Skill Feats

#### Acrobat

*Ability score*: Increase your Brawn or Dexterity score by 1, to a maximum of 20

* ***Athletic***: Gain a rank in Athletics. You may gain rank 5 in the skill.

* ***Light Feet***: As a bonus action, you can make a DC 15 Athletics (Dex) check. If you succeed, difficult terrain doesn't cost you extra movement until the end of your current turn.

#### Animal Handling

*Ability score*: Increase your Cunning score by 1, to a maximum of 20

* ***Zoologist***: Gain a rank in Animal Handling. You may gain rank 5 in the skill.
* ***Command Animal***: You can use a bonus action on your turn to command one friendly animal within 6 m of you that can hear you and that isn't currently following the command of someone else. You can command what action the animal will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute.

#### Diplomat

*Ability score*: Increase your Manipulation score by 1, to a maximum of 20

* ***Persuasive***: Gain a rank in Persuasion. You may gain rank 5 in this skill.

* ***Charming***: If you spend 1 minute talking to someone who can understand what you say, you can make a Persuasion check contested by the creature's Empathy (Com). If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 12 m of you and for 1 minute thereafter.

#### Empathic

*Ability score*: Increase your Composure score by 1, to a maximum of 20

* ***Empathic***: Gain a rank in Empathy. You may gain rank 5 in the skill.
* ***Observe***: You can use your action to try to acquire an uncanny insight about one humanoid you can see within 6 m of you. Make an Empathy (Com) check contested by the target's Deception (Pre/Man). If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.

#### Historian

*Ability score*: Increase your Intelligence score by 1, to a maximum of 20

* ***Historian***: Gain a rank in Academics (history). You may gain rank 5 in the skill.
* ***Lecture***: When you take the help action to aid another creature's ability check, you can make a DC 15 History check. On a success, that creature's check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you're saying.

#### Investigator

*Ability score*: Increase your Cunning score by 1, to a maximum of 20

* ***Investigative***: Gain a rank in Investigation. You may gain rank 5 in the skill.
* ***Lie Detector***: Whenever you make an Empathy (Com) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
* ***Quick Survey***: You can use a bonus action to make a Perception check to spot a hidden creature or object. In addition, you can use a bonus action to make an Investigation (Cun) check to uncover or decipher clues.

#### Medic

*Ability score*: Increase your Intelligence or Cunning score by 1, to a maximum of 20

* ***Medic***: Gain a rank in Medicine. You may gain rank 5 in the skill.
* ***First Aid***: During a short rest, you can clean and bind the wounds of up to six willing animals and humanoids. Make a DC 15 Medicine check for each creature. If you succeed a check a creature gains a number of benefits:
	+ Any nonmagical poisons or diseases are cured.
	+ Immune to disease until the creature finishes a long rest.
	+ If the creature spends any Hit Dice to regain hit points, they regain the full value of a number of Hit Dice equal to your proficiency bonus. Which Hit Dice this target is up to the creature.
	+ The creature gains a number of temporary hit points equal to the full value of their highest Hit Dice.

#### Menacing

*Ability score*: Increase your Presence score by 1, to a maximum of 20

* ***Intimidating***: Gain a rank in Deception or Persuasion. You may gain rank 5 in the skill.
* ***Demoralize***: When you take the attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 6 m of you that can see and hear you. Make a Persuasion or Deception check (depending upon what you chose above) contested by the target's Empathy (Res). If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.

#### Naturalist

*Ability score*: Increase your Intelligence score by 1, to a maximum of 20

* ***Naturalist***: Gain a rank in Academics: Nature. You may gain rank 5 in the skill.
* ***Cantrip***: You learn Druidcraft as Soul Mastery.
* ***Soul Spell***: You learn Commune with Nature as Soul Mastery. You can cast this spell once per seven days.

#### Occultist

*Ability score*: Increase your Intelligence score by 1, to a maximum of 20

* ***Arcanist***: Gain a rank in Occult. You may gain rank 5 in the skill.
* ***Cantrip***: You learn Prestidigitation as Soul Mastery.
* ***Soul Spells***: You can cast Detect Magic and Identify as Soul Mastery once per long rest.

#### Perceptive

*Ability score*: Increase your Intelligence or Composure score by 1, to a maximum of 20

* ***Perceptive***: Gain a rank in Perception. You may gain rank 5 in the skill.
* ***Piercing Gaze***: Being in a lightly obscured area doesn't impose disadvantage on your Perception checks if you can both see and hear.

#### Performer

*Ability score*: Increase your Dexterity or Manipulation score by 1, to a maximum of 20

* ***Performer***: Gain a rank in Arts & Craft (a performance skill of your choice). You may gain rank 5 in the skill.
* ***Mesmerize***: While performing, you can try to distract one humanoid you can see. The humanoid must see and hear you. Make a Dexterity or Manipulation: Arts & Craft check contested by the humanoid's Empathy (Com) check. If your check succeeds, you grab the humanoid's attention enough that it makes Perception and Investigation checks with disadvantage until you stop performing.

#### Quick-Fingered

*Ability score*: Increase your Dexterity score by 1, to a maximum of 20

* ***Devious***: Gain a rank in Subterfuge. You may gain rank 5 in the skill.
* ***Dipping & Lifting***: As a bonus action, you can make a Subterfuge (Dex) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.

#### Silver-Tongued

*Ability score*: Increase your Manipulation score by 1, to a maximum of 20

* ***Witty***: Gain a rank in Persuasion or Deception. You may gain rank 5 in the skill.
* ***Verbal Feint***: When you take the attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 18 m of you that can see and hear you. Make a Persuasion (Man) or Deception (Man) check contested by the target's Empathy (Com). If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour.

#### Stealthy

*Ability score*: Increase your Dexterity or your Cunning score by 1, to a maximum of 20

* ***Sneaky***: Gain a rank in Stealth. You may gain rank 5 in the skill.
* ***Tip-Toe***: If you are hidden, you can move up to 2 m in the open without revealing yourself if you end the move in a position where you're not clearly visible.

#### Survivalist

*Ability score*: Increase your Cunning score by 1, to a maximum of 20

* ***Survivalist***: Gain a rank in Survival. You may gain rank 5 in the skill.
* ***Casual Forage***: You make rations or meals caught in the wild last twice as long for four Medium creatures.
* ***Devious Traps***: Creatures attempting to spot a trap you have made have disadvantage to their check.
* ***Insidious Traps***: Any trap that you have made that causes a creature to roll a saving throw does so with disadvantage.

#### Theologian

*Ability score*: Increase your Intelligence score by 1, to a maximum of 20

* ***Theologian***: Gain a rank in Academics (one Enneade of your choice) or Academics ( religion of your choice). You may gain rank 5 in the skill.
* ***Cantrips***: You learn Thaumaturgy as Soul Mastery.
* ***Soul Spells***: You can cast Ceremony and Sanctuary as Soul Mastery once per long rest.