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Skill Boons

There are times in character creation, or even in the campaign advancement, when a character manages to gain proficiency through multiple sources. It's easy enough when it's two sources, expertise in a skill! But what about three times? Four? For this situation, we have Skill Boons, or super-expertise if you will. Below are included abilities to show the pinnacle of a skill advancement. And if the character gains proficiency again, they gain an additional charge of said ability.
 
Acrobatics Skill Boon: You can use a free action to move through non-magical difficult terrain or a hostile enemies space. Once you use this ability you cannot use it again for 1 hour.
 
Animal Handling Skill Boon: You can use a free action to command a friendly beast within 60ft as if using the Command spell, or a general command that lasts for 1 minute, like 'Guard'. Once you use this ability on a beast you cannot use it again for 1 hour.
 
Arcana Skill Boon: You can use a free action to correctly identify the spell used that you observe evidence for (either through the casting or through Detect Magic or similar divination). Once you use this ability you cannot use it again for 1 hour.
 
Athletics Skill Boon: You count as if you were one size larger for the purpose of grappling, lifting or pushing an object or creature. Once you use this ability you cannot use it again for 1 hour.
 
Deception Skill Boon: You can use a free action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target. Once you use this ability on a humanoid you cannot use it again for 1 hour.
 
History Skill Boon: If you fail a History check, you can use a You can use a free action to identify the source required to find out. You will have advantage on all future Investigation checks in Libraries to find the correct information.Once you use this ability you cannot use it again for 1 hour.
 
Insight Skill Boon: You can use a free action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you learn one of the following; one of their attribute scores, AC, current health, or class level (If they have multiple you can pick one). Once you use this ability on a humanoid you cannot use it again for 1 hour.
 
Intimidation Skill Boon: You can use a free action to demoralise creatures 30ft around you. Make a Strength/Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the creature becomes Frightened of your for the next minute. Once you use this ability you cannot use it again for 1 hour.
 
Investigation Skill Boon: You have an uncanny nack for clue finding, use a free action to give the area an additional look. You gain an additional clue or insight to the situation from the DM. Once you use this ability you cannot use it again for 1 hour.
 
Medicine Skill Boon: You can use a free action to assist in the recovery of another creature. When that creature regains hit point or Hit Die in your care, add your proficiency bonus with Medicine to the health points regained. Once you use this ability you cannot use it again for 1 hour.
 
Nature Skill Boon: You can use a free action to try to get information about one creature you can see within 30 feet of you. Make a Wisdom (Nature) check (DC determined by obscurity). If your check succeeds, you learn one of the following; one of their attribute scores, a vulnerability, a resistance, a racial ability. Once you use this ability on a creature you cannot use it again for 1 hour.
 
Perception Skill Boon: You can use a free action to give the area an uncanny examination. Make a Wisdom (Perception) check contested by the target’s Dexterity (Stealth) check. If your check succeeds, you can spot them even if they are invisible or have broken line of sight. Once you use this ability on a creature you cannot use it again for 1 hour.
 
Performance Skill Boon: You can use a free action to charm your audience within 30ft. Make a Charisma (Performance) check contested by the target’s Wisdom (Perception) check. If your check succeeds, the creatures automatically fails any Perception checks against creatures other than you. Once you use this ability you cannot use it again for 1 hour.
 
Persuasion Skill Boon: You can use a free action to charm creatures 30ft around you. Make a Charisma (Persuasion) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the creature becomes Charmed of your for the next minute. Once you use this ability you cannot use it again for 1 hour.
 
Psionics Skill Boon: You can use a free action to correctly identify the psionic discipline used that you observe evidence for (either through the casting or through Detect Magic or similar divination). Once you use this ability you cannot use it again for 1 hour.
 
Religion Skill Boon: You can use a free action to correctly identify the extraplanar entity type when casting an Abjuration spell (Protection from Evil and Good or similar spell). Once you use this ability you cannot use it again for 1 hour.
 
Sleight of Hand Skill Boon: You make a Dexterity (Sleight of Hand) against a creatures Passive Perception to take an object on their person. Disadvantage on this roll if the location of the object is unknown. If you already possess with trait, you have advantage on this role, and no disadvantage if the location of the object is unknown to you.
 
Stealth Skill Boon: If you are hidden, you can move an 10ft into the open without revealing yourself from Hidden. Once you use this ability you cannot use it again for 1 hour.
 
Survival Skill Boon: You have an uncanny nack for clue tracks, use a free action to give the area an additional look. You gain additional information about the tracks, including knowledge of magic used to obscure or remove tracks (but you do not reveal said hidden tracks), from the DM. Once you use this ability you cannot use it again for 1 hour.
 
Thievery Skill Boon: When you are dealing with a Linus Pin-Tumbler Lock, you can double the number of rerolls for the lock. You can use a free action to guess as to the shape of the key. Make an Intelligence (Thievery) check against the lock DC to memorise it for later reproduction. Once you use this ability you cannot use it again for 1 hour.

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Falme.

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