Skill Specialization in Faerin | World Anvil

Skill Specialization

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Strength

  1. Athletics

    This is the finer use of one’s strength.
    Athletics is broken down into three subskills: Climbing, Jumping, and Swimming.
    • Climbing: Scaling cliffsides or reaching rooftops, few players have lasting careers without the use of climbing out of trouble.
    • Jumping: Jumping allows players to leap in great bounds horizontally, or try to attain great heights vertically. You can add your Focus bonus to your Strength score when calculating long and high jump distance.
    • Swimming: Crossing rapid streams, delving into the lair of a black dragon, or communing with mermaids, few are the players who stay dry forever.
  2. Manhandle

    This is the brute use of one’s strength.
    Manhandle is broken down into four subskills: Lift/Carry, Mining, Push/Pull, Rigging.
    • Lift/Carry: Skill in proper lifting and Carrying of Large Loads so as not to hurt one’s self.
    • Mining: Extracting minerals and metals from the ground is a staple in worlds where iron and steel see kingdoms rise and fall. DMs should set DCs based on how long it would take, or how difficult it would be to extract valuables. Failure results in half yields.
    • Push/Pull: Pushing and pulling large loads, using block and tackle to move and place things.
    • Rigging: Ability to work on sailing ships and host sails throw and haul nets and other physical exertion tasks required on modern sailing ships.
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Dexterity

  1. Acrobatics

    Acrobatics is broken down into five subskills: Balance, Diving, Escapology, Aerobatics, and Tumbling.
    • Balance Crossing narrow bridges, riding choppy seas, or running across ice, most players actively avoid trying to fall prone.
    • Diving Sometimes a belly flop is fine, but most players want to avoid taking damage when falling into the water. Slipping unnoticed into the water to evade a dock guard might come in handy for port rogues.
    • Escapology Between spider webs and bounty hunter manacles, a quick Escape is sometimes the better part of valor.
    • Aerobatics Tumbling and swimming are great for players darting around foes on the ground and underwater, but Aerobatics helps airborne players do the same. DMs should set DCs similar to those skills for flying creatures.
    • Tumbling Avoiding damage from a big fall or sliding through an opponent's legs, mobile players can often find a need to tumble.
  2. Sleight of Hand

    Sleight of Hand includes three subskills: Concealment, Juggling, and Pickpocketing.
    • Concealment While pickpocketing is great for liberating things from less observant targets, Concealment is great for making sure perceptive individuals aren't going to notice objects you've hidden. The DM should set the DC, based on the size of the object and how difficult it would be to hide.
    • Juggling Whether catching something to prevent it from falling or entertaining a crowd, it's not an uncommon skill for those with quick reflexes to pick up.
    • Pickpocketing Planting evidence or filling your pockets with the possessions of others, Pickpocketing is a staple in every major city.
  3. Stealth

    Stealth is broken down into two subskills: Camouflage and Tailing. While both are used for hiding in different situations (staying still vs moving) the usual rules for stealth still apply as per page 177 in the Player's Handbook.
    • Camouflage Hiding in a place like a great cat stalking prey, Camouflage is a great tool for staking out targets or keeping your party hidden while resting.
    • Tailing Wanting to move and not be noticed isn't just for Rogues. Keepers of Law or Bounty Hunters can find it useful for tracking targets. Either way, if you plan to move and be hidden Tailing is a useful skill to know.
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Constitution

  1. Endurance

      Endurance is a completely new main skill based on Constitution. Endurance checks are made when your character needs to push their bodies beyond normal limits. Holding your breath, marching for days, going without sleep or food are all times when one would roll an Endurance check. The Barbarian, Druid, Fighter, Monk, and Paladin classes can add Endurance to the list of skills they can choose from. Endurance can be broken down into three subskills: Environmental Adaptation, Pain Tolerance, and Running.
    • Environmental Adaptation Over time, your body and mind have adapted to an environment. When using your Endurance skill to resist the naturally occurring effects of that terrain, you can use adaptation instead. For example, in a desert, you could use it to resist a lack of water or overwhelming heat.
      When picking this expertise, select one type of terrain or environment. You can take this expertise multiple times, selecting one new environment each time. The terrains available to Rangers via the Natural Explorer trait (Player's Handbook, pg. 91) are the options you can choose from, each time you take the Environmental Adaptation expertise. (Arctic, Coast, Desert, Forest, Grassland, Mountain, Nautical, Swamp, Underdark, Nautical)
    • Pain Tolerance Information is power, and to that end torturers consider information extraction an art. Pain Tolerance allows you to resist their craft. The DM should use Endurance or Pain Tolerance as the skill to resist Physical Torture.
    • Distance Running Sprinting short distances is fine, but sometimes players need to cover vast distances without rest. Distance Running allows you to maintain your pace. DMs should use Distance Running to allow players to cover greater distances overland than usual, with failure resulting in exhaustion.
  2. Resist Toxins

    Resist Toxins is a completely new main skill based on Constitution. Resist Toxin checks are made when your character is assaulted by toxins that can come from Disease / Sickness, Poisons, Venoms or self-inflicted good times with adult beverages. The Barbarian, Fighter, Monk, and Thief classes can add Resist Toxins to the list of skills they can choose from. Resist Toxins can be broken down into four subskills: Alcohol, Disease, Poison, and Venom.
    • Resist Alcohol - Potation: pub life is a way of things in fantasy games. This allows a character to push through more drinks then an average person should. When resisting the effects of alcohol, this will aid you.
    • Resist Disease - Sicknesses that affect the population at large, especially one that produces specific signs or symptoms or that affects a specific location and is not simply a direct result of physical injury.
    • Resist Poison - Things ingested, Breathed in rubbed on your skin (Poison Oak, Mushrooms). These are distributed by Ingestion, Inhalation, or Absorption across your bodies surface.
    • Resist Venom - Things delivered by Beast/Creatures. These are things that are distributed from a creature who is actively involved in affecting someone with there toxin. They are delivered by a penetration wound (bite, sting, injection).
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Intelligence

  1. Arcana

    Arcana is broken down into four subskills: Arcane Spell Lore, Construct Lore, Elemental Lore, and Monstrosity Lore.
    • Arcane Spell Lore A wizard pulls out a pinch of sulfur and bat guano. Woe to the hero who doesn't identify a fireball spell before experiencing it first-hand.
    • Construct Lore Wizards are often considered fragile or frail, their strength in the arcane leads them to have powerful bodyguards made of stone, iron, or flesh. These constructed guardians will fight to the death for their masters.
    • Elemental Lore Airy assassins, powerful efreeti, and alien gem-eating mounds of rock, the elemental planes spit out all manner of unusual creatures. But their long history and ties to the creation of existence make them a well-studied group.
    • Monstrosity Lore While natural creatures like wolves and bears are well known to all, there are rarer beings like hydras and centaurs that inhabit the lands. With unusual abilities like turning players to stone from a paralyzing gaze or dissolving metals with only a touch, it's the wise hero who knows about these beasts.
  2. History

    History is broken down into 10 subskills: Ancient Lore, Appraising, Bureaucracy, Dragon Lore, Giant Lore, Heraldry, Humanoid Lore, Law, and Regional Lore.
    • Ancient Lore Is that statue historically relevant to the people who made the dungeon you're in, or is it something that was added in a later age? Knowing who built things and why can give greater insight into how they can help you now.
    • Appraising Knowing the cut of a gem, the difficulty in casting a bronze statue, or the elegance of a wooden box, allows you to understand exactly how ripped off you're going to get from the merchants in town.
    • Bureaucracy A hero gains an understanding of the ins and outs of governments, politics, and those who pull the strings behind the scenes. Players who train in bureaucracy long for the safety of dungeons.
    • Dragon Lore Everyone thinks they know all about dragons, but the creatures are so prolific and create so many half-breeds that filtering fact from fiction is difficult. A smart hero would want to study them.
    • Giant Lore Uncertain which giant sitting in a circle is the leader? Can't tell a Storm and a Cloud giant apart? Perhaps picking up the Giant Lore skill would help your hero avoid these confusions.
    • Heraldry You see a shield emblazoned Party per pale or and vert, a dragon sergeant sable. Does it belong to the evil baron from the next county or the benevolent king in your debt? Knowing means the difference between being celebrated or captured.
    • Humanoid Lore Humans, Elves, Dwarves and the other races of the world have raised empires, toppled kingdoms, forged alliances, and broken them with each other.
    • Law Knowledge of the rules and regulations, and the consequences when your party members break them.
    • Regional Lore How old is Waterdeep? What are the laws regarding open magic in Sembia? Who is the consulate from Thay in Damara? Only a fool would go into a country without knowing anything about it. When picking this skill, select a region from the Lore Regions sidebar. You can take this skill multiple times, selecting one new region each time.   Geographical Regions in Faerin:
      The Sword Coast: Waterdeep down to Amn.
      The Frozen North: The Ten Towns of Icewind Dale down to Neverwinter and across to Netheril.
      Netheril: The former desert of Netheril.
      The Shining South: The Snowflake Mountains across to Chessenta, from the Sea of Fallen Stars down to Halruaa.
      The Caliphate of Calim: Tethyr, the country of Calim and Velen
      The Jungles of Chult: Everything on the south side of the Shining Sea, over to Halruaa.
      Old Empires of the East: Unther, Mulhorand, Murghom and Thay
      The Bloodstone Lands: Vaasa, Damara and Narfel
      The Moonsea: The Dalelands, Impiltur, Cormanthor and the region between Vaasa and Netheril.
      The Sea of Fallen Stars: Turmish, Sembia, Cormyr, Thesk, Aglarond and Chessenta
      The Sea of Swords: Moonshae Islands, Lantan and all the islands of the Sword Coast.
      These are just a few detailed suggestions. If you want fewer regions, you could say the map is split into West, Central and Eastern Faerun.
  3. Investigation

    Investigation contains three subskills: Cryptography, Deduction and Information Gathering.
    • Cryptography Cryptography is used when someone wants to hide information inside something else. Players can pick up the hidden meaning in a story, a password drawn into a painting, or a message left for a member of a hidden society.
    • Deduction The ability to see connections between seemingly random facts, and the process of reaching a decision or answer by evaluating known facts.
    • Information Gathering Walking around town, picking up rumors, is a common adventurer past time. Plying locals with booze to get secrets out of them is a great cover for getting drunk in town.
  4. Linguistics

    Linguistics contains three subskills: Dialect, Literacy, and Translation
    • Dialect The ability to talk like a native speaker in any language you speak. Most people who learn a language will still have a heavy accent from there native tongue, this removes that and makes it seem more believable to pass as a native speaker.
    • Literacy Used when attempting to read and write the written form of a language. You must have knowledge of the language and the writing system in use be it an alphabet or a syllabary.
    • Translation The translation of written and/or spoken texts across mediums. To literally transmute the meaning from one language into another. Used to facilitate communication between two speakers who do not know each other's language, without a loss of meaning or intent from the speaker or writer to the intended.
  5. Nature

    Nature is broken down into 8 subskills: Beast Lore, Botany, Cartography, Fey Lore, Geography, Geology, Plant Lore, and Poison.
    • Beast Lore Lions, Tigers and Bears. And Giant Rats. And Dinosaurs. Prepared players are ready for any of these horrors nature decides to throw at them.
    • Botany If it's not walking, talking and thinking but it's still a plant, those trained in botany know all about it. Farmers, cooks, rangers, and scholars tend to fill out their ranks.
    • Cartography There's a big difference between being able to read the lay of the land in person, and reading a map. Knowing how to create and read maps is especially important for adventurers wanting to explore new lands.
    • Fey Lore The Seelie and Unseelie courts are something no rational character will want to delve into, but rarely do you interact with these strange beings of your own volition.
    • Geography Knowing how and why mountains form, what rocks lay under the ocean and which side of trees moss tends to are all skills useful to those who trek through the wilds. You can read the lay of the land faster than any map.
    • Geology No dwarf worth their salt would be caught dead not knowing the differences between rock types. If you plan on delving through caves or even the Underdark, it's advised you listen to their knowledge.
    • Plant Lore While farmers grow wheat and rotting wood grows new mushrooms, there are more mobile threats to the world.
    • Poison Is a substance safe to touch? To breathe? To apply to your weapon? Not all poisons are created equal and their dangerous nature means understanding them makes you much safer.
  6. Religion

    Religion is broken down into eight subskills: Celestial Lore, Ceremony, Divine Spell Lore, Dogma, Fiend Lore, Prophecy Lore, Undead Lore, and Zeal.
    • Celestial Lore Angels are powerful creatures and it's an old hero's adage: don't anger anyone who can vaporize you in a beam of concentrated holy light.
    • Ceremony Watching a priest perform a ritual in the center of town is something most wouldn't consider unusual. Those keen of eye and armed with the knowledge of the hidden rituals of Tamoachan would know something evil is afoot.
    • Divine Spell Lore A priest raises their hands, calling out for a powerful being to lend them power. With your hefty knowledge of divine spells, you'll know if they're summoning a fiendish weasel or casting magical darkness.
    • Dogma Deeper understanding of the principles or doctrines of a religion/deity. This also includes the lore, myths, and legends of the religion/deity and how it feels about other religions/deities of the pantheon in which it resides. When picking this skill, select a religion/deity from the world. You can take this skill multiple times, selecting one new religion/deity each time.
    • Fiend Lore Devils? Demons? It's ill-advised to trust either, but knowing which one sticks to their word and which doesn't will save your life.
    • Prophecy Lore Players deal with prophecies regularly, but it usually involves seeking out wise old mountain dwellers for their knowledge. Cut out the middle prophet by learning about them yourself.
    • Undead Lore A skeleton stands before you, a few strands of hair clinging to the dome of its skull. A quick check will tell you if you should rush a disposable guardian or if you're about to be disintegrated by a powerful lich.
    • Zeal A priest needs to communicate with the followers of their God. Zeal allows them to pass religious messages along with their sermons, similar to Bards using the Perform skill with an audience.
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Wisdom

  1. Animal Handling

    Animal Handling consists of seven subskills: Animal Care, Animal Training, Entomology, Falconry, Horsemanship, Kenneling, and Shepherding.
    • Animal Care Used with domestic animals, including riding animals and beasts of burden. You are aware of the requirements of the animal as regards general care, feeding, grooming, and exercise. You will also be likely to spot any developing illness or sign of discomfort.
    • Animal Training Used to train animals to perform certain duties or tricks. The skill is general and applies to horses, dogs, and other pets, as well as suitable wild animals.
    • Entomology Favoured by the drow, your knowledge of insects and arachnids allows you to identify the small ones and convince the big ones to let you ride them.
    • Falconry Working with majestic birds of prey, you can train them to send messages to other cities, find food, or if your size allows, ride them.
    • Horsemanship Many an adventurer has swung a sword from horseback, but these creatures need to be trained to wade into battle. Understanding your mount will go a long way towards keeping it from flinging you off.
    • Kennelling While others know how to deal with animals and even ride them, learning kennelling will allow you to keep and breed them. Many lords will have large kennels of canines with which to hunt.
    • Shepherding While not as glamorous as a giant spider, eagle, wolf or horse, the shepherd deals with herding groups of animals. A rider can calm a horse, but a shepherd can calm a whole herd of cows, sheep or goats.
  2. Insight

    Insight is broken into two subskills: Combat Sense and Empathy.
    • Combat Sense Everyone knows to take the high ground, but there are hundreds of battlefield strategies that can keep adventurers alive. Likewise, understanding that your opponent also knows these tricks is an equally useful tool.
    • Empathy A bard might understand how to make others see their point of view with a silvered tongue. Empathy will let you understand how someone else is feeling without having to press them as forcibly. A more subtle art, certainly.
  3. Medicine

    Medicine is broken down into four subskills: Apothecary, Massage, Forensics, and Veterinary.
    • Apothecary Ointments, medicines and unguents are all different ways of solving what ails the common man who can't afford to down a healing potion whenever they get a headache. Being trained in the skill allows you to separate real cures from snake oil.
    • Forensics Looking at a battlefield and being able to determine which side won, where the victors went and who might have survived takes as sharp a wit as being able to look at a corpse and determine the cause of death. Such a skill can help keep the same fate from befalling the players.
    • Massage Therapy Physical therapy is not only a useful skill medicinally, but many a powerful ruler has had their ear swayed when they were in good moods during a skilled massage.
    • Veterinary While many medicines apply in a general way between humans and horses, understanding the specific differences between the two can help you apply medicine to animals.
  4. Perception

    Perception is broken into three subskills: Eavesdropping, Guarding, and Tasting.
    • Eavesdropping Listening through a door, from a distance, or around a corner is not an easy task. Another one of those skills that urban adventurers find useful.
    • Guarding You have an ever-watchful eye that can spot movement or any other irregularities around you. You keep a perfect watch, able to tell friend from foe and patiently guard your surroundings.
    • Tasting Wow, you can really taste the poison! Every lord, king, or emperor will be glad they have royal tasters specially trained in picking out the dangers lurking within their food.
  5. Survival

    Survival consists of 10 subskills: Find Water, Fire Mastery, Fishing, Foraging, Regional Navigation, Rope Mastery, Skinning, Tracking, Trapping, and Weather Sense.
    • Find Water It's recommended that players take time to drink a few times in an adventuring day. In some of the more dangerous regions of the world that can be hard to do. Being trained to find water can help mitigate this risk.
    • Fire Mastery Something even child is taught and one of the basics of survival, you know how to start, stop, or enlarge a fire. Also, you can easily determine how long a fire has been burning.
    • Fishing Let others eat berries. Find yourself some of that delicious flaky food. A staple in any port location, many adventurers will supplement their dried foods with fish.
    • Foraging No water nearby? Can't hunt because the animals in the forest belong to the king and his evil henchmen? If you're going to end up eating berries, it's a good idea to know the difference between the ones that will make you feel better and the ones that will leave you sick.
    • Region Navigation Can't see the forest for the trees? Finding the Underdark keeps twisting around in circles? An ocean all around you and no idea where you are? Take some time to learn how to navigate the world and never feel lost again. When picking this skill, select a region from the Regional Lore expertise. You can take this skill multiple times, selecting a new region each time.
    • Rope Mastery You might not want to kill your foes, but they certainly can't be allowed to walk around freely. Why not tie them up with a rope? Or tie off a rope as an impromptu ladder for those times you're in the dungeon and a ladder cannot be found.
    • Skinning Animals need to be skinned before becoming the leather armor that ends up protecting your more lightly armored friends and warming more northern peoples. It is recommended for DMs to set the DC based on how difficult removal is and to reward failures with lower yields.
    • Tracking Not everyone can be so lucky as to track foes through wet mud or snow. Being skilled in spotting the tell-tale signs of your prey through the best and worst of conditions is useful to most adventuring groups.
    • Trapping If the whole 'slowly chase animals and shoot them with arrows' thing isn't working for you, try luring them with some bait into a trap! It is advised that the DM sets the DC based on how plentiful creatures are in the area.
    • Weather Sense Storm's a brewin' and you can tell! Know what the weather will be like in a few hours or even a few days, if you're really good at it.
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Charisma

  1. Deception

    Deception is broken into five subskills: Acting, Boasting, Disguise, Fast Talking, and Mimicry.
    • Acting From impressing audiences in the amphitheaters of large cites to tricking mob bosses in sewer lairs, the skill of Acting can be plied widely across the land.
    • Boasting Drunks from taverns across the world, trained or otherwise, flood the ears of passers-by with the Boasting skill. Of course, every single boasted tale is absolutely factual as well!
    • Disguise This is the ability to apply pigments, makeup, and prosthetics to literally make someone look unlike themselves. The DM should set the DC according to how difficult it would be to make the target look like something else.
    • Fast-talk Your lips are just as quick as your wits, and combining both throws people off of the intent of your words and directly where you want them (provided they don't notice your duplicity).
    • Mimicry Calling out to a goblin tribe, mimicking their war boss, and having them let prisoners loose is a great test of your Mimicry skill. Of course, sounding like someone isn't enough to convince people you are them but it's a start.
  2. Intimidation

    Intimidation is broken into two subskills: Torture and Savagery.
    • Savagery Talking to barbarians, tribal creatures, and other so-called 'uncivilized' societies requires a different set of skills from playing around in a court. The Savagery skill is used in the same way that Etiquette is used in civilized places or Zeal in locations of faith.
    • Torture Extracting information from a source by force. The DM should use a Constitution or an Endurance (Pain Tolerance) roll to set the DC for using this skill.
  3. Performance

    Performance is broken down into eight subskills: Comedy, Dancing, Entertainment Mastery, Gastromancy, Oratory, Pantomime, Poetry, and Singing.
    • Comedy What's the deal with Orcs subjugating other races? Comedy is a great way to endear yourself to your audience. Of course, the wrong joke to the right crowd could end very poorly.
    • Dancing Dancing is a universal sign of civilization. From the smallest Halflings to the largest Giants, every race seems to have their own culturally significant way to cut a rug.
    • Entertainment Mastery You have mastered a form of entertainment appropriate to specific situations. When picking this subskill, select a style. You can take this subskill multiple times, selecting one new style each time. You can use this subskill to perform in a way that is particularly fitting to a specific situation. If you use an instrument you are proficient with, you gain Advantage to your skill check.
      • Tavern Music - jolly or raucous songs of simple nature
      • Ceremonial - fit for weddings, funerals or other rituals
      • Storytelling - telling great stories that inspire others
      • Emotional - music that makes people laugh or weep
      • Concerto - exquisite performance for the high classes
    • Gastromancy Ventriloquism got its start as a religious practice amongst the Ancient Greeks and Romans. The name, in fact, comes from the Latin words for “to speak from the stomach." The Greek phrase for ventriloquism was gastromancy.
    • Oratory A booming voice, echoing through a large room, catches the attention of all. The oratory skill lets you say what needs to be said with a significant amount of panache.
    • Pantomime This is the ability to pantomime actions and have others understand what you're conveying, such as communicating with party members without resorting to whispering. The DM should set the DC according to how difficult that action would be to convey without any other items.
    • Poetry It's not for everyone but to the right target, Poetry is like the Massage skill for the soul.
    • Singing Functionally similar to playing an instrument but requiring an entirely different set of skills, singing is oft said to be one of the most difficult instruments to perfect.
  4. Persuasion

    Persuasion consists of six subskills: Bargaining, Debate, Etiquette, Leadership, Provocation, and Seduction
    • Bargaining Honest merchants prefer a fair bargain versus a cunning tongue. The best deals are the ones which benefit everyone.
    • Debate You might be right, and they might be wrong, but if you don't understand the best way to express that then you'll truly have your work cut out for you.
    • Etiquette While your usual skills of persuasion will work with the commoners, nobles and gentry will require a much more refined touch. That's when it's time to break out your Etiquette skills to impress.
    • Leadership Anyone can send a troupe of soldiers into battle. A leader will be there to inspire them to stay on the battlefield when the going gets tough, or to ignore their exhaustion when they're tired. The DM should set the DC based on how loyal that group is to the leader as well as what the leader is asking of that group.
    • Provocation Your cunning words cut deeper than your sword, and it is a fair reason to make anyone react angrily, violently, or emotionally against their best interests.
    • Seduction If you've got it, flaunt it. Of course there's no promise that you are what your target is looking for, but nothing ventured, nothing gained.
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Sanity

The Sanity rules assume that some knowledge is so alien to human understanding that simply learning of its existence can shatter the psyche. While magic and nonhuman races form an everyday part of a DnD 5e character’s life, even a seasoned adventurer cannot conquer or understand some things. Knowledge of these secrets and creatures is represented by a new skill that goes hand in hand with a character’s Sanity score: Forbidden Lore.  
  1. Forbidden Lore

    Forbidden Lore is a completely new main skill based on Sanity. You know That Which Should Not Be Known. You have had horrible supernatural experiences and read forbidden tomes, learning truly dark secrets that have challenged everything you thought you knew. Since these revelations defy logic or commonly accepted fact, it does not matter how intelligent or wise you are when using this skill—only how much exposure to these dark secrets themselves you have experienced. The Warlock class can add Willpower to the list of skills they can choose from. Forbidden Lore consists of six subskills: Aberration Lore, Demonology, Far Realms Lore, Necromancy, Ooze Lore and Planes of Existence Lore
    • Aberration Lore Aberrations are the strange and unusual creatures of the far realms. Experts can spend decades learning about these creatures but often end up going insane from picking up forbidden knowledge.
    • Demonology The dark arts of the methods used to summon and control Demons. This does not give you knowledge of Demons directly (use Religion:Fiend Lore), this is understanding the abilities revolving around the binding and controlling other planer entities to force them to the will of the caster. This oftentimes results in the destruction of the caster, and the release of an entity unto the mortal planes it is frowned upon. This knowledge at its core is very dangerous and thus considered forbidden by the world at large.
    • Far Realm Lore An anomalous plane, the Far Realm is a bizarre, maddening plane. Occasionally referred to as "Outside", because it seems to exist outside of reality as defined by the world, the fundamental planes, and the parallel planes. This does not give you knowledge of Aboleths directly (use Forbidden Lore: Aberration Lore), this is for knowledge on or about the plane itself.
      It is so alien to our own reality it is not covered in Planes of Existence Lore. The Far Realm is said to be composed of thin layers filled with strange liquids – at least, that is what the most coherent descriptions say, for though some escape the Far Realm with their lives, most do not do so with their sanity. Beholders and Mind Flayers originated in the Far Realm.
      Most proficiency checks against the far realm are Hard or better as this knowledge is very rare.
    • Necromancy The dark arts of binding souls and undead mastery. This does not give you knowledge of undead creatures (use Religion:Undead Lore), this is understanding the abilities revolve around manipulating the dead, death, the death-force and/or souls for good (i.e., resurrecting the dead), evil (in various ways) or neither. Because many practitioners find a way to cheat death one way or another, whether by becoming some form of undead creature or by bypassing their own ability to die. This knowledge at its core is very dangerous and thus considered forbidden by the world at large.
    • Ooze Lore One would think that Oozes don't have much lore behind them but the Oozeologists of the worlds disagree. These creatures have a tendency to inhabit exactly the places where players need to go.
    • Planes of Existence Lore While not all planes are Good or Evil, most are treacherous at best for normal mortals. As such this knowledge is not well-publicized or known to the average scholars. Some realms can even cause insanity from knowing of them. Arm yourself with knowledge if you are to survive a journey into other realms of existence. When picking this skill, select a Plane from the Planes of Existence Lore expertise. You can take this skill multiple times, selecting a new plane each time.
      • The Ethereal Planes (Faewild, Prime Material Plane, Shadowfell)
      • The Elemental Planes (Air, Earth, Fire, and Water)
      • Or select one of the Astral Planes: {Arborea, Arcadia, Archeron, Bytopia, Carceri, Elysium, Gehenna, Hades, Limbo, Mechanus, Mount Celestia, Pandemonium, The Abyss, The Beastlands, The Nine Hells, Ysgard}
  2. Willpower

    Willpower is a completely new main skill based on Sanity. A measure of the character's mental resistance (against pain, fear etc.) when falling victim to mind-altering magic, or insanity. The Cleric, Druid, Monk, and Paladin classes can add Willpower to the list of skills they can choose from. Willpower consists of two subskills: Meditation and Resolve
    • Meditation Use of Meditation to calm and center the mind and body, ignoring pain and releasing adrenaline. This helps to maintain ones hold on reality. To fix the effects of mental instability.
      In game effects:
      1. Ignore Exhaustion: a successful check against DC 10 + your exhaustion level, will allow you to ignore the effects of one level of exhaustion, plus an additional level per 5 points you exceed the check by for a minute.
      2. Recovery: a successful check against DC 12, as part of a long rest. If the user meditates for at least 1 hour they may add their sanity modifier to hit dice rolled to recover Hit Points. They may not do other things during this hour other than meditating.
    • Resolve The determination to find solutions, to clear distractions, make firm decisions and see them through and stay on point. Those of a higher Resolve are better able to combat Fear and Terror in their adventures. This is to resist the effects of mentally unstable events.
  3. Skip to ( Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma | Sanity )Lore SubskillsThe lore skills defined above allow you to know lots about things in the world. Functionally they are all the same, although the information they provide is quite varied. Below is a guide on how DMs can set their DCs, using dragons as an example.
    Very Easy (DC 5) - Very common knowledge. Dragons are dangerous, have breath weapons and fly.
    Easy (DC 10) - Common knowledge. The color of a dragon determines its breath weapon element.
    Moderate (DC 15) - Uncommon knowledge that most people don't know. The color of a dragon also determines their resistance or immunity to the same element. Sometimes dragons are spellcasters.
    Hard (DC 20) - Rare knowledge. Dragons of a specific color have been documented to use specific spells, or specific legendary actions.
    Very Hard (DC 25) - Very rare knowledge. Elder dragons have these legendary lair actions when encountered inside their lairs.Obviously it's up to the DM to determine how rare information is for their world, but here is a good rule of thumb. Commoners know stuff of DC 5-10. Educated individuals know things of DC 10- 15. Scholars know things of DC 15-20 and Experts (people who focus on that area of expertise) know things of DC 20+
    You can the Lore skills to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s HD. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, the GM can give another piece of useful information.

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