dauntless/content/Talents/Magic.md
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These talents supplement the ones found in the [[ToV - Players Guide.pdf]].
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.