Citizen
Citizen Class by Sage Young (Ser Nurp) and FrozenGoggles
Version: 1.1
Every story has to begin somewhere, and many of those stories begins here, as a simple citizen of the realm, with little focus outside of their profession, these individuals are the backbone of the world, propping up those of import so that they can see to their goals and aspiration. Though this does not mean that citizens themselves do not hold goals, nor does it mean that citizens cannot find glory in their life, they need only grasp it to find themselves ready to heed the call of adventure.
The Citizen Table
| Level | Proficiency | Features |
|---|---|---|
| 1st | +2 | Civilian, Destined, Purpose, Trained, Unprepared |
| 2nd | +2 | Apprentice, Concentrated Work, Reliable Tool |
| 3rd | +2 | Hard Worker, Purpose Feature, Trained feature |
| 4th | +2 | Ability Score Increase |
| 5th | +3 | Danger Adverse, Purpose Feature |
| 6th | +3 | Trained feature |
| 7th | +3 | Noted Effort |
| 8th | +3 | Ability Score Increase, Purpose Feature |
| 9th | +4 | Trained feature |
| 10th | +4 | Purpose Feature |
| 11th | +4 | |
| 12th | +4 | Ability Score Increase, Trained feature |
| 13th | +5 | Purpose Feature |
| 14th | +5 | |
| 15th | +5 | Purpose Feature, Trained feature |
| 16th | +5 | Ability Score Increase |
| 17th | +6 | |
| 18th | +6 | Purpose Feature, Trained feature |
| 19th | +6 | Ability Score Increase |
| 20th | +6 | Purpose Feature |
Class Features
As a civilian, you gain the following class features.Hit Points
- Hit Dice: 1d4 per civilian level
- Hit Points at 1st Level: 4 + your Constitution modifier
- Hit Points at Higher Levels: 1d4 (or 3) + your Constitution modifier per civilian level after 1st
Proficiencies
- Armor: None.
- Weapons: None.
- Tools: None.
- Saving Throws: One of your choice.
- Skills: None.
Equipment
- You start with only what was given to you from your birth, class coin, profession, and origin.
Civilian (Citizen)
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As a civilian, this class is a holdover until your true potential is reached. Certain features of this class are lost when you attain a core class, these features are lost for as long as you maintain levels in a core class. These features will be marked with the keyword Citizen.
Destined
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As a citizen you have little in the ways of features or abilities, and though you may not have realized your destiny like those of a more adventurous sort have, what you lack for in training and insight, you more than make up for in spirit, you do not gain the standard 2 Destiny points that every character gains, instead you only gain 1 Destiny point base, this Destiny generates Villain Points as normal.
However, when you would be reduced to 0 Hit Points you can activate this ability as a Free Action, to automatically Stabilize, and cleanse yourself of any Bleed or Aflame effects. You can use this feature once, and gain an additional use of this feature at 7th and 14th level. You regain all spent uses after you complete a Long Rest.
Purpose
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As a civilian you have found purpose within a single role or skill set, manifesting your passion for this role through abilities and features. Your choice grants you features at 1st level, and again at 3rd, 5th, 8th, 10th, 13th, 15th, 18th, and 20th level. These features are gained from the list of Purposes given below:
Trained
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As a level 1 Civilian, due to your training you have learned specialized features relating your profession. You gain a single 1st-level class feature that is not tied to another feature nor one with which you already possess. This feature cannot be related to a subclass. For example you could not take Pact magic as it requires a Patron subclass, but you could take Concoctions.
Your chosen feature does not progress at the normal rate, instead your Civilian level is considered half of the chosen classes' level (rounding up) for purposes of progression.
Additionally, when selecting features that grant features, such as Invocations, Ranger Styles, and Discoveries, you only gain the selected sub-feature, rather than the feature as a whole.
Finally, this feature improves at 3rd level, and again every three levels thereafter. Each time this feature improves you can gain another 1st level feature or a feature of a level equal to or lower than half of your character level. Every feature chosen must fulfill the base requirements of this feature, and must be from the same class chosen at level 1 or from a class that holds affinity with your chosen class per the Training rules on class retraining affinity.
Your chosen feature does not progress at the normal rate, instead your Civilian level is considered half of the chosen classes' level (rounding up) for purposes of progression.
- For example, if you were to take the Spellcasting class feature, you would not gain 2nd circle spells until you reach 5th level in this class (5 halved is 2.5, rounding up to 3.) Or as a Civilian with the Second Wind feature, you would only heal for half of your Civilian level instead of your full level.
Additionally, when selecting features that grant features, such as Invocations, Ranger Styles, and Discoveries, you only gain the selected sub-feature, rather than the feature as a whole.
- For example, if you were to take the Ranger Style class feature, you would not gain a new Ranger Style each time it unlocks, rather you would choose a single Ranger Style that you qualify for, such as Hunted Shot. You are able to select these features multiple times, gaining a new sub-feature each time you do so.
Finally, this feature improves at 3rd level, and again every three levels thereafter. Each time this feature improves you can gain another 1st level feature or a feature of a level equal to or lower than half of your character level. Every feature chosen must fulfill the base requirements of this feature, and must be from the same class chosen at level 1 or from a class that holds affinity with your chosen class per the Training rules on class retraining affinity.
Unprepared
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As a civilian you are not as readily used to combat and the horrors of the monsters that dwell in the wild as others. Whenever you would participate in a combat, at the start of each of your first turn, roll a d100, if the number rolled is greater than your Sanity Edge, you suffer 1d4 points of Sanity damage. While in combat, should you or an ally that you can see fall to 0 Hit Points or die, you suffer 2d4 points of Sanity damage. Additional sanity rolls may be required at GM discretion.
Apprentice
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Starting at 2nd level, you have progressed further into the life of a civilian, learning how to avoid hardship and to help those with greater ease as you continue to learn of your craft. You can take the Disengage or Help action as a Bonus Action on each of your turns.
Concentrated Work
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Starting at 2nd level, you have grown in confidence with your work. Whenever you would roll an ability check, you can roll that check with Advantage. You can use this feature a number of times equal to your Proficiency bonus, regaining this use after completing a Long Rest. This is an Exhaustive feature when used for Downtime or mechanically relevant actions. Otherwise, you can 'Rest' to recover this in RP. Slots used exhaustively do not recover unless time progresses or a Recuperate DTD action is taken, per Downtime rules.
Reliable Tool
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Starting at 2nd level, you are better able to utilize the tools of your trade to defend yourself. When wielding a tool with which you are proficient in, you can use that tool as an improvised weapon with which you are proficient in. Your tool deals 1d6 Bludgeoning damage, unless otherwise noted. While using a tool in this way, you can use the ability score tied to its use for attack and damage rolls made with that tool.
Hard Worker (Citizen)
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Starting at 3rd level, through all of your hard work, you have become more resilient in a given aspect of your life. You gain Proficiency in one saving throw that you are not already proficient in. Additionally, you gain proficiency in one skill or tool of your choice, if you choose a skill or tool with which you are already proficient in, you instead gain Expertise in your chosen skill or tool.
Ability Score Increase
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When you reach 4th, 8th, 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.
Danger Adverse
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Starting at 5th level, you can take the Hide Action as a Bonus Action; additionally, by spending 1 point of Stamina you can as a Reaction whenever a hostile creature would move within 5 feet of you, move up to 30 feet away, gaining a +5 Deflection bonus to AC against any triggering Reactionary attacks made due to this movement.
Noted Effort
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Starting at 7th level in the Citizen class, you gain an additional feat of your choice from the General or Guile category with which you qualify for.
Purpose
Civilians hold many specialties, each with their own strengths and features that define them. Given below are the core list of Civilian Purposes and their features.Entrepreneur
You measure life not by one's deeds but by their wealth. You seek to blaze your own path toward prosperity. You desire to leave your mark on the world through economy and business. As an entrepreneur you are likely out in the wider world seeking to make your riches, or to design the greatest of inventions, or perhaps to find the rarest of materials, whatever the case may be, you find purpose in the economic side of the world.Connections
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As a level 1 Entrepreneur, you have formed connections in the wider world, because of these connections you are able to buy and sell more effectively; whenever you would use the Shopping activity, you can buy items at 10% lower cost than normal, stacking with other reductions, and whenever you would use the Mercantilism activity, you can sell items at 10% higher sell value than normal, stacking with other increases. Finally, when creating items, consumables or building structures, you require 10% less materials than normal.
Component items such as vials, bottles, and other containers cannot be reduced by this feature.
Enterprising (Citizen)
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As a level 1 Entrepreneur, you gain an additional 50 percent Downtime whenever Downtime would be granted to you; additionally, for each day of Downtime spent towards Crafting, Harvesting, Mercantilism, or Shopping, you gain 2 more Downtime XP Ticks above the base listed XP tick gain.
Subsidies
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As a level 1 Entrepreneur, whenever you Craft or Harvest an item, you reduce the Complexity cost that you must pay by 50 percent. This stacks with Master Craftsman, up to a 100% reduction.
Name Recognition (Citizen)
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As a level 3 Entrepreneur, for every 10 days that you complete in any combination of the following Downtime Activities: Crafting, Harvesting, Mercantilism, or Shopping, you gain an amount of Influence for your Region, City, or Faction equal to your Proficiency bonus.
Travel Papers
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As a level 3 Entrepreneur, you reduce the gold cost to travel for you and your entourage by 50 percent. You do not need to be the Guide of the entourage to provide this benefit.
Salvaged Parts
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As a level 5 Entrepreneur, you are able to more efficiently utilize your time regarding your craft, whenever you would craft an item, you increase your maximum Batch size by 1. When crafting a batch, you can provide an amount of materials needed to craft the desired item, up to the maximum batch size you are capable of crafting, at the end of the base crafting time for the desired item, all items in the batch are made. For example, if you were to provide enough materials to make two sets of Fullplate armor, you would only need to spend an amount of Downtime to craft a single set to produce both sets of armor.
Caravanner
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As a level 8 Entrepreneur, you have learned how best to work your trade caravan.
You gain Proficiency in two Vehicles of your choice, or improve one vehicles Proficiency by one step, up to Master proficiency.
When traveling, you are considered a Guide.
Additionally, when you would teach a creature a Trick via the Train a Creature downtime activity, you teach that creature an additional Trick and that creature increases it Trick cap by 1.
Finally, you know how best to travel along the roads and pathways of the world, you reduce the chance of any encounter you and your group would trigger while Traveling by 5 percent, to a minimum 0 percent.
You gain Proficiency in two Vehicles of your choice, or improve one vehicles Proficiency by one step, up to Master proficiency.
When traveling, you are considered a Guide.
Additionally, when you would teach a creature a Trick via the Train a Creature downtime activity, you teach that creature an additional Trick and that creature increases it Trick cap by 1.
Finally, you know how best to travel along the roads and pathways of the world, you reduce the chance of any encounter you and your group would trigger while Traveling by 5 percent, to a minimum 0 percent.
Travel Pass
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As a level 5 Entrepreneur, you reduce the Smuggling DC of all border crossings by 5 for you and your party. You do not need to be the Guide of the entourage to provide this benefit. Additionally, when harvesting or buying Materials or Trade Goods from the Market you receive an additional 10 percent of that material (rounded to nearest whole number).
Guard
You are the front-line and protectors of the various towns and villages of the realm. While not up to snuff with the most experienced of adventurer, you can hold your own against most of the rabble that you come across. Upon taking the guard profession you receive a medallion upon joining the ranks of the Guards. These medallions increase in power with the experience and practice of your profession.- The save DC of any guard class feature is equal to 8 + your Proficiency bonus + the core ability score of your first level Trained feature's origin class. For example, choosing Sneak Attack for your Trained feature at level 1, would set your Guard ability modifier to Dexterity.
Hardened Soul (Citizen)
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As a level 1 Guard, you gain an additional 2 Hit Points for every Hit Dice (HD) that you've attained. Additionally, you gain a number of Proficiency Points equal to double your Proficiency Bonus. You can spend these Proficiency points to gain proficiency in arms, armor, or siege engines. A single simple weapon costs 1 Proficiency point, a single martial weapon costs 2 Proficiency points, a single Siege engine costs 3 proficiency points, light armor costs 1 proficiency point, medium armor costs 1 proficiency points and you must be proficient in light armor, heavy armor costs 2 proficiency points and you must be proficient in medium armor, shields cost 1 proficiency points.
Patrols (Citizen)
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As a level 1 Guard, you gain an additional 50 percent Downtime whenever Downtime would be granted to you; additionally, for each day of Downtime spent towards Guarding, Infiltrate, Practicing a Profession, Training (Not applicable to Self Training), Travel, or Volunteering, you gain 2 more Downtime XP Ticks above the base listed XP tick gain.
Serve and Protect
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As a level 1 Guard, you gain an additional Destiny Point per Long Rest, this Destiny point does not accrue Villain Points. Additionally, any negative occurrences caused due to Events or Villain Points lower their percentage chance from occurring around any item, location, caravan, and so on that you are hired on to 'guard' equal to 5 + half of your level in the Guard subclass. This stacks with other guards hired to protect the same 'thing' up to 6 total guards.
Focused Training
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As a level 3 Guard, due to your training you have learned specialized features relating your profession. You gain an additional Trained feature of 3rd level or lower of your choice, this functions identical to the base Trained feature; however, unlike Trained, you can select a Subclass feature, and your level in this feature is treated as your Citizen Level, instead of half of your Citizen level. This otherwise must follow all restrictions of the base Trained feature.
Judgements Grasp
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As a level 3 Guard, as a Bonus Action, while holding a pair of manacles, you can make a ranged martial attack with Proficiency against a creature within 30 feet of you. On a hit your target is Restrained as these manacles unleash iron bindings around your target's legs and body, and your target must succeed on a Dexterity saving throw or fall Prone. Escaping these manacles requires a DC 15 + double your Proficiency bonus + your Guard ability modifier, Strength (Athletics) check to escape from these manacles. The DC is lowered by 5 if your target receives the Help action to aid them in their escape; in addition, the DC to escape is reduced by 5 for the first minute of capture.
Nightstick
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As a level 3 Guard, whenever you reduce another creature to 0 hit points with a melee attack with the intention of nonlethally striking that creature, that creature is knocked Unconscious, suffering from the Incapacitated condition until a successful DC 10 + double your Proficiency bonus + your Guard ability modifier Medicine check is performed upon the Unconscious creature as an Action, until a Lesser Restoration spell or similar effect is cast upon the Unconscious creature, or until 1d4 hours have passed, whichever comes first.
Warrior
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As a level 3 Guard, while you are not as prepared as adventurers to face the horrors of the wilds, you are more steeled than others, you suffer half Sanity damage whenever you would suffer Sanity damage from your Unprepared feature, including from additional sanity rolls tied to it.
Group Up
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As a level 5 Guard, you are treated as two occupied spaces when determining whether you are making a creature Surrounded or not; additionally, when benefiting from the Flanking feature, you gain a +3 bonus to your attack rolls instead of +2, and deal an additional 2 damage.
Servant of Law
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As a level 5 Guard, you gain an additional feature depending on which guard path you which to proceed down. Choose either Captain, Enforcer, or Investigator. You gain an ability based upon your choice, as given below:
- Captain: As an Action you can call in backup, up to your Proficiency bonus in allies within 60 feet of you can use their Reaction to move up to their speed and make a single attack at any point during this movement. Alternatively, you can as a Reaction when an ally within 60 feet of you would make an attack roll, to provide them with a +1d4 Morale bonus on their attack and damage rolls for the triggering attack. Finally, as a Reaction when an ally within 60 feet of you would make a saving throw, you can provide that ally with a +1d4 Morale bonus on their saving throw result. Using this ability costs 2 points of Stamina.
- Enforcer: You can use your Action and attempt to calm the emotions of roudy people. You can make a Charisma (Intimidation) or Charisma (Persuasion) check contested by the Wisdom (Insight) of all humanoid creatures within 20 feet of your position. For each creature that you meet or exceed their Insight check by within range that are hostile towards any other creature in the area, that creature becomes calmed, turning towards an Indiferrent state for 1 minute. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. This is a Charm effect. When the effect ends, the creature can choose to become hostile again, or remain calm.
- Investigator: You gain Advantage on Wisdom (Survival) checks to track and any Intelligence or Wisdom checks to recall information about Humanoid creatures. In addition, whenever you hit a Humanoid creature you can mark that creature. You always know the location of the marked creature while it is within a one mile radius of you. You can only have a number of creatures marked in this way at one time equal to your Proficiency bonus, when marking a new creature, the oldest mark fades. The mark ends after the creature leaves the area or when you complete a Long Rest.
Heightened Training
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As a level 8 Guard, due to your training you have learned specialized features relating your profession.
You gain an additional Trained feature of 8th level or lower of your choice, this functions identical to the base Trained feature; however, unlike Trained, you can select a Subclass feature, and your level in this feature is treated as your Citizen Level, instead of half of your Citizen level. This otherwise must follow all restrictions of the base Trained feature.
You gain an additional Trained feature of 8th level or lower of your choice, this functions identical to the base Trained feature; however, unlike Trained, you can select a Subclass feature, and your level in this feature is treated as your Citizen Level, instead of half of your Citizen level. This otherwise must follow all restrictions of the base Trained feature.
Motivator
You live your life to give others strength. For some, that means a rousing song or dance to lift spirits or inspire others. For others that might be offering a prayer to those on a journey. Still, nothing heals the body more than a good meal. Surely there is coin to be made from those that wish to get that little edge for their next mission. As a motivator you are likely one seeking to inspire others, to bring light and laughter to those around you, or to simply inspire others to achieve their goals whether that is through joy and merriment, faith, or fear.Enhancement
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As a level 1 Motivator, whenever you perform the Carousing, Gambling, Performing Sacred Rites, Revelry, Therapy, Training, or Volunteering downtime actions, you may assist others in this task, acting as a therapist or otherwise source of the motivation. Additionally, when you do so, for a number of Downtime days spent towards the given task, you grant an Enhancement Buff to up to your Proficiency bonus in creatures of your choice that have been motivated by you. This Enhancement Buff expands as you gain levels in this subclass, but initially allows you to grant one of the following features, this feature is stored until used as a Free Action at any time, 30 days have passed, or until a Downtime Period has dropped, whichever comes first. A creature can store no more than half of their Proficiency bonus of Enhancement features in this way. Simply choosing which ones to keep and which ones to discard.
- (1 Downtime day) 1 Inspiration
- (2 Downtime days) d4 Morale bonus on Ability Checks of one Ability score. Once triggered, this feature remains active until your next Long Rest or 24 hours have passed.
Hype
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As a level 1 Motivator, you are able to hype up those that you train or help train, boosting their progress. Choose a single skill of your choice that you are proficient in, this cannot be changed. Whenever you act as a Teacher or a Teacher's Assistant using Training rules to teach any training that you are capable of, you reduce the number of days required to complete the desired training of your pupil by your Proficiency bonus in your chosen skill.
Motivation (Citizen)
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As a level 1 Motivator, you gain an additional 50 percent Downtime whenever Downtime would be granted to you; additionally, for each day of Downtime spent towards Carousing, Gambling, Performing Sacred Rites, Revelry, Therapy, Training (Not applicable to Self Training), or Volunteering, you gain 2 more Downtime XP Ticks above the base listed XP tick gain.
Enhancement Improved
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As a level 3 Motivator, your Enhancement feature improves expanding what Enhancement Buffs you are able to provide:
- (4 Downtime days) Targets gain +10 feet Morale bonus to all movement speeds that they possess for the next week or until they complete a Long Rest within a mission or take the Recuperate DTD action.
- (4 Downtime days) Targets gain Advantage on a number of Death Saves made within the current Downtime Phase equal to your Proficiency bonus. This does not stack with itself, merely refreshes the count.
Rebel Rouse
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As a level 3 Motivator, you can as an Action target all allies within 30 feet of you, each target can use their Reaction to move up to their speed, and gains a Deflection bonus to their AC equal to your Proficiency bonus in your chosen Hype skill until the end of your turn. You can use this feature by expending 1 point of Stamina.
Power in the Name (Citizen)
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As a level 3 Motivator, for every 10 days that you complete in any combination of the following Downtime Activities: Performing Sacred Rites, Revelry, Therapy, or Training, you gain an amount of Influence for your Region, City, or Faction equal to your Proficiency bonus.
Greater Enhancement
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As a level 5 Motivator, your Enhancement feature improves yet further, expanding what Enhancement Buffs you are able to provide:
- (2 Downtime days) Targets gain Advantage on a number of saving throws made against Disease or Poison effects made within the current Downtime Phase equal to your Proficiency bonus. This does not stack with itself, merely refreshes the count. A player may choose to utilize a use of this feature, or save it for later, but it must be used before results are revealed.
- (3 Downtime days) Targets receive Advantage on checks and saves made to resist Sanity damage, and double the amount of Sanity damage or Corruption that they recover from when receiving Therapy, Rest or Recuperate. This benefit remains for the next week or until they complete a Long Rest within a mission. Additionally, whenever a target of this feature would receive healing during that time period, or so long as you are within 30 feet of an allied creature, regardless on if this feature is active or not, the amount they are healed for is increased by half of your Proficiency bonus per die, or by your Proficiency bonus for flat healing.
- (3 Downtime days) Targets receive an increase to their Maximum Hit Points equal to your total bonus in your Hype skill, this increase remains for 1 week or until the target completes a number of Long Rests within a mission equal to half of their Proficiency bonus, takes the Recuperate DTD action, or when time progression occurs.
Inspiring Soirée
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As a level 5 Motivator, you can as a Bonus Action grant all allies within 60 feet of you a +1d6 Morale bonus on the next d20 roll that they make made within 1 hour. This feature can be used in Downtime, however, it only targets a single creature, becomes an Exhaustive feature when used in this way, and may only be done so once before needing to Recuperate. Using this feature costs 2 points of Stamina outside of Downtime.
Influencer
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As a level 8 Motivator, you have learned how to put on the right type of show, from the heights of nobility to the lowliest mosh pit, you can motivate just about anyone.
Whenever you or a creature inspired by your Enhancement feature would gain Influence, they gain an additional amount of Influence equal to half of your Proficiency.
Additionally, during any event, scene, or encounter in which you have used Influence, you double the effectiveness of that Influence.
Whenever you or a creature inspired by your Enhancement feature would gain Influence, they gain an additional amount of Influence equal to half of your Proficiency.
Additionally, during any event, scene, or encounter in which you have used Influence, you double the effectiveness of that Influence.
Researcher
You spent your life collecting and seeking information. Perhaps it was in a library or in the back alleys of town. Whether that is for scholarly, religious, or nefarious purposes, your drive has always been to provide critical information, and information these days is at a premium. As a researcher you are likely one seeking deep knowledge and lore through study and research, information through brokerage and spy networks, or anything in between.Collective Knowledge (Citizen)
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As a level 1 Researcher, you gain an additional 50 percent Downtime whenever Downtime would be granted to you; additionally, for each day of Downtime spent towards Blackmail, Crafting (Books, Maps, and Schematics only), Gather Information, Infiltrate, Researching Lore, Scheme for an Adventure, Sowing Rumors, or Training, you gain 2 more Downtime XP Ticks above the base listed XP tick gain.
Deep Lore
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As a level 1 Researcher, you are able to Scheme for an Adventure, and may assist Adventurers in this task or any task related towards your Collective Knowledge. Additionally whenever you Gather Information, that information is not spread to the regional notice board unless you spread it yourself. Finally, you may scheme for an adventure already in progress, and provide this information to the adventurer's in mission, via their Guild sigil. They may request guild researchers to research via their Guild sigil at any time while in mission. The GM has final say on whether a mission can be schemed or not.
Foundational Knowledge (Citizen)
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As a level 1 Researcher, whenever you Scheme for an Adventure, you are able to scheme at the Detailed level, this information is only provided to you and others that can scheme at this level, unless you trade it.
Quick Study
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As a level 1 Researcher, you can attempt to identify a creature using the Arcana, Gossip, History, Nature, Religion, or Tactics skill as a Bonus Action instead of as your Action or as your free skill check in a round. If you do so, you learn two features on success, with an additional two features for every 4 by which you beat the DC, instead of one per.
Rapid Assessment
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As a level 3 Researcher, whenever you would use your Quick Study feature to successfully attain information, you can spend 2 points of Stamina to grant all allies within 30 feet of you a +1d4 Morale bonus on damage rolls against that creature for a number of rounds equal to your Proficiency bonus.
Scholarly Papers (Citizen)
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As a level 3 Researcher, for every 10 days that you complete in any combination of the following Downtime Activities: Blackmail, Crafting (Books, Maps, and Schematics only), Gather Information, Infiltrate, Researching Lore, Scheme for an Adventure, or Sowing Rumors, you gain an amount of Influence for your Region, City, or Faction equal to your Proficiency bonus.
Study Session
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As a level 3 Researcher, you increase the level of access you have when gathering information or researching by one step. For example, when researching with an Average quality Library, you would treat the library as Fine quality for purposes of what information can be gathered.
Knowledge Is Power
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As a level 5 Researcher, whenever you would use your Quick Study feature to successfully attain information, you can lay a vulnerability unto the target of your quick study by spending 2 points of Stamina. If you do so, your target must make a Wisdom saving throw against a DC of 10 + your Proficiency bonus + your Intelligence modifier, on failure they suffer from the Burdened condition or have one damage type of your choice be weakened by one step (Immunity > Resistance > Normal > Vulnerable 50% > Vulnerable 100%). The chosen condition remains for 1 minute. Your target receives a new save to end this condition early at the end of each of their turns.
Newfound Knowledge
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As a level 5 Researcher, you gain Proficiency in five Lore's of your choice; additionally, two lore's of your choice with which you are Proficient in, increase their Proficiency level to Expertise. Finally, you learn two additional languages of your choice.
Height of Knowledge
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As a level 8 Researcher, you gain an additional three Lore's of your choice that can be anything that your character could reasonably have learned about.
Two of your Lore's with which you are Proficient in, increase their Proficiency level to Expertise, while one with which you are an Expert in increases to Mastery.
Lastly, whenever you would be the head of a Blueprint Research task, you treat your personal Tech Level as 1 higher when calculating the Research Score of the Blueprint Research.
Two of your Lore's with which you are Proficient in, increase their Proficiency level to Expertise, while one with which you are an Expert in increases to Mastery.
Lastly, whenever you would be the head of a Blueprint Research task, you treat your personal Tech Level as 1 higher when calculating the Research Score of the Blueprint Research.

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