COMPETENCIES: Passive Skill List - Greater and Lesser skills in beyond the boundary | World Anvil
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COMPETENCIES: Passive Skill List - Greater and Lesser skills

As Competencies are gained at level 4 and level 7, we will list them in that order. Lesser Competencies passive skills (LCs) and Greater Competencies passive skills (GCs).  
   

Lesser Competencies


 
Lesser Passive: Balance series - Top Style
Faction learned Competency - 50gp for the pamphlet   An emphasis on a high centre of gravity, top style is a beginner series martial art that trades swiftness for brutal, solid force. Practitioners wear either a vest emphasising the top, or 'slipstream blue' fingerless gloves.   You have -5 to initiative and -1 to DEX saves. If you have no backpack, no heavy armor, and nothing otherwise encumbering the torso and arms one of your unarmed attacks each turn deals an additional 2d4 force damage.   You can make an unarmed strike or grapple as a bonus action.   Top style has a semi-cultic following, with veteran members being famous for protecting the innocent and spreading the good word of 'The Great Top'.

 
Lesser Passive: Balance series - Mid Style
Faction learned Competency - 50gp for the pamphlet   An emphasis on a well centred body, mid style is a beginner series martial art that focuses on convoluted, flashy dodges that not only disorients the enemy, but even the self - but practitioners would never admit that. Practitioners wear fabric wrappings on the arms and legs, or a brightly colored scarf that tends to blind the wearer's face at inopportune times.   You may end each of your turns with a flourish, gaining +1 EV and -1 to-hit for each attack you made on your turn, until the end of your next turn.   Mid style has a semi-cultic following, with veteran members being famous for tragic life stories and sparring for a thousand blows with no injuries on either side.

 
Lesser Passive: Balance series - Low Style
Faction learned Competency - 50gp for the pamphlet   An emphasis on a low centre of gravity, low style is a beginner series martial art that has heavy use of sand arenas, each strike followed with billowing footwork that causes dust to aggravate the eyes. Out of the arena, practitioners replicate this with copious, copious pocket sand loaded into baggy pants. Practitioners wear extremely baggy pants, or an obviously loaded cloak with many pockets.   When you hit an enemy with a melee attack, they gain disadvantage to attack you until the end of your next turn. You lose 15ft of movement whenever you attack.   Low style has a semi-cultic following, with veteran members being famous for stubbornly never closing their eyes and having overactive tearducts. This allows them to cry on command.
Lesser Passive: Doper series - Pipeweed
Special Event Learned Competency - Pipeweed 2gp per 5 dose + a 50gp pipe custom made for your doping pleasure   A common plant which grows best in temperate regions, dried and smoked in a pipe. A favorite of wizards for its calming effect, but popular among many.
Smooth Calmness
Add your proficiency modifier to:
- Concentration checks
- Lockpicking checks
- Investigation checks (smoking pipe required)
- Intimidation checks   Minus your proficiency modifier to:
- Constitution saving throws
- Athletic checks
- Hit die rolls when resting   * Halflings ignore the negative effects.
Lesser passive: Wolves Training - Martial Flexibility
Guild learned Competency - 100gp and 10 hours training (- your WIS or INT mod) with Wolves trainers   Being able to change between training methods between town allows you to remember different fighting styles for your next mission.   At the start of the mission you can choose to pick one of these fighting styles or change it if you had previously selected a different one before.   Guerrilla
As long as you are not wearing heavy armor you are trained like a commando. If you move at least 10 feet in your turn, you gain +1 to EV and +2 damage rolls of your first attack until the start of your next turn.     Light-Footed Fighting
While not wearing medium or heavy armour, you have a +1 bonus to AC and AR and a +10 bonus to your movement speed.     Precision Fighting
You gain a +2 bonus to attack rolls with weapons that have the light property as long as you use your Dexterity for the attack and damage rolls.     Off-Handed Fighting
Your esoteric Fighting Style — using either an esoteric weapon or a strange style, such as holding a sword in a reverse grip — catches others unawares. During the first three rounds of combat, you have a +1 bonus to attack and damage rolls against creatures who go after you in the Initiative order.     Street Fighting
You gain a +2 bonus to attack rolls with simple melee weapons, improvised weapons, and your unarmed strike.     Swordplay
You gain a +2 bonus to attack rolls with BLADED, THRUST and AXE weapons. This bonus may also apply to other sword-like weapons (DM's discretion).

Lesser Passive: Ape style
Guild learned Competency - 10 hours training (- your WIS or INT mod) with a master you must convince to train with a martial arts duel
As a bonus action, you can enter a stance which you benefit from until you are incapacitated, enter a new stance, or use a bonus action to exit your stance. While in a stance, you do not need to have a free hand to make these attacks. Additionally you cannot take the dodge action.   In place of your attack roll you have advantage on ability checks made to shove a creature prone. You deal additional unarmed strike die worth of damage when you hit an attack on creatures on the ground. When a creature within your reach stands up from prone you are a force to be reckoned with. You can use your reaction to make an unarmed strike that deals 1d10+Dex or Str mod and on a successful hit you knock the target down. The creature loses the movement for getting up, and would need to try again if it should need to get up again.
 
Lesser Passives: Binding Spell
General Magical competency     Your magic binds creatures with energy and continues to damage them.
  When you cast a damaging spell, you may choose any number of creatures affected by your spell. You may pay an additional first level for each of the chosen creatures. If you do, each chosen creature becomes bound by strands of energy from the spell, holding them in place and continuing to harm them. Each affected creature becomes restrained and takes 1d6 damage of the spell’s type at the start of each of their turns. The creature may use their action to attempt to break free by making a STR saving throw against your spell save DC, freeing themselves on a successful save. You can only do this one per short or long rest before you can Binding spell again, unless you cast a spell of 3rd level of higher which allows you to recharge the magical competency.

 
Lesser Passives: Junker
General competency     By forest or sea, city or slum, you'll always have the tools you need.
  Prerequisite: You eat ratjam.   As part of a short rest, you can search nearby to find raw materials (provided there can be anything reasonable to find) and mend or create any mundane item that costs 20gp or less.   This feature only provides the raw materials, not the actual knowledge to create the mundane item. Once you use this feature, you must finish a long rest before you can use it again.

   
Lesser Passives: Brutal Killer
General competency     You’re piss ugly and that’s scary.
    -2 CHA, can't be lower than 6 from this feature.   You gain proficiency in intimidation. If already proficient, gain expertise.   While you have this passive, having low charisma doesn't effect your social cognition, only your looks.   A charisma penalty functions as a charisma bonus on charisma (intimidation) checks.   When you reduce a creature to 0 hit points with a melee attack you may use your bonus action to provide a violent display and strike fear into the hearts of those around you. Creatures within 30 feet who can see the display and have less than or the same total hit points as the afflicted creature attack you with disadvantage for the next minute. Creatures immune to being frightened are unaffected.

     



   

Greater Competency


Martial Tactic - Dual Attack (Must be dual wielding melee weapons you are proficient with)
General Competency
Use a bonus action to wield your weapons as a pair working together for one minute. As part of your attack action to hit take a penalty up to your proficiency modifier with a weapon attack but while in this stance you can use both arms to attack in unison and make one (1) weapon attack roll with the main hand. If this hits the stance then allows you to roll the damage dice on both weapons and the modifiers from both from one attack roll.   Additionally you gain an additional extra attack on the first turn you activate it using your bonus action. This cannot be used again until you have a short or long rest.
If you do not have the talent for wielding non-light weapons you cannot dual wield (long swords for example) in this form AND if you do not have the fighting style you cannot add the second hand weapons modifiers to damage

 
Greater Passives: One of many disciples
General competency     This one is blessed with the many hands of knowledge.
You gain 2 more Lesser Competency slots, and another Lesser Active slot.

 
Greater Passives: Fullmetal Fool
General competency     This one is blessed with the many hands of knowledge.
Indomitable, you call yourself. Maybe you'll prove it too.   While wearing unbroken heavy armor and fully covered in armor, you gain the following:  
  • Resistance to piercing and slashing damage.
  • Your speed decreases by 5 ft.
  • Disadvantage on dexterity checks and saves.
  • Enemies that flank you gain advantage on their attacks, but cannot gain crits this way.
  • You double your strength when calculating unarmed attacks or when rebuffing grapples.





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    Lesser Competencies

    These are available at character level 4. They will be a limit to one per character, you can learn more than one but only have one enabled at a time.  

    Greater Competencies

    These are available at character level 7. They will be a limit to one per character, you can learn more than one but only have one enabled at a time.

    Glossary of terms:   General - available to everyone
    Guild learned - might have to partake in guild training (discount for members) or do a guild task
    Faction learned - often times there is opposing factions or factions working together with larger groups of adventurers that you will have to join
    Magical - available to only spellcasters

    Unlocking Competencies

    You can earn both competency through arenas, joining factions, given out by DMs or even neutral options given out to everyone when the feature is unlocked.     (Changing a flourish or competency can be done on a full rest in town only. Must be at least 1 day.)

    The Flourishes can be found in the article here

    Flourishes active skill list - Greater and Lessser skills

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