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Thread: Skill Tricks for Martials

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    strangebloke's Avatar

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    Jun 2012

    Default Re: Skill Tricks for Martials

    I added a bunch more, trying to "fill out" the various skills we already have

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    Acrobatics:
    +2: Standing from Prone doesn't cost you extra movement
    +2: On your turn you can use 15' of your movement to increase your reach by 5' until the end of your turn
    +3: Attempting to escape from grapples and effects that cause you to be Restrained use your Bonus Action instead of your Action
    +4: Can make two jumps and add them together as if it were one jump (at prof 5 this simply becomes a fly speed on your turn)
    +5: As a reaction, stop yourself from falling by balancing on nothing.


    Athletics:
    +2: Your shoves can push a creature up to 10', and if they cannot move the full distance because of running into another creature or surface they take damage equal to your Athletics roll (categorized like fall damage so isn't subject to bludgeoning resistance). 15' at Prof bonus +4, 20' at Prof +6
    +2: Your movement speed is not halved for carrying a grappled creature. At prof +4 it isn't halved when dragging either.
    +3: Jumping only expends half the amount of movement of the distance you travel
    +4: As a reaction, when an enemy provokes an opportunity attack from you, you can follow them with up to half your movement.
    +5: You can attempt to bend and break Force effects such as the bars of a Forcecage by making an Athletics check against the Caster's Spell DC.

    Arcana
    +2: By spending a short rest with an item you can identify it as per the Identify spell
    +2: If you spend ten minutes or more investigating an area, you can determine if there is any magical effect present in the area that could be found with the detect magic spell.
    +3: You can substitute an attack (like a shove) to instead attempt to disrupt a spellcaster. They must make a concentration saving throw against your Arcana check as the DC.
    +4: You can substitute an attack (like a shove) to instead attempt to hamper a creature's magic resistance. If you succeed on an Arcana check against the creature's spell DC any advantage on saving throws or damage resistance against spells are negated until the start of your next turn.

    Medicine:
    +2: When you expend a use of a Healers Kit on a creature that creature also regains HP equal to your Medicine bonus (stat + prof) <-- this one seems kind of crazy to me.
    +2: You can attempt to use a Healers Kit on a creature to poison them, forcing them to make a Constitution saving throw against your Medicine check or be Poisoned for 1 minute. Cant retry on creatures that make the save.
    +3: As an action, you can use a healer's kit to end the poisoned condition on a creature. Other effects of a poison or curse besides the poisoned condition may persist.
    +4: You can use a health potion to attempt to restore to life a creature that has died within the last ten minutes. You must attempt a DC 20 medicine check. If you fail the potion is consumed and the creature remains dead, if you succeed, the creature comes back to life with one HP. Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
    +5: Over the course of a short rest, you can remove a level of exhaustion from one creature you can touch.


    Perception:
    +2: Dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
    +2: Unseen enemies do not have advantage when attacking you

    +3: When you take the Search action one creature you can see cannot become hidden from you until the end of your next turn.
    +4: You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.
    +5: As an action, give yourself truesight for ten minutes. Afterwards you gain a level of exhaustion.


    Insight:
    +2: After studying a creature you can see for a minute, you learn something about them that allows your next check against them to have advantage.
    +2: You can always tell if a creature you see desires to kill you.

    +3: You are always aware of when you are Charmed or having your thoughts read, or otherwise being mentally influenced.
    +4: After studying a creature you can see for a minute, you can deduce their surface level thoughts. You can continue to read their surface level thoughts for up to an hour as long as you maintain line of sight on them.
    +5: As an action, you probe the thoughts of a creature by reading minute facial expressions. You make an insight check opposed by its deception check. If you succeed, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). The target is unaware that you can read its thoughts.


    Intimidation:
    +2: When an enemy provokes an opportunity attack from you, you can make an intimidation check instead of attacking. The enemy must then make a wisdom saving throw or have their movement speed reduced to zero.
    +2: You can substitute an attack (like a shove) to cow a creature that can see and hear you, forcing it to make a Wisdom saving throw against your Intimidate check or be Frightened of you until the start of your next turn
    +3: Successfully Intimidating a creature renders you immune to the Frightened condition for 1 minute
    +4: If you do not move on your turn, you can, as an action, make an intimidation check against any number of creatures you can see within thirty feet of you. All of them must make a Wisdom saving throw against your Intimidate check or be Frightened of you until the start of your next turn.
    +5: Creatures who are normally immune to the frightened effect can become frightened of you.


    There are still a lot more skills to do, and some of them seem particularly troublesome, like History and Animal Handling. Not even sure if such things should be attempted tbh.
    Last edited by strangebloke; 2021-11-08 at 03:39 PM.
    Make Martials Cool Again.