JNAProductions
2019-08-11, 04:45 PM
When your score from proficiency bonus hits a certain threshold in a given skill, you unlock a new Skill Trick. No action is required to learn them-you automatically gain it as soon as you achieve a high enough proficiency bonus. Note that Expertise does indeed work for this.
+4
You may treat yourself as one size larger for the purposes of grappling.
+6
Your Shove moves people up to 10', instead of only 5'.
+8
Your unarmed strikes deal an additional 1d4 damage.
+10
You may treat yourself as two sizes larger for the purposes of grappling.
+12
Your shove moves people up to 20', instead of 10'.
+4
You can treat yourself as one size smaller when it'd be beneficial to yourself.
+6
Your move speed increases by 5'.
+8
You have resistance to falling damage.
+10
Your move speed increases by 10'.
+12
You are immune to falling damage.
+4
You can take two object interactions per turn, instead of one.
+6 and Higher
To Be Determined
+4
You can attempt to hide without any cover or concealment-however, doing so imposes Disadvantage on your check.
+6
If you miss with an attack, your position is not automatically revealed.
+8
You no longer have disadvantage on checks made to hide in plain sight.
+10
If you succeed with an attack from hiding, your position is not revealed provided you beat your foe's Perception score by at least 10.
+12
To Be Determined
+4
You gain one cantrip from any arcane/Druid or Ranger/divine spell list, using Intelligence/Wisdom/Wisdom as your spellcasting modifier.
+6
You gain the ability to cast one 1st-level ritual of your choice from the appropriate spell list.
+8
You gain a second cantrip from the appropriate spell list.
+10
You gain a 1st or 2nd level ritual from the appropriate spell list.
+12
You gain a single 1st level spell from the appropriate list and an additional 1st level spell slot.
+4 and Higher
To Be Determined
+4
You can quickly memorize written information, at the rate of one page per minute spent concentrating on it.
+6
Your Passive Perception increases by 3.
+8
You can memorize written information even faster, at the rate of one page per action.
+10
Your Passive Insight increases by 3.
+12
You never forget anything.
+4
You can, as an action, have a friendly animal within 30' spend a hit die to gain +5' to their move speed for one minute, advantage on their next attack, or gain THP equal to the amount rolled on their hit die which lasts for one minute.
+6
You can Help a friendly animal as a bonus action.
+8
Your hit die bonuses increase to +10' move speed, advantage on all attacks made in the next round, or THP equal to double the result of their hit die roll.
+10
Friendly animals can Help you as a bonus action.
+12
You can spend an action to buff up to four animals, instead of just one.
+4 and Higher
To Be Determined
+4
When rolling to stabilize someone, if you exceed 20, they regain one HP.
+6 and Higher
To Be Determined
+4 and Higher
To Be Determined
+4 and Higher
To Be Determined
+4
To Be Determined
+6
You can make a Deception check with disadvantage against the spell save DC of a spell that forces truthfulness. If you meet or exceed the DC, you may give a false positive.
+8
To Be Determined
+10
You no longer make your Deception check with disadvantage for fooling spells.
+12
To Be Determined
+4 and Higher
To Be Determined
+4 and Higher
To Be Determined
So, the basic idea is in place. Just not sure what to do with a bunch of the skills.
+4
You may treat yourself as one size larger for the purposes of grappling.
+6
Your Shove moves people up to 10', instead of only 5'.
+8
Your unarmed strikes deal an additional 1d4 damage.
+10
You may treat yourself as two sizes larger for the purposes of grappling.
+12
Your shove moves people up to 20', instead of 10'.
+4
You can treat yourself as one size smaller when it'd be beneficial to yourself.
+6
Your move speed increases by 5'.
+8
You have resistance to falling damage.
+10
Your move speed increases by 10'.
+12
You are immune to falling damage.
+4
You can take two object interactions per turn, instead of one.
+6 and Higher
To Be Determined
+4
You can attempt to hide without any cover or concealment-however, doing so imposes Disadvantage on your check.
+6
If you miss with an attack, your position is not automatically revealed.
+8
You no longer have disadvantage on checks made to hide in plain sight.
+10
If you succeed with an attack from hiding, your position is not revealed provided you beat your foe's Perception score by at least 10.
+12
To Be Determined
+4
You gain one cantrip from any arcane/Druid or Ranger/divine spell list, using Intelligence/Wisdom/Wisdom as your spellcasting modifier.
+6
You gain the ability to cast one 1st-level ritual of your choice from the appropriate spell list.
+8
You gain a second cantrip from the appropriate spell list.
+10
You gain a 1st or 2nd level ritual from the appropriate spell list.
+12
You gain a single 1st level spell from the appropriate list and an additional 1st level spell slot.
+4 and Higher
To Be Determined
+4
You can quickly memorize written information, at the rate of one page per minute spent concentrating on it.
+6
Your Passive Perception increases by 3.
+8
You can memorize written information even faster, at the rate of one page per action.
+10
Your Passive Insight increases by 3.
+12
You never forget anything.
+4
You can, as an action, have a friendly animal within 30' spend a hit die to gain +5' to their move speed for one minute, advantage on their next attack, or gain THP equal to the amount rolled on their hit die which lasts for one minute.
+6
You can Help a friendly animal as a bonus action.
+8
Your hit die bonuses increase to +10' move speed, advantage on all attacks made in the next round, or THP equal to double the result of their hit die roll.
+10
Friendly animals can Help you as a bonus action.
+12
You can spend an action to buff up to four animals, instead of just one.
+4 and Higher
To Be Determined
+4
When rolling to stabilize someone, if you exceed 20, they regain one HP.
+6 and Higher
To Be Determined
+4 and Higher
To Be Determined
+4 and Higher
To Be Determined
+4
To Be Determined
+6
You can make a Deception check with disadvantage against the spell save DC of a spell that forces truthfulness. If you meet or exceed the DC, you may give a false positive.
+8
To Be Determined
+10
You no longer make your Deception check with disadvantage for fooling spells.
+12
To Be Determined
+4 and Higher
To Be Determined
+4 and Higher
To Be Determined
So, the basic idea is in place. Just not sure what to do with a bunch of the skills.