Entertain is a Common skill, and is modified by your Charisma.
The Entertain skill is your measure of charm, creativity, and ability to captivate an audience. Whether you’re performing music, telling stories, or displaying feats of acting or comedy, Entertain allows you to inspire, distract, or even manipulate those who watch or listen. As your mastery of Entertain grows, your performances will transcend the mundane, becoming tools for influence, morale-boosting, and even tactical advantage.
As your skill in Entertain grows, you will gain additional benefits from it.
Initiate (Ranks 10-19):
At this rank, your performances begin to captivate and command attention. When attempting to hold an audience’s focus to create a distraction for your allies, you may roll your Entertain check twice and use the better result. This bonus also applies to Entertain subskills, provided they are relevant to the situation. Additionally, when making a Deception check to mimic a sound, you can add your ranks in Entertain to the roll, showcasing your exceptional skill in sound mimicry.
Apprentice (Ranks 20-34):
As an Apprentice, your performances resonate deeply with those who experience them, stirring emotions and inspiring courage. You gain the “Inspire Confidence” ability.
Inspire Confidence: As a Combat Action, you embolden all allies within 60 feet who can hear you. Each affected ally gains a bonus to their Mental Value against Compulsion and Fear effects equal to your ranks in Entertain. This bonus lasts until the end of your next turn.
Journeyman (Ranks 35-59):
By the Journeyman level, your performances have garnered local fame and financial reward. When using Entertain or its subskills to Earn Income during Downtime, you increase your earnings by 1% per rank in Entertain. This bonus stacks with other income-boosting skills, such as Trade. Additionally, your mastery of showmanship strengthens your intimidation tactics. When using Instill Fear to threaten or taunt, you gain a bonus to the roll equal to your ranks in Entertain.
Adept (Ranks 60-79):
As an Adept, your performances become powerful tools of persuasion and empowerment. Your Inspire Confidence ability can now remove the Dazed or Fear condition from one ally of your choice as part of the same action. In addition, you gain the “Inspire Greatness” ability:
Inspire Greatness: As a Combat Action, you grant an ally within 30 feet who can see or hear you a bonus equal to your ranks in Entertain. The ally can apply this bonus to an Accuracy Check or Skill Check made before the end of their next turn.
Master (Ranks 80-99):
At the pinnacle of your craft, your performances defy mortal limitations. You gain immunity to Thunder damage, as your mastery of sound shields you from harmful noise, and the ability to cast spells silently, as your expressive actions substitute for verbal components. Additionally, you can now use your Inspire Greatness ability on two targets per action, extending your influence to inspire multiple allies simultaneously.6
All of these bonuses are cumulative.
Add your Athletics Special Abilities to your Roll20 Character sheet. Insert your ranks in this skill and click Create Special Abilities Text:
*Grand Masters (Rank 100+) gain unique advantages.
Click for more information understanding how Character Subskills work, or Click to learn How to Add Subskills to D&D Beyond, to place them on your Character Sheet.
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