Skills are more specific abilities that your character can learn. All characters in this game share 18 broad skills, which determine your success at most actions outside of combat, and many actions within combat. Each skill uses a proficiency check modifier dependent on an ability base (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). Certain actions may be performed by any character (trained or no), while other actions may only be performed by trained characters.
Strength Skills[]
Athletics[]
Athletics is used when running, jumping, climbing, swimming, or performing feats of strength. Your Athletics Proficiency is based on your Strength. The Athletics skill incurs an armor check penalty if you are wearing armor or a shield.
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Target: |
one object whose weight is more than 5 times your Strength score | |||
Effect: |
You may lift and carry the item. Your total carrying capacity is based on your Strength score; a medium humanoid may carry a total amount of gear equal to its Strength score x2 without appreciable penalties. Beyond this, you are Encumbered, suffering a -1 penalty to your Reflex and Speed, up to a maximum weight equal to your Strength score x5. Above this weight, you are slowed and grant advantage, and must make an Endurance check each turn or suffer 1d6 fatigue damage. |
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Target: |
varies (Athletics vs. difficulty determined by the Game Master). | |||
Effect: |
Describe to the GM the action you want to perform, then make your Athletics check. | |||
Success |
You succeed at the desired action. | |||
Failure |
You do not accomplish anything noticeable. |
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Target: |
one adjacent surface (Athletics - no difficulty number). | |||
Effect: |
You grant advantage to all enemies until the start of your next turn. Divide the check result by 5; you may climb this number of paces up or across the surface as part of this move action. If your check result is less than 5, you do not make any progress; on a critical failure, you lose your grip and fall. |
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Target: |
self (Athletics - no difficulty number). | |||
Effect: |
Move your speed and then make your Athletics check as you enter this stance. Until you end the stance, you double your base speed and gain an additional stance bonus to speed equal to the check result divided by 5, but double all armor check penalties and suffer a further -2 stance penalty to all attacks and defenses. This stance ends automatically at the end of any turn if you moved less than 4 paces during that turn. At the end of each turn that you maintain this stance, you must make an Endurance check vs. a difficulty equal to the number of paces moved, or suffer 1d4 damage from fatigue. |
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Target: |
One destination square within a number of paces equal to your speed | |||
Special |
You gain a +2 bonus to your roll for each space that you moved through this turn before making the jump, but may not abort the jump if you moved more than 3 paces. | |||
Success |
You land in the targeted square. | |||
Failure |
You may choose to jump a number of paces equal to the check result divided by 5 towards your destination space and land prone, or abort the jump. On a critical failure, you misjudge the distance and jump into the wrong space. |
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Target: |
one adjacent water space (Athletics - no difficulty number). | |||
Effect: |
You grant advantage to all enemies until you leave the water. Divide the check result by 5; this is the number of paces that you may swim through the water as part of this move action. If your check result is less than 5, you do not move, or are swept up by the current. On a critical failure, you suffer 1d6 damage as you begin to drown. |
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Check: |
Athletics vs. restraint’s difficulty, or the original attack check value if grabbed | |||
Success |
You break the grapple or restraint. | |||
Failure |
You are still restrained. |
Expert Training Feats
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Prerequisites: |
Athletics expertise | |||
Target: |
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Effect: |
You deal damage to the target equal to the check result. |
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Prerequisites: |
Athletics expertise | |||
Effect: |
You make a climb check. If you succeed, you gain a climb speed equal to your speed until the end of this turn, and may climb your speed as part of this action. |
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Prerequisites: |
Athletics expertise | |||
Effect: |
You make a jump check with a +10 feat bonus. |
Constitution Skills[]
Endurance[]
Endurance is used when braving pain, weather, extremes of temperature or environment, performing feats of endurance, staving off hunger or thirst, or holding your breath. Your Endurance Proficiency is based on your Constitution. The Endurance skill incurs an armor check penalty if you are wearing armor or a shield.
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Trigger: |
You begin your turn while suffering from the dying condition (Endurance vs. 10). | |||
Success |
You are no longer dying (unless you take further damage), but are still unconscious so long as you are at 0 hit points. On a critical success, you may spend one healing reserve. | |||
Failure |
You are still dying. |
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Trigger: |
You end your turn while suffering from an effect that allows this saving throw (usually dazed, stunned, blinded, deafened, or suffering from ongoing damage) | |||
Success |
You take any ongoing damage, and the condition ends. On a critical success, you take no ongoing damage and the condition ends. | |||
Failure |
You take any ongoing damage and continue to suffer any of its other ongoing effects. |
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Trigger: |
You take more damage than your heal value from a single effect while in a stance (Endurance vs. 15, or 20 if bloodied). | |||
Success |
You do not break the stance. | |||
Failure |
You are forced to end the stance. |
Expert Training Feats
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Prerequisites: |
Endurance expertise | |||
Trigger: |
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Effect: |
Make one saving throw to shrug it off. If you succeed, you are no longer dazed, stunned, or weakened. |
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Prerequisites: |
Endurance expertise | |||
Trigger: |
You begin your turn while unconscious due to the dying condition. | |||
Effect: |
Make one saving throw to shrug it off. If you succeed, you are still dying, but are dazed instead of unconscious until the beginning of your next turn, and may stand up as part of this action. |
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Prerequisites: |
Endurance expertise | |||
Trigger: |
You begin your turn suffering from a condition that causes ongoing damage. | |||
Effect: |
Make one saving throw to shrug off all ongoing damage. If you succeed, you are no longer taking any ongoing damage, and do not take the damage at the end of this turn. |
Dexterity Skills[]
Acrobatics[]
Acrobatics is used when tumbling, balancing, performing feats of agility, or escaping from bonds. Your Acrobatics Proficiency is based on your Dexterity. The Acrobatics skill incurs an armor check penalty if you are wearing armor or a shield.
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Target: |
Acrobatics vs. the restraint’s difficulty, or vs. the attacker’s original attack check value if attempting to escape a grapple. | |||
Success |
You are no longer grappled or restrained. | |||
Failure |
You do not escape. |
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Target: |
varies (Acrobatics vs. difficulty determined by the Game Master). | |||
Effect: |
Describe to the GM the action you want to perform, then make your Acrobatics check. On a success, you successfully pull off the stunt; on a failure you may fall or suffer some other effect determined by the GM. |
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Target: |
An adjacent space of treacherous terrain (Acrobatics - no difficulty) | |||
Effect: |
You grant advantage to all enemies until you are back on solid ground. Divide the check result by 5; you may move this number of paces up or across the surface as part of this move action. If your check result is less than 5, you do not make any progress; on a critical failure, you lose your footing and fall. |
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Trigger: |
You would take falling damage (Acrobatics - no difficulty number) | |||
Effect: |
You reduce your falling damage by the check result. |
Expert Training Feats
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Prerequisites: |
Acrobatics expertise | |||
Effect: |
You move your Dexterity modifier paces without the need for a balance check, ignoring difficult terrain and treacherous terrain. |
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Prerequisites: |
Acrobatics expertise | |||
Effect: |
You make an escape attempt, and may shift one pace as a free reaction if you succeed. If you were grabbed and you successfully escape, the creature that was grabbing you grants advantage to you until the end of your next turn. |
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Prerequisites: |
Acrobatics expertise | |||
Trigger: |
You fall more than 5 feet and take no damage. | |||
Effect: |
You shift a number of paces equal to your Dexterity modifier. |
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Prerequisites: |
Acrobatics expertise | |||
Effect: |
You stand up from prone. |
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Prerequisites: |
Acrobatics expertise | |||
Effect: |
You shift one pace. |
Stealth[]
Stealth is used to hide, move silently, and remain unseen. Your Stealth Proficiency is based on your Dexterity. The Stealth skill incurs an armor check penalty if you are wearing armor or a shield.
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Target: |
Self (Stealth - no difficulty number) | |||
Effect: |
You may move up to half your speed as you enter this stance. While you are in this stance, you count as hidden to anyone whose Spot defense is less than your original check result if you have total concealment against that creature or if you are further away than its Wisdom score in paces. | |||
Special |
Whenever you whisper, attack, or move more than 2 paces in one action, you must re-roll your Stealth check and take the lower result. If you attack or move more than 5 paces, you suffer a -5 penalty to the new roll. Any creature whose Spot defense is greater than your original check result continues to notice you as you move, until you make a new Stealth check. |
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Requirement |
You may not enter this stance if any creature has line of sight to you, and you do not have total concealment against that creature. If you make any noise above a whisper or enter a well-lit space that does not grant at least partial concealment, you automatically end this stance at the end of that action. | |||
Target: |
Self (Stealth - no difficulty number) | |||
Effect: |
You may move up to half your speed as you enter this stance. While you are in this stance, you count as hidden to anyone whose Spot defense is less than your original check result + your current concealment bonus. | |||
Special |
Whenever you whisper, attack, or move more than 2 paces in one action, you must re-roll your Stealth check and take the lower result. If you attack or move more than 5 paces, you suffer a -5 penalty to the new roll. Any creature whose Spot defense is greater than your original check result continues to notice you as you move, until you make a new Stealth check. |
Expert Training Feats
Thievery[]
Thievery is used to pick locks, pick pockets, disable traps, and perform sleight-of-hand feats. Your Thievery Proficiency is based on your Dexterity. The Thievery skill incurs an armor check penalty if you are wearing armor or a shield.
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Target: |
varies (Thievery vs. difficulty determined by the Game Master). | |||
Effect: |
Describe the sleight of hand trick you attempt to pull off, then make a Thievery check vs. the higher of the target’s Spot or Sense. On a success, you may pick the target’s pocket, palm an item near the target, or perform some other act of legerdemain. On a failure, the target notices you, and you provoke an opportunity attack while performing the action (although in most non-combat situations, your target will likely use the opportunity attack to perform a grab rather than attacking outright with a weapon). |
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Target: |
One lock (Thievery vs. the lock’s difficulty). | |||
Success |
The lock is opened. | |||
Failure |
The lock is still closed. On a critical failure, you break the lock, which cannot be opened until destroyed or repaired. |
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Target: |
One non-magical trap (Thievery vs. the trap’s difficulty). | |||
Success |
The trap becomes disabled until it resets. | |||
Failure |
The trap is still active. On a critical failure, you trigger the trap. |
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Target: |
One non-magical trap (Thievery + 5 vs. the trap’s difficulty). | |||
Success |
The trap becomes disabled until the end of your next turn. | |||
Failure |
The trap is still active. On a critical failure, you trigger the trap. |
Expert Training Feats
Intelligence Skills[]
Arcana[]
Arcana is used to understand the laws and principles that govern the world. All magics, whether ultimately divine, arcane, or primal, follow certain arcane rules; the Arcana skill may thus be used to identify and explain them. Wizards use the Arcana skill in conjunction with their access to an arcane power source to perform their magics. Your Arcana Proficiency is based on your Intelligence. The Arcana skill incurs an armor check penalty if you are wearing armor or a shield.
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Target: |
One ongoing magical condition that a save could end. | |||
Success |
You dispel the condition. |
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Target: |
The area within Wisdom modifier squares around you | |||
Success |
You become aware of any magical effects or auras within the area for which your check result exceeds that effect or aura’s difficulty, and their likely power source (primal, arcane, or divine). | |||
Special |
You may make this roll for a particular effect or aura once per encounter or short rest. |
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Target: |
One magical effect or phenomenon that you can see. | |||
Success |
You become aware of that effect’s power source (primal, arcane, or divine), and gain a general sense of what it does. On a critical success, you gain a precise understanding of the effect and all its likely consequences. |
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Check: |
Arcana vs. the obscurity of the information. | |||
Success |
You remember some particularly useful bit of arcane trivia that is applicable to the situation at hand. |
Expert Training Feats
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Prerequisites: |
Arcana expertise | |||
Effect: |
You may attempt to cast one arcane ritual that you know whose level is less than or equal to your character level. |
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Prerequisites: |
Arcana expertise | |||
Effect: |
You may attempt to turn a masterwork item into an arcane wonder, with an effect Level up to your character Level. You must have access to an arcane workshop, and possess the item's creation formula and all components necessary to create it. |
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Prerequisites: |
Arcana expertise | |||
Effect: |
A Cantrip is an at-will Wizard or Sorcerer spell. Each time you gain this expert training, you may specify a single at-will Wizard or Sorcerer spell from any school, and add it to your at-will feats. You may not learn at-will attack or strike spells as cantrips. |
Craft[]
Craft is used to construct or appraise items, weapons, armor, and architecture. Your Craft Proficiency is based on your Intelligence.
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Target: |
One damaged mundane item, weapon or armor | |||
Success |
The item is repaired. On a critical success, the item gains temporary hit points equal to your Intelligence modifier against the next attempt to damage it. | |||
Failure |
The item is still damaged. On a critical failure, the item is ruined beyond repair. |
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Effect: |
Describe the device you attempt to improvise, then make a Craft check after spending an amount of time rigging the contraption based on your Game Master's judgement. | |||
Success |
The contraption performs as expected. | |||
Failure |
The contraption doesn’t work. On a critical failure, some kind of mishap occurs. |
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Target: |
One item (Craft vs. the design’s crafting difficulty) | |||
Success |
You may craft a mundane item, weapon or armor from raw materials. The check result is the percentage of the item’s base market cost that is saved by making it yourself. | |||
Failure |
The results are flawed and the materials used are wasted. |
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Target: |
One non-magical trap (Craft vs. the trap’s difficulty). | |||
Success |
The trap becomes disabled until it resets. | |||
Failure |
The trap is still active. On a critical failure, you trigger the trap. |
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Check: |
Craft vs. the obscurity of the information. | |||
Success |
You notice some particularly useful bit of crafting detail that is applicable to the situation at hand. When used on a potentially valuable item, you gain a good approximation of that item's market value. |
Expert Training Feats
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Prerequisites: |
Craft expertise | |||
Effect: |
You may attempt to craft a masterwork item with a level up to your Character Level. You must have access to an appropriate workshop, and possess the item's creation formula and all components necessary to create it. |
History[]
History is used to remember historical facts and useful information. When you perform any knowledge check that uses another skill, you may substitute History for the other skill at a -10 penalty. Your History Proficiency is based on your Intelligence.
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Target: |
A passage written in another language that you can see | |||
Special |
In scene time, you may make a single roll to translate an entire document as an extended action, taking approximately 5 minutes per page. | |||
Success |
You understand a sentence or two; you may continue performing this action to translate more of the passage. | |||
Failure |
You need more time to translate. On a critical failure you get the translation entirely wrong. |
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Check: |
History vs. the obscurity of the information. | |||
Success |
You remember some particularly useful bit of lore or historical detail that is applicable to the situation at hand. |
Expert Training Feats
Wisdom Skills[]
Heal[]
Heal is used when tending to the sick or injured. Your Heal Proficiency is based on your Wisdom.
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Target: |
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Success |
The affliction’s progression is halted for one day, and the target gains an additional Endurance saving throw to shake off the affliction with a +2 teamwork bonus. On a critical success, treat the affliction as if the target had automatically succeeded at their granted Endurance saving throw. | |||
Failure |
You provide no benefit. |
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Target: |
You and your adjacent allies (Heal - no difficulty number) | |||
Effect: |
You may perform this action during a short rest. Each target may each spend one healing reserve, and regain an additional number of hit points equal to half the check result, divided as you choose among each injured ally. If multiple trained characters each perform a Treat Wounds action during a short rest, you may add the check results together before halving and distributing hit points. | |||
Special |
If you treat wounds during an extended rest, the party regains hit points equal to twice the check result, instead. You may distribute these hit points as you see fit. |
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Target: |
One ajacent ally (Heal + target's Constitution modifier vs. Average difficulty) | |||
Effect: |
The target shrugs off one effect that an Endurance saving throw could end. |
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Target: |
One dying ally (Heal + target's Constitution modifier vs. 10) | |||
Success |
The target stabilizes as if they had saved successfully. On a critical success, the target may spend one healing reserve. | |||
Failure |
The target gains no benefit. |
Expert Training Feats
Insight[]
Insight is used to read moods, sense motives, and gauge the truthfulness of statements. Your Insight check also determines your Sense defense value; your Sense is equal to 10 + your Insight proficiency. Your Insight Proficiency is based on your Wisdom.
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Trigger: |
You perceive something that you believe to be an illusion | |||
Effect: |
The Game Master will compare your saving throw to the check value of any illusion you might be perceiving; success allows you to accurately gauge whether what you are experiencing is real, while critical success allows you to pierce the illusion and briefly glimpse what is underneath. |
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Trigger: |
You end your turn while suffering from a condition that allows this saving throw (Insight vs. the effect's save difficulty). | |||
Success |
The condition ends. | |||
Failure |
You continue to suffer the condition. |
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Target: |
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Success |
You gain an accurate read of the target’s current motives and attitude. | |||
Special |
You may only perform this action once per encounter on a particular creature, unless they perform an action that the Game Master deems provides new insight into their motivations. |
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Target: |
One creature (Insight vs. 15 + twice the Rank of the influencing effect.) | |||
Success |
You notice that something about the target is ‘off’, and may use an Arcana, Religion or Nature check to determine the source of the influence. | |||
Special |
You may only perform this action once per encounter on a particular creature, unless they perform an action that the Game Master feels strongly suggests outside influence. |
Expert Training Feats
Nature[]
Nature is used to gather food and resources in the wilderness, identify and track animals, navigate the wilds and avoid natural hazards. Barbarians use the Nature skill in conjunction with their access to a primal power source to perform their magics. Your Nature Proficiency is based on your Wisdom.
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Target: |
One area (Nature vs. difficulty based on the local terrain, flora and fauna; 5 minutes). | |||
Success |
You gather enough food, water and other resources for one person to eat well for one day. On an exceptional success, you find enough for five people. If you are searching for specific ingredients or materials, the Game Master may assign a difficulty to the task based on the rarity of what you're looking for within the area. If an ally performs a treat wounds or treat disease or poison action during the same short rest, you may add one fifth the check result of this roll as a teamwork bonus to your ally's Heal check. |
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Check: |
Nature vs. the obscurity of the information. | |||
Success |
You remember some particularly useful bit of lore or natural detail that is applicable to the situation at hand. |
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Check: |
Nature vs. the difficulty of the area you are trying to find your way through. | |||
Success |
You can determine your location and direction, and find a path through the current environment towards your destination. |
Expert Training Feats
Perception[]
Perception is used to examine your surroundings, spot hidden things, and detect unusual sounds, odors or tastes. Your Perception check also determines your Spot defense value; your Spot is equal to 10 + your Perception check modifier. Your Perception Proficiency is based on your Wisdom.
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Target: |
One square within a distance of twice your Wisdom modifier that you can see (Perception vs. any Stealth check results or Spot difficulty numbers). | |||
Effect: |
You notice any hidden creature, item or detail within a number of squares around the target square equal to your Wisdom modifier for which your saving throw exceeds that detail’s Spot difficulty or Stealth check value. |
Expert Training Feats
Religion[]
Religion is used to understand the nature of gods, religious ceremonies and rituals, and ethical standards. Priests use the Religion skill in conjunction with their access to a divine power source to work their miracles. Your Religion Proficiency is based on your Wisdom.
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Target: |
One curse or affliction that has been placed upon you or an adjacent ally, or one ongoing magical effect that a save could end (Religion vs. the curse’s save difficulty). | |||
Success |
You break the curse. |
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Check: |
Religion vs. the obscurity of the information. | |||
Success |
You remember some particularly useful bit of lore or religious fact that is applicable to the situation at hand. |
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Requirement |
You must have succeeded on a sense motive check against the target earlier in this encounter or scene. | |||
Target: |
One creature (Religion vs. 10 + the target’s Bluff modifier) | |||
Success |
You gain an reasonably accurate read of the target’s probable alignment. | |||
Special |
You may only perform this action once per encounter on any given creature unless they perform an action that the Game Master deems provides new insight into their ethical values. |
Expert Training Feats
Charisma Skills[]
Bluff[]
Bluff is used to perform, act, fast-talk, lie, cheat, or seduce. Your Bluff Proficiency is based on your Charisma.
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Target: |
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Success |
You manage to trick the opponent into paying attention to something else. You may immediately choose to either gain advantage against that enemy until the end of your next turn, or to immediately use the Stealth skill to attempt to hide from the target. | |||
Special |
Each time you attempt this during an encounter, you suffer a -5 cumulative penalty for each time you have already attempted it. |
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Target: |
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Effect: |
Describe how you attempt to deceive your target, then make your Bluff check. If you succeed, you manage to trick the opponent into believing what you say. |
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Target: |
||||
Success |
You influence the crowd’s mood favorably towards you and your allies. |
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Target: |
||||
Effect: |
Describe how you attempt to seduce your target, then make your Bluff check. If you succeed, the target's mood becomes more favorable towards you. If you fail, the target's mood becomes more hostile. |
Expert Training Feats
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Prerequisites: |
Bluff expertise | |||
Effect: |
You are no longer marked. |
| ||||
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Prerequisites: |
Bluff expertise | |||
Trigger: |
You fail Bluff, Diplomacy or Streetwise check. | |||
Effect: |
You gain a +5 feat bonus to the check result. For the remainder of the scene or encounter, you have a -2 penalty to all further Bluff, Diplomacy or Streetwise actions, and may no longer take 10 or take 20 with those skills. |
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Prerequisites: |
Bluff expertise | |||
Trigger: |
You roll Initiative (Bluff vs. highest enemy's Sense). | |||
Hit: |
Your allies gain a feat bonus to Initiative equal to twice your Charisma modifier. | |||
Effect: |
You grant advantage to all enemies until the end of your next turn. |
Diplomacy[]
Diplomacy is used to influence others with tact, etiquette, and social grace. You may make a Diplomacy check to change people’s opinions, to negotiate a deal in good faith, to inspire goodwill, or to haggle with a patron, or to comport yourself with etiquette and tact. Your Diplomacy Proficiency is based on your Charisma.
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Target: |
One merchant (Diplomacy vs. Sense - 1 minute, +5 per 10% price adjustment) | |||
Success |
You may adjust the cost of one good you are selling or purchasing by the desired amount. |
| ||||
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Effect: |
Describe to the Game Master how you attempt to influence the target, then make a Diplomacy check vs. the target’s Sense. On a success, you influence the target into adopting a desired attitude, belief or action. |
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Target: |
One creature which would hit you or an ally with an attack (Diplomacy vs. Will) | |||
Success |
You may attempt to halt combat and negotiate the surrender of your allies. | |||
Special |
You may only perform this action vs. opponents who are intelligent and willing to accept a surrender. |
Expert Training Feats
Intimidation[]
Intimidation is used to bully, frighten, or coerce others into doing your bidding. Your Intimidation Proficiency is based on your Charisma.
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Trigger: |
You bloody a creature within Charisma modifier paces with an attack | |||
Success |
You force the target to surrender or flee. | |||
Failure |
You grant advantage to the target until the end of your next turn, and may not gain advantage. You may not attempt to intimidate the target again during this encounter. |
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Target: |
One creature within 5 paces (Intimidation vs. Will) | |||
Hit: |
You may mark the target until the end of your next turn, force the target to surrender if bloodied, or coerce the target into taking some other action with the Game Master's approval. On a critical hit, the target becomes Dominated until the end of your next turn. | |||
Miss: |
You grant advantage to the target until the end of your next turn, and may not gain advantage. |
Expert Training Feats
Streetwise[]
Streetwise is used to find out social details about an location, including who’s important, what areas are dangerous, and where to acquire goods or services. Your Streetwise Proficiency is based on your Charisma.
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Effect: |
Describe how you attempt to interact with the locals, then make a Streetwise knowledge check vs. a difficulty determined by the Game Master. On a success, you find out some particularly useful bit of lore or social detail that is applicable to the situation at hand. |