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ability_check_criticals [2026/09/03 02:22] – created adminability_check_criticals [2026/09/03 02:26] (current) – [Ability Check Criticals] admin
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-Ability Check Criticals +====== Ability Check Criticals ====== 
 + 
 When you roll a natural 20 and succeed on an ability check, or when you roll a natural 1 and fail on an ability check, if you’re using a skill roll 1d6 to determine what special effect occurs.  When you roll a natural 20 and succeed on an ability check, or when you roll a natural 1 and fail on an ability check, if you’re using a skill roll 1d6 to determine what special effect occurs. 
  
-Because of the benefits of ability check criticals, some players may try a variety of easy ability checks to get a critical effect. The DM is always the arbiter of these critical effects and can rule that if an ability check is superfluous or insignificant, any resulting natural 20s and natural 1s have no special effect. +Because of the benefits of ability check criticals, some players may try a variety of easy ability checks to get a critical effect. The DM is always the arbiter of these critical effects and can rule that if an ability check is superfluous or insignificant, any resulting natural 20s and natural 1s have no special effect. \\ 
  
-Tool Kits. Whether or not a tool kit is appropriate for an Ability Check Critical and for which type it qualifies is at the DM’s discretion.  +**Tool Kits.** Whether or not a tool kit is appropriate for an Ability Check Critical and for which type it qualifies is at the DM’s discretion.  
-Arcane  +===== Arcane ===== 
-Arcane criticals only occur when an active magical effect is involved. This might be the response to a counterspell or dispel magic, the curious activation of a specific magic item, or interaction with a ritual or permanent enchantment. When an arcane critical success or critical failure would not apply to the effect that activated it, reroll. +  
 +Arcane criticals only occur when an active magical effect is involved. This might be the response to a counterspell or dispel magic, the curious activation of a specific magic item, or interaction with a ritual or permanent enchantment. When an arcane critical success or critical failure would not apply to the effect that activated it, reroll. \\ 
  
-Critical Success  +**Critical Success**  
-1. Arcane Surge. You gain temporary hit points equal to your proficiency bonus. These temporary hit points last 1 hour.  +1. Arcane Surge. You gain temporary hit points equal to your proficiency bonus. These temporary hit points last 1 hour. \\  
-2. Comfort in the Arcane. You may take 10 on Arcana checks for the next 24 hours, even if it is not normally allowed.  +2. Comfort in the Arcane. You may take 10 on Arcana checks for the next 24 hours, even if it is not normally allowed. \\  
-3. Expanded Use. If the magic item or effect targets a set number of targets, you may add one additional target within range.  +3. Expanded Use. If the magic item or effect targets a set number of targets, you may add one additional target within range. \\  
-4. Free Use. If activating a scroll or item with charges (such as a wand), you do not use the scroll or any charges.  +4. Free Use. If activating a scroll or item with charges (such as a wand), you do not use the scroll or any charges.\\   
-5. Lucky Magic. You gain Advantage on Arcana checks for the next 24 hours.  +5. Lucky Magic. You gain Advantage on Arcana checks for the next 24 hours. \\  
-6. Metamagic Use. Choose one minor metamagic from those found in the sorcerer class and apply it to the spell. +6. Metamagic Use. Choose one minor metamagic from those found in the sorcerer class and apply it to the spell. \\ 
  
-Critical Failure  +**Critical Failure**  
-1. Arcane Feedback. You take 1 point of damage per spell level.  +1. Arcane Feedback. You take 1 point of damage per spell level. \\  
-2. Break Device. The activated item gains the broken condition or, in the case of a scroll it is destroyed entirely.  +2. Break Device. The activated item gains the broken condition or, in the case of a scroll it is destroyed entirely. \\  
-3. Delayed Activation. At some point within the next 1d12 hours, the magic device randomly activates. The target is chosen by the DM.  +3. Delayed Activation. At some point within the next 1d12 hours, the magic device randomly activates. The target is chosen by the DM.\\   
-4. Misaligned Aiming. The device activates, but the target of the item’s effect or spell changes to a target of the DM’s choosing.  +4. Misaligned Aiming. The device activates, but the target of the item’s effect or spell changes to a target of the DM’s choosing. \\  
-5. Unlucky Magic. You are rattled for the next 2d4 hours.  +5. Unlucky Magic. You are rattled for the next 2d4 hours. \\  
-6. Wasteful Usage. If activating an item with charges (such as a wand), you use 5 charges (even if the device does not activate).  +6. Wasteful Usage. If activating an item with charges (such as a wand), you use 5 charges (even if the device does not activate). \\  
-Facts and Discoveries  +===== Facts and Discoveries ===== 
-Includes skills such as Arcana, Culture, Engineering, History, Investigation, Nature, Perception, Religion, and Survival. +  
 +Includes skills such as Arcana, History, Investigation, Nature, Perception, Religion, and Survival. 
  
 Critical Success  Critical Success 
-1. Doctorate. This subject is one of your areas of study and some of it is coming back to you. For the next 24 hours, you gain Advantage on ability checks using this skill so long as the check is for similar subjects.  +1. Doctorate. This subject is one of your areas of study and some of it is coming back to you. For the next 24 hours, you gain Advantage on ability checks using this skill so long as the check is for similar subjects. \\  
-2. Forgotten Language. Choose the language most closely associated with the target (if none or if you already know the language, roll again). If this is your first time getting a critical success with that language, you remember that you studied it long ago. Write down the language. The next time you roll this result, you permanently learn the language.  +2. Forgotten Language. Choose the language most closely associated with the target (if none or if you already know the language, roll again). If this is your first time getting a critical success with that language, you remember that you studied it long ago. Write down the language. The next time you roll this result, you permanently learn the language. \\  
-3. Moment of Revelation. You gain the benefits of a single augury spell (although no magic is involved).  +3. Moment of Revelation. You gain the benefits of a single augury spell (although no magic is involved). \\  
-4. Related Expertise. For the next hour, you may add half your proficiency bonus to any Intelligence or Wisdom check that doesn’t already include your proficiency bonus. +4. Related Expertise. For the next hour, you may add half your proficiency bonus to any Intelligence or Wisdom check that doesn’t already include your proficiency bonus.\\  
-5. Relevant Tidbit. You recall some important bit of information relevant to the target.  +5. Relevant Tidbit. You recall some important bit of information relevant to the target. \\  
-6. View Auras. For 1 minute, you gain the benefits of detect magic against targets related to your check.+6. View Auras. For 1 minute, you gain the benefits of detect magic against targets related to your check.\\ 
  
-Critical Failure  +**Critical Failure**  
-1. Aggressive Handling. If you are examining something, you either break it or worsen a creature’s attitude towards you. When this does not apply, reroll.  +1. Aggressive Handling. If you are examining something, you either break it or worsen a creature’s attitude towards you. When this does not apply, reroll. \\  
-2. Arcane Fatigue. You lose one of your highest level spell slots. When this does not apply, reroll.  +2. Arcane Fatigue. You lose one of your highest level spell slots. When this does not apply, reroll. \\  
-3. Boring Topic. You find this topic incredibly boring. For the next 24 hours, you take a –2 penalty on checks against similar targets.  +3. Boring Topic. You find this topic incredibly boring. For the next 24 hours, you take a –2 penalty on checks against similar targets. \\  
-4. Earworm. You are trying to concentrate but all you can remember is an advertising jingle. For the next hour, you cannot gain expertise dice on Intelligence and Wisdom checks.  +4. Earworm. You are trying to concentrate but all you can remember is an advertising jingle. For the next hour, you cannot gain expertise dice on Intelligence and Wisdom checks. \\  
-5. Frightening Revelation. You become frightened for 1d4+1 rounds. There is no direct source of your fear. +5. Frightening Revelation. You become frightened for 1d4+1 rounds. There is no direct source of your fear.\\  
 6. Misinformation. You are positive of the veracity of some false bit of information.  6. Misinformation. You are positive of the veracity of some false bit of information. 
 Medicine  Medicine 
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