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D&D 5E Bravado and Skill Tricks

Noaharkwv

Villager
[DND][/DND]
I came up with and adapted old material into a system for use in my upcoming Pirates campaign that will adapt Dungeon's Savage Tide Adventure Path. I thought I would share with the world.

Bravado


Bravado is that little bit of extra effort, pizazz, or Umpf! that a creature can tap into to do amazing feats and their will to live. It is a mix of ability, courage, and luck to go beyond the normal limits of actions that can be performed reliably. The payoffs are substantial when you succeed and the penalties for failure can really be embarrassing as well as potentially harmful to one’s self.
The following system module pays homage to the Dungeons and Dragons 3.5 edition Skill Tricks system from the Complete Scoundrel : A Player’s Guide to Trickery and Ingenuity. It adds a moderate level of complexity to the existing rule set.

Bravado Score
This ability functions like the standard six abilities with exceptions specified in each ability below. Here's how to incorporate this optional ability at character creation:

If your players use the standard array of ability scores, add one 11 to the array.
If your players use the optional point-buy system, add 3 points to the number of points.
If your players roll their ability scores, have them roll for the added ability scores.

A Bravado score cannot be increased with the Ability Score Improvement class feature.

If you ever need to make a check or saving throw for Bravado the following summarizes how it is used:


  • Bravado Saving Throw- This saving throw is calculated by adding together a creature’s Bravado score modifier and adding its proficiency bonus. Any other sources that add bonuses to a saving throw (such as a Resistance cantrip) can be applied to this check.


  • Bravado Ability check- This check is calculated by adding together a creature’s Bravado score modifier and adding its proficiency bonus from a trained skill (if any). Sometimes this check will allow proficiency bonus regardless of being trained in the skill. Any other sources that add bonuses to an ability check (such as a Guidance cantrip, Expertise, Reliable Talent, etc.) can be applied to this check.

Bravado Points
Every creature that uses bravado only has a limited number of uses per day. With this module option, a creature starts with a maximum number of bravado points equal to half the character’s level + their bravado score modifier (minimum 1).

The creature can spend a bravado point whenever it uses a Bravado Trick. In addition, whenever a character fails a death saving throw, the creature can spend one bravado point to turn the failure into a success.

Bravado points are full replenished to their maximum after a long rest.

Bravado Tricks
Bravado using creatures only have a certain amount of tricks they can “pull out of their back belt pouch”. A creature starts out with 2 bravado tricks at first level and gains one additional bravado trick at 4th, 8th, 12th, and 16th level.

List of Bravado Tricks
The following tricks use the Bravado score to pull off maneuvers that would typically not be allowed. These tricks are beyond the normal use of a skill, but are just enough to be part of a feat and not a whole feat. Also there are consequences for failure that come along with the bonuses for success.
The Bravado Tricks are as follows:

Back to yer’ Feet- A creature with Bravado can attempt to immediately stand back up after being knocked prone. A creature can spend a Bravado point as a reaction when it is knocked prone. The creature then makes a moderate (DC 15) Bravado (Acrobatics) check. If the check is successful the creature is not prone. If the check fails, then it provokes an attack of opportunity from all creatures within reach.

Barreling Through- When a creature with Bravado tries to move through a target’s space, the creature can try to force its way through by overrunning or dodging past the target. A creature can spend a Bravado point as part of its movement and make a Bravado (Athletics) or Dexterity (Acrobatics) check contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics), respectively. If the creature wins the contest, it can move through the target’s space once this turn. If the creature loses the contest it falls prone.

Blustering Escaping - A creature with Bravado can attempt to quickly escape the grasp of a target that has grappled it. A grappled creature can spend a Bravado point and as a bonus action to escape the grab. The grappled creature must succeed on a Bravado (Athletics or Acrobatics)check contested by the target’s Strength (Athletics) check. If the grappled creature fails it provokes an attack of opportunity from the target.

Bracing Climb - A creature with Bravado can make use of their hands freely while climbing a “chimney” (i.e. a wall with a parallel wall within reach) or a corner by temporarily bracing against the walls. A creature can spend a Bravado point as part of its movement to suspend itself momentarily. Until the end of the creature’s next turn, it can use its hands freely for any other purpose (attacking, casting a spell, using a tool, etc.) without the risk of falling. At the end of your next turn you fall unless you make a successful Moderate (DC 15) Bravado (Athletics) check as part of their movement. If the check fails, then the creature falls.

Bravado Climb - A creature with Bravado can make an extremely fast climb. A creature can spend a Bravado point as a bonus action before they make their movement. The creature makes a moderate (DC 15) Bravado (Athletics) check and if successful, the creature can then move while crawling without spending the extra 1 foot for movement . If the creature fails the check, it falls prone.

Bravado Crawl - A creature with Bravado can make an extremely fast crawl. A creature can spend a Bravado point as a bonus action before they make their movement. The creature makes a moderate (DC 15) Bravado (Acrobatics) check. If successful, the creature then climbs a number of feet equal to five (5) plus their roll. If the creature fails the check, it falls.

Bravado Leap - A creature with Bravado can make an extraordinary horizontal jump. A creature can spend a Bravado point as a bonus action before they make their movement. The creature that moves at least 10 feet as part of their movement then jumps makes a Bravado (Athletics) check. The character then jumps a number of feet equal to five (5) plus their roll. At the end of the jump the creature must make a moderate (DC 15) Bravado (Acrobatics) check or fall prone after the jump.

Bravado Swim - A creature with Bravado can make extraordinary swimming strokes. A creature can spend a Bravado point as a bonus action before they make their movement. The creature that moves at least 10 feet as part of their movement then makes a Bravado (Athletics) check. The creature then swims a number of feet equal to five (5) plus their roll. At the end of the swim the creature must make a moderate (DC 15) Bravado (Athletics) check or it is treated as grappled until the end of its next turn.

Bull Rush (Shove)- A creature with Bravado can make a special melee attack to shove a creature. An attacking creature can spend a Bravado point and as a bonus action make and attack either to knock it prone or push it away from it. The target of a creature’s shove must be no more than one size larger than it, and the target must be within its reach. The creature make a Bravado (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If the creature wins the contest, it either knocks the target prone or pushes it 5 feet away. If the target wins, it may do the same to the creature.

Disarming Swipe- An attacking creature with Bravado can use a weapon to knock an item from a target’s grasp. An attacking creature can spend a Bravado point and as a bonus action to make a weapon attack roll (Bravado score) adding any proficiency bonus. The target makes a Strength (Athletics) or Dexterity (Acrobatics) check as an opposed roll. If the attacking creature wins the contest, the attack causes no damage but the target drops the item. The attacking creature has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature or disadvantage if it is smaller. If the target wins the contest, the attacking creature suffers disadvantage on its next attack roll.

Dismounting Strike- A creature with Bravado can make a dramatic melee attack against a target as it dismounts. A creature riding a mount can spend a Bravado point as part of its movement to dismount quickly next to a target. The creature then can make the Attack action and have the first attack against a target made with advantage. If the attack misses the target the creature immediately falls prone.

Dodge Away- A creature with Bravado can make a defensive move against a single creature. A creature can spend a Bravado point as part of its movement and make an attack roll (Bravado score) adding its proficiency bonus against the targets Armor Class. If the attack succeeds the creature’s movement against that creature is treated as if it used the Disengage action. If other opponents surround the creature they get opportunity attacks as normal. If the creature fails to hit then the target can make an immediate opportunity attack.

Faux Pas Recovery- A creature with Bravado can initiate a bit of bluster and bull to recover from a failed social mistake. A creature can spend a Bravado point as a reaction to a failed Charisma (Persuasion) check to influence a non-player character target. The creature can then make Bravado (Deception) check with disadvantage and use this check in place of the Charisma (Persuasion) check. If this check fails, then the target’s attitude becomes hostile due to the double insult.

Flourishing Trip- An attacking creature with Bravado can use a weapon to knock a target off its feet. A creature can spend a Bravado point and as a bonus action to make a weapon attack roll (Bravado score) adding any proficiency bonus. The target makes a Strength (Athletics) or Dexterity (Acrobatics) check as an opposed roll. If the attacking creature wins the contest, the attack causes no damage but the target drops prone. The attacking creature has disadvantage on its attack roll if the target has more than two feet. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller. If the target wins the contest, the attacking creature falls prone instead.

Gumption- A creature with Bravado can use it for inner strength and resistance. A creature can spend a Bravado point as a reaction and roll 1d4 with a saving throw, if the saving throw fails the creature suffers disadvantage on saving throws until the end of its next turn.

Healing Triage- A creature with Bravado can bring a creature back from the brink of death. A creature can spend a Bravado point as part of a standard action when trying to stabilize a dying target. The creature then makes a Moderate (DC 15) Bravado (Medicine) check and if successful, heals the target 1d6 hit points. If the check fails then the target is forced to make a death saving throw immediately with disadvantage.

Hidden Spell Trick- A creature with Bravado can attempt to conceal a spell they are casting. A creature can spend a Bravado point as a bonus action to make a hard (DC 20) Bravado (Sleight of Hand) check. If the check succeeds, then a target observer cannot tell a spell is being cast and cannot cast counterspell on the creature’s spell. If the check fails then the creature must make an immediate moderate (DC 15) Bravado saving throw or loose the spell slot it used to cast.

Hitting the Deck- A creature with Bravado can make a defensive dive to the ground to avoid an area attack. A creature can spend a Bravado point as a reaction when subject to an attack with an area of effect. The creature then can make a Bravado saving throw verses that attack. After the save is resolved, the creature falls prone.

Leaping Climb - A creature with Bravado can make a jump while climbing. A creature can spend a Bravado point as a bonus action to make a hard (DC 20) Bravado (Athletics) check when climbing. If the check is successful the creature moves an additional number of feet vertically equal to their Bravado score or they can long jump from the wall as if it moved 10 feet before the jump. If the check fails, the creature falls.

Locking Blades- A creature with Bravado can engage a target and harry it with opportunity attacks when engaged in close combat. A creature can spend a Bravado point as a bonus action when engaged in melee combat to press its weapon (blade, mace, axe, etc.) on the target. The target is then marked by the creature until the target can get away from the creature (i.e. disengage, move away, teleport, etc.). While the creature has the target marked, any opportunity attack the creature makes against the marked target has advantage. The opportunity attack doesn't expend the attacker's reaction, but the attacker can't make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The creature is limited to one opportunity attack against the target per turn. While marking the target the creature has disadvantage for attacks on other targets other than the marked target.

Moving Feint - A creature with Bravado can quickly move and weave in combat to feint. A creature can spend a Bravado point as a bonus action and make a Bravado (Deception) check. The target makes a Wisdom (Insight) check as an opposed roll. If the creature succeeds, it gains combat advantage against the target. If the target succeeds, then it gains combat advantage against the creature.

Nimble Footwork - A creature with Bravado can move with grace over the most difficult of obstacles. A creature can spend a Bravado point as part of its movement and make a moderate (DC 15) Bravado (Acrobatics) check and if successful it can move over difficult terrain as if it were normal terrain. If the check fails then the creature falls prone.

Opening Knock - A creature with Bravado can attempt to open a locked object by just tapping it. A creature can spend a Bravado point and as a bonus action to make a Bravado (Thieves’ Tools) check with disadvantage. If the check is successful the object opens. If the check fails, the locking mechanism seizes and the lock will take 10 minutes to open with a regular check.

Overwhelming Presence - A creature with Bravado can make itself seem larger than life and very intimidating. A creature can spend a Bravado point as a part of a standard action to intimidate all targets within 10 feet. The creature then makes a Bravado (Intimidation) check contested by the target’s Wisdom (Insight) check. If the creature wins, the targets are frightened until the end of their next turn. If the target wins, then it gains advantage against all attacks against the creature until the end of its next turn.

Stayin’ Focused- A creature with Bravado can pull through and not break its concentration on a spell. A creature can spend a Bravado point as a reaction when subject to damage to maintain Concentration. The creature then can make a Bravado saving throw verses DC 7 or a quarter of the damage it takes, whichever number is higher. At the start of the creature’s next turn it must make the same saving throw again to maintain concentration.

Surprise Strike- A creature with Bravado can surprise a target by attacking it with a weapon that has been concealed. When a target provokes an opportunity attack from a creature, the creature can use its reaction to make a moderate (DC 15) Bravado (Sleight of Hand) check. If successful the creature can draw a weapon that it has previously concealed and make the opportunity attack with advantage. If the check fails, then the creature grants advantage to attack rolls until the start of its next turn.

Third Eye - A creature with Bravado can attempt to pinpoint the location of a hidden or invisible creature. A creature can spend a Bravado point and as a bonus action to make a hard (DC 20) Bravado (Perception) check. If the check is successful then it can pinpoint the location of any invisible target within 30 feet. If the check fails then the character pinpoints 1d4+1 locations per invisible target where an invisible target(s) might be (one of the locations is the actual location of an invisible target).

Wall Running - A creature with Bravado can run straight up a wall for a few moments. A creature can spend a Bravado point as its action to make a hard (DC 20) Bravado (Athletics) check to take a Dash action. If the check is successful the creature can move vertically until the end of its turn. Each foot of vertical movement cost 4 feet of speed. If the check fails, the creature cannot move vertically and its speed is reduced by 10 feet until the start of its next turn.

Whip Climbing - A creature with Bravado can use a whip or similar item to lash around a target (weight-bearing protrusion, creature, or object) in order to climb or swing quickly. A creature can spend a Bravado point as a bonus action to make a weapon attack roll (Bravado score) adding any proficiency bonus to strike the target. If the attack is successful, the whip (or item) wraps around the target (causing no damage) and allows the target to climb or swing as its movement that round. If the attack roll fails, the creature trips and falls prone.
 

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Sounds like a lot of rules that add a lot of complexity to the game in order to stop people from doing things that they should be able to do (or attempt to do) anyway for the most part, which was my main issue with the original skill tricks.

"no, you can't use a whip to climb, you don't have that maneuver"
"no, picking a lock with your bonus action cannot be described as just tapping on it, you don't have that maneuver"

etc etc.
 

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