Cherreads

Attributes, Skill Proficiencies, and Basic Actions

Attribute Descriptions:

Strength: Muscular power, athletic training, and the physical potential one can exert.

dexterity: Agility, reflexes, and balance.

Constitution: Health, stamina, and vitality.

Intelligence: Thinking ability, memory, and logical reasoning.

Wisdom: Intuition, observation, Insight, and mental fortitude.

charisma: Outwardly manifested as temperament, poise, affinity, and attractiveness; inwardly possessing tangible magical power, it can be understood as the manifestation of the soul's light and can also Influence mana.

High charisma doesn't necessarily mean being handsome; it is a Magic-like attraction.

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Skills - Attribute Checks - Application ExamplesAcrobatics: dexterity.

Staying upright in complex environments or performing acrobatic stunts.

Animal Handling: Wisdom.

Calming animals, training them, or having them do specific tasks.

Arcana: Intelligence.

Knowledge regarding Spells, magic items, and planes of existence, such as Spells, magic items, arcane symbols, magical lore, planes of existence, and specific creatures (Aberrations, Constructs, Elementals, Fey, Monstrosities).

Athletics: Strength.

Jumping further than usual, floating on turbulent waters, or breaking something.

Deception: charisma.

Telling a convincing lie or creating a believable disguise.

History: Intelligence.

Knowledge regarding historical events, peoples, nations, and cultural traditions, such as historical events and figures, ancient civilizations, wars, and specific creatures (Giants, Humanoids).

Insight: Wisdom.

Discerning someone's emotions or intentions.

Intimidation: charisma.

Frightening others or coercing someone into doing what you want them to do.

Investigation: Intelligence.

Finding obscure information in books or deducing how things work, such as traps, ciphers, riddles, or devices.

Medicine: Wisdom.

Diagnosing a disease or determining the cause of death for someone recently deceased.

Nature: Intelligence.

Knowledge regarding terrain, plants, animals, and weather.

Perception: Wisdom.

Combining various senses to notice easily overlooked details.

Performance: charisma.

Acting, storytelling, playing music, or dancing.

Persuasion: charisma.

Sincerely and gracefully persuading others on a matter.

Religion: Intelligence.

Knowledge regarding deities, religious hierarchies and rituals, holy emblems, orders, and specific creatures (Celestials, Fiends, Undead).

Sleight of Hand: dexterity.

Picking pockets, concealing small handheld objects, or performing manual tricks.

Stealth: dexterity.

Avoiding attention by moving quietly and hiding behind things.

Survival: Wisdom.

Tracking, finding food, following trails, or avoiding natural disasters.

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III. Basic Actions (Basic Abilities)

Attack: Use a weapon to attack or perform an unarmed strike.

Dash: For the remainder of the turn, gain extra movement equal to your speed.

Disengage: For the remainder of the turn, your movement does not provoke opportunity attacks.

Dodge: Until the start of your next turn, attack rolls against you have disadvantage, and you have advantage on dexterity saving throws. You lose these benefits if you are incapacitated or your speed is 0.

Help: Assist another creature with an attribute or attack check, or perform first aid.

Hide: Make a dexterity (Stealth) check.

Influence: Change a creature's attitude through a charisma (Deception, Intimidation, Performance, or Persuasion) check, or a Wisdom (Animal Handling) check.

Magic: Cast a Spell, use a magic item, or use a magical feature.

Ready: Prepare to perform an action, with the trigger timing or circumstances decided by you.

Search: Make a Wisdom (Insight, Medicine, Perception, or Survival) check.

Study: Make an Intelligence (Arcana, History, Investigation, Nature, or Religion) check.

Use an Object: Use a non-magical object.

Other: Walking, running, jumping, climbing, swimming...

 

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