Aspect Codex

Skullduggery

Skullduggery is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.

SkullduggeryNon-spellcastingChargesSleight of Hand

What This Aspect Does

Skullduggery defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.

Power Links

42 separate powersReusable by characters, items, curses, and locations
Tier 0Bonus ActionAt-Will

Nimble Fingers

Thief. Your hands move faster than attention. Add 1d4 to one Sleight of Hand, thieves' tools, forgery kit, or object interaction check before the start of your next turn.

Tier 0ActionAt-Will

Cheap Shot

Trickster. Make a melee power attack with a light weapon, dagger, improvised object, or unarmed trick. On a hit, the target takes 4 (1d8) piercing, slashing, or bludgeoning damage and cannot take reactions until the start of its next turn if you had advantage.

Tier 1Bonus ActionAt-Will

Cunning Action

Swashbuckler. Use Dash, Disengage, or Hide as a bonus action. If you are in dim light, cover, a crowd, or cluttered terrain, you may also draw or stow one small object as part of this bonus action.

Tier 1PassiveAt-Will

Sneak Attack

Assassin. Once per turn, when you hit with a finesse, ranged, light, or subtle weapon attack and have advantage, or an ally is within 5 ft. of the target, deal an extra 1d6 damage.

Tier 1ActionAt-Will

Pick Pocket

Thief. Make a Sleight of Hand check against a creature within range, contested by Perception. On a success, palm, plant, or swap one Tiny object that is not actively gripped or secured by magic.

Tier 1ActionAt-Will

Tripwire Trick

Trickster. Rig a quick snare, caltrop scatter, cord, chair-leg catch, or slippery spill in a 5-ft. square. The first hostile creature entering or starting there makes a DEX save or falls prone and takes 1d6 bludgeoning or piercing damage.

Tier 2PassiveAt-Will

Expertise

Thief. Choose two Skullduggery skills or tools: Stealth, Sleight of Hand, Deception, Investigation, Perception, thieves' tools, disguise kit, or forgery kit. Double your proficiency bonus for checks with them.

Tier 2ReactionAt-Will

Uncanny Dodge

Swashbuckler. When an attacker you can see hits you, halve the attack's damage against you. If the attack was made from surprise or hiding, reduce the damage by 2d8 + your DEX modifier instead if that is better.

Tier 2ActionAt-Will

Silent Entry

Thief. Work a lock, latch, hinge, window, grate, or simple alarm with practiced quiet. Make a thieves' tools check with advantage. On success, opening or disabling it makes no meaningful noise.

Tier 2Bonus ActionAt-Will

Pocket Sand

Trickster. Throw dust, coins, glass, ash, or another distraction. One creature within range must make a CON save or be blinded until the start of your next turn. On a success, it subtracts 1d4 from its next attack roll before then.

Tier 3ReactionAt-Will

Evasion

Swashbuckler. When you make a DEX save to take half damage, take no damage on a success and half damage on a failure. If you are restrained or incapacitated, this power cannot be used.

Tier 3Bonus ActionAt-Will

Ambusher's Mark

Assassin. Choose one creature you can see. Once per turn, when you hit that target while hidden, with advantage, or while an ally threatens it, add 2d6 damage and learn whether it is above or below half hit points.

Tier 3ActionAt-Will

False Trail

Trickster. Obscure your passage and plant misleading evidence. For the duration, creatures tracking you have disadvantage, and you have advantage on checks to frame movement, planted items, or signs as belonging to someone else.

Tier 3ActionAt-Will

Disarm Device

Thief. Make a thieves' tools or Investigation check against a trap, trigger, warding mechanism, snare, or hidden device you can touch. On success, disable it, jam it for 1 minute, or learn how to bypass it safely.

Tier 4ActionAt-Will

Backstab

Assassin. Make one melee weapon or power attack against a creature that is surprised, flanked, distracted, restrained, or unable to see you. On a hit, deal an extra 4d8 weapon damage and the target cannot take reactions until your next turn.

Tier 4ReactionAt-Will

Thief's Reflexes

Swashbuckler. When combat starts, a trap triggers, or a creature you can see moves within reach, move up to half your speed without provoking opportunity attacks and draw or stow one small object.

Tier 4Bonus ActionAt-Will

Dirty Fighting

Trickster. Choose one creature within reach. It must make a DEX save or suffer one dirty trick until the start of your next turn: speed halved, disadvantage on its next attack, cannot take reactions, drops one held object, or falls prone.

Tier 41 MinuteAt-Will

Case the Joint

Thief. Study an area, building, vault, camp, crowd, or guard route. Ask the GM up to three practical questions about entrances, exits, watchers, valuables, patrol gaps, traps, blind spots, or escape routes.

Tier 5PassiveAt-Will

Reliable Talent

Thief. When you make an ability check using a skill or tool you are proficient with and the task fits Skullduggery, treat a d20 roll of 9 or lower as a 10.

Tier 5Bonus ActionAt-Will

Ghost Step

Swashbuckler. For the duration, you ignore nonmagical difficult terrain, can move through occupied spaces if you do not end there, and do not reveal yourself when you miss with a ranged attack from hiding.

Tier 51 MinuteAt-Will

Trapmaster

Trickster. Build or modify a compact trap in a 10-ft. square using available materials. Choose snare, alarm, poison needle, falling object, flash, smoke, or blade. The first hostile creature triggering it makes a DEX save, taking 5d8 damage or suffering the trap's nonlethal rider on a failed save.

Tier 510 MinutesAt-Will

Blackmail Ledger

Trickster. Gather rumors, pressure points, and compromising details from an area or social circle. Ask the GM two questions about who can be bribed, threatened, distracted, impersonated, or turned against another target.

Tier 6PassiveAt-Will

Skullduggery Dominion

All archetypes. Your Skullduggery powers ignore disadvantage from darkness, crowds, clutter, noise, or pressure when the task is stealth, theft, locks, traps, ambush, duel movement, or escape. You can identify mundane locks, traps, and concealment methods by sight within 30 ft.

Tier 6ReactionAt-Will

Slippery Mind

Trickster. When you fail an INT, WIS, or CHA save against fear, charm, interrogation, compulsion, memory reading, or truth magic, reroll the save and add your DEX modifier. Use the new result.

Tier 6ActionAt-Will

Assassinate

Assassin. Make one weapon attack against a surprised creature, a creature that has not acted this combat, or a creature unaware of you. On a hit, add 6d8 damage. If the hit is a critical hit, add 6d8 again.

Tier 6ReactionAt-Will

Smoke Bomb Exit

Trickster. When you are targeted, surrounded, or trigger danger, create smoke, dust, noise, or cover. The emanation is heavily obscured to enemies until the start of your next turn, and you may move up to your speed without provoking opportunity attacks.

Tier 7ActionAt-Will

Master Key

Thief. Attempt to open one mundane or magical lock, seal, vault, chain, shackle, or container of Tier 7 or lower. Make a thieves' tools check against DC 10 + the effect's tier. On success, open or bypass it without visible damage.

Tier 7ActionAt-Will

Vanishing Act

Thief. Make a Stealth check even while observed if there is any crowd, smoke, shadow, cover, doorway, furniture, moving creature, or distraction within 30 ft. On success, observers lose direct track of you until you attack, speak loudly, or enter open view.

Tier 7Bonus ActionAt-Will

Exploit Weakness

Swashbuckler. Study one creature within range. For the duration, once per turn when you hit it with a weapon attack, add 3d8 damage and choose one: no reactions, speed reduced by 10 ft., disadvantage on next attack, or cannot benefit from half cover until your next turn.

Tier 710 MinutesAt-Will

Plan the Heist

Thief. Plan an infiltration, theft, escape, or ambush in the area. Choose up to six allies. Each target gains 1d8 that it may add once to Stealth, Sleight of Hand, Deception, Investigation, Perception, thieves' tools, or initiative before the duration ends.

Tier 81 MinuteAt-Will

Perfect Infiltration

Thief. Adopt a full infiltration mode. For the duration, you leave no scent or tracks unless you choose, mundane locks and latches do not slow you, and casual observers rationalize your presence if you are dressed or positioned plausibly.

Tier 8Action1/Long Rest

Death Strike

Assassin. Make one weapon attack against a creature that is surprised, restrained, unconscious, unaware of you, or unable to see you. On a hit, the target takes an extra 12d10 weapon damage and must make a CON save or be stunned until the end of your next turn.

Tier 8ReactionAt-Will

Impossible Escape

Swashbuckler. When you are grappled, restrained, trapped, imprisoned, swallowed, cornered, or bound by non-Artifact means, make a DEX save against the effect DC. On success, you escape to an unoccupied space within 30 ft. that you could plausibly reach.

Tier 8ReactionAt-Will

Turn the Trap

Trickster. When a trap, hazard, ambush, or hidden device triggers within range, make a thieves' tools or DEX check against its DC. On success, redirect it toward a creature or space of your choice within its normal reach, or suppress it for 1 round.

Tier 9PassiveAt-Will

Sovereign Roguecraft

All archetypes. Your Skullduggery powers ignore mundane countermeasures and treat magical locks, traps, alarms, dueling tells, and ambush signs of Tier 9 or lower as mundane for detection and tool checks. You cannot be surprised by mundane ambushes.

Tier 910 Minutes1/Long Rest

Perfect Crime

Thief. Choose one theft, intrusion, frame-up, sabotage, escape, or planted clue you are about to perform. For the duration, add 1d12 to all Skullduggery checks tied to that job, and the first failed such check may be rerolled.

Tier 9ActionAt-Will

Cut the Thread

Swashbuckler. Make one precise attack against a creature, object, ward, rope, chain, trigger, weapon, or magical focus. On a hit, deal 10d10 weapon damage and disable one non-Artifact held item, worn device, trap element, or ongoing physical restraint until repaired.

Tier 9ReactionAt-Will

Mastermind's Exit

Trickster. When a plan fails, an alarm is raised, or combat turns against you, choose up to six willing creatures within range. Each may move up to its speed, Hide, Disengage, or interact with one prepared escape object without provoking opportunity attacks.

Tier 10ActionAt-Will

Legendary Trickster

Trickster. The battlefield becomes a con. For the duration, once per round you may impose one dirty trick on a creature in the emanation that fails a DEX or WIS save: blinded, prone, no reactions, drops an item, attacks the wrong space, or triggers a trap or hazard you prepared.

Tier 10PassiveAt-Will

Legendary Thief

Thief. Your reputation becomes a method. When making a Skullduggery skill or tool check, treat a d20 roll of 14 or lower as a 15. Mundane locks, traps, crowds, and patrols cannot stop you unless they are story-protected.

Tier 10Bonus ActionAt-Will

Legendary Swashbuckler

Swashbuckler. For the duration, your movement does not provoke opportunity attacks, you may Disengage or Dash once per turn without an action, and once per turn when you hit a creature after moving at least 10 ft., add 6d10 weapon damage and prevent it from taking reactions until your next turn.

Tier 10Action1/Ever

Legendary Assassin

Assassin. Declare one mythic mark with the GM: a tyrant, monster, betrayer, witness, or impossible target. Until resolved, circumstances bend toward a possible kill path. When you finally strike from surprise, concealment, or perfect timing, the attack may end the mark if no Tier 10 protection, divine intervention, or story condition prevents it.

Characters With This Aspect