[5e] The Skill Trader, the Generic Archetype

This is a WIP, but I attempted to create something reminiscent of the Adept Rogue from .hack//GU., or Super Novice from Ragnarok Online. Someone that pulls features from a bit of everyone, while retaining mastery in none. I’m wondering if this is too strong, and any input would be wonderful.

The idea behind it is that it’s a generic archetype that can be applied to any class. I noticed every class takes their archetypes mostly at different times. So I was wondering if I could create one that can be taken regardless of the level.

I’m not particularly sure how to word it, but wherever you would take an archetype ability, you instead gain Trade Notes. The last ability you gain would be Adept’s Notes. You cannot take notes in a class you already have a level in.


–The Skill Trader

Trade Notes I
You dip into the notes you’ve gleaned from others, drawing upon their strength. You may choose any Rank I feature.

Trade Notes II
You’ve jotted down even more notes, learning to use even the trickiest of abilities. You may choose any Rank I or II feature.

Trade Notes III
You’ve approached a master of their craft, or an adventurer wizened by years in the field. You may choose any Rank I, II, or III feature.

Adept’s Notes
You’ve gained a true mastery of the art of all. Any feature gained from Trade Notes limited to one use per short or long rest can now be used twice before needing to be refreshed. Any feature gained from Trade Notes that grants a pool of points (Ki, Font of Magic) increases their pool total to 7.

Exceptions. Bards get Trade Notes III and Adept’s Notes at the same time at 14th level. Fighters gain Trade Notes III a second time at 18th level.

Spellcasting Ability. Your proficiency is your spellcasting ability for your Skill Trader spells, since the power of your magic relies on your extensive notes and experience when attempting magic. You use twice your proficiency whenever a spell refers to your spellcasting ability. In addition, you also apply your proficiency modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus x 2

Spell Attack Modifier = your proficiency bonus x 2


–Class Notes

Barbarian I
> You gain the Reckless Attack feature like the Barbarian, but are limited to once per short rest.
Barbarian II
> You gain the Rage feature like the Barbarian, but are limited to once per long rest.

Bard I
> You gain the use of a 1st level Bard spell, usable once per short rest.
Bard II
> You gain the Bardic Inspiration feature like the Bard, but are limited to once per short rest. Your Bardic Inspiration die is d6.

Cleric I
> You gain the Channel Divinity: Turn Undead feature like the Cleric, but are limited to once per long rest. You also gain the use of a 1st level spell, usable once per long rest.
Cleric III
> You gain the use of a 3rd level Cleric spell, usable once per long rest.

Druid I
> You gain the use of 1 Druid cantrip. You also gain the use of a 1st level Druid spell, usable once per long rest.
Druid II
> You gain the Wild Shape feature like the Druid, but are limited to once per long rest.

Fighter I
> You gain the Second Wind feature like the Fighter, as well as proficiency with 1 Martial weapon.
Fighter II
> You gain the Action Surge feature like the Fighter, as well as proficiency with either 1 type of armor or shields.

Monk I
> You gain the Unarmored Defense and Unarmored Movement class feature like the Monk. Unarmored Movement does not increase according to the Monk table.
Monk II
> You gain the Ki feature like the Monk, gaining 3 ki points, as well as the Flurry of Blows, Patient Defense, and Step of the Wind features.

Paladin I
> You gain the Lay on Hands feature like the Paladin.
Paladin II
> Smite: When you hit a creature with a melee weapon attack, you may apply 2d8 Radiant damage to the attack. This increases by 1d8 if the target is an undead or a fiend. You may use this once per long rest.

Ranger I
> You gain the Favored Enemy feature like the Ranger, and gain the Hunter’s Mark spell, usable once per short rest.
Ranger II
> You gain a Fighting Style like the Ranger.
Ranger III
> You gain the Extra Attack feature.

Rogue I
> You gain the Sneak Attack feature as the Rogue at 1d6. This does not increase according to the Rogue table.
Rogue II
> You gain the Cunning Action feature.
Rogue III
> You gain the Uncanny Dodge feature.

Sorcerer II
> You gain the Metamagic feature like the Sorcerer, gaining 1 Metamagic option of your choice and a pool of 3 Sorcery points. If you do not cast spells you may apply Metamagic to an allied spellcaster as an action, affecting their next spell cast. These points refresh on a long rest.
Sorcerer III
> You gain the use of a 2nd level Sorcerer spell, usable once per short rest. This can be refreshed using 2 Sorcery points.

Warlock II
> You gain the Pact Boon feature as the Warlock.
Warlock III
> You gain an Invocation as the Warlock. You must fulfill all other requirements.

Wizard II
> You gain the Arcane Recovery feature as the Wizard. If you do not cast spells, you may apply this feature to allied spellcasters instead. This can refresh spells gained from Trade Notes.
Wizard III
> You gain the use of a 4th level Wizard spell, usable once per long rest.

Twitter: @DiceQGM

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One thought on “[5e] The Skill Trader, the Generic Archetype

  1. This is an interesting idea! A bit like the homebrew background option in the PHB (?) where you combine backgrounds, taking components from each to create a hybrid.
    Given the modularity of 5e, this should work. I’m just not sure how balanced some of the class features are, one to another.
    Any further developments on this?

    Like

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