Jack of All Trades
Jack of All Trades are the people who learn the locks, roads, customs, and shortcuts that specialists overlook. They are not defined by a single mastery, but by the ability to become useful anywhere, to anyone, with almost nothing. In one town they are the courier who knows every gatekeeper. In the next, they are the translator, the map-reader, the assistant, the negotiator, the scout, and the emergency fix for the broken wheel. Their pride is quiet and practical: they do not need to be the best in the room if they can make the room work. Adventuring parties value them because they can cover gaps, improvise plans, and keep the expedition moving when the expected expert is absent, unavailable, or wrong.
Class Features
Proficiencies
Starting Equipment
Class Resources
Your class's flexible support resource. You have a number of Versatility Dice equal to your Proficiency Bonus. The dice are d6s at 2nd level, become d8s at 15th level, d10s at 17th level, and d12s at 20th level.
Class Abilities
Martial Abilities
Borrowed Skill
You can briefly lean on a familiar technique to improve one task. Spend a Versatility Die to empower a known proficiency for a short time.
Bonus Action, Self, 1 minute, 1 Versatility Die. Choose one skill or tool proficiency you have. The next time before the duration ends that you make a check with that skill or tool, roll the die and add it to the d20 roll after seeing the d20 but before the GM says whether the check succeeds. At 15th level, choose two proficiencies instead of one when you activate this ability.
Fast Study
A little observation and a bit of practice are enough to fake familiarity for a while. Spend time and a Versatility Die to gain a temporary proficiency.
10-minute activity, Self, 1 hour or until your next Long Rest, 1 Versatility Die. Choose one skill, tool, or language you do not know. Until the duration ends, you gain proficiency with it. If you choose a language, you can speak and understand it. If you choose a tool, you gain proficiency in checks that normally use that tool.
Quick Hands
You can shift position and handle an item in the same beat, letting you stay mobile while interacting with the environment.
Bonus Action, Self, Instantaneous, None. You move up to 10 feet without provoking opportunity attacks, then draw, stow, pick up, or interact with one object you can reach. If you moved at least 5 feet with this ability, the first opportunity attack against you before the start of your next turn is made with disadvantage.
Steady Nerves
You can steady yourself when fear, charm, or mental pressure would throw you off your game.
Reaction, Self, Instantaneous, 1 Versatility Die. When you make a saving throw or ability check to resist being charmed, frightened, or otherwise mentally manipulated, roll the die and add it to the roll. If the result succeeds against a charm or fear effect, you also end that condition on yourself.
Crowd Reading
You can read the room, catch the tells, and decide whether the person in front of you is bluffing, bargaining, or hiding something else entirely.
Action, 30 feet, one creature you can see that can see or hear you, instantaneous, 1 Versatility Die. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. On a success, you learn the creature's current mood, one thing it wants right now, and whether it is hiding a lie. Until the end of your next turn, the next Charisma check made by you or an ally against that creature has advantage.
Evasive Adjustment
You turn a narrow miss or a bad step into a surviving move, using a lucky angle instead of brute durability.
Reaction, Self, Instantaneous, 1 Versatility Die. When you are hit by an attack or fail a Dexterity saving throw, add the die to your AC against that attack or to the triggering Dexterity save. If the attack misses or the save succeeds, you can move up to 5 feet without provoking opportunity attacks.
Improvised Solution
With a minute of work and a little luck, you can turn scraps into a useful answer.
Action, 1 minute, Self, 1 hour or until used, 1 Versatility Die. Create one Tiny or Small nonmagical object worth 5 gp or less from available materials, such as a wedge, torch, caltrops pouch, rope patch, tool handle, or simple brace. The object lasts for the duration or until it is used or broken. The first check made to use the object or solve the obstacle it addresses adds the die to the roll.
Flexible Method
You can change the approach when the first idea fails, provided another ability score genuinely fits the task.
Reaction, Self, Instantaneous, 1 Versatility Die. When you fail a skill or tool check, if a different ability score could reasonably apply to the same task and the GM agrees, reroll the check using that new ability score and add the die. You must use the new roll.
Network of Contacts
You know how to find the person who knows the person you need, and you can turn a city into a web of useful introductions.
1-hour activity, Self, special, 1 Versatility Die. In a settlement where you have spent at least 1 day, make a Charisma (Persuasion) or Intelligence (Investigation) check. The DC is 10 in a village, 12 in a small town, 15 in a city, and 18 in a metropolis. On a success, you establish a contact who can answer one question, provide one common service, or arrange one safe meeting before your next Long Rest. On a failure, you still learn one useful rumor.
Rapid Appraisal
One minute is enough for you to spot the hidden piece, the weak hinge, or the telltale seam that matters.
Action, 1 minute, Self, 1 hour, 1 Versatility Die. Inspect one creature, object, or area within 30 feet. Make an Intelligence (Investigation) or Wisdom (Perception) check against DC 10 + the target creature's CR if the target is a creature, or against a GM-set DC of 10, 15, or 20 for an object or area. On a success, learn one hidden feature, threat, or function. For the next hour, you add the die to the next related check you make about that target or area.
Master Mentor
Your advice sticks, and your training gives an ally a little extra momentum at exactly the right moment.
10-minute activity, 30 feet, one willing creature, 1 hour, 1 Versatility Die. Choose one willing creature within 30 feet. For 1 hour, that creature can add the die to one ability check, saving throw, or attack roll of its choice. If the roll succeeds, it gains temporary hit points equal to your Proficiency Bonus.
Routefinder
You can turn a rough route into a dependable march and help a group travel as if the world were a little more orderly.
10-minute activity, Self, 8 hours, 1 Versatility Die. Choose up to your Proficiency Bonus willing creatures within 30 feet, including yourself. For 8 hours, each chosen creature's walking speed increases by 10 feet, it ignores nonmagical difficult terrain, and it has advantage on checks to avoid becoming lost. The first Survival check made by any chosen creature during the duration adds the die to the roll.
Distraction Play
A timely interruption, a tossed remark, or a perfectly timed gesture can throw an enemy off just long enough to matter.
Reaction, 30 feet, one creature that can see or hear you, instantaneous, 1 Versatility Die. When a creature you can see within 30 feet makes an attack roll or ability check, force it to make a Wisdom saving throw. On a failure, until the start of your next turn it has disadvantage on the next attack roll or ability check it makes. If it fails the save by 5 or more, it also can't take reactions until the start of your next turn.
Sidelong Step
You can slide out of danger and make room for an ally in one practiced motion.
Bonus Action, Self, Instantaneous, 1 Versatility Die. You move up to 15 feet without provoking opportunity attacks. One willing creature within 5 feet of your starting space can also move up to 5 feet without provoking opportunity attacks.
Recall the Manual
A mechanism stops being mysterious once you've taken it apart in your head.
Action, 1 minute, Self, 1 hour, 1 Versatility Die. Choose one nonmagical device, vehicle, trap, or mechanism within 5 feet. Make an Intelligence (Investigation) check against a DC set by the GM, usually 10 for simple, 15 for complex, or 20 for intricate. On a success, you understand how it works and can operate it. For 1 hour, you and allies have advantage on checks to use or repair it, and one such check adds the die.
Class Progression
| Level | Prof. | Features | Resources | Spell Slots |
|---|---|---|---|---|
| 1 | +2 | Universal Competence | - | - |
| 2 | +2 | Versatility Dice | Versatility Dice: 2d6 | - |
| 3 | +2 | Adaptive Learner, Subclass feature | Versatility Dice: 2d6 | - |
| 4 | +2 | Ability Score Improvement | Versatility Dice: 2d6 | - |
| 5 | +3 | Unsettling Readiness | Versatility Dice: 3d6 | - |
| 6 | +3 | Collaborative Motion, Subclass feature | Versatility Dice: 3d6 | - |
| 7 | +3 | Reliable Results | Versatility Dice: 3d6 | - |
| 8 | +3 | Ability Score Improvement | Versatility Dice: 3d6 | - |
| 9 | +4 | Shared Training | Versatility Dice: 4d6 | - |
| 10 | +4 | Subclass feature | Versatility Dice: 4d6 | - |
| 11 | +4 | Master of the Moment | Versatility Dice: 4d6 | - |
| 12 | +4 | Ability Score Improvement | Versatility Dice: 4d6 | - |
| 13 | +5 | Flexible Apprenticeship | Versatility Dice: 5d6 | - |
| 14 | +5 | Subclass feature | Versatility Dice: 5d6 | - |
| 15 | +5 | Effortless Improvisation | Versatility Dice: 5d8 | - |
| 16 | +5 | Ability Score Improvement | Versatility Dice: 5d8 | - |
| 17 | +6 | Ever-Ready Mind | Versatility Dice: 6d10 | - |
| 18 | +6 | Subclass feature | Versatility Dice: 6d10 | - |
| 19 | +6 | Ability Score Improvement | Versatility Dice: 6d10 | - |
| 20 | +6 | Living Atlas | Versatility Dice: 6d12 | - |
Class Features
Universal Competence (Level 1)
Versatility Dice (Level 2)
Adaptive Learner (Level 3)
Unsettling Readiness (Level 5)
Collaborative Motion (Level 6)
Reliable Results (Level 7)
Shared Training (Level 9)
Master of the Moment (Level 11)
Flexible Apprenticeship (Level 13)
Effortless Improvisation (Level 15)
Ever-Ready Mind (Level 17)
Living Atlas (Level 20)
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