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These talents supplement the ones found in the Players Guide.
## **Magic Talents**
Most magic talents affect a characters spellcasting abilities, but they also include features that strengthen the mind and defend against harmful magic effects.
**Artifact Expertise (Campaign Builder: Dungeons and Ruins)**
Your experience with magical artifacts helps you quickly identify and use them. You gain the following benefits:
- You can identify a magic item by spending 1 minute with it instead of 1 hour.
- When you use a magic item with charges, you gain 2 additional charges.
- If a magic item you are using would be destroyed when it is depleted of charges, it remains intact instead.
**Parting Shot (Campaign Builder: Dungeons and Ruins)**
*Prerequisite: Ability to Cast Cantrips, Access to 3rd-Circle Spell Slots*
You have practiced quick spellcasting. You may do each of the following once per long rest:
- When you cast a spell from the 3rd circle or above, you may use a bonus action to cast a cantrip you know.
- When you cast a cantrip, you may use a bonus action to cast the same cantrip a second time.
In each case, the decision to use the talent must be made as the first spell is being cast and occurs regardless of the outcome of that spell.
**Source Resistance (Campaign Builder: Dungeons and Ruins)**
*Prerequisite: Spellcasting Class Feature*
Your study of a specific school of magic has given you some resistance to spells that draw from it. Choose one of the School of magic and gain the following benefits:
- When you are targeted by spells from your chosen school of magic, you have advantage on all saves.
- When you take damage from a spell or item using this school of magic, you can reroll the highest damage die, but must keep the new result.
You can select this talent twice, selecting a different source of magic each time.
**Teleporting Harrier (Old Margreve)**
*Prerequisite: Ability to Teleport Due to a Feature, Spell, or Trait*
You have learned to maximize the strategic impact of your teleportation. You appear in a flash and attack with deadly precision. When you teleport, the next weapon attack or spell attack you make before the start of your next turn gains your choice of two of the following benefits:
- The attack has advantage against the target if the target is within 15 feet of the space you teleported into.
- If the attack hits, it deals additional damage of its type equal to your PB.
- If the attack hits, the target is frightened of you until the end of its next turn.
To gain any of these benefits with a weapon attack, you must be proficient with the weapon.
**Mystic Visions (Labyrinth Worldbook)**
*Prerequisite: WIS 13 or higher (Character with visionary background can ignore WIS restriction)*
You have honed your mystic awareness to read the subtle echoes of past and present events. Whenever you complete a long rest, roll a number of d20s equal to your PB and record the results.
When you make an ability check, attack roll, or save, you can choose to replace the d20 result with one of the numbers you previously rolled with this feature—after which, that number is expended. You can use this feature to modify a particular roll only once.
When you complete a long rest and have unused uses of this feature, all unused numbers are lost—you must roll to determine new numbers.
**Voracious Arcana (Labyrinth Worldbook)**
*Prerequisite: Spellcasting Class Feature*
Your study of the far reaches has unlocked mysteries inherent in the all-consuming hunger of the Void. You gain these benefits:
- When you damage a creature with a spell or cantrip, 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.
- If you have no spell slots available or a circle you wish to cast, you can sacrifice your own lifeforce to power your spell. Roll 2d6 per the circle of the spell you wish to cast and lower your current and maximum HP by that amount. You then cast the spell without expending a spell slot. Your maximum HP only returns to normal when you finish a long rest. If your maximum HP is reduced to 0 by casting a spell in this manner, you perish.
**Acid Disintegration (Players Handbook 2\)**
*Prerequisite: Spellcasting Class Feature*
Youve become attuned to the seeping, corrosive nature of acid and have used this knowledge to improve your spellcasting prowess. You gain the following abilities:
- When you cast a spell that deals acid damage, you can spend 2 Luck to reroll a number of damage dice up to your PB \+ 1\.
- As a bonus action, you can secrete a caustic aura from your body for 1 minute. Weapons that hit you corrode. After dealing damage, a weapon takes a permanent and cumulative 1 penalty to damage rolls. If its penalty drops to 5, the weapon is destroyed. Nonmagical ammunition that hits you is destroyed after dealing damage. In addition, you deal double damage to objects and structures that you touch. You can end this ability early as an action. Once you use this ability, you must finish a short or long rest before you can use it again.
**Chaos Caster (Players Handbook 2\)**
*Prerequisite: Spellcasting Class Feature*
Your keen understanding of the chaos that permeates the cosmos (or perhaps the magic in your blood) allows you to draw on additional power.
When you expend a spell slot of 1st circle or higher to cast a spell on your turn, you can attempt to cast the spell as if the expended spell slot is one circle higher than the one youre using. To do so, you must succeed on an ability check using your spellcasting ability (DC 11 \+ the base circle of the spell you are attempting to cast). On a failure, you expend a use of this feature, and the spell is cast as normal. On a success, you cast the spell at the higher circle. Immediately roll on the Volatile Spell Effect table in the Players Guide to determine additional effects the spell has. Any effects created by the spell that require a save use your spellcasting DC.
You can use this feature a number of times equal to your PB. You recover all expended uses when you finish a long rest.
**Cold Soul (Players Handbook 2\)**
*Prerequisite: Spellcasting Class Feature*
Youve become infused with the frigid, expanding nature of ice and have combined this power with your spellcasting prowess. You gain the following abilities:
- When you cast a spell that deals cold damage, you can spend 2 Luck to reroll a number of damage dice up to your PB \+ 1\.
- As a bonus action, you can activate an aura of frost that freezes the ground in a 10-foot radius around you. The effect lasts for 1 minute and moves with you. The area within this radius counts as difficult terrain for all creatures except you. When a creature first enters the area or starts its turn in the area, it must succeed on a DEX save against your spell save DC or fall prone. You can end this effect early as a bonus action. The effect also ends early if you fall unconscious. Once you use this ability, you must finish a short or long rest before you can use it again.
**Fire Branded (Players Handbook 2\)**
*Prerequisite: Spellcasting Class Feature*
Your intense study of crackling flames has improved your spellcasting prowess. You gain the following abilities:
- When you cast a spell that deals fire damage, you can spend 2 Luck to reroll a number of damage dice up to your PB \+ 1\.
- As a reaction when you take fire damage, you can activate an aura of ghostly flame that lasts for 1 minute. While the aura is active, your base movement speed increases by 10 feet, and you can take the Disengage action as a bonus action. You can end your transformation early as a bonus action. The effect also ends early if you fall unconscious. Once you use this ability, you must finish a short or long rest before you can use it again.
**Guidance Adept (Players Handbook 2\)**
*Prerequisite: Ability to Cast the Guidance Cantrip*
Youve mastered the guidance cantrip (see Players Guide), granting you the following benefits when you cast it:
- You can now cast guidance on a willing creature you can see within 30 feet of you, instead of touch.
- As a reaction when a creature you can see within range makes an ability check, you can cast the cantrip, adding a d4 to the triggering check. You can use this reaction a number of times per day equal to your PB. You recover expended uses when you complete a long rest.
- When you cast the cantrip as an action, you can affect a number of creatures equal to half your PB (rounded down).
**Light Adept (Players Handbook 2\)**
*Prerequisite: Ability to Cast the Light Cantrip*
Youve mastered the light cantrip (see Players Guide), granting you the following benefits when you cast it:
- You can now cast light as either an action or bonus action, and it no longer requires material components to cast. You can now cast light on an item you can see within 30 feet of you, instead of touch.
- You can choose to make the light created by the cantrip visible only to creatures of your choice within 30 feet of you when you cast the spell. The maximum number of creatures you can affect in this way is equal to your PB.
- When you cast light, you can attempt to blind a creature within 5 feet of your target. The creature must succeed on a CON save versus your spell DC or be blinded until the end of its next turn. You can use this feature a number of times equal to your PB, and you recover expended uses when you finish a long rest.
**Lightning Walker (Players Handbook 2\)**
*Prerequisite: Spellcasting Class Feature*
Youve become attuned to the crash of lightning and have funneled this knowledge into your spellcasting prowess. You gain the following abilities:
- When you cast a spell that deals lightning damage, you can spend 2 Luck to reroll a number of damage dice up to your PB \+ 1\.
- As a bonus action, you can teleport to an unoccupied space you can see within 30 feet of you. When you do so, all creatures within 10 feet of the space (except you) take lightning damage equal to your PB. Once you use this ability, you must finish a short or long rest before you can use it again.
**Mage Hand Adept (Players Handbook 2\)**
*Prerequisite: Ability to Cast the Mage Hand Cantrip*
Youve mastered the mage hand cantrip (see Players Guide), granting you the following benefits when you cast it:
- When you cast mage hand, you can now use either an action or a bonus action to control the cantrips hand. Casting it no longer requires verbal or somatic components, and you can choose to make the cantrips hand invisible.
- You can create a number of hands with a single casting, up to half your PB (rounded down). You can simultaneously control all the hands created by the cantrip with your action or bonus action.
- The range increases to 60 feet, and the hands can travel up to 60 feet away from you. If a hand expires due to range, any others you have active still remain.
- If multiple hands carry or lift the same object or creature, the total carry weight increases by 10 per hand. For example, when working together, three hands can carry an object weighing up to 30 pounds.
**Magical Trickster (Players Handbook 2\)**
*Prerequisite: None*
You excel at minor magical wonders, granting you the following benefits:
- You learn the minor illusion cantrip and either the prestidigitation or thaumaturgy cantrip (see Players Guide for all cantrips). These cantrips require no components, and the range of each is doubled. The spellcasting ability for these spells is INT, WIS, or CHA (choose when you select this talent).
- As a bonus action, you can attempt to use magical trickery to distract one creature within 30 feet of you that can see you. The target must succeed on a WIS save or have disadvantage on the next attack roll it makes before the end of its next turn. The save DC equals 8 \+ your PB \+ your INT, WIS, or CHA modifier (choose when you select this talent). 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.
**Plane Touched (Players Handbook 2\)**
*Prerequisite: Character 4th Level or Higher*
Your exposure or association with a particular plane of existence infuses you with its magic. You gain the ability to cast certain spells based on which plane you choose. When you gain this talent, you decide whether INT, WIS, or CHA is your spellcasting ability for casting these spells. Choose one of the following types of planes or realms from which your power stems, in order to gain their benefit:
- **Celestial.** You learn the aid spell (see Players Guide) and one 1st-circle spell of your choice from the evocation or necromancy school of magic.
- **Elemental.** You learn the elemental blade spell (see Players Guide) and one 1st-circle spell of your choice from the conjuration or transmutation school of magic.
- **Faerie.** You learn the misty step spell (see Players Guide) and one 1st-circle spell of your choice from the enchantment or illusion school of magic.
- **Fiendish.** You learn the scorching ray spell (see Players Guide) and one 1st-circle spell of your choice from the enchantment or evocation school of magic.
- **Shadow.** You learn the invisibility spell (see Players Guide) and one 1st-circle spell of your choice from the illusion or necromancy school of magic.
Once per long rest, you can cast each of the spells associated with your chosen plane without expending a spell slot. You can also cast them with spell slots of the appropriate circle or of higher circles.
You can select this talent multiple times, selecting a different plane each time.
**Resistance Adept (Players Handbook 2\)**
*Prerequisite: Ability to Cast the Resistance Cantrip*
Youve mastered the resistance cantrip (see Players Guide), granting you the following benefits when you cast it:
- It requires no material components, and its range increases to 30 feet, instead of touch.
- As a reaction when a creature you can see within range must make a save, you can cast the cantrip, adding a d4 to the result of the triggering save. You can use this reaction a number of times equal to your PB, and you recover expended uses when you complete a long rest.
- When you cast resistance as an action, you can affect a number of creatures equal to half your PB. When casting the cantrip in this way, it only ends once each target has used its granted d4 or once your concentration ends.
**Spell Disruptor (Players Handbook 2\)**
*Prerequisite: Ability to Cast the Counterspell or Dispel Magic Spells*
Your mastery of magic has made you especially skilled at unravelling it. You gain the following benefits:
- When you must make an ability check using your spellcasting ability as part of casting either the counterspell or dispel magic spell (see Players Guide), add your PB to determine the results of the roll.
- When you are affected by a spell that specifically targets you (not a spell that affects an area or creatures within an area), you can roll a d20. If the number you roll is lower than your current character level, the spell has no effect on you. You can spend Luck to modify this roll. Once you successfully use this feature, you cant use it again until you finish a long rest.
**Spell Disruptor (Players Handbook 2\)**
*Prerequisite: Ability to Cast the Counterspell or Dispel Magic Spells*
Your mastery of magic has made you especially skilled at unravelling it. You gain the following benefits:
- When you must make an ability check using your spellcasting ability as part of casting either the counterspell or dispel magic spell (see Players Guide), add your PB to determine the results of the roll.
- When you are affected by a spell that specifically targets you (not a spell that affects an area or creatures within an area), you can roll a d20. If the number you roll is lower than your current character level, the spell has no effect on you. You can spend Luck to modify this roll. Once you successfully use this feature, you cant use it again until you finish a long rest.
**Thunder Resonator (Players Handbook 2\)**
*Prerequisite: Spellcasting Class Feature*
Youve become synchronized with the booming power of thunder and have incorporated this knowledge into your spellcasting prowess. You gain the following abilities:
- When you cast a spell that deals thunder damage, you can spend 2 Luck to reroll a number of damage dice up to your PB \+ 1\.
- As a reaction when you are hit by a melee attack, you can emit a wave of sonic energy that creates a thunderous boom, audible within 30 feet. When you do so, each creature within 10 feet of you (except you) must make a CON save against your spell save DC. On a failure, the target takes 1d10 thunder damage and is pushed 10 feet away from you. On a success, the target takes no damage but is still pushed. You can use this feature a number of times equal to your PB. You regain all expended uses when you finish a long rest.
**Valedictorian (Players Handbook 2\)**
*Prerequisite: 2nd Level or Higher Bard, Cleric, Druid, Sorcerer, Theurge, Warlock, Witch, or Wizard*
You went above and beyond when mastering the abilities of your class, granting you additional benefits. When you select this talent, choose the prerequisite class in which you have two or more levels and gain the listed feature:
- **Bard.** When you finish a long rest, you gain one additional Bardic Inspiration die and one additional use of your Bardic Performance feature. Once these extra uses are expended, you cant recover them by any means other than finishing a long rest.
- **Cleric.** When you finish a long rest, you gain one additional use of your Channel Divinity feature. Once this extra use is expended, you cant recover it by any means other than finishing a long rest.
- **Druid.** When you finish a long rest, you gain one additional use of your Wild Shape feature. Once this extra use is expended, you cant recover it by any means other than finishing a long rest.
- **Sorcerer.** You learn an additional Metamagic option for which you meet the prerequisites. When you gain a level of sorcerer, you can replace this Metamagic option with another one available to you.
- **Theurge.** When you finish a long rest, you gain one additional Spellcraft die and one additional use of your Spell Nexus feature. Once these extra uses are expended, you cant recover them by any means other than finishing a long rest.
- **Warlock.** You learn an additional eldritch invocation for which you meet the prerequisites. When you gain a level of warlock, you can replace this invocation with another one available to you.
- **Witch.** When you finish a long rest, you gain a number of additional Hex dice equal to half your PB rounded down (minimum of one). Once these extra dice are expended, you cant recover them by any means other than finishing a long rest.
- **Wizard.** When you determine the combined circle total of spell slots you can recover via your Arcane Recovery feature, you can increase the total by an amount equal to half your PB (rounded down).
You can select this talent multiple times, selecting a different prerequisite class each time, provided you have at least two levels in the new class.
## **Martial Talents**
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.
## **Technical Talents**
Technical talents affect a characters 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 objects 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 cant do so again until you finish a long rest.
**Eidetic Memory (Campaign Builder: Dungeons and Ruins)**
You remember every place youve been, creature youve encountered, and object youve 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 youve 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 Monstrositys feature, such as a giant frogs Bite or a spiders 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 cant 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 arent 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 cant 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 dont 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 cant do so again until you finish a long rest.
**Perfect Memory (Labyrinth Worldbook)**
You can remember anything youve 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 youve traveled and basic features of areas youve passed through, including the layout of a dungeon map, passages youve 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 youve 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 dont add your PB to checks made while operating them.
**Adroit Attunement (Players 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 cant do so again until you finish a long rest.
**Alchemy Adept (Players Handbook 2\)**
*Prerequisite: Proficiency with Alchemist Tools*
Youve 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 Players 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 dont 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 (Players 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 dont 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 (Players 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 Players 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 (Players Handbook 2\)**
*Prerequisite: None*
Your hands are faster than most peoples 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 creatures DEX bonus \+ the targets CR (minimum 1). You cant use this action to remove a donned suit of armor, but you can use it to grab a shield or weapon.
**Hardy (Players 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 cant 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 cant use it again until you finish a long rest.
**Improviser (Players Handbook 2\)**
*Prerequisite: None*
Youve 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 cant use this feature to cast another spell with a casting time of 1 bonus action on the same turn.
**Learned Researcher (Players Handbook 2\)**
*Prerequisite: None*
Youve 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 Players 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 (Players Handbook 2\)**
*Prerequisite: None*
Youre 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 youre 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 (Players 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 (Players Handbook 2\)**
*Prerequisite: CHA 13 or Higher*
When you talk, people cant 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 Players 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 (Players Handbook 2\)**
*Prerequisite: INT 13 or Higher, or WIS 13 or Higher*
Youre 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 Players 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 (Players 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 doesnt 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 (Players 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 dont 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 (Players 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 creatures 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.