Long Jump. Cover Strength score feet if you move at least 10 feet on foot.
Standing: only half that distance.
At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance). Otherwise, you hit it.
When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.
High Jump. Leap 3 + your Strength feet if you move at least 10 feet on foot immediately before the jump. Standing: Half that distance.
In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.
You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.
Each foot you clear on the jump costs a foot of movement.
You can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.
The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: an Athletics check contested by the target’s Athletics or Acrobatics check. If you succeed, you subject the target to the grappled condition. You can release the target whenever you like (no action required).
Escaping a Grapple: A grappled creature can use its action to escape. To do so, it must succeed on a Athletics or Acrobatics check contested by your Athletics check.
Moving a Grappled Creature: When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
The condition ends if the grappler is incapacitated.
The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
Represents your ability to paint and draw.
Components. An easel, canvas, paints, brushes, charcoal sticks, and a palette.
Arcana, History, Religion. Your expertise aids you in uncovering lore of any sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon.
Investigation, Perception. Inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight.
Painting and Drawing. As part of a short or long rest, you can produce a simple work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw.
Designed to enable you to repair many mundane objects.
Components. A variety of hand tools, thread, needles, whetstone, scraps of cloth/leather, a pot of glue.
History. Determine the age and origin of objects, even if you have only a few pieces remaining from the original.
Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.
Repair. You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable.
Perhaps the most common tools used by adventurers, thieves' tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.
Components: small file, lock picks, small mirror, narrow-bladed scissors, pair of pliers.
History. Insight when answering questions about locations renowned for their traps.
Investigation and Perception. Insight when looking for traps
Set a Trap. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it or damage equal to half of your check, whichever the DM deems appropriate.
Proficiency with land vehicles covers a wide range of options, from chariots and howdahs to wagons and carts. Proficiency with water vehicles covers anything that navigates waterways. Proficiency with vehicles grants the knowledge needed to handle vehicles of that type, along with knowledge of how to repair and maintain them.
Arcana. When you study a magic vehicle, this tool proficiency aids you in uncovering lore or determining how the vehicle operates.
Investigation, Perception. When you inspect a vehicle for clues or hidden information, your proficiency aids you in noticing things that others might miss.
Vehicle Handling. When piloting a vehicle, you can apply your proficiency bonus to the vehicle's AC and saving throws.
Smith's tools allow you to work metal, beating it to alter its shape, repair damage, or work raw ingots into useful items.
Components. Smith's tools include hammers, tongs, charcoal, rags, and a whetstone.
Arcana and History. Your expertise lends you additional insight when examining metal objects, such as weapons.
Investigation. You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork.
Repair. With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work.
(Thieves' tools or Artisan's tools) You can magically create one set of artisan's tools in an unoccupied space within 5 feet of you.
This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest.
Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
(Thieves' or Artisan's tools) You give a Tiny nonmagical object one of the following magical properties:
- The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
- Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
- The object continuously emits your choice of an odor or a nonverbal sound. The chosen phenomenon is perceivable up to 10 feet away.
- A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
As an action, you can touch the object and end the property early.
(requires attunement) (A suit of armor ) This armor has 6 charges. The wearer can expend the armor's charges in the following ways:
- When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
- If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
The armor regains 1d6 expended charges daily at dawn.
You've gained the ability to come up with solutions under pressure.
When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
(Guardian Armor) You can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have.
You lose these temporary hit points if you doff the armor.
You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks.
You can use this trait only if your speed is greater than 0.
You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success.
You can't use this reaction if you're prone or your speed is 0.