Tradesmen

The Tradesmen survives through skill, subtlety, and sharp instincts a specialist of precision who thrives where others rely on brute force. Whether thief, performer, negotiator, or infiltrator, the Tradesmen turns opportunity into advantage. Tradesmen do not overpower their enemies they outmaneuver them. Through deception, agility, and calculated strikes, they control the flow of conflict from the shadows.

Class Overview

Base HP Unit: 7
Rest Recovery Dice: 1d8

Proficiencies

Weapons: Simple Melee and Ranged Weapons
Armor: Light Armor

Tools

Thieves Tools

Skills

At Level 1, you gain 6 Skill Points to distribute among:
Agility, Lucidity, Acrobatics, Athletics, Deception, Insight, Coercion, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.


Base Class Features


Level 1

Sneak Attack

When you have advantage on a melee or ranged attack, you may add Sneak Attack Dice to the damage dealt.

You may apply Sneak Attack once per turn per target, but may apply it to multiple creatures in the same turn so long as each is a different target.

You automatically gain advantage if:

The creature has not detected you.

The creature cannot currently detect you (such as being blinded or you being invisible).

The creature is within 5 feet of a hostile creature to it and none of its allies are within 5 feet of it.

Talented Evasion

You gain +2 to your Evasion Score while not wearing medium or heavy armor and not wielding a shield.

At Level 7, this bonus increases by an additional +2.


Level 2

Roguish Mobility

Once per turn, you may move or hide for the cost of 1 Action Point instead of 2.


Level 3

Cunning Precision

As a Minor Action, you may grant yourself advantage on your next attack roll made during your current turn.


Level 4

Ability Score Improvement

Increase two ability scores by +1 each (maximum +5), or take a Quirk.

Also gained at Levels 7 and 9.


Level 6

Expertise

You gain an additional 2 Skill Points.