Skills
Skills represent specialized areas of expertise and practice, whether climbing walls, studying history, or picking pockets.
Skills
Below are the list of skills and what they are used for along with common actions to help guide play.
Acrobatics
Acrobatics represents one's ability to balance, fly, and tumble. This skill is based off Dexterity and some of the actions it can be used for are as follows:
Balance
- Single Action or Free Action
- Proficient Only: No
To balance on a narrow surface, slippery area, and so on. Starting a balance is a single action, maintaining it is a free action.
Escape
- Single Action
- Proficient Only: No
To remove the Grabbed condition.
Flying
- Single Action
- Proficient Only: Yes, but can attempt Untrained
To maintain flying in difficult terrain (rough weather).
Tumble
- Single Action
- Proficient Only: Yes, but can attempt Untrained
To move through an enemy's square. The DC for this is equal to the enemy's AC.
Arcana
Arcana represents one's ability to recognise magic and understand it. This skill is based off Intelligence and some of the actions it can be used for are as follows:
Identify a Spell
- Single Action or Triple Action
- Proficient Only: Yes, but can attempt Untrained
To recognize a spell by its casting. It is a single action if the spell is either a Known Spell (spontaneous) or of a Spell Level you can cast (prepared), otherwise it is a triple action.
Learn a Spell
- 10 minutes and the requisite Trait Points
- Proficient Only: Yes
- Tags: Concentrate
To learn a new spell from a scroll, book, or another person requires 10 minutes and the required number of trait points based on your style.
Read Magic
- Timing is Dependent
- Proficient Only: Yes
- Tags: Concentrate
To read a scroll or book. This is dependent on how long the writing is.
Recall Knowledge
- Single Action
- Proficient Only: No
To remember information about a magical creature, place, or object.
Athletics
Athletics represents one's ability to climb, swim, and generally perform feats of strength. This skill is based off Strength and some of the actions it can be used for are as follows:
Break
- Single Action
- Proficient Only: No
To break an object.
Break Grapple
- Single Action
- Proficient Only: No
To remove the Grabbed condition.
Climb
- Single Action
- Proficient Only: No
To climb a number of feet equal to a quarter your speed.
Jump
- Single Action
- Proficient Only: No
To jump a distance.
Swim
- Single Action
- Proficient Only: No
To swim a number of feet equal to a quarter your speed.
Crafting
Crafting represents one's ability to make items. This skill is based off Intelligence and some of the actions it can be used for are as follows:
Create
- Timing is Dependent and the necessary Crafting Trait
- Proficient Only: Yes
- Tags: Manipulate
To create an item. Dependent on the object.
Repair
- Triple Action
- Proficient Only: No
- Tags: Concentrate and Manipulate
To fix a broken object and thus remove either the Broken condition or up to 3 Dents.
Additional Crafting rules can be found in the Supplement.
Deception
Deception represents one's ability to lie and craft disguises. This skill is based off Charisma and some of the actions it can be used for are as follows:
Disguise
- 10 minutes
- Proficient Only: Yes, but can attempt Untrained
To create a disguise, giving a bonus (GM discretion) to any lie attempts if applicable.
Feint
- Single Action
- Proficient Only: Yes, but can attempt Untrained
To fake an attack. If successful, you gain advantage on your Melee Attacks for the round.
Lie
- Single Action
- Proficient Only: No
To deceive someone.
Diplomacy
Diplomacy represents one's ability to be polite and truthful. This skill is based off Charisma and some of the actions it can be used for are as follows:
Social Interaction
- Single Action
- Proficient Only: No
Talking with a person in a truthful and polite way. Usually done to improve someone's attitude. Note, there is often a disadvantage imposed when trying to interact with someone of a different class while wearing the wrong clothing.
Learn Information
- Timing is Dependent
- Proficient Only: Yes, but can attempt Untrained
To gather information from others, duration is dependent on success.
Dungeoneering
Dungeoneering represents one's ability to explore and survive in undergrounds. This skill is based off Intelligence and some of the actions it can be used for are as follows:
Forage
- 1 hour
- Proficient Only: Yes, but can attempt Untrained
To gather food in the underground.
Know Direction
- Single Action
- Proficient Only: Yes, but can attempt Untrained
To orient oneself by the compass while underground.
Recall Knowledge
- Single Action
- Proficient Only: No
To remember information about underground areas, creatures, plant-life, and conditions.
History
History represents one's ability to recall and understand events of the past. This skill is based off Intelligence and some of the actions it can be used for are as follows:
Recall Knowledge
- Single Action
- Proficient Only: no
To remember information about historical events, figures, and occurrences.
Insight
Insight represents one's ability to notice truth and make connections. This skill is based off Wisdom and some of the actions it can be used for are as follows:
Discern Lies
- Reaction
- Proficient Only: No
To identify a lie.
Divine
- Single Action
- Proficient Only: No
To gain insight about an action, object, person, or place.
Intimidation
Intimidation represents one's ability to terrify others. This skill is based off Charisma and some of the actions it can be used for are as follows:
Coerce
- Triple Action
- Proficient Only: No
To convince a target to work with you or give up certain information. This is against the target's Insight DC.
Demoralize
- Double Action
- Proficient Only: Yes, but can attempt Untrained
To attempt to cow. This is against the target's Insight DC. On a successful check, the target is Frightened 1 for 3 rounds.
Lore
Lore represents one's ability to recell and understand information about a particular subject. This skill is based off Intelligence and some of the actions it can be used for are as follows:
Recall Knowledge
- Single Action
- Proficient Only: No
To remember information about a certain action, creature, object, or place as pertains to the lore topic you use.
Medicine
Medicine represents one's ability to heal wounds and identify conditions. This skill is based off Wisdom and some of the actions it can be used for are as follows:
First Aid
- Single Action and a Healer's kit
- Proficient Only: No
- Tags: Manipulate
To revive a creature. This brings a creature from 0 HP to 1 HP and removes the Dying Condition.
Identify Wounds
- Double Action
- Proficient Only: No
To recognize types of wounds (acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, etc). Possibility of recognizing what weapon or creature caused the wounds beyond the type of damage.
Treat Disease
- 10 minutes and a Healer's kit
- Proficient Only: Yes
- Tags: Manipulate
To attempt to cure a disease. Each successful check counts as one counteract, but a failure reduces the number of counteracts against the disease.
Treat Poison
- 10 minutes and a Healer's kit
- Proficient Only: Yes
- Tags: Manipulate
To attempt to cure a poison. Each successful check counts as one counteract, but a failure reduces the number of counteracts against the poison.
Nature
Nature represents one's ability to recell and understand information pertaining to the natural world. This skill is based off Wisdom and some of the actions it can be used for are as follows:
Handle Animal
- Single Action
- Proficient Only: Yes, but can attempt Untrained
To command an animal to do an action it already knows.
Recall Knowledge
- Single Action
- Proficient Only: No
To remember information about a creature, object, or place in the natural world.
Ride
- Single Action
- Proficient Only: No
To ride a mount for an hour or to stay on a mount during combat if it is not mount trained.
Train Animal
- 24 hours
- Proficient Only: Yes
To teach an animal a new command. This can only be used on an animal once every week.
Perception
Perception represents one's ability to notice details. This skill is based off Wisdom and some of the actions it can be used for are as follows:
Search
- Single Action
- Proficient Only: No
To look for a creature or object in a 10 foot area.
Perform
Performance represents one's ability to entertain. This skill is based off Charisma and some of the actions it can be used for are as follows:
Perform
- Single Action
- Proficient Only: Yes, but can attempt Untrained
To sing, act, dance, or play an instrument.
Profession
Profession represents one's ability with a certain job to generate income. This skill is based off Wisdom and some of the actions it can be used for are as follows:
Expertise
- Single Action
- Proficient Only: Yes
To remember information pertaining to your Profession.
Work
- 8 hours
- Proficient Only: No
To work a job for the day and earn income.
Religion
Religion represents one's ability to recall and understand religious scriptures and creatures. This skill is based off Wisdom and some of the actions it can be used for are as follows:
Recall Knowledge
- Single Action
- Proficient Only: No
To remember information about a deity, religious creature, or scripture.
Perform a Ritual
- Dependent
- Proficient Only: Yes
To perform a religious ritual. The length of time depends on the particulars of the ritual.
Society
Society represents one's ability to recall and understand information about society. This skill is based off Intelligence and some of the actions it can be used for are as follows:
Forgery
- 1 hour minimum
- Proficient Only: Yes, but can attempt Untrained
To create a forged document or artwork. Timing can vary depending on the particular forgery.
Linguistics
- Triple Action
- Proficient Only: Yes
- Tags: Concentrate
To read or write a foreign language or code.
Recall Knowledge
- Single Action
- Proficient Only: No
To remember information about a culture, location, or people.
Rough Living
- 24 hours
- Proficient Only: No
To survive in the streets, including finding food and shelter.
Stealth
Stealth represents one's ability to sneak undetected. This skill is based off Dexterity and some of the actions it can be used for are as follows:
Conceal an Object
- Single Action
- Proficient Only: No
- Tags: Manipulate
To hide a small object, either on yourself or in a location.
Hide or Sneak
- Single Action
- Proficient Only: No
To gain the Sensed condition. You must move at half speed while sneaking.
Survival
Survival represents one's ability to forge and persist in inhospitable conditions. This skill is based off Wisdom and some of the actions it can be used for are as follows:
Know Direction
- Single Action
- Proficient Only: No
To orient oneself by the compass.
Forage
- 1 hour
- Proficient Only: Yes, but can attempt Untrained
To gather food in the wilderness.
Hide Tracks
- Double Action
- Proficient Only: Yes, but can attempt Untrained
Hide your tracks for a single Stride action.
Track
- Dependent
- Proficient Only: Yes
To follow a trail, either deliberately left or hidden, through the wilderness. Unless otherwise given through an ability, moving at more than half your speed causes you to take Disadvantage on your Survival check to track. Moving at double speed, means you take double Disadvantage.
Thievery
Thievery represents one's ability to pick locks and pockets. This skill is based off Dexterity and some of the actions it can be used for are as follows:
Disable
- Single Action
- Proficient Only: Yes
- Tags: Concentrate and Manipulate
You gain success towards turning a device on or off.
Steal
- Single Action
- Proficient Only: No
Take an object of Light Bulk or less.
Pick a Lock
- Single Action and Thieves' Tools
- Proficient Only: Yes, but can attempt Untrained
- Tags: Concentrate and Manipulate
You open a lock. Note, on a critical failure the lock picks being used break and must be replaced.
Proficient
What does it mean to be proficient in a skill? It indicates extra time and effort to learn and practice that particular skill. When you are proficient in a skill, you add your Proficiency Score to that skill. Some skills you can attempt untrained but take Disadvantage while others you must be proficient in to even attempt to use.
Skill DC
When a Skill DC is called for, in the form of Stealth DC or Athletics DC, then you add your bonus to 10. You do not include any Assist bonuses, Insight bonuses, or Morale bonuses in this value. For example, if you have a +5 Acrobatics with a +1d6 Insight bonus, your Acrobatics DC would be 15.
Taking 10 or 20
To Take 10 means you forgo a 1d20 roll and instead treat the check as if you had rolled a 10 on the 1d20. Some traits allow you to do this and in some situations the GM might decide it is reasonable. Similarly for Taking 20. However, choosing to Take 20 can never grant you a critical success.
Earning an Income
Instead of adventuring for loot and wealth, some choose to make items and sell them for income. There are three general ways you can make money (at the GM's discretion).
Making Items: You need the Crafting trait to make any money, but once an item is made you can sell it at market value (often meaning you make half the value after expending the cost to make the object).
Performing: You need to be trained in the Perform skill. You generally make anywhere from 1 sp to 1 gp per 8 hours. The GM might designate exceptions to this range, such as if you work for a single, powerful and wealthy individual.
Professions: You are specialized in some type of work. You can make between 1 sp to 5 gp per 8 hours of work depending on what you do. This is often determined by the skill involved in the work. For example, sailors are often paid less than a navigator.
Other: At the GM's discretion there might be skill checks that you can make to earn an income. Some more common cases would be to make a Society check for a noble person or a Diplomacy check for a Merchant.