create arcane candles of any spell of 5th level or lower you have prepared, expending spell slots and spell components as if you cast the spell normally.

Any creature with an Intelligence of 10 or higher that lights this candle can cast the spell contained within it, using your spell attack roll and saving throw DC, as appropriate. Casting the spell by lighting the candle requires the spell’s normal casting time. Once the spell is cast, the candle burns to its base and can no longer be lit. If the casting is interrupted, the candle is lost.

You can create a number of candles equal to your Wisdom modifier, and all unused candles become mundane candles when you finish a long rest.

Invocation

During a long rest you can create a lesser candle of invocation. You choose the candle’s alignment when you create it. The candle’s magic is activated when you light the candle, which requires an action. The candle is destroyed when it is snuffed, or after it burns for 1 minute.

While lit, the candle sheds dim light in a 30 ft radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with disadvantage.

The candle becomes a nonmagical candle after 24 hours.

Pure Beacon

The light of your candles reveals even treacherous magic for what it really is. While holding a candle the light from that source reveals things as follows:


Cook

Cook Features

Professional Level Feature
1st Bonus Skills,
Chef Fighting Style,
Snacks
3rd Kitchen Tricks
6th Extra Attack
9th Cast Iron Stomach
13th Magnificent Meal
17th Master Chef

Chefs are the much forgotten caretakers of every band of heroes, for a dragon-slaying barbarian, no matter how invincible in battle, can always die of hunger. Through tasty food, chef strengthen their allies.

A true chef does her duty regardless of where she is: to feed the hungry, and to do it with panache. A chef can create works of art through her fine courses, or whip up delicious stews out of scraps from the wilds. While many chefs prefer to their culinary arts from the comforts of the kitchen, some chefs fear not the unknown and instead see it as a source of exotic and exciting ingredients. Chefs are masters of improvisation and take care of their kin with the most wonderful of dishes.

Bonus Skills

You gain proficiency with Intelligence saving throws and 1 additional skill point to spend on the Cooking skill.

In addition you learn the Chef’s Boon cantrip.

Chef’s Boon

Evocation cantrip

Range: 30 feet
Components: V, S
Duration: Instantaneous, or concentration up to 10 minutes

When you can cast the chef’s boon, select one of the following effects:

Chef Fighting Style

Choose one of the following fighting styles.

In addition you are able to use your chef’s utensils as an arsenal of weaponry, as shown in the Culinary Weaponry table. If a culinary weapon is lost or destroyed, you can replace them after by shopping in an urban area. Your culinary weapons can be enchanted like regular weapons and you have proficiency with them.

Culinary Weapons

Utensil Damage Properties
Assorted silverware (12) 1d4 Finesse, light,thrown (20/60)
Cleaver 1d6 slashing Light, thrown (20/60)
Skewers (6) 1d6 piercing Thrown (30/60)
Skillet 1d6 bludgeoning Versatile (1d8)

Assorted Silverware. When you deal damage with assorted silverware, you may choose to deal either bludgeoning, piercing or slashing damage (spoons, forks, and knives respectively).

Snacks

You have experiences many different cuisines and ingredients on your travels, and learn how to make some fantastical snacks. You may select one type of snack from the Snacks table.

Using your cook’s utensils, you can spend a long rest to create convenient Snacks for consumption. You can carry a number of Snacks equal to your Wisdom modifier, and Snacks that are not consumed after a long rest will expire. Actually only the magical effect will expire, as they are probably just as tasty for a couple of days after making.

Consuming a Snack is an item action and after 1 minute the imbued magical effect is applied to the creature consuming the Snack. A creature can only be under the effect of one Snack at any time, and the effects fade after 1 hour unless otherwise noted.

You can carry 1 additional daily Snacks, and add one additional Snack effect at 3rd, 6th, 9th level, 13th level, and again at 17th level.

Types of Snacks

Whenever a saving throw is required, the DC is 8 + the user’s Constitution modifier + the user’s proficiency bonus, with the user being the creature that consumed the Snack.

When the Snack die is mentioned, it is equal to 1d6 + your Wisdom modifier. This increases to 2d6 at 6th level and increases again to 3d6 at 13th level.

Kitchen Tricks

You learn a handful of techniques that help you overcome enemies outside the kitchen. You gain a number of points equal to your Wisdom modifier + 1, each of which may be expended to use one of the abilities listed here. You regain all expended points with a long rest.

Flour Smokescreen. As an action, you can create a 20 ft radius flour smokescreen centered on a point within 20 ft. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Grease Slick. As an action, you can toss a grease slick onto the ground in a 10 ft radius centered on a point within 20 ft and turn it into difficult terrain for one minute. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Smelling Salts. You discover the perfect mix of spices to create such a visceral and powerful assault on the nose as to break a creature from its stupor. As a bonus action you may wave these spices under the nose of a stunned or frightened creature. The creature makes a saving throw against the condition on your turn. At 13th level, these spices have effect on the paralyzed condition as well.

Spice of Life. You keep ready a sachet of spices up your sleeves to throw when times get desperate. When a creature makes a melee attack against you, you can give them disadvantage as a reaction. Once you use this, you can’t use it again until you finish a short rest.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Cast Iron Stomach

Your constant culinary experiments has hardened you. You gain resistance to poison damage and have advantage on saving throws against effects from ingesting things.

Magnificent Meal

You can prepare a magical feast that strengthens both body and will. Preparing the feast takes 1 hour and expends 500 gp worth of fine foods. Up to a dozen creatures can partake in the meal over the course of 1 hour, and those that do gain the effects of a Heroes’ Feast spell for 24 hours. Once you use this feature, you must finish a long rest before you can use it again.

At 17th level, your Magnificent meal requires only 100 gp worth of ingredients instead of the usual material component.

Master Chef

You have reached the pinnacle of culinary expertise. You can serve full course meals in the blink of an eye and the dishes you prepare are so delicious that people who eat them will enter a state of blissful ecstasy. Once per long rest, you can enter a state of culinary fury to serve dishes at a blinding, super-humanly fast speed. For 1 minute, you can feed all friendly creatures within 15 ft a bite of freshly served deliciousness. You grant them the benefits of any Snack you know, without spending any Snack from the ones prepared daily.

Also, if you cook a meal during a long rest, you and anyone who eats your food can gain 3d10 temporary hp that last up to 1 full day.


Diplomat

Diplomat Features

Professional Level Feature
1st Bonus Skills
3rd Ever Watchful
6th Machiavellian
9th Universal Linguistics
13th Master Ambassador
17th Diplomatic Immunity

Diplomats are usually professional negotiators, emissaries and ambassadors. They might also be agents of governments, or freelance members of an independent “Guild of Mediators” hired by those wishing to resolve disputes. They may also serve as spies, or investigators of politically-sensitive scandals or crimes

Bonus Skills

You gain proficiency with Charisma saving throws and 2 additional skill point to spend on the Speechcraft skill.

Additionally, you learn two languages of your choice.

Ever Watchful

Diplomats make a point of keeping up with the latest news both local and from afar, as well as making an effort to know the wise and the powerful. If you can freely travel about an area talking with locals and passing travellers for a few hours, you can make a DC 12 Charisma (Investigation) ability check with advantage.

Success indicates that you hear all the latest useful rumours, including news of trouble. Failure means you hear all the latest rumours and news, but cannot discern the true from the false. On a success, you can also glean the names, whereabouts and general appearances of all local influential individuals, households and factions, as well as what livery, colours and heraldry they typically bear, if any.

Machiavellian

You gain 2 additional skill points to spend on the Speechcraft skill, advantage on all Charisma ability checks and advantage on saving throws made to resist being charmed.

Universal Linguistics

You can communicate and understand simple ideas and concepts when speaking to creatures that have an Intelligence score of 7 or higher, even if you do not share a language. You can also glean basic information from written samples of languages that you do not know. The DM may have you roll an Wisdom check if you attempt to read, communicate, or understand more complex ideas in an unknown language. At the DM’s discretion, failure may result in misinterpretation.

Master Ambassador

No effect can cause you to have disadvantage on Insight checks. Additionally, your mind cannot be read against your will and magic that would determine if you are telling the truth or not always indicates that you are being truthful.

Diplomatic Immunity

Your heart cannot be swayed to extremes. You are immune to being charmed and frightened. As an action, you can end a charmed or frightened effect on a creature within 30 ft of you that you share a language with.


Forester

Forester Features

Professional Level Feature
1st Bonus Skills, Master Axeman
3rd Expert Traveller, Naturalist
6th Expedition Mastery, Extra Attack
9th Solid Like An Oak
13th Natural Cartography
17th Unstoppable

The forester is a wilderness expert, her abilities derived from long and intimate relationship with the outdoors. For some, this acquaintanceship comes as the natural consequence of a frontier or tribal upbringing. Others acquire their skills while pursuing their livelihood; these include but are certainly not limited to hunters, trappers, herders, woodcutters, herbalists, prospectors, and game wardens. Among humans, few foresters receive formal training. The exceptions are those trained to serve as elite military scouts or border wardens.

Foresters are hardened by wilderness life far from the comforts of civilization. They are toughened by the challenges posed by a sometimes-dangerous natural world, and while they lack formal combat training, they are no strangers to weapons.

While the archetypical outdoorsman who lends the class her name is a woodsman, the abilities of the class are adaptable to all terrain types and climates. The class can equally represent a character at home in the mountains, plains, jungle, swamp, or desert, in equatorial heat or frigid arctic climes.

Cutting down trees may just be the most dangerous job you can get. Away from civilization, surrounded by hundreds of powerful, murderous things, and doing the exact thing that they hate. Being a lumberjack means you had to fight for your life countless times, from raging beasts to poisonous arrows, curses, treants, you name it.

Lumberjack

Real-life lumberjack: Boy howdy I hope that tree don’t fall on me.

Fantasy lumberjack: Boy howdy I hope that tree don’t rip my limbs apart. And I don’t accidentally anger the elves, or the dryads, or the druids, and the forest gods, and the…

The seasoned lumberjack is, by necessity, a seasoned fighter that has fought many enemies, but unlike other jobs, they weren’t just monsters, they were intelligent creatures. Many woodcutters try to make deals with the forest creatures to avoid fights, cut and hunt only in some areas, respect quotas. As a result, this fighter is also a diplomat and knows the importance of a solid deal and the dangers of breaking it.

Isn’t this just a ranger? No. You don’t like nature, you just have to deal with it because it’s your job. You kill animals or, at best, learn how to not anger them. Or maybe you did learn to like nature, in the years dealing with it. Doesn’t mean it likes you back.

Bonus Skills

You gain proficiency with Strength saving throws, Survival is added to your class skills and you gain 1 additional skill point to spend on the Survival skill.

Master axeman

You are a master of axes, the pinnacle of weapons. It can be used as a weapon or as a tool, you can chop up firewood or orcs, it can be used for chopping, digging or hammering. There is no better weapon, nor tool. Gain 2 skill points to spend on tha Axe weapon group.

You may select a fighting style from the fighter class list and have access to that style as long as you are wielding an axe.

Whenever you gain a level in a class that has the Fighting Style feature, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.

Expert Traveller

You suffer no penalties for sleeping in armor. If you are travelling alone, when travelling for an hour or more, difficult terrain does not slow your travel and you make all saving throws after a forced march at an advantage. Additionally, you can move stealthily at a normal pace.

Beginning at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical terrain without being slowed by it and without taking damage from it if they have thorns, spines, or a similar hazard.

Naturalist

Gain 1 skill point to spend on the Animal Handling skill.

Additionally, you can read the basic mood and intent of beasts. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it not to attack. You cannot use this ability against a creature that you have attacked within the past week.

Expedition Mastery

If you spend at least one day traveling in a specific type of terrain (arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark), you gain the following benefits until you spend at least an hour day traveling a different type of terrain.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Solid Like An Oak

You are as tough as the forest you work with. Whenever an effect requires you to make a Constitution saving throw, you may use your reaction to add 1d6 to the roll before the results of the roll have been announced. If succeeding on the Constitution saving throw would make you only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Natural Cartography

When outdoors, you can spend 10 minutes to study your nearby surroundings to extrapolate knowledge about the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. From a suitable vantage point with a high elevation and clear sightlines, you can accomplish this task in just 1 minute. This ability doesn’t function where nature has been replaced by construction, such as in dungeons and towns.

You gain knowledge of up to three facts about any of the following subjects as they relate to the area.

For example, you could determine the location of major sources of safe drinking water, the location of any nearby towns, and the location of goblin camps in the area.

Unstoppable

Instead of rolling a saving throw, you can choose to count your result as a 20. You can use this feature a number of times equal to your Wisdom modifier, and regain expended uses after you finish a long rest.


Psychologist

Psychologist Features

Professional Level Feature
1st Bonus Skills
3rd Psychologist
6th Tactful Senses
9th Forceful Presence, Ironclad Insight
13th Psychological Profile
17th Hardened Mind

A psychologist is a scientist of the mind. He might be a doctor specialized in the illnesses of the mind, working to cure those unfortunate souls committed to the sanatorium. Or he might be a university professor trying to unlock the secrets of why certain behaviours seem to appear in some types of races or creatures.

Bonus Skills

You gain proficiency with Intelligence saving throws, add Speechcraft to your class skills,and you gain the Perception - Insight skill and its prerequisite.

Psychologist

Whenever you make a Medicine check to diagnose a mental illness or madness, you are considered proficient with the Medicine skill and have advantage on the check. If you spend at least 10 minutes interacting with or listening to a creature with which you share a language, you have advantage on Insight and all Charisma checks made towards them.

Tactful Senses

If you spend more than a minute with anyone, you can tell if they are under the influence of an Enchantment effect. A successful Insight check will tell you the exact effect. The DC is equal to 10 + spell level.

In addition you have advantage checks to discern illusions.

Forceful Presence

While conversing with a creature that isn’t hostile to you, you can make a Speechcraft ability check opposing the creature’s Wisdom (Insight) check.

If you succeed you can cause the creature to become charmed or frightened by you. This condition lasts as long as you remain in the creature’s presence and for 10 minutes afterward. The charmed condition ends early if you or your companions do anything harmful to the target.

You can use this feature a number of times equal to your Wisdom modifier, and regain expended uses after you finish a long rest.

Ironclad Insight

Your understanding of the sapient mind gives you an instinctive measure of defense in combat. You gain a bonus to your AC equal to your Wisdom modifier as long as you are wearing light or no armor.

Psychological Profile

If you spend at least one minute conversing with a creature or observing it in a social situation, you can analyze its speech and body language to determine how best to interact with it. For the next hour, you have advantage on checks directed at the creature.

You can use this feature a number of times equal to your Wisdom modifier, and regain expended uses after you finish a long rest.

Hardened Mind

You have resistance to psychic damage and advantage on all saves and check made to avoid charm effects.


Smith

Smith Features

Professional Level Feature
1st Bonus Skills,
Tempered Skin,
Weapon Master
3rd Well-Built Equipment
6th Artisan’s Touch, Extra Attack
9th Craftsman’s Strike
13th Master Artisan
17th Might of the Anvil

Every village, town, and city has its own blacksmith. Some, however, become restless of simply working at their profession and put their skills to use as adventurers. Years of forging have already hardened them against the elements, and their blades are often a mark of great care and dedication.

Bonus Skills

You gain proficiency with Strength saving throws and gain 1 additional skill point to spend on the Craft - Metalwork skill.

Tempered Skin

The time spent at the forge tempered your skin to the burning heath. You have resistance against fire damage.

When you reach 9th level, the heat of the forge settled in your skin. Being a constant source of warmth, it makes you resistant to cold.

Weapon Master

You not only forge great weapons, you fight with them as well. You have rank 2 in all weapon groups and may select a fighting style from the Fighter list.

Whenever you gain a level in a class that has the Fighting Style feature, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.

Well-Built Equipment

You can convert a weapon into a Well-balanced weapon or a suit of armor into a Well-fitted suit of armor. These particular items are fitted to your exact specifications, and can only be used proficiently by you.

Artisan’s Touch

As your blacksmithing skills increase, you become able to upgrade your Well-built equipment. You learn two techniques when you obtain this feature, and two additional techniques at 9th, 13th and 17th level. You need one day of work to apply or change a technique to an equipment. All techniques are listed at the end of the smith description.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Craftsman’s Strike

You’ve learned how to build, but you also know how to destroy. Once per turn, you can add 1d8 damage to an attack you make against an object, construct, or a creature wearing metal armor.

Master Artisan

You are a true master of the craft and can apply master techniques to your Well-built equipment. Instead of a regular artisan technique, you may choose master techniques, listed at the end of the smith description. An item cannot have more than one master technique applied to it.

Might of the Anvil

Your Strength score increases by 2 and your maximum for Strength becomes 22.

Artisan Techniques

You learn two techniques at level 6, and two additional techniques at 9th, 13th and 17th level.

Generic Techniques

Armor Techniques

Weapon Techniques

Master Armor Techniques

Master Weapon Techniques