Smithy
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage.
Cook
Spatular Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) Slashing damage.
Apothecary
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
If subclass is Tracker they can also use their bow attack
Bow. Ranged Weapon Attack: +3 to hit, range 80/150 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Description
Interns have the below stat allowances
9, 12, 15, 8, 12, 10 and can be placed in any allocation.
They are paid a weekly salary of 1gp per day + food, the expectations are for Interns to aid their adventuring party in one of the three main categories, and in time they can grow in skill to aid in another smaller category.
The Smithy - Aids their party by polishing armour, sharpening swords, and repairing gear.
Boons
+4 in Athletics
Sharp Equipment - +1d4 in combat to melee & ranged weapon attacks for the first round of combat and then a flat +1 to damage rolls after that
Polished & patched - +1 AC for the first 2 rounds of combat
The Cook - Aids their party by cooking nice meals and preparing snacks for them.
Boons
+4 in Nature
Hearty - Immune to first-tier weather effects of cold or heat. Extreme cold or heat will still have penalties
Healthy - +1d8 of HP until your next long rest
The Apothecary - Aids the party by brewing minor potions, selves, and poisons - They create 1d4 of these potions per long rest
Boons
+4 in Medicine
Hinder - A poison dip that deals 1d6 poison damage per round for 3 rounds of combat (DC 12 Con save at the top of the enemies turn)
Helper - A salve that restores 1d6 HP per round for 3 rounds of combat
Short shelf life - due to the fresh and organic nature of these potions/poisons they are only usable until the next long rest.
Still learning - Given the intern is still learning, there is a small chance of failure initially - Each player rolls 1D6 and as a group they must achieve above their party's size*6/2-3 (EG 5*6=30/2=15-3 = 12), once the intern has been traveling with the party for awhile the DM may decide to lower or eliminate this aspect.
Accomplished but underpaid
As your intern grows in capability they will also grow in comfort to share their hidden talents with you. You do not have to pay them extra for these services, however, there is a risk as they get better - without better conditions, they may consider leaving to find either another party or make a party of their own.
Tracker
+4 in Survival
A Tracker is able to aid the party in tracking, navigating, and finding game to eat. They are also able to create pelts, meat, and bone fragments, good for cooking, alchemy & smithing. (This adds a +2 to all boons (Except armor polishing)
A hunter also becomes proficient with bows and can use a basic bow.
Fence
+4 in Deception
A Fence has connections within underground communities, they are able to sell off stolen, illegal or contraband goods as well as find better pricing for legally acquired and tradable items. As well as tap into shady networks to dig up dirt and locations of underground figures.
Entertainer
+4 in Persuasion
An Entertainer is able to play at local taverns, inns, and festivals, through their gifts they are able to quickly learn and inform the party of town gossip and the local happenings, while also earning small fees for their performances as well.
Comments