You spent much of your youth exploring, saving people, and making a name for yourself in glory, but something has changed that now. Whether it be that you want to settle down, a tragedy, or an injury, or something else entirely, you have now dedicated your days to educating the next generation of heroes and adventurers, preparing them for any problem they may face in their journeys ahead.
Teaching methods for the new generation can vary wildly—some believe that learning through experience is the only way to truly prepare the new generation, while others believe studying of different languages, cultures, and histories can help prepare just as much as practicing with a blade.
Thanks to you many years of adventuring in the past, you’ve been through many things in your life, and learned how to utilize the skills most adept for your class.
Barbarian:
- You have advantage on all intimidation rolls
- You have proficiency with all weapons when entering a rage
- You have advantage on all perception checks made within a battle scenario
Bard:
- You have advantage on all persuasion and performance rolls
- You have proficiency on any instrument you choose to play
- Once per Long rest, you can cast Dissonant Whispers as a cantrip
Cleric:
- You have proficiency in religion and history
- You have advantage on religion rolls
- You have the Light cantrip
- You can cast Bless to +1 person over the spell level
Druid:
- Once per long rest, you can cast Animal Friendship as a cantrip
- You have proficiency in survival, nature, and animal handling
- You have advantage on all nature checks
Fighter:
- You have advantage on athletics rolls
- You have proficiency in strength and dexterity checks
- You have advantage on insight and perception checks made within a battle scenario
Monk:
- You have proficiency in acrobatics
- Once per long rest, you can deal two unarmed strikes as a bonus action
- You have advantage on dexterity saving throws
Paladin:
- Once per Long Rest, you can choose to add 1d8 radiant damage to a weapon attack made by someone within 30 feet of you
- You have proficiency in athletics
- You have advantage on insight checks
Ranger:
- You have proficiency in survival and nature
- You have advantage on all survival rolls
- When in your favored terrain, you have advantage on perception and nature checks
Rogue:
- You have proficiency in sleight of hand and thieves' tools skills
- You have advantage on all deception rolls
Sorcerer:
- You have proficiency in arcana
- You have advantage on charisma saving throws
- Once per long rest, you may choose to replenish a spell slot of your highest level by burning one sorcery point
Warlock:
- You have proficiency in arcana
- You have advantage on charisma saving throws
- Depending on your patron, you have resistance to fire damage (fiends), or radiant damage (celestials)
Wizard:
- You have proficiency in arcana, history, and investigation
- You have advantage on all arcana rolls
- You can burn any first level spell at a 2nd level without the use of a 2nd level spell slot
Comments