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== 11th Level Perks == Choose Two: === Area of Expertise === You gain proficiency in an additional skill of your choice and expertise in a skill you are already proficient in. === Droll Duel === All weapon attacks made with your melee weapons deal an additional 1d4 psychic damage. Additionally, you can cast the Vicious Mockery cantrip as a bonus action. === Educated === Your Intelligence ability score increases by 2. === Enhanced Angling Techniques === Your Strength ability score increases by 1, and you gain an advantage on any Strength checks related to reeling in a fish or object. Additionally, each time you finish a short rest, you can choose to gain an advantage on any casting roll (Nature or Survival) to fish. === Heavy Handed === You gain an additional damage die for all melee weapons or unarmed strikes, but your critical hits only deal one extra damage die, rather than max damage multiplied by two. === Kleptomaniac === You gain a +2 to the Stealth and Sleight of Hand skills, and you become proficient with thieves’ tools. If you are already proficient in Stealth or Sleight of Hand, choose one to gain expertise in. === Lethal Weapons === If you roll more than 12 points above a target’s armor class on any attack roll, that attack becomes a critical hit. === Lightning Round === Each time you take an action or bonus action to throw an improvised weapon or other small object, the throw deals an additional 2d6 Thunder damage if the target is within 60 feet of you. === Magnetic Personality === Your Charisma ability score increases by 2. === Paralyzing Palm === If you roll a critical hit with an unarmed strike, your target becomes stunned until the start of your next turn. === Sharpened Head === Your Wisdom ability score increases by 2. === Snap Shot === You can cast the True Strike cantrip as a bonus action. === Super Slam! (Requires 14 Strength). === If you roll a critical hit using a melee or unarmed attack, you knock your target prone until the start of their next turn. === Spider Kin (Requires 16 Dexterity) === You can now move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. Webbing no longer counts as difficult terrain for you, and climbing doesn’t cost you extra movement. === Terrifying Presence (Requires Intimidation proficiency) === Once per long rest, you can use an action to force up to 8 creatures that are both aware of you and within 60 feet of you to make a Wisdom saving throw. On a failure, that creature becomes frightened for 5 rounds. The DC is equal to your Intimidation modifier plus 10.
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