One thing I love about 4e is that it has solidified the skill system its a nice working piece of game. Further, skills remain useful throughout the levels now. The problem is there aren't a lot of suggestions on what you can do with skills, especially at the higher levels. So here I have created a series of skill stunts that players can attempt. I've also included a lot of epic level skill DCs so players can truly feel epic when they approach the high levels.
You'll note I've tried a wide array of mechanics on different skills, both to differentiate them, and to see what kind of mechanics people like to see.
Stunts
Stunts are special skill uses that can be performed during an encounter. Each stunt has a set DC, and what type of action it can be performed as. The bonus from the same stunt does not stack with itself.
Multiple Stunts in an Encounter: Whether its fatigue, the chaos of combat, or the enemy just picking up on your tricks, it gets harder to perform multiple stunts of the same type in the same encounter. Whenever you perform a stunt from one skill type (like acrobatics), you suffer a -5 penalty to future stunts from that same skill type. The penalty is cumulative.
Example: A rogue performs the Easy Retreat stunt, and then later wants to perform the same stunt again. He suffers a -5 to his acrobatics check on the next stunt. Later, he then decides to use the run the walls stunt. He is now at a -10 penalty because of the two acrobatics stunts he has already done. However, should he try a thievery stunt, he would be at no penalty since he hasn’t used any thievery stunts yet.
Failing a Stunt: There are no penalties to failing a stunt. However, you still spend the action required without gaining a benefit, and it counts as if you had performed a stunt for the purpose of multiple stunts in the same encounter.
Acrobatics
Easy Retreat (DC 20, as part of a move action): You gain a +1 to AC against opportunity attacks made during your move action. DC 30: The bonus increases to +2.
Knock em Down (vs Ref Defense, used when an opponent rolls a natural 1 on a melee attack roll): You pull the opponent far off center, and he falls prone.
Run the Walls (DC 20, as part of a move action): You can move diagonally around corners during your move action.
Arcana
Alter Energy (DC 30, move action): Until the end of your next turn, you can change all spells used by you of one energy type into one other energy type. For example, a wizard casting fireball could have the spell do cold damage instead of fire.
Athletics
Scaling Attack (DC 20, move action, must be adjacent to a climbable surface): You scale the wall quickly and coming crashing down on your opponent in a powerful attack. You gain a +2 to damage rolls on your next attack this turn. DC 30: You gain a +4.
Leaping Charge (DC 20, part of a charge action): You gain +1 to your attack and damage rolls on the charge attack. DC 30: On a successful hit, you knock the target prone.
Aquatic Assault (Opposed check with Athletics, as part of a move action, useable only if you and your target are in water): You use your superior swimming skills to get the edge, and gain combat advantage against your target. You cannot use aquatic assault against a creature with a swim speed unless you also have a swim speed.
Bluff
Invoke Imbalance (vs Will defense, move action, must be adjacent to the target): Until the start of the target’s next action, if the creature is hit with a push, pull, or slide effect it moves 1 additional square.
Diplomacy
Inspiring Speech (DC 20, standard action): You rally your allies towards the cause, giving them renewed power and vigor. Each of your allies receives a +1 to attack rolls or +1 to skill checks until the end of their next turn. A character cannot receive the benefits of an inspiring speech more than once per encounter. DC 35: Your allies can spend a healing surge.
Dungeoneering
Trap Sense (DC 20, immediate interrupt-when attacked by a trap): Your knowledge of dungeon traps helps you to avoid them. You gain a +1 to defenses against the attack. DC 30: You gain a +2.
Stand Fearless (DC 20, immediate interrupt-when targeted by a fear effect): Your knowledge of the terrifying aberrant of the far realm has steeled your mind to fear. You gain a +1 to defenses against the fear effect. DC 30: You gain a +2.
Endurance
Sprint (DC 20, free action): Until the end of your next turn, you gain a +1 bonus to your speed. DC 30: You gain a +2 to your speed.
Burdenless Armor (DC 10, free action): You can ignore your armor check penalty for one skill check.
Unwinded (DC 30, immediate reaction: After you use your second wind): You do not expend your second wind, and can use second wind again in the same encounter. You still spend your healing surge as normal. You can only use unwinded once per day.
Beyond Limits (DC 30, no action, only usable when you have no healing surges left): You can use this check in place of spending a healing surge during an encounter. This cannot be used for healing during a short rest.
Heal
Restore Vitality (DC 30, special, used during a short rest): In order to use this stunt, you must care for the patient during the short rest, and cannot take one yourself. The target regains one spent healing surge. A target can only gain the benefit of restore vitality once per day. Since each use of restore vitality requires another short rest, it does not provide a penalty to future heal checks.
Self Medication (special): You can take a -5 to a heal check to apply the benefits of the heal check to yourself instead of an ally. This does not count as a stunt, and can be used without penalties to future heal checks.
History
Battle Insights (DC 10, standard action): An ally gains the benefit of the aid another action, but you do not need to be in melee range with the target. DC 30: You can provide the benefit as a move action.
Battle Tactics (DC 20, part of an aid another action): Your bonus from aid another increases by 1 as you inform your allies of tactics used in battles centuries old. DC 30: The bonus increases by 2.
Insight
Sense the Onslaught (DC 20, used during the second wind or total defense action): You survey the battlefield, sensing any attack that might come your way. You gain an extra +1 bonus to your defenses while using second wind or total defense. DC 30: You gain a +2 to your defenses.
Timed Attack (Opposed check with bluff, used when making a readied attack): Against one opponent who is the target of an attack you have readied, you gain a +1 to the attack roll.
Sense Weakness (vs Will Defense, standard action): One target has vulnerability 5 against your next attack. At paragon: Vulnerability 10. Epic: Vulnerability 15.
Intimidate
Howl of Terror (vs Will defense, standard action): You make a separate intimidate check against each opponent that can see and hear you. On a success, the opponent suffers a -1 to its attacks until the end of its next turn.
Nature
Woodland Stride (DC 20, as part of a move action): You can ignore one square of difficult terrain during your move action, as long as it is natural terrain. DC 30: You can ignore 2 squares of terrain. DC 35: You can completely ignore difficult terrain during your move action.
Woodland Cover (DC 20, free action, used when you have cover or concealment due to natural foliage): Your enemies suffer a -3 to attack rolls against you due to cover or concealment, instead of the normal -2. The benefits last until you leave the square you are in.
Religion
Channel the Holy Land (DC 20, minor action, usable only in an area of holy power or significance, like a temple). You gain a +1 to attack rolls, defenses, checks, and saving throws until the end of your next turn. If the area is dedicated to the primary god you worship, you gain a +2. If the area is dedicated to a god in opposition to yours, you receive no bonus. DC 30: You receive +2, or +3 if the area is dedicated to your primary god.
Divine Blessing (DC 30, standard action): You shout a prayer to your god, and your prayer is answered. You or one ally receives an action point. The action point can be spent in the same encounter even if one has already been spent. Divine Blessing can only be used once per day.
Streetwise
Call upon the people (DC 20, standard action, only useable in an urban setting friendly to you): You ask the city to lend you aid in a fight, and they gladly agree, throwing rocks, pots, or whatever they can to aid your cause. Each round right before your initiative, an aid another action (at a +5 attack) is made against one random target, with you gaining the benefits. Roll a saving throw with a +2 bonus each round, failure means the effect ends. DC 30: The aid another attacks are made at a +8, and there’s a +5 bonus to the saving throw. Call upon the People can only be used once per day per urban setting you are in.
Thievery
Disable Armor (vs Ref, standard action, target must be wearing armor): You are able to cut or undo bindings on a target’s armor, weakening its protection. An adjacent creature receives a -2 to AC (save ends).
You'll note I've tried a wide array of mechanics on different skills, both to differentiate them, and to see what kind of mechanics people like to see.
Stunts
Stunts are special skill uses that can be performed during an encounter. Each stunt has a set DC, and what type of action it can be performed as. The bonus from the same stunt does not stack with itself.
Multiple Stunts in an Encounter: Whether its fatigue, the chaos of combat, or the enemy just picking up on your tricks, it gets harder to perform multiple stunts of the same type in the same encounter. Whenever you perform a stunt from one skill type (like acrobatics), you suffer a -5 penalty to future stunts from that same skill type. The penalty is cumulative.
Example: A rogue performs the Easy Retreat stunt, and then later wants to perform the same stunt again. He suffers a -5 to his acrobatics check on the next stunt. Later, he then decides to use the run the walls stunt. He is now at a -10 penalty because of the two acrobatics stunts he has already done. However, should he try a thievery stunt, he would be at no penalty since he hasn’t used any thievery stunts yet.
Failing a Stunt: There are no penalties to failing a stunt. However, you still spend the action required without gaining a benefit, and it counts as if you had performed a stunt for the purpose of multiple stunts in the same encounter.
Acrobatics
Easy Retreat (DC 20, as part of a move action): You gain a +1 to AC against opportunity attacks made during your move action. DC 30: The bonus increases to +2.
Knock em Down (vs Ref Defense, used when an opponent rolls a natural 1 on a melee attack roll): You pull the opponent far off center, and he falls prone.
Run the Walls (DC 20, as part of a move action): You can move diagonally around corners during your move action.
Arcana
Alter Energy (DC 30, move action): Until the end of your next turn, you can change all spells used by you of one energy type into one other energy type. For example, a wizard casting fireball could have the spell do cold damage instead of fire.
Athletics
Scaling Attack (DC 20, move action, must be adjacent to a climbable surface): You scale the wall quickly and coming crashing down on your opponent in a powerful attack. You gain a +2 to damage rolls on your next attack this turn. DC 30: You gain a +4.
Leaping Charge (DC 20, part of a charge action): You gain +1 to your attack and damage rolls on the charge attack. DC 30: On a successful hit, you knock the target prone.
Aquatic Assault (Opposed check with Athletics, as part of a move action, useable only if you and your target are in water): You use your superior swimming skills to get the edge, and gain combat advantage against your target. You cannot use aquatic assault against a creature with a swim speed unless you also have a swim speed.
Bluff
Invoke Imbalance (vs Will defense, move action, must be adjacent to the target): Until the start of the target’s next action, if the creature is hit with a push, pull, or slide effect it moves 1 additional square.
Diplomacy
Inspiring Speech (DC 20, standard action): You rally your allies towards the cause, giving them renewed power and vigor. Each of your allies receives a +1 to attack rolls or +1 to skill checks until the end of their next turn. A character cannot receive the benefits of an inspiring speech more than once per encounter. DC 35: Your allies can spend a healing surge.
Dungeoneering
Trap Sense (DC 20, immediate interrupt-when attacked by a trap): Your knowledge of dungeon traps helps you to avoid them. You gain a +1 to defenses against the attack. DC 30: You gain a +2.
Stand Fearless (DC 20, immediate interrupt-when targeted by a fear effect): Your knowledge of the terrifying aberrant of the far realm has steeled your mind to fear. You gain a +1 to defenses against the fear effect. DC 30: You gain a +2.
Endurance
Sprint (DC 20, free action): Until the end of your next turn, you gain a +1 bonus to your speed. DC 30: You gain a +2 to your speed.
Burdenless Armor (DC 10, free action): You can ignore your armor check penalty for one skill check.
Unwinded (DC 30, immediate reaction: After you use your second wind): You do not expend your second wind, and can use second wind again in the same encounter. You still spend your healing surge as normal. You can only use unwinded once per day.
Beyond Limits (DC 30, no action, only usable when you have no healing surges left): You can use this check in place of spending a healing surge during an encounter. This cannot be used for healing during a short rest.
Heal
Restore Vitality (DC 30, special, used during a short rest): In order to use this stunt, you must care for the patient during the short rest, and cannot take one yourself. The target regains one spent healing surge. A target can only gain the benefit of restore vitality once per day. Since each use of restore vitality requires another short rest, it does not provide a penalty to future heal checks.
Self Medication (special): You can take a -5 to a heal check to apply the benefits of the heal check to yourself instead of an ally. This does not count as a stunt, and can be used without penalties to future heal checks.
History
Battle Insights (DC 10, standard action): An ally gains the benefit of the aid another action, but you do not need to be in melee range with the target. DC 30: You can provide the benefit as a move action.
Battle Tactics (DC 20, part of an aid another action): Your bonus from aid another increases by 1 as you inform your allies of tactics used in battles centuries old. DC 30: The bonus increases by 2.
Insight
Sense the Onslaught (DC 20, used during the second wind or total defense action): You survey the battlefield, sensing any attack that might come your way. You gain an extra +1 bonus to your defenses while using second wind or total defense. DC 30: You gain a +2 to your defenses.
Timed Attack (Opposed check with bluff, used when making a readied attack): Against one opponent who is the target of an attack you have readied, you gain a +1 to the attack roll.
Sense Weakness (vs Will Defense, standard action): One target has vulnerability 5 against your next attack. At paragon: Vulnerability 10. Epic: Vulnerability 15.
Intimidate
Howl of Terror (vs Will defense, standard action): You make a separate intimidate check against each opponent that can see and hear you. On a success, the opponent suffers a -1 to its attacks until the end of its next turn.
Nature
Woodland Stride (DC 20, as part of a move action): You can ignore one square of difficult terrain during your move action, as long as it is natural terrain. DC 30: You can ignore 2 squares of terrain. DC 35: You can completely ignore difficult terrain during your move action.
Woodland Cover (DC 20, free action, used when you have cover or concealment due to natural foliage): Your enemies suffer a -3 to attack rolls against you due to cover or concealment, instead of the normal -2. The benefits last until you leave the square you are in.
Religion
Channel the Holy Land (DC 20, minor action, usable only in an area of holy power or significance, like a temple). You gain a +1 to attack rolls, defenses, checks, and saving throws until the end of your next turn. If the area is dedicated to the primary god you worship, you gain a +2. If the area is dedicated to a god in opposition to yours, you receive no bonus. DC 30: You receive +2, or +3 if the area is dedicated to your primary god.
Divine Blessing (DC 30, standard action): You shout a prayer to your god, and your prayer is answered. You or one ally receives an action point. The action point can be spent in the same encounter even if one has already been spent. Divine Blessing can only be used once per day.
Streetwise
Call upon the people (DC 20, standard action, only useable in an urban setting friendly to you): You ask the city to lend you aid in a fight, and they gladly agree, throwing rocks, pots, or whatever they can to aid your cause. Each round right before your initiative, an aid another action (at a +5 attack) is made against one random target, with you gaining the benefits. Roll a saving throw with a +2 bonus each round, failure means the effect ends. DC 30: The aid another attacks are made at a +8, and there’s a +5 bonus to the saving throw. Call upon the People can only be used once per day per urban setting you are in.
Thievery
Disable Armor (vs Ref, standard action, target must be wearing armor): You are able to cut or undo bindings on a target’s armor, weakening its protection. An adjacent creature receives a -2 to AC (save ends).
Last edited: