more toh prep
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@@ -74,15 +74,15 @@ Immediately after taking or inflicting damage, can use a free action to try and
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- **Free Climb**: Can climb sheer surfaces by making a skilled DEX check at +4 for every 100' climbed.
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- Failure indicates falling from half-way, taking 1d6 damage / 10'.
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- **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
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- On a complete success, the attack roll gains advantage.
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- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains disadvantage.
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- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
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- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
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- **Sense Magic**: Make a skilled WIS check to sense nearby magic.
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- Usually takes the form of an odor, with more powerful magic smelling more foul.
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- **Sneak Outdoors**: Make a skilled DEX check to hide in undergrowth and move silently outdoors.
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- Can't be done while engaged in melee combat.
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- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling tribal knowledge, stabilizing wounds).
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- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling tribal knowledge, stabilizing wounds).
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### Tribal Leader
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@@ -67,12 +67,12 @@ An adventurer who possesses a special bond with one (or more) animal companions.
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- **Companion Sight**: From 5th level, make skilled WIS check to see through the eyes of an animal companion.
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- Once established, must [concentrate](/rules/magic.html#concentration) to maintain sight.
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- **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
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- On a complete success, the attack roll gains advantage.
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- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains disadvantage.
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- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
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- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
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- **Tracking**: Make a skilled INT check to correctly identify and follow tracks, modified by environmental and other conditions (ex: weather, ground hardness, or age of tracks).
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- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).
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- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).
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### Speak with Animals
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@@ -77,7 +77,7 @@ To cast a spell, make a [skilled INT check](/rules/adventuring.html#skilled-abil
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- **Arcane Lore**: Can make a skilled INT check to recall information about arcane magic or recognize a spell or magic item.
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- **Prestidigitation**: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage.
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- **Ritual Casting**: Some rituals require a skilled check.
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- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
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- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
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### Healing
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@@ -51,11 +51,11 @@ An adventurer that specializes in battle and combat.
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- **Feat of Strength**: Make a skilled STR check to perform an extraordinary feat of strength (ex: bend iron bars, lift a steel gate, smash a door on the first try).
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- **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
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- On a complete success, the attack roll gains advantage.
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- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains disadvantage.
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- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
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- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
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- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
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- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
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### Combat Expertise
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@@ -0,0 +1,109 @@
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---
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title: Dru'ydd
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description: The Dru'ydd class for OSR gaming.
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date_pub: 2025-05-18T20:25:45.000-04:00
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section: classes
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content_type: feature
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short_code: cdy
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status: hidden
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---
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A guardian of nature empowered by the magic of the faewolde.
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[[toc]]
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<div class='headlessTableWrapper'>
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| | |
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| ------------------------ | ------------------------------------------------ |
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| **Hit Dice** | 1d8 |
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| **Armor** | Leather, wooden shields |
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| **Weapons** | Non-metal only - Club, sling, spear, staff, whip |
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| **Languages** | Alignment, Common, Dru'ydd'ik |
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| **Spellcasting Ability** | Wisdom (WIS) |
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</div>
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### Core Features
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- **Charm Immunity**: From 7th level, gains immunity to fae charms (from dryads, nixies, pixies, etc).
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<div class="dividedTableWrapper levelTable">
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| Level | HD | Atk | Save | Spellcasting<br />Bonus |
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| :---: | :---: | :-: | :--: | :---------------------: |
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| 1 | 1d8 | 0 | 11 | - |
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| 2 | 2d8 | 0 | 11 | 1 |
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| 3 | 3d8 | 0 | 11 | 1 |
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| 4 | 4d8 | 0 | 11 | 1 |
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| 5 | 5d8 | +2 | 9 | 2 |
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| 6 | 6d8 | +2 | 9 | 2 |
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| 7 | 7d8 | +2 | 9 | 2 |
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| 8 | 9d8 | +2 | 9 | 3 |
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| 9 | 9d8 | +5 | 6 | 3 |
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| 10 | 9d8+1 | +5 | 6 | 3 |
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| 11 | 9d8+2 | +5 | 6 | 4 |
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| 12 | 9d8+3 | +5 | 6 | 4 |
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| 13 | 9d8+4 | +7 | 3 | 4 |
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| 14 | 9d8+5 | +7 | 3 | 5 |
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[Dru'ydd Features]
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</div>
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### Change Form
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- Starting at 2nd level, can make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks) to change into the form of either a reptile, bird, or mammal.
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- The roll is reduced by the number of hit dice of the intended form.
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- The new form can't have more hit dice than current level.
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- Regains 1d4 hit points per level when used successfully.
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- All carried equipment is absorbed into animal form, only reappearing after changing back.
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- Can successfully cast a spell or change form a number of times equal to dru'ydd level (combined).
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- When in combat, can change (or change back) as a free action.
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### Class Skills
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- **Dru'ydd Craft**: Can use a combat action and make a skilled WIS check to create a small, instant, illusory effect, or to make a single seed pod open, flower blossom, or bud bloom.
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- **Nature Lore**: Make a skilled INT check to identify plants or animals, to discern pure water, or to recover from being lost.
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- **Pass Without Trace**: From 3rd level, can make a skilled DEX check to lead up to 5 people through natural environments without leaving any tracks and move through overgrown areas unimpeded at normal speed.
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- **Ritual Casting**: Some rituals require a skilled check.
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- **Tracking**: Make a skilled INT check to correctly identify and follow tracks, modified by environmental and other conditions (ex: weather, ground hardness, or age of tracks).
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- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).
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### Faewolde Magic
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- At level 2, gains spell casting and learns how to conduct magical research.
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- Can cast spells by channelling power from the faewolde.
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- Must have a symbol of either the fae or nature.
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- Must remain faithful to alignment and defense of nature.
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- Can successfully cast a spell or change form a number of times equal to dru'ydd level (combined).
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- [Example Dru'ydd Spells](./druid/spell-list.html)
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#### Casting Spells
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To cast a spell, the dru'ydd must make a skilled WIS check.
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- The current spellcasting bonus is added to the roll, while twice the level of the spell being attempted is subtracted from it.
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- Check the result.
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- On a fumble, causes [Doubt](#doubt).
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- On a failure, nothing happens, and it doesn't count towards casts for the day.
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- On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen.
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- On a complete success, the spell casts as expected.
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- On a critical success, the spell works exceptionally well (ex: player may choose to double spell duration, range, or targets).
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#### Doubt
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Occurs whenever a fumble occurs while casting a spell.
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- Next attempt to cast spell gets -2 on roll.
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- Cleared by a successful cast or form change.
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- Fumbling while already having Doubt severs connection to faewolde, preventing spell casting until next day.
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### Languages
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- Knows a secret language called "Dru'ydd'ik", known only to other dru'ydds.
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- With each level beyond 2nd, learns to speak the language of a creature in the forest.
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### Stronghold
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After 12th level, can build a stronghold that integrates with a natural setting.
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@@ -67,7 +67,7 @@ A nature-focused magic user and guardian of the forest.
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- **Pass Without Trace**: From 3rd level, can make a skilled DEX check to lead up to 5 people through natural environments without leaving any tracks and move through overgrown areas unimpeded at normal speed.
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- **Ritual Casting**: Some rituals require a skilled check.
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- **Tracking**: Make a skilled INT check to correctly identify and follow tracks, modified by environmental and other conditions (ex: weather, ground hardness, or age of tracks).
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- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).
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- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).
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### Divine Magic
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@@ -60,13 +60,13 @@ Holy (or unholy) warrior-priests who serve one or more deities.
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- Can only be used successfully once per day.
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- **Ecclesiastical Duties**: Make a skilled WIS check to perform rites and religious services for those with similar alignments and devotions.
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- **Inspired Attack**: Describe intended outcome and make a skilled check as indicated by GM.
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- On a complete success, the attack roll gains advantage.
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- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains disadvantage.
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- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage)s.
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- ex: grab child, jump over table, set it down safely, and strike nearest opponent.
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- **Religious Lore**: Make a skilled INT check to recognize names of major figures, magic items, and other symbols of importance to different religious groups (including cults).
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- **Ritual Casting**: Some rituals require a skilled check.
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- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
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- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
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### Divine Magic
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@@ -60,12 +60,12 @@ An honor-bound warrior that excels at mounted combat.
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### Class Skills
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- **Chivalric Attack**: Describe intended outcome and make a skilled check as indicated by GM.
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- On a complete success, the attack roll gains advantage.
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- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains disadvantage.
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- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
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- ex: grab fair maiden, jump over table, set her down safely, and strike nearest opponent.
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- **Heraldic Lore**: Make a skilled INT check to recognize standards, symbols, or names associated with liege, their allies, or their enemies.
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- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
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- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
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### Code of Honor
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@@ -56,7 +56,7 @@ Mystics are warriors that spend their lives rigorously training both their minds
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- **Martial Lore**: Make a [skilled INT check](/rules/adventuring.html#skilled-ability-checks) to recognize names of major figures, magic items, and other symbols of importance to different martial or mystical groups.
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- **Mystical Acts**: Describe intended outcome and make a skilled check as indicated by GM.
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- ex: making a running leap from a table to a balcony before landing and striking the nearest opponent.
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- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
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- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
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### Martial Training
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@@ -56,11 +56,11 @@ An adventurer that specializes in infiltration and retrieval.
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### Class Skills
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- **Cunning Attack**: Describe intended outcome, make a skilled check as indicated by GM.
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- On a complete success, the attack roll gains advantage.
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- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains disadvantage.
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- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
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- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
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- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: sleight of hand).
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- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: sleight of hand).
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#### Special Skills
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@@ -74,7 +74,7 @@ To cast a spell, make a [skilled CHA or INT check](/rules/adventuring.html#skill
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- **Arcane Lore**: Can make a skilled INT check to recall information about arcane magic or recognize a spell or magic item.
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- **Prestidigitation**: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage.
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- **Ritual Casting**: Some rituals require a skilled check.
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- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks.
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- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks.
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### Stronghold
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@@ -76,7 +76,7 @@ To cast a spell, make a [skilled INT check](/rules/adventuring.html#skilled-abil
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- **Arcane Lore**: Can make a skilled INT check to recall information about arcane magic or recognize a spell or magic item.
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- **Prestidigitation**: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage.
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- **Ritual Casting**: Some rituals require a skilled check.
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- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks.
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- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks.
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### Stronghold
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