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## Acrobatics * You may make an Acrobatics check to expend no extra movement in difficult terrain until the start of your next turn. The DC for this check is 15 for normal terrain (though your DM may increase or decrease this based on the environment) or equal to a spellcaster's spell save DC for magical terrain. * You may make an Acrobatics check opposed by a target's Insight or Perception. On success, the target cannot make opportunity attacks against you until the start of your next turn. ## Animal Handling * Against creatures with 3 or less intelligence, you may make an Animal Handling check contested by their Wisdom Save. If successful you may chose one of the following conditions to inflict on them: Charmed, Frightened, or Prone ## Arcana * When a creature is concentrating on a spell, you may make an Arcana check contested by their Constitution saving throw. If successful, they lose concentration. * You can make a contested Arcana check vs a creature's spellcasting modifier. If successful, they have disadvantage on spell attack rolls until the start of your next turn. ## Deception * You may make a Deception check contested by a target's Insight. On success the target is Blinded until the start of your next turn. * You may make a Deception check contested by a target's Athletics. On success the target is knocked prone. ## Insight * You may make an Insight check contested by a target's Deception check. On success you have advantage on attack rolls against the target until the start of your next turn. ## Intimidation * You may make an Intimidation check contested by a target's Wisdom saving throw. On success the target is frightened of you until the start of your next turn. ## Investigation * You may make an Investigation check contested by a target's Intelligence saving throw. On success, the target has disadvantage against the next saving throw you force it to make. \columnbreak ## Medicine * You may make a Medicine check on a willing creature. When rolling dice to determine the amount healed, that creature can instead take the maximum of the dice, up to an amount equal to the number rolled on this skill check. * You may make a Medicine check contested by a creature's Constitution saving throw. On success, the creature cannot receive healing until the start of your next turn. ## Nature * You may make a Nature check contested by a target's Constitution saving throw. On success, the target loses one damage resistance it has until the start of your next turn. ## Perception * You may make a Perception check contested by a target's Stealth. On success, you cannot have disadvantage against the target until the start of your next turn. ## Persuasion * You may make a Persuasion check contested by a target's Insight. On success, the target is Charmed by you until the start of your next turn. ## Religion * You may make a Religion check contested by a target's Spellcasting check. On success, you and your allies have advantage on saving throws against spells cast by the target until the start of your next turn. ## Sleight of Hand * You may make a Sleight of Hand check contested by a target's choice of Athletics or Perception. On success you may take one item the target is carrying and not wearing. If the target is wielding or otherwise holding onto the item, you have disadvantage on this check. ## Survival * You may make a Survival check contested by a target's choice of Insight or Nature. On success you have resistance to the next attack or spell from the target.