| Actions |
| Charm | 1 | 4 | CHA | 0 | Action | 1d4+1 | Attempt to persuade another creature to your will. |
| Identify | 1 | 6 | INT | 0 | Action | 1d6+1 | Can determine the name and description of a target or item. For creatures, also shows race, class, and level. |
| Make a Pass | 1 | 6 | DEX | 0 | Action | 1d6+1 | Approach a target in attempt to gather intelligence about the target without them knowing. |
| Melee | 1 | 4 | STR | 0 | Action | 1d4+1 | A standard, unarmed strength-based attack. |
| Pistol | 1 | 6 | DEX | 0 | Action | 1d6+2 | Discharge a firearm at an opponent |
| Stabilize | 1 | 4 | WIS | 0 | Action | 1d4+1 | If Bard roll the max HP or higher, Bard can stabilize a dying person |
| Bonus Actions |
| Sleight of Clam | 1 | 6 | DEX | 1 | Bonus Action | 1d6+2 | Allows you, as a Bonus Action, to produce any concealed item from your inventory and use it immediately. |
| Reactions |
| Dodge | 2 | 6 | DEX | 0 | Reaction | 1d6+2 | Evade attacks. Add skill value only to contested rolls when attacked. Cannot be used with Endure. |
| Passives |
| Endure | 1 | 6 | CON | 0 | Passive | 1d6+1 | Mitigate damage from attacks. Subtract roll from damage dealt to the user. Cannot be used with Dodge. |
| Initiative | 3 | 6 | DEX | 0 | Passive | 1d6+3 | Determines how quickly, and the turn order, in which you act in combat |
| Legend Change | 1 | 6 | INT | 0 | Passive | 1d6+1 | Belyashik can transform themselves to look like just about any human being they have seen before including voice, smell, clothing etc. The reliability of the disguise is based on the time committed to it. If given enough information they can pull certain memories even. |
| Resist Effect | 1 | 4 | WIS | 0 | Passive | 1d4+1 | Resists non-magical and magical, non-damaging effects. |
| New |
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