Using Skills – Arcana

Last week we covered Athletics. After a hiccup in the order, I present to you Using Skills – Arcana! We are now back on schedule.


Using Skills – Arcana

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A wizened scholar pores over an ancient text once thought of little note, but he is beginning to know better. A treasure hunter traces her finger over the sigil set into the chamber wall, remembering the right way to draw the symbol so as to not set off the ancient trap. The warlock repeats a phrase he learned early in his youth, once believing it to be a child’s rhyme but now knowing its true power. Arcana is the domain of arcane lore and secrets; the deep well of knowledge about the power that weaves itself throughout existence.

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Using Skills – Athletics

Welcome to the third part in the Role Play Craft Using Skills series. Last time in this series we covered Animal Handling, and today we’re covering Athletics! I appreciate the feedback on this series so far, and I’m glad a lot of you are finding it useful or enjoyable.

You might notice that we’ve skipped Arcana. This wasn’t intentional – I’m just bad at planning. We’ll cover Arcana next week.


Using Skills – Athletics

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The half-orc carefully chooses another hand-hold on the sheer cliff face, lifting himself little by little toward the ridge above. A kensei leaps from a tree branch far across the skirmish field to land in front of the goblin chief. The sailor, thrown overboard, tries to calmly keep her head afloat amid the storm-chopped water. Athletics is the domain of heroic physical feats against incredible odds.

The Player’s Handbook describes it thus: “Your Strength (Athletics) check covers
difficult situations you encounter while climbing, jumping, or swimming.” (PHB pg.175)

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Paladin Option: Oath of the Quest

The questing grail knights of Arthur, the paladin Roland in the Matter of France, Sir Gawain and his trial against the Green Knight – all of these are knights who travel through strange lands on adventures in search of something. A divine relic, a crusade to protect their homeland, or the meaning of bravery.

This Oath of the Quest option represents a more “chaotic good” sort of knight, used to the freedom of the road. They seek something, and along the way they help who they might. Not tied down by a lord or a strict religious order, they are free to go where they may, spreading their influence and forging their own legends to be told by the smallfolk for generations to come.

This is a play-test version of this paladin option. It has not been tested extensively and feedback is both sought and appreciated.

 

update: Based on feedback from Reddit and Twitter, the Oath of the Quest has been tweaked! I adjusted power levels across the board. I got rid of Mark the Craven and instead have Pilgrim’s Rebuke. Enjoy!


Oath of the Quest

(pdf here)

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The Oath of the Quest represents the Paladin’s pursuit of a sacred task, binding them to a life of travel and adventure. Seeking a holy relic, attempting to pilgrimage to a sacred land, seeking the favor of a powerful fey lord or lady, or crusading into the unknown to defeat a particular foe are all impetus for a Paladin to take up this oath. As constant travelers, they tend to gain a love for the freedom of the road and rapport with commoners. Sometimes called Knight-Errants, Free Knights, or Questing Knights, those of this oath typify the ideal of the traveling roads-worn knight unbound from their home to seek that which will bring salvation, honor, or glory.

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