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5e Players Options 1.0 PDF

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5e Players Options

by Tom Miskey
version 1.0

These are a variety of additional players options for D&D 5e. With additional sub-races, new
archetypes for every class, new feats, and more Background choices, there should be something useful
in here for every character.

Sub-Races:
Not every race in 5e has sub-race options, so I limited myself to only those that already have them,
with 1 exception. At our game table, we always specified what type of Elf a Half-Elf's parent is, and so
I wanted that option in 5e as well.

Arctic Dwarves
Ability Score Increase: Your Strength score increases by 1.
Arctic Adaptation: You gain Resistance to all cold damage and have Advantage on saving throws
against the effects of cold. In addition, you are considered proficient in Survival checks in Arctic
environments.

Aquatic Elves
Ability Score Increase: Your Constitution score increases by 1.
Webbed Fingers: You are able to swim at your normal movement speed instead of half speed, and you
have Expertise on all swim checks instead of your normal Atheltics proficiency.
Gills: You can breathe underwater.
Aquatic Elven Weapon Training: You have proficiency with the trident, spear, and net.

Ghostwise Halflings
Ability Score Increase: Your Wisdom score increases by 1.
Shun Death: You have Resistance to all Necrotic damage, and you get Advantage on saving throws vs
life draining effects.
Ghostwise: Incorporeal creatures are unable to pass through you, and take the damage for
materializing in a solid object if they try. You are immune to any abilities that require the immaterial
creature to inhabit your space, such as possession.

Deep Gnomes
Ability Score Increase: Your Wisdom score increases by 1.
Underground Dwellers: You have Expertise in Survival checks related to living underground.
Cave Crawling: You have Expertise in Stealth when you are in caves or other natural underground
settings, instead of any normal Proficiency that would apply.

Specific Half-Elves
The same as a regular Half-Elf except for the following:
Ability Score Increase: Your Charisma only increases by 1 and you have 1 point that you may put in
any other attribute. In addition, you'll receive 1 point in a specific stat from the chosen Elf sub-race.
Skill Versatility: This only gives you 1 skill of your choice, not 2, and you don't get a free language.
Elf sub-race: In exchange, you may select an Elf sub-race and gain all the benefits of it (High, Wood,
Drow, or Aquatic)

Classes:
Presented below is one new archetype for each class in the Player's Handbook. I have tried to balance
each archetype overall with those from the book, though individual abilities may be slightly weaker or
stronger than one gained at the same level in a different archetype.

Barbarian: Path of the Spellbreaker


Spellbreakers are Barbarians that hate spellcasters and magic and are trained to fight them. Many
primitive barbarian tribes are superstitious and fearful of magic, and Spellbreakers are their champions
against the unpredictable powers of magic.
Rage Against the Elements: Starting at 3rd level when this Path is chosen, your Rage ability is
permanently modified. Instead of protecting against bludgeoning, slashing, and piercing attacks, you
instead get resistance to all types of damage EXCEPT bludgeoning, slashing, and piercing. Your Rage
ability is otherwise unchanged.
Mage Slayer: At 6th level, you gain the Mage Slayer feat for free. If you already have it, you may
take your Ability Score Improvement instead.
Distracting Shout: At 10th level, you may use your reaction to utter a Distracting Shout. This acts as
as the spell Counterspell, but Constitution is considered your "Spellcasting Ability". Distracting Shout
may be used once, and then requires a short or long rest to recover.
Legendary Resistance: At 14th level, three times per day after you have failed a saving throw against
a magical effect, you may instead choose to succeed automatically. These recharge after a long rest.

Bard: College of the Akashic Records


The Akashic Records are a metaphysical storehouse of knowledge and alternate possibilities. For those
that learn how to tap into it, it can offer unparalleled versatility and even insight into the immediate
future.
Font of Knowledge: At 3rd level, whenever you make an Intelligence-based skill check, you may add
your Inspiration die to your roll for free.
Knowledge of the Ages: At 3rd level, you may spend one use of Inspiration to gain a Proficiency you
do not have. This could be Proficiency in any skill, language, or tool with which you are not currently
proficient. The borrowed proficiency lasts 10 minutes, and you may only have 1 proficiency at a time.
Borrow Spell: At 6th level, you may spend a point of Inspiration to temporarily gain the use of a Bard
spell of up to 3rd level that you do not know. You may then cast the spell once, using up one of your
slots as normal, before you forget it again. You must spend the Inspiration immediately before you cast
the spell, you may not hold on to the spell.
Read the Myriad Paths: At 14th level, you gain the temporary ability to read the future a moment
before it happens. This acts as the spell Foresight, but it only last 10 minutes instead of 8 hours, and it
can only affect the Bard, not a touched target. This ability is replenished with a long rest.
Cleric: Love Domain
Gods and Goddesses of Love are found in nearly every pantheon. Examples include Aphrodite, Freyja,
Hathor, and Sune. Note: I had some fun with the names of this domain's abilities, they are all song
titles.
Love Domain Spells:
1st: Charm Person, Sanctuary
3rd: Enthrall, Suggestion
5th: Aura of Vitality, Tongues
7th: Aura of Purity, Compulsion
9th: Circle of Power, Dominate Person

Making Love Out of Nothing at All: At 1st level, you gain Friends as a bonus cantrip.
Power of Love: Also at 1st level, your Enchantments are so powerful that enemies that would
normally get Advantage on the saving throw because you or your allies are engaged in combat with it
do not receive that benefit. If the spell would normally automatically end if you or an ally attacks the
target after it has been enchanted, the target instead is allowed a saving throw with Advantage each
time it is attacked.
Channel Divinity: You're the Inspiration: At 2nd level, you may Channel Divinity to Inspire the
Heart of a target within 30' This has 3 effects: First, it removes any fear effect the target is under.
Second, the Cleric learns one of the target's Personality Traits, Ideals, Bonds, or Flaws. Third, if the
target does not already have an Inspiration point, they receive one.
All Out of Love: At 6th level, you are able to use a variety of tantric secrets (either alone or with a
partner) to regain some spell slots. Once per day when you finish a short rest, you can choose
expended spell slots to recover. The spell slots can have a combined level that is equal to or less than
half your wizard level (rounded up), and none o f the slots can be 6th level or higher.
Channel Divinity: Heartbreaker: At 8th level, you gain the Heartbreaker Channel Divinity option.
Choose 1 living humanoid target within 30' and expend a use of Channel Divinity. The target must
make a Wisdom saving throw or else they are stunned for 1 round and suffer 4d8+ your Cleric level
psychic damage as they see visions of everyone/everything that they have loved and lost. A successful
save reduces the damage by half and negates the stun.
Simply Irresistable: At 17th level, you may cast either Mass Suggestion or Sympathy (not Antipathy)
once per day.

Druid: Circle of the Wilds


This Circle provides the Druid with an animal companion instead of enhanced magic or shapeshifting.
It is similar to a Ranger's companion, but there are a few differences due to Druids being a caster class
instead of a more martial class.
Animal Companion: When you choose this Circle at 2nd level, you gain the Animal Companion
feature, identical to a Ranger Beastmaster.
Enhanced Training: At 6th level, you gain the Exceptional Training feature, similar to a Ranger but
with 1 notable difference. Since Druids never gain the Extra Attack feature that allows a Ranger to
attack at the same time as its companion, Druids may use their Bonus Action to also issue the Attack
command at this level, as well as the usual Dodge, Dash, Disengage, or Help.
Share Spells: At 10th level, you may share spells with your animal companion if it is within 30' of you
when you cast a spell targeting yourself. (Note: This abbility is received sooner than a Ranger because
Druids are more spell focused.)
Bestial Fury: At 14th level, the animal companion may make 2 attacks when you command it to take
the Attack Action. (Note: This ability is later than a Ranger because Druids are less martial focused)

Fighter: Dreadknight
Dreadknights are nearly unstoppable warriors, usually clad in heavy armor, that are able to withstand a
great deal of punishment and keep going. They specialize in staying on their feet long after others
would have fallen. The name is a play on "dreadnaught", but the fact that Dreadknights can seem
unstoppable certainly puts fear into their enemies.
Armor Expertise: At 3rd level, you gain a +1 bonus to AC if you are wearing Medium armor, or a +2
bonus to AC in Heavy armor.
Improved Recovery: At 7th level, when you spend Hit Dice to heal during a Short Rest, you may add
your Proficiency modifier to each die rolled. In addition, when you use your Second Wind ability, you
may add your Proficiency modifier to the total.
Defensive Fighting: At 10th level, you have learned how to fight defensively. You may choose to
suffer disadvantage on all your attack rolls for this round, but anyone attacking you also suffers
disadvantage on their attacks.
Fend Off the Reaper: At 15th level, you get Advantage on all Death saving throws and against
Necrotic attacks and life draining. Additionally, if you have not yet used your Second Wind, you may
use it after you have fallen.
Shrug it Off: At 18th level, you have a chance of resisting critical hits. If you make a DC 20
Constitution save, the blow does only normal damage instead of critical damage. In addition, you may
choose a 2nd Fighting Style, but you must choose either Defense or Protection.

Monk: Way of Zen Archery


Most monks are masters of hand to hand combat, but some have learned how to use bows to greatly
extend their reach. Zen Archers eventually gain incredible aim with bows,
Zen Archery: When you choose this Way at 3rd level, you gain proficiency in longbows and
shortbows. You may spend a Ki point to use your Bonus Action to attack with your bow one additional
time. Longbows and shortbows are counted as "monk weapons" for your Martial Arts ability.
Ki-Empowered Arrows: At 6th level, arrows fired from your bow count as magical, the same as your
Ki-Empowered Strikes, and your arrows may be used for Stunning Strikes as well. If you wish, you
may use the Monk's unarmed damage die in place of your bow's damage die on any attack. In addition,
your critical threat range with a bow increases to 19-20.
Reflexive Shot: At 11th level, you no longer suffer disadvantage when firing a bow while an enemy is
within 5' of you. You are also able to use a bow to make Opportunity Attacks.
Perfect Aim: At 17th level, the Zen Archer can ignore 1/2 and 3/4 cover when using a bow. If you
already have the Sharpshooter feat, you may also ignore total cover if there is any conceivable ricochet
shot that could reach the target. Your critical threat range for bows increases to 18-20.

Paladin: Oath of Justice


Most Paladins of Justice are Neutral Good. They believe administering justice is more important than
always following the law. They will seek to clear the name of the wrongly accused, and bring swift
punishment to those who have wronged others. They will often use their Weapon of Justice ability to
determine the guilty from the innocent, or to extract informarion about a crime or the location of a
criminal.

Tenets of Justice:
Work within the law when possible, but the cause of justice superceeds mortal laws.
Justice without force is powerless; force without justice is tyrannical.
It is better to risk saving a guilty person than to condemn an innocent one.
Moderation in the pursuit of justice is no virtue.

Oath Spells:
3rd Compelled Duel, Comprehend Languages
5th Detect Thoughts, Zone of Truth
9th Clairvoyance, Speak with Dead
13th Divination, Guardian of Faith
17th Dispel Evil and Good, Geas

Channel Divinity: Weapon of Judgement: At 3rd level you may empower your melee weapon with
your Channel Divinity. For 1 minute, all attacks that hit their target add your Charisma modifier to the
damage in addition to your Strength mod. In addition, you may demand the answer to a question from
your target before you attack (it must be a relatively short question with a short answer, such as yes, no,
or a few words like a name or place). If the target answers truthfully, your attacks will automatically
miss and you will know that it was the truth. If the target refuses to answer or tells a lie, you gain
advantage on your attacks against the target. If the target was unable to hear or understand you (it
doesn't speak your language, for instance), or you decide not to ask a question, you attack normally.
Channel Divinity: Swift Justice: Also at 3rd level you may expend a use of Channel Divinity to give
all allies within 30' of you a 10' increase to their speed for 1 minute.
Blind Justice: At 7th level, you gain Blindsight in a 10' radius. At 18th level this increases to a 30' r.
Uncorruptable Justice: At 15th level, you are immune to fear, charm, and possession, and you gain
Advantage on all Wisdom saving throws.
Reveal the Truth: At 20th level, you may cast True Seeing once per day.

Ranger: Warden
A Warden Ranger focuses on improving spellcasting and abilitiers centered around your favored
terrain. Wardens are protectors of their natural areas and the animals and plants native to them.
Favored Terrain Spells: At 3rd level when you take this archetype, you gain 2 Druid cantrips of your
choice that you may cast at will. In addition, you receive a number of bonus spells based upon your 1st
Favored Terrain. Use the lists for the Druid of the Land, but you get the first 2 spells at 5th level, the
next 2 at 9th level, the 3rd pair at 13th level, and the last pair at 17th level due to the slower Spell Slot
progression of a Ranger.
Heightened Senses: At 7th level, while you are in one of your Favored Terrains, you have Advantage
on Initiative rolls and you are never Surprised.
Resist the Elements: At 11th level, you gain fire and cold resistance, as you are used to the extremes
of nature. If you are already resistant to fire and/or cold, you may instead choose lightning, thunder, or
poison.
Nature's Bond: At 15th level, once per day when you take a short rest, you may regain up to 3 levels
of Spell Slots that you had previously used that day. If you are within a Favored Terrain, you instead
regain 5 levels of used Spell Slots. In addition, you may Speak with Animals from your Favored
Terrains at will.

Rogue: Con-Artist
Some Thieves lie and cheat to get their ill-gotten gains rather than climb in a window or pick a lock.
Bonus Proficiencies: At 3rd level, you gain Proficiency in 2 of the following: Insight, Deception,
Persuation, or the disguise kit. If you are already Proficient in a skill, you may choose to increase it to
an Expertise instead.
Smooth-Talker: At 3rd level, you may cast the spells Charm Person and Disguise Self once per day
each. The saving throw against them is 8 + your Proficiency bonus + Charisma mod.
Haggling: At 6th level, you are especially skilled at selling recovered loot for more than usual. You
may sell equipment for 75% of its value instead of 50%. You also gain Advantage on Charisma
(Persuation) tests if it involves exchanging goods, services, information, or other things of value.
Feint: At 9th level, as a Bonus Action you may perform a Feint manuever against an adjacent target
twice per short rest. Your next attack against that target gets Advantage, and if it hits, roll your
weapon's damage die twice.
The Long Con: At 13th level, you always remember to plan ahead during a con job, even when it isn't
clear just what you'll need. Once per day, you may retroactively say that you prepared for a particular
eventuality, whether that means hiding a piece of equipment somewhere, or setting up a safe house to
retreat to, or starting a specific rumor in town, or having scouted the guards patrol routine. The action
must be something that you could have physically done, even if you never said you had done so until
now. If the action would have required a skill roll, make it when it is declared to see how successful it
was.
Consumate Liar: At 17th level, you may cast either Mislead or Glibness once per day.

Sorcerer: Arcane Sorcerous Origin


You come from a highly magical lineage. It could be Djinni's, Fey, or simply a long family line of
Sorcerers. This origin emphasizes greater control over your magic rather than the unpredictable surges
of wild magic, and it enhances your spellcasting and metamagic abilities.
Greater Magical Knowledge: At 1st level, you gain 1 additional spell known, and that spell may
come from the Wizard spell list rather than the Sorcerer list. An additional Wizard spell known is
gained at 6th, 12th, and 18th level.
Metamagic Expert: At 6th level, you gain an additional Metamagic option of your choice. Also,
when converting a Spell Slot to Sorcery Points, you receive the Slot's level +1 rather than just the level.
Alter Elements: At 14th level, you gain access to a special Metamagic option, Alter Elements. By
spending 1 Sorcery Point, you may change the damage type of any elemental spell you cast. You may
choose to change it to acid, fire, cold, lightning, or thunder.
Sorcerer Supreme: At 18th level, you gain the ability to convert Sorcery Points into higher level Spell
Slots. You can create a 6th level Slot for 9 Sorcery Points, a 7th level Slot for 11 Sorcery Points, an 8th
level slot for 13 Sorcery Points, and a 9th level Slot for 15 Sorcery Points.
Warlock: Pact of the Vestiges
The Vestiges are ghosts, spirits, and otherworldly beings that linger on in the world long after most
people have forgotten about them. But you have not forgotten, and you know that their power can
provide a great deal of versatility, for their pacts last only a day, after which you may select a new
Vestige and new abilities.

Expanded Spell List:


First level: Dissonant Whispers, Heroism
Second level: Enhance Ability, See Invisibility
Third Level: Bestow Curse, Spirit Guardians
Fourth level: Confusion, Phantasmal Killer
Fifth level: Antilife Shell, Legend Lore

Invocation of the Vestige: Starting at 1st level, each day you may select an Eldritch Invocation you do
not have that you are qualified for to use for that day. After a long rest, you may change to a different
Invocation.
Spells of the Vestige: At 6th level, you gain the Thaumaturgy Cantrip, which you may use at will. In
addition, the power of the Vestiges grant you 1 additional Spell Slot to use with any spells you know.
This Spell Slot is treated the same as all your other Spell Slots, and may be regained after a short or
long rest.
Experienced Bargainer: At 10th level, your numerous vastige pacts have strengthened your resolve
and honed your influence against unnatural forces. You gain Advantage on all Wisdom and Charisma
saving throws.
Vestige Arcanum: At 14th level, when you select your Invocation of the Vestige, you may also select
an additional 6th or 7th level Warlock Arcanum of your choice. After each long rest you may change
this Vestige Arcanum to a different one.

Wizard: Generalist School


Not every wizard decides to focus on a specific school of magic. Generalist Wizards instead improve
their overall use of magic and the features of the Wizard class.
Savant: When you choose the Generalist School at 2nd level, you may reduce either the cost or the
time you spend to copy any spell into your spellbook by half. The choice is made when you begin
copying the spell and may not be changed partway through.
Enhanced Arcane Recovery: At 2nd level, the Generalist Wizard learns to use the Arcane Recover
feature twice per day instead of only once. It requires a 2nd short rest to use it a 2nd time.
Mystical Scholarship: At 6th level, a Generalist Wizard gains proficiency in the Arcana skill if he
does not already have it. If the wizard is already proficient, he gains Expertise in it instead, applying
double his Proficiency bonus to Arcana skill checks. In addition, the Generalist Wizard gains 2 more
Cantrips.
Improved Memorization: At 10th level, a Generalist Wizard is able to prepare Int mod + Wizard
level +2 spells per day.
Master of Magics: At 14th level, a Generalist Wizard's spells become more difficult to resist. The
save DC for his spells increases by 2, and if a target has Legendary Resistance, each use allows it to
reroll its saving throw rather than automatically succeed.
Feats
Call of the Wild (Req: must have an animal companion)
You may select a beast of up to size large instead of just medium, and up to 1/2 CR instead of 1/4. In
addition, it's hit points are your level x5 instead of x4, and if you are ever separated from your
companion, you always know which direction your animal companion is in, and it knows the direction
to you. Each of you can also sense when the other is in danger or if they have been killed. You may
call for your companion to come to you with a special yell, which it can hear up to a mile away.

Cleave: This feat gives you 2 benefits. First, your Strength score increases by 1, to a maximum of 20.
Second, when you do enough damage to drop an enemy to 0 hps with a melee attack, you may make an
additional attack to transfer any remaining damage to another enemy. If you have movement left this
round, you may use it to reach another enemy if needed. For example, if you did 12 points of damage
and your target only had 3 hps left, you may then attack a different enemy with that melee weapon. If
you hit, don't roll damage, you simply transfer the other 9 points left over from your previous attack to
it. You may only attempt this once per round, and it is a free action.

Master Craftsman: This feat includes several benefits. First, increase your Strength, Dexterity, or
Intelligence (your choice) by 1 point, not to exceed a score of 20. Second, you are able to craft much
faster than most other people. Each day you may create 25gp of items, rather than a mere 5gp.
Finally, you may recognize high quality (and likely magical) weapons, armor, and equipment at a
glance. If you spend time examining them and testing them for 1 day of downtime each, you gain the
effects of the Identify spell with no material component cost.

Two-Weapon Fighting Master: This feat grants 2 benefits. First, increase either your Str or Dex
score by 1, to a maximum of 20. Second, when you attack with a weapon in your off-hand that would
normally require a Bonus Action to use, you may instead use it 1 time as part of your regular Attack
Action. If you get a 2nd Action for some reason (such as an Action Surge), you may use the off-hand
weapon again in that Attack Action. When you use this feat, you may not use your Bonus Action to
utilize the weapon again, but you may use your Bonus Action for other purposes. For instance, a
Rogue could now use it to Dash, Disengage, or Hide without giving up his off-hand attack.

Backgrounds:
Below are 15 new Backgrounds for players to choose. Rather than create lists for Personality, Ideals,
Bonds, and Flaws, I suggest either creating ones that fit your character personally, or rolling on existing
tables that are relatively similar (an Envoy, for example, is close enough to a Noble that you could use
the Noble tables if you'd like).

Bodyguard
Skill Proficiencies: Intimidation, Perception
Tool Proficiencies: Land vehicles, 1 type of gaming set
Equipment: Common clothes, a club or dagger, 1 gaming set, belt pouch with 15gp
Feature: Get Behind Me! You can use the Help action defensively. If someone is within 5' of you,
you may use your action to cause the next attack directed at them to be at a Disadvantage.
PIBF: Make up your own or use the Soldier
City Guard
Skill Proficiencies: Insight, Investigation
Tool Proficiencies: 1 type of gaming set
Languages: 1 of your choice
Equipment: Guard's uniform, common clothes, club, several wanted posters, map of the city, a belt
pouch with 10gp
Feature: Guard of [insert city]: You are generally known around town as a member of the guard
even if you aren't in uniform, which may get you favorable treatment from shop owners and citizens,
but suspicion from criminals. Fellow guards might look the other way if you are in a bar brawl or for
other minor criminal activities in town.
PIBF: Make up your own or use the Soldier

Courtier
Skill Proficiencies: Deception, Insight
Tool Proficiencies: 1 type of gaming set, 1 type of musical instrument
Equipment: Fine clothes, 1 gaming set, 1 musical instrument, pouch with 20gp
Feature: Information is power: As an advisor, assistant, entertainer, or other functionary, you have
or had a position in the court of some king, queen, prince, or other royal. The past-time of courtiers is
gathering favors and knowledge of allies, enemies, and schemes, and so you know about such things in
the royal court, and to a lesser extent, neighboring seats of power. You also have a few favors owned to
you from other courtiers that you may call in when needed.
PIBF: Make up your own or use the Noble or Charlatan

Envoy
Skill Proficiencies: Insight, Persuasion
Languages: 2 of your choice
Equipment: Fine clothes, map of the area, scroll of introduction, pouch with 20gp
Feature: Diplomatic Immunity: You possess minor diplomatic immunity as an envoy, but it only
applies for lesser infractions. Moderate crimes will be punished with banishment back to your home,
while major crimes like murder will likely be punished the same as anyone else because your home
country will usually disavow you. They may agree to a prisoner swap at some point after the heat has
died down though.
PIBF: Make up your own or use the Noble

Explorer
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Navigator's tools or cartographer's tools, land or sea vehicles
Equipment: Navigator's or cartograper's tools to match proficiency, traveler's clothes, maps, 50' of
rope, dagger, pouch with 10gp
Feature: Journey to [insert place]: You have traveled to some secret, mythical, far off, or otherwise
inaccessible place and returned. You know about that place, its inhabitants, culture, dangers, magic,
etc. You might have returned with some mementos of your journey, as well.
PIBF: Make up your own or use the Hermit or Sailor
Farmer/Rancher
Skill Proficiencies: Animal Handling, Nature
Tool Proficiencies: 1 type of Artisan's tools, land vehicles
Equipment: Common clothes, 1 set of artisan's tools, waterskin, pouch with 10gp
Feature: Work the land: You know when, where, and how to plant and tend to crops. You know
how to herd domesticated animals, how to break a horse, shear sheep, milk cows, and much more. You
can find work on a farm, or start one of your own if you wish.
PIBF: Make up your own or use the Folk Hero

Grave Robber
Skill Proficiencies: Religion, Stealth
Tool Proficiencies: Thieve's Tools, carpenter's tools
Equipment: Thieves' Tools, carpenter's tools, dark clothes, shovel, torch, crowbar, pouch with 5gp
Feature: Seen one corpse, seen'em all: Dead (or undead) bodies are nothing new to you, and your
fear of the dead has been dulled. You gain Advantage on all saving throws against fear due to the
undead.
PIBF: Make up your own or use the Criminal

Highwayman
Skill Proficiencies: Stealth, Survival
Tool Proficiencies: Land vehicles, Thieves' tools
Equipment: Traveler's clothes, Thieves' tools, club, bedroll, sack, 50' rope, signal whistle, pouch with
10gp
Feature: Bandit Code: While Highwaymen and bandits don't have as strict or elaborate a code as
pirates, there are certain courtesies that many follow. As a Highwayman yourself once, you know the
proper way to ask for a meeting with their leader, how to request a contest or duel that will allow you to
leave with all your goods and posessions if you win, and so on. Not all Highwaymen abide by these
codes, though the ones that don't tend to be looked down upon by the others.
PIBF: Make up your own or use the Outlander

Messenger
Skill Proficiencies: Animal Handling, Athletics
Tool Proficiencies: Calligrapher's tools
Languages: 1 language of your choice
Equipment: Calligrapher's tools, common clothes, maps of the area, pouch with 10gp
Feature: City Secrets: You know the fastest way to get from one part of town to another, including
through back alleys, side streets, and hidden passages. This is identical to the Urchin's ability.
PIBF: Make up your own or use the Urchin

Miner
Skill Proficiencies: Investigation, Perception
Tool Proficiencies: Carpenter's tools, land vehicles
Equipment: Common clothes, miner's pick, shovel, hooded lantern, waterskin, pouch with 10gp
Feature: Don't need no canary!: As a miner you are able to detect dangerous underground areas
(places where the ceiling, wall, or floor may give way, places with a build-up of gases, etc), as well as
sloped passages, subtle turns, and so on. You know how to build wooden reinforcements, stairs, etc in
a tunnel and how best to destroy such supports. You know how to judge the quality of a matel vein,
how to follow it, and when it is played out.
PIBF: Make up your own or use the Guild Artisan

Physician
Skill Proficiencies: Investigation, Medicine
Tool Proficiencies: Herbalism kit
Languages: 1 of your choice
Equipment: Herbalism kit, fine clothes, healer's kit, pouch with 15gp
Feature: I'm a doctor, not a miracle worker!: When you use a healer's kit to stabilize someone (or
treat them after they have been stabilized but before they regain consciousness), if you succeed at a DC
15 Wisdom (Medicine) test they will awaken in 1d4 minutes rather than 1d4 hours. You may also
expend a use of the Healer's kit to treat a person's wounds during a short rest, allowing them to roll 1
additional Hit Die for recovery and discard the lowest die.
PIBF: Make up your own or use the Sage

Rat Catcher
Skill Proficiencies: Animal Handling, Stealth
Tool Proficiencies: Poisoner's kit, 1 gaming set of your choice
Equipment: Hunting trap, poisoner's kit, basket, common clothes, hooded lantern, small but vicious
dog, pouch with 5gp
Feature: Sewer navigation: You spend so much time down in the sewers catching rats, you know
your way around them (and the dangers within them) by heart. You never get lost in sewers. You are
trained in fighting rats and do +1 damage to all types of rats, were-rats, etc.
PIBF: Make up your own or use the Urchin

Servant
Skill Proficiencies: Insight, Perception
Tool Proficiencies: 2 artisan's kits of your choice
Equipment: Common clothes, 1 set of artisan's tools, pouch with 5gp
Feature: Born to serve: You are well-trained in adopting the manners of a servant, and servants tend
to talk to other servants. You can often gain information about a household from talking to its servants.
When you are dressed and acting like a servant, many other people will hardly give you notice (unless
you are someplace servants aren;t allowed).
PIBF: Make up your own or use the Urchin or Folk Hero

Teamster
Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: Land vehicles, smith's tools
Equipment: Common clothes, smith's tools, 50' rope, pouch with 10gp
Feature: Yah mule, yah!: You have a way with draft animals (horses, oxen, etc). You can sooth and
calm them with your words, or encourage them to pull longer, harder, or faster than they normally
would. You know how to hitch and unhitch animals to a cart or wagon, and you can make basic repairs
on a land vehicle to get it moving again. You also know most of the local land trade routes and cities,
and what to expect in each one.
PIBF: Make up your own or use the Outlander

Wizard's Apprentice
Skill Proficiencies: Arcana, Sleight of Hand
Tool Proficiencies: Calligrapher's supplies, Herbalism kit
Equipment: Robes, Calligrapher's supplies, Herbalism kit, 1 arcane focus, component pouch, pouch
with 5gp
Feature: My first cantrip!: As a former wizard's apprentice, you have learned the Prestidigitation
cantrip. Intelligence is your casting ability for it.
PIBF: Make up your own or use the Sage

Optional Rules:
Gaining Hit Points: If you want to preserve some randomness when gaining HPs, but prevent low
rolls from crippling a character, you might say that any roll below the average instead is treated as if
you had rolled the average, and then you apply any Con modifiers. For example, if your Wizard has a
hit dice of 1d6 (or 4), any roll of 1-3 is treated as if you'd rolled a 4 instead.

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