Sei sulla pagina 1di 2

Smart Hero

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Proficiency
Bonus
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
+5
+5
+5
+6
+6
+6
+6

Features
Expertise, Plan
Trick
Advanced Class
Ability Score Improvement
Exploit Weakness
Ability Score Improvement
Advanced Class feature
Ability Score Improvement
Improved Trick, Plan (2 uses)
Advanced Class feature
Expertise
Ability Score Improvement
Improved Plan
Ability Score Improvement
Advanced Class feature
Ability Score Improvement
Plan (3 uses)
Advanced Class feature
Ability Score Improvement
Master Plan

Class Features
As a smart hero, you gain the following class features.

Hit Points
Hit Dice: 1d6 per smart hero level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per smart hero level after
1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons, personal firearms
Tools: Choose any three types of vehicles or tools
Saving Throws: Intelligence and one other of your choice
Skills: Choose three from Animal Handling, Computers, History, Insight, Investigation,
Medicine, Nature, Perception, Religion, Science, and Technology

Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and one of
your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that
uses either of the chosen proficiencies.
At 11th level, you can choose two more of your proficiencies (in skills or with tools) to
gain this benefit.

Plan
At 1st level, you can take an action to formulate a plan. You can choose up to six creatures
(including yourself) to include in the plan. For each creature, choose one of the following; attack
rolls, saving throws, or ability checks. In the next minute, each creature can activate their benefit
once to gain a bonus equal to your Intelligence modifier to the chosen rolls for one round.
You must complete a short or long rest before you can use this ability again. At 9th and
17th level, you gain an additional uses of this ability before you must rest.

Trick
Beginning at 2nd level, you can take an action to attempt to trick one creature. The creature
must have an Intelligence of 6 or higher, and be able to see and hear you (but not necessarily
understand you). The creature must make an Intelligence saving throw with a DC of 8 + your
proficiency bonus + your Intelligence modifier. If the saving throw fails, the creature is stunned
until the end of its next turn.
You must complete a short or long rest before you can use this ability again.

Advanced Class
At 3rd level, choose an Advanced Class. The Advanced Class you choose grants you features
at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement


When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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 cant increase an ability score above 20 using this feature.
Alternatively, you can select a feat instead of increasing your ability scores.

Exploit Weakness
At 5th level, you can use a bonus action to assess a creatures weaknesses. You use your
Intelligence bonus instead of your Strength or Dexterity bonus to attack rolls and damage rolls
against this creature for 1 minute as you spot weaknesses in its physiology or fighting style.
You must complete a short or long rest before you can use this ability again.

Improved Trick
At 9th level, you can target up to three creatures with your Trick.

Improved Plan
At 13th level, when you make a Plan, each creature included in the plan gains two of the listed
benefits. Each benefit is activated separately.

Master Plan
At 20th level, when you make a Plan, each creature included in the plan gains all three of the
listed benefits. Each benefit is activated separately.

Potrebbero piacerti anche