These talents supplement the ones found in the [[ToV - Players Guide.pdf]]. Technical talents affect a character’s non-combat abilities, granting utility-based improvements to social encounters, exploration, and object interactions. **Breaker (Campaign Builder: Dungeons and Ruins)** You are adept at breaking down objects and structures. As an action, you can inspect an object or structure for weaknesses. Make a **WIS** (Perception) or **INT** (Investigation) check (your choice), using the object’s AC as the **DC** for the check. On a success, you gain the following benefits against that object or structure for 1 hour: - You gain a \+2 bonus to attack rolls against the object or structure. - You can add your **PB** to damage you deal to the object or structure. - If the damage you deal to the object or structure is below its damage threshold, you can reroll the damage. You must take the new result. You can do this a number of times equal to your **PB**, regaining expended uses when you finish a short or long rest. **Skeptic (Campaign Builder: Dungeons and Ruins)** You question the world around you, making it difficult for others to deceive you. You gain the following benefits: - You have advantage on checks to discern something is an illusion, such as the image created by the major image spell or a creature disguised by the disguise self spell. - You have advantage on checks to determine if a creature is attempting to mimic another, such as a green hag using its Mimicry trait to sound like an injured animal. - If you fail a save against an effect that would charm you, you can reroll the save and must take the new result. Once you have rerolled such a save, you can’t do so again until you finish a long rest. **Eidetic Memory (Campaign Builder: Dungeons and Ruins)** You remember every place you’ve been, creature you’ve encountered, and object you’ve come across with absolute accuracy. You gain the following benefits: - You have advantage on **INT** checks to recall knowledge, and if you fail, once per short rest, you can reroll the check and take the new result. - You have advantage on **WIS** (Perception) checks in any location you have previously visited. - You have advantage on CHA (Persuasion) checks with any creature you’ve previously encountered unless it is hostile toward you. **Indefatigable (Campaign Builder: Dungeons and Ruins) \- _Modified_** You have trained yourself to continue moving forward, even on little to no sleep. You gain the following benefits: - Once each day, you can gain the benefits of a long rest during a short rest, but gain back none of the Spell Slots that you would from a long rest. - When you take a long rest, you regain all expended hit dice instead of half of your maximum. **Strong Stomach (Campaign Builder: Dungeons and Ruins)** You have consumed enough poisons and intoxicants that you are aware of their presence, and they have a lessened effect on you. You gain the following benefits: - When using a consumable of any type, you may take 1 minute to examine its contents for curse, disease, hazard, or poison. You detect the presence of any damaging effect caused by the consumable before consuming it and can identify any poison within it. - You are resistant to poison damage. - You are immune to the poisoned condition. **Tunneler (Campaign Builder: Dungeons and Ruins)** You are skilled at moving through underground spaces. You gain the following benefits: - You gain a burrowing speed equal to half of your walking speed. - You move at normal speed across difficult terrain while in underground terrain. - You treat dim light as bright light. - The number of minutes you can hold your breath increases from 1 \+ **CON** modifier to 1d4 \+ **CON** modifier. **Forest Denizen (Old Margreve)** Your time in forests has made you familiar with the ways and dangers of the forest and its inhabitants. You gain these benefits: - You have advantage on any ability check you make related to climbing or swimming. - You are resistant to the poisoned condition, and you can discern if a plant or fungal growth is safe to eat. - You have advantage on checks and saves to avoid being grappled or restrained or to escape being grappled or restrained, provided you are being grappled or restrained by non-magical vegetation or a Beast or Monstrosity’s feature, such as a giant frog’s Bite or a spider’s Web. **Friend of the Fey (Old Margreve)** Your exposure to fey has taught you how to get by in their circles and the dangers of interacting with them. You gain these benefits: - You learn the Sylvan language. - When you converse with a Fey or a creature that understands Sylvan, you have advantage on a single CHA check made to influence or interact with that creature. Once you use this feature, you can’t do so again until you finish a long rest. - When you make a save against being charmed or frightened, you can choose to have advantage on the save. You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. **Relentless Hunter (Old Margreve)** You are an expert at hunting prey. You are never more at home than when on a hunt, and your quarry rarely escapes you. You gain the following benefits: - You can add your **PB** to checks made to track a creature, even if you aren’t proficient with the skill to do so, and you can give yourself advantage on one ability check made to track a creature. Once you use this, you can’t do so again until you finish a long rest. - If you have tracked a creature for at least 10 minutes, you have advantage on **WIS** (Perception) checks to detect the creature, and you have advantage on **DEX** (Stealth) checks to hide from the creature. - While you are tracking a creature or following the trail left by a creature, such as tracking fleeing prey or following the tracks of a horse-drawn wagon, you and your allies can travel up to 10 hours each day, instead of the standard 8, before you must make a **CON** save for a forced march. - When combat starts, choose one creature you can see within 30 feet of you as your quarry. The first time you hit that creature with an attack within the next minute, the attack deals extra damage equal to your **PB**. **Locksmith (Labyrinth Worldbook)** _Prerequisite: Proficiency with Thieves Tools_ You have an uncanny knack for manipulating both mundane and magical locks. - As long as you have access to a suitably small and solid item—like a hair pin, sewing needle, fish hook, or shard of glass—you can attempt to pick a nonmagical lock without the use of thieves’ tools (you don’t get to add your **PB** to checks made to do so). - If you roll a result of 9 or lower on the d20 while attempting to pick a lock, you can instead treat the roll as if you rolled a 10 on the die. - You can cast the knock spell. Once used, you can’t do so again until you finish a long rest. **Perfect Memory (Labyrinth Worldbook)** You can remember anything you’ve seen, heard, or experienced in perfect detail. - Whenever you make an **INT**-based check to recall information about a topic you are likely to have heard about or learned about in your past—particularly topics related to your heritage, background, or backstory— you have advantage on the check. Your GM has final say on whether a particular topic qualifies. - You can perfectly recall paths you’ve traveled and basic features of areas you’ve passed through, including the layout of a dungeon map, passages you’ve taken in a maze, or similar examples. If you are attempting to recall information about such details, you can ask the GM to repeat information you’ve already heard as accurately as they can. - If you spend at least 1 minute studying a room, cavern, or similar enclosed area no larger than 60 by 60 feet, you can move around, manipulate objects, and avoid traps or hazards in the space without the use of sight (as if you had keensense). However, this benefit does not alleviate any of the typical penalties made to interact with unseen creatures inside the area. **Versatile Driver (Labyrinth Worldbook)** _Prerequisite: Proficiency with any Vehicle, **INT** 13 or higher_ Your intuitive knack for driving, piloting, or controlling a particular type of vehicle allows you to apply the same skill with other vehicles. You gain these abilities: - You gain advantage on checks and saves made while operating or repairing the vehicle with which you are proficient. - You can operate or repair other vehicles as if you had proficiency with them but you don’t add your **PB** to checks made while operating them. **Adroit Attunement (Player’s Handbook 2\)** _Prerequisite: Character 5th Level or Higher_ Your familiarity with or intuitive grasp of magic items allows you to easily swap between them. As a bonus action, you can unattune from one magic item and attune to a different one you are wearing or wielding. Once you use this feature, you can’t do so again until you finish a long rest. **Alchemy Adept (Player’s Handbook 2\)** _Prerequisite: Proficiency with Alchemist Tools_ You’ve studied the art of alchemy extensively, and you gained these benefits: - Double your **PB** when you make an ability check that uses alchemist tools. - When you use the downtime crafting activity (see Player’s Guide) to make alchemical concoctions, for each workday you spend crafting, you can craft one item (or multiple items) worth a total amount of gold equal to 10 × your **PB**. - You are considered proficient with ranged attacks made with alchemical concoctions, and you can use either **STR** or **DEX** (your choice) for these ranged attack rolls. In addition, you don’t have disadvantage on a ranged attack roll made with an alchemical concoction even if a hostile creature is within 5 feet of you. - The save **DC** of any alchemical concoction you create increases by an amount equal to your **PB**. - The range of ranged attacks you make with alchemical concoctions increases to 30/60 feet. **Empathetic (Player’s Handbook 2\)** _Prerequisite: None_ You are uncommonly attuned to the emotions of others— allowing you to read people, determine their intentions, tell truths from lies, and influence them socially—and you gain these benefits: - When a creature you can see speaks in a language you don’t know, you can still discern simple concepts from their facial expressions and body language. - You have a \+5 bonus to your passive **WIS** (Insight) score, and you gain proficiency in the Persuasion skill. If you are already proficient, double your **PB** instead for Persuasion checks. - When you spend 10 minutes or longer speaking with a non-hostile creature that understands you, any CHA (Persuasion) check you make has advantage. **Entertainer (Player’s Handbook 2\)** _Prerequisite: CHA 13 or Higher_ You excel at performing. Choose two of the following skills: Acrobatics, Performance, or Sleight of Hand. When you make a check using your chosen skills, treat any d20 roll of 9 or less as though you rolled a 10\. When you perform for at least 1 minute, you can produce a nonmagical effect that functions the same as the enthrall spell (see Player’s Guide). You can do this a number of times per day equal to your **PB**, and you recover expended uses when you complete a long rest. **Escamotage (Player’s Handbook 2\)** _Prerequisite: None_ Your hands are faster than most people’s eyes, and you are as adept at purloining valuables from enemy combatants as innocent marks. You gain the following abilities: - You gain proficiency in the Sleight of Hand skill. If you are already proficient, double your **PB** instead when making ability checks with the Sleight of Hand skill. - You need to spend only 2 Luck to reroll Sleight of Hand checks. - As an action, you can try to pluck a non-magical item being worn by a creature. You must be able to see the item to attempt to grab it. The **DC** to successfully pluck the object is 10 \+ the creature’s **DEX** bonus \+ the target’s CR (minimum 1). You can’t use this action to remove a donned suit of armor, but you can use it to grab a shield or weapon. **Hardy (Player’s Handbook 2\)** _Prerequisite: **CON** 15 or Higher_ You are remarkably resilient, and you gain these benefits: - When you are reduced to 0 HP but not killed outright, you can drop to 1 HP instead. Once you use this feature, you can’t use it again until you finish a long rest. - You have advantage on checks made to avoid suffering exhaustion or made to reduce your levels of exhaustion. - If you would gain a level of exhaustion, you can instead choose to ignore it (no action required). Once you use this feature, you can’t use it again until you finish a long rest. **Improviser (Player’s Handbook 2\)** _Prerequisite: None_ You’ve learned to adapt to new situations on the fly. As an action, you can use any feature or trait you have that normally requires you to use a bonus action. If you cast a 1st-circle or higher spell with a casting time of 1 bonus action, you can’t use this feature to cast another spell with a casting time of 1 bonus action on the same turn. **Learned Researcher (Player’s Handbook 2\)** _Prerequisite: None_ You’ve developed techniques that make finding the information you seek easier for you. Choose two of the following skills: Arcana, History, Nature, or Religion. When you make a check using your chosen skills, treat any d20 roll of 9 or less as though you rolled a 10\. You can use this feature a number of times per day equal to your **PB**. You recover expended uses when you finish a long rest. When you spend downtime researching (see Player’s Guide), the cost and time it takes is divided by your **PB** (rounded down). Also, when you make your research resolution roll, make the roll with advantage. If you roll 11 or higher, you learn an additional clue. **Musician (Player’s Handbook 2\)** _Prerequisite: None_ You’re a master musician, and you gain these benefits: - Gain proficiency with the Performance skill or with three types of musical instruments. - You need to spend only 2 Luck to reroll Performance checks. - As an action, you can play an instrument that you’re proficient with. If you choose to play a rousing song, one ally within 30 feet who can hear you has advantage to maintain concentration on spells. If you choose to play a vexing song, one foe within 30 feet who can hear you has disadvantage to maintain concentration on spells. You can maintain this song for **PB** \+ 1 rounds, and you must complete a short or long rest before playing either song again. **Quick Recovery (Player’s Handbook 2\)** _Prerequisite: **CON** 13 or Higher_ Your body is so well conditioned for adventure that you gain the following benefits: - You complete short rests more quickly than others. For you, a short rest only takes an amount of time equal to 60 minutes divided by your **PB** (rounded down). - When you finish a long rest, you recover an additional number of hit dice equal to half your **PB** (rounded down). **Silver Tongued (Player’s Handbook 2\)** _Prerequisite: CHA 13 or Higher_ When you talk, people can’t help but listen. Choose two of the following skills: Deception, Intimidation, or Persuasion. When you make a check using your chosen skills, treat any d20 roll of 9 or less as though you rolled a 10\. You can use this feature a number of times per day equal to your **PB**. You recover expended uses when you finish a long rest. When you spend downtime carousing (see Player’s Guide), the cost and time it takes is divided by your **PB** (rounded down). Also, when you make your carousing resolution roll, make the roll with advantage. If you roll 11 or higher, you gain an additional favor. **Sleuth (Player’s Handbook 2\)** _Prerequisite: **INT** 13 or Higher, or **WIS** 13 or Higher_ You’re a master of deduction. Choose two of the following skills: Insight, Investigation, Perception, or Survival. When you make a check using your chosen skills, treat any d20 roll of 9 or less as though you rolled a 10\. When you talk with a creature that can understand you for at least 1 minute, you can produce a non-magical effect that functions the same as the zone of truth spell (see Player’s Guide). You can use each of these features a number of times per day equal to your **PB**, and you recover expended uses when you finish a long rest. **Slippery (Player’s Handbook 2\)** _Prerequisite: None_ You are elusive, able to escape obstacles and foes that would grasp or slow you down, and you gain these benefits: - When you move into an area of difficult terrain, it doesn’t cost extra movement for the first 5 × your **PB** feet (minimum of 10 feet). - You have advantage on checks made to avoid and end the grappled condition. **Trailblazer (Player’s Handbook 2\)** _Prerequisite: None_ You move with alacrity, no matter the mode of locomotion, and you gain these benefits: - You gain a climbing speed and swimming speed equal to your walking speed. - You have advantage on checks made against gaining levels of exhaustion while climbing or swimming. - While climbing, you can aid one or more creatures (up to a number equal to your **PB**) that don’t have a climbing speed, allowing them to climb at half their walking speed \+ 10 feet. Creatures must be able to see and hear you to gain this benefit. - You can hold your breath for a number of minutes equal to 1 \+ twice your **CON** modifier. **Wrangler (Player’s Handbook 2\)** _Prerequisite: None_ You are an experienced animal trainer, and you gain these benefits: - You gain proficiency with the Animal Handling skill. If you are already proficient, double your **PB** instead when making Animal Handling checks. - You need to spend only 2 Luck to reroll Animal Handling checks. - You can issue instructions to friendly Beasts (and creatures with the Animal tag) if the creature’s CR is less than half your character level. As a bonus action, you can direct these friendly creatures to move, and in exchange for one of your own attacks, you can instruct the creature to attack.