I'm genuinely interested in this topic. If this thread produced some ideas of what these could be, the thread would be 1000 times more interesting and useful.
Most of the distinct non-combat martial abilities I've seen are very low level and not that interesting. Like - "You can request lodging at a village".
We need higher level examples like:
Little Birds (10th level) - You have developed a network of spies throughout the country. At 15th level this extends to the entire world. [a powerful feature that lets you influence politics, find out secret information better than scrying, etc.]
This is just one avenue that 'mundanes' could have as distinct niche-- automatic features that allow for more societal power.
Any ideas?
I posted this a while ago, but certain people seemed to ignore it.
I had an idea for "non-weapon proficiencies" that work kind of like 2e NWPs, 3e skill tricks, 4e skill utility powers, and 4e ranger knacks? (i forget what they were called).
Basically they would be abilities PCs could learn that either enhance how skills work or provide new abilities that aren't quite potent enough to deserve costing a feat. A player would learn these in the same manner one learns other non-skill proficiencies (aka downtime). Certain classes may gain free ones at specific levels.
Here are some examples:
Mighty Leap
Requirement: proficiency with Athletics, STR 13+
Benefit: When you take the Dash action, double the distance of any jump you make this turn
Blindfighting
Requirement: WIS 13+, proficiency with Perception
Benefit: You do not suffer disadvantage on your attack rolls as a result of darkness or when attacking invisible creatures.
Escape Artist
Requirement: Dex 13+, proficiency with Acrobatics
Benefit: You can attempt to escape a grapple or break free from being restrained as a bonus action
Lip Reading
Requirement: WIS 13+, proficiency with Perception
Benefit: You can read a creatures lips to understand what it is saying even if you cannot hear it. You must be able to see the creature and you must know the language it is speaking to use this ability.
Demolisher
Requirement: Level 5+, STR 15+
Benefit: You deal double damage to objects and structures.
Endurance
Requirement: level 5+, Con 15+
Benefit: You gain proficiency with Constitution checks.
Powerful Swimmer
Requirement: Level 5+, proficiency with Athletics, STR 15+
Benefit: You gain a swim speed equal to your speed.
Expert Climber
Requirement: Level 5+, proficiency with Athletics, STR 15+
Benefit: You gain a climb speed equal to your speed.
Strength of Heroes
Requirement: level 5+, STR 15+, proficiency with Athletics
Benefit: You gain proficiency with Strength checks and you your carrying capacity is equal to 30 times your Strength score (instead of 15 times your Strength score).
Leap of the Clouds
Requirement: Level 11+, proficiency with Athletics, STR 13+
Benefit: The distance of your high jumps is equal to your Strength score instead of 3 + your Strength modifier.
Rock Hurling
Requirement: level 11+, STR 17+, proficiency with Athletics
Benefit: you gain proficiency with improvised thrown weapons. You can use your STR instead of your Dexterity for the attack and damage of such weapons. Such weapons use a d6 for damage instead of a d4.
Strength of Legends
Requirement: level 11+, STR 17+, Strength of Heroes, proficiency with Athletics
Benefit: You have advantage on Strength checks and your carrying capacity is equal to 60 times your Strength score (instead of 30 times your Strength score).
These examples are primarily related to STR based PCs mostly because that what this thread is discussing for the most part. But there is room in this idea for tricks related to handling animals and nature, stealth, exploration, dungeon delving, investigation,and social interaction.
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