Your CON, WIS, or CHA score permanently increases by 1 (your choice). As usual, this feat cannot cause the score to exceed 20.
Additionally, in situations where a failed skill check would cause other player characters to give up, you may choose to keep trying. For example, you can patiently spend more time trying to detect traps, letting you roll for that more times than would normally be allowed. The number of extra tries that are allowed is up to the GM, but it should be at least 1, except in situations where repeated attempts wouldn't make sense. To save time, the GM may rule to simply give the character advantage on certain checks. When time or other resources are unlimited, the number of extra tries should also be unlimited, but at the GM's discretion.
Some situations where this ability might be effective:
- when an obstacle blocks the party's way and needs to be removed with a skill check, such as forcing open a door or trying to use a grappling hook to climb a wall
- trying to get information or small favors from non-player characters, such as asking bar patrons for gossip about a certain topic or negotiating a discount at a shop
- collecting information from the environment (Perception, Investigation), such as finding traps, locating a certain plant in the forest, or searching for enemies from a distance
- trying to recall information that the character could reasonably have learned in the past, such as the properties of an item (Arcana, Nature, etc.) or facts about the setting (History, Religion, etc.)
Some situations where this ability would not be effective:
- any time multiple tries wouldn't make sense or would be impossible, such as jumping over a dangerous hazard, avoiding breaking a fragile object, or attempting to hide or sneak but being discovered
- when the party has a very limited amount of time to accomplish something, such as removing an obstacle while being chased
- in social situations where non-player characters are likely to lose patience, such as repeatedly asking a monarch for access to the royal vault
- trying to recall information that the character would have no way of knowing
- when the character only had one chance to observe an event, such as discerning whether or not someone told the truth when answering a question
- when actions other than skill checks are involved, such as firing arrows at a target or casting a spell that has a chance to fail (repeated tries in those situations should be handled by other game mechanics)
- when other party members lose patience and prevent the character from attempting the skill check repeatedly
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