Welcome to the next edition of Using Skills! Last week we looked at Medicine, and this week we’ll be looking at Nature. Enjoy!
Using Skills – Nature
The wise woman pulls a cluster of dried herbs from a flour sack and tosses them in a cauldron while making a note in her book. A struggling wood elf scours the floor of the dense forest for a certain white flower, knowing the taproot of this local plant will neutralize snake venom. The green knight scans the trees, confused as to how birch trees could be growing so far south. Nature is the knowledge of flora and fauna, and the lore of the wilderness.
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Last week we covered Investigation in our Using Skills series. This week we’re back with Medicine. Enjoy!
Using Skills – Medicine
A city watchman brings his torch closer to the body in the alley, trying to figure out how the person died. A cleric prays over an ill peasant while taking note of her symptoms to develop a diagnosis. The barbarian gingerly wraps the wounds of his unconscious companion to stop the flow of blood in an attempt to keep him from death’s door. Medicine is the science of health.
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All right, we’re finally back on track with our ongoing series Using Skills, in which we define and explore each skill in Dungeons & Dragons 5th edition. Last time in this series we took a look at Intimidation. Today we’re looking at Investigation. Enjoy!
Using Skills – Investigation
A scholar pores over a text, surrounded by piles of books, looking for the one clue that will cause everything else to fall into place. The scout inspects a tile in the floor that looks ever so slightly different then the rest. The dwarven foreman taps the cavern wall lightly with his small surveyor hammer, listening to the sound, looking for the best place to begin work on a new tunnel. Investigation is using your powers of deduction to link clues and arrive at a conclusion.
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I’d like to interrupt our usual weekly post with a quick reminder about something I try to do every year, and that I think you should try.
National Novel Writing Month is, put simply, an international attempt to write a novel in the month of November. Realistically, the goal is set to 50k words (or 1,666 a day), so at the end you should have enough words to make up a small novel. It’s a hectic experiment about putting yourself out there and losing whatever inhibitions you have (like trying to write well) that stops you from having output.
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The following is a beta-test version for a race of sentient constructs. I am not a fan of the Warforged we have seen so far, and I wanted something a little more universal that could be used easily in home-brew campaigns. As a first pass, I intended to overpower rather than under-power them as a race so that I could make cuts rather than have to add in more abilities. Please enjoy, and any feedback would be extremely valuable to me.
Feedback: So far from feedback I have lowered the subrace ABIs, took away the armored ability, and pared down the Upgrades feature so that you get one instead of two.
Automatons are sentient constructs, built for a specific purpose using either magic or advanced technology. They can think and act independently, but are still bound by whatever purpose was given to them by their creator.
Particularly ancient automatons, awakened after centuries of a death-like inactive state might not know their purpose or may have somehow forgotten it in the long years. These automatons are driven then to find out what their purpose was or is, and to find out who built them and why.
The Automaton is an optional race built for 5th Edition Dungeons and Dragons. How exactly they fit into your campaign setting is up to you. It is purposefully left vague so that you can expand and detail out their place in the world, whether they are common or rare, or whether they are magical in nature or the result of advanced technology.
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Apologies for the late post, I had forgotten to publish it this morning. Last week we covered Insight, and this week we’re covering Intimidation. Enjoy!
Using Skills – Intimidation
The Goliath chieftess cracks her knuckles and smiles to the goblin captive, who turns a paler shade of green. A diplomat quietly whispers into the magistrate’s ear, reminding him of the dangers of going against the Earl during the council vote. The knight throws down his shield and holds aloft the holy symbol of his deity to the unruly mob, checking their simmering anger with a reminder of divine retribution. Intimidation is the skill used by those who persuade with a closed fist rather than an open hand.
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Last week we covered History. This week, it’s all about that woogy feeling you get around creeps. That’s right, Insight. Or, a PCs spider sense. Enjoy!
Using Skills – Insight
The guard captain reads over the suicide note a third time, noting a rather matter-of-fact tone that wouldn’t match the nervous man now hanging from the barn rafters. The barbarian narrows her eyes at the guide she hired to get her through the city to the harbor, finding his manner and speech ringing false. The minstrel strikes a chord on his lute as he listens to the crowd, getting a feel for their mood before deciding what to play. Insight is your natural awareness and empathy of other people and creatures.
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And now back to our Using Skills series. Last time we covered Deception, this time its…
Using Skills – History
The cleric studies the small wooden idol, trying to determine if it matches the descriptions of ancient orc fetishes she had learned about years ago as a scholar. A thief selects an unassuming jewel from the vault he has broken into, knowing this one to be the crown jewel of the old kingdom. The paladin pales as he deciphers the name carved in old draconic above the sarcophagus, having heard it many times in ancient tales of evil. History is the domain of those who study the past in order to further their fortunes in the future. Continue reading “Using Skills – History”
Last week at the end of my Using Skills – Deception post I mentioned doing a new version of my Rodential Rodents for this week’s “monthly” post as a break from the Using Skills series. Instead, having been immersing myself in the Dungeons and Dragons Beyond program, I thought I would type out my thoughts on it. Please enjoy this review.
Dungeons and Dragons Beyond is the belated digital arm of the new edition. Wizards of the Coast has long been fraught with problems when it comes to offering digital tools and programs for its games, so when I heard they were partnering with Curse (owned by Twitch and famous for hosting one of the largest modding networks on the internet), I was intrigued. These people know how to utilize digital product, having used them for World of Warcraft mods in the past, and being owned by Twitch certainly gave them impressive backing.
Now that the tools are out, are they the Fifth edition dream made reality? Do they improve or change the game in any way? Are they worth the price? Let’s get into it.
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And now for the next in our ongoing series on Using Skills. Last week we explored Arcana, and now we’re going to explore the shady side of Charisma with Deception.
Using Skills – Deception
The diplomat plants a small false rumor among the other members of the town committee that is just enough to sway them in the direction he wanted. The thief, being held up by the scruff of her coat by a guard, quickly comes up with a reason for being so interested in the locked door to the merchant’s house. The old barbarian looks at his hand of cards, then at the other players, letting his face show a small imperceptible grin -just long enough for the other players to think they’ve detected a hint of something under the stony exterior. Deception is the art of convincing others that something false is true.
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