Skulduggery Practice
Spending lives mired in schemes, cheats, and all sorts of underhanded tactics, operatives routinely redefine the low road, but those of the Skulduggery Practice are among the worst of the worst. Those operatives who choose the Skulduggery Practice pride themselves in the plans they cook up, and manipulate others into helping or enabling their intentions.
Master of Deception
Skulduggery Practice: 3rd level
You gain proficiency with three choices among the disguise kit, the forgery kit, or a gaming set. You can use one choice to learn a language instead.
Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular culture or group, provided that you know the language.
Master of Tactics
Skulduggery Practice: 3rd level
You can use the Help action as a bonus action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be any creature within range of your ally's attack, rather than within 5 feet of you, if the ally can see or hear you.
Additionally, if you don't take the Attack action on a round that you use the Help action to aid an ally's weapon attack, and the ally's attack is successful, you can use your reaction to apply your Sneak Attack damage to the attack's weapon damage.
Dastardly Attack
Skulduggery Practice: 3rd level
You’ve learned ways to use your martial ability to influence others. When you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a dastardly attack.
Some of your dastardly attacks require your target to make a saving throw to resist the attack’s effects. The saving throw DC is as follows:
Dastardly Attack save DC = 8 + your proficiency bonus + your Intelligence or Charisma modifier (your choice)
Broken Guile
You attempt to startle the target into retreating. The target must make a Wisdom saving throw. On failure, it is frightened of you until the beginning of your next turn, and must use its movement to move as far away from you as possible. When the effect ends or the creature succeeds on the save, it is immune to this effect for 24 hours.
Covering Fire
You protect an ally while they work. Choose one friendly creature who can see or hear you. Before the beginning of your next turn, when that creature makes a skill check or
saving throw, they can roll two of your Sneak Attack dice. That creature adds the rolled value to the total of their check.
Forced Blunder
You attempt to cause a target with a loaded blaster to discharge their weapon in the wrong direction. The target must make a Strength or Dexterity saving throw (their choice). On failure, it makes a ranged weapon attack with disadvantage against a target of your choice.
Expert Manipulator
Skulduggery Practice: 9th and 17th level
When you use your Bad Feeling ability, instead of moving, you can choose to take the Attack action with advantage.
Additionally, if you spend at least 1 minute observing or interacting with another creature outside combat, you can determine information about it. You can learn accurate information about one selection from the following options:
- Current hit points
- Current armor class
- Two ability score values
- A yes or no answer regarding an ability of the target
- The target's emotional state
- A primary desire of the target
At 17th level, once per turn when you succeed on an attack roll, ability check, or skill contest against the target, or the target fails a saving throw controlled by you, you can learn one selection from the list of your choice.
Misdirection
Skulduggery Practice: 13th level
When you are targeted by an attack from a source you can see, and the attack would hit, you can use your reaction to make a Dexterity saving throw (DC equal to the total attack roll). On success, you evade the attack.
If there was a creature within 5 feet of you providing cover from the attack, you can choose to redirect the attack to the adjacent creature.
Liar's Promise
Skulduggery Practice: 17th level
Your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.
Additionally, no matter what you say, enhanced effects that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by enhanced effects.