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Nerd


Hit Points

Hit Dice: d6 per Nerd level
Hit Points at first Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per nerd level after 1st

Proficiences

Armor: None
Weapons:
Tools:
Saving Throws: Intelligence, Wisdom
Skills: Choose three from History, Insight, Investigation, Perception, or Stealth

Overview & Creation

Nerds are the smartest in the school. They tend to be on the lawful side of things and will always remind the teacher of the homework, even during an apocalypse.


Class Features

You have disadvantage on any charisma checks.


Starting Equipment

You start with the following equipment:
(a) Large textbook or (b) Science vials
(a) A poisoner's kit or (b) forgery kit
A backpack with equipment of your choice that fits your class (to be approved by DM).


Subclass Options

History
You love learning about the wars and have studied strategy. Because of this you have advantage on any initiative rolls as well as history and survival checks.
Science
There's different sciences but let's be real chem is the coolest. You're able to make potions and poisons and you have advantage on medicine checks.
Geography
You're the map guy. You'll never get lost and you're an expert tracker. You have advantage on perception and survival checks.


World Anvil: The Ultimate Worldbuilding Toolset & RPG Campaign Manager

Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!

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