Adventuring Party
=Titles and Abilities=
- Cap’n: You add your proficiency bonus to your initiative rolls. Additionally, when you hit a creature with an attack, each ally who can hear you and is within 5 feet of you gains a bonus to weapon damage rolls against the target creature equal to half your proficiency bonus (rounded down). This bonus lasts until the start of your next turn
- Doc: You gain proficiency in the Medicine skill and proficiency with an herbalism kit. Whenever you take a long rest, you can craft two potions of healing during the rest using the supplies in an herbalism kit. Potions created this way are effective only if consumed within 24 hours of their creation
- Know-It-All: You gain proficiency in the History and Nature skills. Additionally, as a reaction when you roll initiative, you can make an Intelligence (Nature) check to identify the weak points of one creature you can see. The DC for this check is equal to 10 + half the creature’s challenge rating (rounded down). On a success, you gain a bonus to attack rolls against that creature equal to your proficiency bonus, and which lasts for 1 minute
- Smart Mouth: You gain proficiency in the Intimidation and Persuasion skills. Additionally, you can try to catch an enemy off-guard at the start of combat with your quips. As a reaction when a hostile creature you can see rolls initiative, you reduce that creature’s initiative by a number equal to your Charisma modifier
- Weirdo: You gain proficiency in the Arcana skill, and you know a number of spells equal to your Intelligence modifier. These spells can be from any spell list, but they must be 3rd level or lower and have the ritual tag. Intelligence is your spellcasting ability for these spells. You can cast each of these spells once as a ritual, and regain the ability to do so when you finish a long rest. Additionally, you can cast the counterspell spell, and regain the ability to do so when you finish a long rest
- Adventuring Party: Mercenaries. Troubleshooters. Rag-tag heroes trying to get by—except “heroes” might not be quite the right word. Your characters have banded together as an adventuring party, a haphazard group of individuals traveling the realm with a common goal. Though you might not be the most diplomatic or noble of groups, you get the job done when it counts. It just might be a bit…messy. Domain Power: Never Tell Me the Odds. When you take an action or a bonus action that forces at least one creature to make a saving throw, you can take a power die from your domain’s pool and add twice the number on the die to the saving throw DC. You can use this feature after affected creatures have rolled their saving throws
- Disorganized Misfits: You’re…well, you’re trying your best. You might not be the most disciplined or most knowledgeable. You all fight a lot and rarely agree on anything. But you’re hard to kill. More importantly, though, you all have good hearts, and you’re willing to do whatever it takes to help those in need. Domain Power: Avenge Me. When an officer in your domain that you can see within 30 feet of you is reduced to 0 hit points by a creature, you can use your reaction to swear vengeance. Take any number of power dice from your domain’s pool. You and each ally you can see within 30 feet of you gain a bonus to damage rolls against the creature that dropped your officer equal to the total of the power dice. This bonus lasts as long as the officer is dying or dead, or until the end of the encounter, whichever comes first
- Explorer’s Society:As the name suggests, your adventuring party is a band of explorers, dedicated to traversing uncharted forests and plumbing the depths of mysterious caverns in search of new discoveries. Domain Power: What Does This Button Do?: Your curiosity gets the better of you as you explore. When you take the Use an Object action, you can remove one power die from your domain’s pool and trigger an effect. Roll a d10 and consult the Button Effects table to determine the nature of the effect.
- Mercenary Company: You’re a team of soldiers for hire, fighting the battles no one else wants to. For the right price, of course. Domain Power: Fighting Dirty. Before you make a weapon or spell attack, you can use a bonus action to target one of your opponent’s vulnerable spots, making for a more challenging attack but dealing more damage. Take a power die from your domain’s pool and subtract the number on the die from your attack roll. If the attack hits, it deals extra damage equal to 5 × the number on the power die