Skill Feats

Arcana

Arcane Sense

You sense all nearby spells, magical auras, and magic casters

Skill boost
Arcana

You learn the number and location of all magical auras within 120 feet. You vaguely feel the strength of each aura you sense, but you don’t learn what is causing each aura. Magical auras emanate from each of the following:

  • A creature that can cast spells
  • A creature, object, or space that is affected by a spell
  • A creature, object, or space that has been affected by powerful spells in the past
  • A creature or object that has been conjured by a spell

Copy Spell

You analyze a spell so well that you can cast it yourself

Skill boost
Arcana
Trigger
You successfully identify a spell
Duration
1 hour

You learn the triggering spell. If the spell is a talent, you can only cast it if you qualify to learn talents of that tier.

Dual Origin

Your magic comes from two sources at once, and you have the best of both

Skill boost
Arcana
Prerequisites
A mystic origin

Choose a second mystic origin. You gain the unique effect of the second mystic origin. You choose whether your Magic stat is determined by your first or second mystic origins.

Magical Sage

You know everything about magic, or you know someplace to learn it

Skill boost
Arcana
Trigger
You fail (but not critically fail) an Intellect+Arcana roll to learn information about magic

You learn a hint related to the information you were seeking. In addition, you know exactly where you can go or who you can ask to learn the information.

The GM determines where or from whom the information could be accessed. If the information is a great secret, the GM could make the place or person with the information be almost completely inaccessible. Information on magic is commonly found at libraries, archives, univeristies, magic shops, and with the people who work in those locations.

For example, imagine you roll Intellect+Arcana to identify a magical ward around a noble’s house. The GM knows that the ward sends the caster a magical ping if anyone breaks into the house. If you fail the roll, you don’t learn this, but might instead learn that the ward is intended as a deterent against burglars. You might also learn that Alice the Artificer, who runs a shop down the street, would be able to easily identify the true nature of the ward if she had a chance to analyze it.

Spellbook

You store your spells in a book, so you can swap between them as needed

Skill boost
Arcana

When you complete an 8-hour rest, you can swap all your Spell talents and ribbons for other Spell talents and ribbons from the same class.

Athletics

Battering Ram

You can break down windors, doors, and walls with ease

Skill boost
Athletics

You have a +10 bonus to Strength+Athletics rolls made to break down or charge through structures.

Burst of Power

You push past your limits with a sudden surge of adrenaline

Skill boost
Athletics
Requirements
You are in combat, or a similar dangerous situation
Trigger
You make an Athletics roll

You have +10 on the triggering roll.

Daredevil Acrobat

You are an expert at balancing on moving surfaces, even creatures

Skill boost
Athletics

You can climb and balance on moving surfaces as easily as if those surfaces were completely still. You can climb and balance on creatures that are larger than you, even hostile creatures. You suffer no combat penalties from balancing or climbing.

Perfect Endurance

You don’t tire even after long periods of intense physical activity

Skill boost
Athletics

You never gain fatigue from performing a physical activity for a long time.

For example, you could run a marathon in heavy armor, do pushups all night, or tread water for a whole day.

Steady Balance

You can keep your balance even when you would normally fall over

Skill boost
Athletics
Trigger
You fall prone

You don’t fall prone.

Crafting

Architectural Weakness

You analyze a building, spotting any weaknesses in its construction

Skill boost
Crafting
Target
A building or large structure you can reach, or whose design blueprints you can analyze
Requirements
You haven’t used Architectural Weakness on this structure in the last 24 hours

You find an architectural weakness in your target. You and creatures you tell about this weakness can target it instead of targeting the structure as a whole. The weakness has health much less than the original structure, usually 1/10 of the original health, though the GM may change this value. If you destroy the weakness, the entire structure collapses.

The target area is only two meters wide. It’s a small thermal exhaust port, right below the main port. The shaft leads directly to the reactor system.

Crazy Prepared

You always have exactly the right item prepared for a task

Skill boost
Crafting

You reveal an item you constructed in the past, and use the Interact power to draw this item from somewhere you have been storing it. You must have reasonably been able to craft this item in the past 24 hours.

For example, if you’re delving a dungeon, you could pull out a crowbar and reveal you forged one earlier at the local smithy. Alternatively, if you’re preparing a meal for a lord, you could reveal that you had already made the lord’s favorite food. The GM has final say on whether any item is reasonable.

And here’s one I prepared earlier…

Jury Rig

You instantly craft a crude, fragile item out of common scrap parts

Skill boost
Crafting
Duration
10 minutes

You build a non-magical, handheld item of your choice out of scrap parts lying around nearby. This item is of very low quality, so it has the Fragile trait, and it permanently breaks when the duration ends.

Mouse Trap

You can disguise traps or machines as collections of seemingly unrelated parts

Skill boost
Crafting

Whenever you set a mechanical trap or build a large device, you can disguise the mechanism as a set of completely mundane objects, which you placed to perfectly trigger a cascading effect. Anyone casually searching the area never realizes the mundane objects have any mechanical effect. Someone who is determinedly searching the area for traps or devices has a -10 penalty to any rolls made to detect the mechanism.

Quick Craft

You complete a long crafting job with a flurry of activity

Skill boost
Crafting
Duration
1 minute

You craft at 60 times your normal speed. This means that over the next minute, you can complete the same amount of work you would normally complete in an hour.

Eloquence

Always Invited

You reveal an invitation or passcode that marks you as welcome

Skill boost
Eloquence
Requirements
You’re trying to gain access to a restricted area or event

You reveal a formal letter of invitation, a religious amulet, a secret passphrase, or a similar object or code that marks you as welcome. If you could not have reasonably obtained this invitation, you instead reveal a convincing forgery.

If a person checking this invitation is not suspicious of you, they will likely give you access to the restricted area or event. This invitation easily holds against all casual scrutiny, but a determined check could reveal it as fabricated.

Bon Mot

You launch an insightful quip at a foe, distracting them

Skill boost
Eloquence
Range
30 feet
Duration
1 minute

Make a Spirit+Eloquence attack roll against your target’s Spirit DC.

Success
Your target has a -2 penalty to Notice rolls and Spirit DC
Critical Failure
You have a -2 penalty to Notice rolls and Spirit DC

Evangelize

You make an argument that incontroveribly supports your claims

Skill boost
Eloquence
Target
One creature who can hear you
Duration
Until the end of your target’s next turn

You make a convincing argument to support a claim, philosophy, or faith that you believe. If your target disagrees with your claim, make an Intellect+Eloquence or Spirit+Eloquence attack roll against the higher of your target’s Intellect DC or Spirit DC.

Critical Success
Your target is stunned
Success
Your target has disadvantage on all rolls
Critical Failure
You have disadvantage on all rolls

If you succeed or critically succeed on this power, your argument might succeed in permanently persuading your target of the truth of your claim. Your target chooses whether or not they are persuaded. If your target is persuaded, this power has no effect on them.

False Expert

You are great at pretending to be an expert in topics you know nothing about

Skill boost
Eloquence

You have a +10 bonus to Eloquence rolls made to convince other people you know a lot about a topic. This bonus doesn’t apply if you actually are an expert in that topic.

I know three things about tabletop RPGs…

First Impression

You are great at charming people when you try to make an impression

Skill boost
Eloquence
Trigger
You have a conversation with someone for the first time

Make a Spirit+Eloquence roll against DC 15.

Critical Success
You have +5 Reputation with the other person
Success
You have +2 Reputation with the other person
Critical Failure
You have -2 Reputation with the other person

Trustworthy

You are seen as generally trustworthy and honorable

Skill boost
Eloquence

You are seen as someone who can be trusted to keep their word. Other people generally believe you will speak the truth and that you will keep promises that you make.

Nature

Befriend Animal

You can quickly make friends with all kinds of beasts and monsters

Skill boost
Nature
Range
10 feet
Requirements
Your target is an unintelligent animal, and you haven’t targeted them with this power in the last 24 hours
Duration
Until you or any of your allies harm your target

Make a Spirit+Nature roll against DC 10 + your target’s CR.

Critical Success
Your target is helpful towards you and indifferent towards your allies
Success
Your target is friendly towards you and indifferent towards your allies
Failure
Your target is unaffected
Critical Failure
Your target is hostile towards you and your allies

Favored Terrain

You are incredibly skilled at living or traveling in a particular terrain

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: Arctic, Caves, Coast, Desert, Forest, Grassland, Mountain, or Swamp. You gain the Lore for this terrain, or if you already had that Lore, you gain another proficiency of your choice. Whenever you make a Nature or Travel roll related to your favored terrain, you have a +10 bonus to the roll.

Invigorating Herbs

You heal an ally with foraged medicinal herbs

Skill boost
Nature
Target
One ally you can reach

Your ally heals 1d6 health and recovers 1 fatigue.

Locate Animals or Plants

You find the nearest animal or plant of a certain type within 5 miles

Skill boost
Nature

Name one type of animal or plant. You learn the location of the closest animal or plant of that type within 5 miles, if any.

Monster Handler

You reveal you have an item that attracts or repels a specific monster

Skill boost
Nature
Trigger
You succeed on a Nature roll to identify a monster

You have an item in your pack that attracts or repels the type of monster you just identified. You choose whether the item attracts or repels the monster, and the GM describes exactly what the item is.

For example, if you want to repel a vampire’s ghoul minion, the GM might say you have a few garlic cloves. Alternatively, if you want to attract a griffon, the GM might say that you have a pile of deer guts and griffons love their smell.

Notice

Alert

You react quickly to attacks and can never be surprised

Skill boost
Notice

You have a +5 bonus to initiative rolls. You can never be surprised.

Darkvision

You can see in the dark as well as you can in the light

Skill boost
Notice

You can see in the dark as well as you can in the light, so darkness never decreases your visibility.

Keen Eye

You automatically notice subtle details whenever you enter a room

Skill boost
Notice
Trigger
You enter a room
Requirements
You haven’t used Keen Eye on this room in the last 24 hours

You notice a hidden bit of information of the DM’s choice about something in the room. For example, you might notice that one section of a bookcase is suspiciously clear of dust, that an NPC’s bearing suggests they are feeling especially anxious, or a unusual footprint on a section of floor.

Use common sense to determine what counts as a room. We all speak English here.

Lie Detector

You learn whether a creature is telling the truth or lying

Skill boost
Notice
Trigger
A creature you can see and hear makes a statement

You know whether the triggering creature was completely lying. This power doesn’t detect half-truths or lies by omission.

Pursue a Lead

You examine a clue, focusing your efforts on investigating your target

Skill boost
Notice
Target
One creature, object, or location you know exists
Requirements
You have some kind of clue about your target
Duration
Until you use this power again

You have advantage on Intellect rolls made to investigate your target.

Perform

Actor

You are very skilled at impersonating specific other people

Skill boost
Perform

You have a +10 bonus to Spirit+Perform rolls made to impersonate a specific person. You must have studied this person’s speech and behavior for at least 1 minute.

Backup Disguise

You reveal that you’ve actually been wearing a disguise the whole time

Skill boost
Perform

You dramatically tear off a layer of clothing, revealing that this layer was merely a disguise. You choose whether you are now in your normal apperance, or whether you have been wearing another disguise underneath the one you just removed.

Cheerleader

You get a crowd of people to chant a phrase of your choice

Skill boost
Perform
Requirements
You are interacting with a crowd of 10 or more people who are not hostile towards you

Choose a short phrase or cheer. You spread the phrase through the crowd of people, who take up the chant. The duration of this power depends on the chant: an insane or disagreeable chant will die down in seconds, while a popular and agreeable chant might last a long time. This power does not force anyone to agree with the content of the cheer; people are just caught in a wave of mob energy.

Famous Performer

You are well-known for your popular performance or art

Skill boost
Perform

You have a reputation as a skilled performer. Other people might recognize your name and work, you can easily find venues to perform at, and you have a group of dedicated fans.

Fascinating Performance

Your performance draws everyone’s attention to it, fascinating them

Skill boost
Perform
Range
60 feet
Target
Any number of creatures within range
Duration
Until the start of your next turn

Make a Spirit+Perform attack roll against your target’s Spirit DC. You have disadvantage on this attack roll if your target is currently in combat or a similar dangerous situation.

Success
Your target is dazzled

Provoke

Inflame Hatred

You inflame someone’s anger and hatred toward another creature

Skill boost
Provoke
Target
Any number of creatures who can hear you
Duration
1 hour

Make a Spirit+Provoke attack roll against your target’s Spirit DC.

Critical Success
Your target is hostile towards a creature of your choice
Success
Your target is unfriendly towards a creature of your choice
Critical Failure
You lose -2 Reputation with your target

Intimidating Reputation

You are known as tough, scary, and definitely not someone to mess with

Skill boost
Provoke

You have a reputation as especially tough and harsh. Other people won’t dare bother you unless they absolutely have to, letting you dominate social situations or even get away with minor crimes.

Scare to Death

You scare someone so hard they literally die of fright

Skill boost
Provoke
Range
30 feet
Duration
Until the end of your next turn

Make a Strength+Provoke or Spirit+Provoke attack roll against your target’s Spirit DC.

Critical Success
Your target is terrified, and if their current health is no higher than the value you rolled, they instantly die
Success
Your target is terrified

Taunt

You taunt an enemy, forcing them to focus on only you

Skill boost
Provoke
Range
30 feet
Duration
1 minute

Make a Spirit+Provoke attack roll against your target’s Spirit DC.

Success
Your target is taunted by you

Vicious Mockery

You insult someone so badly they literally take damage

Skill boost
Provoke
Range
30 feet

Make a Spirit+Provoke attack roll against your target’s Spirit DC.

Critical Success
Your target takes 2d8 + Spirit + Provoke damage
Success
Your target takes 1d8 + Spirit + Provoke damage

Religion

Astral Projection

You lead a group meditation that sends you and everyone nearby to the spirit world

Skill boost
Religion
Range
10 feet
Target
Yourself, and up to 5 willing creatures within range
Duration
Until your target is affected by Astral Projection again

Your target falls unconscious, as their spirit exits their body and travels to the spirit world. Your target’s spirit shares the same stats as them, except it has the Spirit trait and it cannot use any talents or ribbons.

Make a Spirit+Religion roll against DC 15 to determine where your target appears in the spirit world.

Success
Your target appears at a location of your choice
Failure
Your target appears at a random safe location
Critical Failure
Your target appears at a random dangerous location

Whatever your result, your targets all appear at the same location in the spirit world.

Bishop

You reveal a core tenet or rule that everyone in your religion follows

Skill boost
Religion

Choose a religous belief, tenet, or rule that people might reasonably believe in. Your character states the rule out loud, explaining its importance to the faith and its origins as a belief. This rule is retroactively one of the core beliefs of your character’s religion. If past events in the campaign contradict this rule, then the rule isn’t very important to the average practicioner of your religion.

From now on, all believers in your character’s religion publicly follow the declared rule. Breaking the rule is considered a terrible taboo. If your character breaks the declared rule, your character will lose reputation with other practicioners of their religion.

Divine Sense

You can sense powerful spirits, like kami, outsiders, and undead

Skill boost
Religion

You have a special sense that lets you detect spirits. This sense is similar to a normal human’s sense of smell: spirits constantly emanate a vague aura, and this aura sticks to locations they’ve spent a lot of time at. You can distinguish between different types of spirits by the “smell” of this aura. An unkept graveyard might have a strong smell of undeath, while a church run by a kami might smell vaguely of Heaven.

Holy Symbol

You present your holy symbol and say a brief prayer for luck

Skill boost
Religion
Trigger
You make a die roll

Roll a d4 and add your result as a bonus to the triggering roll.

Priestly Status

You’re known as an officially-sanctioned priest of a common religion

Skill boost
Religion

You are widely known as a priest of a particular religion. Followers of that religion generally respect your moral and religious authority.

Secret Cult

You are a member of a secret religous cult with members hidden everywhere

Skill boost
Religion

You are a member of a secret society or a religious cult with significant influence. The cult has members almost everywhere in the world, and cultists can identify each other with a secret sign. You can ask for favors from other cultists, and other cultists may ask favors from you. If you repeatedly refuse to help other cultists or act against the cult’s goals, you may be declared an enemy of the cult.

Society

Connections

You have connections in high places, who you can try to ask for favors

Skill boost
Society

You announce that you know a noble, a rich merchant, a judge, or another important figure in the local town. This figure has heard of you before and is friendly towards you. You can get an audience with them and can ask them for minor favors.

Extensive Knowledge

You are an expert in a huge variety of different areas of knowledge

Skill boost
Society

You gain four Lores of your choice. Each Lore must be about history, culture, business, society, or some kind of human activity. When you finish an 8-hour rest, you can change your choice of Lores.

Forced Error

You can manipulate others into making major social faux pas

Skill boost
Society
Range
30 feet

Make a Spirit+Society attack roll against your target’s Spirit+Society DC.

Critical Success
Your target makes a major faux pas, losing roughly 5 reputation with all observers
Success
Your target makes a minor faux pas, losing roughly 2 reputation with all observers
Critical Failure
You make a minor faux pas, losing roughly 2 reputation with all observers

Historian

You declare a minor historical fact about the game world

Skill boost
Society

Declare something about the history of the game setting. This retroactively becomes fact. Your declaration should be entirely about events that are years in the past, and should not focus on the current state of affairs.

For example, you could state that two nations recently emerged from a brutal war, so there’s lingering resentment between the two peoples. Alternatively, you could declare that a city built an elaborate series of underground catacombs a century ago, and those catacombs are still around to this day.

Linguist

You very easily learn the basics of any language you see or hear

Skill boost
Society

Choose a language that you don’t speak, but that you have seen or heard before. You must have observed a moderate amount of this language within the last 24 hours: at least 1 minute of speech, 1 page of writing, or the equivalent for other forms of communication. You instantly learn to speak or write this language at the level of a young child. You are not proficient enough in this language to communicate complex ideas.

Stealth

Hide in Plain Sight

You can hide even while being observed and without any cover

Skill boost
Stealth

You can attempt to hide even while being actively observed. You can attempt to hide even without any cover to hide behind.

Just a Box

You are an expert at hiding behind immobile objects, even in the strangest spots

Skill boost
Stealth

You are an expert at placing inanimate objects in the perfect locations. Whenever you hide behind or inside of an inanimate, immobile object, you can slightly adjust this object to perfectly blend into its surroundings. Even if the object would normally be wildly out of place, no one notices the object is strange in any way. This effect ends if the object moves, if the object is a threat or obstacle, or if you are no longer hidden behind or inside of the object.

For example, you can hide inside of a box in the middle of the floor, and no one will question why the box is there so long as it stays still. You can hide behind a tall potted plant next to a lava lake in the middle of an evil dungeon, and no one will question the plant’s existence.

No Presence

You have a complete lack of social presence, peoples’ eyes gloss over you

Skill boost
Stealth

Creatures never notice you unless you do something to draw their attention. This doesn’t apply to creatures that are actively searching the area, that are on guard for danger, or that already know you’re here.

Prior Pickpocketing

You reveal that you already pickpocketed an item your target attempts to draw

Skill boost
Stealth
Trigger
A creature you can see tries to draw an item
Requirements
You were within 5 feet of that creature within 1 hour, and the creature hasn’t used the item since you were last within 5 feet of them

Make a Agility+Thievery roll against your target’s Intellect+Notice DC.

Success
You reveal you successfully pickpocketed your target, drawing the item and showing it to them, as your target either draws nothing or draws a useless fake copy of the item

Stealthy Move

You can move across a creature’s field of view without being seen

Skill boost
Stealth

When you Stride, if you are hidden from a creature at the start of your movement, you are hidden for the entire movement, even if you move directly through a creature’s field a view. If you end your Stride in direct view, you are seen as normal.

Travel

Experienced Tracker

You can easily follow tracks and learn things about your prey

Skill boost
Travel
Trigger
You roll Intellect+Travel to investigate or follow tracks
Requirements
You haven’t used Experienced Tracker on these tracks in the last 24 hours

You have a +10 bonus to the triggering roll. Additionally, you notice a hidden bit of information of the DM’s choice about the creatures you’re tracking. For example, you might notice that the creatures are walking single-file to hide their numbers, that the tracks match a specific style of boot, or that the creatures were moving with unusual haste.

Land's Stride

You ignore simple natural hazards that impede movement

Skill boost
Travel

You move at full Speed through difficult terrain. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Scout Terrain

You find the location of a nearby terrain feature you’re looking for

Skill boost
Travel

You declare that a specific terrain feature exists nearby, and that you know the way there. This feature must match the general terrain: you could find a nearby creek if you’re in a forest, but not if you’re in a desert. The feature is fairly close by, maybe 30 minutes of travel outdoors, or 5 minutes of travel in a city.

For example, if you’re in a hilly mountain, you could find a nearby cave, cliff, or ravine. Alternatively, if you’re in a dense city, you could find a nearby tavern, guard barracks, or temple.

Travel Guide

You know the way to any destination you name, and can easily find the path there

Skill boost
Travel
Duration
8 hours

Name one major landmark, such as a city, mountain, castle, or battlefield. Someone in history must have visited the site and mapped it; this power fails if the landmark appears on no map in existence. You know the exact direction from you to the landmark.

Wanderer

You never get completely lost while travelling outdoors

Skill boost
Travel

You always know generally where you are in the world, to a precision of roughly 1 mile. You always know a general description of the nearest friendly settlement, and you know the exact distance and direction to it.

Not all those who wander are lost.