Talents

Talents are special traits that allows creatures within the world to specialize and become stronger, even gaining some new abilities in the process. This page will go over all the talents available in the world.

## Actor

You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. You can also mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

## Acrobatic Spellcaster

**Prerequisite :** Spellcasting or Pact Magic or Magic Initiate talent

When making a concentration check, you can add your Dexterity modifier to the check.

## Alertness

You gain a +2 Bonus to Perception (Wisdom) and Insight (Wisdom) checks. Also, you can't be surprised while you are conscious.

## Arcane Defense

**Prerequisite :** Spellcaster Level 4

As a Action, you can spend Mana equal to the cost a spell of 1st level or higher and gain a deflection bonus to AC equal to the level of the spell level for 1 round.

## Arcane Strike

**Prerequisite :**  4th Level, Ability to cast at least one spell

As a bonus action, you can spend 2 Mana to imbue a weapon you're currently wielding with magic. The weapon gains a +1 to Attack and Damage rolls, and is treated as a magic weapon for the sake of overcoming resistances.

## Athlete

You have undergone extensive physical training to gain the following benefits.

* Increase your Strength or Dexterity by 1, to a maximum of 20.

* When you are prone, standing up uses only 5 feet of your movement.
* Climbing doesn't cost you extra movement.
* You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

## Barrage of the Speaker

**Prerequisite :** Speaker's Smite cantrip
Whenever you use an action to cast Speaker's Smite, you may use your bonus action to cast it again. You can only use this talent once per encounter.

## Blademaster

**Prerequisites :** 12th Level, Dexterity score of 13

You are one with the blade, performing feats of swordsmanship others find impossible. While wielding a weapon that deals Slashing damage and does not have the heavy property, you gain the following benefits:

* When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
* When you are hit by a ranged weapon attack, you can use your reaction to deflect the missile. When you do so, the damage you take is reduced by 1d10 + your Dexterity modifier. If you reduce the damage to 0 or less, you slice the projectile out of the air, destroying it.

## Burroc's Balance

**Prerequisite :** Iron Will talent, Rage talent

Your Intimidation skill is increased by 2. When you succeed in a saving throw against being frightened, you can rage as a free action. You are also immune to being frightened while raging.

## But A Scratch

**Prerequisites :** Charisma Score of 13

When you are successfully hit with an attack, you can make a contest against the attacking creature. Roll a Deception check against the attacker's Insight check. If you succeed, the attacking creature has disadvantage on it's next attack.

## Charger

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.

If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

## Cleave

**Prerequisite :** Power Attack talent

When you successfully hit a creature with a Melee Weapon Attack, and a second creature is within 5 Feet of the attack target, you can hit that creature with the same attack roll result, but must roll a new damage roll. If you use this ability, you suffer a -2 AC penalty until the start of your next turn. Does not stack with the Warrior's Cleave Rage Maneuver.

## Critical Caster

**Prerequisites :** True Strike cantrip

At the cost of 2 Mana, True Strike can be casted as a bonus action.

## Crossbow Expert

**Prerequisite :**  4th Level

Thanks to extensive practice with the crossbow, you gain the following benefits:

* You ignore the loading quality of crossbows with which you are proficient.
* Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
* When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

## Dagger Expert

You wield the lightest blades with the deadliest skill. You gain the following benefits:

* Your throwing range for daggers increases to 60/120.
* You gain advantage on any Dexterity (Sleight of Hand) checks to conceal a dagger on your person.
* When you use the Attack action and attack with a dagger, you can use a bonus action to make an additional attack with that weapon.

## Draconic Champion

**Prerequisites :** 8th Level, Constitution score of 13

You have managed to absorb the power of a dragon, allowing you to channel that power within you. When choosing this feat, select a type of dragon. You gain resistance to the damage type of that dragon type, and when you make a weapon attack, you deal additional 1d8 damage of your chosen damage type.

## Dodge

**Prerequisite :** Dexterity score of 13

You gain a +1 Bonus to AC.

## Durable

Hardy and resilient, you gain the following benefits:

* Increase your Constitution score by 1, to a maximum of 20.
* When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

## Expertise

**Prerequisite :** Skill-Up talent

You gain expertise in a skill of your choice, provided you are proficient in that skill.

## Flagbearer

**Prerequisite :** Charisma Score of 13, Inspiring Leader talent

As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).

## Focused Shot

**Prerequisite :** Strength score of 13

You can choose to take a –1 penalty on all attack rolls on ranged attacks to gain a +2 bonus on all damage rolls on ranged attacks.

## Gruesome Slaughter

**Prerequisite :** Killing Flourish talent

Creatures that become frightened of you must also make a Constitution saving throw, with the DC being the same as Killing Flourish -4. On a failed save, the creature spends its action that turn retching and reeling.

## Healing Factor

**Prerequisite :** Constitution score of 13, Durable talent

If you are at less than half your maximum hit points, you can use a bonus action to spend a hit die to heal yourself.

## Improved Magic Initiate

**Prerequisite :** Magic Initiate talent

You gain two 1st Level spells from the class chosen for Magic Initiate. These spells use the same spellcasting modifier, and you can only cast each of these spells once per long rest.

## Improved Shield Bash

**Prerequisite :** Shield Bash talent

When you shove a creature with your shield, you also deal 1d4 + your Strength or Dexterity modifier Bludgeoning damage to the creature.

## Improved Shield Focus

**Prerequisite :** Shield Focus talent

If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.

## Inspiring Leader

You can spend 10 Minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 Feet of you who can see or hear you and who can understand you. Each creature, on their next attack roll or saving throw, gains a bonus equal to your character level + your Charisma modifier. A creature cannot benefit from this ability until it finishes a short or long rest.

## Ironhide

**Prerequisite :** Constitution score of 13

When you take damage from any source, you may use your reaction to give yourself resistance to the source of the damage for 1 Minute. Once you use this feature, you may not use it again until you finish a long rest.

## Iron Will

You gain a +2 bonus on Wisdom saving throws.

## Killing Flourish

**Prerequisite :** Proficiency in Intimidation

When you reduce your target to below 0 hit points with a melee attack, as a bonus action, force all creatures allied to the slain creature to make a Wisdom saving throw (DC = 8 + your proficiency modifier + your Strength or Charisma modifier). On a failed save, the creature is frightened.

## Lethal Ranger

**Prerequisite :** Proficiency in at least one ranged martial weapon

* Increase your Strength or Dexterity score by +1.
* When you score a critical hit with any ranged weapon attack, you can roll 1d8, and add that to your damage roll.
* You weapon attacks score a critical hit on a roll of 19 or 20. If it is already 19 or 20, then it is 18 or 19 or 20.

## Lizardfang

You have mastered the arts of cooperated and somewhat dirty tactics. You gain the following benefits.

* Whenever an allied creature attacks a creature within 5 ft of you, you may use your reaction to attack them. This attack is made with a -4 penalty to attack rolls.
* Whenever you have disadvantage on a melee attack roll you make, you may use your reaction to gain a +4 bonus to attack roll of that attack.

## Mad Magic

**Prerequisite :** Spellcasting or Pact Magic or Magic Initiate talent, Rage talent

You can cast spells of 1st level while in a rage.

## Mage Slayer

You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:

* When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
* When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
* You have advantage on saving throws against spells cast by creatures within 5 feet of you.

## Magic Initiate

Choose a class: Bard, Druid, Mage, Priest, Shaman, Speaker, Witch. You learn two cantrips of your choice from that class's spell list. You use the spellcasting modifier of the chosen class to cast the cantrips you gain.

## Massive Weapon Master

The requirement to use a Massive weapon without disadvantage is now 18 instead of 20.

## Medic

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.

As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

## Minor Fonts of Magic

**Prerequisite :** Spellcasting or Pact Magic or Magic Initiate talent
You learn how to exert your will unto the arcane. You learn to use 2 Fonts of Magic from the Mage class. You can only use one Font on a spell when you cast it, unless the option says otherwise. You can use these Fonts on your spells at the cost of making your spells cost 2 Mana more. Whenever you gain a level, you can replace one of your Fonts of Magic with another one from the Mage class.

## Minor Rogue

**Prerequisites :** Dexterity score of 13

The streets taught you something. You gain the following benefits:

* Choose one skill you are proficient in. Your proficiency bonus is doubled for any check you make using that skill.
* Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 Feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. Any effect that allows you to use the Sneak Attack feature outside of these listed circumstances works with this feature as well.

## Mobile

You are exceptionally speedy and agile. You gain the following benefits:

* Your speed increases by 10 Feet.
* When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

## Part-Time Alchemist

**Prerequisite :** 4th Level

You gain the following benefits:

* Increase your Intelligence score by 1, to a maximum of 20.
* You gain proficiency with Alchemist's Supplies. If you are already proficient with them, you gain expertise with them.
* As an action, you can identify one potion within 5 Feet of you, as if you had tasted it. You must see the liquid for this benefit to work.

## Point-Blank Shot

You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 Feet.

## Power Attack

**Prerequisite :** Strength score of 13

You can choose to take a –1 penalty on all attack rolls on melee attacks to gain a +2 bonus on all damage rolls on melee attacks. This damage bonus is increased by 1 if you are making an attack with a two-handed weapon, a versatile weapon being treated as two hands, or a primary natural weapon that uses your Strength modifier on damage rolls. This damage bonus is decreased by 1 if you are making an attack with an off-hand weapon or secondary natural weapon.

## Quickened Dodge

**Prerequisite :**  Dodge talent

When attacked by an attack of opportunity, you gain a +4 to your AC

## Rage

As a bonus action, as long as you aren't wearing heavy armor, you can enter a state of pure rage. This rage lasts for 1 Minute, but can end early if you are knocked unconscious, haven't attacked a creature or taken damage two turns in a row, or as a bonus action. You can rage up to your proficiency bonus per long rest. While raging, you gain the following:

* You have advantage on Strength checks and Strength saving throws.
* You gain a +4 bonus to Attack Rolls on Melee Weapon attacks.
* You have resistance to bludgeoning, piercing, and slashing damage.
* You cannot cast or concentrate of spells while in a rage.

## Reckless Attack

You can choose to take a -1 AC penalty to gain a +2 to your attack rolls with a weapon attack.

## Resilient

**Prerequisite :** 8th Level

Choose one ability score. You gain the following benefits:

* Increase the chosen ability score by 1, to a maximum of 20.
* You gain proficiency in saving throws using the chosen ability.

## Shield Bash

**Prerequisite :** Proficiency in Shields

If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.

## Shield Charger

**Prerequisites :** Strength score of 13, Shield Focus talent

You can rush and knock down your enemies. Your Strength increases by 1 and when you move 15 Feet or more in a straight line you can take an action to charge an enemy with your shield. Make a melee weapon attack roll, dealing 1d4 Bludgeoning damage and knocking them prone on a hit.

## Shield Focus

**Prerequisite :** Proficiency in Shields

You gain a +1 bonus to AC when wearing a shield.

## Shield Mastery

**Prerequisite :** Improved Shield Focus talent

If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

## Skill-Up

You gain proficiency in two skills of your choice, provided you don't already have proficiency in those skill.

## Speaker Adept

**Prerequisite :** Spellcasting or Pact Magic or Magic Initiate talent
You gain access to one Invocation of the Speaker of your choice from the Speaker class. If an invocation has a prerequisite, you cannot choose that invocation unless you are a speaker who fits that prerequisite. When you gain a level, you can replace the invocation with another of the speaker class.

## Spellhater

**Prerequisite :** 12th Level

Whenever a spellcaster casts a spell within your melee attack range, you can use your reaction to attack that creature.

## Terrorizing

**Prerequisites :** Strength score of 13, Charisma score of 13

Making others scared of you is child's play ... truly Terrorizing others is what you live for.

* When attempting to intimidate a creature, you gain a bonus equal to your proficiency bonus
* As a bonus action you can target a creature that is within 60 Feet of you, and already frightened of you, and attempt to turn the fear in their heart into absolute terror. The target must make an Insight check against your Intimidation roll. If you win, the target becomes paralyzed until the start of your next turn. If the target wins, it becomes immune to this effect for 24 Hours.

## Two-Handed Expert

**Prerequisite :** 4th Level, Proficiency in a weapon with the two-handed property

While wielded a weapon you are proficient with that has the two-handed property, you gain the following benefits:

* You gain a +1 bonus to attack rolls you make with the weapon.
* Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.
* Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.
* If you use the Help action to aid an ally's melee attack while you're wielding the weapon, you knock the target's shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.

## Vital Striker

**Prerequisite :** Dexterity score of 13

Before you make an attack with a weapon that you are proficient with, you can choose to take a -4 penalty to the attack roll. If the attack hits, add 1d6 to the attack's damage and impose one of the following effects of your choice on that target:

* Until the start of your next turn, the next attack roll against the target has advantage.
* The target has disadvantage on the next attack roll it makes before the end of its next turn.
* The target's speed is reduced by half until the end of it's next turn.

## Weapon Master

**Prerequisite :** 4th Level

You have practiced extensively with a variety of weapons, gaining the following benefits:

* Increase your Strength or Dexterity by 1, to a maximum of 20.
* You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.

## Whip Master

With a flick of the wrist, you have great control of both your whip and your opponents. You gain the following benefits:

* You gain a +2 bonus to attack rolls you make with a whip dagger.
* When you use a whip, its damage die changes from d6 to d8.
* When you hit a creature no more than one size larger than you with a whip on your turn, you can use a bonus action to pull the target up to 5 Feet towards you, attempt to grapple it, or try to knock it prone.

## Windwalker

**Prerequisite :** Dexterity score of 13

During your first turn each combat, your movement speed increases by 20 Feet.