Markdown
Backgrounds and Talents
Backgrounds
Criminal
Skill Proficiencies: Choose two from Stealth, Investigation, Insight, or Deception.
Additional Proficiencies: You know Thieves' Cant. If you already know this language, you learn a different language of your choice. Gain proficiency with a tool and a vehicle.
Equipment: Five pieces of chalk, a grappling hook, a set of dark common clothes or a costume, and a pouch containing 10 gp.
Talent
You have eked out a living on the fringes of lawful society. Choose a talent from this list to represent your experience: Covert, Scrutinous, or Touch of Luck.
Scholar
Skill Proficiencies: Choose two from Arcana, History, Nature, or Religion.
Additional Proficiencies: Learn two additional languages of your choice or gain proficiency with a tool or vehicle relevant to your field of study.
Equipment: A bottle of ink, a quill, a small knife, a reference book on a highly specific subject, a set of common clothes, and a pouch containing 10 gp.
Talent
You have spent time researching particular academic subjects at an institute of learning or under a knowledgeable teacher. Choose a talent from this list to represent your experience: Polyglot, Ritualist, or School Specialization.
Soldier
Skill Proficiencies: Choose two from Animal Handling, Athletics, Medicine, or Survival.
Additional Proficiencies: Gain proficiency with a tool and a vehicle of your choice.
Equipment: A symbol of rank (like a letter, badge, or identification tags), a mess kit, a pack of playing cards or a set of dice, a set of common clothes, and a pouch containing 10 gp.
Talent
You have received special training or honed natural capabilities that kept you safe during your service. Choose a talent from this list to represent your experience: Combat Casting, Combat Conditioning, or Field Medic.
Talents
Magic Talents
Arcanist
Prerequisite: Spellcasting Class Feature
Your focus on magical studies yielded incredible results, granting these benefits:
- Double your PB for any ability check you make that uses the Arcana skill.
- You can replace one cantrip or spell that you know (not a spell in a spellbook) with a different cantrip or spell of the same circle from your Spellcasting feature's source list. The spell must be of a circle you can cast.
- You learn one additional cantrip from your Spellcasting feature's source list.
Combat Casting
Experience on the battlefield has given you superior focus to cast your spells. You gain these benefits:
- When you make a CON save to maintain concentration on a spell, treat any d20 roll of 7 or less as though you rolled an 8.
- When a creature provokes an opportunity attack from you, you can use your reaction to cast a cantrip instead of making a melee attack.
- You can use a shield or weapon you wield as a spellcasting focus. As normal, you can use the same hand or hands holding this focus to perform somatic spell components.
Elemental Savant
Prerequisite: Ability to Cast at Least One Spell that Deals Damage
Choose one of the following elemental damage types: acid, cold, fire, lightning, or thunder. When you cast a spell that deals damage, you can convert the damage type of that spell to your chosen elemental damage type. You must decide to convert the damage type when you declare you are casting the spell.
In addition, when you roll damage for a spell that naturally uses your chosen elemental damage type-not a spell you convert to your chosen type-you can reroll any damage dice results of 1. You must keep the new result.
You can select this talent multiple times, selecting a different damage type each time.
Mental Fortitude
Through rigid mental exercise, you have fortified yourself against mind-altering effects. You gain these benefits:
- Once per short rest, when you fail an INT, WIS, or CHA save, you can choose to reroll the save and take the new result.
- When you start your turn charmed, frightened, paralyzed, or stunned, you gain 1 Luck.
Psycanist
Prerequisite: INT 13 or Higher
Through magic, you learned to influence and manipulate the world around you with your mind. You gain one of the following benefits:
- You can telepathically speak with any creature within 30 feet of you. A creature doesn't need to share a language with you to communicate this way, but it must understand at least one language. Creatures you speak to can reply to you telepathically, but can't initiate a telepathic conversation.
- As a bonus action, you can read the aura of a single creature that you can see within 30 feet of you until the end of your next turn. For the duration, the target isn't invisible or heavily obscured to you. You know its current hit points, its resistances, immunities, and vulnerabilities, and learn the creature's emotional state, including whether it is hostile or docile.
- As a bonus action, you can attempt to lift, push, pull, or shove one Medium or smaller creature or object (up to 200 pounds) that you can see within 30 feet of you. A creature that succeeds on a STR save against your spell save DC [DC is equal to 8 + your INT modifier + your PB if you don't have a spell save DC] is unaffected. On a failed save, the creature or object is pulled, pushed, or lifted 5 feet in the direction of your choice.
You can select this talent multiple times, choosing a different benefit each time.
Ritualist
Prerequisite: Spellcasting Class Feature
Your study of magic has unlocked the mysteries of ritual spells. When you gain this talent, you also gain a ritual book, which contains the rituals you know. To cast a ritual spell, you must have your ritual book in hand.
Choose a spell source: Arcane, Divine, Primordial, or Wyrd. You must choose your rituals from that source's spell list. Regardless of which source you choose, you use your normal spellcasting ability for these spells.
When you gain your ritual book, add one ritual of each spell circle you have already unlocked via your spellcasting class. For example, a cleric who selects this talent at 4th level has spell slots for 1st and 2nd circles, so they would add one 1st-circle ritual and one 2nd-circle ritual to their book.
Each time you gain access to a new circle of spell slots by gaining a level in your spellcasting class, add one new ritual spell to your book. This new ritual must be from the same source of magic you originally chose, and it must be of a circle for which you have spell slots. For example, when a cleric reaches 5th level, they gain access to 3rd-circle spells, so the cleric would select one ritual spell of 3rd circle or lower to add to their ritual book.
You can select this talent multiple times, choosing a different source of magic each time.
School Specialization
Choose one of the eight schools of magic: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation. You gain these benefits:
- When you cast spells of your chosen school, your spell attack bonus and spell save DC are both increased by 1.
- If you use a spellbook to cast your spells, the gold and time you must spend copying a spell of that school into your spellbook is halved.
- When you spend two or more sorcery points while casting a spell of that school, you regain 1 sorcery point at the end of your turn.
You can select this talent multiple times, selecting a different school of magic each time.
Spell Duelist
Prerequisite: Ability to Cast One or More Cantrips
When a creature you can see damages you with a spell, you can use your reaction to cast a cantrip targeting that creature. In addition, when you cast a spell that requires an attack roll, you gain these benefits:
- Double the range of the spell. If the spell's range is touch, its range increases to 15 feet.
- The spell ignores any AC bonus granted by cover.
Martial Talents
Athletic
You focused on honing your athletic capabilities. You gain these benefits:
- Double your PB for any ability check you make that uses the Athletics skill.
- When factoring your carrying capacity, multiply your STR score by 18 instead of 15. When factoring the amount you can push, drag, or lift, multiply your STR score by 35 instead of 30.
- You can stand up from being prone on your turn by expending 5 feet of movement.
- The length of your running long jump increases by 10 feet. The height of your running high jump increases by 3 feet.
Armor Expert
Prerequisite: STR 13 or Higher
Your experience with armor allows you to weather mighty onslaughts. While you are wearing medium or heavy armor with which you are proficient, you gain these benefits:
- Your AC increases by 1.
- You have advantage on saves to avoid being pulled, shoved, or knocked prone.
Armor Training
Prerequisite: Proficiency with Light or Medium Armor
You've trained to improve your use of armor. You gain these benefits:
- If you are proficient with light armor, you gain proficiency with medium armor. If you are proficient with medium armor, you gain proficiency with heavy armor and shields.
- If you are wearing armor that would normally impose disadvantage on DEX (Stealth) checks, you don't have disadvantage on the check from wearing the armor, though you may still have disadvantage from other sources.
- You can add up to +3 (instead of +2) to your AC based on your DEX while wearing medium armor.
Combat Conditioning
You've endured extensive training to withstand the rigors of combat. You gain these benefits:
- Your hit point maximum increases by 2 for each character level you have. Each time you gain a level after taking this talent, your hit point maximum increases by 2.
- When you roll hit dice to recover hit points, treat any roll lower than your current PB as though it were equal to your PB.
Furious Charge
You've learned to press every advantage and hammer into enemies. Each time you move 20 feet in a straight line toward a creature and hit it with a melee weapon attack or an unarmed strike before the start of your next turn, the attack gains your choice of two of the following benefits:
- The attack deals additional damage of your weapon's damage type equal to your PB.
- If the target is one size larger than you or smaller, it is pushed 10 feet directly away from you.
- The target must succeed on a STR save or be knocked prone. The save DC equals 8 + your PB + your STR modifier.
- If the target is Huge or smaller, you swap places with it.
To gain any of these benefits, you must be wielding a melee weapon with which you are proficient that doesn't have the Light property.
Hand To Hand
You mastered techniques that allow you to efficiently fight barehanded. You gain these benefits:
- The damage of your unarmed strikes increases from 1 + STR modifier to 1d6 + STR modifier.
- You gain proficiency with improvised weapons. While wielding an improvised weapon with one hand, the weapon deals a minimum of 1d8 + STR modifier damage. While wielding an improvised weapon with two hands, the weapon deals a minimum of 1d10 + STR modifier damage.
- You have advantage on ability checks made to initiate or escape a grapple. When you start your turn grappling or being grappled by a creature or start your turn restrained by a creature within 5 feet of you, that creature takes bludgeoning damage equal to your STR modifier.
Heavy Weapon Mastery
Prerequisite: Character 4th Level or Higher
You have great skill with two-handed weapons. While wielding a melee weapon with the Heavy property in two hands, you gain these benefits:
- When you score a critical hit, you can make one additional melee weapon attack as part of that Attack action.
In addition, your attacks become overpowering. As a bonus action on each of your turns, you can give yourself one of the following benefits:
- The next melee attack you make with a Heavy weapon ignores resistance to your weapon's damage.
- Your next melee attack with a Heavy weapon has a -5 penalty to the attack roll. If the attack hits, it deals extra damage equal to half your STR score.
Opportunist
You find openings in your targets' defenses.
You gain these benefits:
- When you make an opportunity attack, you have advantage on the attack roll.
- A creature within reach of your melee weapon provokes an opportunity attack from you when they stand up from being prone or take the Use an Object action.
Physical Fortitude
You've fortified yourself against physically debilitating effects. You gain these benefits:
- Once per turn, when you fail a STR or CON save, you can expend one of your hit dice to reroll the save. You must take the new result.
- When you start your turn blinded, deafened, restrained, or poisoned, you gain 1 Luck.
- You have advantage on checks and saves to avoid being knocked prone, pulled, or pushed.
Shield Mastery
Prerequisite: Character 4th Level or Higher
You can wield a shield as an extension of your own body.
While wielding a shield, you gain these benefits:
- As a bonus action, you can attempt to shove a creature within 5 feet of you with your shield. If you move 10 feet or more directly toward a creature before using this bonus action, you have advantage on the check.
- When you use your action to Dodge, your AC increases by an amount equal to the armor bonus of your shield.
- When you make a DEX save to avoid taking damage, you can use your reaction to halve any damage taken by taking shelter behind your shield.
Vanguard
You trained in capitalizing on every opening and stopping enemies in their tracks. You gain these benefits:
- When a creature within reach makes a melee attack against a target other than you, as a reaction you can make a melee weapon attack against the attacking creature.
- You can make an opportunity attack against a creature that leaves your reach even if their movement doesn't provoke opportunity attacks.
- When you take the Ready action to attack with a melee weapon, you gain a bonus to your attack and damage rolls equal to your PB when the trigger occurs. On a hit, the creature's speed is reduced to 0 feet until the end of its next turn.
Weapon Discipline
Prerequisite: Proficiency with at Least One Martial Weapon
You seek perfection with a single weapon. Choose a simple or martial weapon (such as spear, heavy crossbow, or greataxe) you are proficient with. While wielding that weapon, you gain these benefits:
- You gain a +1 bonus to attack and damage rolls made with your chosen weapon.
- When you score a critical hit with your chosen weapon, you can roll one additional weapon damage die for damage.
- When you reduce a creature to 0 HP with your chosen weapon, you gain temporary hit points equal to your PB. These temporary hit points last for 1 minute or until expended.
You can select this talent multiple times, selecting a different weapon each time.
Technical Talents
Aware
You have exceptional situational awareness. When you select this talent, you gain these benefits:
- When you roll for initiative, treat any d20 roll of 9 or lower as though you rolled a 10.
- As long as you are conscious, you can't be affected by the surprised condition.
- Hidden targets don't have advantage on attack rolls made against you.
Covert
Prerequisite: Proficiency with the Stealth Skill, DEX 13 or Higher
You trained in the art of espionage. You gain these benefits:
- You can attempt to hide while in three-quarters cover or while lightly obscured.
- Creatures that rely on darkvision can't see you while you remain motionless in dim light or darkness. This effect ends if you move, take an action or bonus action, or use a reaction while in the creature's line of sight.
- You don't have disadvantage on WIS (Perception) checks that rely on sight when perceiving in dim light.
- If you make a ranged attack against a creature or if a creature spots you while you are hidden, you can use your reaction to make a DEX (Stealth) check at disadvantage opposed by the creature's Perception. On a success, you remain hidden and the creature is unaware of your position. Once used on a creature, the target can't be affected by this feature again for 24 hours.
Dungeoneer
You've studied-or at least survived-your share of hazards and learned a thing or two about sniffing out secrets. You gain these benefits:
- You can add your PB to checks made to disarm traps and open doors, even if you aren't proficient with the tools to do so. The first time you fail an ability check while disarming a trap, opening a door, or passing a hazard, the failure doesn't trigger the trap, block the door, or force you into the hazard's area-no consequence befalls you from the failure.
- You have advantage on Perception and Investigation checks made to search for secret doors, find traps, and see through illusions.
- You have advantage on saves made to avoid or resist traps or hazards. You are resistant to damage from traps and hazards.
- When combat begins, you and allies within 5 feet of you can attempt a DEX (Stealth) check for the purpose of determining who is surprised.
Far Traveler
You have traveled the world and been to many fantastical places. You gain these benefits:
- 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.
- Traveling at a fast pace doesn't impose the standard -5 penalty to your passive Perception.
- You have advantage when you make a WIS (Survival) check to determine if you become lost.
- You ignore the effects of having one level of exhaustion.
When you have two or more levels of exhaustion, you suffer the effects of exhaustion normally.
Field Medic
You trained to provide emergency medical assistance. When you select this talent, you gain these benefits:
- When you make a WIS (Medicine) check, treat any d20 roll of 9 or lower as though you rolled a 10.
- As an action, you can tend to the wounds of a creature you can see and touch. When you do, the creature regains a number of hit points equal to your PB + their CON modifier. A creature healed in this way can't receive the benefits of this feature again until it finishes a short or long rest.
- When you spend hit dice to regain hit points during a short rest, you can reroll a number of dice equal to your PB and must take the new result.
Polyglot
You have studied language extensively. You can communicate in multiple languages and puzzle out critical information from languages you don't know. When you select this talent, you gain these benefits:
- Learn three languages of your choice.
- When you converse with a creature in a language you both know (other than Common) you have advantage on a single CHA ability check made to influence or interact with that creature. Once you use this feature, you can't do so again until you finish a long rest.
- When you make an ability check related to understanding the meaning of a verbal or written language you don't know, you can add your PB to the result. If you have proficiency in a relevant skill or tool, double your PB for the roll.
Quick
You are uncommonly agile. While not wearing medium or heavy armor, you gain these benefits:
- Your walking speed increases by 10 feet.
- When you take the Dash action, you can move along vertical surfaces during your movement.
- If you fall, as a reaction you can ignore a number of feet equal to 5 times your PB, lessening any fall damage you take. If this allows you to ignore the entire distance of a fall, you can land on your feet.
- As a bonus action you can move up to 5 feet without provoking an opportunity attack or expending movement.
Scrutinous
You have a keen eye for detail. You gain these benefits:
- When a creature you can see speaks in a language that you know, you can discern what they are saying even if you can't hear them.
- Your passive Perception and passive Investigation scores are increased as if you had advantage on them (+5).
- When you spend 1 minute or longer examining an object for fine or hidden details, you can ask your GM one question about it, and they must answer truthfully.
- If you hear a creature speak for 1 minute or longer, you can mimic its voice. A creature familiar with your target can succeed on a WIS (Insight) check opposed by your CHA (Deception) to understand the ruse.
Trade Skills
You honed your skills to work in a particular profession. When you select this talent, decide what that profession is and gain these benefits:
- Gain proficiency with one skill and a tool or vehicle relevant to your chosen profession. Alternatively, gain proficiency with any combination of two tools or vehicles relevant to your chosen profession.
- Double your PB for one skill you are proficient with. That skill must not already double your PB.
- You have advantage on checks you make where both a tool and skill you are proficient with would apply to the check. For example, when identifying a plant, if you are proficient with the herbalism kit and the Nature skill, your check would have advantage.
You can select this talent multiple times, but you must choose a different profession each time.
Touch Of Luck
Fortune's favor always makes its way back to you. You gain these benefits:
- When you would gain 1 Luck as a result of failing an attack roll or save, you instead gain 2 Luck.
- If you have 5 Luck and would gain a 6th, your Luck total resets to 1d4 + 1.