dauntless/content/Talents/Martial.md
2026-03-08 21:51:42 -06:00

216 lines
17 KiB
Markdown
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

These talents supplement the ones found in the [[ToV - Players Guide.pdf]].
Martial talents affect a characters combat abilities, including enhancements to overall fitness and the ability to wield weaponry.
**Side By Side (Campaign Builder: Dungeons and Ruins)**
You gain strength from fighting alongside an ally. While within 5 feet of an ally, you gain these benefits:
- You cant be surprised.
- During combat, you gain temporary hit points equal to your **PB** that last for 1 minute, until expended, or until you end your turn more than 5 feet away from an ally. Once you have gained temporary hit points in this way, you cant do so again until you finish a short or long rest.
- If an ally within 5 feet of you can make an opportunity attack against a creature, you can also make an opportunity attack against that creature, even if it does not trigger an opportunity attack for you normally.
**Stalwart (Campaign Builder: Dungeons and Ruins)**
Thanks to your training, once you set your feet, its hard to move you. You can take an action to plant your feet, gaining the following benefits until you move to a new location (either voluntarily or through the actions of another):
- You have advantage on saves to avoid being shoved or grappled.
- When an attack or effect would push or pull you away from your current position, you can use a reaction to reduce the distance you are pushed or pulled by 10 feet.
- If an attack or effect would knock you prone, you can use a reaction to negate the effect, remaining upright. Once you have negated an attack or effect in this way, you cant do so again until you finish a long rest.
**Stunning Sniper (Old Margreve)**
_Prerequisite: Proficiency with at Least One Ranged Weapon_
You have mastered the use of ranged weapons to disable your foe from a distance. Choose a simple or martial ranged weapon (such as sling, longbow, or light crossbow) you are proficient with. While wielding that weapon, you gain these benefits:
- You score a critical hit on a d20 roll of 19 or 20 with your chosen weapon.
- When you score a critical hit with your chosen weapon, you can choose to forgo dealing damage and stun the target until the end of the targets next turn instead.
- When you hit a stunned creature with your chosen weapon, you can roll one additional weapon damage die for damage.
You can select this talent multiple times, selecting a different weapon each time.
**Lacerating Slash (Labyrinth Worldbook)**
Youve learned to inflict lingering wounds to your targets. You gain these benefits:
- When you damage a target with a melee weapon that deals piercing or slashing damage, you can deal a bleeding wound. The target takes additional damage equal to twice your **PB** at the start of each of its turns until it is magically healed or a creature uses an action to staunch the bleeding.
- If you score a critical hit, you can add the ability modifier used in the attack to the additional damage of the bleeding wound.
**Rallying Call (Labyrinth Worldbook)**
You have mastered the knack of inspiring your companions to greater heroism. Once per short or long rest, as a bonus action, you can yell a battle cry and give yourself, and all friendly creatures that can hear you within 30 feet, these benefits:
- The next ranged or melee weapon attack you make has advantage.
- You have advantage on saves against being frightened for 1 minute.
**Void Strike (Labyrinth Worldbook)**
_Prerequisite: Character 4th Level or Higher_
Your experience with the forces from beyond allows you to imbue your attacks with the essence of the Void. While making a weapon attack, you gain these benefits:
- When you hit a creature with a weapon attack, you can change the damage type of your weapon to deal necrotic damage until the start of your next turn.
- When you hit a creature with a weapon attack, you can choose to roll one of your hit dice and add the result as extra necrotic damage to the target, in addition to the weapons normal damage.
**Battle Tactician (Book of Blades)**
With your specialized martial training, your presence on the field can shape the fortunes of a battle. Your speech or appearance affects the capabilities of allies or enemies. You learn three tactics from the battle tactics list (see Battle Tactics) and gain a pool of points called tactical points.
- **Tactics.** When you first choose this talent, you learn three battle tactics from the list in this section. To use a tactic, the creature you wish to affect must be able to see or hear you. You may use only one battle tactic per turn.
- **Tactical Points.** When you first choose this talent, you gain 4 tactical points. When you execute a battle tactic, you must spend the required number of tactical points (point cost is listed with each battle tactic). You regain spent tactical points when you finish a short or long rest.
If a tactic requires your target to make a save to resist its effect, the save **DC** equals 8 \+ your **PB** \+ your CHA modifier.
You can select this talent multiple times. Each time you take it again, you can select three more battle tactics, replace one battle tactic you already know with a different one, and gain 1 additional tactical point.
**Poisoner (Book of Blades)**
Through excessive exposure to poison, and practice with its use, you are an expert in this use of poison during combat. You gain these benefits:
- You are immune to poison damage and the poisoned condition.
- As a bonus action, you can apply poison to a weapon you wield.
**Tactical Planning (Book of Blades)**
_Prerequisite: Proficiency in History, Character of 4th Level or Higher_
You have studied famous historical leaders and their great battles, learning what works well and what does not when preparing for a battle. You can put your knowledge into action, giving you and up to ten allies the benefits of one of these plans during a battle that you know is coming. You can choose a different plan each time, but it takes a short or long rest to impart your plan to your allies. The benefits only last during the fight you plan for.
- **Ambush.** Using cover or concealment to ambush a foe, you and your allies have advantage on **DEX** (Stealth) and initiative checks. If any of your foes are surprised, you and your allies gain 1 Luck. You and your allies add you **PB** to damage against foes that are surprised or have not acted yet.
- **Defensive Action.** You and allies fight from a defensive position or formation like a shield wall, gaining an additional \+1 AC. Whenever you or an ally begins a turn with cover, or within 5 feet of an ally, they gain temporary hit points equal to their **PB**. As long as you have cover or are adjacent to an ally, you have advantage on saves to prevent forced movement or being knocked prone.
- **Rush the Line.** On your turn whenever you shout inspiring words, you and your allies can move their speed toward a hostile creature that they can see as a reaction. If they end their move adjacent to an enemy, their next attack roll is made with advantage.
**Unarmed Maneuvers (Book of Blades) \- _Modified_**
_Prerequisite: The Martial Arts Class Ability or the Hand to Hand Talent_
Your training as an unarmed combatant grants access to the following special maneuvers. When you successfully make an attack with one of these maneuvers, the attack doesnt deal damage, it just does the listed effect. You can use any of these maneuvers on your turn, but you can use only one per turn.
- **Chin Strike.** You strike your opponent in the jaw, temporarily dazing it. The target must succeed on a **CON** save or it cant speak or cast spells with verbal components until the end of its next turn. This technique only affects opponents who speak using a mouth or similar orifice.
- **Deafening Strike.** You attempt to box your opponents ears (or similar aural organs) with your open palms. The target must succeed on a **CON** save or it is deafened until the end of its next turn.
- **Eye Rake.** You rake at your opponents eyes (or similar ocular organs). The target must succeed on a **CON** save or it is blinded until the end of its next turn.
- **Leg Sweep.** You knock the legs out from under an opponent that is up to one size larger than you. The creature must succeed on a **STR** or **DEX** save (targets choice) or fall prone.
- **Stumbling Strike.** This is a practiced, improved version of shoving. The target must be no more than two sizes larger than you. Instead of an attack roll, you make a **STR** (Athletics) check contested by the targets **STR** (Athletics) or **DEX** (Acrobatics) check (target chooses). If you win this contest, the target is pushed 10 feet away from you.
**War Dancer (Book of Blades)**
_Prerequisite: **DEX** 13 or Higher_
You have mastered a combat style that combines dancing with martial arts. You gain these benefits:
- When you move more than 10 feet on your turn, your AC increases by 1 until the start of your next turn.
- When you hit with a melee attack against a creature, you dont provoke opportunity attacks from that creature for the rest of the turn.
- As a reaction, you can add 2 to your AC against one melee attack roll that would hit you. To do so, you must be able to see the attacker.
**Weapon Option Specialist (Book of Blades)**
You specialize in performing a specific weapon option. Choose one weapon option and gain these benefits when using it:
- Increase the **DC** of your chosen weapon options save by 1\. If your weapon option does not require an ability check or save, gain a \+1 bonus to your weapon attack when performing it.
- When you hit with a weapon attack while using the weapon option that you specialized in, you can choose to do damage equal to your **PB**. The damage is of the type normally done by your weapon.
**Brave (Players Handbook 2\)**
_Prerequisite: None_
Your courage knows no bounds, and you gain these benefits:
- You have advantage on ability checks and saves against fear effects and becoming frightened. You also have advantage on checks made to end either the frightened condition or ongoing fear effects currently affecting you.
- Your bravery is inspiring to others. When you and one or more nearby creatures must make a check to resist a fear effect or becoming frightened, you can give one creature that can see or hear you advantage on the check. To receive this benefit, a creature must be within a number of feet of you equal to 5 × your **PB** (minimum of 10 feet).
- If you are frightened, you can use a bonus action to immediately end the frightened condition. If a creature within 5 feet of you is frightened, you can instead use a bonus action to end the frightened condition affecting that creature, as long as the target can see and hear you. Once you successfully use this feature, you cant use it again until you finish a long rest
**Cleaver (Players Handbook 2\)**
_Prerequisite: **STR** 13 or Higher_
Your training with weapons has taught you be extremely efficient with the death you deal. You gain the following when wielding a melee weapon with the Heavy property in two hands:
- When you hit a creature with a melee weapon attack using the weapon, you can make a single additional melee weapon attack against a second creature within 5 feet of the first as long as that creature is within your weapons reach. You can only gain this extra attack once per turn.
- When you reduce a creature to 0 HP with a melee weapon attack, you can deal any excess damage from that attack to a second creature within 5 feet of the original target as long as that creature is within your weapons reach.
**Hard to Kill (Players Handbook 2\)**
_Prerequisite: **CON** 15 or Higher_
Youve learned to will your body through the impossible, including imminent death. When you are reduced to 0 HP but dont die outright, you can remain conscious for a number of rounds equal to your **PB**. Each time you take damage while using this ability, reduce the number of rounds by 1\. You fall unconscious at the end of your turn after the rounds run out, and you begin making death saves as normal.
**Hurler (Players Handbook 2\)**
_Prerequisite: Character 4th Level or Higher_
Your skill with thrown weapons knows few equals, and you gain these benefits:
- Once per turn, when you hit a creature with a thrown weapon, you can add 1d4 extra damage of the same type as the weapon used. This extra damage increases as you increase in character level, becoming a d6 at 5th level, a d8 at 9th level, a d10 at 13th level, and a d12 at 17th level.
- When you score a critical hit with a thrown weapon against a creature, that creature must succeed on a **STR** save or fall prone. The save **DC** equals 8 \+ your **PB** \+ your **STR** or **DEX** modifier (your choice).
- When you make a weapon attack, you can draw a thrown weapon as part of that attack, even if youve already done so on the current turn.
- If you have the Rage class feature (see barbarian in Players Guide), you can add your rage damage to attacks made with thrown weapons.
**Juggernaut (Players Handbook 2\)**
_Prerequisite: **STR** 15 or Higher_
Youve learned martial techniques that improve your ability to make and resist shove and knockdown attacks, and you gain these benefits:
- When you successfully make a shove attack, you can push a creature up to 10 feet away from you, or you can push it 5 feet away from you and also knock it prone with the same action.
- You can use your bonus action to make a shove attack. You can use this bonus action a number of times equal to your **PB**. You recover expended uses when you finish a long rest.
- You have advantage on saves to resist being moved against your will or falling prone.
**Polearm Mastery (Players Handbook 2\)**
_Prerequisite: Character 4th Level or Higher_
Youve mastered the use of polearms, putting their extended reach to maximum advantage. When you are wielding a weapon with both the Reach and Two-Handed properties, you can use a bonus action to enter a warding stance that lasts until the start of your next turn. While in this stance, you can make a single opportunity attack against each creature that enters or leaves your reach (no reaction required). You can use this feature to attack a number of targets up to your **PB** in a single round.
**Self Defense (Players Handbook 2\)**
_Prerequisite: Character 4th Level or Higher_
Your martial training has focused on using your weapon for both offense and defense. As a reaction when you are hit by a weapon attack, you can enter a defensive stance. Until the start of your next turn, you have a bonus to your AC equal to your **PB**, including against the triggering attack. You can use this feature a number of times per day equal to your **PB**, and you recover all expended uses when you finish a long rest.
**Situational Awareness (Players Handbook 2\)**
_Prerequisite: None_
Your knowledge of tactics allows you to know the precise time to strike, and you gain these benefits:
- You have advantage on checks to avoid being surprised.
- As a reaction immediately after you take damage from a melee attack, you can move 10 feet. This movement doesnt provoke opportunity attacks.
**Staggering Strikes (Players Handbook 2\)**
_Prerequisite: **STR** 15 or Higher_
Your blows are so powerful that they leave enemies temporarily discombobulated. When you hit a creature with a melee weapon attack, you can strike with such force that the creature cant take reactions until the start of its next turn (no save). You can use this feature a number of times equal to your **PB**, and you recover all expended uses when you finish a long rest.
**Tactical Teamwork (Players Handbook 2\)**
_Prerequisite: Character 4th Level or Higher_
Your keen, tactical mind allows you to choose battlefield positions where you can best aid your allies. As a reaction when an ally you can see misses with a weapon attack against an enemy creature within your reach, you can add your **PB** to the allys attack result, potentially turning the missed attack into a hit. You can use this feature a number of times per day equal to your **PB**, and you recover all expended uses when you finish a long rest.
**Tag Team (Players Handbook 2\)**
_Prerequisite: None_
Youve learned to convert your missed blows into tactical advantages. Designate one enemy within 30 feet to mark for 1 minute. If you miss with a melee attack against the marked target, and dont have disadvantage on the attack roll, the next creature to make a melee attack against that target has advantage. Once youve used this ability, you must finish a short or long rest before using it again.
**Two Weapon Defense (Players Handbook 2\)**
_Prerequisite: None_
Youre skilled at the defensive benefits of fighting with two weapons, and you gain these benefits while wielding a weapon with the Light property in each hand:
- As a bonus action, you gain a \+2 bonus to AC until the start of your next turn.
- You can spend 2 Luck to reroll a failed **DEX** save.
**Whip Expert (Players Handbook 2\)**
_Prerequisite: Proficiency with Whip_
You have mastered the whip, treating is almost as an extension of your arm, and you gain these benefits while wielding one:
- In your hands, whips are considered to have the Light property, and their Reach increases by 5 feet.
- You can make an opportunity attack against a creature when it enters your reach.
- You can use your whip to gain advantage on ability checks that could feasibly incorporate it. Examples include driving cattle, grabbing an item out of the air, or using it to swing across a pit.