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  Table of Contents
  Introduction .................................................4
  Part One: Ability Checks.............................5
  Strength..........................................................5
  Dexterity..........................................................6
  Constitution....................................................7
  Intelligence.....................................................7
  Wisdom...........................................................7
  Charisma........................................................8
  Tools................................................................8
  Part Two: Skill Tricks..................................11
  Proficiency in Acrobatics...........................11
  Procifiency in Animal Handling................11
  Proficiency in Athletics...............................12
  Proficiency in Deception............................12
  Proficiency in History..................................13
  Proficiency in Insight...................................13
  Proficiency in Intimidation.........................13
  Proficiency in Investigation........................13
  Proficiency in Medicine...............................13
  Proficiency in Nature...................................13
  Proficiency in Perception...........................14
  Proficiency in Performance.......................14
  Proficiency in Persuasion...........................14
  Proficiency in Religion.................................14
  4.1.15 Proficiency in Sleight of Hand........15
  4.1.16 Proficiency in Stealth.......................15
  4.1.17 Proficiency in Survival.....................15
  4.1.18 Proficiency with Tools.....................15
  Part Three: Feats.........................................17
  Part Four: Spells..........................................19
  Spell Lists.......................................................19
  Credits
  Author/Designer/Developer: Jonathan Duprée 
  Art Director: Jonathan Duprée 
  Graphic Designer: Jonathan Duprée / The Homebrewery 
  Cover Illustrator (Ink): Marty J Edwards 
  Cover Illustrator (Color): Chad Hueston 
  Interior Illustrators: Matt Bulahao, Daniel Comerci,
  Jonathan Duprée, Felipe Gaona, Dean Spencer, Dmitry
  Yakhovsky, DM's Guild Stock Art
  Playtesters: 
  Andy Davis, Andy Hornbeck, Andy Manno, Brent Fuller, Chad
  Hueston, Chris Choate, Daniel Young, Elsa Larson, Ian
  Larson, Jason Korthius, Jeremy Wilbur, Jill Davis, Joe Orbik
  III, Katherine Golden, Kevin Freeman, Kevin Gibson, Kristin
  Larson, Matthew Barnette, Nick Pape, Tom Taylor, Steven
  Brown, Steve Veneema, Victor Clinton Dieter Eichhorn,
  Victor Eichhorn, Zach Fenoff
  Backers: 
  Andy Manno, Chad Hueston, Chris Choate, Elsa Larson,
  Jason Griffin, Jon Houston, Kevin Gibson, Kristin Larson,
  Matthew Barnette, Richard Newby, Salvador J Guzman, Tom
  Taylor, Troy Everett, Victor Clinton Dieter Eichhorn
  Created for 
  Dungeons & Dragons 5th Edition by Wizards of the Coast
  and release/publication on the DM's Guild website. All rights
  reserved to Wizards of the Coast and Jonathan Dupree.
  Images copyright of Jonathan Dupree or used with
  permission of the original artists.
  On the Cover
  The heroes Wrex, Elrith, and Teagan use a bit of magic,
  strength, and nimbleness to cross an old moat into a
  forgotten fortification.
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  Introduction
  M
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  UCH LIKE EARLIER EDITIONS OF
  Dungeons & Dragons, the Fifth Edition
  ruleset has a number of skills that can
  be acquired by characters that make
  them better at performing certain
  tasks. Characters can perform feats of
  acrobatic and athletic prowess, talk
  their way into a non-player character's good graces, or detect
  threats before they cause the player a heap of trouble.
  These skill proficiencies are gained through race, class,
  and background and are tied to the character's abilities. A
  stronger character is naturally more capable at performing
  athletic actions, but training can make a slightly weaker
  character more adept at those actions.
  In the Player's Handbook, the actions associated with each
  skill are very specific and limited. A variant rule presented on
  page 175 of the Player's Handbook allows for a variety of
  applications of skill proficiencies. It would allow for a
  character to use his or her high Strength score to aid in
  intimidating a non-player character, instead of needing a high
  Charisma score to be more frightening. Another common
  example of this variant is using Intelligence with a proficiency
  to recall lore about the activity or Wisdom with a proficiency
  to identify a use of the skill.
  Even with the variant rule, skills are still only a modifier to
  your ability checks, and being proficient in the skill doesn't
  grant any benefit other than the modifier. This means that a
  character who has trained to do Acrobatics and a character
  who is just naturally dexterous might have closer-than-
  you'dexpect ability in performing acrobatic activities.
  The point of this supplement is to give more options for
  ability checks and for skills. In the part one, we will discuss
  ability checks along with skill and tool proficiencies with
  alternative options for using these abilities to interact with
  the world around your character, highlighting options for use
  with the Skills With Different Abilities variant rule.
  Combining abilities and skills is not necessary to use the
  other parts of this supplement, but it makes for an easier
  method of having a player perform actions without having the
  player roll multiple ability checks to complete a moderately
  advanced action.
  In the second section, we will discuss Skill Tricks. These
  are benefits a character gains for being proficient in a specific
  skill. Some of these options are featured in the Dungeon
  Master's Guide on page 271 as Action Options. In this
  supplement, they have the additional prerequisite of
  proficiency with an associated skill.
  In the remaining sections, we will discuss a variety of
  options ranging from feats to spells that are connected to
  ability checks and skills. These options will allow for a more
  skill-oriented character that can generally help his or her
  party deal with its surroundings.
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  Part One: Ability Checks
  T
  he way that characters interact with the world
  and the other creatures around them is
  through their abilities. The traits are the
  foundation of the physical and mental actions
  employed by all creatures in Dungeons &
  Dragons and directly modify the roll of the dice
  that determine the success or failure of these
  actions. This section discusses how a creature can use these
  abilities and the combination of skills and tools to interact
  with the world.
  Strength
  The Player's Handbook states that Strength measures bodily
  power, athletic training, and the extent to which a character
  can exert raw physical force. It has a number of applications,
  such as adding to attack and damage rolls for melee attacks
  and determining how much a character can lift and carry. A
  character’s Strength score also directly relates to how far or
  how high the character can jump, as outlined on page 182 of
  the Players Handbook.
  Other Strength Checks. Here are some additional
  circumstances where the DM might also call for a Strength
  check:
  • Keeping a creature or heavy object from falling
  • Breaking an object with bare hands
  • Holding up a heavy portcullis or door
  Examples of Strength with Other Skills
  Acrobatics. A Strength (Acrobatics) check might be made
  for an acrobatic technique that relies more on the character's
  strength rather than nimbleness. A few examples might
  include vaulting or swinging from something (such as from a
  chandelier or a suspended bar) or performing a strenuous
  activity like a handstand or plank.
  Animal Handling. Sometimes animals or beasts require a
  bit of force to get them to do what is desired. A Strength
  (Animal Handling) check could be used to lead a beast such
  as a horse or oxen.
  Intimidation. Performing a frightening feat of strength can
  be as intimidating as even the sharpest tongue and wit. A
  Strength (Intimidation) check might be used by a creature
  who means to perform some form of physical act of violence
  such as breaking or damaging something so as to cause
  another creature to be intimidated.
  Medicine. A Strength (Medicine) check may be required to
  perform a specific medical action that a keen, perceptive eye
  may not help in. A few examples may be trying to resuscitate
  another creature by forcing their breathing, setting a broken
  or dislocated bone, or stopping a character from bleeding by
  applying pressure.
  Perception. When trying to determine how much
  something weighs by hefting it or about how much force will
  be required to break something after having tried to do so,
  you may require a Strength (Perception) check.
  Sleight of Hand. When a character would manipulate a
  particularly heavy object in a nimble fashion, they may
  require a Strength (Sleight of Hand) check.
  Stealth. A Strength (Stealth) check might be used when a
  character pulls or pushes something into position so as to
  hide. This might also be useful if a character is doing
  something athletic while hiding (such as hanging from a
  ledge).
  Survival. A Strength (Survival) check may be used to
  perform a task like digging out a trench or cutting down a
  tree or similar activities.
  Dexterity
  The agility and nimbleness of a character is measured by his
  or her Dexterity score. Like Strength, it has a number of
  applications and is favored by agile characters who use
  ranged, light, or finesse weapons. Dexterity also adds to
  lightly armored character's AC. Dexterity also adds directly to
  a character's initiative roll, meaning that more nimble
  characters will have turns earlier on the initiative count.
  Other Dexterity Checks. Here are some additional
  circumstances where the DM might also call for a Dexterity
  check:
  • Activating a mechanism (button, lever, etc.) at a specific
  moment
  • Securing a grappling hook
  • Tying a specialized knot
  Examples of Dexterity with Other Skills
  Animal Handling. A Dexterity (Animal Handling) check
  might come up when a character is trying to perform a
  nimble action while riding an animal.
  Arcana. A Dexterity (Arcana) check may be required to
  accurately draw arcane symbols or to copy them over from
  one medium to another.
  Athletics. A Dexterity (Athletics) check would be used
  when performing an athletic action such as jumping or
  climbing with speed and timing. 
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  Deception. A Dexterity (Deception) check might be
  required when a character attempts to confuse or deceive a
  creature with his or her movements, such as with footwork.
  Medicine. When a character is performing a surgical medical
  action such as trepanning, removing an arrowhead from a
  wound, or similarly detailed medical activities, a Dexterity
  (Medicine) check might be required.
  Nature. A Dexterity (Nature) check may be required when
  a character is trying to perform a task such as removing
  seeds from a pod, pruning a specific plant, or trying to extract
  a liquid substance from flora or fauna (such as poison or
  syrup).
  Performance. A Dexterity (Performance) check may serve
  when a character attempts a particularly difficult dance move
  or chord on an instrument.
  Survival. A Dexterity (Survival) check may be needed
  when a character requires fine manipulation to forage food or
  to set up a trap.
  Constitution
  No skills are normally attributed to Constitution. In the
  Player's Handbook, most of the actions that would require a
  Constitution check deal with enduring a strain on the
  character, such as forced marching or drinking an entire stein
  of ale in one go. The other use of this ability score is in
  figuring a character’s hit point total. One additional way of
  thinking about Constitution is a character being aware of
  him- or herself, possibly understanding when something is
  wrong due to outside influences such as poison or disease. In
  game terms, this knowledge is usually relayed to the
  character by the DM without any check, but a check might be
  considered to identify effects of the condition that may not be
  relayed initially.
  Other Constitution Checks. Here are some additional
  circumstances where the DM might also call for a
  Constitution check:
  • Maintaining concentration and focus
  • Performing a specific activity for a long duration
  • Trying and figure out what is wrong with a character in
  the case of poisoning or disease.
  Examples of Constitution with Other
  Skills
  Acrobatics. A Constitution (Acrobatics) check could be
  employed to perform an acrobatic task for a duration, like a
  character walking on his or her hands for a time or rolling
  down a hill.
  Animal Handling. A Constitution (Animal Handling) check
  might be used to ride or walk an animal over a long duration
  over difficult terrain (such as mountains or dense forest).
  Arcana. A Constitution (Arcana) check can be used to
  maintain concentration on a specific ritual or course of study
  done in a less than ideal circumstance (such as cold or hot
  weather conditions).
  Athletics. Performing an athletic feat over a long duration
  such as manual labor, forced march, or climbing up a high
  surface.
  Performance. A Constitution (Performance) check should
  be made when a character is set to perform for a long
  duration without breaks, such as reciting an especially long
  tale or playing a long set of music on an instrument.
  Stealth. A Constitution (Stealth) check can be used to
  remain hidden in a precarious location, such as crouched
  hidden behind or underneath something or in a less than
  ideal circumstance (such as cold or hot weather conditions).
  Survival. A Constitution (Survival) check can be used to
  measure how long a character can survive without food or
  water for long durations.
  Intelligence
  Intelligence is usually regarded as a creature's "book smarts,"
  in that it deals with what the character knows and his or
  herability to work out puzzles or problems.
  Other Intelligence Checks. Here are some additional
  circumstances where the DM might also call for an
  Intelligence check:
  • Deciphering script or code and work out its meaning
  • Working out how a device works and operate or disable it
  • Designing or crafting an object
  Examples of Intelligence with Other
  Skills
  Animal Handling. An Intelligence (Animal Handling)
  check measures a character’s ability to recall lore about
  beasts and animals and the handling or care of such
  creatures.
  Athletics. An Intelligence (Nature) check measures a
  character’s ability to recall lore about athletic principles, such
  as an understanding of necessary manpower for actions.
  Medicine. An Intelligence (Medicine) check measures a
  character’s ability to recall lore about medical and biological
  principals, such as proper remedies or procedures used for
  specific ailments and the physiology of specific creatures.
  Performance. An Intelligence (Performance) check
  measures a character’s ability to recall lore about specific
  performance techniques and actions. This might be to recall
  what a kind of dance or song is called or even the origins of
  such a performance.
  Sleight of Hand. An Intelligence (Sleight of Hand) check
  measures a character’s ability to recall lore about specific
  techniques of manual dexterity and the performance of such
  tricks.
  Survival. An Intelligence (Survival) check measures your
  ability to recall lore about specific survival techniques, such
  as not moving much while in quicksand or that burying
  oneself in snow will make for a warmer place to rest. You
  might also require an Intelligence (Survival) check to
  manufacture a simple trap.
  Wisdom
  The opposite of Intelligence is Wisdom, which is more a
  character's ability to perceive the world as it works around
  him or her and to work out things without a reliance on lore.
  Where Intelligence is "book smarts", Wisdom can be seen as
  "street smarts".
  Other Wisdom Checks. Here are some additional
  circumstances where the DM might also call for a Wisdom
  check:
  • Telling if a character or creatue is enchanted or acting
  against its own will
  • Discerning that a secret message is being sent
  • Intuiting direction or retracing steps
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  Examples of Wisdom with Other Skills
  Arcana. A Wisdom (Arcana) check may be used to perceive
  a lingering magical aura or the possible presence of magic
  where a normal character's untrained eyes may not be able to
  see.
  Nature. Your Wisdom (Nature) check can be used to help
  identify if something unnatural happens in nature (such as a
  magical storm or a summoned or shape-changed beast).
  Religion. A Wisdom (Religion) check can be used to
  perceive a lingering aura of good, evil, law, or chaos left by a
  creature or effect of divine power that a normal character’s
  untrained eyes may not be able to see.
  Stealth. A Wisdom (Stealth) check can be used to
  determine how well a character is currently hiding compared
  to those who would be seeking out or to even finding the best
  place to hide.
  Charisma
  Charisma determines a character's strength of personality
  and can be used to determine how well a character is able to
  communicate with others. To some, Charisma can also
  determine how attractive a character looks, but more
  commonly is seen as how well a character is able to put
  together his or her fashion and grooming to appear more
  socially pleasing.
  Other Charisma Checks. Here are some additional
  circumstances where the DM might also call for a Charisma
  check:
  • Influencing other creatures socially with a character’s
  strength of personality
  • Grooming oneself to appear more attractive
  • Standing out or remaining unnoticed in a social gathering
  Examples of Charisma with Other Skills
  Acrobatics. A Charisma (Acrobatics) check could be used
  to either perform some acrobatic feat for entertainment or to
  maneuver around a crowded place like a marketplace or
  tavern.
  Insight. A Charisma (Insight) check would help determine
  the implications of something that happens in society, an
  open public location, or during the course of a conversation.
  It can also be used to help determine what a character could
  possibly use in such an environment to help in his or her
  cause.
  Religion. A Charisma (Religion) check could be used to
  perform some sort of ritual or service out before an audience.
  Additionally, it could be used to convey teachings of a
  particular religion.
  Tools
  Through a character's life, they will pick up proficiencies with
  tools that are part of a trade such as crafting or a profession
  such as the use of a musical instrument. In many ways, these
  proficiencies are similar to skills, allowing a character with
  proficiency in thieves' tools to try and unlock a door or a
  character with proficiency in vehicles (water) to manuever a
  boat in rough water. Below are some examples of tool
  proficiencies and descriptions of how they might be used
  with each of your ability scores.
  Artisan's Tools
  A number of different arts and crafts are available to you
  through the proficiency of artisan's tools. The most common
  ability score used with an artisan tool depends on the tools.
  Carpenter's tool and smith's tools might require Strength to
  normally use whereas weaver's tools and tinker's tools may
  require Dexterity for finesse.
  Strength. A Strength check made with proficiency in
  artisan's tools could be used to perform a physically difficult
  task such as grinding something to a fine powder with a
  mortar and pestel, constructing something with heavy
  materials, stirring a thick stew, building a stone or brick wall
  up, hammering out metal, or carving especially hard wood.
  Dexterity. A Dexterity check made with proficiency in
  artisan's tools could be used to craft fine details with tools
  such as perfect writing, detailed map-making, fine
  manipulation to make artistic glass art, gemcutting for a
  specifically difficult cut, or placement of gears and cogs.
  Constitution. A Constitution check using your proficiency
  in tools could be used to perform a task that requires
  endurance to perform, such as crafting a number of small
  things (nails, hinges, pitons, etc.) over a hot forge with smith's
  tools, enduring the heat of a glassblower's furnace, or even
  readying leathers from a number of different creatures.
  Intelligence. An Intelligence (artisan's tools) check could
  be used to recall lore about a specific use of the tools in
  relation to materials available or to simply recall lore on the
  materials or things that could be made with them using the
  tools. Wisdom. A Wisdom check made with proficiency in
  artisan's tools could be used to identify how something was
  built or crafted using those tools or how something could be
  fixed or disassembled using them.
  Charisma. A Charisma (artisan's tools) would help
  someone craft something elegantly and with a artistic flair,
  such as highly detailed calligraphy, pleasingly spiced cooked
  food, or filigreed metal works.
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  Disguise Kit
  A disguise kit is a series of cosmetics that allow you to apply
  disguises and change the way a person looks. The most
  common ability score used with the kit would be Charisma.
  Strength. A disguise kit check made with Strength could
  be used to alter some form of hard material to make it look a
  desired way, such as physically changing a wagon or door.
  Dexterity. A Dexterity (disguise kit) check may be required
  for the application of make up to create the illusion of very
  distinct features.
  Constitution. A disguise kit check made with Constitution
  would be very rare, but might be used by someone while they
  are wearing a particular disguise that requires the body to
  strain in some way, such as holding your face a certain way or
  wearing heavier garments.
  Intelligence. An Intelligence (disguise kit) check would
  allow you to recall lore about disguises and techniques used
  to hide specific features or create the illusion of those
  features.
  Wisdom. A Wisdom (diguise kit) check could be used to
  identify how a creature has a disguise on that was crafted by
  a disguise kit.
  Charisma. Charisma is the default ability for checks made
  with the disguise kit as it is most often used to create an
  illusion that will pass in social situations.
  Forgery Kit
  Forgery kits are used to make forged documents or to change
  something in a way that seems legitimate as to fool others.
  Because this kit is used in a mainly social way, it is normally
  tied to the Charisma ability score.
  Strength. A Strength (forgery kit) check could be used to
  carve a seal or stamp into a particular form.
  Dexterity. A Dexterity (forgery kit) check should work
  towards writing in such a way as to look as though a
  document was written by someone else.
  Constitution. A Consitution check is very rarely made with
  a forgery kit, but could be something used for when a
  character is making a large quantity of forged documents,
  such as invitations that are made to look official.
  Intelligence. An Intelligence (forgery kit) check would
  allow you to recall lore about the best use of a forgery kit to
  emulate a real document, such as knowing a specific type of
  ink used.
  Wisdom. A Wisdom (forgery kit) could be used to notice an
  obvious mark of forgery or to figure out how best to duplicate
  or augment a specific document.
  Charisma. A Charisma (forgery kit) check is commonly
  seen as the default check for this tool and could be used to
  gauge the success of a forgery made.
  Gaming Set
  Gaming sets, such as dice, Dragonchess, and the like, are
  pretty straight forward. They are typically used in a social way
  between one or more players and some rely entirely on luck.
  Strength. Strength will be an unlikely ability score to use
  with this tool proficiency, but it could deal with moving pieces
  of an oversized set, rolling the dice extremly hard in an effort
  to make them useless, or just flipping the table.
  Dexterity. A Dexterity check made with gaming sets could
  be used to perform a feat of skill in rolling a set of dice to get
  them to land how you want them.
  Constitution. Very rarely will a Constitution check be
  made with gaming sets, but if a game takes a long time and is
  straining on a player, such as a long, risky game that
  simulates world domination, it may require a Constitution
  (gaming set) check.
  Intelligence. An Intelligence (gaming set) check should be
  used to recall lore regarding a game, know the rules no
  matter how difficult or obscure, and understand any
  strategies for that game.
  Wisdom. A Wisdom (gaming set) check could be used to
  see who is going to win during a game or to understand a
  specific strategy of the game is being used against you.
  Charisma. A Charisma (gaming set) check can be used to
  host a game with others in hopes of bringing a bit of
  enjoyment to the guests.
  Herbalism Kit
  A herbalism kit can be used to make poultices and brews to
  help people deal with poisons or diseases.
  Strength. A Strength check made with an herbalism kit
  could be used to break open a seed or shell or to ground a
  substance down into a powder or meal.
  Dexterity. A Dexterity (herbalism kit) may be required to
  carefully remove a specific part of a plant that is required in a
  concoction.
  Constitution. If you are performing a simple activity like
  grinding with a mortar and pestel or creating simple salves
  over a long period of time, it may require you to make a
  Constitution (herbalism kit) check.
  Intelligence. An Intelligence (herbalism kit) check could
  be used to recall lore about a specific use of the kit in relation
  to key herbs or to simply recall lore on the herbs or
  concoctions that could be or have been made with the kit.
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  Wisdom. A Wisdom (herbalism kit) may allow a character
  to identify a potion of healing made by means of a kit.
  Charisma. Charisma (herbalism kit) checks are very rare,
  but could be used to allow you to explain the process and use
  of the tools you have.
  Musical Instrument
  There are a large number of musical instruments played by
  entertainers across the Multiverse. Some instruments might
  be played using different abilities.
  Strength. A Strength (musical instrument) check might be
  required to play especially loud notes with a drum or to
  simple heft larger instruments like larger wind instruments.
  Dexterity. A Dexterity (musical instrument) check might
  allow you to play an instrument that requires nimble finger
  movements, such as a stringed instrument or a wind
  instrument like a flute.
  Constitution. When playing an instrument for a long time
  that requires a bit of endurance, such as a wind instrument,
  you may require a Constitution (musical instrument) check to
  finish that long performance.
  Intelligence. An Intelligence (musical instrument) check
  could be used to recall lore about the musical instrument
  pertaining to the sounds it makes, the history of the
  instrument specifically, or even about maintainennce of the
  instrument.
  Wisdom. A Wisdom (musical instrument) check would
  allow you to identify if something is wrong with a specific
  instrument, like if it has been tampered with to sound awful.
  Charisma. Charisma is the normal ability used with a
  musical instrument, used to play the instrument and
  entertain others.
  Navigator's Tools
  These tools are the tools of a navigator of a ship at sea.
  Strength. A Strength (navigator's tools) check may not
  come up often, but could be used to repair instruments that
  are damaged.
  Dexterity. A Dexterity (navigator's tools) check can allow
  for fine manipulation of these tools to correctly draw out a
  course that can be used with increased precision by sailors.
  Constitution. Constitution might be used in conjunction
  with navigator's tools if charting is very necessary over a long
  period of time.
  Intelligence. An Intelligence (navigator's tools) check
  should be used to recall lore concerning astrological signs
  that are used by sailors to find their way or about sea
  currents or particular areas or features of the sea.
  Wisdom. A Wisdom (navigator's tools) check could be
  used to find your way at sea by charting where you are using
  stars or other visible landmarks as a guide.
  Charisma. A Charisma (navigator's tools) check can be
  used to relay information about a navigational path and direct
  a crew to follow it.
  Poisoner's Kit
  A poisoner's kit is used to make poisons and extract them
  from poisonous creatures.
  Strength. A Strength (poisoner's kit) check could be used
  to allow you to extract poison from a creature's glands or
  from a plant.
  Dexterity. A Dexterity check made with a poisoner's kit
  can be used to apply poison in a very fine manner, such as
  dripping a poison down a wire into an open cup or mouth.
  Constitution. A Constitution (poisoner's kit) check can be
  for making a poison that requires time and patience or for
  dealing with a poison that could smell particularly bad.
  Intelligence. An Intelligence (musical instrument) check
  could be used to recall lore about poisons that can me made
  with specific ingredients or what a poison will do to a
  creature.
  Wisdom. A Wisdom (poisoner's kit) check could be used to
  notice the use of poisons either on blades or in an ingestable
  form or to notice ingredients that could be used for poisons
  you could make.
  Charisma. A Charisma check could be made in conjuction
  with a poisoner's kit to make a poison harder to detect or
  harder to identify as itself by changing its coloring or other
  properties.
  Thieves' Tools
  Thieves' tools are the go-to instruments for thieves and
  burglars to break into locked places or to disarm traps or
  alarms.
  Strength. A Strength (thieves' tools) check could be used
  to hold closed a pit trap or to jam a lock so it cannot be
  unlocked.
  Dexterity. Dexterity is usually the ability used with this tool
  proficiency, as it is a measure of how you deal with fine
  mechanical work in a lock or trap mechanism.
  Constitution. A Constitution check with this proficiency
  could be made to hold a trap mechanism for a time or when a
  lock would take a long time and a lot of effort to unlock.
  Intelligence. An Intelligence (thieves' tools) check could be
  used to recall lore about the use of the tools or even the traps
  and locks they'd be used on.
  Wisdom. A Wisdom (thieves' tool) check might be needed
  to see if a disarmed trap or unlocked door was broken in to.
  Charisma. Very rarely will Charisma be used with this
  proficiency, but it could be a check to use the small mirror on
  metal handle to pass code using a light source.
  Vehicles (Land or Water)
  Vehicles might need different methods in operating, mental
  or physical.
  Strength. A Strength check with vehicles could be used to
  physically shift the trajectory of a vessel or to push a
  manually operated vehicle to go faster or to hard stop.
  Dexterity. A Dexterity check with vehicles could be used to
  pilot a vehicle through a treacherous bit of terrain safely, such
  as a wagon over rocky terrain or a ship through a narrow
  waterway.
  Constitution. When piloting a vehicle for a long time, a
  Constitution (vehicles) check may be required to do so.
  Intelligence. An Intelligence (vehicles) check could be
  used to recall lore about a vehicle and its operation and
  maintenence.
  Wisdom. A Wisdom (vehicles) check could be used to
  identify if a vehicle has passed an area or to identify if
  anything is wrong with a vehicle before it catastrophically
  fails.
  Charisma. Charisma and vehicle proficiency could be used
  in conjuction with the vehicle is driven by animals.
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  Part Two: Skill Tricks
  A
  skill trick is a way a skill can be used to allow
  you to perform such cinematic effects as
  climbing up a large monster, disarming an
  opponent, or goading a creature into attacking
  you. Other skill tricks allow certain knowledge
  that is not known by unskilled characters or the
  ability to make a living wage with your skills.
  If skill tricks are implemented in your game, the only
  prerequisite to gaining a skill trick is proficiency in the skill. If
  your table doesn't allow skill tricks as a whole, try
  incorporating them through the use of feats. See the "Skill
  Tricks" feat in Part Three.
  Proficiency in Acrobatics
  Climb onto a Bigger Creature. You can treat a suitably
  large opponent (at least one size category larger at the DM's
  discretion) as terrain for the purpose of jumping onto its back
  or clinging to a limb. After making any ability checks
  necessary to get into position and onto the larger creature,
  the smaller creature uses its action to make a Strength
  (Athletics) or Dexterity (Acrobatics) check contested by the
  target's Dexterity (Acrobatics) check. If you win the contest,
  you successfully move into the target creature's space and
  cling to its body. While in the target's space, you move with
  the target and have advantage on attack rolls against it.
  Reduce Falling Damage. If you fall or jump down from a
  height, you can make a Dexterity (Acrobatics) check as a free
  action to reduce the amount of falling damage you take by
  one-half your check result (rounded down). If you have
  Expertise in Acrobatics, you instead reduce the amount of
  falling damage by your check result.
  Tumble. You can try to tumble through a hostile creature's
  space, ducking and weaving past the opponent. As a part of
  your movement, you make a Dexterity (Acrobatics) check
  contested by the hostile creature's Dexterity (Acrobatics)
  check. If you win the contest, you can move through the
  hostile creature's space during this turn. If you lose the
  contest, you cannot move through the hostile creature's
  space.
  Procifiency in Animal Handling
  Handle Animal. As an action, you can attempt to
  temporarily befriend a beast within 10 feet of you that can
  see or hear you. The creature must make a Charisma saving
  throw versus a DC equal to 8 + your proficiency bonus + your
  Wisdom modifier. The creature gains a bonus to this saving
  throw equal to its challenge rating (rounded down). If it fails,
  it is charmed by you for 1 minute or until you take a hostile
  action or action that the beast would consider hostile
  (example: taking a mother bear's cub, breaking up a beaver's
  dam, etc.).
  If you selected Animal Handling with the Expertise class
  feature, you can handle animal as a bonus action.
  Quick Mount. Mounting or dismounting a creature only
  costs 5 feet of your movement instead of half your speed.
  Spur. As an Action, you grant your mount extra movement
  for the current turn. The increase equals the mount's speed,
  after applying any modifiers. With a speed of 50 feet, for
  example, your mount can move up to 100 feet on your turn if
  you use this action. Any increase or decrease to your mount's
  speed changes this additional movement by the same
  amount. If your mount's speed of 50 feet is reduced to 25
  feet, for instance, you can move up to 50 feet this turn if you
  use this action.
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  Proficiency in Arcana
  Arcane Detection. As an Action, you can make an
  Intelligence (Arcana) check to detect the presence of magic
  around you. The DC of the check is determined by the DM,
  but will allow you to notice if there is magic present in your
  immediate area.
  Magical Appraisal. You can spend 1 minute inspecting an
  item to determine if it is magical or not. You make an
  Intelligence (Arcana) check against a DC determined by the
  item's rarity. The DC is reduced by 5 if the item is consumed
  by its use. If this check is successful, you determine the item
  is magical and its rarity. A common magic item would require
  a DC 10 check and each rarity level above it would increase
  the DC by 5. Alternatively, the more rare and potent it is the
  more obviously magical it may be. The DC of this check is
  ultimately determined by your DM.
  Planar Knowledge. Your training has given you specific
  knowledge of the workings of the planes outside of the
  Material Plane. You have a basic knowledge for the concepts
  and planes detailed in Appendix C: The Planes of Existence
  on page 300 of the Player's Handbook. If your character
  comes from a plane of existence where the information
  detailed in that appendix is not accurate, work with your DM
  to get as much information he feels a character with the
  training that yours has would have. For more obscure details
  on these matters, your DM may require you to make an
  Intelligence (Arcana) check to recall this information.
  Proficiency in Athletics
  Climb onto a Bigger Creature. You can treat a suitably
  large opponent (at least one size category larger at the DM's
  discretion) as terrain for the purpose of jumping onto its back
  or clinging to a limb. After making any ability checks
  necessary to get into position and onto the larger creature,
  the smaller creature uses its action to make a Strength
  (Athletics) or Dexterity (Acrobatics) check contested by the
  target's Dexterity (Acrobatics) check. If you win the contest,
  you successfully move into the target creature's space and
  cling to its body. While in the target's space, you move with
  the target and have advantage on attack rolls against it.
  Area's Passive Checks
  A number of skill tricks presented in this section
  (Cutpurse, Gambling, Fundraising, Perform
  Entertainment, and Proselytize) allow a character to
  make an ability check with that skill to gain wealth.
  These checks are made against a passive skill of
  the area where they are performed. Here are some
  good examples of passive checks for settlements:
  Settlement (Population)
  Passive Check
  Hamlet (81-400)
  20
  Village (401-900)
  17
  Town (901-5,000)
  15
  City (5,001-25,000)
  13
  Metropolis (25,001+)
  10
  Disarm. Using the Attack action, you can knock a weapon
  or another item from a target's grasp. You make a Strength
  (Athletics) check contested by the target's Strength (Athletics)
  check or Dexterity (Acrobatics) check. If you are using a
  weapon to disarm the target, you can replace your Strength
  (Athletics) check with a weapon attack roll. If you win, the
  target drops the item. If you used a weapon to make this
  attack, the attack causes no damage or other ill effect other
  than the target dropping the item. You have disadvantage on
  your check (or attack roll) if the target is holding the item
  with two or more hands. The target has advantage on its
  chosen ability check if it is larger than you, or disadvantage if
  it is smaller.
  If you have Expertise with Athletics, you can disarm as a
  bonus action.
  Overrun. When you try to move through a hostile creature
  that is your size or smaller's space, you can try to force your
  way through by overruning the hostile creature. As either an
  action or a bonus action, you make a Strength (Athletics)
  check contested by the hostile creature's Strength (Athletics)
  check. You have advantage on this check if you are larger
  than the hostile creature. If you win the contest, you can
  move through the hostile creature's space once this turn. If
  you used an action to overrun and won the contest, the
  hostile creature is also knocked prone.
  Proficiency in Deception
  Fast Talk. When engaging in a conversation, you can
  decide to fast talk one creature. You have advantage on all
  Charisma checks directed at that creature for 1 minute so
  long as the creature isn’t hostile toward you. After the
  conversation, you can make a Charisma (Deception) check
  contested by the creature's Wisdom (Insight) check. If the
  creature wins, it realizes that you used fast talk to influence
  its mood and becomes hostile toward you. A creature prone
  to violence might attack you.
  Another creature might seek retribution in other ways (at
  the DM’s discretion), depending on the nature of your
  interaction with it.
  Feint. Using the Attack action, you can make a special
  melee attack to make a feint in combat. You make a Charisma
  (Deception) check contested by the hostile creature's Wisdom
  (Insight) or Wisdom (Perception) check. If you win the
  contest, you have advantage on your next melee weapon
  attack against the target. If a hostile creature has won this
  contest against you, it has advantage for all future contested
  checks made against your attempts to feint it. If you’re able to
  make multiple attacks with the Attack action, this attack
  replaces one of them. If you have Expertise with Deception,
  you can feint as a bonus action.
  Gambling. You can spend 1 hour gambling in specific
  villages, towns, and cities to gather a small amount of wealth.
  You make a Charisma (Deception) check against a set passive
  Insight determined by the DM for the area you are spending
  your time. You acquire an amount of coin determined by how
  much you succeed this check by. This amount is determined
  by the DM, but is usually an amount equal to how much you
  surpass the passive Insight of the area. If you fail by 4 or less
  with this check, you simply do not earn anything. If you fail by
  more than 4 with this check, you are despised and gain a
  negative reputation in the area. The more often you use this
  trick, the higher the passive Insight DC will be.
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  Proficiency in History
  Bookworm. When you roll a 1 on an ability check to recall
  lore, you can reroll the die and must use the new roll.
  Collector of Stories. You've picked up a lot of stray knowledge
  while wondering the land and learning stories. You may recall
  lore to see whether you know some relevant information
  about local notable people, legendary items, or noteworthy
  places. A lower DC may allow you to know common legends
  about powerful places of mystery and a higher DC might
  allow you to recall something extremely obscure, such as a
  might wizard's childhood nickname. Historical Knowledge.
  Your training has given you specific knowledge of the history
  and politics of the world. You have a basic knowledge of these
  concepts, which should be outlined by your DM. A great
  example of this knowledge is represented in the Sword Coast
  Adventurer's Guide on page 15 under "A Brief History". Your
  DM may want your training in History to have more or less
  information than is detailed there. For more obscure details
  on these matters, your DM may require you to make an
  Intelligence (History) check to recall this information.
  Proficiency in Insight
  Combat Intuition. Immediately after rolling initiative, you
  can assess the challenge presented by a single hostile
  creature that you can see as a free action. The DM will tell
  you if the creature's Challenge Rating is less than, equal to, or
  greater than your character's level.
  Group Insight. All allied creatures that are not proficient
  with the Insight skill within 10 feet of you gain a bonus to
  their Wisdom (Insight) checks equal to one-half your
  proficiency bonus.
  Mark. When you make a melee weapon attack, you can
  also mark the target. Until the end of your next turn, any
  opportunity attack you make against the marked target has
  advantage. The opportunity attack doesn't expend your
  reaction, but you can't make the attack if anything, such as
  the incapacitated condition or the shocking grasp spell, is
  preventing you from taking reactions. You are limited to one
  such opportunity attack per turn.
  Proficiency in Intimidation
  Demoralize. Using the Attack action, you can attempt to
  demoralize a creature that can hear you and see you within
  10 feet. The creature must make a Wisdom saving throw
  against a DC of 8 + your proficiency bonus + your Charisma
  modifier. On a failed save, it is frightened of you until the end
  of your next turn. If you’re able to make multiple attacks with
  the Attack action, this attack replaces one of them. If you
  selected Intimidation with the Expertise class feature, you
  can demoralize as a bonus action.
  Force Surrender. As an Action, you can attempt to
  intimidate a creature into laying down its arms. You make a
  Charisma (Intimidate) check opposed by the creature's
  Wisdom (Insight) check. If you do not share a language with
  the creature, you cannot force it to surrender. If a creature
  has more than half of its maximum hit points remaining and
  is not outnumbered, it cannot be forced to surrender.
  Terrifying Blow. Whenever you deal a critical hit, you can
  take the Demoralize action (see above) as a free action after
  the attack targeting the creature hit.
  Proficiency in Investigation
  Always Observant. When you merely pass within 5 feet of
  a secret or concealed door or compartment, you are entitled
  to an Intelligence (Investigation) check to notice it as if you
  were actively looking for it.
  Disbelieve Illusion. When you merely pass within 5 feet of
  an illusion, you are entitled to an Intelligence (Investigation)
  check to notice it as if you were actively trying to discern if it
  was an illusion. Additionally, if you roll a 1 on a saving throw
  made against an illusion spell, you can reroll the die and must
  use the new roll.
  Forensics. You can discern the cause of death of any
  corpse you examine. By spending 10 minutes examining a
  corpse, you know what killed the creature, the size and
  approximate strength of any attacker responsible, and any
  other key information the DM wishes to impart.
  Proficiency in Medicine
  Combat Medic. You can take the Stabilizing a Creature
  (Player's Handbook pg. 197) action as a bonus action.
  Field Medicine. Prerequisite: Healer's Kit (not proficiency,
  just possession of the kit). You can use field medicine
  techniques to help revitalize your wounded allies during a
  short rest. If you or any friendly creatures who you can reach
  regain hit points at the end of the short rest, each of those
  creatures regains an extra 1 hit point or 2 hit points if you are
  proficient with the Healer's Kit. The extra hit points increase
  by 1 at 9th level, 13th level, and 17th level. This feature stacks
  with other similar features (Herbal Lore, Song of Rest, etc.),
  but not with other uses of this skill trick.
  Treat Disease. During a short or long rest, you can attend
  to a creature periodically throughout the rest. When the rest
  ends, you make a Wisdom (Medicine) check DC 15. If you
  succeed, you cure the creature of one disease affecting it. You
  can expend one use of a healer's kit to gain advantage on this
  check. Your DM may determine a disease requires a long rest
  to treat instead of only a short rest. Additionally, they may
  adjust the DC required to cure the disease if they feel it is an
  especially harder disease to cure.
  Proficiency in Nature
  Herbal Lore. You can use soothing herbs and polstices to
  help revitalize your wounded allies during a short rest. If you
  have a Herbalism Kit and you or any friendly creatures you
  can reach regains hit points at the end of the short rest, each
  of those creatures regains an extra 1 hit point or 2 hit points
  if you are proficient with the Herbalism Kit tool.
  The extra hit points increase by 1 at 9th level, 13th level,
  and 17th level. This feature stacks with other similar features
  (Field Medicine, Song of Rest, etc.)
  Natural Instincts. While in a natural environment, you
  have advantage to all saving throws or ability checks made
  for weather, climate, or wilderness hazards. Wilderness Lore.
  You are familiar with any natural creature of the beast or
  plant type and are able to automatically recall lore regarding
  those creatures.
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  Proficiency in Perception
  Mark. When you make a melee weapon attack, you can
  also mark the target. Until the end of your next turn, any
  opportunity attack you make against the marked target has
  advantage. The opportunity attack doesn't expend your
  reaction, but you can't make the attack if anything, such as
  the incapacitated condition or the shocking grasp spell, is
  preventing you from taking reactions. You are limited to one
  such opportunity attack per turn.
  Point It Out. When you make a successful Wisdom
  (Perception) check, you can spend your reaction to grant a
  single ally a free Wisdom (Perception) check with advantage
  to see the same thing. Your ally must be able to see or hear
  you.
  Vigilant Watch. While you are on watch for a long
  duration (performing guard duty, standing watch over your
  camp, etc.), you have a +5 bonus to your Passive Perception.
  Proficiency in Performance
  Feint. Using the Attack action, you can make a special
  melee attack to make a feint in combat. You make a Charisma
  (Performance) check contested by the hostile creature's
  Wisdom (Insight) or Wisdom (Perception) check. If you win
  the contest, you have advantage on your next melee weapon
  attack against the target. If a hostile creature has won this
  contest against you, it has advantage for all future contested
  checks made against your attempts to feint it. If you’re able to
  make multiple attacks with the Attack action, this attack
  replaces one of them. If you have Expertise with
  Performance, you can feint as a bonus action.
  Perform Entertainment. You can spend 1 hour
  performing in specific villages, towns, and cities to gather a
  small amount of wealth. You make a Charisma (Performance)
  check against a set passive Perception determined by the DM
  for the area you are spending your time. You acquire an
  amount of coin determined by how much you succeed this
  check by. If you fail by 4 or less with this check, you simply do
  not earn anything. If you fail by more than 4 with this check,
  you are despised and gain a negative reputation in the area.
  Instrument Specialization. When you make an ability
  check using a musical instrument you are proficient with, you
  can add twice your proficiency bonus to the check. If you are
  already doubling your proficiency bonus from another feature
  (such as Expertise), simply add your proficiency bonus an
  additional time. For example, Llelevos is a 3rd-level bard with
  proficiency and expertise with the bagpipes and a +3
  Charisma bonus. He makes a Charisma (bagpipes) check and
  his bonus to this check is a total of +9 (+2 proficiency bonus,
  doubled for expertise, added again for Instrument
  Specialization).
  Proficiency in Persuasion
  Fundraising. You can spend 1 hour begging in specific
  villages, towns, and cities to gather a small amount of wealth.
  You make a Charisma (Persuasion) check against a set
  passive Insight determined by the DM for the area you are
  spending your time. You acquire an amount of coin
  determined by how much you succeed this check by. If you
  fail by 4 or less with this check, you simply do not earn
  anything.
  If you fail by more than 4 with this check and are
  fundraising in a city where such activity is considered
  undesirable, you are despised and gain a negative reputation
  in the area. The more often you use this trick in a village,
  town, or city, the higher the passive Insight will be.
  Gather Information. You can spend 1 hour to gather
  information in a populated loction (such as a tavern or
  marketplace). Make a Charisma (Persuasion) check with a
  DC determined by the DM. This check can get you a general
  idea of a city’s major news items, assuming there are no
  obvious reasons why the information would be withheld. The
  higher your check result, the better the information. If you
  want to find out about a specific rumor, or a specific item, or
  obtain a map, or do something else along those lines, the DC
  for the check set by the DM will be higher. Adding a few gold
  pieces for buying drinks and making friends may grant
  advantage to your roll (DM's discretion).
  Goad. Using the Attack action, you can attempt to goad a
  hostile creature that can hear you and see you within 10 feet.
  The creature must make Wisdom saving throw against a DC
  of 8 + your proficiency bonus + your Charisma modifier. On a
  failed save, the target has disadvantage on all attack rolls
  against targets other than you until the end of your next turn.
  If you’re able to make multiple attacks with the Attack action,
  this attack replaces one of them.
  If you selected Persuasion with the Expertise class feature,
  you can goad as a bonus action.
  Proficiency in Religion
  Proselytize. You can spend 1 hour proselytizing in specific
  villages, towns, and cities to gather a small amount of wealth
  in offering. You make an Intelligence (Religion) check against
  a set passive Insight determined by the DM for the area you
  are spending your time. You acquire an amount of coin
  determined by how much you succeed this check by. If you
  fail by 4 or less with this check, you simply do not earn
  anything. If you fail by more than 4 with this check, you are
  despised and gain a negative reputation as a heretic in the
  area. The more often you use this trick, the higher the passive
  Insight will be. Additionally, this DC will be higher in a
  civilization where your specific religion is unknown or seen
  as abhorrent to a popular religion.
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  Last Rites. You can spend 1 minute per dead creature to
  perform a series of prayers and rituals over the corpse to
  lessen the chance of it returning from the dead and to ensure
  that the souls do not linger in the Material Plane. Your DM
  determines the efficacy of your last rites.
  Religious Knowledge. Your training has given you specific
  knowledge of higher powers. You have a working knowledge
  of the basic traits and aspects of most gods. If your character
  exists in a setting with gods detailed in Appendix B: Gods of
  the Multiverse on page 293 of the Player's Handbook, he is
  aware of all of the deities listed for his setting. This is a basic
  knowledge of the deities, what they are a deities of, their
  alignments, domains, and symbols. Your DM may want your
  training in History to have more or less information than is
  detailed there. For more obscure deities, symbols, and lore,
  your DM may require you to make an Intelligence (Religion)
  check to recall this information.
  Proficiency in Sleight of Hand
  Cutpurse. You can spend 1 hour thieving in specific
  villages, towns, and cities to gather a small amount of wealth.
  You make a Dexterity (Sleight of Hand) check against a set
  passive Perception determined by the DM for the area you
  are spending your time. You acquire an amount of coin
  determined by how much you succeed this check by. If you
  fail by 4 or less with this check, you simply do not steal
  anything. If you fail by more than 4 with this check, you are
  caught.
  The DM will work out what happens as a result. The more
  often you use this trick, the higher the passive Perception will
  be. Additionally, this DC will be higher where guards are
  strict against thievery or where a thieves' guild may be active.
  Disarm. Using the Attack action, you can knock a weapon
  or another item from a target's grasp. You make a Dexterity
  (Sleight of Hand) check contested by the target's Strength
  (Athletics) check or Dexterity (Acrobatics) check. If you are
  using a weapon to disarm the target, you can replace your
  Dexterity (Sleight of Hand) check with a weapon attack roll. If
  you win, the target drops the item. If you used weapon attack,
  the attack causes no damage or other ill effect other than the
  target dropping the item.
  You have disadvantage on your check (or attack roll) if the
  target is holding the item with two or more hands. The target
  has advantage on its chosen ability check if it is larger than
  you, or disadvantage if it is smaller. If you have Expertise with
  Sleight of Hand, you can disarm as a bonus action.
  Quick Draw. When readying an item as part of an action,
  you can stow any number of objects as part of the same
  action.
  Additionally, you can ready an object as part of a bonus
  action or reaction.
  Proficiency in Stealth
  Camouflage. You can use the Hide action in any sort of
  natural terrain, even if the terrain doesn't grant cover or
  concealment.
  Cautiousness. If you are detected by normal sight and/or
  hearing by a creature that you are aware of while not engaged
  in combat, you can use your reaction to move a number of
  feet equal to half your movement speed and take the Hide
  action.
  Group Stealth. All allied creatures that are not proficient
  with the Stealth skill within 10 feet of you gain a bonus to
  their Dexterity (Stealth) checks equal to one-half your
  proficiency bonus.
  Proficiency in Survival
  Diehard. When you roll a 1 on a death saving throw, it
  counts as one failure instead of two. When you roll a 20 on a
  death saving throw, you regain a number of hit points equal to
  your level instead of 1.
  Durable. When you roll a 1 or 2 on a Hit Dice spent at the
  end of a short rest, you can reroll the die and must use the
  new roll, even if the new roll is a 1 or a 2.
  Establish Camp. When taking a short or long rest, you can
  make a Wisdom (Survival) check to establish a campsite for
  you and up to 5 other creatures. Your DM will determine
  what the DC is to establish a successful camp. If you succeed,
  all creatures in this camp have a +5 to their passive
  Perception scores to detect any hostile creatures
  approaching the camp.
  Proficiency with Tools
  Clever Improviser. You can make a check that would
  normally require you having tools available if you have
  objects that could be used as or made into the tools. Consult
  with your DM to determine if your idea for a makeshift tool
  will ultimately work.
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  Part Three: Feats
  T
  he Player's Handbook outlines a number of
  different feats - benefits gained by characters
  instead of ability score increases that
  represent training and experience. Below are a
  number of feats that focus on abilities and
  skills. These options are additions to the
  options presented in the Player's Handbook.
  Great Fortitude
  Prerequisite: Consitution 13 or higher  
  You gain the following benefits:  
  • Increase your Constitution score by 1, to a maximum of 20.  
  • When an effect that you can see would cause you to make a
  Constitution saving throw, you can spend your reaction to
  make the saving throw with advantage.  
  • You have resistance to damage that would be applied to
  your maximum hit point total.  
  • You have advantage on saving throws made against disease.
  Impressive Might
  Prerequisite: Strength 13 or higher  
  You gain the following benefits:  
  • Increase your Strength score by 1, to a maximum of 20.  
  • When an effect that you can see would cause you to make a
  Strength saving throw, you can spend your reaction to make
  the saving throw with advantage.  
  • You have advantage on Strength (Athletics) checks made to
  contest another creature's action against you.  
  • For the purposes of lifting and carrying, your Strength score
  is considered 5 points higher.
  Iron Will
  Prerequisite: Wisdom 13 or higher  
  You gain the following benefits:  
  • Increase your Wisdom score by 1, to a maximum of 20.  
  • When an effect that you can see would cause you to make a
  Wisdom saving throw, you can spend your reaction to make
  the saving throw with advantage.  
  • While you are conscious, psychic damage that you take is
  reduced by 3.  
  • You have advantage on saving throws against being
  frightened.
  Lightning Reflexes
  Prerequisite: Dexterity 13 or higher  
  You gain the following benefits:  
  • Increase your Dexterity score by 1, to a maximum of 20.  
  • When an effect that you can see would cause you to make a
  Dexterity saving throw, you can spend your reaction to make
  the saving throw with advantage.  
  • You add your proficiency bonus to your initiative checks.
  Skill Expertise
  Choose one skill in which you have proficiency. You gain
  expertise with that skill, which means your proficiency bonus
  is doubled for any ability check you make with it. The skill
  you choose must be one that isn’t already benefiting from a
  feature, such as Expertise, that doubles your proficiency
  bonus.
  Skill Tricks
  Choose one skill in which you have proficiency. You gain all
  Skill Tricks for that skill as detailed in Part Two.
  Social Cunning
  Prerequisite: Charisma 13 or higher  
  You gain the following benefits:  
  • Increase your Charisma score by 1, to a maximum of 20.  
  • When an effect that you can see would cause you to make a
  Charisma saving throw, you can spend your reaction to make
  the saving throw with advantage.  
  • When you are faced with a creature whose language you do
  not understand, you can attempt to communicate simple
  ideas with it by making a successful Charisma ability check.
  The DC is 20 minus the creature's Intelligence score. • When
  you roll a 1 on a Charisma ability check, you can reroll the die
  and must use the new roll.
  Stunning Intellect
  Prerequisite: Intelligence 13 or higher  
  You gain the following benefits:  
  • Increase your Intelligence score by 1, to a maximum of 20.  
  • When an effect that you can see would cause you to make
  an Intelligence saving throw, you can spend your reaction to
  make the saving throw with advantage.  
  • You have advantage on any ability checks made to disbelieve
  or notice a disguise or an illusion spell.  
  • When you roll a 1 on an Intelligence ability check, you can
  reroll the die and must use the new roll.
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  Spells
  Spell Lists
  The following spell lists show which spells can be cast by
  characters of each class. A spell’s school of magic is noted in
  parentheses. If a spell can be cast as a ritual, the ritual tag
  also appears in the parentheses.
  Bard Spells
  Cantrips (0 Level)
  Beguiling Strands (illusion)  
  Sharp Note (evocation  
  Wieldskill (divination)
  1st Level
  Animate Rope  
  Browbeat (enchantment)  
  Chameleon's Mask  
  Disarming Glance  
  Healer's Sight
  Cleric Spells
  Cantrips (0 Level)
  Wieldskill (divination)
  1st Level
  Healer's Sight  
  Vigilance
  Druid Spells
  Cantrips (0 Level)
  Wieldskill (divination)
  1st Level
  Healer's Sight
  Paladin Spells
  1st Level
  Healer's Sight  
  Vigilance
  Sorcerer Spells
  Cantrips (0 Level)
  Beguiling Strands (illusion)  
  Conjurer's Trick  
  Wieldskill (divination)
  1st Level
  Animate Rope 
  Chameleon's Mask
  Warlock Spells
  Cantrips (0 Level)
  Beguiling Strands (illusion)  
  Wieldskill (divination)
  Wizard Spells
  Cantrips (0 Level)
  Beguiling Strands (illusion)  
  Conjurer's Trick  
  Wieldskill (divination)
  1st Level
  Animate Rope  
  Chameleon's Mask
  Animate Rope
  1st-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (50 feet of silk rope)
  Duration: Concentration, up to 10 minutes
  You animate a 50-foot length of silk rope. As a bonus
  action, you can hold one end and command the other end to
  move toward a destination you choose. That end moves 10
  feet on your turn when you first command it and 10 feet on
  each of your turns until reaching its destination, up to its
  maximum length away, or until you tell it to stop. You can also
  tell the rope to fasten itself securely to an object or to
  unfasten itself, to knot or unknot itself, or to coil itself for
  carrying. If you tell the rope to knot, large knots appear at 1-
  foot intervals along the rope. While knotted, the rope
  shortens to a 40-foot length and grants advantage on checks
  made to climb it. Additionally, you can command the rope to
  entangle a single creature as an action. The other end darts
  forward to entangle a creature you can see within 20 feet of
  you. The target must succeed on a Dexterity saving throw or
  become restrained. You can release the creature by using a
  bonus action. A target restrained by the rope can use an
  action to make a Strength or Dexterity check (target's choice)
  against your spell save DC. On a success, the creature is no
  longer restrained by the rope.
  Beguiling Strands
  Illusion cantrip
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 round
  As you hold your hands with thumbs touching and wriggle
  your fingers, magical strands shoot forth from your
  outstretched fingertips. Each creature in a 10-foot cone must
  make a Wisdom saving throw. A creature takes 1d4 psychic
  damage and is pushed 5 feet on a failed save. If you are
  proficient with the Deception skill, you can instead move each
  creature that failed its saving throw 5 feet.
  This spell’s damage increases by 1d4 when you reach 5th
  level (2d4), 11th level (3d4), and 17th level (4d4).
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  Browbeat
  1st-level enchantment
  Casting Time: 1 reaction, which you take in response to
  being targeted by an attack
  Range: Touch
  Components: S
  Duration: 1 round
  You furrow your brow and speak an intimidating retort to a
  would-be attacker. The creature must make a Wisdom saving
  throw. It takes 2d6 psychic damage and has disadvantage on
  the triggering attack roll on a failed save..
  If you are proficient in the Intimidate skill, you add your
  proficiency bonus to the psychic damage dealt by this spell.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, the damage increases by 1d6 for
  each slot level above 1st.
  Chameleon's Mask
  1st-level illusion
  Casting Time: 1 action
  Range: Self
  Components: S, M (a glass bead)
  Duration: Concentration, up to 1 minute
  As a part of this spell and as an action on each subsequent
  turn in which you maintain concentration on this spell, you
  can take the Hide action but make an Intelligence (Arcana)
  check instead of a Dexterity (Stealth) check to hide. You can
  attempt to hide even when you are only lightly obscured by
  foliage, heavy rain, falling snow, mist, and other natural
  phenomena. Additionally, you can hide even if you are not
  obscured so long as you are adjacent to a solid surface. When
  you do, Wisdom (Perception) checks made to see you have
  disadvantage, and you have advantage on your Intelligence
  (Arcana) check made to hide, as your form's color shifts to
  camouflage you.
  Conjurer's Trick
  1st-level illusion
  Casting Time: 1 bonus action
  Range: 30 feet
  Components: S, M (a glass bead)
  Duration: Up to 1 hour
  This spell is a minor magical trick that novice conjurer's
  use for practice. You create one of the following magical
  effects within range:
  Choose an object you can see that is not being worn or
  carried and that is within 30 feet of you. Until the end of
  your next turn, you can see and hear as if you were that
  object.
  You teleport an object you are holding in one hand to an
  unoccupied space within 30 feet of you or to a willing
  creature within 30 feet of you.
  You create a simple tool that persists for 1 hour. The
  object appears in your hand or at your feet. The tool
  cannot be used as a weapon or used by or against another
  creature. If you are proficient with a set of artisan's tools,
  you can instead create a set of those tools.
  Disarming Glance
  1st-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: S
  Duration: Instantaneous
  This spell allows to force a creature to discard what he is
  holding just by looking at them and speaking an intimidating
  word. If the target can see you and hear you (though it need
  not understand you), it must succeed on a Wisdom saving
  throw or take 2d8 psychic damage and drop all objects the
  creature is holding. The objects land at its feet. If you are
  proficient in the Intimidate skill, you add your proficiency
  bonus to the psychic damage dealt by this spell.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, the damage increases by 1d8 for
  each slot level above 1st.
  Freezing Burst
  1st-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You thrust your palms forward and shoot forth from your
  hands a burst of chilling wind that freezes the ground. Each
  creature in a 15-foot cone must make a Constitution saving
  throw. A creature takes 3d4 cold damage on a failed save.
  The area of the spell becomes covered with slippery ice.
  Slippery ice is difficult terrain. When a creature moves onto
  slippery ice for the first time on a turn, it must succeed on a
  Dexterity (Acrobatics) check against your spell save DC or fall
  prone.
  Healer's Sight
  1st-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a small lens, mirror, or piece of glass)
  Duration: Concentration, up to 10 minutes
  You focus on the health and pain of those around you. For
  the duration, you sense the health of creatures within 30 feet
  of you and can determine if a creature has been wounded or
  not. You have advantage on all Wisdom (Medicine) checks
  made on creatures within this area. Additionally, when you
  cast this spell and as an action on each subsequent turn in
  which you maintain concentration on this spell, you can
  determine the total number of maximum hit points and total
  hit dice of a single creature within 30 feet. The spell can
  penetrate most barriers, but it is blocked by 1 foot of stone, 1
  inch of common metal, a thin sheet of lead, or 3 feet of wood
  or dirt.
  Sharp Note
  Evocation Cantrip
  Casting Time: 1 action
  Range: 120 feet
  Components: V, M (a musical instrument)
  Duration: Instantaneous
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  You unleash a single sharp note or word at a single creature,
  distorting a sonic wave to cut like a blade. Make a ranged
  spell attack against the target. On a hit, the target takes 1d10
  piercing or slashing (your choice upon casting) damage. This
  damage is considered nonmagical. If you are proficient with
  the musical instrument used as a material component for this
  spell, you can make a Charisma (musical instrument) ability
  check in place of your spell attack roll.
  This spell’s damage is considered 
  magical and increases by 1d10 when you reach 5th level
  (2d10), 11th level (3d10), and 17th level (4d10).
  Vigilance
  1st-level enchantment
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  A willing creature you touch is imbued with diligence and
  alertness. Until the spell ends, the creature has a +5 bonus to
  its passive Wisdom (Perception) and passive Intelligence
  (Investigation) scores. Additionally, the target can make a
  single opportunity attack without expending its reaction
  during each of its turns.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, you can target one additional
  creature for each slot level above 1st.
  Wieldskill
  Divination cantrip
  Casting Time: 1 action
  Range: Varies (see below)
  Components: V, S, M (a weapon)
  Duration: Instantaneous
  This spell is a minor magical trick that novice spellcasters
  use to appear more skilled than they actually are. You create
  one of the following magical effects:
  As a part of the action used to cast this spell, you can
  make an attack with a weapon against one creature within
  the weapon's range, otherwise the spell fails. You can use
  your spellcasting attack modifier for the attack.
  You gain proficiency with one tool of your choice. This
  effect lasts for 10 minutes or until you use this spell again.
   
   
   
   
  Please check out all the other available options presented on
  DM's Guild by Jonathan Duprée, such as silver-sellers
  Hedges & Highways and adventure Waterdeep: Final
  Resting Place. Follow him on Twitter @dekelaus and on
  Twitch at www.twitch.tv/thismindofmine
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Advanced Ability Checks.pdf