100+ CHARACTER RIBBONS Noncombat options for every class
by Diego Bastet and the Secrets of Alancia team art by Diego Bastet, character commissions at http://diegobastet.deviantart.com/
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon am persand, and all other Wizards of the Coast product names, and th eir respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement f or Dungeon Masters Guild. All other original material in this work is copyright 2016 by Diego Erik and published under th e Community Content Agreement for Dungeon Masters G uild.
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CHARACTER "RIBBONS"? I will admit: Our games here in Secrets of Alancia are different from the "expected mold". Of course you can play your games however you want, but for all the talk about the pillars, D&D, even 5th edition, is at heart a game about combat. Player classes are created and balanced around its combat aspects. Most of the abilities are given a combat application; the ones that don't have are put there as filler and called "Ribbon". This is what R&D calls a Ribbon: "On the R&D team, any ability meant to convey flavor rather than a mechanical advantage is referred to as a Ribbon —a thing that’s mostly for show. (...) We don’t weigh Ribbons when balancing one class or option against another." - Waterborne Adventures We understand why they have this reasoning: Most games care basically about combat. Not necessarily a game of only dungeons, but most adventures, social interaction and even the exploration aspects, are taken as the lines that connect the battles. The battles are the big sell, the rest fill the space between them with interesting stories (or not, it's your game). I'm not saying that bad , or even good . I may not agree with it, but that's your game, and the only "right" way to play is by having fun. That's why I say our games don't fit the mold. They are much more about exploration actually. Dark fantasy dramas, investigation, managing the resources of a mercenary company or even leading an army to overthrow the corrupt monotheistic church. In our games these things have lots of adventure and skill or attribute tests, but more importantly: We don't think that these adventures need a big fight scene to have a "climatic" ending. We love "Ribbons". They don't need to be weak, like "you know how to bake great bread". Storm Guide for example is a really powerful exploration ability! They are the "big spells" of exploration adventure! They don't have direct combat application, but on the right game they may solve adventures.
Why did I say " direct "? Well, because in certain games you might be able to "solve" possible combat situations with them. Enemies are holed up on a seaside warehouse? Ram your ship on it and hold them at gunpoint! There are games where the DM would say "and now roll for initiative", but there are games that he would say "they surrender after this crazy show of force". The thing we don't like is that most of the times the classes -don't- get Ribbons actually! If Ribbons don't mess with the balance of the oh-so-dear combat abilities, then why aren't there any more of them? "Why not give us a selection of them?", we thought when reading about the Ribbons. And from that question this product was born. This product is a simple add-on to the vanilla game. It doesn't change any other aspect of the rules, it just adds a new layer to them. All character classes gain Ribbons as they level up, and since these abilities don't have direct combat application, they won't mess with balance.
USING RIBBONS At 2nd, 6th, 10th, 14th and 18th levels of a class, you can choose a Character Ribbon choice from those available to your class. VARIANT: I WANT MORE RIBBONS!
In games where combat isn't a great aspect you might want to add more Ribbons. For these games give one at each even level. I would recommend creating more Ribbons for each class, at least 5 or 10 more in this case, so the list you can choose from is double the size of how many you'll get on your career. My current campaign is at the 20ish game sessions and we only had -five- direct combats until now, so you can bet Ribbons are more valued than combat abilities. VARIANT: CLASSLESS 5E
If you use our Classless 5e rules, character Ribbons don't change. Besides Features and Quirks, every character also gain Ribbons at the right levels. Of course there are no class lists, so you can choose any Ribbon that makes sense.
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BARBARIAN RIBBONS AGAINST THE TIDE
Years of training paid off, and you have advantage on Strength saving throws even when not Raging. BRAWNY
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. FURIOUS SCOUT
You have trekked far and wide, and your exceptional strength gave you an edge every time. You have advantage on Strength (Athletics) checks related to climbing and jumping, even when not Raging. GOOD FOR WHAT AILS YOU
You can drink a dose of strong alcohol to end one disease or condition afflicting you. The condition can be blinded, deafened, or poisoned. You can’t do so again until you finish a short rest. HIGHLANDER
You’re acclimated to high altitude, including elevations above 20,000 feet.
lifting gates. This doesn't apply to combat situations. You also add the Rage damage bonus to attacks made against unattended objects even when not raging. UNCIVILIZED
While most really came illiterate, but (Persuasion) folk.
barbarians are called that, you from a tribal culture. You are you have advantage on Charisma checks when dealing with tribal
BARD RIBBONS ANIMAL WHISPERER
You have a natural way of dealing with animals. You may use Charisma in place of Wisdom for Animal Handling checks made to train and command animals. BABBLE
You are a master in the ages old ability to fill someone with so much babbling and unrelated tales that they just give up and let you go. When you or one of your allies fail a Charisma (Persuasion) check, as a reaction you may roll a Charisma (Deception) check with disadvantage. If you succeed it's as if the original persuasion check also succeeded.
ONE EYE OPEN
You are used to sleep lightly anywhere, with your gear and weapons close to you. You remain somewhat alert when sleeping, suffering only -5 to your passive perception. ROARING DRUNK
While drunk you have advantage on checks and saving throws to resist the Frightened, and on Charisma (Intimidate) checks against humanoids. Being drunk imposes disadvantage on Dexterity checks. SCARIFICATION
Your body is covered in ritual scars that creep out cityfolk. You have advantage on Charisma (Intimidate) checks made against civilized people when showing your scarification. SMASH
You have advantage on Strength checks to make feats of strength, like bending bars and
BARDIC KNOWLEDGE
As a Bard you have great knowledge with noble houses, heraldry, legends and, of course, a little gossip here and there. You have advantage on Intelligence checks made to recall information about local notable people, current gossip, or noteworthy places. BLACK MARKET
You know someone who knows someone, and have good standing among smugglers and other scoundrels. You have advantage on Charisma (Deception) checks made to access or fence items over the black market. CHARMER
You have a way with words, and know how to win hearts over, hopefully without breaking them. You have advantage on Charisma (Persuasion) checks made to deal with people
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attracted to you, but only when alone or in private conversation.
disciple of other religion. Also, you can use a holy symbol of any religion as a spellcasting focus.
FALSE FRIEND
People who know you know better than to trust on your lying face, but newcomers aren't so lucky. You have advantage on Charisma (Deception) checks made to bluff and mislead people that are meeting you for the first time. Once a target knows it was lied to you don't get this benefit anymore with him.
DIVINE PRESENCE
I KNOW WHERE YOU LIVE
HERESY
You have a knack to find what people fear, and making it seems that you can hurt them with it. Your ability to weave complex false threats allows you to intimidate and interrogate people with Charisma (Deception) checks instead of Charisma (Intimidation) checks.
Choose a domain that is not among the ones offered by your religion. You receive that domain's 1st level ability. Note that your heresy can put you in great danger if found out by the hierarchs of your church.
OBFUSCATE
While another individual attempts to give an account of an event, you can make a Charisma (Deception) check opposed to the individual Wisdom (Insight) check. If the you succeed, you cause the individual to muddle his ability to recall accurate or specific details, like someone's involvement. People around remains unaware that your interjections caused the confusion.
Your prayers and supplications help revitalize the faithful. If you or any friendly creatures who can hear your prayers and that accepts them regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
HOLY WAR
You have long studied the enemies of your faith and knows their secrets and heresies. You have advantage on Intelligence checks to recall information about your religion's enemy religions. INDULGENCE
You can cast Remove Curse once without expending a spell slot. The curse must be related to the divine, be it from a divine item or cast by a divine spellcaster. You can’t do so again until you finish a short or long rest.
RELIC HUNTER
You have amassed a wealth of knowledge about the ancient places of the world. You have advantage on Intelligence checks made to recall information about ancient relics, tombs and artifacts.
OLD PRIEST
The divine infuses you with the vitality of young age so you can better spread the Word. You suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however.
SOOTHE THE BEAST
Music calms the beast indeed. Normal animals don't attack you unless provoked or commanded.
ORACLE
CLERIC RIBBONS
You are used to thrusting your mind deep into the divine realms after answers. All divination spell from the cleric list that have cumulative percent chance to fail for each casting after the first, have just 25 percent chance to fail when cast by you.
CULTIST
PRAYER BOOK
Be it by serving a dark power or by infiltrating other religions you have learned to hide your true allegiance. You have advantage on Charisma (Deception) checks to pass for a
You keep a holy book of prayers. When you gain this feature, choose two 1st-level spells that have the ritual tag from the cleric spell list that are added to the book. With your Prayer
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Book in hand, you can cast the chosen spells as rituals without the need to prepare them beforehand. You can’t cast the spells except as rituals, unless you have prepared them as normal. On your adventures, you can add other ritual spells to your Prayer Book the same way a wizard adds spells to his spellbook.
PROTECTION FROM FEY
You are protected by ancient pacts that few completely understand, but that Fey creatures are obliged to follow. You have advantage on all saving throws against abilities used by Fey creatures. SEABORN
SACRED RELIC
You can attune with one extra magic item, but that item must be divine in nature. You have advantage on Intelligence checks made to recall information about religious relics and artifacts. SPIRIT SENSE
You can naturally feel the presence of spirits around you. You can cast Detect Evil and Good at will, without expending a spell slot.
DRUID RIBBONS ANIMAL EMPATHY
You know the ways of the animals, and are treated almost as kin. Normal animals don't attack you unless provoked or commanded. BEARER OF THE CERULEAN SIGN
You are a warrior of the old ways, defending the world against the monsters from beyond. You have advantage on Wisdom (Survival) checks to track Aberrations, as well as on Intelligence checks to recall information about them.
You can subtly alter your body with the power of Wild Shape, growing gills when needed. You can freely breathe underwater. SPIRIT SENSE
You can naturally feel the presence of spirits around you. You can cast Detect Evil and Good at will, without expending a spell slot. UNCIVILIZED
While many druids are called that, you really came from a tribal culture. You are illiterate, but you have advantage on Charisma (Persuasion) checks when dealing with tribal folk. WALK THE LINES
You know the sacred, secret shortcuts of the old world. You can cast Teleport once without using a spell slot, but the starting and final locations must be established Ley Line points. You can’t do so again until you finish a long rest. Also you have advantage on Intelligence checks made to recall information about Ley Lines.
FIGHTER RIBBONS
CYCLE OF LIFE
The energy of life is strong within you. You have advantage on death saving throws and on saving throws made to resist diseases. HOME IN THE RANGE
You have lived for long years in the wild, and is acclimated to its dangers. Choose one: Cold climate, hot climate or high altitude. You’re acclimated to it.
ACE
You know how to guide a vehicle really hard. You have advantage on checks to guide vehicles. Also you increase the speed of vehicles that you are guiding by 10 feet x your proficiency modifier (maximum double speed). You must be proficient in said vehicle to benefit from the speed increase. ART OF WAR
LORD OF FLIES
You are used to have insects crawling over your body. You have resistance to the damage caused by Swarms.
You were bred and raised as a warrior and underwent formal, classical military training. Whenever you make an Intelligence check related to war, legends, armies or tactics, you
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can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. BANNER
You know that a true standard-bearer doesn't just wave the flag around, but treat it with an almost religious zeal. When showing your banner or the banner of your cause, you and friendly creatures within 30 feet have advantage on saving throws made to resist the frightened condition. BRAWNY
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
You are a tough cookie to swallow, able to withstand more than a few stray punches. You have resistance from damage caused by nonmagical unarmed attacks.
MONK RIBBONS BLIND MONK
You have learned to not rely on sight but to trust your Ki. When you are blinded, either by choice or forced on you, attack rolls against you don't have advantage, and your attack rolls don't have disadvantage. You can perceive things close, but still automatically fail ability checks that require sight.
FACE OF WAR
You have seen too much, and people can feel that in your steely, cold gaze. You have advantage on Charisma (Intimidate) checks made against humanoids. GRIZZLED VETERAN
People say "Beware of an old man in a profession where men usually die young". People should be aware of you. You suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however.
EMPATHY
You have learned how to use empathy to read people, and respond with what they want to hear instead of trying to weave an argument. You may use Wisdom in place of Charisma for Persuasion checks. ENDLESS STRIKES
You can put a flurry of weak blows to great use against certain creatures. Swarms don't have resistance or immunity to the damage of your unarmed strikes or monk weapons.
PAROLE
IRON SHIRT
The difference between bred warrior and savages is the ability to carry war in a civilized manner like you do. Whenever you make a Charisma (Persuasion) check related to parole and diplomacy, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Your martial arts taught you how to resist a surprising amount of punishment. You have resistance from damage caused by nonmagical unarmed attacks.
ONE EYE OPEN
You are used to sleep lightly anywhere, with your gear and weapons close to you. You remain somewhat alert when sleeping, suffering only -5 to your passive perception. SIEGE ENGINEER
You gain proficiency in siege weapons. You also have advantage on checks related to build, maintain, repair or position siege weapons or defenses. TOUGH GUY
HOME IN THE RANGE
You have lived for long years in the wild, and is acclimated to its dangers. Choose one: Cold climate, hot climate or high altitude. You’re acclimated to it. MARTIAL STANCE
Not only do you use katas and stances as training, but have learned to weaponize them. You have advantage on Charisma (Intimidate) checks when you make a dramatic martial stance as part of the intimidation attempt. MYSTERIOUS WANDERER
You are shrouded in mystery, and your ascetic lifestyle make it hard for people to track you
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down. You don't usually raise suspicion, and others have disadvantage on Intelligence checks to recall information about you. RIDDLE MASTER
You are pretty good with philosophy and riddles. You have advantage on Intelligence checks made to solve mysteries and riddles of all kind. SLEEPLESS
Weariness is real; sleep is a choice. You don't need to sleep anymore, not even to rest. You also can't be put to sleep magically.
PALADIN RIBBONS BANNER
You know that a true standard-bearer doesn't just wave the flag around, but treat it with an almost religious zeal. When showing your banner or the banner of your cause, you and friendly creatures within 30 feet have advantage on saving throws made to resist the frightened condition. DEMON HUNTER
You spent countless hours memorizing the most varied bestiaries, and is a terrible foe to fiends of all kind. You have advantage on Intelligence checks to recall information about fiends.
over a weapon that you own. The familiar uses the stats of a Flying Sword, except that it's a Celestial, and its Intelligence, Wisdom and Charisma scores equal your own. The holy sword adds your proficiency bonus to its Wisdom (Insight) and Intelligence (Religion) checks. PAROLE
You carry the divine will to solve conflicts peacefully. Whenever you make a Charisma (Persuasion) check related to parole and diplomacy, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. SACRED MOUNT
More than other paladins, you can summon a powerful ally to serve as honored steed. When you summon a mount with the Find Steed spell, the mount works as if it was a Phantom Steed. SACRED RELIC
You can attune with one extra magic item, but that item must be divine in nature. You have advantage on Intelligence checks made to recall information about religious relics and artifacts. SPIRIT SENSE
You can naturally feel the presence of spirits around you. You can cast Detect Evil and Good at will, without expending a spell slot.
FASTING
SIEGE ENGINEER
You have learned how to subsist with very little and from very simple food like rice, water and bread. You eat so little that you effectively no longer need food or water.
You gain proficiency in siege weapons. You also have advantage on checks related to build, maintain, repair or position siege weapons or defenses.
HEART SPEECH
Like an angel, you can break the barriers of languages and speak to the heart. You can cast Tongues once without using a spell slot. You can’t do so again until you finish a long rest. HOLY SWORD
Like the warriors of myth, you wield an intelligent, holy sword. You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of prepared spells. You have to cast this spell
RANGER RIBBONS ANIMAL EMPATHY
You know the ways of the animals, and are treated almost as kin. Normal animals don't attack you unless provoked or commanded. FAST CRAWL
There's no such a thing as "crawling speed" to you as you move fast and easily through the
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underbrush. You may crawl (move while prone) at your normal speed.
ROGUE RIBBONS
HOME IN THE RANGE
You have lived for long years in the wild, and is acclimated to its dangers. Choose one: Cold climate, hot climate or high altitude. You’re acclimated to it. IRON STOMACH
Nothing upsets your stomach. Murky water? Just boil it. Grubs? Protein! You can eat and drink almost anything, and have advantage on saving throws against ingested diseases and poisons. KIP UP
You may quickly put yourself back on your feet. When you are prone, standing up uses only 5 feet of your movement. ONE EYE OPEN
You are used to sleep lightly anywhere, with your gear and weapons close to you. You remain somewhat alert when sleeping, suffering only -5 to your passive perception. RANGER MEDICINE
You have learned how to use various herbs to heal both you and your companions. If you or any friendly creatures under your care regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. RELIC HUNTER
You have amassed a wealth of knowledge about the ancient places of the world. You have advantage on Intelligence checks made to recall information about ancient relics, tombs and artifacts. STRONG SWIMMER
Crossing rivers and lakes isn't a problem for such an experienced swimmer such as you. You may move at your normal speed while swimming, instead of only at half. TRAPPER
You have a keen eye to avoid traps laid by others. You have advantage on saving throws made to avoid o resist traps.
BLACK MARKET
You know someone who knows someone, and have good standing among smugglers and other scoundrels. You have advantage on Charisma (Deception) checks made to access or fence items over the black market. CHEATER
You can't help yourself from cheating. You have advantage Charisma (Deception) checks made to avoid being noticed cheating or to convince you weren't cheating on the first place. FAST CRAWL
There's no such a thing as "crawling speed" to you as you move fast and easily through the underbrush. You may crawl (move while prone) at your normal speed. HIDDEN WEAPONS
You are well trained in the art of concealing weapons and small objects on your body. You have Advantage on Dexterity (Stealth) and Charisma (Deception) checks to keep weapons hidden on yourself. JUST A PASSERBY
You are like a shadow, blending in situations and hiding in plain sight. You have Advantage on Dexterity (Stealth) and Charisma (Deception) checks made to blend in a crowd as long as you can reasonably pass for a member of it. KIP UP
You may quickly put yourself back on your feet. When you are prone, standing up uses only 5 feet of your movement. RELIC HUNTER
You have amassed a wealth of knowledge about the ancient places of the world. You have advantage on Intelligence checks made to recall information about ancient relics, tombs and artifacts. SILENT ASSASSINATION
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Whenever you attack a creature with a sneak attack outside of combat, and this attack brings it to 0 hit points, you may make a Dexterity (Stealth) check with advantage resisted by the Wisdom (Perception) of those around. If succeed on this test the attack doesn't become immediately obvious, giving you enough time to escape or blend in.
condition can poisoned.
be
blinded,
deafened,
or
MAGICAL SIGHT
You are used to see magic everywhere. You can cast detect magic at will, without expending a spell slot. MAGICAL SUSTENANCE
TRAPPER
You have a keen eye to avoid traps laid by others. You have advantage on saving throws made to avoid o resist traps. VERSATILE ROGUE
People are often amazed by how can you do it, but that's a closely guarded trade secret. You may choose a single Ribbon from another class.
SORCERER RIBBONS BLOOD CALLS
You can speak with strange creatures on your native language and be understood. You may speak with creatures related to your sorcerer origin as if you shared a common language. CHARMER
You have a way with words, and know how to win hearts over, hopefully without breaking them. You have advantage on Charisma (Persuasion) checks made to deal with people attracted to you, but only when alone or in private conversation. CYCLE OF LIFE
The energy of life is strong within you. You have advantage on death saving throws and on saving throws made to resist diseases.
The Force sustains you. Or at least your magic. You no longer need food or water. MONSTER HUNTER
You use your powers to destroy creatures related to your blood. You have advantage on Intelligence checks to recall information about creatures related to your origin. MYSTERIOUS WANDERER
You are shrouded in mystery, making it hard for people to track you down. You don't usually raise suspicion, and others have disadvantage on Intelligence checks to recall information about you. PROTECTION FROM THE BLOOD
Creatures that share a bloodline with you find difficult to affect you with their powers. You have advantage on all saving throws against magical abilities used by creatures related to your origin.
WARLOCK RIBBONS ANIMAL WHISPERER
You have a natural way of dealing with animals. You may use Charisma in place of Wisdom for Animal Handling checks made to train and command animals. BLOOD CALLS
ETERNAL
You magic keeps you young forever. You suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however.
You can speak with strange creatures on your native language and be understood. You may speak with creatures related to your warlock pact as if you shared a common language. DAMNED
INTERNALIZE MAGIC
You can spend 1 Sorcery Point to end one disease or condition afflicting you. The
Few things can damn your soul further than it already is! You have advantage on saving throws made to resist curses.
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FALSE FRIEND
ARTISTIC STUDIES
People who know you know better than to trust on your lying face, but newcomers aren't so lucky. You have advantage on Charisma (Deception) checks made to bluff and mislead people that are meeting you for the first time. Once a target knows it was lied to you don't get this benefit anymore with him.
Leave "inspiration" and "inner artist" to the uneducated; you know that true music is mathematical. You may use Intelligence in place of Charisma on checks made with musical instruments that you are proficient in.
FALSE PROPHET
You have learned to hide your true allegiance to better stay out of the pyre. You have advantage on Charisma (Deception) checks to pass for a divine caster. Also, you can use a holy symbol of any religion as a spellcasting focus. JUST A PASSERBY
You are like a shadow, blending in situations and hiding in plain sight. You have Advantage on Dexterity (Stealth) and Charisma (Deception) checks made to blend in a crowd as long as you can reasonably pass for a member of it. LORD OF FLIES
You are used to have insects crawling over your body. You have resistance to the damage caused by Swarms.
COPIST
You have learned how to make the most out of spellbook space and components. Inscribing a new spell takes only half the time, pages and money. You may also copy other, mundane books in half the time by half the cost. COURT MAGE
You have long studied the lineages of noble houses, heraldry, legends and, of course, a little gossip here and there. You have advantage on Intelligence checks made to recall information about local notable people, current gossip, or noteworthy places. GRUMPY
Not all the stories about grumpy wizards are exaggeration; it's actually pretty hard to make you like something. You have advantage on saving throws made to resist the Charmed condition. MAGICAL LINGUIST
POPPET
You know how to cause pain through held poppets. You have advantage on Charisma (Intimidate) checks made against a helpless or otherwise restrained creature when you have access to your poppet. SMELL INNOCENCE
You can smell innocence like a shark can smell blood on the water. You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to locate innocent creatures, like children, virgins and pets. WITCH HUNTER
You use your dark powers to destroy creatures related to it. You have advantage on Intelligence checks to recall information about creatures related to your pact
WIZARD RIBBONS
Words hold no secret from you. You can read all writing. PHYSICIAN
You have classic, formal training with the arts of biology. You have advantage on Wisdom (Medicine) checks to heal broken bonus and other delicate surgical procedures, and also when making autopsies. RELIC HUNTER
You have amassed a wealth of knowledge about the ancient places of the world. You have advantage on Intelligence checks made to recall information about ancient relics, tombs and artifacts. RIDDLE MASTER
You are pretty good with philosophy and riddles. You have advantage on Intelligence checks made to solve mysteries and riddles of all kind.
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SIEGE ENGINEER
You gain proficiency in siege eapons. You also have advantage on checks rel ated to build, maintain, repair or position sieg weapons or defenses.
not having proper tools would impose disadvantage on a chec you don't suffer it. If it would make it imp ssible to perform the action you may do so, but with disadvantage. RELIC HUNTER
SPELL CODE
You have learned how to code y ur spellbook. Increase by 5 the difficulty of de iphering and transcribing your spells, unless y u help.
You have amassed a wealth of knowledge about the ancient plac s of the world. You have advantage on Intel ligence checks made to recall information about ancient relics, tombs and artifacts.
ARTIFICER OF ALANCIA RIBBONS
SCIENCE MARCHES ON!
ACE
You know how to guide a vehicl e really hard. You have advantage on chec ks to guide vehicles. Also you increase t e speed of vehicles that you are guiding by 1 0 feet x your proficiency modifier (maxi um double speed). You must be proficient i said vehicle to benefit from the speed increase . BEAST TRAINING
Animals are governed by simpl , predictable behavioral science; there's n need for superstitions such as "gift" o "way with animals". You may use Intelligen e in place of Wisdom for Animal Handling checks made to train and command animals.
How do you manage th at? Science! You may choose a single Ribbon from another class. SIEGE ENGINEER
You gain proficiency in siege weapons. You also have advantage on hecks related to build, maintain, repair or pos tion siege weapons or defenses. TRAPPER
You have a keen eye to avoid traps laid by others. You have adva tage on saving throws made to avoid o resist tr aps.
COPIST
You have learned how to make the most out of a design book space and components. Inscribing a new invention takes only half the time, pages and money. You m ay also copy other, mundane books in half the time by half the cost. IRON STOMACH
There's no such thing as a "bad meal" for the true scientist. You can eat and drink almost anything, and have advantage on saving throws against ingested diseases nd poisons. NIGHT VISION GOOGLES
You create an apparatus that grants you Darkvision up to 30 feet. JURY RIG
While it's always nice to have g od tools, but only lesser artisans can't work wi hout them. If Not for resale. Permission granted to print or hotocopy this document for personal use only .
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