Level 5, Standard gear.

Titles available, if there are more than 5 players can double up on a title or source a title from another organisation that suits.

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.

In addition to the above chosen title/ability all members gain access to a shared power, I will explain when & how power die are used when we begin combat.

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.

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.

All Orgs

  • Adventuring Party
    • Titles
      • Cap'n
      • Doc
      • Know-It-All
      • Smart Mouth
      • Weirdo
    • Specialisations
      • Disorganised Misfits
      • Explorer's Society
      • Mercenary Company
  • Martial Regiment
    • Titles
      • Ambush Captain
      • Bravura Commander
      • Field Medic
      • Tactical Marshal
      • War Mage
    • Specialisations
      • City Watch
      • Knightly Order
      • Military Squadron
  • Mercantile Guild
    • Titles
      • Acquisitions Expert
      • Chief of Security
      • Executive Manager
      • Fixer
      • Safety Officer
    • Specialisations
      • Monopoly
      • Pirate Band
      • Trade Guild
  • Mystic Circle
    • Titles
      • Augur
      • Bewitcher
      • Medium
      • Shade
      • Spellsword
    • Specialisations
      • Arcane Order
      • Secret Cabal
      • Theatrical Troupe
  • Nature Pact
    • Titles
      • The Connected
      • The Pack Leader
      • The Primal
      • The Speaker
      • The Stalwart
    • Specialisations
      • Barbarian Tribe
      • Druid Circle
      • Hunter Conclave
  • Noble Court
    • Titles
      • Court Mage
      • Court Minstrel
      • High Priest
      • Master Assassin
      • Master-at-Arms
    • Specialisations
      • Court of War
      • Political Administration
      • Regent State
  • Religious Order
    • Titles
      • Conduit
      • Crusader
      • Herald
      • Omen
      • Prophet
    • Specialisations
      • Hidden Cult
      • Holy Church
      • Monastic Order
  • Underworld Syndicate
    • Titles
      • Enforcement
      • Narcotics
      • Negotiations
      • Operations
      • Records
    • Specialisations
      • Assassin's College
      • Spy Network
      • Thieves' Guild
  • c0/workshopwatches.txt
  • Last modified: 20 months ago
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