A skill represents a specific knowledge and an individual’s level of proficiency in a skill demonstrates a focus on that aspect.
You will get skill points to select skills during character creation, as well as when you level up.
Unless otherwise noted, each skill costs 1 skill point. To buy a skill you must know the skill right above it in the “skill tree”. You can save skill points, and are allowed to spend them at a later time, after finishing a long rest. Additionally you can spend skill points the following ways.
Acrobatics performed in the air on a suspended apparatus such as a trapeze, a vertically hanging rope (corde lisse), a long length of fabric or similar. When making a performance you have Expertise (Dex, Cha). During adventuring you could use this skill with Expertise to jump from a balcony to catch a rope, move between chandeliers, climb ropes (using Strength) or other similar aerial feats.
The skill of extreme physical flexibility. This skill allows you to squeeze through very tight spaces as long as your head fits. You have Expertise to escape grapples.
Enabling you to put on an acrobatic performance, incorporating elements of juggling, tumbling and so on. The character is assumed to perform tricks regularly and work at his or her craft to invent something new. When making a performance you have Expertise (Dex, Cha).
The skill by which characters aim to move from one point to another in a complex, jumbled environment, without equipment and in the fastest and most efficient way possible. You have Expertise on checks made to avoid the effects of non-magical difficult terrain. As a bonus action, you can make a DC 12 Dexterity (Parkour) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn.
You also have Expertise on checks made to avoid the effects of magical difficult terrain.
You are skilled at using a pole to overcome obstacles. If you have a pole or staff, you can use an item action to extend your jumping distance by the length of the pole.
When struck by an effect that moves you and you can see, you may choose to “roll with the blow”. If you do, move an additional 5 ft, and gain Expertise on any checks to avoid falling prone. If it does not allow a check, you can still make an Dexterity (Roll with the blow) check against a DC equal to damage dealt, or if no damage, a DC of 15. This includes forced movement from critical hits and fumbles. Also, note that you can only do this if there is enough space behind you.
You may roll with the blow against any attack that deals bludgeoning damage, as long as you have a 5 ft behind you and spend a reaction. On a successful Dexterity (Roll with the blow) check against a DC equal to the damage dealt, you gain resistance to the attack and move 5 ft back (without provoking an attack of opportunity). If you roll a 1, you fall prone, and are not allowed a check to avoid it.
Your fast reflexes and acrobatic training allows you to forgo damage from traps by nimbly twisting your body to escape harm. When a trap allows for a Dexterity save, you can use this skill with Expertise instead.
You have exceptional balance. This skill grants Expertise on all checks to keep your balance, such as balancing on a ledge, to stay upright on a ship or even to keep you footing within a grease spell.
The acrobatic skill of doing rolls, twists, somersaults and other rotational activities using the whole body. This skill grants Expertise on such checks, as well as the following benefits:
Animal handling is a Group of similar skills that describe the practical handling of animals. The first time you select this skill group, choose a category of animals that you are familiar with. You also gain the Handle animal skill. After the first time, you select either an animal category or a skill. In most cases a skill applies to all categories you have selected.
Animal categories are divided into general and specific types. The general types also include the specific as appropriate, but selecting a specific type of animal grants additional benefits.
Amphibians Some tribes in swampy areas use giant frogs/toads for transport, as well as regular sized amphibians that are used for different purposes.
Birds. Birds are seldom domesticated. When they are, it is usually for companionship (parrots, falcons, etc).
Bugs & Spiders. Neither are common, but can be found in some underground societies, most notable the riding spiders of Drow. Hardy giant beetles can be used as pack animals in desert environments.
Domesticated Animals. This includes the animals used in human farms, such as dogs, horses, cows and sheep, but also fowl of different types.
Mammals (land). Includes other mammals that are sometimes domesticated, such as elephants and camels.
Reptiles. Lizards are used as riding and pack animals in many underground societies.
Sea Life. Folk living underwater use a wide variety of sea living creatures as mounts. For surface dwellers this could apply to seals or dolphins.
Camels. Camels are used as transportation and for the purpose of combat. If you enter into the campaign with this skill, it is presumed that a trained and familiar camel is already in your possession, and that you have developed a companionship of at least one year. In addition you are eligible to take the following skill.
Provides heightened knowledge through learning to trust the camel’s survival instincts in order to better survive. Gain Expertise on Desert survival checks.
Dogs. If you enter into the campaign with this skill, it is presumed that a trained and familiar dog is already in your possession, and that you have developed a companionship of at least one year. This can be a riding dog if you are small enough.
Falconry. The gallant union between the character and bird, pursued for sport, for war — and for the companionship that results. In essence, the falcon (hawk, eagle or owl) exists in a state of semi-captivity, a wildness that is tempered by training. They are, naturally, commanded; but as the bird retains its capacity to act alone, and with ferociousness in attacking its prey, it is not correct to think of the animal as “tame.”
Additionally, the falcon serves as a status symbol, for the mastery of these birds is viewed as a sign of quality lineage and personal worth, which is reflected in the skills below. If you enter into the campaign with this skill, it is presumed that a trained and familiar bird is already in your possession, and that you have developed a companionship of at least one year. In addition you are eligible to take the following skills.
Capture the attention and impress persons with great power and status. You have Expertise on such checks.
Horses. The use of the horse (and donkeys, mules, etc) for transportation, combat and work. If you enter into the campaign with this skill, it is presumed that a trained and familiar horse is already in your possession, and that you have developed a companionship of at least one year.
Riding Lizards. The use of a riding lizard as transportation and for the purpose of combat. If you enter into the campaign with this skill, it is presumed that a trained and familiar riding lizard is already in your possession, and that you have developed a companionship of at least one year. In addition you are eligible to take the following skill.
Provides heightened knowledge through learning to trust the lizards’s survival instincts in order to better survive. Gain Expertise on Underdark survival checks.
Unless otherwise noted, the skills below apply to all categories of animals you are familiar with and only to “normal” domesticable animals.
Proficiency with selective breeding of animals. This is a long term activity normally not possible to do during adventuring with the exception of long downtimes. However, you have Expertise on checks made to identify the general condition of animals and might for example allow you to select the best animal from a seller.
Provides skill at the employment of common domestic farm animals as beasts of burden, plow teams or as animals to pull carts, wagons and carriages. You have Expertise on travel checks when handling animals this way, as well as on checks to control wagons or chariots.
You can use a bonus action to command your trained animal, deciding now what action the beast will take and where it will move during its next turn. You can also issue a general command such as to guard a particular area. Depending on the animal this command might last for 10 minutes to an hour.
You have proficiency with techniques needed to train an appropriate animal to attack and fight. If a creature who you’ve trained or considers you its master can see and hear you, and makes an attack, skill check or saving throw, you may use your reaction to give that creature advantage on its roll. In addition you can add the War-trained template to an animal after 5 months of training.
You have mastered techniques making it possible to train animals for combat during a short period of time. You may train an animal in 1/4 the usual time (adding the war-trained template*** to the animal in five weeks, rather than five months, for example).
Your companion animals are well trained. They follow your orders and can understand commands and tasks as complex as a trained rat might, but are not suitable for combat. In combat your companions only take the dash, disengage, and dodge actions and have the frightened condition against all enemies.
Allows you to communicate simple ideas through sounds and gestures. You have Expertise on checks to calm an animal down or intuit its intentions.
The skill of maintaining and restoring health in animals, along with treating diseases and parasites. Gain Expertise on checks to treat animals and on saving throws animals in your care make against disease. This includes non-domesticated animals. In addition you gain the following benefits.
Enables you to properly load a pack animal so that its health is not threatened by travel conditions. Gain Expertise on travel checks and on saves made by your pack animals to avoid exhaustion.
The skill to direct and ride an animal of the appropriate size and physique. Gain Expertise on such checks.
You possess enough skill to fight from the back of a mount. While mounted you gain the following benefits.
Provides the skill for pushing a riding animal past its ordinary endurance in order to win races. Your mount has Expertise on checks and saves to maintain their speed and pass obstacles.
You master one type of game in this category, and have Expertise on such checks.
The skill of increasing your chance of winning on mostly Luck based games. If you have the Mathematics skill, you additionally gain Expertise.
Additionally, you know how to secure an invite even to the most hush-hush of private games. You can leverage your contacts and savvy to get yourself invited to back-room and even upper-crust gambling events. Depending on how secret or exclusive the game, it might take you some time to find the right “in.”
You have skill with appraising and comparing values of objects, and always have Expertise on such checks. Normally you would not roll for this skill, unless it needs to be done quickly.
You are good at finding and solving ciphers. This grants Expertise on checks to realize that a text or map might contain a cipher or riddle.
You are alert to the hidden traps and secret doors found in many dungeons and can search for them while traveling at a normal pace, instead of only at a slow pace. If you instead choose to move at a slow pace, you have Expertise in finding and detecting their presence.
You have an eye for detail and can pick out the smallest clues. When searching a room for clues that seem out of place you have Expertise. This does not help for finding traps or secret doors. In addition, it only applies when looking in a place within a familiar culture; otherwise you would not be able to tell if something is out of place.
You are at home in libraries and other places of study and have Expertise when performing the systematic work required to find information in such a setting.
Rush at an enemy haphazardly, drawing attacks as a bonus action. Until the start of your next round you sacrifice 4 points of AC. During this time you can spend a reaction allowing an ally to attack with advantage.
Enables you to make good sense in choosing those who serve under you, particularly when assigning duties and giving trust to both hirelings and followers. This would usually be a Wisdom (Judgement) check. Knowing how to recruit the right people will in general improve morale and allow you to find people with better skills. You have Expertise when making checks using this skill.
You have Expertise when making checks using this skill, including checks made to buy proviant, finding the right people with the right competence for planned tasks and organizing defenses when making camp.
Increases morale for hireling and associate non-player characters. This morale boost will stay in effect for as long as they are in your employ, and you do not mistreat them. You gain the following abilities.
This skill is only applicable for humanoids with a similar physiology as your own (or another type of folk). You always have disadvantage when attempting to treat a member of a different folk; for instance if you are a human who tries treating a dwarf, elf or dhampir.
In terms of the game, medicine should be treated as much more of an art than a science.
No stranger to the frontlines, you have experience with treating wounds immediately when they occur, allowing you to mend wounds quickly and get your allies back in the fight. You have Expertise on checks to stabilize, checks made to remove injury effects and checks made with a healer’s kit during a short rest. Additionally, during a short rest you can use a healer’s kit to heal a stabilized creature; that creature regains 1 hit point.
A jar of leeches
Can be bought (use price, weight and usage die as healer’s kit). By spending a foraging travel action in wetlands, you can automatically increase the usage die one step (max d12).
You are specialized in diseases, with Expertise on checks to identify and treat them. The skill includes knowledge of magical diseases, and you would be able to deduce if it is of a magical origin (Int check). You could trace a disease to its origin by interviewing patients (Cha check). In addition you know how to properly protect yourself while in areas with sick people.
You are fully aware of how most conditions are caused by imbalance on the humors, i.e. body fluids. Each of the humors are governed by an element, and that is the reason why some conditions, injuries and illnesses need to be cleaned (adding water), others need to be cleaned and kept dry. You are skilled at diagnosing the imbalance and treating it, and have Expertise on checks regarding long term care. In addition, if you take care of wounded people during a long rest you can spend one use of leeches and restore hp equal to your proficiency bonus plus the creature’s maximum number of Hit Dice.
A jar of leeches
Can be bought (use price, weight and usage die as healer’s kit). By spending a foraging travel action in wetlands, you can automatically increase the usage die one step (max d12).
The skill to cut open the body and provide treatment with a meaningful probability the patient will survive. To learn this skill you have probably gone through a lot of dissection or even vivisections. You have Expertise on all checks regarding surgery and anatomy.
You possess keen insight into how other people think and feel, and have Expertise when trying to determine the true intentions of a creature. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
To identify a cause, you will need to obtain full access to an individual suffering from the mania. A close examination of less than a minute is all that is needed to identify someone affected and someone that is not — as many within a crowd will move along due to confusion or curiosity. The affected person can be removed somewhere else and put under observation. Ten minutes of observation — which consists of asking questions, manipulating the victim or otherwise poking and prodding, much of which will require the victim to be restrained — allows you to make an Wisdom (Insight) check to reveal the cause — but not the source — of the mania.
You are always on your guard and can react to danger at a moment’s notice. Gain Expertise on Initiative checks. In addition you can use your reaction before your first round.
You are trained to act as a sentinel, both the actual act of guarding as well as taking precautions against unknown intruders. During any stationary situation where you actively state as being on guard and not engaging your attention upon something other than watching for trouble, you have Expertise on checks to detect intruders.
You have exceptional hearing and have Expertise on checks to hear sounds.
You have exceptional sight and have Expertise when trying to spot things.
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 ft away from you. You also gain the following benefits.
You have exceptional smell and have Expertise on checks to recognise the origin and source of that which is smelled. This would include detecting poison in food & drink and detecting any sort of odorous creature, such as a skunk, troglodyte or rotting undead.
You have an exceptional sense of taste and have Expertise on checks to recognise flavors. This would include detecting poison in food & drink and identifying potions
You know how to hold your drink and withstand the effects of alcohol, while keeping a friendly demeanor. You have Expertise (Con, Cha) on checks to influence people in a setting where lots of alcohol is used.
You have Expertise when climbing foliage.
When climbing walls with equipment, you have Expertise. This proficiency also allows you to climb vertical surfaces without equipment, provided that surface retains cracks or mortared separations and you are not encumbered. The distance that may be climbed safely, without requiring a die roll of any kind, equals your Dexterity, +3 ft/character level. If at any point within this distance, you are able to rest upon a surface that is at least 4 in. wide (a window ledge or a tree branch), and do so for a period of not less than three rounds, you may reset the distance you can climb safely from that point.
Armies, merchants, refugees or convicts; many people push themselves farther than they could naturally go, and some who are regulars at this have adapted to this way of life. When you make a saving throw against exhaustion from extensive travel, you can use this skill with Expertise instead. You gain the following benefits.
You are used to sleeping in armor and have Expertise on checks to avoid fatigue after doing so.
The skill of getting what you want by threatening people with your size. You have Expertise (Str, Cha) when trying to intimidate someone.
You are good at jumping both long and high, and have Expertise on such checks. You gain the following benefits.
You are used to manual labor and perform it well, and have Expertise if you need to make a check for such an activity. Having this proficiency allows you to use it as if it were a profession for the purposes of Downtime. In addition, you can use this skill with Charisma on checks to communicate with manual laborers.
This skill might come from several sources, such as certain types of wrestling or from military training where holding the line is of essence. You are good at standing your ground and avoid being moved against your will. If such an effect allows for a save, you can use this skill with Expertise instead.
You can use this skill with Expertise when attempting to move another creature. If you have the Stand Ground II trait, you also count as one size higher when doing so.
Through training, you have significantly increased your forearm strength, granting a stronger grip. Wrist, hand and forearm have been coordinated so that you are able to hurl weapons a greater distance and precision than normal. You gain the following benefits.
You have trained, maybe unvoluntarily, to endure torture, harsh environment or other conditions that most people are lucky to avoid. When making a check to resist such conditions, you have Expertise. If it requires a Constitution save, you can use this skill instead.
You are skilled at a discipline of unarmed combat, like boxing (wrestling and similar is its own subskill).
You are familiar with competitive wrestling and have Expertise with such activities, which would include grappling or escaping a grapple. This applies only to humanoid targets. You can use your action to try to pin a creature grappled by you. To do so, make another Strength (Wrestling) check. If you succeed, you and the creature are both restrained until the grapple ends.
You have formal in-depth training on one particular deity and the patheon it belongs to. Select a deity. You are always assumed to have rolled a 20 on any checks regarding the chosen deity, unless it is regarding the finer points of theology, obscure myths or secret knowledge. If a check is required you have Expertise, both for questions regarding the deity, as well as its pantheon.
Sometimes a character wants to identify a spell that someone else is casting or that was already cast. To do so, a character can use their reaction to identify a spell as it’s being cast, or they can use an action on their turn to identify a spell by its effect after it is cast.
If the character perceives the casting, the spell’s effect, or both, the character can make an Wisdom (Divine magic) check with the reaction or action. The DC equals 15 + the spell’s level.
You have seen enough divine magic to understand the limitations and flaws that deities impose on most spells they grant. You have Expertise when using a reaction to identify a divine spell being cast. If you recognize it, you gain advantage on any saves against that spell.
This also includes symbols used in the creation of magical barriers and protections used to contain summoned entities, allowing you to deduce what or who a ward is designed to keep out or in, as well as its integrity and how it can be maintained.
You have Expertise on checks to deduce the purpose of such symbols, regardless of faith of the creators of the symbols.
The returning of souls from beyond death. Such magic is viewed as heretical when not performed by clerics that channel the powers of their god, which is seen as having the blessing of both the keeper of the soul, and the soul itself. Doing so without divine guidance, i.e. using arcane magic, inevitably darkens the soul and gives rise to undead creatures that are trapped in an unlife of torment. You possess theoretical knowledge on the workings of resurrection, souls and the nature of sentient undead, and have Expertise on checks to recall lore regarding those matters.
The contacting of souls from beyond death, often involving consulting the spirits of the dead about information they knew in life. This skill grants Expertise on checks to communicate to spirits.
Many creatures of religious significance (like celestials and fiends) reside in the Outer planes, and as such, are of interest to a scholar of religion. This skill grants knowledge on the features of the Outer planes and the beings that reside within. You also know how to properly address such supernatural entities in a proper way, gaining Expertise on checks made when conversing with them.
Deities have the power to send prophetic visions to their worshipers, granting insight on secrets long forgotten, to predict the future and to find things hidden. You have Expertise on checks to recall lore about divinations and prophecies, as well as on checks to interpret them.
If you come across a divine ritual spell in written form you might be able to add it to your ritual book. The spell’s level can be no higher than half your level (rounded up). The process of copying the spell into your ritual book takes 1 hour per level of the spell, and costs 10 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
The skill to leverage your religion to deliver a sermon and influencing an audience to adopt moral truth, right conduct and worthy leadership. You have Expertise on such checks.
The hierarchies and bureaucracy of the religious organizations can sometimes be very complicated to get around. Many old customs and people strictly adhering to outdated rules can make it next to impossible to find the help you need. However, you are well acquainted with the way church bureaucracy works, and can greatly reduce the time needed to navigate such institutions. Gain Expertise on such checks.
You are skilled at acting and dramatics and have Expertise on such checks, including checks when trying to pass yourself off as a different person.
You are good at convincingly hiding the truth, either verbally or through your actions. You have Expertise when attempting to mislead one or very few persons with ambiguity or even telling outright lies in a short-term situation. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, dull someone’s suspicions with false assurances or maintain a straight face while telling a blatant lie. This check would normally be resolved as an opposed check against the victim’s Wisdom (Insight).
The skill to “fit in” among persons of different cultures and social class, and thus be “accepted” as one of them. While Deception might be used to talk a guard into letting you enter a masquerade ball, this skill would be used to convincingly keep up the charade during a whole evening, making sure that everyone at the event has the same image of you and there are no inconsistencies in your story. The same skill set is used no matter if the character needs to fit in during a high socialite gala or a rowdy night of drinking in a seedy bar. You have Expertise when using this skill.
You have the confidence to convincingly lie or hide the truth to a large group of people. Paradoxically this is often easier than lying to one person. You have Expertise when using this skill.
The skill to motivate a large group of people towards a panicked action upon a pre-existing fear or prejudice by direct suggestion. You have Expertise when attempting this action.
The art of swindling by first gaining the confidence of others, then using it to part them from their wealth. This can also include co-opting the positions of the target. Fraud is a long-term version of deception, taking weeks of work to set into motion. You have Expertise when using this skill.
The skill to sow seeds of doubt in a targeted individual’s own memory, perception or judgement, leading the victim towards an intended action. This process takes days or weeks. You have Expertise when using this skill.
The skill to deceive others about your intent, integrity, appearance and reason for being for a long period of time. It enables a character to adopt a disguise or level of confidence, enabling them to spy where they do not belong and even rise within the hierarchy of organizations to which they do not legitimately belong. You have Expertise when using this skill.
You know how to plant a plausible, minor memory in a person’s thoughts regarding an event that took place at least a year ago, such as having met once before at some event. This is something that can be done during the first minutes of a conversation, and unless the target has no reason to question the event, this effect is permanent. You have Expertise when using this skill, which would normally be resolved as an opposed check against the target’s Wisdom (Insight).
You are skilled at making a person believe that you will follow through on your actions when trying to influence through overt threats, hostile actions and physical violence, granting you Expertise (Str, Cha). Examples include trying to pry information out of a prisoner, convincing a street thug to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.
You also have Expertise (Str, Cha) when attempting to intimidate a group of people.
This includes the skill and ability to raise capital, organize and manage loans, control wages, maximize profit on resources, encourage manufacturing, avoid tariffs, fees and other taxes and in general create a successful and complex business through a combination of innovation and guile. A common way to use the skill would be when negotiating prices with a buyer or seller of goods, in order to obtain a better deal on a transaction. You have Expertise when using this skill.
Mastery of storytelling for the purpose of captivating an audience, granting Expertise on suck checks.
You are skilled at seduction and get Expertise on all such checks.
This skill is used when you attempt to influence someone with tact, social graces, or good nature. Typically it is used when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. You have Expertise when using this skill.
Similar to Tact, but you also have Expertise when attempting to influence a group of people. Examples include negotiating peace between warring tribes or inspiring a crowd of townsfolk.
You are skilled at camouflage and concealment within a specific terrain. Select one of the terrains below. You have Expertise when attempting to hide yourself or sneak alone within that terrain. Stealth in an urban environment is its own skill (Urban Stealth).
Your skill extends to camouflaging buildings, vehicles and larger groups of people. You have Expertise within all selected terrains, on checks when attempting to hide or sneak with groups of people or objects.
You know your way around a city and have Expertise when attempting to hide yourself or sneak alone in an urban environment.
You can apparently disappear into a crowd, even while under direct observation. You have Expertise on such checks.
You are skilled at escaping attention and seem unassuming. Even people you might have spoken to during an event or similar have a hard time remembering you. You have Expertise on checks to evade notice.
Example of Movement: Natasha wishes to enter a citadel inside a town, where there are two guards posted. She can see the large double door is slightly ajar, giving her enough room to slip insider. Because it may take a lot of time before her chance occurs (1 to 100 minutes), Natasha dresses in a way that doesn’t attract attention. She posits a reasonable cover. selling flowers, busking or having two companions along that engage her in conversation.
For each 30-minute period that Natasha waits, one random person present — someone in authority — will make a wisdom check. If successful, the guard, or other person responsible, will approach Natasha and make inquiries. If so, she must either make haste to leave or explain her presence. A bad explanation could produce bullying or threats against Natasha, who must decide what to do. In any case, the opportunity to pass has been lost.
Sometimes a character wants to identify a spell that someone else is casting or that was already cast. To do so, a character can use their reaction to identify a spell as it’s being cast, or they can use an action on their turn to identify a spell by its effect after it is cast.
If the character perceives the casting, the spell’s effect, or both, the character can make an Intelligence (Arcana) check with the reaction or action. The DC equals 15 + the spell’s level. If the spell belongs to a school in which you have skill, the check is made with advantage.
You have studied enough magic to understand the limitations and flaws of most spells. You have Expertise when using a reaction to identify an arcane spell being cast. If you recognize it, you gain advantage on any saves against that spell.
You have practiced techniques useful to combat spellcasters and gain the following benefits.
You recognize many of the symbols used during the practise of arcane magic and have Expertise on checks to deduce the purpose of such symbols.
The understanding of how magic is infused and bound in objects. This skill allows you to better analyze and understand the secrets of magic items and artifacts, granting Expertise on checks concerning magical items, including researching its history, identifying its existence or deducing its use. If you examine an item or area for 10 minutes, treat it as if you had cast detect magic.
If you come across an arcane ritual spell in written form, such as a magical scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell’s level can be no higher than half your level (rounded up). The process of copying the spell into your ritual book takes 1 hour per level of the spell, and costs 10 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Arcane magic is divided into eight different categories, or schools, according to the types of magical energy they utilize. Each school has its own special methods and practices. Although they are called schools, schools of magic are not organized places where a person goes to study. The word “school” identifies an approach to magic and a magical discipline of spellcasting.
Abjuration is a school of magic which specializes in protective magic. In general this type of magic is used to keep things out, preventing things from appearing and getting rid of those that already have. You have Expertise on checks to recall lore about phenomena associated with Abjuration magic.
The creation of protective symbols, objects and even gestures intended to turn away harm or evil influences, as in deflecting misfortune or averting the evil eye. As an expert in this field, you would recognize such practices and would be able to make an educated guess whether they actually ward against something, or just made out of vague superstition or out of tradition. In addition you can make a limited number of such symbols. Not yet available.
You’ve learned how to empower the mage armor spell. The first time each day you cast the spell, it does not expend a spell slot. In addition, the target’s base AC can be either 13 + Dexterity modifier or 16 (your choice).
You can use tattooing tools to make protective wards more permanent. This may have other side effects and/or need to be recharged regularly. Not yet available.
You have learned how to bolster your shields, barriers, and walls of magic beyond their normal capabilities in order to better control a battlefield and protect yourself and your allies. You gain the following benefits.
Magic that gathers tendrils of arcane power and forces a form upon it, creating matter, creatures and even bridges to other realms. Conjurations bring manifestations of objects or creatures to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), transport creatures or objects over great distances (apportation), or create objects or effects on the spot (creation). You have Expertise on checks to recall lore about phenomena associated with Conjuration magic.
The branch of magic that deals with the transport of things and creatures, calling them from somewhere else or teleporting them away or from one place to another. This movement is instantaneous travel through the Astral Plane, meaning that anything that blocks astral travel also blocks teleportation. Apportation is also involved in the opening of dimensional gateways. This skill grants Expertise on checks like identifying where a portal might lead, or to deduce the origin of a transported object.
You know how to leverage in making a deal with a creature from another plane and gain Expertise on all such checks.
You know a lot about traversing the Astral Plane and have Expertise on all movement checks made there, as well as on check on knowledge on how to protect yourself in this place.
Magic used to bind the life force of two creatures together as a master and familiar. You know the Call Familiar ritual, and if you start the game with this trait, you have one bound to you already.
Magic which specializes in information gathering. Common applications include learning secrets long forgotten, to predict the future, to find hidden things and to foil deceptive magic. You have Expertise on checks to recall lore about phenomena associated with Divination magic, as well as lore on how to protect against it.
There are many divinatory techniques to specialize in (almost anything with “-mancy” on the end) based on everything from watching the sky for omens, staring into a fire, casting stones or seeing which pieces of grain a chicken eats. Some are described below. Unless otherwise noted for a form of divination, you can select one of the following types of readings that you can make for this method. You can select this skill again, choosing a different method to learn a new kind of reading.
Arithmancy (→ Mathematics, trait). Utilizing mathematics and complex formulas, an arithmancer can see patterns in the future, using these portents to prepare for upcoming events and even ensure they happen.
Astrology. See the Astrology skill.
Other. See https.//en.wikipedia.org/wiki/Methods_of_divination for more examples.
A term for those types of magic which control and manipulate the target’s mind and/or take over control of their body. You have Expertise on checks to recall lore about phenomena associated with Enchantment magic.
Tapping into rawer elements of magic, evocation magic creates spontaneous and spectacular effects often without tangible form such as light or fire. You have Expertise on checks to recall lore about phenomena associated with Evocation magic.
Focusing on deceiving and bending perceptions, illusion magics allow the user to present their version of reality to the viewer. They cause people to see things that are not there, not see things that are there, hear phantom noises or even manipulate light and shadow. The fae are famously fond of this sort of magic and are well known both for wrapping their true selves in it and for creating whole illusory environments (up to and including virtual food and drink). You have Expertise on checks to recall lore about phenomena associated with Illusion magic.
Figment magic is the simplest interpretation of illusion magic, projected images lacking in any real substance that either move according to pre-programmed instructions or in accordance with the will of their controller. Anyone can see them, they look the same to everyone and they look as real as the creator can make them. If you have an appropriate knowledge on details of a creation, figments you create will look more real, giving disadvantage to disbelief; ex. Proficiency with Nature (beasts) to make a snarling tiger, Architecture to make a believable marble wall or Demonology for a horde of demonic creatures. In addition, having this skill and the connected skill grant Expertise on saves to see through a figment.
Figments cannot make something seem to be something else. Nor can a figment that includes audible effects duplicate intelligible speech.
Like a figment, pattern magic creates an image that others can see, but its main purpose is to overwhelm the senses. With this skill you have Expertise on saves against pattern magic.
These types of illusions exist only in the mind of the viewer, effectively tell the viewer’s senses “there’s a dragon here” and let them provide the balance of the information themselves. As it is all in a target’s head, a skilled illusionist can make the victim more susceptible to a phantasm by convincing them that something is happening. If you have proficiency with Deception, you can spend an action the round before casting the spell to force the target to roll its save with disadvantage.
Shadow magic creates something that is partially real from extradimensional energy. Such illusions can have real effects. You have Expertise on all checks to recall lore on the Plane of Shadows and the magic emanating from it.
The magic of life and death, the forces that stem from the innate magic of souls as well as the mending and manipulation of flesh, necromancy is seen as dark and dirty magic by most common folk. You have Expertise on checks to recall lore about phenomena associated with necromantic magic.
You are skilled in vampire lore. This grants Expertise on checks when speaking to them, as well a +2 bonus on saves against their innate abilities.
Some necromantic magic focuses on the manipulation of life in the form of diseases. You have Expertise on checks to identify diseases and on checks concerning how to spread or cure disease.
The contacting of souls from beyond death, often involving consulting the spirits of the dead about information they knew in life. This is sometimes seen as heretical, but in most cultures acceptable. In some cultures that practices ancestor worship or shamanism this could even be seen as something holy. This skill grants Expertise on checks to communicate to spirits.
Transmutation magic changes the properties of creatures, objects or conditions. You have Expertise on checks to recall lore about phenomena associated with Transmutation magic.
The fact that an object or creature has been transmuted is normally impossible to detect with mundane means. In some cases even magic detection is not possible. This skill allows you to deduce that an item or creature does not have its original form. If you have an appropriate proficiency, such as Craft (blacksmith) when investigating a sword or Nature (beasts) when observing a squirrel, you have Expertise.
This type of magic is a field left alone by most serious arcanists, unless needing to handle problems caused by irresponsible casters. You have Expertise on checks to recall lore about phenomena associated with Wild magic. In addition, when rolling a wild surge on the wild surge table, you can use your reaction to reroll. You can do so before the results of the roll are revealed. (However, you can use subtle hints from the DM.) When you reroll this way, temporarily reduce your Luck ability score by 1.
Recognition of Style. Enables the identification of purpose, nature, period and probable culture of origin for an existing structure. You can also assess the relative comfort and social importance of a construction through sensory, emotional and intellectual means, recognizing the site’s social, cultural and beneficial merits.
You are well familiar with the way architects add secret areas in a structure. This grants you Expertise when attempting to find secret doors and areas in a built structure, such as a building or dungeon.
With this skill you recognize the constellation in the night sky, you would know about the existence of the solar system with its planets and you would always know which way is north as long as you can see the stars.
By spending a full night with clear sky, you can read the patterns for yourself or another person, preparing for an upcoming event. At any point from there on, the target can choose to gain advantage on any one roll. You can read the patterns for multiple targets, but as soon as one has changed the events (i.e. used the advantage), the patterns have changed and all other readings are now invalid.
This is the field of detection, understanding and manipulation of unnatural manifestations on the Prime Material plane originating from other planes of existence, such as demons, devils, elementals, celestials and the ancient creatures associated with the Cthulhu mythos. With this skill you have Expertise to recognize when a manifestation occurs and what’s being witnessed.
Each outer plane is its own skill granting more in-depth knowledge on this specific plane. You can take it multiple times, each time applied to a different outer plane. With this skill you have Expertise on Cosmology regarding the selected plane.
You excel in the world of the courts and have Expertise on checks regarding lines of nobility or etiquette. In addition you have Synergy (Speechcraft) when interacting with nobility, common folk, or knights, provided that you have not shown yourself to be a danger to them.
Each major culture is its own skill. This initially allows you to recognize and identify heraldic signs from your local area, as well as the motifs relating to monarchs, emperors or regional authorities of very high level (kingdoms within empires) within your chosen culture. This same ability extends to great religious leaders, patriarchs and archbishops and those who have established themselves as heroes through their deeds.
You have Expertise on checks to recall information about heraldry, lines of nobility or etiquette. You would be able to locate any such person’s entourage or location moving with a host of soldiers or camped on the field from flags and other signifiers on display, or from the colors chosen for the individual’s tent. The mark of any such individual on a document could be distinguished, as well as a seal or the stamp on a coin would be known.
Continental politics are just so thrilling, with the upheaval and the betrayals and the drama of it all. Much better than any play you’ve seen or book you’ve read. You love keeping up with the political current events in a kingdom and always know what is going on with the ruler or officials of any country in the present day. Ancient history is a snoozefest and you don’t care about a bunch of dead people, but for anything that is happening right now, you obsessively look for news and updates. You have Expertise on any check regarding information on current events, including how to gain the information you seek.
You know the basics about the customs, philosophies, laws, rituals, religious beliefs, languages, and art of a culture, allowing you to know what behaviors are acceptable. This can help you to get beyond any ethnic or racial divide, and to be treated warmly by other types of folk, provided you treat them in a similar manner. Proficiency with this skill allows you to treat other skills, like Courtier, History, Law and Religion, as if you belonged to that culture. The main known cultures in Golarion are.
Most non-human cultures are similar all over the globe, and different enough from other folk to merit their own skill, with some exceptions.
Additionally there are cultures now seen as dead cultures. Those are covered under the History skill.
“Its vision is based on movement. At least, that’s how I would have built it …”
When encountering a Construct, you may roll an Engineering check against a DC equal to 5 + CR. For every 5 points by which you exceed this, you may identify either its damage vulnerabilities or resistances, or its special attacks, or its senses, or other traits at DM’s discretion.
Additionally, attack rolls of 18 or 19 also count as a Critical Hits against Constructs.
You know how to destroy constructions. This is mainly by identifying bearing walls and pillars, or by sapping. Sapping is the digging and shoring of underground tunnels designed to collapse enemy fortifications. You have Expertise on such checks.
You are proficient with making realistic miniatures of things. This grants Expertise on checks regarding models, as an example being able to draw conclusions regarding hidden areas when observing a miniature building.
Allows the creation of devices intended to break or circumvent castle doors or walls, such as battering rams, trebuchets, catapults, ballista and mangonels. You have Expertise on checks to create such machines.
You are familiar with a lot of different types of machines and tools, and have Expertise on checks to identify, use and repair them.
You can easily identify different types of gems and estimate their worth and use, gaining Expertise on such checks.
You have studied natural geological hazards like earthquakes, volcanoes, avalanches and sinkholes. This knowledge is mostly theoretical, but grants Expertise on checks to identify areas that might be prone to such hazards, to know how to prepare for such an event to increase survival and other such checks concerning these types of hazards.
Intense (and close) studies of geological hazards have given you the experience to survive close encounters with them. You have Expertise on all saves and check to avoid or lessen the effects from these types of hazards.
Your main knowledge is with geological formations and different types of rocks. You have Expertise on checks regarding this subject, as well as Synergy (Survival-Mountains). Example checks for this skill would be to locate precious mineral deposits or identifying the type of natural rock in a cave.
The knowledge of mining techniques and skills associated with the excavation of hard and soft materials below the surface. You have Expertise on such checks, including assessing the safety of natural underground areas.
You have learnt most of the things available in your specific culture, making you an authority on the subject, and have Expertise on all checks regarding the culture.
Possessing this skill would give you enough knowledge to be able to determine if a given object is or is not a magical artifact.
“Believe it or not, I’ve seen one of these before.”
Having examined hundreds upon hundreds of antiquities, many of which with historical pedigrees reaching into the distant pasts, you can more easily identify magic items. With a DC 15 History check, you can identify the qualities of an item as if you had used the Identify spell.
You are trained in authentication of historical documents and objects. When investigating a historical document or other matter of historical interest such as a map or work of art, for example examining a document to determine if it is a forgery, you have Expertise. You also have Expertise when authenticating an object from an Ancient culture with which you have proficiency, with Weapons & armor if you have that proficiency, and finally with other objects from your known cultures if you have Archaeology.
Provides a clear grasp of the events surrounding the pursuit of war, including battles and general strategies employed by commanders and armies in the past. You are well-steeped in historical diplomacy and wars, having studied the gains and losses by the victors and the defeated. This grants Expertise on all checks regarding lore of wars and conflict. Additionally, you are able to communicate comfortably with military persons and soldiers.
You know how to cut through the red tape of bureaucracy and reduce the time needed to navigate such institutions. Gain Expertise on such checks.
The ability to make sound business contracts that will safely benefit both parties. You have Expertise on all such checks.
You have sufficient understanding of the legal system to be able to defend yourself or someone else during a court trial, and have Expertise on such checks.
When examining written text, you can determine the language in which it is written. When you hear a humanoid speak, you can tell what language it is speaking. If you know the language, you can tell what dialect it uses and ascertain roughly where the creature is from.
You can invent ciphers, and are able to teach a cipher to others. Anyone who knows a cipher can encode and read hidden messages made with it. Additionally, you have Expertise on checks made to detect and decode ciphers and codes.
The skill to keep detailed (and verifiable) records of wealth, expenditures, losses and potential income, as well as provide analysis of the records of others’ financial transactions. You have Expertise on any such checks.
The theoretical study of the physical laws associated with the movement of bodies and objects, vibration, sound, optics and light, the movement of water, air and earth, pressure, magnetism and many similar branches and topics that give the character insight into the way that energy (including magic) ebbs and flows through the environment. Gain Expertise on such checks.
You have Expertise on attacks using siege weapons.
Select a type of animal from Amphibians, Birds, Bugs & Spiders, Mammals (land), Reptiles or Sea life. You can take this skill multiple times, each type applied to a different type of animal. Gain Expertise on checks to recall lore on the type of animal selected.
You know about the behavior of the type of animals you are familiar with, enabling you to know how to mislead or confuse them, so as to “disappear” from their attention. Gain Expertise on such checks, even allowing you to sometimes avoid a check completely.
Provides full knowledge of the moral and symbolic qualities that beasts possess, including stories of their origins, their place and reason for being, the manner in which they fit into the religious milieu and construction of the universe and ultimately how they “think”. This skill provides Expertise on all checks to recall lore on Beasts.
You know how to mislead or confuse Beasts, so as to “disappear” from their attention. Gain Expertise on such checks, even allowing you to sometimes avoid a check completely.
You know how to grow fungi of any variety. Gain Expertise on any such checks, including recognizing that fungi may have been grown on purpose in a location (shrikers as guards for instance).
Recognises the odor given off by dangerous fungus-based creatures, forewarning the character when approaching within 120 ft. Grants at least Expertise on checks to notice or detect such creatures.
You can identify the name of genera and species of fungi on sight, and know when and where to search for edible or poisonous mushrooms in a wild environment. This grants Expertise on Foraging checks during appropriate seasons and terrains.
You have more knowledge than most regarding Oozes, granting Expertise on checks to recall lore about them. In addition, a successful check can grant you insight in their defenses and immunities.
You have a lot of theoretical knowledge on plants, allowing you to identify most types of plants, both wild and cultivated, and have Expertise on checks to recall lore about plants.
Sometimes a character wants to identify a spell that someone else is casting or that was already cast. To do so, a character can use their reaction to identify a spell as it’s being cast, or they can use an action on their turn to identify a spell by its effect after it is cast.
If the character perceives the casting, the spell’s effect, or both, the character can make an Wisdom (Primal Magic) check with the reaction or action. The DC equals 15 + the spell’s level.
The magic of fey is well known to you, and you have Expertise on all checks to recall lore about such magic, including recognizing a spell being cast.
You have seen enough primal magic to understand the limitations and flaws of most such spells. You have Expertise when using a reaction to identify a primal spell being cast. If you recognize it, you gain advantage on any saves against that spell.
You recognize many of the symbols used during the practise of primal magic and have Expertise on checks to deduce the purpose of such symbols.
The contacting of ancestral souls from beyond death, often involving consulting the spirits of the dead about information they knew in life. This skill grants Expertise on checks to communicate to such spirits.
You have theoretical knowledge on the natural phenomena from a specific type of terrain. When you select this skill, always choose a terrain type from below. You can select it multiple times, each time choosing a different type of terrain. In addition to being familiar with the selected type of terrain, you have Synergy with weather, animal, plant and Survival checks in the same terrain.
The skill at selecting and cutting timber to sustain a forest while drawing its resources. This skill might also give you Expertise on checks to communicate with both sides of a foresting dispute.
The knowledge of weather phenomena, including magical ones, and the skill to determine future weather events with marked accuracy, allowing for instance when and where a storm will occur, as well as its severity and length. You have Expertise on checks to recall lore about weather phenomena.
You are educated in a field of study not covered by other Knowledge skills. In addition you have Synergy (Speechcraft) when interacting with other sages in your field.
Knowledge on how to grow crops, from the amount required to sustain a single household to areas feeding entire towns. You have Expertise on any checks regarding this.
Knowledge on how to grow plants on a small scale, in particular for ornamental, but also for medicinal purposes. You have Expertise on any checks regarding this.
Societies living in the Underdark use mushroom farming to sustain their inhabitants, as they are able to grow underground with no access to light. You have Expertise on any checks regarding this.
“There was a WHAT? A robbery?!”
You have Expertise on acting checks. Additionally you may spend an Inspiration to add 1d8 to any Deception check. If you roll a 5 or less, this inspiration is not expended on use.
“Brothers! Sisters! I say, to arms!”
You may spend an Inspiration to roll a number of d12s equal to your Charisma modifier. The result is granted as temporary hitpoints, divided among any number of companions who can see and hear you.
The art of creating false documentation in order to encourage others to believe in the legitimacy of a characters’ fraudulent practices. You have Expertise on checks made to create a convincing forgery.
You have training in concealing your appearance, trying to pass yourself off as a different person so that you will not be recognized. This grants Expertise on such checks.
“Whoever trimmed your beard like that should be hung. Here. Allow me.”
After 20 minutes of work, you may grant a 1d6 bonus to a character’s next Charisma check, if appripriate, i.e looks can improve it.
The act of appealing to and receiving financial support and ongoing commissions from members of the elite, be they merchants, nobles, religious leaders or persons of questionable motives. You know how this is done, how to find the appropriate venues and persons, and how to properly address such people. If you have the Speechcraft skill, you have Expertise on such checks.
Provides a character with some skill regarding the destruction of doors and windows so that they might be passed through as quickly as possible without creating excessive noise and attention. Glass may be cut, bolts in doors removed, stones and bits of plaster excavated, frames separated from the building itself and even boards and rivets removed from the doors themselves. The difficulty is not to succeed, but the time it will take, and how much noise is made. You have Expertise on all such checks.
Even though the probable location of kitchen, workshop, bedroom and internal stairwells often will be obvious regardless of the size of the building, a character should want to spend a week observing every detail of the building’s daily schedule. It is possible therefore to learn who lives there, who visits, who delivers, the usual time of departure and arrival, even what room persons are likely to be in at a given time of the day. Likewise, the passing of the sun will reveal the street itself, who is present, the lines of sight, hiding places, how shadows are cast at different times of day, and routes in and out of the neighborhood.
After such a thorough examination, the details can be planned; when and where to enter, if any temporary personas need to be created, escape plans etc. As long as the plan and routes are followed, each participant in the heist has advantage on Stealth checks, Charisma checks and checks required to escape.
Enables a character to notice the telltale signs of a concealed door, then pinpoint its precise location. Concealed doors may be screened by trees, the shape of the terrain; they may be small and difficult to see; or located down a hole that passes unnoticed. Inside a house, they may be hidden by a curtain or covered by a rug. It is harder, however, to conceal evidence of traffic in and out of a concealed door. Footprints, a set of branches bent back in a particular way, loose rocks at the edge of a well, even the manner in which the corner of a curtain or rug may appear frayed or not quite straight. Additionally, there may be very slight tracks, or places where the floor or ground has been worn smooth, that will give the presence of a concealed door away. To detect such signs, make a Wisdom (Burglary) check, with Expertise.
If there is a concealed door and the character has seen signs, or has another reason to believe there is one, it will be found given enough time. Indoors, this will require merely 2-5 rounds. Outdoors, this will take longer — a total of 5-20 rounds.
You master the art of opening locks or circumventing security precautions of various designs using a set of lockpicks. You can additionally pick locks with improvised tools, but have Expertise on checks using proper lockpicking tools.
Signals of varying kinds are usually set up as warnings. a bird call, a bright flag or flash of light, calling out a fictional person’s name, as though the lookout were trying to find someone or the releasing of a trained animal. The lookout will absolutely be able to buy 2-8 rounds of attention from up to four persons with some contrived story or distraction. After those rounds of attention expire, successive Charisma (Burglary) checks will each buy another 2-8 rounds.
You are skilled at the creation of flour-based food readied in an oven, including bread, cookies, cakes, pastries and pies, and have Expertise on such checks.
Skill at slaughtering, dressing and preserving meat from livestock, game and fish. A slaughter improperly performed can spoil or even poison the meat, so having skill at removing the animal’s entrails is necessary in the production of large amounts of available meat. When preparing rations from animals, you can prepare 50% extra, and the rations will not spoil. You have Expertise on all such checks. However, normally you do not make checks for this skill, only required for instance if you need to extract a specific rare organ, such as a blowfish’s poison bladder or a dragon’s flame sac.
The mastery of supervising and working in a professional kitchen, ordering and purchasing of inventory and the preparation, practice and preservation of food. It grants Expertise on Charisma checks when communicating with other kitchen staff, as well as patrons that have been impressed with your food. Note that these kinds of kitchens are only found in the courts of nobles and very rarely, also as restaurants.
The skill to find safe naturally occurring ingredients that you can prepare in a wilderness environment. Even though you might not be able to identify the exact nature of the ingredients, you will be able to ensure that they are safe to eat, and figure out how to prepare them. You have Expertise on all foraging checks and checks made to identify whether something is safe to eat or drink.
How to forage for herbs is described in its own section.
To craft a herbal item you need a herbalism kit and raw materials, either harvested by yourself or bought at half the value of the created item. When attempting to make an item, spend the raw materials and a long rest, then make an Wisdom (Herbalism) check and see the first applicable result below.
If the result of your check is 0 or lower. The item is not created, the raw materials are wasted and if using a herbalism kit, it is ruined.
You can make any number of doses of the same item at the same time. You can also make multiple different items simultaneously, but with a penalty of -2 per type of item. Make only one check which applies to all items. If you do not have a herbalism kit, you can improvise with other items, but have -4 on your check.
You are good at producing herbal items and have Expertise on all such checks.
You can identify potions and other herbal substances by taste, granting Expertise on all such checks.
You have knowledge on how to locate, identify and harvest raw materials for your herbal infusions, granting Expertise on all such checks.
During downtime you can practice your profession, allowing you to live a modest lifestyle without paying the cost.
If you have access to Alchemist’s or Brewer’s Supplies or Cook’s Utensils, you may confer a benefit identical to the Gentle Repose spell.
However, if you have a specialization, such as books, weapons, animal or basically any type of items that are usually traded, you can additionally select the following skills.
You know how and where to sell and buy items within your expertise to earn the most. This applies on transactions from single items to wholesale bulk. You have Expertise on all such checks, including checks made to find information about sellers and buyers.
The skill to function as a river pilot, with skill derived from a familiarity with such environments, allowing the management of a boat through the safest and most efficient river waters. You have Expertise on all checks made for this purpose.
You are more at home on a boat than anywhere else. Having solid ground beneath your feet will never feel as natural to you as the rolling deck of a ship. You have Expertise on all Sailor checks as well as on Acrobatics checks made to keep your balance and on checks made to climb onboard a ship.
The skill of making sure hidden objects on your person stay hidden. You have Expertise on all such checks, usually handled by moving the objects being searched for while the search is being performed.
You are skilled at juggling objects and have Expertise on checks to perform in such a manner, but also for checks made to not drop something during combat.
The art of performing magic tricks. You have Expertise on checks such as performing stage magic to impress a crowd. This skill can also be used as an opposed skill check to trick someone trying to identify a spell that you cast into thinking it is a different spell.
Skill at stealing money or other items from a creature without any notice of the theft having occurred. You have Expertise on such checks.
You are at home in the cold arctic and have Expertise on Survival checks in that type of environment.
You know how to fashion, maintain and employ wooden skis as a means of travel and transport, and have Expertise on all checks and saves in regards to that. The skill provides some ability to shush down hills, but it must be noted that the nature of skis that can be constructed are not capable of other than cross-country skiing.
Improves agility and success when crossing glaciers. You know what equipment is necessary and safe methods of crossing. With preparation you can grant your entire group Expertise on checks and saves against such natural hazards.
You are an expert at reading coastal terrain, including areas around lakes and rivers, and can easily determine where the shallow sections are, as well as where the big lagoons or large ship anchorages might be. Additionally you have Expertise on Survival checks in that type of environment.
You are at home in the unforgiving deserts and have Expertise on Survival checks in that type of environment.
You are at home in most types of temperate forests and have Expertise on Survival checks in that type of environment.
You are at home on plains and savannahs of the world and have Expertise on Survival checks in that type of environment.
You are at home in the jungle and have Expertise on Survival checks in that type of environment.
You are at home in mountainous regions, including alpine mountains, and have Expertise on Survival checks in that type of environment.
Improves agility and success when crossing glaciers. You know what equipment is necessary and safe methods of crossing. With preparation you can grant your entire group Expertise on checks and saves against such natural hazards.
This ability, associated with scrambling and mountain climbing, allows the character to make the best possible guesses for locating a good route through mountains. The skill can be used in finding the most likely means for crossing a mountain range, or it may be used specifically for how to climb a particular slope. With preparation and equipment you can grant your entire group Expertise on checks to climb mountains.
You know how to survive at sea, both on boats on the surface as well as underwater, and have Expertise on Survival checks in that type of environment.
When taking this skill, specify a plane, like the Abyss, Acheron, Astral plane, Hell, etc. You know how to survive on this particular plane and have Expertise on Survival checks while there.
You are at home in the Underdark and other subterranean areas, and have Expertise on Survival checks in that type of environment.
You are at home in swamps and other types of wetlands, and have Expertise on Survival checks in that type of environment.
The following skills are applicable whatever the landscape or climate.
The skill to find naturally occurring food in a wilderness environment, which may be edible animal or vegetable matter. The exact nature of the food is not important, though it will typically consist of products such as fish, bird’s eggs, roots, fruits and berries, nuts, honey, fungus, shellfish and more. The amount that is found will be far more than an ordinary person would find and will certainly be safe to eat. In addition you have Expertise on all foraging checks.
An additional skill associated with pathfinding is the ability to identify a place — presuming it exists — where rest can be obtained in the wilderness. This will be a place with soft, dry ground, a minimum of dangerous wildlife, reasonably fresh water and retreat from harsh winds or exposure.
Enables a character to help protect others from the environment, giving Expertise on checks against getting caught in or taking damage from natural features, such as sinkholes, slippery places, quicksand, natural pits, natural spikes and potential falls. In effect, character with this skill indicates the best possible route for others of less skill to follow, reducing the chance they will get themselves into trouble. A character with this ability is able to ‘look after’ one person per level — but note that the character himself must also be counted against the number to be protected if he wishes the benefit of the modifier. Otherwise, he will suffer from having paid too much attention to others.
In addition, when you are moving at travel pace, you contribute your Perception to noticing threats even when you are engaged in another activity (such as foraging, navigating, or tracking).
The practice of observing, stalking and following a trail left by a creature or animal in the wild, in order to ultimately locate them or their lair. You have Expertise on such checks.
You are at home in water, being able to both swim and dive with ease. You have Expertise on Swimming checks. In addition whenever you land in water, you may decide if you make no splash, an average splash, or a large distracting splash.
The underground movement, illegal sale and fencing of stolen items, acting as a shadow house of sale for objects that cannot be sold to vendors or at auction due to their illegality. In the cities where you normally operate, no checks are required. You have one or more contacts that can handle these things for you. Finding contacts (safely) in new places requires a successful Charisma (Thievery) check. You have Expertise if it is within a Culture you are familiar with.
You are aware of the subtle signs used in the criminal underworld, and can understand them enough to recognize who you can talk to, who you shouldn’t approach and how to ask for information with a minimal amount of trouble. You have Expertise on such checks if within a Culture you are familiar with. In addition you know Thieves’ cant.
With a skill in this category you have enough knowledge to manufacture and repair objects of a certain type, provided you have the materials and tools required. However, this skill also cover other things related to your type of crafting skill, such as knowing how to get in touch with other crafters or a crafter’s guild, how to get hold of raw materials, appraising the price and quality of an objects and deducing where and how items of your type would be best sold or bought.
No matter your actual skill, in most cultures you would be considered an apprentice. During downtime in human urban and rural areas, this allows you to practice your profession in exchange for food, lodging and formal training in the craft, essentially allowing you to live a poor lifestyle without paying the cost.
One thing to keep in mind is that crafting items and selling them in an area where there is a guild, is only allowed for master crafters. As an apprentice or journeyman you can be employed by a master or maybe help fixing minor stuff for people. Doing more than that could involve legal repercussions and other kinds of problems if found out. Note that this would only apply in areas where there are guilds, which is exclusively human urban and rural areas.
In general, to craft an item you need the proper tools and raw materials worth half the listed value of the created item. When attempting to craft an item, follow these steps.
Determine the final value of the item. This would normally be the listed market price, but a skilled crafter might want to display his craftsmanship and increase the final market value with any amount. During a full work day you make up to 10 gp of progress towards the final cost of the item, or 5 gp of progress if you work as a camp activity, i.e. spending half that in raw materials. Items do not have to be worked on during consecutive days.
At the end of a day’s work make a Wisdom (Craft) check and see the first applicable result below.
If the result of your check is 0 or lower. You messed up really bad. Today’s raw materials are wasted, as well as any progress you have made so far. You will have to start over.
A natural 1. You find a flaw in the design. Today’s raw materials are wasted, and you have to readjust your plans. Choose one of the following:
On a result below 5. Not a good day. Today’s raw materials are wasted and no progress is made.
6-10. Something goes wrong but you can still save today’s progress if you spend 20% extra materials. If you choose not to, today’s raw materials are wasted and no progress is made.
11-24. Crafting is progressing as expected.
25 or more. A good day’s work. Choose one of the following.
Multiple characters can help cut the time down, with each person making a check and adding to the daily progress. This is contingent on those helping having an appropriate tool proficiency and that the item can allow for others to work on it (a crafting a ring won’t have more than one person, while a whole suit of armor could use up to three).
The following skill is not bound to a craft, instead it applies to all crafts in which you have skill.
Knowledge of the etiquette among guilds and their associates. You have Expertise on Charisma checks when interacting with crafting professionals. This applies even to guilds where you are not a member.
For each single craft, you can select the skills described below. Also note, that dwarves gain both the Journeyman crafter and Master crafter skills, as the craftsmanship of dwarves is well known. For other folk, during play, you do not have to spend points to gain the Journeyman crafter and Master crafter skills, instead you gain them as soon as you are applicable for them.
As a journeyman one is expected to accomplish a three-year working trip, to train with multiple masters, which are called the journeyman years. After this trip a journeyman has to submit a masterpiece of work to a guild for evaluation. If the masterpiece is not accepted by the masters, he is not allowed to join the guild, possibly remaining a journeyman for the rest of his life.
You know how and where to sell and buy the type of items you can craft in order to earn the most. This applies on transactions from single items to wholesale bulk. You have Expertise on all such checks, including checks made to find information about sellers and buyers.
The following list describes all crafting skills.
To craft an alchemical item you need at least an alchemist’s kit and raw materials worth half the value of the created item. Your skill determines what kind of alchemical items you can safely create. If you attempt to make such an item, spend the raw materials and a long rest, then make an Intelligence (Alchemy) check and see the first applicable result below.
You can make any number of doses of the same item at the same time. You can also make multiple different items simultaneously, but with a penalty of -2 per type of item. Make only one check which applies to all items.
If you have access to a fully stocked alchemical laboratory, you have advantage on your check.
You can attempt to make items above your level of skill. For each level below, you have a -10 on your check.
You have great knowledge on how to purify or concentrate a variety of non-magical liquids, including the making of beverages, and have Expertise on such checks.
You can identify potions and other alchemical substances by taste, granting Expertise on all such checks.
Many objects are formed on the potter’s wheel, with a considerable amount of natural aesthetic included in the craft, as the natural color of the chosen clay is brought out by the firing process. However, the base ceramics skill focuses on shape, functionality and the behavior of clay material as it is modeled and fired.
The making and design of structural construction, including bricks, pipes, floor and roof tiles. This skill also allows you to make your own kilns and metal or glass-making crucibles. You have Expertise on all such checks.
Decoration and artistic expression produced before and after the firing process, to create objects of fine distinction with a legitimate tradable value. A ceramic object of art can offer a sense of respect and appreciation, even from those unaware of its value. Gifting such an item might give Expertise on Charisma checks, provided the recipient cares about such things and the item value is appropriate. When creating a ceramic art object, i.e. one that has a market value of at least 5 times the listed price, you can select one of the following benefits. reduce the cost of raw materials by 50%, your daily progress is x5 for this item or gain Expertise on checks to create the item.
You are trained in crafting nets, cords, ropes or cables of varying thicknesses and strengths from fibrous threads of both natural and artificial origin. This also grants Expertise on checks made to assess strength and wear for such items.
The skill to shape stone, minerals or gemstones into decorative designs. This does not include the setting of stones into jewelry, which is done by a finesmith. A skilled gemcutter can improve the value of raw gemstones. When performing your craft and determining the final value of your crafted gem, select one of the following benefits. reduce the cost of raw materials by 90%, your daily progress is x5 for this item or gain Expertise on checks to create the item.
You are skilled at the tanning and tawing steps of leatherworking, gaining Expertise on checks to craft leather from animal hides. This can be used to increase the value of the raw hides before becoming leather.
Parchments can be made from animal hides, in a process that takes at least two week with optimal conditions. You can make parchments while traveling. This uses your camp activities, as well as some preparation before starting travel each day in order to allow different steps to be done on the road. If not traveling, you have Expertise on associated checks.
You are exceptionally good at removing the hide from dead animals and other beasts, getting a 10 % usable material. Normally this does not require a check, unless it is a mythical beast, such as a dragon or couatl. However this would for instance allow you to recognize which beast a hide came from or to speak to trappers in their own way. You have Expertise on checks made with this skill.
The fashioning of leather as a protective covering used to prevent damage during combat, for both humanoids and animal mounts. You have Expertise on checks to craft leather armor.
Decoration and artistic expression when producing leather items, to create objects of fine distinction with a legitimate tradable value. Wearing beautiful clothes and armor can offer a sense of respect and appreciation, even from those unaware of its value. Gifting such an item might give Expertise on Charisma checks, provided the recipient cares about such things and the item value is appropriate. When creating a leather art object, i.e. one that has a market value of at least 5 times the listed price, you can select one of the following benefits. reduce the cost of raw materials by 50%, your daily progress is x5 for this item or gain Expertise on checks to create the item.
The making of leather garments and gear for both practicality and high fashion, as well as protection against the elements. You have Expertise on checks to craft leather clothing.
The making of bags and containers made from leather. You have Expertise on checks to craft such items.
You are skilled with the creation and repair of jewelry, and have Expertise on such checks.
Decoration and artistic expression when producing metal items, to create objects of fine distinction with a legitimate tradable value. Wearing beautiful jewelry, armor or weapons can offer a sense of respect and appreciation, even from those unaware of its value. Gifting such an item might give Expertise on Charisma checks, provided the recipient cares about such things and the item value is appropriate. When creating a metal art object, i.e. one that has a market value of at least 5 times the listed price, you can select one of the following benefits. reduce the cost of raw materials by 50%, your daily progress is x5 for this item or gain Expertise on checks to create the item.
The mastery at making metal armor for humanoids and animals, using a forge, hammer and anvil. You have Expertise on checks to craft metal armors. If you have skill in woodworking you also gain Expertise when making shields.
A metalsmith who specializes in forging arrowheads. You have Expertise on all such checks.
The skill to create objects primarily from wrought iron or steel. You have Expertise on checks to craft objects such as gates, tools, agricultural implements and cooking utensils, provided they are not covered by another metalsmith skill.
Forging of knives, swords and other blades. You have Expertise on such checks.
Metalsmith that works with brass and copper. You have Expertise on checks to craft objects from these metals.
Metalsmith that works with gold. You have Expertise on checks to craft such objects.
The skill to craft locks, safes and keys. You have Expertise on checks to craft such objects, as well as on checks to open locks and safes.
Metalsmith that works with silver. You have Expertise on checks to craft such objects, including changing weapons into silvered weapons.
The skill to forge forges weapons other than blades, including axes, spears, flails and other such weapons. You have Expertise on checks to craft weapons.
Metalsmith that works with white metal (tin and pewter). You have Expertise on checks to craft objects from these metals.
Decoration and artistic expression when producing textile items, to create objects of fine distinction with a legitimate tradable value. Wearing beautiful clothing or adorning your home with expensive textiles can offer a sense of respect and appreciation, even from those unaware of its value. Gifting such an item might give Expertise on Charisma checks, provided the recipient cares about such things and the item value is appropriate. When creating a textile art object, i.e. one that has a market value of at least 5 times the listed price, you can select one of the following benefits. reduce the cost of raw materials by 50%, your daily progress is x5 for this item or gain Expertise on checks to create the item.
You have Expertise on checks to craft clothes.
You have Expertise on checks to craft cloth armor.
Skills at making tapestries, carpets, tablecloths and drapery, coverlets and more, to provide comfort, grace and magnificence to living spaces and surfaces. You have Expertise on checks to craft such items.
The making of bags and containers made from cloth. You have Expertise on checks to craft such items.
You are skilled at using snares and traps to catch animals for their furs and meat, or as a means of pest control. You have Expertise on checks to create or remove such traps, as well as on all foraging checks.
The creation of larger traps using materials commonly found in nature and targeting intelligent prey. This includes traps such as deadfall traps, pit traps and snare traps. You have Expertise on checks to create, spot and remove such traps.
The creation of traps that implement balance and hydraulic forces in the making. These types of traps are usually part of the architecture, and need to be built in when building a structure. You have Expertise on checks to create, spot and remove such traps.
The skill to recognize the presence of magical traps, glyphs, runes, sigils and similar devices. You have Expertise on checks to spot, avoid and deduce the triggers of such traps.
Your skill with this trade grants Expertise on all checks when crafting bows or arrows.
An artistic expression of whittling, for the sole purpose of sculptural ornamentation of a wooden object. Aesthetically pleasing objects can offer a sense of respect and appreciation, even from those unaware of its value. Gifting such an item might give Expertise on Charisma checks, provided the recipient cares about such things and the item value is appropriate. When beautifying an existing wooden object or creating a wooden art object from scratch, i.e. one that has a market value of at least 5 times the listed price, you can select one of the following benefits. reduce the cost of raw materials by 50%, your daily progress is x5 for this item or gain Expertise on checks to create the item.
This group collects additional traits that are not part of a skill.
Requirement: Must have died at least once
You have cheated death so often that even Pharasma now deems it part of your fate. This allows you to reroll any roll where failure has a chance of killing you or reducing you to 0 hp. This might be an attack roll against you when you are low on hp, an unexpectedly high damage roll, a failed save against an ability damage or spell effect that instantly kills. When using it, the reroll is made with advantage or disadvantage, your choice. You can use this a number of times equal to the number of times you have died, and regain all uses when you finish a short rest.
Requirement: Must be a drunkard
You defenitely have problems with alcohol, being constantly at some level of inebreity. The following applies to you:
Prerequisite: Devoted follower of Balder, Calistria, Hanali Celanil, Hathor, Sheyanna Flaxenstrand or Shelyn
You can draw upon your faith to unleash the magnetic fiery soul within you with the effect of the spell enthrall, which you can cast once between each long rest without expending a spell slot. When you cast it in this way, the spell does not require a somatic component. Charisma is your spellcasting ability for this spell.
When you cast enthrall using this trait, you additionally gain the effects of the sanctuary spell and advantage on all Speechcraft and Performance checks against creatures that failed their saving throw. All effects end when the enthrall spell ends, or if you break the effects of sanctuary by making an attack or casting a spell.
Prerequisite: Art - Dance and Devoted follower of Bes, Calistria, Corellon Larethian or Shelyn
Each step is an expression of your faith, graceful and flowing, as if about to burst into dance at any moment, your movements take on a bewildering elegance that makes others seem plodding in comparison. You gain the ability to take a Dancer’s Step as a bonus action. You can move up to 5 ft, and select one additional effect:
Prerequisite: Devoted follower of Arawn or Torag
Your faith helps you persevere through anything, taking the suffering of others onto yourself and offering relief to those that need it most. As an action, you can touch a creature that is Blinded, Charmed, Deafened, Frightened , Paralyzed, Petrified, Poisoned or Stunned, and immediately end that condition on the target creature, but suffer that condition yourself. If that condition has a save against its ongoing effect, you can immediately make a save against the effect to end it as part of taking the condition onto yourself. Each time you take on the suffering of another creature with this trait, you gain temporary hit points equal to your proficiency bonus. You can do this a number of times equal to your proficiency bonus, and regain all uses when you complete a long rest.
Prerequisite: Physique - Endurance and Devoted follower of Desna, Lugh or Marthammor Duin
Your faith gives a drive and curiosity that drives you to go beyond and press further. This has been noticed by your deity who has granted you the ability to cast augury without expending a spell slot as long as the question asked relates to a path, trail, or route, and only the consequences of taking it. The normal restrictions of using augury multiple times a day still applies.
Little can stop you. As a bonus action you can gain temporary hit points equal to your proficiency bonus and be under the effect of freedom of movement until the end of your turn. Once you do this, you must complete a long rest before you use this feature again.
If you can’t protect your friends, you can be damn well sure you’ll avenge them. Whenever an enemy causes an ally to become blinded, frightened, incapacitated, paralyzed, restrained or to suffer a critical hit, you gain advantage on your next attack roll. In addition, whenever a creature causes an ally to drop to 0 hit points, you can use your reaction to make a melee weapon attack against that creature.
Requires: Constitution 13 or higher, Wisdom 8 or lower
Some people wonder whether you’re really physically tough, or if you’re just too oblivious to notice you’ve been wounded. Who needs mental fortitude when you’ve got a skull thick enough to stop evil magic! You gain the following benefits:
Requires: Dexterity 8 or lower, Charisma 13 or higher
Though your clumsiness often interferes with routine tasks and you spend as much time on the ground as you do standing up, you always stay positive! It’s important to do your best every day! You gain the following benefits:
Some of the skills are designated as Background traits, which indicates that they can only be selected at level 1.
Requires: Celestial Resilience combat skill
Increase your Constitution score by 1.
Increase your Wisdom score by 1.
You have advantage on Insight and Speechcraft checks in friendly dealings with celestials.
Increase your Charisma score by 1.
Prerequisite: Awakened (skeleton)
You are even better at using the body parts you detach with the bone to pick trait. As an action on your turn, you are able to recall any detached body parts, which will be drawn back to you, moving 30 ft per turn in a straight line towards you. Your detached body part has hit points equal to your level, apart from your head which has double your level in hitpoints. If a body part is destroyed, it can be replaced with bones from an appropriate humanoid.
Graveyard Whisper. You know the message cantrip. In addition, you have embedded a copper wire onto the inside of your skull, meaning you are never without the cantrip’s material component. When you cast message, if the target replies to you, the reply returns with an echoey quality but otherwise works normally.
Arm. Your disconnected arm is a club dealing 1d8 bludgeoning damage.
Hand. When detached from your body, your hand gains a walking speed equal to half your walking speed. Your detached hand can’t attack, activate magic items, or carry more than 10 pounds and has a range of 60 ft before it can no longer be controlled or recalled.
Head. When you detach your head from your shoulders you are still able to use all of its functions (sight, hearing, etc.). While detached in this way, your head needs to be reattached manually and cannot be recalled. If your head is destroyed while detached, you are unconscious until the skull of an appropriate humanoid is manually attached onto your body.
Ribs & fingers. A rib or finger can be used as lockpicks. When attempting to pick a lock in this way, you may add your proficiency bonus to the roll.
Prerequisite: Speechcraft
When you make an Insight or Speechcraft check against a non-hostile undead, you have Expertise.
You can comprehend and verbally communicate with undead, even if they cannot normally speak. Their willingness to communicate with you is limited by their intelligence and their general attitude toward the living, but even if they might attack you shortly afterward, they can usually be persuaded to give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day.
Prerequisite: Awakened (bound spirit) and Arcana
Your soul is especially powerful and you may channel its power into a semblance of mortal magic.
Each day, you may cast up to three of the following spells: blink, catapult, charm person, fear, and invisibility (self only). You regain the ability to cast these spells when you finish a long rest.
When you take this skill, choose either Charisma or Wisdom as your spellcasting ability for these spells, and you cast any spells gained by this feat at their lowest possible levels.
Prerequisite: Grung beastfolk
You can use your reaction when you fall to halve any falling damage you take. You can then reduce this damage additionally by an amount equal to your level plus your Dexterity bonus.
Background trait, Prerequisite: Aarakocra birdfolk
You learn the guidance cantrip.
You learn the augury spell or the find familiar spell. You can cast the spell you choose as a ritual.
Prerequisite: Kenku birdfolk, Arcana
As a reaction to seeing someone else cast a 1st level arcane spell, you can copy that spell and cast it at its lowest possible level within the next minute, without material components or spell slots. Intelligence is your spellcasting modifier for this spell. Once you use this feature, you cannot do so again until you finish a long rest. The level of spell that you can copy increases to 2nd level at character level 5, and and again to 3rd level at character level 9.
Prerequisite: Nature
You can now use your Shapechanger trait to turn into an animal that you have seen of a similar size and shape as you. While you are transformed into a beast, your AC is replaced by the beast’s AC and you lose your ability to speak. Other than that, your statistics do not change.
If the creature you are transformed into has a swimming or climbing speed, you gain it. However, if its swimming or climbing speed is higher than your movement speed, you only gain that speed equal to your movement speed.
While transformed into a creature with horns, claws or other natural weapons, you have natural weapons, which you are proficient with. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier.
Prerequisite: Acrobatics
Gain the skill Acrobatics - Contortion and all its subskills.
You have Expertise on checks and saving throws to resist both magical and nonmagical effects that detect your thoughts, emotions or compel you to tell truth.
Additionally, you can present false thoughts, emotions or lies as if you are being truthful by making a Charisma (Speechcraft - Deception) check contested by the creature’s Insight check.
You can cast detect thoughts once without expending a spell slot or components. Charisma is your spellcasting ability for this spell and you regain the ability to the spells in this way when you finish a long rest.
While in your true form, you can cast nondetection on yourself without expending a spell slot, requiring no spell components. When you cast the spell this way, it ends immediately if you are no longer in your true form, whether by using your Shapechanger trait, or when you are transformed. You regain the ability to cast the spell in this way when you finish a long rest. Charisma is your spellcasting ability.
Background trait
This does not stack with the Physique - Balance load skill, however that skill costs 0 to you.
Prerequisite: Devoted follower of Bahamut and the Religion - Acolyte (Bahamut) skill
As bonus action, you can gain one aspect of Bahumut’s Justice, selecting one of the following:
Wings of Justice: You gain ethereal dragon wings, giving you flying speed equal to your walking speed until the end of your turn.
Breath of Justice: You emit a blast of radiant energy. Creatures in a line 30 ft long and 5 ft wide emitting from you must make a Dexterity save against your breath weapon DC. On failure, creatures take a number of d6 radiant damage equal to your proficiency bonus.
Eyes of Justice: Your eyes glow radiant platinum, giving you 30 ft of truesight until the end of your turn.
Once you activate a draconic aspect, you cannot do so again until you spend some time in prayer (i.e. selecting it as a long rest option).
Background trait, Prerequisite: Black, Bronze or White dragonborn
Gain the Swimming and Swimming - Speed swimmer skills. After calculating your swim speed, add 10 ft to it.
Additionally you can hold your breath for 30 minutes. This stacks with the Swimming - Freediving skill. However the Deep breathing trait is useless to you.
Prerequisite: Brass, Copper, Gold or Silver dragonborn
You can cast alter self once per short rest.
You have advantage on saving throws against being charmed.
You have resistance against psychic damage and advantage on saving throws against spells and effects that deal psychic damage.
Prerequisite: Wood nymph floran
You learn the friends cantrip.
Choose one spell from among the following: alter self, calm emotions, enthrall and suggestion. You learn that spell, and can cast it at its lowest level. Once you cast it, you must complete a long rest before you can cast it again. If you choose this feat before you reach 3rd level, you must wait until you reach 3rd level to gain this benefit.
You use your otherworldly charm to mitigate the biggest risk of charm magic: being found out. As an action, you may force a creature charmed by you to make a Charisma save. If it fails, the target does not realize that it had been charmed once the condition wears off, overriding the normal side-effect of spells such as friends or charm person. Once you use this ability, you may not use it against the same target again until you take a long rest.
The spell DC for these abilities is 8 + your proficiency bonus + your Charisma modifier.
If you take a short rest in sunlight or water, you can re-roll any hit dice you spend and take the higher value. You may also regrow lost limbs and other extremities in this fashion, although this takes a few days.
You need to breathe, but unlike most humanoids, you inhale carbon dioxide and exhale oxygen, enough to supply one Medium-sized humanoid with breathable air in an enclosed environment.
Prerequisite: Arcana
Add the following spells to your spell list:
Spell Level | Spells |
---|---|
Cantrip | mold plant, thorn whip |
1st | bridge of branches, entangle |
3rd | plant growth |
4th | tree strike |
6th | wall of thorns |
Prerequisite: Earth genasi
You have advantage on any check made to determine the quality, rarity or legitimacy of precious gems or metals, or objects made with them.
You also can cast the detect magic spell at will, but it only detects magic items and objects, not spells.
Prerequisite: Water genasi
You have advantage on saves against poison and resistance to posion damage.
You can drink any manner of water, so long as it is of an appropriate temperature. This includes sea water, thin mud and other such liquids; you still gain the benefits of drinking normal water.
Prerequisite: Forest gnome
You learn the speak with animals spell and can cast it at will without expending a spell slot. You also learn the animal friendship spell, and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Prerequisite: Deep gnome
You can cast nondetection on yourself at will, without needing a material component. Additionally you can cast each of the following spells once: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest.
Choose Intelligence, Wisdom or Charisma as your spellcasting ability for these spells. The spells are cast at their lowest possible levels.
Additionally you may reroll an Intelligence, Wisdom or Charisma saving throw. Once you use this feature, you can’t use it again until you finish a short rest.
Prerequisite: Blackscale lizardfolk
You can breathe underwater as long as you are conscious and you have advantage on Stealth checks made to hide underwater.
While in water, the first time you hit a creature with your bite attack, you may attempt to initiate a grapple.
Prerequisite: Bloodmarked shifter
Instead of shifting into your bestial form, you can shift into a bat. This functions as the druid’s Wild Shape, except you can only become a bat, and for all references to druid level, use your character level.
Prerequisite: Tiefling with a tail.