Your characters abilities are tracked by the use of the six major Attributes. Within almost all of these Attributes are multiple Skills, which represent more specialized categories of abilities. When creating a character, you choose which Attributes and Skills are their best (and worst).

The chart below shows the full list of Attributes and Skills in The Beanut Lands system.
If you want more detailed information on each Attribute and its Skills, you can scroll further down the page.

Athletics

Intimidation

Acrobatics

Handiness

Sleight of Hand

Stealth

There are no activated Skills attached to the Constitution Attribute.

INTELLIGENCE

(INT)

Investigation

Arcana

Knowledge: Geography & Dungeoneering

Knowledge: History

Knowledge: Medicine & Herbalism

Knowledge: Nature & Beasts

Knowledge: Religion & Culture

Profession

Spellcraft

WISDOM

(WIS)

Animal Handling

Insight

Outwit

Perception: Spot

Perception: Vibe

Survival

CHARISMA

(CHA)

Deception

Performance

Persuasion

After your initial character creation, you will have the opportunity to increase your Attributes as you level up (at levels 4, 8, 12, 16, and 19).

Below are the ways that you will be interacting with your Abilities and Skills:

Skill Checks

Whenever you attempt an action that might fail, you may need to make a Skill Check. This can be anything from convincing a merchant to lower their price to climbing a rocky cliff face. Because the outcome is uncertain, the dice roll will determine your result. (The dice result is compared to the “DC” – see below).

Skill checks may be rolled based on a Attribute, such as rolling Wisdom to remember an NPC’s name; you could alternately roll a Skill check for a more specific skill, such as rolling Deception to make the person believe their birth certificate was falsified, and their name is not what they thought it was.

For a Skill Check, you will roll 1d20 and add any adjustments.

Example: If your Charisma Modifier is +4, and you are rolling a Persuasion Check, you will roll 1d20 and add 4.

Saving Throws

You’re not always in control! Sometimes you will have to react to the world around you, be it with lightning speed, a clear mind, or a silver tongue. When you are being affected by an external force that would require you to react in kind, the DM will have you make a Saving Throw, or a Save. In order to determine how successful you are, this compares the action happening against your own stats. For example, if someone is attempting to charm you, the DM may ask you to roll a Wisdom Save to resist it!

Similar to a Skill Check, you will roll 1d20 and add any adjustments

Difficulty Class (DC)

When you roll to perform a Skill Check or Saving Throw, the Difficulty Class is a number that determines you how hard it will be to succeed. If your roll meets or exceeds the DC, the action succeeds, though it may be to a varying degree of success or failure, based on how different the result is.

An easy DC would be about 5, so you would need to hit a 5 or more (with your dice roll and all modifiers) to succeed. A nearly impossible DC would be as high as 30, so you would need to hit a 30 or more (with your dice roll and all modifiers) to succeed.

Some spells and abilities have a concrete DC, but for more narrative actions the DM will decide the DC before the roll is performed.

Attribute Modifiers

The more time you invest into one of the six main Attributes (Strength, Dexterity, etc…), the more it will affect your performance in all the Skills it includes. The Attribute Modifier is used to adjust rolls based on your your prowess (or weakness) in a certain Attribute. Essentially, the better you are at a thing, the higher your Modifier is; the worse you are at it, the lower your Modifier. An absolutely average person, who is neither good nor bad in any one thing, would have a 10 in all six attributes.

Your Modifier is updated every 2 levels in each Attribute:

ATTRIBUTE
SCORE

MODIFIER

0 – 1

(-5)

2 – 3

(-4)

4 – 5

(-3)

6 – 7

(-2)

8 – 9

(-1)

ATTRIBUTE
SCORE

MODIFIER

12 – 13

(+1)

14 – 15

(+2)

16 – 17

(+3)

18 – 19

(+4)

≥ 20

(+5)

The average Attribute score is 10-11, and has no modifier. (0)

Advantage & Disadvantage

Perhaps you have the perfect hidden position to backstab your enemy. Is that merchant suspicious of you? Sometimes, the situation surrounding your actions is favorable, and sometimes it is not. When performing a Skill Check, the DM will determine whether it is rolled with Advantage or Disadvantage.

Advantage: Roll two d20, and take the higher result.
Disadvantage: Roll two d20, and take the lower result.

Proficiency Bonuses

If you’re great at haggling, you’ve practiced your bow skills, or you’ve experienced in a specific area of knowledge, you likely have developed a Proficiency in that skill. These extra bonuses may increase the results of a Skill Check in that field. In some situations, your Proficiency Bonus may be doubled or halved. (Halved values round down)

You may gain proficiency from both Character Creation and by Leveling. Every class starts with at least 2 Proficiency Bonuses, and some races and backgrounds offer additional points.
Proficiency Bonuses may apply to the Attribute Skills listed on this page, as well as a variety of weapons, tools, and other unique skills.

Strength

A high Strength score indicates a character who excels in feats of brute force, whether it’s swinging a mighty weapon, grappling foes, or performing acts of extraordinary athleticism. Strength is particularly important for any role that relies on raw physical power to overcome obstacles and dominate the battlefield.

Athletics

With a proficiency in Athletics, you could possess the prowess of a seasoned athlete. You may scale towering walls with ease, sprint like the wind, and perform impressive feats of physical performance, pushing your physical capabilities to their limits.

Some examples of using Athletics:
– Opening a heavy door
– Swimming in a body of liquid
– Climbing up a surface

Intimidation

With confidence, imposing body language, and chilling threats, you become a force to be reckoned with. Whether intimidating foes, interrogating captives, or asserting authority, your skill manipulates emotions and controls the battlefield.

When applicable, DEX or CON may be substituted as the attribute for Intimidation.

Some examples of using Intimidation:
– Threatening a few goblins to flee the battle
– Physically taunting the bigger goblin to attack you alone, now that its friends are gone
– Bullying a measly trader into buying your overabundance of goblin toes

Other Strength Statistics

Carrying Capacity

Your Strength × 15 (in pounds)

If you’re carrying too much, you are “over-encumbered”, and your speed drops by 20 feet. You will also have disadvantage on skill checks, attack rolls, and physical saving throws (Strength, Dexterity, and Constitution)

Lift, Push, & Pull

Your Strength Score × 30 (in pounds)

When lifting, pushing, or pulling, you can affect up to this amount.
Your size also affects this.

Dexterity

A high Dexterity score indicates a character who excels in tasks such as sneaking and quick reactions. They possess exceptional hand-eye (or eye-hand) coordination, gracefulness, and the ability to perform intricate maneuvers with finesse. Dexterity is particularly important for any role that relies on agility, speed, and deftness to navigate challenges and execute precise actions.

Acrobatics

With high skill in Acrobatics, you can become a nimble acrobat, flipping and twirling through the air with grace and agility. You effortlessly perform daring stunts, like backflips and somersaults, as if you were a circus performer in a magical show.

Some examples of using Acrobatics:
– Stick a landing when falling
– Keeping your balance while crossing a narrow surface
– Jumping Tumbling, and Flipping

Handiness

With mastery in the Handiness skill, your boundless curiosity has led you to design, invent, and manipulate objects with moving parts. You have a natural knack for understanding inventions and all their intricate mechanisms.

Some examples of using Handiness:
– Picking a Lock
– Arm or disable a trap or explosive
– Build, operate, or modify a mechanical device

Sleight of Hand

With a mastery in Sleight of Hand, you become a sneaky trickster, skilled in the art of deception and misdirection. You can deftly palm objects without anyone noticing, perform “magic” tricks that leave spectators in awe, and effortlessly slip items in and out of pockets undetected.

Some examples of using Sleight of Hand:
– Pickpocketing a person
– Tying a knot
– Cheating at cards
– Palming a small object

Stealth

With exceptional Stealth, you may become a shadowy phantom, seamlessly blending into your surroundings. You can move silently and effortlessly, like a ghost, avoiding detection even in the most challenging situations. You leave others baffled as to how you manage to disappear without a trace.

Some examples of using Stealth:
– Hiding
– Sneaking

Other Dexterity Statistics

Initiative

Any time you begin a combat or encounter, you will roll a Dexterity check to determine the order that turns are taken. All participants do this.

Ranged and Finesse Weapons

When you’re wielding a ranged weapon like a sling or a longbow, or a “finesse” melee weapon, you can flex your Dexterity attribute.

Add your Dexterity modifier to both your attack and damage rolls.

Hiding

You can make a Stealth check to attempt to hide from a creature that can not see you. That creature must make a Spot check against your Stealth. There is also a chance that they may notice you if their Passive Perception is high enough.


See Wisdom for more about Passive Perception

Armor

Light and Medium armors are more effective when you have a Dexterity of 12+

Constitution

A high Constitution score indicates a character with a robust stamina, able to endure long journeys, resist diseases, and shrug off the effects of physical strain. They possess exceptional fortitude and resilience, allowing them to stay on their feet in the face of adversity. Constitution is particularly important for any role that requires enduring physical challenges and maintaining their vitality in grueling situations.

Skills

The abilities that fall under Constitution are exclusively passive, so there are no Skills that you will roll for in active Role Playing. These are described on the right. However, Constitution may still require a Saving Throw when an external force might affect your stamina or endurance.

Other Constitution Statistics

Health

Your health is measured in a number of Hit Points, which is decided when you create your character. Each time you level, you may roll your Hit Dice to determine whether your Health increases. You add your Constitution Modifier to this roll.

If your Constitution Modifier changes, the difference is altered retroactively for every level you have gained.

Intelligence

A high Intelligence score indicates a character who excels in areas such as research, critical thinking, and strategic planning. They possess a natural aptitude for unraveling mysteries, deciphering codes, understanding arcane lore, and grasping intricate concepts. Intelligence is a valuable attribute for characters who rely on intellect and wit to navigate challenges and uncover hidden truths in their immersive adventures.

Investigation

With a keen eye for detail and a relentless curiosity, you may possess a natural talent for Investigation. You could be skilled at piecing together clues, analyzing evidence, and unraveling mysteries. You may uncover hidden truths, spot minute details that others overlook, and employ logical deduction to solve complex puzzles and uncover secrets.

Some examples of using Investigation:
– Read through a book to find out what kind of key needs to be used to enter a temple
– Searching for the templar’s clothing in the bath house to find a key
– Finding the secret keyhole, since you know exactly what it looks like from that diagram

Knowledge: Arcana

By delving into the realm of Arcana, you may unlock the secrets of mystic energies and ancient knowledge. You could possess an understanding of magical lore and the ability to decipher cryptic symbols, unraveling the mysteries of arcane spells, beings, and artifacts.

Some examples of using Arcana:
– Identifying a species of ancient magical cobra
– Reading the magical sigil that is imprisoning a giant snake
– Telling a legend about what happened when a group of roustabout sorcerers released a mythical creature from an arcane prison and regretted it very briefly. (Spoiler alert: they died)

Knowledge: Geography & Dungeoneering

You could possess a remarkable understanding of the world above and below. Whether exploring vast landscapes or delving into hidden depths, you may navigate treacherous terrains, decipher ancient ruins, and provide valuable insights into both natural and man-made wonders, making you an invaluable guide in any adventure.

Some examples of using Knowledge in Geography and Dungeoneering:
– Knowing the proper equipment to go spelunking
– Recognizing different cavern formations in order to start exploring in the safest location
– Assessing weather patterns when you emerge from a cave to determine whether it’s best to go out or stay inside

Knowledge: History

You may find solace in immersing yourself in the records of time, possessing profound knowledge of past events and civilizations. Unravel ancient tales, identify significant figures, and offer valuable insights into the rise and fall of empires, interpreting symbols and artifacts to reveal the secrets of bygone eras.

Some examples of using Knowledge in History:
– Having general knowledge of the expansion of Waldovian territory.
– Knowing the name of the 7th Noble house of the Grimkin.
– Knowing that the first Great Houses of the Grimlands were established by a Lovalian King.

Knowledge: Medicine & Herbology

Unleash your understanding of the mystical properties hidden within plants and herbs. Harness this sacred knowledge to mend wounds, cure ailments, and bring vitality to the ailing. As a mystical healer, you hold the power to restore balance and nurture life.

Some examples of using Knowledge in Medicine & Herbology:
– Identifying anatomy of Tok, Sylvan, and/or Varian (humanoid) peoples
– Treating injuries and illnesses, or poison and disease
– Knowing all the 13 uses of Mylovian Vine

Knowledge: Nature & Beasts

Become an expert in understanding ecosystems, identifying plants and animals, and unraveling the intricate web of nature’s balance. Your expertise in nature and beasts grants you insight into their behaviors and habitats, allowing you to thrive in the wild and natural world.

Some examples of using Knowledge in Nature & Beasts:
– Identifying the characteristics of flora and other plant-based life
– Identifying the characteristics and anatomies of animals and monsters
– Identifying the characteristics of stones, metals, and gems, as well as their uses

Knowledge: Religion & Culture

With a depth of understanding of the essence of many diverse religions and cultures, you can unlock ancient rituals and knowledge of sacred rites. Your comprehension spans across faiths, fostering harmony and understanding amidst a mosaic of cultures.

Some examples of using Knowledge in Religion & Culture:
– Identifying deities, symbols, and traditions
– Knowing what languages are spoken in a particular region
– Purchasing an appropriate, traditional wedding gift for a bride to be

Profession

Hone your expertise in a specific occupation, mastering a range of specialized skills. Whether you excel as an architect, baker, brewer, soldier, or any of the many other professions, your experience makes you a valuable asset in your chosen field.

Some examples of using Profession:
– Proving your knowledge about your profession
– Performing acts related to your profession
– Making bird leaves doing your profession

Spellcraft

As a true hands-on learner of the arcane arts in the field, your expertise in Spellcraft allows you to identify spells as they are being cast, enchant and craft arcane items, and unravel the intricate threads of arcane mysteries.

Some examples of using Spellcraft:
– Learning a spell from a scroll or book
– Identify a spell you just witnessed
– Enchanting a Bird Leaf with magic

Other Intelligence Statistics

Intellectual Potential

Aside from your love for learning and absorbing information, Intelligence is not known to directly affect any other mechanical aspects of your character… as far as you know.

Wisdom

A high Wisdom score indicates a character with keen senses, a deep understanding of the human condition, and a connection to their instincts and spiritual nature. They possess exceptional perception, empathy, and the ability to make wise decisions in critical situations. Wisdom is particularly important for any role that relies on intuition, insight, and connection to the divine or natural world to navigate challenges and provide guidance to others.

Animal Handling

With expertise in Animal Handling, you can possess a special connection with the beasts of the Lands, gaining their trust and influencing their actions. Whether taming, riding, or deciphering their nonverbal cues, your skills make you an invaluable companion in adventures where creatures play a vital role.

Some examples of using Animal Handling:
– Herd a ram into a pen
– Train an otterdog to herd a ram into a pen
– Push a horse to run through the day to the next town because your ram got out again, and it’s about to make babies with that dang farmer Fiona’s sheep again, and you can’t afford more lamb support.

Insight

Your intuitive powers of Insight may allow you to sense deception, assess motives, and make astute judgments. As a master of this skill, you become an invaluable asset in navigating intricate social dynamics and gaining a profound understanding of the people around you.

If used on another creature, Insight will be opposed by an appropriate Check (i.e. Deception, Persuasion, etc…)

Some examples of using Insight:
– Assess whether someone is truly a doctor (Saving Throw)
– Trying to tell if you made someone uncomfortable when you talked about your rash
– Sense whether that person is trustworthy enough not to blab about your skin condition

Outwit

With your delightfully piquant intellect, you easily outfox others as a expert raconteur. When they challenge you to a battle of wits, your silver tongue and fast thinking garner you a clear advantage over the more ignorant simpletons of the Lands.

When applicable, INT may be substituted as the attribute for Outwit.

Some examples of using Outwit:
– Convincing a merchant his documents are outdated, so you can use your documents instead
– Buffeting a governor’s assistant with so much information that he forgets why he even doubted your legitimacy
– “Reminding” a guard that it is your responsibility to protect the royal chamber, not his

Perception: Spot

Those who are good at Spotting may become expert trackers, vigilant guardians, and valuable assets in uncovering hidden truths and uncovering the unseen in the world around them.

If used on another creature, Spot checks will be opposed by Stealth.

Some examples of using Spot:
– Finding a hidden door in a dungeon
– Spotting a trap on the floor
– Discovering someone hiding

Perception: Vibe

Master the art of unraveling hidden mysteries and deepening your understanding of the world through the symphony of sounds, smells, and forces that can’t be seen.

If used on another creature, Vibe checks will be opposed by Stealth.

Some examples of using Vibe:
– Hearing a faraway conversation
– Smelling a recently extinguished campfire
– Knowing that music you hear in the dark forest does not belong

Survival

Your keen senses, knowledge of flora and fauna, and ability to track and find shelter make you a master of survival. As you hone your skills, you become an indispensable member of any adventuring party, capable of thriving in the untamed wilderness and overcoming nature’s challenges with resilience, preparation, and adaptability.

Some examples of using Survival:
– Finding a source of fresh water in the wilderness
– Setting up a lasting shelter near a lake
– Determining the edibility of those strangely-colored berries

Other Wisdom Statistics

Passive Perception

10+ your Wisdom Modifier (and any other adjustments)

Advantage: +5
Disadvantage: -5

Passive perception is your innate ability to notice hidden things without actively doing a Perception check.

Spellcasting

Wisdom is the Spellcasting Attribute for Clerics, Druids, and Rangers

Charisma

A high Charisma score indicates a character with a magnetic presence, eloquence, and the ability to inspire and lead. They possess exceptional social skills, a silver tongue, and the power to rally allies or negotiate advantageous outcomes. Charisma is particularly important for any role that relies on interpersonal skills to navigate social encounters, cast spells, or lead others effectively.

Deception

Master the art of manipulation and deceit to craft convincing falsehoods, assume different identities, and bluff with finesse. Your deception skills give you the power to control perceptions and navigate tricky situations. Become a cunning trickster, weaving webs of lies to achieve your goals.

Some examples of using Deception:
– Telling someone that you are definitely not going to steal from them
– Bluffing to a guard about how many friends you have on the Governor’s council
– Misdirecting the town guard to investigate the other shady character you saw that night

Performance

Captivate, convey, and leave a lasting impression. With a talent for Performance, you can transport audiences to realms of joy, laughter, or heartfelt reflection. Whether dancing, acting, or playing an enchanting melody, your skills entertain, inspire, and create a lasting impact.

Some examples of using Performance:
– Playing an instrument to earn a few bird leaves at a noble’s bridal party
– Drawing the attention of a crowd with a loud and impassioned soliloquy so a noble can steal away into the night with the stable boy
– Convincingly appearing scandalized when you hear that a bride-to-be had an affair last night

Persuasion

You have the ability to sway hearts, change minds, and win others to your cause. Whether it’s negotiating favorable terms, convincing skeptics, or rallying allies to your side, your expertise in Persuasion grants you the power to shape opinions and manipulate conversations.

Some examples of using Persuasion:
– Convincing someone you are their friend
– Encouraging a friend to have another drink
– Haggling for a better deal on a round of drinks that your new friend is buying

Other Charisma Statistics

Spellcasting

Charisma is the Spellcasting Attribute for Bards, Paladins, and Sorcerers