Theme: Prodigy

## The Talented Prodigy

The Prodigy Theme allows Characters with the Expertise Archetype to go even further in the use of their Skills. A Prodigy may use their Prodigious Skills to perform extraordinary feats in the midst of a conflict. As they gain levels they unlock next features in their Prodigious Skills, and also learn how to pass on their knowledge to those around them.

The Prodigy is inspired by a vast range of Characters in fiction who excel in a particular field of expertise. You will find each of the core Skills (Athletics, Communication, Creativity, Trickery, Knowledge, Medical, Survival and Technology) may each represent a Character in fiction with a career or passion that aligns with them. Additionally the Prodigy is an excellent Theme for Players who wish to represent a mentor Character as they acquire features which allow them to lean into this role also.

## Prerequisites

The Prodigy Theme is available to the Trickster, Explorer, Inventor and Muse Archetypes, as well as other Archetypes which grant the Character the Expertise feature.

A Character may only choose this Theme once, even if they have access to multiple Archetypes which qualify for this Theme.

This Theme is intended to be Setting agnostic and therefore may be used in a range of Settings.

## Level 3 Features

At Level 3 your Character gains the following features:

### Skilled

* You gain one additional Skill proficiency of your choice
* You gain one additional Tool Proficiency of your choice
* You gain one languages proficiency of your choice

### Expertise

* You gain Expertise in one Skill and one Tool in which you are Proficient
* Whenever you make a Skill Check using a Skill or a Tool you have Expertise in, you may add one roll of your Expertise Die (See Below) to the result.
	+ If a Skill Check benefits from multiple instances of Expertise, roll the Expertise Die with Advantage.
		- For Example, a Character with Expertise in both Technology and Thieves' Tools making a Dexterity(Technology) Check to pick a lock with Thieves' Tools would roll the Expertise Die twice and take the Higher result to determine the bonus granted to that Check.

### Prodigious Skill

* Choose one Skill in which you are Proficient and have Expertise to become your Prodigious Skill.
* Depending upon which Skill you choose, you will gain additional abilities and ways in which to use that Skill. Benefits granted by this feature are described by the Prodigious Skills below.
	+ You gain additional benefits from your Prodigious Skills at Level 10.
	+ You gain a second Prodigious Skill choice at Level 14
	+ You may Change your Choice of Prodigious Skills whenever you Level Up.

## Level 6 Features

At level 6 your Character gains the following features:

### Reliable Talent: Prodigious Skills

* When you make a Skill Check using a Prodigious Skill, you may treat a d20 roll of 9 or lower as a 10.

### Teacher

* When a Character you can see within 60ft of you makes a Skill Check with a Skill or Tool in which you have Expertise, you may as a Reaction speak words of encouragement and guidance to them, granting them a Bonus to the Result of their Check equal to a Roll of your Expertise die.
	+ You may use this Reaction whether the Skill Check is a Fail or a Success, potentially changing the Failure into a Success, or a Success into a Spectacular Success.
	+ If the Character already has Expertise in the Skill or Tool, they may choose to use your Expertise Die instead of their own, but they cannot benefit from both.

## Level 10

At level 10 your Character gains the following features:

### Mastered Skill

* At Level 10 you gain additional benefits from your Prodigious Skills. See the Prodigious Skill list to determine the benefits gained.

### Skilled

* You gain one additional Skill proficiency of your choice
* You gain one additional Tool Proficiency of your choice
* You gain one language proficiency of your choice

### Expertise

* You gain Expertise in one Skill and one Tool in which you are Proficient

## Level 14

### Multidisciplinary

* Choose a Skill in which you are Proficient and have Expertise to become your second Prodigious Skill.
	+ You may not choose a Skill which you already have chosen with the Prodigious Skill feature.
	+ You may Change your Choice of Prodigious Skills whenever you Level Up.
* Depending upon which Skill you choose, you will gain additional abilities and ways in which to use that Skill. Benefits granted by this feature are described by the Prodigious Skills below.
	+ This Prodigious Skill gains all the benefits granted by this Theme thus far, including the Reliable Talent feature and the Mastered Skill feature.

### Professor

* You may spend one hour mentoring a Character in a Skill or Tool in which you are Proficient and have the Expertise Feature. You may mentor a Character in this way as part of a Short or Long Rest.
* For 24 hours the chosen Character may add a roll of your Expertise Die whenever they make a Skill Check with the Skill or Tool you mentored them in.
	+ If the Character already has Expertise in the Skill or Tool, they may choose to use your Expertise Die instead of their own but they cannot benefit from both.
* You may use this feature once, and regain the ability to use this feature again at the End of your Next Long Rest.

## Prodigious Skills

#### Prodigious Skill: Athletics

* You may use the Dash Action, make a Grapple, Shove or Trip attempt, or otherwise make an Athletics Skill Check as a Bonus Action.
* When you attempt to Grapple, Shove or Trip a Character which is the same Size Category as yourself or smaller, they have Disadvantage on their Saving Throw to prevent the effect.
* When you Successfully Shove or Trip a Character, you may choose for them to take Bludgeoning Damage equal to two rolls of your Expertise Die.
* **Mastered:** At Level 10 you gain the following additional benefits:
	+ When you Successfully Shove a Character, you may choose for them to be both pushed up to 10ft away from you and also be Knocked Prone.
	+ You do not expend additional Movement when moving a Character who is the same Size Category as you or smaller.

#### Prodigious Skill: Communication

* You may use the Taunt or Negotiate Actions, or otherwise make a Communication Skill Check as a Bonus Action.
* When you use the Taunt Action, you may Target a Character who is up to 30ft away from you.
* When you Negotiate with a Character who can understand and hear you, whether the Negotiation was a Success or Failure you may choose for the Target to make an Awareness Saving Throw, against a DC determined by your Charisma, Awareness or Intelligence Modifier (your choice):
	+ Save DC = 8 + Proficiency Bonus + Charisma/Awareness/Intelligence Modifier
* If they fail this Saving Throw, the Target is Charmed by your Character until the End of your their Next Turn or until they take Damage from an Attack you make against them.
* If they Succeed on this Saving Throw, they are immune to this Feature for 24 hours.
* **Mastered:** At Level 10 you gain the following additional benefits:
	+ When a Character fails a Saving Throw to prevent being Charmed by the effects of this Prodigious Skill, you may choose to cause the Frightened condition instead of the Charmed condition if they fail their Saving Throw.
	+ When you use the Taunt Action, you may Target up to two Characters within 30ft of you.

#### Prodigious Skill: Creativity

* You may use the Use an Object Action, or otherwise make a Creativity Skill Check as a Bonus Action.
* Additionally as a Bonus Action you may inspire your Allies. Choose a number of Characters up to your Proficiency Bonus who are within 30ft of you and can hear and understand you (including potentially yourself). Each Character chosen gains Temporary Hit Points equal to one roll of your Expertise Die. These Temporary Hit Points last for 1 minute.
* **Mastered:** At Level 10 you gain the following additional benefits:
	+ The Temporary Hit Points granted by this feature increases to two rolls of your Expertise Die.
	+ Additionally while a Character has these Temporary Hit Points they cannot be Charmed or Frightened. If they are already Charmed or Frightened when they gain these Temporary Hit Points, these conditions end for those Characters.

#### Prodigious Skill: Trickery

* You may use the Stealth or Distract Actions, or otherwise make a Trickery Skill Check as a Bonus Action.
* You may use the Stealth Action while you are only lightly obscured or in Dim Light.
* Once per turn, when you Hit a Target with a Weapon Attack and the Attack had Advantage, you may add one roll of your Expertise Die to the Damage caused by the Attack.
* When you use the Distract Action, you may Target a Character who is up to 30ft away from you.
* **Mastered:** At Level 10 you gain the following additional benefits:
	+ The Additional Damage you may add to a Weapon Attack which had Advantage increases to two rolls of your Expertise Die.
	+ When you use the Distract Action, you may Target up to two Characters within 30ft of you.

#### Prodigious Skill: Knowledge

* You may use the Use an Object or Search Action, or otherwise make a Knowledge Skill Check as a Bonus Action.
* As a Bonus Action you may learn useful information about the Weaknesses of a Target within 10ft of you which you can see.
* Choose any number of Characters within 10ft of you who can see or hear you (including yourself). The Next Attack each of the Characters makes which deals Damage against the Target of this feature deals additional Damage equal to one roll of your Expertise Die. These benefits last until the Start of your Next Turn.
	+ The Additional Damage dealt is of the same Damage Type as that of the Attack. If there are multiple Damage Types caused by the Attack, the Character chooses the Type of this Additional Damage.
* **Mastered:** At Level 10 you gain the following additional benefits:
	+ Characters may deal the Additional Damage granted by this Feature to all Attacks which Hit before the Start of your Next Turn.
	+ When you learn about a Target's Weaknesses, you may add a roll of your Expertise Die to the result of any Saving Throw you make against an effect the Target causes. This benefits lasts until the Start of your Next Turn.

#### Prodigious Skill: Medical

* You may use the Use an Object Action to use Healing Kits and other items which provide Healing, or otherwise make a Medical Skill Check as a Bonus Action.
* As a Bonus Action, you may tend the wounds of a Character within 5ft of you (including potentially yourself).
	+ The Target of this healing expends one of their Hit Die. They recover Hit Points equal to one roll of the Hit Die expended, plus the Target's Constitution Modifier and one roll of your Expertise Die.
	+ If the Target chooses not to expend a Hit Die, they instead gain Temporary Hit Points equal to one roll of your Expertise Die. These Temporary Hit Points last for 1 Minute.
	+ Additionally when you use this feature you may end the effects of the Poisoned condition on the Target.
* **Mastered:** At Level 10 you gain the following additional benefits:
	+ When you Heal or grant Temporary Hit Points to a Character with this feature, you may roll one additional Expertise Die and add the result to the total Healing or Temporary Hit Points you grant them.
	+ Additionally when you use this feature you may end one of the following conditions affecting the Target: Blinded, Deafened, Poisoned, Frightened, Charmed, Stunned or Paralyzed.

#### Prodigious Skill: Survival

* You may use the Use an Object Action, or otherwise make a Survival Skill Check as a Bonus Action.
* Additionally as a Bonus Action you may choose a 5ft by 5ft area within 5ft of you to either Trap or Fortify. For 1 minute, or until you use this feature again the area gains one of the below benefits:
	+ **Trapped:** The area chosen becomes Difficult Terrain and whenever a Character within this area makes a Strength or Dexterity Saving Throw you may subtract one roll of your Expertise Die from the result. Additionally whenever a Character Enters or Starts their turn in the Area they take Piercing Damage equal to one roll of your Expertise Die.
		- A Character may only take Damage from this feature Once per Turn.
	+ **Fortify:** Whenever a Character within this Area takes Bludgeoning, Piercing or Slashing Damage, you may reduce the Damage taken by one roll of your Expertise Die. Additionally, whenever a Character within this Area makes a Dexterity or Strength Saving Throw they may add a Bonus to the result equal to one roll of your Expertise Die.
* **Mastered:** At Level 10 you gain the following additional benefits:
	+ You may have up to two 5ft by 5ft areas of Trapped and/or Fortified areas of terrain in play at a time, but they must be adjacent to each other. If you use this feature a third time, you decide which Areas are no longer Trapped or Fortified.
	+ A Trapped Area now deals Damage equal to two Rolls of your Expertise Die whenever a Character Enters or Starts their Turn in the Area.
		- A Character may only take Damage from this feature Once per Turn.
	+ A Fortified Area provides a Character Half-Cover. If the position a Fortified Area is in already grants a Character Half-Cover to against an effect, they instead are considered as having three-quarters cover while within the Fortified Area.

#### Prodigious Skill: Technology

* You may use the Use an Object Action, or otherwise make a Technology Skill Check as a Bonus Action.
* Additionally as a Bonus Action you may improve a Character's equipment. Choose either a piece or Armor or a Weapon being worn or carried by a Character within 5ft of you (including potentially yourself). The benefits granted to the Character depend upon if you choose to improve a piece of Armor or a Weapon and they last until the End of your Next Turn or until you use this feature again.
	+ **Armor:** The next time the Character wearing the Armor is Hit by an Attack before the End of your Next Turn, they may add a Bonus to their AC equal to one roll of your Expertise Die, potentially changing the Hit into a Miss.
	+ **Weapon:** The next Attack a Character makes with this Weapon before the Start of your Next Turn has a Bonus to it's Attack Roll equal to one roll of your Expertise Die. If the Attack hits, add the same Bonus to the Damage dealt by this Attack.
* **Mastered:** At Level 10 you gain the following additional benefits:
	+ When you improve a piece of equipment with this feature, you may choose to improve a second piece of equipment within 5ft of you.
		- A Character cannot benefit from multiple improvements to multiple pieces of armor they are carrying.

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

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This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode