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  1. ARTIST
  2. You gain proficiency with three tools of your choice. If you are already proficient with one of these tools, you instead add double your proficiency bonus to ability checks you make to use that tool.
  3.  
  4. DEFT IMPROVISER
  5. You gain proficiency with improvised weapons, and half-cover functions as well for you as three-quarters cover
  6.  
  7. DOGGED
  8. When exhausted, you suffer the effects as if your level of exhaustion is one lower. You suffer no negative effects from a single level of exhaustion. Additionally, you cannot be stunned.
  9.  
  10. EXOTIC PHYSIOLOGY
  11. Prerequisite: Physician pursuit
  12. Choose one of the following types of creatures: celestials, dragons, elementals, fey, fiends, giants, monstrosities, or plants. Your treatments are effective on creatures of this type.
  13.  
  14. COMPREHENSIVE CARE
  15. You gain proficiency with the Insight and Medicine skills. If you are already proficient with either of these skills, you instead add double your proficiency bonus to ability checks you make that use that skill.
  16. Additionally, when you make an ability check to determine the physical or psychological state of a creature, if your roll exceeds 20 you have advantage on the next Charisma ability check you make to interact with that creature in the next ten minutes. You gain this benefit whether or not the triggering ability check was considered a success or a failure.
  17.  
  18. KINAESTHETICS
  19. You gain proficiency with the Acrobatics and Athletics skills. If you are already proficient with either of these skills, you instead add double your proficiency bonus to ability checks you make that use that skill.
  20. Additionally, you when you learn this practicum choose either climbing or swimming. That form of movement no longer costs you extra movement.
  21.  
  22. LINGUIST
  23. You learn to speak, read, and write three languages of your choice. You may learn this practicum multiple times, selecting different languages each time. This practicum cannot be selected with the Explorer's adaptable feature.
  24.  
  25. MACHIAVELLIAN
  26. You gain proficiency with the Deception and Intimidation skills. If you are already proficient with either of these skills, you instead add double your proficiency bonus to ability checks you make that use that skill.
  27. Additionally, you have advantage on saving throws made to resist being charmed.
  28.  
  29. NATURALIST
  30. You gain proficiency with the Animal Handling and Survival skills. If you are already proficient with either of these skills, you instead add double your proficiency bonus to ability checks you make that use that 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 10 minutes.
  31.  
  32. RENAISSANCE MAN
  33. You gain proficiency with one type of artisan's tools and one instrument or gaming set of your choice. You learn to speak, read, and write one language of your choice. You may learn this practicum multiple times, selecting different options each time. This practicum cannot be selected with the Explorer's adaptable feature.
  34.  
  35. RHETORIC
  36. You gain proficiency with the Performance and Persuasion skills. If you are already proficient with either of these skills, you instead add double your proficiency bonus to ability checks you make that use that skill.
  37. Additionally, if spend at least ten minutes speaking or performing, allies of your choice (up to twice your Intelligence modifier) gain a d6 which they can add to the next ability check, attack roll, or saving throw they make. A creature can only benefit from this ability once per short rest.
  38.  
  39. SCHOLASTICS
  40. You gain proficiency with two of the following skills of your choice: Arcana, History, Nature, and Religion. If you are already proficient with either of these skills, you instead add double your proficiency bonus to ability checks you make that use that skill.
  41. Additionally, if you fail an ability check that uses one of your chosen skills, you can make the check once more during your next short or long rest.
  42. You can learn this practicum twice, selecting different skills each time.
  43.  
  44. SPATIAL AWARENESS
  45. You gain proficiency with the Perception and Investigation skills. If you are already proficient with either of these skills, you instead add double your proficiency bonus to ability checks you make that use that skill.
  46. Additionally, you can perfectly recall any path you have traveled since learning this practicum.
  47.  
  48. TRADECRAFT
  49. You gain proficiency with the Sleight of Hand and Stealth skills. If you are already proficient with either of these skills, you instead add double your proficiency bonus to ability checks you make that use that skill.
  50. Additionally, you gain proficiency with thieves' tools.
  51.  
  52. TRAIL MEDICINE
  53. As an action, you can expend one charge of healer's kit or one treatment point from your medicine kit to grant a willing creature temporary hit points equal to your scholar level. Once a creature has gained temporary hit points from this feature, it cannot do so again until it finishes a long rest.
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