{"name":"Specialist","overview":"The specialist relies on skill, stealth, and their foes\u2019 vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating resourcefulness and versatility that is the cornerstone of any successful outfit.\r\n Every town and city has its share of specialists. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into street gangs or crime families. Plenty of specialists operate independently, but even they sometimes recruit apprentices to help them in their scams and heists.","hitdice":"d8","hitpointsfirstlevel":"8 + your Constitution modifier","hitpointsathigherlevels":"1d8 (or 5) + your Constitution modifier per specialist level after 1st","armorproficiencies":"Light armor","weaponproficiences":"Simple weapons, and handguns or longarms (choose one)","tools":"Theives' tools","savingthrows":"Dexterity, Intelligence","skills":"Choose five from Acrobatics, Athletics, Computing, Deception, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth","equipment":"","spellcasting":"","features":"[u][h1]Expertise[\/h1]\r\n[\/u]\r\nAt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\r\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves\u2019 tools) to gain this benefit.\r\n\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Proficiency Bonus[\/th]\r\n[th]Sneak Attack[\/th]\r\n[th]Features[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]+2[\/td]\r\n[td]1d6[\/td]\r\n[td]Expertise, Sneak Attack[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]+2[\/td]\r\n[td]1d6[\/td]\r\n[td]Cunning Action[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]+2[\/td]\r\n[td]2d6[\/td]\r\n[td]Specialization[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td]+2[\/td]\r\n[td]2d6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]+3[\/td]\r\n[td]3d6[\/td]\r\n[td]Uncanny Dodge[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6[\/td]\r\n[td]+3[\/td]\r\n[td]3d6[\/td]\r\n[td]Expertise[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]+3[\/td]\r\n[td]4d6[\/td]\r\n[td]Evasion[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8[\/td]\r\n[td]+3[\/td]\r\n[td]4d6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]+4[\/td]\r\n[td]5d6[\/td]\r\n[td]Specialization features[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10[\/td]\r\n[td]+4[\/td]\r\n[td]5d6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11[\/td]\r\n[td]+4[\/td]\r\n[td]6d6[\/td]\r\n[td]Reliable Talent[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12[\/td]\r\n[td]+4[\/td]\r\n[td]6d6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]+5[\/td]\r\n[td]7d6[\/td]\r\n[td]Specialization feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14[\/td]\r\n[td]+5[\/td]\r\n[td]7d6[\/td]\r\n[td]Blindsense[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15[\/td]\r\n[td]+5[\/td]\r\n[td]8d6[\/td]\r\n[td]Slippery Mind[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16[\/td]\r\n[td]+5[\/td]\r\n[td]8d6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]+6[\/td]\r\n[td]9d6[\/td]\r\n[td]Specialization feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18[\/td]\r\n[td]+6[\/td]\r\n[td]9d6[\/td]\r\n[td]Elusive[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19[\/td]\r\n[td]+6[\/td]\r\n[td]10d6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20[\/td]\r\n[td]+6[\/td]\r\n[td]10d6[\/td]\r\n[td]Stroke of Luck[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[u][h2]Sneak Attack[\/h2]\r\n[\/u]\r\nBeginning at 1st level, you know how to strike subtly and exploit a foe\u2019s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a Small melee weapon or any ranged weapon.\r\nYou don\u2019t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn\u2019t incapacitated, and you don\u2019t have disadvantage on the attack roll.\r\nThe amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Specialsit table.\r\n\r\n[u][h2]Cunning Action[\/h2]\r\n[\/u]\r\nStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.\r\n\r\n[u][h2]Specialization[\/h2]\r\n[\/u]\r\nAt 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, or Arcane Trickster, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.\r\n\r\n[u][h2]Ability Score Improvement[\/h2]\r\n[\/u]\r\nWhen you reach 4th level, and again at 8th, 10th, 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\u2019t increase an ability score above 20 using this feature.\r\n\r\n[u][h2]Uncanny Dodge[\/h2]\r\n[\/u]\r\nStarting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack\u2019s damage against you.\r\n\r\n[u][h2]Evasion[\/h2]\r\n[\/u]\r\nBeginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a Molotov cocktail or C4 explosion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.\r\n\r\n[u][h2]Reliable Talent[\/h2]\r\n[\/u]\r\nBy 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.\r\n\r\n[u][h2]Blindsense[\/h2]\r\n[\/u]\r\nStarting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.\r\n\r\n[u][h2]Slippery Mind[\/h2]\r\n[\/u]\r\nBy 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.\r\n\r\n\r\n[u][h2]Elusive[\/h2]\r\n[\/u]\r\nBeginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren\u2019t incapacitated.\r\n\r\n[u][h2]Stroke of Luck[\/h2]\r\n[\/u]\r\nAt 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can\u2019t use it again until you finish a short or long rest.\r\n","subclasses":"[u][h1]Specialization \u2013 Ketch[\/h1]\r\n[\/u]\r\nA ketch is a term for a skilled thief, one that is resourceful, professional, and above all discreet. Thieves merely steal, whereas ketches conduct ketching, a silent, targeted scoop of key valuables.\r\n\r\n[u][h2]Fast Hands[\/h2]\r\n[\/u]\r\nStarting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves\u2019 tools to disarm a trap or open a lock or take the Use an Object action.\r\n\r\n[u][h2]Second-Story Work[\/h2]\r\n[\/u]\r\nWhen you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.\r\nIn addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.\r\n\r\n[u][h2]Supreme Sneak[\/h2]\r\n[\/u]\r\nStarting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.\r\n\r\n[u][h2]Use Psionic Device[\/h2]\r\n[\/u]\r\nBy 13th level, you have learned enough about the workings of psionics that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of psionic items.\r\n\r\n[u][h2]Thief\u2019s Reflexes[\/h2]\r\n[\/u]\r\nWhen you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can\u2019t use this feature when you are surprised.\r\n\r\n\r\n[u][h1]Specialization \u2013 Ninja[\/h1]\r\n[\/u]\r\n\u2018Ninja\u2019 is a common term for a skilled hitman, quiet and efficient and unlikely to leave loose ends. Unlike street samurai, who are the valiant defenders of their home turf, and ronin who are dumb muscle that\u2019ll work for anyone, ninja are sought out when sensitive wetwork needs to happen under the radar. Stealth, poison and disguises help these experiences killers eliminate their targets.\r\n\r\n[u][h2]Bonus Proficiencies[\/h2]\r\n[\/u]\r\nWhen you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the pharmacist kit.\r\n\r\n[u][h2]Assassinate[\/h2]\r\n[\/u]\r\nStarting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn\u2019t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.\r\n\r\n[u][h2]Infiltration Expertise[\/h2]\r\n[\/u]\r\nStarting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and pass a DC 10 Wealth check to establish the history, profession, and affiliations for an identity. You can\u2019t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a corp exec from a remote, city so you can insinuate yourself into the company of other wealthy high rollers.\r\nThereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.\r\n\r\n[u][h2]Imposter[\/h2]\r\n[\/u]\r\nAt 13th level, you gain the ability to unerringly mimic another person\u2019s speech, writing, and behavior. You must spend at least three hours studying these three components of the person\u2019s behavior, listening to speech, examining handwriting, and observing mannerisms.\r\nYour ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.\r\n\r\n[u][h2]Death Strike[\/h2]\r\n[\/u]\r\nStarting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.\r\n\r\n\r\n[u][h1]Specialization - Booster[\/h1]\r\n[\/u]\r\nA booster is someone that hoards all things psionic, whether it be psionically enhanced gear or psi matrixes bursting with stored powers. Although they have no innate psychic ability, boosters are able to manifest power using a psi amp, just like Technomancers.\r\n\r\n[table]\r\n[tr]\r\n[th]Levels[\/th]\r\n[th]Cantrips Known[\/th]\r\n[th]1st[\/th]\r\n[th]2nd[\/th]\r\n[th]3rd[\/th]\r\n[th]4th[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[u][h2]Psi Matrix[\/h2]\r\n[\/u]\r\nA booster carries with them at all times a psi matrix, a data cube customized to store their psionic powers. At 3rd level, you have a psi matrix containing three 1st-level psionic powers of your choice from the psyker psionic powers list. Each time you gain a specialist level, you can add one psyker powers of your choice to your psi matrix. Each of these powers must be of a level for which you have powers slots, as shown on the Booster table.\r\nThe powers that you add to your psi matrix as you gain levels reflect the research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the universe. You might also find powers stored on data cubes on your travels.\r\n\r\n[b][i]Copying a power into the psi matrix[\/i][\/b]: When you find a psyker power of 1st level or higher stored on a datacube, you can add it to your psi matrix if it is of a level for which you have power slots and if you can spare the time to decipher and copy it. Copying a power into your psi matrix involves reproducing the basic form of the power, then deciphering the unique system of notation used by the person who recorded it. You must practice the power until you understand the sounds, gestures and mental acrobatics required, then transcribe it into your psi matrix using your own notation.\r\nFor each level of the power, the process takes 2 hours and requires a wealth check, equal to 10 + the level of the power. The cost represents material components you expend as you experiment with the power to master it, as well as the specialised components you need to make adjustments to your psi matrix. Once you have spent this time and wealth, you can prepare the power just like your other powers.\r\n\r\n[u][h2]Psionics[\/h2]\r\n[\/u]\r\nAt 3rd level you gain the ability to cast psionic powers.\r\nPsi Amp: A psi amp is a small chip that is fused to your spinal cord. At 3rd level, you have somehow acquired a psi amp, through purchase, theft, or fortune. A booster\u2019s psi amp counts against the maximum number of implants they can accommodate (see Cybernetics).\r\n\r\n[b][i]Cantrips[\/i][\/b]: You learn three cantrips of your choice from the psyker psionics list, one of which must be mage hand. You learn additional psyker cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Booster table.\r\nPower slots: The Booster table shows how many psionic power slots you have to cast your powers of 1st level and higher. To cast one of these powers, you must expend a slot of the power\u2019s level or higher. You regain all expended power slots when you finish a long rest.\r\n\r\n[b][i]Psionic Casting Ability[\/i][\/b]: Intelligence is your psionic casting ability for your psyker powers. You use your Intelligence whenever a psyker power refers to your psionic casting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a psyker power you cast and when making an attack roll with one.\r\n\r\n[b]Power save DC[\/b] = 8 + your proficiency bonus + your Intelligence modifier\r\n[b]Power attack modifier[\/b] = your proficiency bonus + your Intelligence modifier\r\n\r\n[u][h2]Preparing Powers[\/h2]\r\n[\/u]\r\nYou prepare the list of psyker powers that are available for you to cast, choosing from the psyker psionics list. When you do so, choose a number of psyker powers equal to your Intelligence modifier + your psyker level (minimum of one spell). The powers must be of a level for which you have power slots, and you must have the power recorded already in your psi matrix. Preparing powers in this way temporarily copies them from your psi matrix into the RAM of your psi amp for quick access.\r\nYou can change your list of prepared powers when you finish a long rest. Preparing a new list of psyker powers requires time spent in scheming, meditation and combing through your psi matrix: at least 1 minute per power level for each power on your list.\r\n\r\n[u][h2]Psionic Thief[\/h2]\r\n[\/u]\r\nStarting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:\r\n\r\n-You can stow one object the hand is holding in a container worn or carried by another creature.\r\n-You can retrieve an object in a container worn or carried by another creature.\r\n-You can use thieves\u2019 tools to pick locks and disarm traps at range.\r\n\r\nYou can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature\u2019s Wisdom (Perception) check.\r\nIn addition, you can use the bonus action granted by your Cunning Action to control the hand.\r\n\r\n[u][h2]Psionic Ambush[\/h2]\r\n[\/u]\r\nStarting at 9th level, if you are hidden from a creature when you cast a psionic power on it, the creature has disadvantage on any saving throw it makes against the power this turn.\r\n\r\n[u][h2]Versatile Trickster[\/h2]\r\n[\/u]\r\nAt 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.\r\n\r\n[u][h2]Mind Leech[\/h2]\r\n[\/u]\r\nAt 17th level, you gain the ability to steal the knowledge of how to cast a power from another psionics user.\r\nImmediately after a creature casts a power that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its psionic casting ability modifier. The DC equals your power save DC. On a failed save, you negate the power\u2019s effect against you, and you steal the knowledge of the power if it is at least 1st level and of a level you can cast (it doesn\u2019t need to be a psyker power). For the next 8 hours, you know the power and can cast it using your power slots. The creature can\u2019t cast that power until the 8 hours have passed.\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.\r\n\r\n","tabledata":"","tags":"Rogue, Cyberpunk","templateId":"25","blockId":"499005","world":"210bd7a0-a17d-4bed-970b-22a109fd27f2","folder":"","isShared":"on"}