Supplemental Classes
These classes are designed for roleplay purposes primarily. While there are some combat benefits to some of them, the purpose of them is for you to play or learn a straight-up non-combat class if you want to.

The system works using the training leveling system discussed in all settings. The main difference between this and regular levels is that you do not gain hit dice when leveling up, do not gain higher proficiency bonuses in anything aside from the relevant skills, and learning a new level counts as twice the normal level when counting the time it takes to learn (level 1 and 2 each take two weeks to learn, level 3 and 4 each take one month to learn, level 5 and 6 take three months to learn, level 7 and 8 each take six months to learn, and levels 9 and 10 each take one year to learn).
Blacksmith
Levels and abilities
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Level
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​proficiency for relevant skills: +2
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sharpen weapon:
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You spend some time maintaining a weapon. This includes sharpening dulled weapons, adjusting and maintaining the balance of hammers and polearms, etc., taking care of the weapon's condition.
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This peak condition is represented by giving the wielder of the ability to reroll damage dice equal the Blacksmith's proficiency bonus. You can reroll one or more dice at a time, but once each reroll is expended you cannot do so again until the weapon is maintained again. You must use the new result after rerolling the die.
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You can maintain a number ot weapons in 2 hours equal to your proficiency bonus divided by 2 rounded down and can
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Blacksmithing Improvements equal to your proficiency bonus.
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maintain armor:
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You bullion repair set of metal armor, bringing it to peak.
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This peak condition is represented by diving the wearer temporary hit points total to your proficiency bonus. These hit points last until expended or the armor is removed.
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You can maintain a number of sets of armor in 2 hours equal to your proficiency bonus divided by 2 (rounded down) and can have a total number of weapons benefiting from your Blacksmithing Improvements equal to sour proficiency bonus.
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repair gear
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Sometime in the course of adventuring, weapons or armor will become severely damaged, suffering a penalty to its attack rolls or AC. Over the course of two hours, you can repair this damage, though at the discretion of the DM you
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may need other materials to perform this task if it is heavily damaged. Weapons that are entirely broken (such as a snapped sword) are generally beyond simple repair.
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Level
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proficiency for relevant skills: +2
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modify armor:
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​While the field crafting of armor is often not possible, you can make smaller adjustments on. Over the course of two hours, can turn a set of plate mail into a half plate or a breastplate, refit a set of heavy or medium armor to fit another user that it equal in size or smaller than the original user.
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modify weapon:
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Every adventure has slightly different preferences in their gear, and your skills allow you make slight modifications to nonmagical weapons made of metal These modifications take 2 hours, require a heat source, and require you to pass a DC 15 blacksmithing tool's check (on failure, the weapon is damaged and has -I to it's attack rolls until fixed) You can perform on of the following modifications:
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You can weight a weapon, giving the heavy property to a weapon without the light property.
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You can remove the heavy progerty from a weapon reducing its damage dice by d2.
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You can add the light property to a weapon without the heavy property, reducing its damage dice by d2.
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Level
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proficiency for relevant skills: +3
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blacksmith apprentice:
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When you have access to a forge, you can add or remove the properties listed below for any non-magical weapon. Each weapon you modify can have only one modification. Making a modification takes two hours. Since the modified weapon handles quite differently from its original form, the normal Simple or Martial weapon proficiency no longer applies. These weapons now have the type 'Tinkered' for proficiencies. You are proficient in using Tinkered weapons, but only up to a number of weapons equal to your proficiency Bonus. When you craft additional Tinkered weapons, choose one to lose proficiency for.
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These properties can be added or removed:
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Versatile (Pick the next higher dice for the two-handed damage)
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Thrown
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Whenever abilities for the Blacksmith refer to the next-higher damage dice, pick the next value from this list: 1, 1d2, 1d4, 1d6, 1d8 or 2d4 (your choice), 1d10, 1d12 or 2d6 (your choice), 2d8, 3d6.
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Level
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proficiency for relevant skills: +3
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+1 masterwork weapon creation
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can create a nonmagical weapon with +1 to attack and damage over the course of 3 days.​
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Level
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proficiency for relevant skills: +4
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blacksmith journeyman
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You can add a second damage mode to a weapon when you modify it: this itself doesn't count as a modification, though if you only add a secondary damage mode, the weapon is considered Tinkered. Choose a damage die: Bludgeoning, Piercing or Slashing. The modified weapon can now deal its damage either of the original type or of the tvpe added by the modification.
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Choose the damage mode per attack: all damage dice are of the chosen die.
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Also, you can modify shields. A modified shield no longer falls under the Shield proficiency, but also becomes "Tinkered' and counts towards your maximum Tinkered allowed. A shield can have these modisestions
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Light: You can make an offhand attack with this shield to do bludgeoning damage as a bonus action; use Strength for the attack and damage rolls.
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Thrown: You can fling your shield as a bonus action or do bludgeoning damage as a bonus action. Use strength for the attack and damage rolls.
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Level
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proficiency for relevant skills: +4
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+2 masterwork weapon creation
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can create a nonmagical weapon with +2 to attack and damage over the course of 7 days.
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Level
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proficiency for relevant skills: +5
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blacksmith master
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Upon reaching this feature, you can apply two modifications and a secondary damage model to a Tinkered weapon or shield. As a modification, these options are now also available
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Heavy
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The weapon scores a critical hit on a 19 or 20.
Upgrade the damage; pick the next-higher damage dice.
This also applies to the secondary damage mode, and also increases the Versatile damage, if applicable.
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Add a magical +1 to attack and damage rolls; this requires
500G worth of rare materials, which are consumed by the process
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Level
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proficiency for relevant skills: +5
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+3 masterwork weapon creation[20 days]
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can create a nonmagical weapon with +3 to attack and damage over the course of 20 days.
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Level
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proficiency for relevant skills: +6
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blacksmith legend
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You can now add or remove these
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Reach (+/-5 feet)
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Add a magical +2 to attack and damage rolls: this requires 2500G worth of rare materials, which are consumed by the process.
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Add a 1d8 of magical damage of one of these types by using the proper reagents (these are consumed)
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Acid: Gelatinous Cube Residue. worth 250GF
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Cold: Sapphire Dust, worth 500GP
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Fire: Ruby Dust, worth 350GP
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Lightning: Copper Dragin's Scale, worth 750GP
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Necrotic: Lich's knuckle, worth 1250GP
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Poison: Imp's Stinger, worth 250GP
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Radiant: Angel's Feather, worth 900GP
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Thunder: Diamond Dust, worth 750GR
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Any modified weapon can now have up to three modifications. Note that by combining modifications, you can add Magical damage and then upgrade the Damage Dice for it.
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You can spend 24 hours to train somebody to use your modified weapons. They lose a Skill, Tool or Weapon proficiency and gain the Tinkered weapon proficiency to become proficient with the modified Weapon specifically. An additional 24 hours of training can reverse this effect.
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You can now modify Magical weapons as well as mundane ones. The modified magical weapons retain all non-modified properties.
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Level
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proficiency for relevant skills: +6
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expertise and advantage on all blacksmith tool checks
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​
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Medic
Levels and abilities
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Level
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proficiency for relevant skills: +2
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Greater Medicine
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As an action, you may attempt to heal a creature you can touch. Make a DC 16 Medicine check. If the target is below half their maximum hit points, this check DC increases to 20. On a success, the creature regains hit points equal to your proficiency bonus. You may use this feature a number of times equal to your Wisdom modifier (minimum 1), regaining 1 use at the end of a short rest and all uses at the end of a long rest.
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Doctor’s bag
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You gain access to a number of special supplies due to your medical training. These supplies include things like bandages, syringes, medicinal powders, and healing salves. You keep these in a storage container of your choice such as a bag, a series of pouches, or even a trunk.
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As long as you have access to your Doctor's Bag you may use an action to stabilize a creature that has 0 hit points, without needing to make a Medicine check.
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Second opinion
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You have become accustomed not only to combat, but to coordinating with other healers. Whenever an ally within 20ft of you uses a healing ability, spell, or item, you can use your reaction to increase the amount healed to a single target by half, rounded up. Your ally must be able to see or hear you.
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Level
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proficiency for relevant skills: +2
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Enhanced greater medicine ability
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​You may use Greater Medicine twice as many times, and you regain 2 uses at the end of a short rest.
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Vaccination
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You have spent countless hours attempting to aid those suffering from disease and have developed a number of treatments. As an action you can cure a target of a single disease afflicting them. Alternatively, you can inoculate a target against disease for the next 24 hours.
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In addition, due to exposure from numerous patients the doctor gains immunity to all disease.
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Level
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proficiency for relevant skills: +3
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Surgeon
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​You gain proficiency in healer's kits. When you use Greater Medicine while wielding a healer's kit, the check DC does not increase to 20 if the target is below half their maximum hit points, and if they are at their maximum hit points you may instead cause them to lose 1 level of exhaustion.
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Battlefield paramedic
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​You have become experienced at reaching the injured without taking damage. When you use your action to disengage you may also double your movement speed until the end of your turn.
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Level
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proficiency for relevant skills: +3
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healer feat
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healer’s kit expertise (or advantage if you already have expertise)
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Level
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proficiency for relevant skills: +4
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reliable talent(medicine)
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Level
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proficiency for relevant skills: +4
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Sedate
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You have managed to create sedatives using standard supplies. As an action you can inject a willing creature with a sedative that will cause them to go unconscious for 1d4 hours.
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You can also attempt to inject an unwilling creature for the same effect. An unwilling target must be below one quarter of its maximum hit points for this ability to take effect. They must then succeed a Constitution saving throw or immediately fall unconscious for 1d4 hours.
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Level
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proficiency for relevant skills: +5
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Surgery
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​You have gained the confidence to delve deeper into the bodies of your patients. You operate on an injured subject, curing them of any ailments, both mundane and magical. The target regains a number of hit points equal to their maximum. Any hit points the target gains over their maximum become temporary hit points. This takes 2 full hours from start to finish.
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Level
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proficiency for relevant skills: +5
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Adrenaline shot
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You have experienced enough battles that the desire to slay your foes overpowers your instincts for self-preservation. As a bonus action you inject yourself with a concoction of your own creation designed to improve your speed and reflexes.
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Your body surges with energy as you benefit from effects identical to that of the Haste spell. Unlike the spell however this ability lasts for 5 minutes. These effects are physical rather than magical and cannot be dispelled. Only your body can benefit from this ability due to your years of experiments.
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You may use this feature once per long rest.
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Level
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proficiency for relevant skills: +6
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transplant
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You have begun experimenting with new methods to improve life. You attempt to transplant an organ from one creature to another in order to provide a benefit. The organ must be from a creature that is either living or has died within the last 24 hours. Examples of this can be the eyes of a person with darkvision, or the stomach of a creature immune to poison. You can also replace a limb with one from a similar creature.
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This process takes 2 hours from start to finish and takes 2 days to recover from. To be successful you must pass a Medicine check using the chart below, your DM determines the difficulty of the operation.
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Difficulty
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DC
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Example
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Simple
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DC15
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Human Leg
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Moderate
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DC20
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Elf Eyes
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Complex
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DC25
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Dragon Stomach
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Insane
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DC30
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Beholder Stal
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Level
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proficiency for relevant skills: +6
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para medic
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​Your Wisdom score increases by 4, with your maximum score for Wisdom increasing to 24. Additionally, any time you cause a creature to regain hit points, you may add your Wisdom modifier to the hit points regained. While wielding a healer's kit, when you stabilize a creature, you may attempt a DC 10 Medicine check. On a success, you may use Greater Medicine on them without expending a use of said feature.
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Expertise and/or advantage for wisdom (medicine) checks
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Brewer
(note: the magical features can be swapped out for scientific features in a sci-fi setting)
Levels and abilities
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Level
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proficiency for relevant skills: +2
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Resupply
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​You gain proficiency with alchemist's supplies and brewer's supplies. Due to your working experience, you can brew your own beverages, as well as magic potions, taking you only half the normal time to finish them, and costing you only half as much money in the process.
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Level
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proficiency for relevant skills: +2
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Tavern's Gossip
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​You gain a bonus to your passive Perception, as well as to Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight or hearing, equal to half your Charisma modifier rounded down (minimum of 1).
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Level
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proficiency for relevant skills: +3
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Pick your poison
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Expertly combining only the finest ingredients, you ve learned to make delicious beverages that delight even the dourest dwarf. You can use a set of brewer's supplies to prepare a special cocktail over the course of 1 minute.
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When you do, select up to two different ingredients from the table below, which you magically conjure to mix the cocktail. A creature can drink a cocktail as an action, gaining the effects of the chosen ingredients, which last for two minutes or until the creature drinks another cock tail. A cocktail that isn't consumed loses its potency when you finish a long rest.
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Ingredient
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Celestial citrus juice- The creature regains 1d8 hit points, which aren't lost after the effect ends.
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Drow rum- The creature gains darkvision out to a range of 30 feet. If it already has darkvision, its range is increased by 30 feet.
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Dwarven whiskey- The creature gains 2d6 temporary hit points.
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Elemental gin- The creature gains advantage on initiative rolls.
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Sea elf seltzer- The creature gains a swimming speed equal to its walking speed.
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Extraplanar vodka- The creature gains a +1 bonus to the damage rolls of its weapon attacks.
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Feyberry syrup- The creature's walking speed is increased by 5 feet.
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Gnomish coffee liqueur- The creature's jump distance is doubled.
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You can use this testure to creste a cocktails number of times equal to your Charisma modifier (minimum once), and you regain all expended uses when you finish a long rest.
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Level
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proficiency for relevant skills: +3
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Barside therapy
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​You are a seasoned expert at dealing with the inebriated and have a few tricks up your sleeve to make the sober become intoxicated. You have advantage on ability checks made to interact socially with poisoned creatures and, when you make a cocktail with your Pick Your Poison feature, you can overload it with potent alcohol instead of choosing ingredients. A creature that drinks this cocktail must succeed on a Constitution saving throw against your cocktail DC [8 + proficiency + dex] or be poisoned for 10 minutes.
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Level
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proficiency for relevant skills: +4
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Sturdy liver
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You gain resistance to poison damage, and advantage on saving throws against being poisoned.
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Moreover, when you drink a potion or beverage prepared by you on your turn, you gain advantage on the next Charisma saving throw that you make before the start of your next turn.
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Level
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proficiency for relevant skills: +4
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Quick fix
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Pain you as it might, you can rush your creative process
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to prepare one of your cocktails on the spot. As a bonus action, vou can expend one use of vour Bardic Inspiration to prepare a cocktail with your Pick Your Poison feature, and either drink it or toss it to a willing creature you can see within 30 feet of you, who can immediately use its reaction to drink it.
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Level
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proficiency for relevant skills: +5
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Flair bartending
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With impeccable showmanship and nary a spilled drop, you've learned to dazzle audiences by dexterously manipulating your mixology tools. You gain proficiency with brewer's supplies and can use them as a spellcasting focus for your bard spells.
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As an action, you can begin a mixological show which lasts up to 1 minute. You must use your action at the start of each of your turns to continue this performance; if you don't, it ends immediately. When the performance starts, make a Dexterity (brewer's supplies) check.
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Creatures of your choice within 30 feet of you that can see you whose passive Insight score is lower than the result of your check are distracted by your performance, gaining disadvantage on Perception checks for the duration of the show.
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If you roll a 1 on the d20, you drop some of your tools and the effect fails to occur. The threshold to drop your tools subsequently increases by 1 each time you make a Dexterity (brewer's supplies) check using this fea-ture, resetting to 1 when you finish a short or long rest.
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Level
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proficiency for relevant skills: +5
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Garnish
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Presentation matters, and you've learned to take your drinks to the next level with some tasteful embellish-ments, magical replicas of creature parts that you conjure out of thin air. Whenever you make a cocktail with your Pick Your Poison feature, you can select one of the ingredients from the table below as garnish, which provides an additional effect for the cocktail's duration.
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Ingredient
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Aberration eye- The creature gains blindsight to a range of 30 feet.
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Celestial feather- The creature gains a flying speed equal to its walking speed.
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Construct gear- The effects of the cocktail last for 1d4 hours instead of 10 minutes
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Dragon scale- Choose acid, cold, fire, lightning. or poison when you make the cocktail. The creature gains resistance to that damage type.
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Fiend horn- The creature gains advantage on saving throws against spells and other magical effects.
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Level
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proficiency for relevant skills: +6
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high tolerance
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​You can stand against the side effects of heavy consumption. You gain immunity to poison damage and the poisoned condition.
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Level
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proficiency for relevant skills: +6
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Expertise on checks for brewing
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Advantage on checks for brewing
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‘magical’ concoctions
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You learn to weave subtle magic into your concoctions:
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A magical concoction takes 1 minute to mix from a recipe.
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You know nine recipes chosen from those listed in the Concoction Recipes table.
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You can maintain a number of magical concoctions equal to your Charisma modifier (minimum of 1) at one time.
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As a bonus action, the creature can drink the concoction and gain its benefits for 1 minute. The concoction becomes a mundane liquid after 10 minutes.
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Concoction Recipes
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Recipe
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Brave Heart- Advantage on saving throws against being frightened
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Bell Ringer- Removes the deafened condition
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Brushfire- Resistance to cold damage
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Dwarven Bitter- Advantage on saving throws against poison
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Eagle's Eye- Removes the blinded condition
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Earwax- Resistance to thunder damage
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Gallop Gravy- Walking speed increases by 10 feet
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Grasshopper- Advantage on Dexterity (Acrobatics) ability checks
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Green Mist- Advantage on saving throws against being charmed
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Peppermint Frost- Resistance to fire damage
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Raging Bull- Advantage on Strength (Athletics) ability checks
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Red Eye- Magic can't put a creature to sleep
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Rubber Ball- Resistance to lightning damage
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Shadowmaker- Advantage on Dexterity (Stealth) ability checks
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Soda Water- Resistance to acid damage
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Vim & Vigor- Removes a level of exhaustion
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Tech specialist
(sci-fi restricted)
Levels and abilities
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Level
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proficiency for relevant skills: +2
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proficiency in slicers kit, tinkerers kit and technology skill
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TINKERER
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You learn how to add minor upgrades to mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. As an action give a tiny object one of the following magical properties of your choice:
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The object sheds bright light in a 1 meter radius and dim light for an additional 1 meter.
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The object emits a recorded message that can be heard up to 2 meters away. The recording can be no more than 6 seconds long.
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The object continuously emits your choice of an odor or a nonverbal sound. The chosen sound is perceivable up to 2 meters away.
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A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
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The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
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You can craft upgrades on multiple objects, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately malfunctions, and then the new property applies.
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Level
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proficiency for relevant skills: +2
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Technology Training
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When you make a Technology check, you may obsess over it, granting the check advantage but gaining 1 level of exhaustion immediately after.
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Level
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proficiency for relevant skills: +3
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Skills Intelligence
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As a bonus action, while you are within 5 feet of a creature that can see or hear you, you may grant them proficiency in one skill you are proficient with until the end of your next turn.
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Level
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proficiency for relevant skills: +3
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The right tool for the job
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You learn how to produce exactly the tool you need: with thieves’ tools or artisan’s tools, you can scavenge to create one set of tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Tools created in this manner are only available temporarily until you use this ability again.
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Level
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proficiency for relevant skills: +4
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INFUSE ITEM (+1)
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You gain the ability to temporarily enhance a weapon or armor. At the end of a long rest, you can touch one unenhanced object that is a suit of armor, a shield, or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes an enhanced item, granting a +1 bonus to AC if it’s armor or a shield or a +1 bonus to attack and damage rolls if it’s a weapon.
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Once you’ve used this feature, you can’t use it again until you finish a long rest.
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Level
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proficiency for relevant skills: +4
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Enhanced Technology training
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If you obsess over a Technology check caused by the Create feature and do not fail by 3 or more, you do not gain a level of exhaustion. You may use this feature once, regaining use at the end of a long rest you do not use this feature on.​
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Level
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proficiency for relevant skills: +5
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INFUSE ITEM (+2)
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Create
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When spending a long rest, you can use that time to cobble together a piece of equipment, assuming you have the relevant materials with you. At the end of the long rest, you may attempt a DC 20 Technology check. On a success, you gain a common piece of adventuring gear or an incomplete item of a higher rarity. Uncommon items[1,000-10,000 credit item] take 2 successes to complete, Rare items[10,000-25,000 credit item] take 3 successes to complete, Very Rare items[25,000-50,000 credit item] take 4 successes to complete, Legendary items[50,000-100,000 credit item] take 5 successes to complete, and Special Rarity items can not be created in this way. Checks to continue working on an item after a long rest require a DC 24 Technology check instead.
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Level
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proficiency for relevant skills: +5
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Administrator's Log
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If you spend at least 10 minutes working on a computer or terminal, you can get a full list of users who have accessed the machine within the past 24 hours. Over the course of a long rest, you may then form a facsimile of identification that would allow you to pass yourself off as that person when accessing machines.
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Level
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proficiency for relevant skills: +6
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INFUSE ITEM (+3)
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Expertise to slicers kit, tinkerers kit and technology skill
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Level
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proficiency for relevant skills: +6
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Inventor
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Your Intelligence score increases by 4, with your maximum score for Intelligence increasing to 24. Additionally, you may use Invent to create Special Rarity equipment. Special Common items[50,000-100,000 credit item] take 5 successes, Special Uncommon items[100,000-500,000 credit item] take 10 successes, Special Rare items[500,000-1,000,000 credit item] take 20 successes, Special Very Rare items[1,000,000-10,000,000 credit item] take 40 successes, and Special Legendary items[10,000,000 or greater credit item] take 80 successes.
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(More comming soon)
Levels and abilities
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Level
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proficiency for relevant skills: +2
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Level
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proficiency for relevant skills: +2
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Level
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proficiency for relevant skills: +3
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Level
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proficiency for relevant skills: +3
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Level
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proficiency for relevant skills: +4
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Level
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proficiency for relevant skills: +4
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Level
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proficiency for relevant skills: +5
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Level
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proficiency for relevant skills: +5
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Level
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proficiency for relevant skills: +6
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Level
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proficiency for relevant skills: +6
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