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PROFESSION PATHS
FOR QUEST RPG
BY MATTHEW GRAVELYN
[Link]
@MRMATTHEW
POWERED BY QUEST
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PROFESSION PATHS
What did you do before all this?
The options presented here are CHEMIST MINSTREL
all based around a profession; You have studied the interactions of Whether through song, story, poetry, or
a career, hobby, or trade you countless reagents and know their interpretive reenactment, you are a
knew before you became an secret ways. Perhaps you were a teller of stories in the grand tradition of
adventurer. While you may not pharmacist or supplied potions to travelling performance. You know all
queens. Whatever your background, the well-known songs, some that hold
ply this trade professionally you know how to take common ancient secrets, and a few that would
anymore, you never forget the ingredients and combine them in terrify even the strongest warriors.
skills you learned from years of unexpected ways.
study, tutelage, and practice. TINKER
COOK
Your nimble fingers and sharp mind
There are four profession You know how to elevate simple allow you to not only build wonderful
paths to choose from here: ingredients and prepare food for both devices but imbue them with arcane
chemist, cook, minstrel, and nourishment and pleasure. You can use and wonderous abilities. Some of your
your skills as a pathway to friendship, creations are mere trinkets meant to
tinker. Choose only one and creating social opportunities for you delight. Some are meant for a greater,
treat the path as if it were one and your party. sometimes deadlier purpose.
your role already had. Choose
abilities from this path as you
normally would.
As with all supplements,
please consult with the Guide
and other players before using
these options in your game.
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CHEMIST
concoct — labwork — distill — mix
CONCOCT 10: You can use Blink (p. 95) at will for DISTILL
no AP cost for 1 hour.
1 Using common ingredients and 9: You become invisible for 1 hour, and With practice, you are now able to
your chemical expertise, you can create the invisibility does not fade if you create potions with a great deal of
a relatively stable magic potion (D136). attack. control, creating more intentional
The potion’s effect is determined when 8: All of your footsteps become magical effects.
you create it. You are aware of the completely silent for 1 day.
effect of the potion before using it. 7: You speak your thoughts out loud 1 You may increase or decrease the
uncontrollably for the next hour. result of the die roll for your Concoct
roll the die 6: You forget languages for 1 day.
ability by up to 3.
4-5: You are affected by Nox (p. 70) for 2 You may increase or decrease the
20: You are instantly affected by
1 hour. The Guide chooses the effects. result of the die roll for your Concoct
Restore (p. 67).
2-3: You are hit for 6 hit points. ability by up to 5.
15-19: Your hit points are fully restored.
14: You can use Whisper (p. 86) at will 1: Your maximum HP is reduced by 2
until the Restore spell is cast on you. MIX
with no AP cost for 1 hour.
13: You are affected by Calcify LABWORK 1 When using your Concoct ability,
(p. 68) for 1 day.
Roll the Die a second time and add that
12: You grow gills on your neck and can Your constant contact with harmful effect to the potion. You can use your
breathe underwater for 1 day. chemicals and solvents have built up Distill ability on this roll as well.
11: You are affected by Pegasus Cloak into a substantial immunity. You are
(p. 94) for 1 day. immune to poison.
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COOK
serve — taste test — cater — butcher
SERVE CATER BUTCHER
1 When you regroup (D14), you 2 This ability can only be used Your knowledge of butchering and
prepare a wonderful meal for you and during downtime and with suitable anatomy have grisly applications when
your party using supplies on hand and tools and space to prepare a large it comes to hand-to-hand combat.
foraged ingredients. Describe how the amount of food. You create a feast for a
food looks, smells, and tastes. large group or small town. It can be 1 When you make a basic attack
anything from a heartfelt family-style with a knife or other blade weapon and
After sharing a meal, your party meal to a gourmet multi-course affair. roll a success or higher, you can
recovers an additional 3 HP from Describe not only the food, but how it is immediately choose to cut deep.
regrouping. presented to the guests. Choose one of the following options:
TASTE TEST During this feast, commoners and Rend. Slice a tendon or muscle. This
minions present are amenable to you, renders the limb struck inoperable.
Through smelling or tasting, you can which may present you with unique
Bleed. Open an artery. The target
determine if a food would be harmful to opportunities. You and each of your
party members may choose to do one of begins bleeding out, losing 1 HP
consume. You know if the food simply every round until the bleeding is
spoiled, was prepared improperly, or the following:
staunched.
was tampered with, such as being
poisoned. The Guide will also tell you Make an important connection or Flay. Trim flesh. Your attack causes
what effect consuming the food would alliance with a commoner or minion. great, unbearable pain.
have had. Gain critical information about a Stick. Plunge your blade. Your attack
person, location, or object. is precise and misses vital organs.
Increase your standing with a person The target only loses 1 HP, but it
or group. looks violent and dramatic.
Use the feast as a distraction for
covert work.
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MINSTREL
sing the songs — tell the tales — opus
SING THE SO NGS TELL THE TALES OPUS
When you want to recall information 1 You perform a song, poem, 2 Once per game session, you and
about a specific person, location, or dramatic reading, or other type of your party may each earn 2 AP as you
object, you know of a song, poem, or performance for a large group or small inspire them with a grand and
dramatic reading that tells of it. town. You sing of the great deeds and emotional performance. You can only
awe-inspiring prowess of your party in use this ability during downtime in the
Recite a verse that describes what an attempt to ingratiate yourselves with story, like when you regroup or
you’re looking for, using dramatic and the group. undertake a journey. (You can’t
flowery language. perform adequately during combat.)
Recite a verse that speaks to a recent
roll the die accomplishment or impressive feat Recite a verse that inspires, bolsters, or
performed by your party. It doesn’t encourages your fellow adventurers.
11-20: You learn where it was last seen, have to be true.
who is involved with it, and any dangers If your performance speaks to a
associated with finding it. roll the die character’s home, ideal, flaw, or dream,
6-10: Choose one to learn: where it was that character earns an additional 1 AP.
last seen, who is involved, or any 20: They welcome you like royalty,
dangers associated with it. singing your praises and offering you
2-5: You learn nothing of it save for a any comfort they can muster.
few vague or embellished details. 11-19: You increase your standing with
1: You learn where it was last seen, who them, making them more likely to trade
is involved with it, and any dangers favorably with you.
associated with finding it. At least two 6-10: They appreciate the song, offering
of these facts are incorrect. you room and board when they might
otherwise not. They are suspicious of
your tales.
1-5: You lose standing with them,
making them more likely to trade
unfavorably with you. They know if you
lied about your deeds.
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TINKER
craft — imbue — transfer — sculpt
CRAFT IMBUE 11-19: You transfer up to 2 magical
properties of your choice from the
Your hands are never idle for long. You impart a magical effect on an item. original item to the new item. These
Using available materials and a special The item must have no other magical properties are removed from the
set of tools, you can create virtually properties, and it can only receive one original item.
anything. Choose one of the following magical property from this ability. 6-10: You transfer up to 1 magical
to create or work with the Guide to property of your choice from the
create something similar. The magical 1 The item emits a soft, warm light, original item to the new item. These
property should be entertaining but not much like a candle or lantern. It can be properties are removed from the
overly useful. lit or extinguished on command. original item.
2-5: Nothing is transferred to the new
A music box that plays a different 2 The item always finds its way back item, and 1 magical property of your
melody based on who is listening. to its owner. choice is removed from the original
A locket with an animated photo. item.
3 The item can never be broken 1: The original item loses all magical
A small, mechanical animal. It except by magical means. properties and the new item is broken
moves in place and can emulate the
beyond repair.
animal’s sound. TRANSF ER
A paper leaf that floats, spins, and SCULPT
twirls above your open palm. 2 You feel the magic in objects, and
A small glass globe that shows what you can move that energy into a new You connect with the inherent magical
the weather will be like 10 minutes vessel. One object must have at least energy of all things and harness that
from now. one magical property and the other power into a physical form.
object must have no magical properties.
A notebook that always has a blank 3 Create an Uncommon Item (D133)
page to write on when you need it. roll the die
A pocketknife that never dulls. 5 Create a Rare Item (D141)
20: You transfer as many magical
A shard of glass that, when looked properties of your choice, and the 7 Create a Legendary Item (D146)
through, shows what happened in original item retains all its properties.