FLOURISHES: Active Skill List - Greater and Lessser skills in beyond the boundary | World Anvil
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FLOURISHES: Active Skill List - Greater and Lessser skills

The Flourishes are active abilities that are powerful action oriented skills. These are similar to competencies as the Flourishes are also gained at level 4 and level 7, we will list them in that order. Lesser Flourish passive skills (LFs) and Greater Flourish passive skills (GFs).  

Lesser Flourishes


 
Lesser Active: Pocket Sand
General Flourishes - 40gp Soot Treatment kit
  Pocket Sand is a multi-use bit of cleverness that involves throwing a pouch or satchel of fine debris. As an Attack, you can throw your pocket sand on the eyes of a Large or smaller creature within 5 feet. Make an improvised Ranged Attack against a creature. On a hit, the target is blinded until the end of its next turn. A creature blinded in this way can spend an action rubbing the sand out of its eyes to end the blinded condition on themselves.   In addition, you can use your bonus action throw the pocket sand to set up an attack. When you do so, the creature must make a DC 10 plus your proficiency modifier Wisdom (Perception) check or the next attack against it has advantage.   When you successfully hit an attack against enemy who is blinded by this, opponent is blinded for 1 additional round. Once you have used this trait on a target they are not able to be affected by it again.

 
Cabalist Martial Tactic - Phantom Strike (Must be using a two handed weapon or wielding a versatile weapon in two hands)
Magical Guild Learned Flourish - 100gp and 10 hours training (- your WIS or INT mod) with the Cabal trainers
  Attack through an enemy to strike a target directly behind your target. This deals no damage to the target in front of you but is a feint attack, you then get advantage on the attack rolls of the target within 5 ft. Roll an attack roll on the target behind the creature you feint attack, if it beats their EV you hit the creature through their ally with a spectral force.   You gain two uses of this skill per short or long rest.

   
Lesser Active: Arching Slice (requires extra attack or dual wield)
General Flourish
If you take the Attack action and hit with a melee weapon and deal slashing/rending damage, in place of a subsequent attack you may choose to perform an Arching Slice. Choose any number of creatures within your reach besides the target of the original attack. If the original attack roll would hit the additional creatures, they take additional weapon damage equal to your ability modifier that was used for the original attack.   This may only be used once per minute.

 
Lesser Active: Quick Wind Recovery
General Flourishes
When using the attack action to make a weapon attack and your melee attack misses you may use a bonus action after to take the Dodge action, you may then take one additional attack with advantage against the creature that made the attack missed. On a hit, the creature is incapacitated until the start of their next turn.   You can use this ability once per Long Rest.
   
Lesser Active: Mercy Spell
General Magical Flourish
When you use a single-target spell under 5th level to reduce a creature to 0 hit points, you can use a 1st level spell slot to stabilize the targeted creature. That creature will still be unconscious and will not take damage over time skills related to spells.

     
Lesser Active: Gift of the Sun
General Magical Flourish
You are empowered by the sun to shine light in the darkness. You learn Produce Flame and can target objects with it. Your spellcasting modifier for this spell is your choice of Intelligence, Wisdom, or Charisma. Additionally, when you deal Fire damage to a creature or object, you can use your Reaction to turn it into a flickering beacon that sheds 20ft of bright light and dim light for another 20ft.

   



 

Greater Flourish


 
Greater Active: Sculpt Spell
General Magical Flourish
  When you cast a spell with a range that affects an area, you can expend a 1st level spell slot to change the area's shape in one of the following ways:   If the spell's range is a line, you can change it to a cone of half range.
If the spell's range is a cone, you can change it to a 5-foot-wide line that will attempt to target 3 creatures within 10ft of the line as well.
If the spell's range is a sphere, you can change its area to a cylinder of half radius and double height.
If the spell's range is a cylinder, you can change its area to a sphere of the same radius.
 
 
Greater Active: Adrenaline
General Magical Flourish
You've learned to tap into the energy within yourself, charging you into a frenzy, but takes a toll on your body.   At the beginning of combat or when you are bloodied, you may choose to gain exhaustion at the end of combat and gain the following benefits for the next (prof. modifier) turns of combat.   Set your initiative roll to 20.   Gain (prof. modifer) number of hitdie which only exists during adrenaline.   Healing surge can be used as a bonus action.
Greater Active: Adrenaline Junkie
Optionally, you may add JUNKIE to the end of this flourish's name and gain the following benefits. (Cannot be reverted.) You gain no exhaustion when using adrenaline, but have 2 less hitdie, gain 2 less adrenaline hitdie, and -2 to all hitdie rolls.   You get 1 extra turn of adrenaline.

 
Greater Active: Spell dampen (requires extra attack or dual wield)
General Flourish
Your body has been imbued with anti-magic runes, making it more difficult for spells to affect you. Spend an action to empower the runes and you gain +1 to Saves against spells. Additionally, you may use your Bonus Action to bolster your anti-magic runes, choosing to gain resistance for next turn to Erosion (acid, poison or necrotic damage) spell damage or Cosmic (Cold or Radiant damage) spell damage.     You can use this ability once per Long Rest.




     

Related articles - Greater and Lesser skills

Flourishes active skill list - Greater and Lessser skills - Competencies passive skill list - Greater and Lesser skills

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Lesser Flourishes

More powerful abilities than the competencies, these active abilities 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 Flourishes

More powerful abilities than the competencies, these active abilities 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
Event Shop Flourishes - Only available during events

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