You work for The Company as a contractor for hire, helping adventuring parties across the land fill spots for recently deceased or lost companions. You have aided many parties on many quests in your time, but only exactly per your contract. Your paid per contract and the best ones always go quick, so you're always pushing the party along to finish their quest so you can go get your next job. When the specifications of your contract are fulfilled, you leave the party and return to The Company for your next assignment. You do have some regrets with some of the parties you have left, but you can't beat the retirement plan you have.
- Ability Scores: Strength, Dexterity, Constitution
- Feat: Magic Initiate
- Skill Proficiencies: Insight and History and Arcana
- Tool Proficiencies: Choose a Tool - Calligrapher's Supplies, Tinker's Tools, Forgery Kit, Navigator's Tools
- Equipment: Martial Melee Weapon, Martial Ranged Weapon, Studded Leather Armor, 20 Arrows, Healer's Kit, Quiver, ink, Traveler’s Clothes, 10 GP.
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
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