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Optional Mechanic: Rare Skills

Optional Mechanic: Rare Skills

This article introduces the mechanic of rare skills to Level Up: Advanced Fifth Edition, and details four new rare skills, collectively known as the elemental skills. Mechanically, rare skills function exactly like normal skills except that a character can only attempt a rare skill check if a feature explicitly grants them access to the skill. (See the end of this article for new features that grant access to rare skills.) A character with access to a rare skill is not necessarily proficient in it, but if they have access they may cultivate that skill like any other, such as choosing to gain proficiency in a rare skill when a feature offers the chance to gain proficiency in an unspecified skill. Narrators can give rare skills to monsters and NPCs without changing their CR.


Skill-Specific Rules

The following rules apply to the elemental skills introduced in this article, but not necessarily to rare skills introduced elsewhere.

  • Under normal conditions, you may only use these skills to affect a target or area no greater than a 5-foot cube and no more than 30 feet away from you, although you may sense beyond these limits on a particularly high roll. Doing so requires an action. You may only move an object you target up to 5 feet in any direction as an action.
  • You must have a clear path (no total cover ) between you and the target or area you affect with these skills, and you must be able to see or otherwise know the precise location of the area or target you affect.
  • Some environments may limit how you can use these skills. For instance, being in mid-flight high above the ground or standing on an ice floe would make geokinesis nearly impossible, strong winds may complicate aerokinesis or pyrokinesis, and hydrokinesis would be difficult in the desert.
  • Effects created with these skills last until the start of your next turn if physical conditions would not otherwise support them (such as supporting a boulder in midair), although you may end them early at any time without an action. However, they persist if you use your action on the following turn to either maintain or further the effect (such as gradually moving a boulder across a chasm). However, doing so requires concentration like a spell, and the Narrator may call for a Constitution saving throw as per the rules for a forced march for each minute you maintain this concentration after the first.
  • These skills are considered magical and cannot be used where magic is suppressed, such as in an antimagic field. Although they are not spells, they are considered cantrips for the purposes of counterspell , dispel magic , and similar magic.
  • It is normally impossible to directly manipulate an unwilling creature’s breath, body heat, blood, bones, etc. using the skills in this article, not only because a clear line of sight is often unfeasible, but also because such elements take on a new essence when incorporated into a being with a creature type. This applies even to creatures such as elementals or constructs that may be entirely composed of a pure element. However, Narrators may rule that a willing creature can be affected by certain uses of these skills, such as using Pyrokinesis to warm a creature.

New Rare Skills

Under specific conditions, characters can gain proficiency in the following rare skills. Creatures can’t make a check for a special skill unless they have proficiency in it. Like all skills, the Narrator determines which ability score is called for in a given situation.

Aerokinesis. A character makes an Aerokinesis check to mystically attune to and manipulate the air, atmosphere, and potentially other air-adjacent phenomena such as sound and weather. The most commonly used ability score is Wisdom. A character might use Charisma to amplify their voice or Dexterity to manipulate a glider.

Specialties: odors, pressure and vacuums, sound, transportation, weather

Geokinesis. Geokinesis represents a character’s ability to mystically attune to and manipulate earth in the form of stone, sand, silt, clay, and potentially earth-adjacent materials such as metals or magma. The most commonly used ability score is Wisdom. A character might use Intelligence to identify a fake gemstone or Charisma to sculpt a statue.

Specialties: gems, magma, magnets, metals, mud, sand, seismic activity

Hydrokinesis. Hydrokinesis represents a character’s ability to mystically attune to and manipulate water, ice, and potentially other water-based substances such as acids and sap. The most commonly used ability score is Wisdom. A character might use Constitution to hold back a crashing wave for a long period of time or Intelligence to identify impurities in water.

Specialties: acids, condensation and freezing, dowsing, evaporation and melting, purification, sap

Pyrokinesis. Pyrokinesis represents a character’s ability to mystically produce, attune to, and manipulate fire and heat, and potentially other fire adjacent-phenomena such as light and lightning, at the Narrator’s discretion. The most commonly used ability score is Wisdom. A character might use Charisma to put on a pyrotechnic display or Intelligence to deduce how long an object will burn unassisted.

Specialties: heat, light, lightning, pyrotechnics, smoke


Example Ability Check DCs for Elemental Skills

 

  Aerokinesis  
  10 Create white noise to hide a conversation; clear a smoke-filled room
  15 Throw your voice to another position; fill the sails of a small boat

  20

Generate a heavy fog; cushion a fall from a great height

  25

Uproot a small tree; anticipate where lightning will strike

 

  Geokinesis  
  10 Compact sand into a stable surface; carve a message into brick
  15 Convincingly falsify a creature’s footprints; sense a tunnel below a city street

  20

Levitate a large boulder; bridge a narrow chasm

  25

Warp a steel blade; predict an earthquake an hour in advance

 

  Hydrokinesis  
  10 Change water into ice or vice versa; keep yourself dry in the rain
  15 Dry a soaked book without smudging its text; intuit a safe path over a frozen lake

  20

Keep the ocean from filling a breach in a ship’s hull; purify water of invisible contaminants

  25

Create a safe space in a tsunami; sense the nearest body of water in a desert

 

  Pyrokinesis  
  10 Restrict a flame to the center of a piece of paper; create recognizable images in a fire
  15 Create a safe path through a burning building; perform a professional-grade pyrotechnics show

  20

Quickly and cleanly burn through manacles; keep a campfire lit in pouring rain

  25

Change a lava flow into rock or vice versa; bend torchlight away from your hiding place


Establishing Elemental Skill DCs

Rare skills offer alternative methods of approaching a problem, but these methods aren’t necessarily easier than conventional ones. Lifting a boulder with Geokinesis is just as hard as it is with Athletics and lighting a fire in a storm is impressive whether you rely on Survival or Pyrokinesis. When setting a DC for a rare skill, it is helpful to think of comparable means of accomplishing the same effect with mundane skills. Often, the DC should be the same.

Note that the DC is typically higher to interact with or manipulate a substance or phenomenon the further it is conceptually from the base element. For example, it is easier to warm an object with Pyrokinesis than it is with Aerokinesis, but it is more difficult to cool with Pyrokinesis than with Aerokinesis. Likewise, it is fairly easy to manipulate soil with Geokinesis, but harder to manipulate metal.


Elemental Ability Check Criticals

These tables apply to all of the elemental skills.

Critical Success

1. Breakthrough. Choose a specialty in the triggering skill closely associated with the intended effect. If this is your first time getting a critical success with that specialty, you have a key insight into its underlying essence. Write down the specialty. After you have rolled this result with the same skill three times, you permanently gain that specialty.

2. Effortless. For 1 minute, you can maintain effects caused by the triggering skill as a bonus action instead of an action. This does not apply to causing a new effect with the triggering skill.

3. Elemental Ward. You gain resistance to the energy type associated with your use of the triggering skill (such as acid, cold, fire, lightning, or thunder damage), as determined by the Narrator, for 1 hour.

4. Receptive Locale. For 24 hours, the range at which you can use the triggering skill doubles.

5. Restorative Energy. You regain 1d4 exertion points, a 1st-level spell slot, or 2 pact magic points. If you cannot benefit from this, reroll.

6. Unity of Substance and Soul. Until your next short or long rest , you can choose to use Wisdom for ability checks that would otherwise use Strength or Dexterity, or vice versa.

Critical Failure

1. Choke. For the next hour, When you make a check with the triggering skill and the d20 shows a natural result of more than 10, you must count the d20 result as being 10.

2. Collateral Damage. A creature or object of the Narrator’s choice within range takes 1d4 damage of a type associated with the triggering skill, (such as acid, cold, fire, lightning, or thunder damage) as determined by the Narrator.

3. Lose Center. You channel power in ways you are unprepared to handle and become confused for until the end of your next turn as you regain your composure.

4. Menacing Mephit. Your actions awaken and disturb a nearby mephit or other thematically appropriate creature of CR 1/2 or less. At some point in the next 24 hours, they take an impish action to noticeably frustrate, annoy, or otherwise inconvenience you.

5. Misdirected. Instead of affecting your target, the effect manifests in another location of the Narrator’s choice within range.

6. Taxing. You lose a number of hit dice equal to half your proficiency bonus as though you had expended them. The number of hit dice you have cannot be reduced to less than 0 this way.

Walrus

Walrus

Challenge
str
dex
con
int
wis
cha

Wailrus

Wailrus

Challenge
str
dex
con
int
wis
cha

Sleeplessness

Sleeplessness

-level (
)
r
Duration:

You grant a creature supernatural vigor that keeps it awake.

r
This spell may be cast as a ritual

Dancing Feet

Dancing Feet

-level (
)
Duration:

You cause a musical chord to play and creatures in the area have a sudden urge to dance.

Manifest Antimatter

Manifest Antimatter

(
)
Duration

You target one creature or object within 30 feet and create antimatter in the same space. A targeted creature makes a Dexterity saving throw or takes 10d8 force damage and until it receives healing equal to the initial damage, it cannot benefit from rest as the antimatter continues to interact with the creature’s matter over time. A creature reduced to 0 hit points is obliterated, leaving behind nothing but atomic particles, along with anything it was wearing or carrying (except indestructible items).

Basic Vehicle Rules

Basic Vehicle Rules

These rules are a streamlined version of the Adventurer's Guide vehicle rules.

  • The driver uses their bonus action to control the vehicle.
  • A vehicle can move up to its Speed each round, and can turn up to 45-degrees at any point.
    • The driver can make a maneuver check (land vehicles, etc.) to make a hard turn of up to 90-degrees instead. 
    • The driver can make a maneuver check to move ahead full and move at 150% of the vehicle's Speed for one round, but the vehicle cannot turn.
    • The driver can choose not to move the vehicle and instead turn it up to 180-degrees with no check required.

Maneuver Check

The driver can make a maneuver check to perform a maneuver. A maneuver costs one action and is made using an appropriate tools check (land vehicles, water vehicles,  air vehicles, space vehicles, etc.) The Narrator determines whether something constitutes a maneuver (such as a jump over a ravine). The DC of the check is based on the vehicle's size as shown in Table: Vehicles.
 

Table: Vehicles

Vehicle Size

Maneuver DC

Damage

Small 10 1d6
Medium 12 2d6
Large 14 4d6
Huge 16 8d6
Gargantuan 18 12d6
Titanic 20 24d6

 

A failed maneuver causes damage to the vehicle as noted in Table: Vehicles.


Collisions

A collision causes the damage indicated in Table: Vehicles. If two vehicles collide, or if a vehicle collides with a creature, each takes the damage indicated by the other vehicle's size. If a vehicle collides with a wall or other immovable object it takes damage based on its own size.

If a vehicle is used to deliberately collide with a creature, a maneuver check is made with a DC equal to the target's Armor Class. On a success the vehicle and the creature take damage as indicated above. On a miss, the vehicle takes half damage, and the target creature takes no damage.


Broken Vehicles

A vehicle reduced to 50% or few hit points is broken. Its Speed is reduced by 50% and it can no longer perform maneuvers. Vehicles reduced to 0 or few hit points are destroyed.

Repairs

Repairs can be conducted by making an appropriate tools check (woodworker's, smith's, or engineer's) which restores hit points equal to the result of the check.

Pact of the Cauldron

Pact of the Cauldron

Aware of your knack for divination, your patron bestows on you a mystical cauldron. As an action, you can summon a cauldron, which appears in an unoccupied square adjacent to you. If there is no such square, it can’t be summoned. The cauldron is Medium and can contain a Medium creature if it squeezes. The cauldron is always filled with a mist-like substance, which you can use a bonus action to order to heat up, allowing you to cook with it as though it were water, although the mist itself doesn’t provide any sustenance and can’t be used to inflict damage. You may dismiss this cauldron without using an action, though anything that was inside it remains behind unless otherwise stated.

While summoned, this cauldron provides you with several benefits:

  • You can use your cauldron as a spellcasting focus for your warlock spells.
  • You learn one cantrip of your choice from the Divination, Enchantment, or Illusion school. It is considered a warlock spell for you and does not count against your number of cantrips known.
  • While your cauldron is within 5 feet of you, you can cast any warlock spell you know as a ritual if it has the ritual tag.
  • You can use your cauldron in place of reasonable artisan’s tools, such as an alchemist’s kit or a brewer’s kit. This does not grant you proficiency with such kits.

The cauldron has an AC of 10 and hit points equal to 10 × your proficiency bonus. It is destroyed if its hit points are reduced to 0. Your cauldron regains hit points equal to 1d10 × your proficiency bonus at the end of a long rest. If it is destroyed, you can’t use any spells granted by it or by eldritch invocations with this pact as a prerequisite until you replace it. You can perform a 1 hour ceremony to receive a replacement from your patron. The cauldron and any of its contents are collected by your patron when you die.

Pagination