You've trained and practiced and honed your skills to the highest level possible, and now you are confidently Really Good at This One Thing, potentially the best in the world. Your confidence in your talent allows you to take any skill, toolset, attack, or other stat that you are proficient at and double your modifiers towards it. If you choose a skill already modified by Expertise, Really Good At This One Thing replaces Expertise instead of doubling it. Modifier bonuses caused by equipment (e.g. a +1 longsword) or anything not supplied by your character's stats do not get doubled. This does not apply to damage dice, but it does apply to the ability score based damage modifier. When you fail an ability check or miss an attack modified by Really Good At This One Thing, your modifiers revert to normal until 5 minus your Charisma Modifier minutes after the last time you use that skill, while you recover your confidence. A character with +5 Charisma is unflappable and never loses their confidence, while a character with -3 Charisma would take 8 minutes to recover.
Example:
- Longbow: +4 Dexterity and +3 Proficiency would give you a +14 Really Good At Longbow Attack dealing 1d8+8 Piercing Damage
- Thieves' Tools: +4 Dexterity and +5 Proficiency would give you a +18 Thieves' Tools
- Persuasion: +5 Charisma and +3 Proficiency would give you a +16 Persuasion
- Firebolt: +4 Intelligence and +4 Proficiency would give you a +16 Spell Attack with Firebolt
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