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The Kindred Kingdom

The Kindred KingdomThe Kindred KingdomThe Kindred Kingdom
  • Home
  • COMBAT & INTERACTIONS
  • Skill Lists
  • Proficiencies
  • Guild Divisions
  • Kingdom Chronicles
  • Maps
  • Contact Us
  • Echoes of the Kingdom

skill lists

A Skill is an ability that can do damage but rather has other effects, e.g. disabling effects, healing, etc.


In other words, Skills succeed on a 1d20 roll of 9 or above and fail on a 1d20 roll of 8 or below, except in certain circumstances. 


Skills are combined in Combat Events with Attacks during character turns and have limited uses per event. Please see the Combat & Interactions page for more details.


Basic Skills

 

  • Inspire: Grants +2 to attack rolls for allies within range for 1 minute.
  • Weakening Curse: Targets one enemy, reducing their Attack damage by 1d4 for 3 rounds.
  • Battle Shout: All allies in a 30 ft. radius gain +1 to saving throws against fear or mind control effects for 1 minute.
  • Crippling Touch: A player touches an enemy; upon success, increases all damage by all players dealt to this enemy by +2 per attack for 3 rounds. 
  • Spirit’s Edge: Allies gain +1 to their Attack Damage for 1 minute as an ethereal force sharpens their strikes.
  • Shadowed Intent: Grants allies within range a +1 to Stealth-based Skill Rolls for 10 minutes, cloaking their movements in a subtle veil.
  • Hex of Woe: Reduces a single target's Skill Damage by 1d4 for 3 rounds, as an ominous aura reduces their precision and force.
  • Bolstering Chant: Restores morale, granting allies within a 15 ft. radius +2 to Persuasion or Intimidation Skill Rolls for 10 minutes. Ideal for rallying allies before negotiations or confrontations.
  • Glimmer of Valor: When activated, this skill gives a single ally a temporary +1 bonus to their next Attack Roll, filling them with courage for one strike.


Intermediate Skills

 

  • Bolster Defense: Increases all allies' Attack and Skill Rolls by 1 for 3 rounds.
  • Cloak of Shadows: All enemies within a 20 ft. radius have disadvantage on attack rolls against your allies for 2 rounds.
  • Hex: Choose a single enemy; they suffer -2 to Attack Rolls for 3 rounds. If they die while the effect is active, you can reapply it to another enemy.
  • Withering Ray: Target takes a -2 penalty to all Damage (Skill and Attack) rolls for 2 rounds.
  • Sentinel's Grace: Allies gain +3 to temp HP for 3 rounds as a protective ward shields them from harm.
  • Mystic Cloak: Enemies within a 30 ft. radius suffer a -2 penalty to Perception-based Skill Rolls for 3 rounds, as an illusory mist obscures their sight and senses.
  • Veil of Serenity: Reduces the stress and agitation in allies, giving a +2 to Insight or Perception Skill Rolls for the next hour, useful in tense situations or puzzles.
  • Mark of the Craven: Select two enemies; their Attack Rolls are reduced by 1 and their Attack Damage reduced by 2 for 3 rounds as an unseen dread fills their mind, weakening their resolve.
  • Eyes of the Seeker: Allies within a 30 ft. radius gain a +2 to Lore Skill Rolls the next hour, enhancing their perceptiveness and ability to uncover secrets.

 

Advanced Skills:

  • Rage of the Ancients: All allies in a 50 ft. radius deal an additional 1d6 damage on successful attacks for 1 minute.
  • Soul Reap: Target enemy has disadvantage on all saving throws for 2 rounds.
  • Aura of Pain: All enemies within 30 ft. take 1d4 damage per round for 3 rounds and have disadvantage on saving throws against being rooted.
  • Curse of Binding: Restrain the target for 2 rounds. While Restrained, all damage dealt to the target increases by 1d6.
  • Chains of the Abyss: Conjures shadowy chains that ensnare two enemies, rooting them in place for 2 rounds. While rooted, the target suffers a -3 penalty to Attack Rolls and Skill Rolls as their strength and focus are sapped by the dark energy binding them.
  • Whispered Insight: Grants allies within a 30 ft. radius a heightened awareness for 1 hour, improving their Lore Skill Rolls by +3 as whispers of knowledge guide their perceptions. Perfect for delving into mysteries, deciphering texts, remembering interesting bits of history, understanding cultures, or unraveling magical secrets.
  • Aura of Majesty: Exudes an aura of confidence and command, providing allies within 20 ft. a +3 to Persuasion and Intimidation Skill Rolls for 1 hour. Enemies within range also feel compelled to show respect or deference, suffering a -2 penalty to Deception-based Skill Rolls, making them less likely to lie or deceive while in your presence.


Basic Skills

 

 

  • Flame Bolt: Deals 1d8 fire damage to one target within 60 ft.
  • Piercing Strike: Deals 2d6 damage and ignores enemy defenses, dealing full damage even against heavily armored targets.
  • Thunder Punch: A melee attack that deals 1d8 damage and has a 25% chance to stun the target for 1 round (takes away 1 of their attacks).
  • Magicka Dart: A tiny bolt hits a target, dealing 1d4+1 force damage.
  • Frost Shard: Launches a shard of ice at one target within 40 ft., dealing 1d6 cold damage and potentially halving their damage for 1 round (50% chance). Ideal for combat but also useful to immobilize or disrupt objects.
  • Earthen Spikes: Causes small stone spikes to erupt in a 10 ft. radius, dealing 1d4 piercing damage to enemies within the area. It can be used to create hazardous terrain for 1 minute, useful for non-combat scenarios as well. 


Intermediate Skills

 

  • Chain Lightning: Deals 2d8 lightning damage to one target and then arcs to up to 3 nearby enemies, dealing 1d6 lightning damage to each.
  • Rend: A melee attack that deals 1d10 damage and causes the target to take an additional 1d6 bleeding damage at the start of their next turn.
  • Fire Nova: Deals 2d6 fire damage to all enemies within 20 ft. of the caster.
  • Soulburn: Deals 2d8 necrotic damage and reduces the target’s healing received by half for 2 rounds.
  • Arcane Shatter: Deals 1d10 force damage to one enemy or object within 40 ft., with a 30% chance of breaking weaker non-magical materials (like wood or stone) in non-combat situations, useful for breaching barriers or creating diversions.
  • Venomous Mist: Summons a poisonous cloud in a 10 ft. radius that deals 1d8 poison damage and causes targets within to suffer -1 on rolls for their next turn. The mist lingers for 2 rounds, making it useful for non-combat purposes like driving enemies or creatures away from an area.

 

Advanced Skills:

 

  • Meteor Strike: Calls down a meteor in a 15 ft. radius, dealing 4d6 fire damage to all enemies in the area and knocking them prone (DC 15 Dexterity save halves damage and negates knockdown).
  • Bladestorm: Perform 3 melee attacks against enemies within 5 ft., each dealing 1d10 damage.
  • Dragon’s Breath: A cone attack that deals 3d8 fire damage to all targets in a 30 ft. cone (DC 14 Dexterity save halves damage).
  • Void Strike: Deals 4d8 damage to a single target and banishes them to another plane for 1 round (no actions can be taken while banished).
  • Storm of Destruction: Conjures a massive tempest in a 20 ft. radius, dealing 3d6 lightning and wind damage to enemies within. This storm persists for 2 rounds, making it useful both in combat and for creating chaos or destroying structures.
  • Disintegrate: A focused beam of destructive energy deals 3d10 damage to one target within 50 ft., with a 50% chance of completely destroying non-magical objects or structures it hits. Ideal for tactical breaches, this spell is also a strong combat choice for single-target elimination.


 

Basic Skills

 

  • Deflect: Gain +5 temporary HP for 2 rounds as you knock a blow back.
  • Arcane Shield: Creates a shield around the caster or an ally, absorbing 1d8 damage for 3 rounds.
  • Parry: When attacked in melee, roll a d20. On a roll of 15 or higher, reduce the damage by half.
  • Stoneform: Gain resistance to physical damage for 2 rounds (halves physical damage taken).
  • Mystic Veil: Creates a shimmering, temporary shield over an ally, reducing damage from the next incoming attack by 1d6. The shield fades after absorbing the attack or lasting for 1 round.
  • Rebounding Shield: The caster or a chosen ally gains a temporary deflective barrier that reflects up to 1d8 damage back at an enemy.
  • Earthen Embrace: Envelops an ally’s legs in earthen energy, granting them resistance to knockback or push effects for 3 rounds, ideal for maintaining position in combat.
  • Defender’s Stance: Increases the caster’s or an ally’s defense against attacks, granting them +3 to temp HP and +1 to Attack Rolls for 3 rounds.

Intermediate Skills

 

  • Protective Ward: A magical ward absorbs up to 2d10 damage before it fades. It lasts for 3 rounds or until depleted.
  • Mirror Image: Creates three illusory duplicates of the caster. Attackers must roll higher than 12 on a d20 to determine if they hit the caster or a duplicate (duplicates disappear after a hit).
  • Fortify Spirit: Allies in a 20 ft. radius gain +3 to saving throws against all spell effects for 3 rounds.
  • Shield of Thorns: Reflects 1d6 damage back to melee attackers for 3 rounds.
  • Barrier of Light: Creates a radiant barrier around the caster or an ally, absorbing up to 2d6 damage from magical sources for 3 rounds. If the barrier absorbs damage equal to or exceeding its limit, it shatters in a burst of light, momentarily half-blinding nearby attackers, causing them to lose an Attack Roll.
  • Spectral Deflection: Creates a shimmering afterimage of the caster or ally, which distracts melee attackers, giving a +1 to defense rolls against melee attacks and reducing incoming melee damage by 1d4 for 3 rounds.
  • Mantle of Stoneskin: Grants a stony layer of protection to the caster or an ally, providing resistance to both physical and elemental attacks for 2 rounds. All physical and elemental damage taken is reduced by half.
  • Celestial Resolve: Allies within a 15 ft. radius gain a +2 bonus to all rolls against mind-altering effects for 2 minutes, bolstering their mental defenses.


Advanced Skills

  • Impenetrable Barrier: Create a wall of force up to 30 ft. long that blocks all physical and magical attacks for 2 rounds.
  • Guardian Spirit: Summons a protective spirit that blocks one incoming attack (negates all damage) and increases your temp HP by 5 for 2 rounds.
  • Absorption Ward: Absorbs 3d8 damage from any source for the caster or ally and converts half of that absorbed damage into healing.
  • Divine Aegis: Grants resistance to all damage for 1 round and immunity to one attack of your choice during that time.
  • Entropic Chains: Summons shadowy chains to ensnare a single enemy within a 20 ft. radius, rooting them for 3 rounds. While rooted, the target suffers a -5 penalty to all offensive Skill Rolls, as the entropic energy disrupts their focus and resilience, reducing their ability to retaliate effectively.
  • Veil of Sanctuary: A shimmering aura envelops all allies within 15 ft. for up to 1 hour, granting them increased resistance to environmental or magical hindrances by providing +3 to rolls against any non-combat hazards (such as traps, poisons, and curses) as well as a subtle mental calm. Ideal for exploring dangerous terrain or arcane ruins.
  • Bond of Resilience: Creates a mystical tether between up to three allies for 30 minutes, allowing them to draw upon each other's vitality and fortitude. Allies linked by the Bond gain a +2 to any rolls that mitigate fatigue or harm from environmental effects. Additionally, if one ally would fall unconscious due to non-combat hazards, the others may lend their energy to prevent it once per hour.


 Basic Skills


  • Minor Life Steal: Heal 1d6 hit points when you successfully deal necrotic damage to an enemy.
  •  Renewing Touch: Heal an ally for 1d8 hit points by transferring soothing energy through touch. Ideal for stabilizing minor wounds quickly. 
  • Blood Infusion: Heal 1d8 hit points by consuming the blood of a fallen enemy within 5 ft.
  • Quickened Regeneration: Heal 1d4 hit points per round for 3 rounds.
  • Restorative Touch: Heal an ally for 1d6 hit points by gently laying your hands on them, transferring a portion of your vitality (50% of your healing comes from your HP). Suitable for minor wounds and fatigue.
  •  Crystal Cascade: Releases a gentle shower of healing energy that heals up to three allies within 10 ft. for 1d4 hit points each. Ideal for group restoration in minor conflicts. 


Intermediate Skills

 

  • Vampiric Feast: Hit an enemy for 2d6 hit points and take 50% of it as healing.
  •  Cleansing Wave: Restores 2d6 hit points to all allies in a 15 ft. radius and removes one minor affliction, such as a poison or debuff. Outside combat, it can purify food or water. .
  •  Rejuvenating Rain: Summons a magical rain in a 20 ft. radius that restores 1d6 hit points per round for 3 rounds to allies. Also refreshes and revitalizes plants, animals, or crops in non-combat scenarios. 
  • Life’s Beacon: Heal up to 2 allies within 15 ft. for 1d8 hit points each, as you channel a rejuvenating aura around you. Primarily used to restore energy and clear fatigue in non-combat settings.
  • Balm of the Ages: Allows the caster to ease pain, prevent infection, and promote the healing of minor injuries on up to 3 allies, restoring 1d4 hit points to each ally. This spell takes several minutes to cast and is best used outside of combat.
  •  Restoration Pool: Creates a glowing pool of energy on the ground for 2 minutes in a 10 ft. radius. Allies who stand within it are healed for 2d6 hit points and gain immunity to minor ailments like fatigue. 


Advanced Skills

 

  • Vampiric Regeneration: Heal for 2d8 hit points at the start of each round for 3 rounds.
  • Blood Mist: Heal 3d10 hit points as you turn into mist and move through enemies, dealing damage and absorbing vitality.
  • Soul Drain: Deal 4d10 damage to a single target and heal for half the damage dealt.
  • Revitalizing Wave: Sends a surge of restorative energy through up to 4 allies within 30 ft., healing each for 2d8 hit points and removing one non-magical affliction, such as minor poisons or physical exhaustion.
  •  Radiant Renewal: A burst of radiant energy heals all allies within 30 ft. for 3d8 hit points and grants them immunity to fear or paralysis effects for 1 minute. 
  • Essence of Restoration: This spell allows the caster to restore a grievously injured ally, healing them for 4d8 hit points. Additionally, this spell has a long-lasting effect, allowing the target to recover 1 extra hit point per hour for the next 12 hours. Often used in non-combat for severe injuries.
  •  Sanctuary of Light: Creates a protective dome with a 20 ft. radius that heals allies for 1d10 hit points per round for 3 rounds and provides +2 to their Attack Rolls while inside. Perfect for turning the tide in a prolonged fight. 


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