Calling Tricks

Tricks are the special abilities and powers dogs get as they improve. Tricks come from your dog’s calling, background, breed, and sometimes from masterwork relics. For your dog’s calling, you receive a few aptitude tricks for free. In addition, you can choose one of the two tricks listed under “first tricks” and add it to your sheet.

First Tricks
At first level, each character starts with one of two calling tricks:
 * Artisans : either Encouragement or Focus Magic
 * Guardians : either Fighting Style or Inspiring Word
 * Hunters : either Archery or Natural Explorer
 * Ratters : either Precise Attack or Second Wind
 * Shepherds : either Good Memory or Prayers to Man
 * Strays : Either Rage or Unarmored Defense

Artisans

 * Encouragement 
 * The artisan can encourage his allies and friends, either through inspirational words or by sheer enthusiasm. If the ally is within 60 feet and can see or hear the artisan, he can use a bonus action to give that ally an encouragement die (a d6). The target can roll the encouragement die and add it to any d20 roll, either before or after the die is rolled — once they do, the encouragement die is expended until the artisan uses this trick again. This trick can be used a number of times equal to the dog’s Charisma modifier before the dog needs to sleep.
 * Refinements 
 * The encouragement die is changed to a d8. º If this refinement is taken a second time, it is changed to a d10.
 * The ally can now roll the encouragement die and regain that many stamina points or spell slots, instead of using it to add to a d20 roll. The die is expended as normal.
 * Fast-Talk 
 * The artisan can baffle and confuse her enemies through sheer force of personality or impenetrable mystical babble. When used, the dog chooses a target that can hear and understand her, and makes a Charisma check (difficulty is 10 + the target’s Wisdom modifier). If successful, the target is Incapacitated until the end of the target’s next turn.
 * Refinements 
 * The artisan can now choose to add her Charisma bonus to melee attacks instead of Strength, if she can speak.
 * The artisan now impacts a number of targets equal to her Charisma modifier (use the highest difficulty for the Charisma roll).
 * The artisan can choose to make her target(s) Charmed or Confused instead of Incapacitated.
 * Focus Magic 
 * The artisan starts with a masterwork focus — a strange, intricate device from the ages of Man that doesn’t do anything obvious. By taking this trick, the dog has become spiritually attuned to the focus, and can draw and channel arcane energy through it. In effect, the dog uses the focus to cast spells. This focus is powered by the artisan’s life force and, once attuned, is uniquely tied to the artisan — another dog cannot use it, and another artisan with a similar focus might find that it allows her to create different effects.
 * Upon taking this trick, the artisan learns three basic spells that can always be used by the focus (Elemental Ray, Mage Paw, and Smell Magic). In addition, the artisan can choose two first-level spells. All references to “spellcasting ability” are references to Intelligence.
 * Refinements 
 * The artisan can choose spells of the next highest spell level. This can be taken multiple times.
 * The artisan can learn four more spells at her current spell level this advancement. This can be taken multiple times.
 * Good Memory 
 * The dog learns a lot of unrelated information in the process of studying the ancient mysteries of Man, and has an easier time recalling that knowledge than most. The character can choose up to two Intelligence-based skills he has — the proficiency bonus for those specific skills is now doubled. The dog can also use an Intelligence-based skill as a bonus action at any time.
 * Refinements 
 * The dog can now use any Intelligence-based skill at a disadvantage if he normally would not get a roll at all, such as reading the Word of Man when he doesn’t have the Know Arcana skill.

Guardians

 * Cleave 
 * Dogs with the Cleave trick can channel a kind of battle awareness, allowing them to immediately engage another opponent once they have dispatched the first. If the dog’s attack dispatches her opponent (such as by sending him to 0 stamina points), she can take a bonus action to make a second attack roll on an opponent within reach. She must use the same weapon and attack she used previously.
 * Refinements 
 * The dog no longer needs to spend a bonus action to make a second attack.
 * If this refinement is taken again, the dog now gains an advantage on the second attack.
 * If the second attack also dispatches the additional opponent, the dog can now use her reaction or bonus action to attack a third opponent in the same fashion.
 * If this refinement is taken again, the dog no longer needs to use her reaction or bonus action to make the third attack.
 * If taken a third time, she gains an advantage on the third attack.
 * Fighting Style 
 * The guardian has mastered a fighting style, giving him certain advantages in combat. The first time this trick is chosen, choose from the following options:
 * Defensive style: +1 to defense when wearing armor.
 * Dueling style: When wielding a melee weapon in one paw and no other weapons, damage rolls gain +2.
 * Great weapon style: When wielding a two-pawed melee weapon, a 1 or a 2 on a damage die can be rerolled, but the new roll is final.
 * Protection style: When wielding a shield and when an opponent attacks an ally within five feet of you, use a reaction to give the opponent a disadvantage.
 * Two-weapon fighting style: When wielding two light weapons, add your ability modifier and your proficiency bonus to the damage roll. This counts as one attack (i.e. you are attacking with both weapons at once, instead of making two separate attacks), but the attacker can decide which weapon and damage type is used for the damage roll.
 * Refinements 
 * The guardian can choose an additional fighting style. This refinement can be taken multiple times.
 * Inspiring Word 
 * Using leadership and strength of personality, the guardian encourages allies to keep fighting. If the ally is within 60 feet and can see or hear the guardian, the guardian can use a bonus action and speak something encouraging, allowing that ally to immediately use a stamina die to regain stamina points or spell slots. This can be used a number of times equal to the guardian’s Charisma modifier before the dog needs to sleep.
 * Refinements 
 * The guardian now adds 1d6 stamina points or spell slots to the results of the stamina die roll. Further, the ally can choose to use zero stamina dice (i.e., taking only the bonus 1d6 stamina points or spell slots).
 * If taken a second time, this increases to 1d10.
 * The guardian can now touch an ally and give the benefit without speaking.
 * The guardian can now use her reaction (when it’s not her turn) to allow an ally to immediately reroll a saving throw.
 * Leadership 
 * The guardian knows how to lead other characters in battle, giving them orders and advice to allow them to take maximum advantage. On her turn, the guardian can use her action to allow another ally within 60 feet that can see or hear her to immediately take one action. This does not use up the ally’s action, bonus action, or reaction, and the ally can still be chosen for initiative if she hasn’t already taken her turn.
 * Refinements 
 * The action the target takes now has an advantage.
 * The guardian can now use this trick as a bonus action instead. She can do this a number of times equal to her Charisma modifier before she needs to sleep.

Hunters

 * Archery 
 * Some callings are particularly experienced with ranged weapons, becoming very accurate with them. Once this trick is taken, the dog gains +2 to all attack rolls with ranged weapons.
 * Refinements 
 * The dog now gets an advantage on ammunition saving throws.
 * The dog can now make a second ranged attack on the same target as a bonus action.
 * If taken again, the dog can choose a different target with this bonus action.
 * The dog can now reroll any damage die for a ranged weapon that shows a 1, but the new roll must be kept.
 * If taken again, any damage die that shows a 1 or 2 can be rerolled.
 * Beast Master 
 * After spending a lot of time around animals, the hunter can calm them. The hunter can give commands to animals as per the Command spell. He can do this a number of times equal to his Wisdom modifier before sleeping.
 * The Hunter's spell save is 8 + their Wisdom modifier + their proficiency bonus
 * Refinements 
 * The hunter can now choose a loyal animal companion, which uses relevant mechanics for the animal. The companion understands simple spoken commands.
 * If taken again, the hunter can now communicate fluently with his companion by thought, without needing to speak.
 * Natural Explorer 
 * The hunter masters a preferred kind of terrain. Once this trick is chosen, the hunter picks one type of nonurban terrain (woods, plains, marsh, desert, hills, mountains, water, and so on). She doubles her proficiency bonus on all Wisdom checks related to that type of terrain, including Survive checks. She also does not need rations to survive while in her terrain, as she can always hunt for sustenance (and is therefore effectively allowed a free Constitution check reroll when sleeping outdoors).
 * Refinements 
 * The hunter now cannot be lost or surprised in her terrain.
 * The hunter now moves at her full speed in her terrain, even if others can’t. She can also do this while sneaking.
 * The hunter can choose a second type of terrain in which to gain the benefits listed above. All bonuses for this trick now apply to both kinds of terrain.
 * Quick Draw Thanks to long training and experience in combat, the hunter can leap into the fight at a moment’s notice. The hunter gains an advantage on initiative rolls. Refinements • The hunter no longer needs to take an action to change weapons or items. • The hunter can now never be surprised, and will always get an initiative roll.

Ratters

 * Archery 
 * Some callings are particularly experienced with ranged weapons, becoming very accurate with them. Once this trick is taken, the dog gains +2 to all attack rolls with ranged weapons.
 * Refinements 
 * The dog now gets an advantage on ammunition saving throws.
 * The dog can now make a second ranged attack on the same target as a bonus action.
 * If taken again, the dog can choose a different target with this bonus action.
 * The dog can now reroll any damage die for a ranged weapon that shows a 1, but the new roll must be kept.
 * If taken again, any damage die that shows a 1 or 2 can be rerolled.
 * Precise Attack
 * Most ratters aren’t honorable fighters. They know that doing the most damage is all that matters. Once per turn, the ratter can add 1d6 to a melee attack damage roll if she has advantage for any reason, or if an ally of the ratter is within five feet of the target.In  addition,  the  ratter  can  make  a  Dexterity  check  (difficulty  is  10  +  the  highest  Wisdom  modifier of all active opponents) as an action to hide in the shadows or otherwise avoid a target’s attention.  If  successful,  she  gains  an  advantage on her next melee attack roll.
 * Refinements
 * The ratter now adds 1d8 to the damage roll.
 * If taken again, she adds 2d6 to the damage roll.
 * If taken a third time, she adds 2d10 to the damage roll.
 * The ratter can now use this trick on melee or ranged attacks.
 * The  ratter  can  now  make  a  Dexterity  check  to hide as a bonus action, instead of a regular action.
 * Second Wind
 * Ratters learn to push past the pain and perse-vere in the most unusual of environments.The ratter can take a bonus action to roll one of his stamina dice and regain stamina points or spell slots immediately. He can do this once be-fore resting or sleeping.
 * Refinements
 * The  ratter  can  now  add  his  proficiency  bo-nus to the stamina die roll.
 * The  ratter  can  now  use  this  trick  a  number  of times up to his Constitution modifier (if greater than 1) before resting or sleeping.
 * Trap Sense
 * Locks.  Security  wards.  Traps.  No  matter  what device keeps a ratter from her goal, she has a knack of getting around it.The  ratter  has  advantage  when  avoiding  traps. Further, she doubles her proficiency bonus on all checks to bypass a lock, trap, or similar de-vice that keeps her from her objective. The device is broken on a success.
 * Refinements
 * The  ratter  no  longer  breaks  the  device.  Further, she can re-engage it if she chooses.  If  the  trap  is  encountered  again  after  she re-engaged it, she must make another attempt to bypass it if she doesn’t have a legitimate means to deactivating it (a key, a security incantation, and so on).
 * The ratter can choose one ally within 10 feet to reroll a failed Wisdom saving throw to no-tice a trap when near a trap.
 * The ratter can now choose one ally within 10  feet  to  make  a  Dexterity  saving  throw  to  avoid  all  damage  from  activated  traps,  even  if  they  would  not  normally  receive  a  saving throw.

Shepards

 * Good Memory 
 * The dog learns a lot of unrelated information in the process of studying the ancient mysteries of Man, and has an easier time recalling that knowledge than most. The character can choose up to two Intelligence-based skills he has — the proficiency bonus for those specific skills is now doubled. The dog can also use an Intelligence-based skill as a bonus action at any time.
 * Refinements 
 * The dog can now use any Intelligence-based skill at a disadvantage if he normally would not get a roll at all, such as reading the Word of Man when he doesn’t have the Know Arcana skill.
 * Healing
 * Shepherds  are,  by  their  natures,  healers.  As  such, while they have access to a variety of prayers that help them with healing, in a pinch they can use some of their own life force to help their allies.When this trick is taken, shepherds can give another  character  one  of  their  stamina  dice  as  a  bonus  action.  The  character  receiving  the  die  rolls  it  immediately,  and  adds  the  result  to  his  stamina points.
 * Refinements
 * The shepherd can now add 1d6 to the num-ber of stamina points given from all healing spells and uses of the Healing trick.
 * If  taken  again,  this  bonus  is  increased  to  1d8.
 * If  taken  a  third  time,  this  bonus  is  in-creased to 1d10.
 * The  successful  use  of  a  shepherd’s  healing  spell or the Healing trick now also gives the target the chance to remove conditions. The target makes a Wisdom saving throw for one condition (difficulty is the original spellcast-er’s spell difficulty, if from a spell, or 15 oth-erwise). If the saving throw is successful, the condition is removed.
 * If  taken  again,  after  a  successful  healing  spell  or  use  of  the  Healing  trick,  the  target can now automatically remove any one condition she desires, as if the target succeeded in their Wisdom saving throw.
 * Prayers to Man
 * Shepherds  pray  to  Man,  giving  them  access  to  incredible  feats  of  magic.  These  prayers  are  powered by the shepherd’s life force. New prayers are  learned  either  from  extensive  study  within  the Church of Man, or through intense meditation and communion with Man.
 * Upon  taking  this  trick,  the  shepherd  learns  three basic spells that can always be used through the  shepherd’s  faith  (Bless/Bane,  Sacred  Flame,  and Spare the Dying). In addition, the shepherd can choose two first-level spells. All references to “spellcasting ability” are references to Wisdom.
 * Refinements
 * The shepherd can choose spells of the next highest  spell  level.  This  can  be  taken  mul-tiple times.
 * The  shepherd  can  learn  four  more  spells  at her current spell level this advancement(for a total of six). This can be taken mul-tiple times.
 * Repel Demons
 * Shepherds  are  tasked  with  helping  all  dogs  combat  the  Unseen,  particularly  demons.  As  such, they have developed knowledge on how to repel demons, and those tainted by them.Once   before   sleeping,   the   shepherd   can   force  demonic  characters  (including  Possessed characters)  that  can  see  or  hear  her  within  30  feet to make a Wisdom saving throw — difficulty is 10 plus the shepherd’s proficiency bonus and Wisdom  modifier.  Each  character  that  fails  the  saving  throw  is  Repelled.  Affected  enemies  can  make  a  new  Wisdom  saving  throw  against  the  same difficulty as an action.
 * Refinements
 * The  shepherd  can  now  affect  enemies  con-sidered to be “undead” as well as demonic.
 * The shepherd can now use this trick a num-ber of times equal to her Intelligence modifier (minimum of 2) before sleeping.
 * Repelled  enemies  now  no  longer  get  addi-tional saving  throws  —  once  Repelled,  they  remain so for the remainder of the combat.
 * In  addition  to  Repelling  affected  ene-mies, the shepherd can now choose to do 1d8  radiant  damage  to  successfully Repelled enemies.
 * If taken again, this now does 1d12 radiant damage to successfully-Repelled enemies.
 * If  taken  a  third  time,  this  now  does  2d10  radiant   damage   to   successfully-Repelled   enemies.

Strays

 * Cleave 
 * Dogs with the Cleave trick can channel a kind of battle awareness, allowing them to immediately engage another opponent once they have dispatched the first. If the dog’s attack dispatches her opponent (such as by sending him to 0 stamina points), she can take a bonus action to make a second attack roll on an opponent within reach. She must use the same weapon and attack she used previously.
 * Refinements 
 * The dog no longer needs to spend a bonus action to make a second attack.
 * If this refinement is taken again, the dog now gains an advantage on the second attack.
 * If the second attack also dispatches the additional opponent, the dog can now use her reaction or bonus action to attack a third opponent in the same fashion.
 * If this refinement is taken again, the dog no longer needs to use her reaction or bonus action to make the third attack.
 * If taken a third time, she gains an advantage on the third attack.
 * Indomitable Will
 * The  headstrong  and  decisive  nature  of  the  stray’s  chosen  lifestyle  gives  her  an  edge  when  people attempt to force her to do things against her will. The  stray  adds  twice  her  proficiency  bonusto saving  throws  against  compulsion,  including  magical effects such as the Commandspell.
 * Refinements
 * The  stray  now  gets  a  saving  throw  against  any  compulsion  effect,  even  if  she  normally  would not get one.
 * If the stray makes her saving throw against a  compulsion  effect,  she  now  cannot  be  the target of that effect again for 24 hours. In addition, the stray can immediately use one of her stamina dice to regain stamina points or spell slots, if she chooses.
 * Rage
 * The anger the stray has towards the injustice of the world gives her a great advantage in battle.Once before sleeping, the stray can choose to rage as a bonus action. This gives her the following effects for one fight:
 * An advantage  on  all  Strength  checks  (not  attack rolls).
 * Add proficiency  bonus  to  melee  weapon  damage rolls.
 * Resistant   to   bludgeoning,   piercing,   and   slashing damage.
 * Refinements
 * The  stray  can  now  rage  a  number  of  times  equal  to  her  Constitution  modifier  (mini-mum of 2) before sleeping.
 * The  stray  now  gets  an  advantage  on  all  Strength  attack  rolls  as  well  as  Strength  checks.
 * The stray now gets double her proficiency bonus to melee weapon damage rolls while raging.
 * If taken again, any melee hits while raging are considered to be triumphs.
 * Unarmored Defense
 * The  stray  can  defend  himself  without  the  need for bulky armor. Once  this  trick  is  taken,  and  if  the  stray  is  without armor or only uses a shield, his defense is 10 + Constitution modifier + Dexterity modifi-er + shield (if used).
 * Refinements•
 * The stray’s defense is now increased by an additional +1. This can be taken up to three times.