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Specialist


Hit Points

Hit Dice: d8 per Specialist level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per specialist level after 1st

Proficiences

Armor: Light armor
Weapons: Simple weapons, and handguns or longarms (choose one)
Tools: Theives' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose five from Acrobatics, Athletics, Computing, Deception, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Overview & Creation

The specialist relies on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating resourcefulness and versatility that is the cornerstone of any successful outfit. Every town and city has its share of specialists. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into street gangs or crime families. Plenty of specialists operate independently, but even they sometimes recruit apprentices to help them in their scams and heists.


Class Features

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.  
Level Proficiency Bonus Sneak Attack Features
1 +2 1d6 Expertise, Sneak Attack
2 +2 1d6 Cunning Action
3 +2 2d6 Specialization
4 +2 2d6 Ability Score Improvement
5 +3 3d6 Uncanny Dodge
6 +3 3d6 Expertise
7 +3 4d6 Evasion
8 +3 4d6 Ability Score Improvement
9 +4 5d6 Specialization features
10 +4 5d6 Ability Score Improvement
11 +4 6d6 Reliable Talent
12 +4 6d6 Ability Score Improvement
13 +5 7d6 Specialization feature
14 +5 7d6 Blindsense
15 +5 8d6 Slippery Mind
16 +5 8d6 Ability Score Improvement
17 +6 9d6 Specialization feature
18 +6 9d6 Elusive
19 +6 10d6 Ability Score Improvement
20 +6 10d6 Stroke of Luck
 

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a Small melee weapon or any ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Specialsit table.  

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.  

Specialization

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, or Arcane Trickster, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.  

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a Molotov cocktail or C4 explosion. 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.  

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.  

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.  

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.    

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.  

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can’t use it again until you finish a short or long rest.
 


Subclass Options

Specialization – Ketch

A ketch is a term for a skilled thief, one that is resourceful, professional, and above all discreet. Thieves merely steal, whereas ketches conduct ketching, a silent, targeted scoop of key valuables.  

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock or take the Use an Object action.  

Second-Story Work

When you choose this archetype 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

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.  

Use Psionic Device

By 13th level, you have learned enough about the workings of psionics 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 psionic items.  

Thief’s Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.    

Specialization – Ninja

‘Ninja’ is a common term for a skilled hitman, quiet and efficient and unlikely to leave loose ends. Unlike street samurai, who are the valiant defenders of their home turf, and ronin who are dumb muscle that’ll work for anyone, ninja are sought out when sensitive wetwork needs to happen under the radar. Stealth, poison and disguises help these experiences killers eliminate their targets.  

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the pharmacist kit.  

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.  

Infiltration Expertise

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and pass a DC 10 Wealth check to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a corp exec from a remote, city so you can insinuate yourself into the company of other wealthy high rollers. 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.  

Imposter

At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.  

Death Strike

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.    

Specialization - Booster

A booster is someone that hoards all things psionic, whether it be psionically enhanced gear or psi matrixes bursting with stored powers. Although they have no innate psychic ability, boosters are able to manifest power using a psi amp, just like Technomancers.  
Levels Cantrips Known 1st 2nd 3rd 4th
3 3 2 - - -
4 3 3 - - -
5 3 3 - - -
6 3 3 - - -
7 3 4 2 - -
8 3 4 2 - -
9 3 4 2 - -
10 4 4 3 - -
11 4 4 3 - -
12 4 4 3 - -
13 4 4 3 2 -
14 4 4 3 2 -
15 4 4 3 2 -
16 4 4 3 3 -
17 4 4 3 3 -
18 4 4 3 3 -
19 4 4 3 3 1
20 4 4 3 3 1
 

Psi Matrix

A booster carries with them at all times a psi matrix, a data cube customized to store their psionic powers. At 3rd level, you have a psi matrix containing three 1st-level psionic powers of your choice from the psyker psionic powers list. Each time you gain a specialist level, you can add one psyker powers of your choice to your psi matrix. Each of these powers must be of a level for which you have powers slots, as shown on the Booster table. The powers that you add to your psi matrix as you gain levels reflect the research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the universe. You might also find powers stored on data cubes on your travels.   Copying a power into the psi matrix: When you find a psyker power of 1st level or higher stored on a datacube, you can add it to your psi matrix if it is of a level for which you have power slots and if you can spare the time to decipher and copy it. Copying a power into your psi matrix involves reproducing the basic form of the power, then deciphering the unique system of notation used by the person who recorded it. You must practice the power until you understand the sounds, gestures and mental acrobatics required, then transcribe it into your psi matrix using your own notation. For each level of the power, the process takes 2 hours and requires a wealth check, equal to 10 + the level of the power. The cost represents material components you expend as you experiment with the power to master it, as well as the specialised components you need to make adjustments to your psi matrix. Once you have spent this time and wealth, you can prepare the power just like your other powers.  

Psionics

At 3rd level you gain the ability to cast psionic powers. Psi Amp: A psi amp is a small chip that is fused to your spinal cord. At 3rd level, you have somehow acquired a psi amp, through purchase, theft, or fortune. A booster’s psi amp counts against the maximum number of implants they can accommodate (see Cybernetics).   Cantrips: You learn three cantrips of your choice from the psyker psionics list, one of which must be mage hand. You learn additional psyker cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Booster table. Power slots: The Booster table shows how many psionic power slots you have to cast your powers of 1st level and higher. To cast one of these powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.   Psionic Casting Ability: Intelligence is your psionic casting ability for your psyker powers. You use your Intelligence whenever a psyker power refers to your psionic casting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a psyker power you cast and when making an attack roll with one.   Power save DC = 8 + your proficiency bonus + your Intelligence modifier Power attack modifier = your proficiency bonus + your Intelligence modifier  

Preparing Powers

You prepare the list of psyker powers that are available for you to cast, choosing from the psyker psionics list. When you do so, choose a number of psyker powers equal to your Intelligence modifier + your psyker level (minimum of one spell). The powers must be of a level for which you have power slots, and you must have the power recorded already in your psi matrix. Preparing powers in this way temporarily copies them from your psi matrix into the RAM of your psi amp for quick access. You can change your list of prepared powers when you finish a long rest. Preparing a new list of psyker powers requires time spent in scheming, meditation and combing through your psi matrix: at least 1 minute per power level for each power on your list.  

Psionic Thief

Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:   -You can stow one object the hand is holding in a container worn or carried by another creature. -You can retrieve an object in a container worn or carried by another creature. -You can use thieves’ tools to pick locks and disarm traps at range.   You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.  

Psionic Ambush

Starting at 9th level, if you are hidden from a creature when you cast a psionic power on it, the creature has disadvantage on any saving throw it makes against the power this turn.  

Versatile Trickster

At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.  

Mind Leech

At 17th level, you gain the ability to steal the knowledge of how to cast a power from another psionics user. Immediately after a creature casts a power that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its psionic casting ability modifier. The DC equals your power save DC. On a failed save, you negate the power’s effect against you, and you steal the knowledge of the power if it is at least 1st level and of a level you can cast (it doesn’t need to be a psyker power). For the next 8 hours, you know the power and can cast it using your power slots. The creature can’t cast that power until the 8 hours have passed. Once you use this feature, you can’t use it again until you finish a long rest.  
 


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Houdini26.

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