Skills and Special Abilities
2021-7-25
v 1.3
In World of Dungeons, Skills and Special Abilities help define a character's class. They map directly to the classic classes: Cleric, Fighter, Mage, Ranger & Thief; but they can also be bent to accommodate custom classes... like Alchemist or Road Agent. The following details how these rules have evolved in my games.
Skills
When a PC attempts something in the fiction that might be covered by a skill (eg. Athletics when climbing) they can roll advantage (
3d6& keep the highest 2)+ modinstead of a regular roll.
- Athletics:
+str/dex: feats of strength and dexterity - Awareness:
+wis: perceiving the environment around you - Deception:
+cha: attempt to deceive - Decipher:
+wis: discern a thing; attempt to understand or interpret - Heal:
+wis: provide an extrahdto the party when resting/rollinghp; heal1d6+level hpwith your touch. - Leadership:
+cha: use leverage to influence someone; diplomacy; intimidate; parley - Lore:
+int: consult your accumulated knowledge about something - Stealth:
+dex: attempt to be sneaky - Survival:
+con: foraging, hunting; start a fire in unfavorable conditions, etc
Special Abilities
These abilities can add additional flavor to a class. The word
attemptwill generally signify rolling a2d6+modwhen applicable.
- Backstab: +3 damage from concealment
- Bless: anoint items with holy water for +/-3 damage and as magical
- Cantrips: cast 3 simple magical spells
- Command: attempt to command any spirit, demon, etc.
- Cure: attempt to neutralize poisons or remove curses
- Hardy: +6 hp
- Lucky: turn a miss into a partial success once per day
- Pet: you have a loyal and effective animal companion
- Reflexes: you always act first and cannot be surprised
- Ritual: attempt occult rituals; detailed in ancient tomes and scrolls
- Scout: with you on point, your party can move quicker, cover more ground and spot targets before they spot you
- Skirmish: +1 damage; worn armor counts as one type lighter
- Slay: +2 melee damage
- Summon: summon a spirit you know by its true name
- Tinker: pick a lock, pocket or trap w/ tools
- Tough: +1 armor
- Turn: attempt to hold undead at bay with your faith and holy symbol
- Vision: commune with your deity or demon via holy water/drugs
- Volley: +2 ranged damage
- Wild: converse with and attempt to command animals; some classes (eg. Druids) use this to shapeshift