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Character Options Talents (5e)
Character Options Talents (5e)
TALENTS
OVER 230 CHARACTER 'PERKS' TO
SPICE UP YOUR CHARACTERS!
22
Design
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About this Book
Rowell Zaragoza Character Options: Talents offers variant rules for
Rowena Zaragoza your 5th edition gaming. It does not change any of
the existing rules. Instead, it offers you addition-
al options for character development. It contains
Acknowledgement over 200 talents to choose from that you can use
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten to customize your character and make them more
Realms, the dragon ampersand, Player’s Handbook, Monster Manual, unique, specialized, and dynamic.
Dungeon Master’s Guide, D&D Adventurers League, all other Wizards The 5th edition core rules has been an amazing
of the Coast product names, and their respective logos are trade-
marks of Wizards of the Coast in the USA and other countries. All set but it has left me a little more wanting in char-
characters and their distinctive likenesses are property of Wizards of acter options. In particular, the Feats and character
the Coast. This material is protected under the copyright laws of the archetypes. Do not get me wrong, they are both
United States of America. Any reproduction or unauthorized use of
the material or artwork contained herein is prohibited without the well written, balanced, and fun. However, I would
express written permission of Wizards of the Coast. have liked to have been able to decide more on how
I develop my character as I gained levels.
Character Options: Talents harkens back to the
days of 3rd edition gaming where you always look
forward to that extra feat you can acquire at 3rd
“The result is ... that there’s no level, and every three levels thereafter. The talents
room left in the world for the weird you will see within this book are like mini-feats.
Most do not bring as many features as a standard
– though plenty for crude, con- feat. Instead, they either help shape and add flavor
temptuous, wisecracking, fun-pok- to your character, improve your specializations, or
address your opportunities. You do not need to use
ing imitations of it.” all of them if you think some are not balanced. Feel
free to modify them as you see fit. And most impor-
― Fritz Leiber, Heroes and Horrors tantly, have fun!
1
Introduction of their faction are allowed to have. Finally, there
are class talents. These comprise the majority
of the talents, and most have specific class level
What are Talents?
T
requirements.
alents are extraordinary aspects of a
character’s abilities, background, personality, Game Balance
T
physique, proficiencies, and features. he introduction of talents may result in
They are similar to, but not always as powerful some game imbalance issues in favor of the
as, standard Feats. They are bonus 'perks' that players.
improve your current existing abilities, slightly or To address this, you can use some or all of the
temporarily shift game mechanics into your favor, following options:
provide you with a new capability, or build your • Reduce the starting total ability scores of players
character’s background and personality for a richer by 2-4 and/or set a maximum starting ability score
roleplaying experience. of 14 after racial bonuses.
• Assign talents to NPCs or even humanoid
Acquiring Talents monsters. As a standard, monsters can have
E
ach character begins with one talent at one talent for every three CR they have plus one,
1st level. At 3rd level and every three rounded down. Class talents can also be applied to
levels thereafter (6th, 9th, 12th, 15th, and monsters who have classes or class-like features.
18th), they gain another talent. Talents are The book DM Options: Monster Talents extensively
gained according to character level, regardless of provides more details about providing talents to
individual class levels. monsters.
You can only acquire a specific talent once. • Increase the average level of the party by 1 for
However, certain talents can be retaken more than every 3 levels when calculating CR.
once as detailed in their description.
You may also choose not to acquire a talent when
you reach a level where you are eligible to do so.
You can save this acquisition for later on (perhaps
when you have met the prerequisites).
If you do not wish to use the variant rules of
The Talents
acquiring talents, you can instead just acquire them Talent Descriptions
as Half Feats. Each time you are eligible to take a Below is the format for talent descriptions:
new Feat, you can opt to select two Talents instead.
Talent Name
Prerequisites Description of what the talent does or represents
S
ome talents have prerequisites. Your character in plain language.
must have the indicated ability score, class Prerequisite: A minimum ability score, another
level, faction, feature, feat, race, skill, or other talent or talents, member of a race or faction, or a
quality designated in order to select or use that class level that a character must have in order to
talent. acquire this talent. This entry is absent if a talent
You cannot use or gain the benefit of a talent if you has no prerequisite. A talent may have more than
lose the prerequisite. one prerequisite.
Benefit: What the talent enables the character
Types of Talents
S
(“you” in the talent description) to do. If a character
ome talents are general, meaning that no
has the same talent more than once, its benefits
special rules govern them as a group.
do not stack unless indicated otherwise in the
Others are racial, which means that those
description.
talents are only available to members of that race.
Faction talents are talents which only members
22
Table of Talents
General Talents Tool Focus Fortunate
Witchcraft Nimble Reaction
Ability Second Chance
Agile Strongheart
Astute Racial Talents
Brilliant Mind
Built Dragonborn Human
Breath Weapon Focus Human Aptitude
Commanding Presence
Deadly Breath Weapon Human Ingenuity
Cunning
Great Fortitude Dragonborn Fury Human Resolve
Indomitable Dragonborn Heritage
Iron Will Potent Breath Weapon Tiefling
Lightning Reflexes Bloodhunt
Vigorous Dwarf Greater Infernal Legacy
Winsome Dwarven Bullheadedness Infernal Fortitude
Dwarven Racial Foe Infernal Wrath
Dwarven Weapon Expert
Background Improved Dwarven Armor Training
Ascetic Missionary
Last Stand
Class Talents
Brilliant Academic
Crafty Dealer Barbarian
Cunning Spy Elf Brutal Strikes
Daring Explorer Arcane Knowledge Deadly Rage
Dashing Scoundrel Elven Accuracy Extra Rage
Gallant Hero Elven Focus Greater Rage
Grizzled Veteran Elven Racial Foe Expertise Improved Unarmored Defense
Rugged Outdoorsman Elven Vigilance Invigorating Rage
Shady Operator Sunlight Adaptation Mighty Rage
Shrewd Investigator Uncanny Senses Savagery
Summon Twin Totem Spirits
Gnome Summon Totem Spirit
Combat
Cleave Arcane Inclination
Great Cleave Conservator Bard
Improved Dodge Fade Bardic Prodigy
Improved Initiative Gnome Furtiveness Extra Bardic Inspiration
Improved Taunt Gnomish Racial Foe Extra Expertise
Mighty Cleave Improved Bardic Inspiration
Point Blank Shot Half-Elf Improved Cutting Words
Power Attack Elven Senses Improved Song of Rest
Spell Attack Focus Elven Weapon Training Instinctive Bardic Inspiration
Taunt Natural Diplomat Inspiring Strike
Two-Weapon Rend Galvanizing Strike
Weapon Focus
Half-Orc
Furious Assault
Cleric
Miscellaneous Orcish Brute Ancestry
Blinding Strike
Armor Focus Channel Divinity Focus
Orcish Resilience
Bloodline of Fire Divine Fortune
Orcish Rush
Elemental Focus Divine Recovery
Orcish Weapon Familiarity
Extra Attunement Divine Sneak Attack
Multitasker Elemental Shape
Skill Focus Halfling Extra Channel Divinity
Born Sneaky
3
Extra Domain Knowledge Extra Fighting Style Warlock
Extra Knowledge of Magic Extra Sacred Oath Channel Divinity Dark Forte
Gift of Lightning Improved Aura Distracting Intrusion
Knowledge of Magic Improved Lay on Hands Extra Invocation
Improved Blinding Strike Improved Abjure Enemy Extra Dark One’s Own Luck Extra
Improved Cloak of Shadows Improved Nature’s Wrath Extra Entopic Ward
Improved Gift of Lightning Improved Sacred Weapon Fey Presence
Improved Swift Cure Wounds Improved Turn the Faithless Improved Dark One’s Blessing
Improved Turn Undead Improved Turn the Unholy Improved Misty Escape
Improved War God’s Blessing Improved Vow of Enmity Pernicious Magic
Swift Cure Wounds Potent Divine Smite
War Strike Wizard
Ranger Arcane Tradition Focus
Druid Beast Combo Strike Arcane Tradition Prodigy
Extra Circle Beast Intercept Improved Arcane Recovery
Extra Wild Shape Druidic Lore Improved Arcane Ward
Imbued Wild Shape Extra Defensive Tactics Improved Grim Harvest
Improved Conjuration Extra Favored Enemy Improved Instinctive Charm
Improved Natural Recovery Extra Favored Terrain Improved Portent
Instinctive Wild Shape Extra Fighting Style Improved Sculpt Spell
Plant Form Extra Hunter’s Prey Instinctive Benign Transposition
Nature Sense Favored Enemy Slayer Swift Illusion Spell
Rejuvenate Greater Ranger’s Companion Swift Transmutation Spell
Improved Favored Enemy
Improved Multiattack
Fighter Faction Talents
Improved Ranger’s Companion
Called Strike
Nature's Sense
Eldritch Weapon Emerald Enclave, The
Extra Action Surge Blessing of Sylvanus
Extra Combat Maneuver Rogue Naturalist
Extra Fighting Style Arcane Exploit Preserve the Natural Order
Extra Superiority Die Deadly Sneak Attack
Impairing Critical Deft Sneak Attack
Extra Expertise
Harpers, The
Improved Second Wind
Harper Favored Foes
Weapon Specialization Gouge
Harper Knowledge
Vicious Critical Hamstring
Tymora’s Smile
Impairing Strike
Improved Uncanny Dodge
Monk Lord’s Alliance, The
Master Assassin
Abundant Step
Poisoncraft Best Defense is a Strong Offense
Drunken Mongoose
Sap Glory and Honor
Elemental Combo
Thief Acrobat Unite Against the Dark
Extra Elemental Discipline
Extra Ki
Greater Ki-Empowered Strikes Sorcerer Order of the Gauntlet, The
Improved Ki-Empowered Strikes Double Wing Strike Faith Against Evil
Improved Unarmored Defense Dragon Wing Shield Strength and Honor
Instinctive Shadow Step Extra Metamagic Punish the Evil
Ki Focus Extra Sorcery Points
Shadow Strike Improved Bend Luck Zhentarim, The
Improved Control Chaos Cheap Shot
Improved Draconic Resilience
Paladin Zhentarim Agent
Improved Elemental Affinity Zhentarim Thug
Blessed Divine Smite
Improved Flexible Casting
Deadly Divine Smite
Selected Chaos
Divine Lore
44
General Talents result of the second roll, even if it is lower.
Once you use this feature, you cannot use it again
until you finish a long rest.
General Talents 5
Commanding Presence the second roll, even if it is lower.
You have a greater personality than normal. Once you use this feature, you cannot use it again
until you finish a long rest.
Prerequisite: Charisma 10 or higher.
Benefit: You have a +1 bonus to Charisma saving
throws. Great Fortitude
You are extraordinarily healthier than normal.
66 General Talents
Indomitable throws.
You are extraordinarily stronger than normal.
Prerequisite: Strength 10 or higher.
Vigorous
Benefit: You have a +1 bonus to Strength saving You are healthier than normal.
throws.
Benefit: You can reroll a Constitution ability check
or Constitution saving throw. You must use the
Iron Will result of the second roll, even if it is lower.
Once you use this feature, you cannot use it again
You are extraordinarily more strong-willed than
until you finish a long rest.
normal.
Prerequisite: Wisdom 10 or higher.
Benefit: You have a +1 bonus to Wisdom saving Winsome
throws. You have a stronger personality than normal.
Benefit: You can reroll a Charisma ability check or
Charisma saving throw. You must use the result of
Lightning Reflexes the second roll, even if it is lower.
You are extraordinarily quicker than normal. Once you use this feature, you cannot use it again
Prerequisite: Dexterity 10 or higher. until you finish a long rest.
Background
Ascetic Missionary
You live a devout and disciplined life, abstaining
from wordly pleasures in order to order to pursue
spiritual goals, help the weak, or achieve supreme
martial prowess.
Benefit: You have 3 Ascetic Missionary points.
Whenever you make an ability check that involves
the skill Insight, History, Medicine, Perception, or
Religion, you can spend one Ascetic Missionary
point to roll a d12 and add it to the result. You can
choose to spend one of your Ascetic Missionary
points after you roll the die, but before the outcome
is determined.
You regain your expended Ascetic Missionary
points when you finish a long rest.
Brilliant Academic
You are a young prodigy, a well-travelled professor,
or an accomplished historian. Knowledge is your
tool to gain the attention of everyone around you
when you explain your points.
General Talents 7
Benefit: You have 3 Brilliant Academic points. Daring Explorer
Whenever you make an ability check that involves You are a bold, well-travelled adventurer always on
the skill Arcana, History, Investigate, Nature, or the hunt for secret treasure or undiscovered areas.
Persuasion, you can spend one Brilliant Academic You deftly avoid traps and natural hazards. There
point to roll a d12 and add it to the result. You can is hardly any place you cannot reach or find a way
choose to spend one of your Brilliant Academic into or any puzzle you cannot solve.
points after you roll the die, but before the outcome
Benefit: You have 3 Daring Explorer points.
is determined.
Whenever you make an ability check that involves
You regain your expended Brilliant Academic
the skill Acrobatics, Athletics, History, Investigation,
points when you finish a long rest.
or Survival, you can spend one Daring Explorer
point to roll a d12 and add it to the result. You can
choose to spend one of your Daring Explorer points
Crafty Dealer after you roll the die, but before the outcome is
You have uncanny knowledge of the prices and determined.
trends of commodities. You can easily recognize an You regain your expended Daring Expolorer points
opportunity to earn a profit, sometimes exploiting when you finish a long rest.
the ignorance of others. You are very rarely taken
advantage of, and you can spot a con or trick a mile
away.
Benefit: You have 3 Crafty Dealer points.
Whenever you make an ability check that involves
the skill Deception, Insight, Persuasion, or Sleight
of Hand, or an Intelligence check to appraise an
item, you can spend one Crafty Dealer point to roll
a d12 and add it to the result. You can choose to
spend one of your Crafty Dealer points after you
roll the die, but before the outcome is determined.
You regain your expended Crafty Dealer points
when you finish a long rest.
Cunning Spy
You are trained in the arts of subterfuge. You can
blend into the crowd or assume the identity of
others. You have a knack of finding ways to gain
information or reach an objective without getting
detected.
Benefit: You have 3 Cunning Spy points. Whenever
you make an ability check that involves the skill
Deception, Investigation, or Stealth, or the tool
Disguise Kit, Forgery Kit, or Thieves’ Tools, you
can spend one Cunning Spy point to roll a d12 and
add it to the result. You can choose to spend one of
your Cunning Spy points after you roll the die, but
before the outcome is determined.
You regain your expended Cunning Spy points
when you finish a long rest.
88 General Talents
Dashing Scoundrel Whenever you make an ability check that involves
You are a rakish knave, a charming rascal, a the skill History, Insight, Intimidation, Perception,
dauntless warrior with a wit. You face challenges or Survival, you can spend one Grizzled Veteran
with bravado and always find humor in every dire point to roll a d12 and add it to the result. You
situation. You are popular with the opposite sex can choose to spend one of your Grizzled Veteran
and hardly anyone hates you, even if they cannot points after you roll the die, but before the outcome
trust you. is determined.
You regain your expended Grizzled Veteran points
Benefit: You have 3 Dashing Scoundrel points.
when you finish a long rest.
Whenever you make an ability check that involves
the skill Acrobatics, Athletics, Performance,
Persuasion, or Sleight of Hand, you can spend one
Dashing Scoundrel point to roll a d12 and add it Rugged Outdoorsman
to the result. You can choose to spend one of your You have dedicated your life and work in the
Dashing Scoundrel points after you roll the die, but frontier and harsh wilderness. Your skill as a guide,
before the outcome is determined. a tracker, or a hunter is extraordinary. There is
You regain your expended Dashing Scoundrel hardly anyone better at what you do and thus you
points when you finish a long rest. are often sought after.
Benefit: You have 3 Rugged Outdoorsman points.
Whenever you make an ability check that involves
Gallant Hero the skill Animal Handling, Athletics, Nature,
You are the people’s champion, the brave knight, Perception, or Survival, you can spend one Rugged
or the humble ronin. You know how to carry and Outdoorsman point to roll a d12 and add it to the
present yourself to people of different walks of life. result. You can choose to spend one of your Rugged
You are often the first to charge in a battle. There Outdoorsman points after you roll the die, but
is nothing more important to you than defending before the outcome is determined.
the weak, oppressed, and the occassional damsel in You regain your expended Rugged Outdoorsman
distress. points when you finish a long rest.
Benefit: You have 3 Gallant Hero points. Whenever
you make an ability check that involves the skill
Animal Handling, Athletics, or Persuasion, an
Intelligence check to recall information about
proper etiquette and customs, or an initiative roll,
you can spend one Gallant Hero point to roll a d12
and add it to the result. You can choose to spend
one of your Gallant Hero points after you roll the
die, but before the outcome is determined.
You regain your expended Gallant Hero points
when you finish a long rest.
Grizzled Veteran
You are a retired soldier, former guard captain,
or ex-mercenary. You have survived too many
wars and served under too many banners. You
may gruff and prefer not to be bothered, but you
bring experience and wisdom to any group you
accompany.
Benefit: You have 3 Grizzled Veteran points.
General Talents 9
Shady Operator Combat
You were born in the streets, surviving the
harshness of poverty and the cruelty of society. You
learned how to become resourceful, shrewd, and Cleave
opportunistic. You rose from the ranks of common The follow through from your melee weapon
thieves and thugs. You built a network of spies and strikes can sometimes fell another enemy within
informants through extortion, deals, and favors. range.
You are the person to reach out to when someone Prerequisite: Strength 13 or higher.
need information or a job done discreetly.
Benefit: On your turn, when your melee attack
Benefit: You have 3 Shady Operator points. reduces a creature to 0 hit points, any excess
Whenever you make an ability check that involves damage from that attack might carry over to
the skill Persuasion, Sleight of Hand, Stealth, or another creature nearby. You can select another
Survival (urban areas only), or any Intelligence creature within reach and, and if your original
check to recall local information or identify a attack roll can hit it, apply any remaining damage
source of information, you can spend one Shady to it. You cannot move while you perform Cleave.
Operator point to roll a d12 and add it to the You can only use this ability once per turn.
result. You can choose to spend one of your Shady
Operator points after you roll the die, but before
the outcome is determined. Great Cleave
You regain your expended Shady Operator points You can deal your full damage when you Cleave.
when you finish a long rest.
Prerequisite: Cleave, Strength 15 or higher.
Benefit: As Cleave, but you deal your full normal
Shrewd Investigator damage to the additional creature you selected to
From a young age you have always been highly attack.
observant. You notice things that most others do
not. You can spot clues and significant details that
others will simply find as irrelevant. You can often Improved Dodge
tell when a person is lying and can easily draw out You can attack while dodging.
or leverage information from others. You can track
even the most elusive of quarries. Benefit: When you take the Dodge action, you can
make one weapon attack with disadvantage.
Benefit: You have 3 Shrewd Investigator points.
Whenever you make an ability check that involves
the skill Insight, Intimidation, Investigation, Improved Initiative
Perception, or Survival, you can spend one Shrewd You are quicker to react than normal.
Investigator point to roll a d12 and add it to the
result. You can choose to spend one of your Shrewd Benefit: You have advantage on initiative rolls.
Investigator points after you roll the die, but before
the outcome is determined.
You regain your expended Shrewd Investigator Improved Taunt
points when you finish a long rest. You hurl a string of insults and slurs at a group of
creatures you can see, distracting them and trying
to gain their attention.
Prerequisite: Taunt.
Benefit: As Taunt, except you can choose a number
of creatures equal to your Charisma, Intelligence, or
Wisdom modifier (your choice).
10
10 General Talents
Mighty Cleave a Wisdom saving throw equal to 8 plus your
You can Cleave more often than normal. profienciency modifier plus your Charisma
modifier or Intelligence modifier or Wisdom mo
Prerequisite: Great Cleave, Strength 17 or higher.
difier (your choice). If it fails its saving throw, it
Benefit: As Great Cleave, but there is no limit to gains disadvantage to all attacks not made against
the number of creatures you can attack. As long you. The creature can continue to make saving
as your melee attack reduces a creature to 0 hit throws at the end of each of its turns.
points, you can keep on choosing another creature Once you use this feature, you cannot use it again
within reach and apply your full damage to it. until you finish a short or long rest.
You can only use this ability once per turn.
Two-Weapon Rend
Point Blank Shot You deliver a vicious double slash after hitting a
You are skilled at making well-placed shots with creature with both your weapons at the same time.
ranged weapons at close range.
Prerequisite: Two-Weapon Fighting Style.
Benefit: You have +1 bonus to ranged weapon
Benefit: When performing two-weapon fighting
damage rolls against creatures you hit within 30
and you hit a creature with both your left and right
feet.
hand weapons in the same turn, you can choose to
deal an extra weapon damage equal to 2d6 + your
Power Attack
You can make exceptionally deadly melee attacks
by sacrificing accuracy for strength.
Benefit: On your turn, before you make a strength-
based melee weapon attack, you can choose to take
a -5 penalty to the attack roll. If the attack hits, you
add +5 to the attack’s damage.
This talent does not stack with the Great Weapon
Mastery feat.
Taunt
You cause a ruckus or hurl a string of insults and
slurs at a creature you can see, distracting it and
trying to gain its attention.
Benefit: As a bonus action, choose a creature
you can see within 30 feet that can hear and
understand you. That creature must make
General Talents 11
Strength or Dexterity modifier (your choice). Extra Attunement
Once you use this feature, you cannot use it again You can attune with more magical items than
until you finish a short or long rest. normal.
Prerequisite: Character level 9.
Weapon Focus Benefit: Increase the number of magical items
You are talented in the use of a specific weapon. you can attune with by 1. Each time you take
You are more accurate with it. this talent, you must permanently decrease your
highest ability score by 1. If your highest score is
Benefit: Choose one type of weapon (longsword, shared by two or more abilities, choose one.
mace, warhammer, etc.) you are proficient with. You can retake this talent one more time only, but
You gain a +1 bonus to attack rolls made with that you must be of level 18 or higher when you do so.
type of weapon.
You can retake this talent. Each time you do so, it
must be applied to a different weapon. Multitasker
You can concentrate on maintaining two spells at a
time.
Miscellaneous Prerequisite: Any spellcaster.
Benefit: You can maintain concentration on a
Armor Focus spell even if you cast another spell that requires
You are talented in the use of a specific armor. concentration. Maintaining concentration on two
You are very accustomed to it and know how to spells imposes disadvantage on your Constitution
properly use it during combat.
Benefit: Choose one type of armor (plate mail,
chain mail, leather armor, etc.) you are proficient
with. You gain a +1 bonus to AC when wearing
that type of armor while conscious and not
incapacitated.
You can retake this talent. Each time you do so, it
must be applied to a different armor.
Bloodline of Fire
You are descended from the Efreet who ruled
Calimshan for two millenia. The blood of these fire
outsiders runs thick in your veins.
Benefit: You have advantage on saving throws
against fire.
Elemental Focus
Any ability, feature, or spell you use from a chosen
damage type is more difficult to resist.
Benefit: Choose from the following damage types
(acid, cold, fire, lightning, or thunder). Increase the
DC of your abilities, features, or spells which uses
this type of damage by 1.
12
12 General Talents
checks to maintain concentration. Casting a third
spell that requires concentration ends one of the
Racial Talents
two previous spells (your pick).
Skill Focus
Dragonborn
You are talented in the use of a skill you are
proficient with. Breath Weapon Focus
Benefit: Choose one skill you are proficient with. Sensing weakness from a foe, you are temporarily
You have a +2 bonus to ability checks using that consumed by fiendish bloodthirst.
skill. Prerequisite: Dragonborn.
You can retake this talent. Each time you do so, it
Benefit: Increase your breath weapon saving
must be applied to a different skill.
throw DC by 1.
Elven Vigilance
You are often on your guard and sometimes able to
act before anybody else at the start of combat.
Prerequisite: Elf, Wood.
Benefit: When you roll initiative, you can use a
special turn that takes place before other creatures
can act. On this turn you can use your action to
either take the Attack, Dash, or Hide action. If you
would normally be surprised at the start of an
encounter, you are not surprised but you do not
gain this extra turn.
Once you use this feature, you cannot use it again
until you finish a long rest.
Once you use this feature, you cannot use it again
until you finish a short or long rest.
Sunlight Adaptation
You have grown accustomed to daylight after
decades of living on the surface world.
Prerequisite: Elf, Drow. Gnome
Benefit: You do not gain disadvantage from attack
rolls and Wisdom (Perception) checks imposed by
Sunlight Sensitivity.
Arcane Inclination
You have a natural ability to cast a cantrip.
Prerequisite: Gnome.
Uncanny Senses Benefit: Choose one spellcasting class from Bard,
Your senses are more heightened than normal. Sorcerer, Warlock, or Wizard. You learn one cantrip
Prerequisite: Elf. from that class. Your spellcasting ability for these
spells depends on the class you chose: Charisma
Benefit: You can reroll a Wisdom (Perception)
for bard, sorcerer, or warlock or Intelligence for
ability check. You must use the result of the second
wizard.
roll, even if it is lower.
Racial Talents 15
Gnomish Furtiveness
You have the uncanny ability to to resist and
possibly avoid breath weapon attacks.
Prerequisite: Gnome.
Benefit: When you are subjected to a breath
weapon effect that allows you to make a saving
throw to take only half damage, you can use your
reaction and instead take no damage if you succeed
on the saving throw, and only half damage if you
fail.
Once you use this feature, you cannot use it again
until you take a short or long rest.
Half-Elf
Conservator
You have the ability to identify magic items.
Elven Senses
Prerequisite: Gnome, Rock. Your noble lineage provides you with keen senses.
Benefit: You learn the Identify spell. You always Prerequisite: Half-elf.
have this spell prepared and it does not count
against the number of spells you can prepare each Benefit: You have proficiency with the Perception
day. You only spend half the amount of material skill.
components needed (50gp) when casting this spell.
Once you cast Identify using this feature, you
cannot cast it again until you finish a long rest. Elven Weapon Training
You grew up under the tutelage of elves and have
learned the use of traditional elven weapons.
Fade Prerequisite: Half-elf.
You can draw on your magical heritage to escape
Benefit: You have proficiency with the longsword,
danger.
shortsword, longbow, and shortbow.
Prerequisite: Gnome, Forest.
Benefit: You can use your reaction to become
invisible until the end of your next turn. Natural Diplomat
Once you use this feature, you cannot use it again You are a wordly individual. You are skilled in the
until you finish a long rest. arts of diplomacy, negotiation, and court politics.
Prerequisite: Half-elf.
16
16 Racial Talents
Benefit: You learn one extra language of your
choice. After you roll for an ability check that
involves the skill History, Insight, Performance, or Orcish Brute Ancestry
Persuasion but before the outcome is determined, Your Orcish heritage gives you extraordinary might
you can roll a d8 and add it to the result. and fortitude.
Once you use this feature, you cannot use it again Prerequisite: Half-orc.
until you take a short or long rest.
Benefit: You have advantage on all Strength and
Constitution ability checks.
Half-Orc
Orcish Rush
Your Orcish heritage gives you extraordinary might
Furious Assault and fortitude.
Wrath burns within you, fueling your attacks with
Prerequisite: Half-orc.
ferocity.
Prerequisite: Half-orc. Benefit: You can take a bonus action to move up to
your speed toward an enemy that you can see or
Benefit: Choose a creature that has hit or dealt hear, as long as you end up adjacent to that enemy.
damage to you or an ally. Once per turn, when you Once you use this feature, you cannot use it again
hit that creature with a melee attack, you can deal until you finish a short or long rest.
an extra damage equal to your proficiency bonus +
strength modifier.
Once you use this feature, you cannot use it again Orcish Resilience
until you finish a short or long rest. Your Orcish lineage makes you difficult to bring
down.
Prerequisite: Half-orc.
Benefit: You can use your reaction to gain
temporary hit points equal to your character level
plus your Constitution modifier. The temporary hit
points last for 1 minute.
Once you use this feature, you cannot use it again
until you finish a short or long rest.
Racial Talents 17
Halfling Strongheart
You come from a bloodline known to be more hardy
and courageous than most.
Born Sneaky
Your heritage allows you to be more catlike in Prerequisite: Halfling, Stout.
movement, crafty, and deceptive than most. Benefit: You have advantage on death saving
Prerequisite: Halfling, Lightfoot. throws and saving throws against energy drain
attacks and being frightened.
Benefit: You can reroll an ability check that
involves the skill Deception, Sleight of Hands, or
Stealth. You must use the result of the second roll,
even if it is lower.
Once you use this feature, you cannot use it again
until you finish a short or long rest.
Fortunate
You have a knack for avoiding or resisting things
that can be unpleasant to you.
Prerequisite: Halfling.
Benefit: You can reroll a saving throw. You must
use the result of the second roll, even if it is lower.
Once you use this feature, you cannot use it again
until you finish a long rest.
Nimble Reaction
You have a talent for anticipating and avoiding
opportunity attacks.
Prerequisite: Halfling.
Benefit: You impose disadvantage on weapon
attack rolls made by enemies who used a bonus
action or reaction to make weapon attacks against
you.
Second Chance
Luck and small size combine to work in your favor
as you dodge your enemy’s attack.
Prerequisite: Halfling.
Benefit: When an enemy hits you but before rolling
damage, you can use your reaction to have the
enemy reroll the attack again. The enemy uses the
second roll, even if it is lower.
Once you use this feature, you cannot use it again
until you finish a short or long rest.
18
18 Racial Talents
Human Human Resolve
You can push yourself to the limit for a short period
of time when needed.
Human Aptitude
Due to a relative short life span, you have become Prerequisite: Human.
more resourceful and competitive than other races. Benefit: You can take a bonus action to temporarily
You often succeed when others do not. increase your proficiency bonus by 1 until the end
Prerequisite: Human. of your next turn.
Once you use this feature, you cannot use it again
Benefit: When you make an attack roll, saving until you finish a long rest.
throw, or ability check but before the outcome is
determined, you can roll a d8 and add the result to
the previous roll.
Once you use this feature, you cannot use it again Tiefling
until you finish a long rest.
Bloodhunt
Human Ingenuity You are temporarily consumed by fiendish
Driven by ambition, you learn faster and become bloodthirst when you sense a wounded foe.
more skilled than others. Prerequisite: Tiefling.
Prerequisite: Human. Benefit: On your turn, you can take a bonus action
Benefit: You gain proficiency in one skill, tool, or and select a creature within 60 feet of you that you
weapon. You can retake this talent. can see and is below its hit point maximum. You
gain advantage on all your attack rolls made against
Racial Talents 19
that creature until the end of your turn. Infernal Wrath
Once you use this feature, you cannot use it again You call upon your supernatural nature to improve
until you finish a short or long rest. your odds of harming your foe.
Prerequisite: Tiefling.
Greater Infernal Legacy Benefit: On your turn, you can take a bonus action
You are able to cast Hellish Rebuke more often than and choose a creature within 30 feet that you can
others. see. This creature must have dealt damaged to you
or has caused you to fail a saving throw from the
Prerequisite: Tiefling. previous turn. Until the end of your turn, whenever
Benefit: You can cast Hellish Rebuke one additional you deal damage to that creature, you deal an extra
time between long rests. damage equal to your Charisma modifier.
Once you use this feature, you cannot use it again
until you finish a short or long rest.
Infernal Fortitude
Your bloodline makes you more resistant to poison.
Prerequisite: Tiefling.
Benefit: You have resistance to poison.
20
20 Racial Talents
Class Talents Improved Unarmored Defense
Your unarmored defense is better than normal.
Prerequisite: Barbarian.
Barbarian Benefit: Increase your unarmored defense bonus
by 1.
Brutal Strikes
When in a frenzy while raging, you can deliver Invigorating Rage
critical hits more frequently than normal.
The massive rush of adrenaline when you
Prerequisite: Barbarian level 15, Path of the successful hit a creature while you rage also heals
Berserker. you of your wounds.
Benefit: When in a frenzy when raging, your melee Prerequisite: Barbarian level 6.
weapon attacks score a critical on roll of 19 or 20.
Benefit: You can choose to regain 1d6 hit points
the first time you hit a creature during each of your
turns while you are raging.
Deadly Rage Once your rage ends, you cannot use this feature
Your melee attacks break through armor and tough again until you finish a long rest.
hide when you rage.
Prerequisite: Barbarian.
Benefit: You gain a +1 bonus to melee attack rolls
Mighty Rage
while raging. Your melee attacks deal extraordinary damage
when you rage.
Prerequisite: Barbarian level 12.
Extra Rage Benefit: This replaces and does not stack with
You have the endurance to enter into a rage more Greater Rage. Increase your rage damage bonus by
often than normal. 2.
Prerequisite: Barbarian.
Benefit: When you have already expended all uses
of your Rage feature, you can choose to enter into a
Savagery
rage one additional time. When in a frenzy while raging, you become
Once the rage ends, you enter into a fatigued state. unnaturally bloodthirsty. Your melee attacks deal
While in this condition, you can only move at half ferocious damage.
your speed and you cannot use bonus actions and Prerequisite: Barbarian level 9, Path of the
reactions. Additionally, you have disadvantage Berserker.
on all Strength, Dexterity, and Constitution ability
Benefit: When in a frenzy while raging, you can
checks and saving throws, and to all attack rolls.
choose to double your rage damage bonus.
This condition can only be removed after finishing
Once you use this feature, you cannot use it again
a long rest.
until you finish a long rest.
Greater Rage
Your melee attacks deal more damage than normal Summon Totem Spirit
when you rage. You have the ability to instantly summon your
ancestral totem spirit to aid you in battle in a brief
Prerequisite: Barbarian level 6.
period of time.
Benefit: Increase your rage damage bonus by 1.
Prerequisite: Barbarian level 9, Path of the Totem
Class Talents 21
Warrior.
Benefit: Choose a creature you can see. You can
take a bonus action to summon a totem spirit that Bard
appears adjacent to you. It has an AC of 13 and has
hit points equal to twice your Barbarian level. The
totem spirit then moves up to its speed toward the Bardic Prodigy
target. If it ends adjacent to the target, it can attack You are naturally gifted and way ahead of your
that enemy. Whether it is able to attack or not, the peers when it comes to magic.
totem spirit disappears at the end of your turn. The Prerequisite: Bard level 3, College of Lore.
damage dealt by a totem spirit is treated as magical.
Once you use this feature, you cannot use it again Benefit: You learn one spell of your choice from
until you finish a long rest. any class. A spell you choose must be of a level you
can cast, as shown on the Bard table, or a cantrip.
Bear. The spirit bear can move up to 40 feet and The chosen spell counts as a bard spell for you but
makes two attacks the targeted creature with its does not count against the number of your bard
claws, each with an attack bonus of 3 plus your spells known.
proficiency bonus. Each hit deals 11 (2d6+4)
slashing damage.
Eagle: The spirit eagle can move (fly) up to 80 feet Extra Bardic Inspiration
and makes one attack with its talons at the targeted You have the ability to provide bardic inspiration
creature, with an attack bonus equal to 3 plus more often than normal.
your proficiency bonus. A hit deals 10 (2d6+3) Prerequisite: Bard.
slashing damage and the target must succeed
on a Constitution saving throw. Failure means it Benefit: Increase the number of times you can use
becomes blinded until the end of your next turn. Bardic Inspiration by 2.
Wolf: The spirit wolf can move up to 50 feet and
makes one bite attack at the target, with an attack
Extra Expertise
bonus equal to 3 plus your proficiency bonus. A hit
You gain expertise in one of your skill proficiencies.
deals 10 (2d6+3) piercing damage and the target
must succeed on a Strength saving throw or be Prerequisite: Bard level 3.
knocked prone. Benefit: Select one of your skill proficiencies that
The saving throw DC for both the Eagle and Wolf’s you do not have Expertise in. Your proficiency
additional effect is equal to 8 + your proficiency bonus is doubled for any ability check you make
bonus + your Strength modifier. with that skill.
Inspiring Strike
Improved Song of Rest Your display of combat prowess inspires your allies.
Your Song of Rest is more invigorating than normal. Prerequisite: Bard level 3, College of Valor.
Prerequisite: Bard level 3. Benefit: On your turn, after hitting and dealing
damage to a creature with a weapon attack, you can
Benefit: When determining the hit points regained
take a bonus action and expend up to three uses
through your Song of Rest, add your Charisma
of your Bardic Inspiration. Choose a number of
modifier to the result.
allies within 60 feet that you can see and can hear
you equal to the Bardic Inspiration uses expended.
Until the end of their next turn, the allies you
Instinctive Bardic Inspiration choose have advantage on their first attack roll or
You can inspire your allies even if it is not your saving throw, whichever comes first.
turn. Once you use this feature, you cannot use it again
Prerequisite: Bard. until you finish a long rest.
Class Talents 23
Prerequisite: Cleric level 3.
24
24 Class Talents
Benefit: During a short rest, you choose expended Prerequisite: Cleric level 3.
spell slots to recover. The spell slots can have a Benefit: When you have already expended all uses
combined level that is equal to or less than half of your Channel Divinity feature, you can expend
your cleric level (rounded up), and none of the slots two spell slots of first level or one spell slot of
can be 6th level or higher. second level or higher to activate Channel Divinity
Once you use this feature, you cannot use it again one additional time.
until you finish a long rest. Once you use this feature, you cannot use it again
until you finish a long rest.
Class Talents 25
Prerequisite: Cleric level 9, Knowledge Domain. Improved Turn Undead
Benefit: You learn one spell of your choice from Your Turn Undead ability is more powerful than
any class. A spell you choose must be of 3rd level normal.
or below, or a cantrip. The chosen spell counts as a Prerequisite: Cleric.
cleric spell for you but does not count against the
Benefit: Undead creatures turned take 1d10
number of your cleric spells known.
radiant damage for every four cleric levels you have
(rounded up), up to a maximum of 5d10 damage.
This damage does not end the turn effect.
Improved Blinding Strike
You can use your Blinding Strike more often than
normal. Improved War God’s Blessing
Prerequisite: Cleric level 15, Light Domain. Your War God’s Blessing feature is more lethal than
Benefit: You can use Blinding Strike at will. normal.
26
26 Class Talents
Prerequisite: Cleric level 9, War Domain. two spell slots of first level or one spell slot of
second level or higher to activate Wild Shape one
Benefit: When you use War God’s Blessing and the
additional time.
recipient makes a successful Attack roll, the hit is
Once you use this feature, you cannot use it again
considered a critical hit.
until you finish a long rest.
Benefit: You can take a bonus action to cast Cure Prerequisite: Druid level 12, Circle of the Moon.
Wounds. Benefit: While transformed by Wild Shape, you can
Once you use this feature, you cannot use it again take a bonus action to expend a spell slot of 2nd or
until you finish a short or long rest. 3rd level to give yourself a +1 bonus to your attack
and damage rolls. The bonus only applies while
you are in Wild Shape form and lasts for 1 minute.
War Strike If you expend a spell slot of 4th or 5th level, the
Your martial prowess is better than normal. bonus increases to +2. If you expend a spell of 6th
Prerequisite: Cleric level 15, War Domain. level or higher, the bonus increases to +3.
Vicious Critical
Your critical blows deal more damage than normal.
Prerequisite: Fighter level 9, Champion archetype.
Benefit: When determining the extra damage you
Class Talents 29
Weapon Focus on. Drunken Mongoose
You can dodge and redirect a creature’s attack.
Prerequisite: Monk level 3, Way of the Open Hand.
Monk Benefit: When a creature hits you with a
melee weapon attack but before the outcome is
determined, you can use your reaction and spend a
Abundant Step number of Ki points (minimum of 1) and add it to
You gain the ability to teleport. your AC. If the creature’s attack would now count
Prerequisite: Monk level 9, Way of the Open Hand as a miss, you can choose to redirect that attack to
Monastic Tradition. another creature that is within its range. Use the
original attack roll to determine if the attack hits.
Benefit: You can spend 2 ki points and cast
Once you use this feature, you cannot use it again
Dimension Door.
until you finish a long rest.
Once you use this feature, you cannot use it again
until you finish a short or long rest.
Elemental Combo
You can make an unarmed attack after casting an
30
30 Class Talents
elemental discipline in the same turn. Prerequisite: Monk.
Prerequisite: Monk level 9, Disciple of the Elements. Benefit: Increase your unarmored defense bonus
by 1.
Benefit: After you use an action to cast an
elemental discipline, you can spend 1 ki point to Instinctive Shadow Step
make two unarmed strikes as a bonus action. You can use Shadow Step even if it is not your turn.
Prerequisite: Monk level 9, Way of the Shadow.
Extra Elemental Discipline Benefit: You can use your reaction to perform
You have knowledge of more elemental disciplines Shadow Step.
than normal. Once you use this feature, you cannot use it again
until you finish a long rest.
Prerequisite: Monk level 3, Disciple of the Elements.
Benefit: You learn one new elemental discipline.
You can retake this talent one additional time only. Ki Focus
Your Ki-based abilties are harder to resist.
Class Talents 31
Prerequisite: Paladin level 6, Potent Divine Smite.. Benefit: You can choose a new option from the
Fighting Style class feature list.
Benefit: When rolling for Divine Smite and
Improved Divine Smite damage, all die rolls of 1s
and 2s are treated as 3s.
32
32 Class Talents
Prerequisite: Paladin level 9, Oath of Vengeance. Benefit: Fey or fiend creatures turned take 1d6
radiant damage for every four paladin levels
Benefit: You can choose up to a number of enemies
you have (rounded up), up to a maximum of 5d6
equal to your Charisma modifier. Each enemy
damage. This damage does not end the turn effect.
should be within 60 feet of you that you can see.
Class Talents 33
the same turn, you can take a bonus action to have Prerequisite: Ranger.
both you and your beast companion make one Benefit: You gain one additional favored enemy.
weapon attack each at the same creature.
Once you use this feature, you cannot use it again
until you finish a long rest.
Extra Favored Terrain
You have more favored terrain than normal.
Beast Intercept Prerequisite: Ranger.
You can command your beast companion to cut off
a moving creature. Benefit: You gain one additional favored terrain.
Druidic Lore
You gain access to one spell from the Druid spell
list.
Prerequisite: Ranger level 12.
Benefit: You learn one spell of your choice from
the Druid’s spell list. The spell you choose must
be of a level you can cast, as shown on the Ranger
table. The chosen spell counts as a Ranger spell for
you but don’t count against the number of Ranger
spells you know.
You can retake this talent one additional time
only.
34
34 Class Talents
Benefit: You can choose a new option from the Whirlwind Attack quicker than normal.
Fighting Style class feature list. Prerequisite: Ranger level 15, Hunter Archetype.
Benefit: On your turn, you can take a bonus action
Extra Hunter’s Prey to perform a Volley or Whirlwind Attack.
You have knowledge of more Hunter’s Prey combat Once you use this feature, you cannot use it again
manuevers than normal. until you finish a long rest. You can still use an
action to perform Volley or Whirlwind Attack as
Prerequisite: Ranger level 6, Hunter Archetype. normal.
Benefit: You gain one other feature from the
Hunter’s Prey list.
Improved Ranger’s Companion
You can gain a better beast companion than normal
Favored Enemy Slayer at the expense of some of your spellcasting ability.
You know how to exploit your favored enemies’ Prerequisite: Ranger level 6, Beast Master
vulnerabilities in combat. Archetype.
Prerequisite: Ranger level 6, Improved Favored Benefit: As Ranger’s Companion, but it can have a
Enemy. challenge rating of 1 or lower and it can only make
Benefit: Your weapon attacks against your favored one attack every turn.
enemies score a critical hit on a roll of 19 or 20. While you have an Improved Ranger's Companion,
the number of first and second level spell slots you
have is reduced by 1 each.
Greater Ranger’s Companion
You can gain a more dangerous beast companion Nature Sense
than normal.
You are highly attuned to nature.
Prerequisite: Ranger level 15, Beast Master Prerequisite: Ranger.
Archetype, Improved Ranger’s Companion.
Benefit: You have advantage on ability checks that
Benefit: As Ranger’s Companion, but you can involve the skills Nature, Medicine, and Survival, as
choose a beast of Large size or smaller as a
well as ability checks made with the Herbalism Kit.
companion. It must have a challenge rating of 2
or lower. If it has two or more attacks, it does not
benefit from Bestial Fury.
While you have a Greater Ranger's Companion,
the number of third and fourth level spell slots you
have is reduced by 1 each. Rogue
Arcane Exploit
Improved Favored Enemy Your spells can provide you with a window of
You know how to fight your favored enemies more opportunity to strike.
effectively in combat.
Prerequisite: Rogue level 12, Arcane Trickster.
Prerequisite: Ranger.
Benefit: On your turn, if a creature takes damage
Benefit: Your weapon damage rolls deal an extra from or fails its saving throw against a spell you
1d4 damage against your favored enemies. cast, you can take a bonus action to make one
weapon attack against that creature.
Improved Multiattack
Once in a while you can unleash Volley or
Class Talents 35
Deadly Sneak Attack
Your Sneak Attacks are more accurate compared to
others.
Prerequisite: Rogue level 3, Deft Sneak Attack.
Benefit: When you roll for Sneak attack damage,
every die roll of 1 or 2 is treated as a 3.
Extra Expertise
You gain expertise in one of your skill proficiencies.
Prerequisite: Rogue level 3.
Benefit: Select one of your skill proficiencies that
you do not have Expertise in. Your proficiency
bonus is doubled for any ability check you make
with that skill.
Benefit: You treat light slashing weapons (handaxe,
sickle) as finesse weapons.
Additionally, on your turn, after a successful
Gouge sneak attack hit with a slashing weapon, you
You can temporarily blind a creature when you use can forgo 1d6 sneak attack damage and attempt
Sneak Attack with a piercing weapon. to temporarily cripple the creature struck. The
Prerequisite: Rogue, piercing weapon. creature is allowed a Constitution saving throw
to negate the effect. The DC is equal to 8 + your
Benefit: You treat the spear as a finesse weapon.
proficiency bonus + your Dexterity modifier. If the
Additionally, on your turn, you can choose to
creature fails its saving throw, it can't use reactions,
gouge a creature’s eyes after a successful sneak
its speed is halved, and it can' t make more than
attack with a piercing weapon. The creature is
one attack on its turn. In addition, the creature can
allowed a Constitution saving throw to negate
use either an action or a bonus action on its turn,
the effect. The DC is equal to 8 + your proficiency
but not both. These effects last for 1 minute. The
bonus + your Dexterity modifier. If the creature
creature is allowed a new saving throw at the end
fails its saving throw, it is blinded until the end of
of each of its turns.
your next turn.
Once you use this feature, you cannot use it again
Once you use this feature, you cannot use it again
until you finish a short or long rest.
until you finish a short or long rest.
Master Assassin
You can be lethal when you get to act first over your
intended target.
Prerequisite: Rogue level 12, Assassin Archetype.
Benefit: On your turn, when you hit a creature that
has not taken a turn in the combat yet, you can
choose to make that hit a critical hit.
Once you use this feature, you cannot use it again
until you finish a short or long rest.
Poisoncraft
The use and application of poison is almost second
nature to you.
Prerequisite: Rogue level 6, Assassin Archetype.
Benefit: You can take a bonus action to apply
poison to your weapon. Benefit: You have advantage on Dexterity
(Acrobatics) checks and Strength (Athletics) checks
when jumping while using a 10-foot pole.
Sap Additionally, you can use the 10-foot pole as a
Your Sneak Attack with a bludgeoning weapon can weapon (treat as quarterstaff, but it is a finesse
also stun a creature. weapon to you and has a reach of 10 feet).
Prerequisite: Rogue.
Benefit: You treat all simple bludgeoning
weapons (blackjack or club, light hammer, mace, Sorcerer
quarterstaff) as finesse weapons.
Additionally, on your turn, after a successful
sneak attack with a bludgeoning weapon against a
Double Wing Strike
You are able to attack with your dragon wings.
creature, you can forgo 1d6 sneak attack damage
Class Talents 37
Prerequisite: Sorcerer level 18, Draconic Bloodline.
Benefit: On your turn, if you have your Dragon Extra Metamagic
Wings manifested and you are not flying, you can You have knowledge of more Metamagic abilities
use an action to make two attacks with your wings. compared to others.
You attack with each wing as if they are melee spell
attacks that have a range of 10 feet. Each wing Prerequisite: Sorcerer level 3.
attack deals magical damage equal to 1d8 + your Benefit: You gain one additional Metamagic option
proficiency bonus + your Charisma modifier. of your choice.
38
38 Class Talents
Benefit: After rolling and determining the number
on the Wild Magic Surge table, you can choose a
Improved Control Chaos result that is 2 lower or 2 higher than the number.
You have better control over the surges of your wild For example, if you rolled a 66 on the Wild Magic
magic compared to others. Surge table, you can choose any number from 64 to
Prerequisite: Sorcerer level 15, Wild Magic. 68 as your result.
Once you use this feature, you cannot use it again
Benefit: Whenever you roll on the Wild Magic until you finish a long rest.
Surge table, you can roll thrice and use any of the
numbers.
Warlock
Improved Draconic Resilience Dark Forte
You can draw supernatural endurance and will You focus on a fewer cantrips, spells, and
power from your draconic bloodline. invocations in order to increase the number of
Prerequisite: Sorcerer level 3, Draconic Bloodline. spells you can cast.
Benefit: You can use your reaction to gain Prerequisite: Warlock level 6.
resistance to all types of damage and advantage on Benefit: Increase your spell slot by 1 but reduce
all saving throws until the end of the turn. your cantrips known by 1, your spells known by 3,
Once you use this feature, you cannot use it again and invocations known by 2.
until you finish a long rest.
Selected Chaos
You have extraordinary control over the surges of
your wild magic compared to others..
Prerequisite: Sorcerer level 18, Wild Magic.
Class Talents 39
Distracting Intrusion Prerequisite: Warlock level 9, Fiend patron.
Using your alien knowledge, you intrude upon the Benefit: You can use Dark One’s Own Luck one
thoughts of a creature, momentarily distracting it additional time between rests.
and making it more vulnerable to your attack.
Prerequisite: Warlock level 3, The Great Old One
patron. Extra Entropic Ward
Benefit: As a bonus action, select a creature that You can use Entropic Ward more often than normal.
you can see within 30 feet of you. It must succeed Prerequisite: Warlock level 9, The Great Old One
on a Wisdom saving throw against 8 + your patron.
proficiency bonus + your Charisma modifier. On a
Benefit: You can use Entropic Ward one additional
failed save, you have advantage on your attack rolls
time between rests.
against the target and you impose disadvantage
on the creature’s saving throws until the end of
your turn. This creature must know at least one
language or the feature will have no effect. Extra Fey Presence
Once you use this feature, you cannot use it again You can use Fey Presence more often than normal.
until you finish a short or long rest. Prerequisite: Warlock level 3, Archfey patron.
Benefit: You can use Fey Presence one additional
time between rests.
Extra Dark One’s Luck
You can use Dark One’s Own Luck more often than
normal.
Extra Invocation
40
40 Class Talents
You have knowledge of more invocations compared school of your chosen Arcane Tradition by 1.
to others.
Prerequisite: Warlock level 3.
Arcane Tradition Prodigy
Benefit: Your total known Invocations is increased You are more practiced and naturally talented in
by 1. You can retake this talent one additional time the school of your Arcane Tradition. You can cast
only. more spells from your school of tradition more
often than normal.
Pernicious Magic
Dark magic makes your spells harder to counter Improved Arcane Recovery
and dispel. You regain more of your magical energy than
Prerequisite: Warlock. normal when studying your spellbook.
Benefit: Your spells are treated as two levels higher Prerequisite: Wizard level 3.
when they become the target of counter spells and Benefit: The spell slots you can recover is
dispel magic. increased to two-thirds of your wizard’s level.
Improved Portent
You are better in reading the future compared to
others.
Prerequisite: Wizard level 6, School of Divination
Arcane Tradition.
Benefit: Increase the number of d20s you roll by
1. When you gain Greater Portent at 14th level, you
roll four d20s.
42
42 Class Talents
Swift Transmutation Spell Kit. After you roll for an ability check that involves
You are an expert in the school of transmutation the skill Animal Handling, Nature, Medicine,
that you can sometimes cast certain low level Perception (wilderness areas only), or Survival
transmutation spells without effort. (wilderness areas only) but before the outcome
is determined, you can roll a d10 and add it to the
Prerequisite: Wizard level 6, School of
result.
Transmutation.
Once you use this feature, you cannot use it again
Benefit: You can take a bonus action to cast a until you finish a short or long rest.
cantrip or a 2nd level spell or below from the
school of Transmutation.
Once you use this feature, you cannot use it again
until you finish a short or long rest.
Faction Talents
Tymora’s Smile
You call upon Lady Luck to bestow upon you an
amount of good fortune for a short period of time.
Prerequisite: Harper faction membership,
Character level 6.
Benefit: You can use your reaction to gain
advantage on all saving throws until the end of
your next turn.
Once you use this feature, you cannot use it again
until you finish a short or long rest.
The Harpers
The Lord's Alliance
Harper Favored Foes Specialist
You have trained against and carefully studied
two specific evil organizations. You are very Best Defense is a Strong Offense
knowledgeable of their groups and can identify You are trained to strike first at a creature that is
their members. You are often tapped to infiltrate attacking you, potentially making the creature miss.
their ranks and spy on them. Prerequisite: The Lord’s Alliance faction
Prerequisite: The Harpers faction membership. membership, Character level 6.
Benefit: Choose two evil organizations (Cult of the Benefit: When you are about to be attacked by a
Dragon, Red Wizards, Zhentarim, etc.). You have creature with a melee weapon attack but before the
advantage on Wisdom and Charisma ability checks outcome is determined, you can use your reaction
made against them, as well as on Intelligence to make a single melee weapon attack against
checks to recall information about them. that creature. If your attack hits, you impose
You can retake this talent as many times you want. disadvantage to the creature’s attack.
Each time you take it, it must be two different evil Once you use this feature, you cannot use it again
organizations. until you finish a long rest.
Prerequisite: The Harpers faction membership. Prerequisite: The Lord’s Alliance faction
44
44 Faction Talents
membership.
Benefit: Choose a number of creatures within 60
feet of you that you can see equal to half your class
level. You can take a bonus action to have those
creatures you selected gain an advantage on their
next attack roll or ability check. The benefit lasts
until the start of your next turn.
Once you use this feature, you cannot use it again
until you finish a long rest.
Faction Talents 45
battling evil.
Prerequisite: Order of the Gauntlet faction
membership.
Benefit: After you roll an attack roll, a Strength
ability check, or a saving throw against being
frightened but before the outcome is determined,
you can roll an additional d8 and add it to the
result.
Once you use this feature, you cannot use it again
until you finish a short or long rest.
The Zhentarim
Cheap Shot
You can exploit a creature’s momentary distraction
when it is hit by an attack, takes damage, or fails a
saving throw. until you finish a short or long rest.
Prerequisite: The Zhentarim faction membership,
Character level 6. Zhentarim Thug
Benefit: Whenever a creature within 5 feet of you You are a ruthless thug working for the Zhentarim
is hit by an attack, takes damage, or fails a saving Organization. You are the muscle that does the
throw from a spell or ability made by a creature dirty work.
other than you, you can use your reaction to make a Prerequisite: The Zhentarim faction membership.
melee weapon attack against that creature.
Once you use this feature, you cannot use it again Benefit: You gain proficiency with the Poisoner’s
until you finish a long rest. Kit. After you roll an ability check that involves the
skill Athletics, Intimidation, Survival (urban areas
only), Stealth, or a Dexterity (Thieves’ Tools) check,
but before the outcome is determined, you can roll
Zhentarim Agent
an additional d10 and add it to the result.
You are a secret operative under the employ of
Once you use this feature, you cannot use it again
the Black Network. Your primary objective is to
until you finish a short or long rest.
infiltrate and gather information in urban areas and
territories normally hostile to the Zhentarim.
Prerequisite: The Zhentarim faction membership.
Benefit: You gain proficiency with the Disguise Kit,
Forgery Kit, Gaming Set, or Thieves’ Tools (your
choice). After you roll an ability check that involves
the skill Deception, Investigation (urban areas
only), Perception (urban areas only), Sleight of
Hand, or Survival (urban areas only) but before the
outcome is determined, you can roll an additional
d10 and add it to the result.
Once you use this feature, you cannot use it again
46
46 Faction Talents
CHARACTER OPTIONS
TALENTS II
NOW AVAILABLE!
OVER 270 TALENTS TO SUPPORT CONTENT FROM UNEARTHED
ARCANA, SWORD COAST ADVENTURER'S GUIDE, ELEMENTAL EVIL
PLAYER'S COMPANION, DUNGEON MASTER'S GUIDE, AND THE
PLAYER'S HANDBOOK!
By DRAGONIX
DM OPTIONS
MONSTER TALENTS
PREVIEW
48
Design About this Book (v1.01)
Dragonix DM Options: Monster Talents is the third book
Facebook Home Page
about the Talents concept. The first two books
Cover Art (Character Options: Talents and Character Options:
Sandeson Gonzaga Talents II) have been successful and made a huge
impact to a lot of players' gaming experience.
Interior Art However, it did have balance issues that a DM had
Sandeson Gonzaga to address. And this book will finally help the
Arcana Games' Character Stock Art DM do that. This time, the talents are not for the
The Homebrewery players (well, most of it, see Chapter 3). This time,
DMG Creator Resource Art it's the DM who gets to have the fun choosing and
playing around with feat-like options for monsters.
Playtesters This book covers the creatures from the Monster
Mycko David, Kirby Gonzaga, Teddy Gonzaga, Marky Erquiza, James Manan-
sala, Marco Pasamba, Jeff Quilala, Raffy San Antonio, TJ Sese, Teejay Suaring, Manual book, providing several talents to choose
Michael Tiongson, Dave Young, Rowell Zaragoza, Rowena Zaragoza from for each critter, depending on their CR. The
higher the creature's CR, the more talents they can
About the Cover have and the bigger their selection. As a result,
I wanted the cover for this book to be special, and at you'll have plenty of options to make the tired
the same time, wanted to pay tribute to the classic D&D and typical encounters your players have gone
books. This was about monsters so I looked at the accustomed to dealing with suddenly fresh and
classic Monster Manual covers. Nothing jumped at me exciting. With talents like the Stirge's insidious
until I saw the classic Players Handbook cover by David
Anesthetic Bite, the Beholder's obnoxious Redirect
Trampier. I thought, what if the devil statue was actual-
ly a golem? So I commissioned Sandy Gonzaga as usual Central Eye, the Balor's destructive Meteor Strike,
and asked him, if that statue is a golem and it is about the Tarrasque's terrifying Disintegration Breath,
to come alive to deal with the interlopers, what would it and the truly horrifying rage-quit inducing Potent
look like 5 seconds later? The result is what you see. Antennae of the Rust Monster to arm your monsters
with, you'll have a delightful time tormenting and
shocking your players.
If you didn't purchase the Character Options:
Talents books, don't fret. This book can still
provide you with ideas on how to create or
customize your monsters. To help with this, take
a look at the Elite Monster template provided in
Chapter 4 and some elite creature samples. With
over 150 pages of talents, you'll find a lot you can
use here! Enjoy!
Acknowledgement
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten
Realms, the dragon ampersand, Player’s Handbook, Monster Manual,
Dungeon Master’s Guide, D&D Adventurers League, all other Wizards
of the Coast product names, and their respective logos are trade-
marks of Wizards of the Coast in the USA and other countries. All
characters and their distinctive likenesses are property of Wizards of
the Coast. This material is protected under the copyright laws of the
United States of America. Any reproduction or unauthorized use of
the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.
49
49
Introduction talent. Otherwise, some talents have a cost of 2 or
3. This means they count as 2 or 3 talents if you
What are Monster Talents? take it. For example, the aboleth can have 4 talents.
M
It if acquires the talent Innate Spellcaster (Psionics),
onster Talents are extraordinary aspects
which costs 2 talents, this means the aboleth
of a creature’s abilities, background,
can only have 2 more talents. If it acquires Slime
personality, physique, proficiencies, and
Sphere, which also costs 2, then it would end up
features. They offer a means for you to improve a
with only those 2 talents.
creature's current existing abilities or provide you
Prerequisite: This could be a monster type, a
with new traits, features, and ideas, especially if
certain feature or ability, another talent or talents.
you wish to create new creatures.
This entry is absent if a talent has no prerequisite.
With the introduction of Monster Talents, your
players will seldom face the same monster again.
How many Talents does it have?
T
he number of talents a creature has is equal
Types of Talents
U
to one third the creature's CR plus one,
nlike the talents presented in the Character
rounded down. Consult the table below for
Options: Talents books, there are only four
exact details:
types of talents here, each categorized on
how they are supposed to be used. They are Traits,
Actions, Reactions, and Legendary Actions.
Traits. The most common talent type. They
are often characterized as a passive talent, such
as improvements to existing abilities, added
resistances, or new ongoing effects like auras.
Others are features like innate spellcasting abilities,
options that require it to take a bonus action, or
even grant a monster Legendary Actions!
Action. A talent that provides the creature with
the use of an action, such as a breath attack or spell
like ability. Some actions can be used each turn
while others have charges or limits per day.
Reaction. A talent that provides the creature with
the use of a reaction.
Legendary Action. A talent that provides the
creature with the use of a legendary action.
Legendary actions will always come with a cost.
Talent Descriptions
Below is the format for talent descriptions:
Monster Name
The name of the monster followed by its CR and
the number of talents it can haves. A list of talents
available to that monster will be shown below it.
Type: The talent type (Trait, Action, Reaction, or
Legendary Action).
Talent Cost: The count value of the talent. If this
entry is absent, it means the talent counts as 1
1
Table of Contents
Chapter 1 Stalker. U
Monster Manual Creatures Umber Hulk, Unicorn.
J
A Jackalware. V
Aarakocra, Aboleth, Angels, Vampires.
Animated Objects, Ankheg, Azer. K
B
Kenku, Kobolds, Kraken, Kuo-toa. W
Water Weird, Wight, Will-o'-wisp,
Banshee, Basilisk, Behir, L Wraith, Wyvern.
Beholders, Blights, Bugbears, Lamia, Lich, Lizardfolk,
Bulette. Lycanthropes. X
Xorn.
C M
Cambion, Carrion Crawler,
Magmin, Manticore, Medusa, Y
Mephits, Merfolk, Merrow, Mimic, Yetis, Yuan-ti, Yugoloths.
Centaur, Chimera, Chuul, Cloaker,
Mindflayer, Minotaur, Modrons,
Cockatrice, Couatl, Cyclops.
Mummies, Myconids. Z
D N
Zombies.
Darkmantle, Death Knight,
Nagas, Nightmare, Nothic.
Demilich, Demons, Devils,
Dinosaurs, Displacer Beast,
Chapter II
Doppleganger, Dracolich, Dragon,
O Miscellaneous Monsters
Ogres, Oni, Oozes, Orcs, Otyugh, Death Dog, Dire Wolf, Giant Ape,
Shadow, Dragons, Dragon Turtle,
Drider, Dryad, Duergar. Owlbear. Giant Boar, Giant Hyena, Giant
Crocodile, Giant Scorpion, Giant
E P Shark, Lion/Tiger, Mammoth,
Elementals, Elves: Drow, Peryton, Piercer, Pixie, Phase Spider, Polar Bear, Sabre-
Empyrean, Ettercap, Ettin, Faerie Pseudodragon, Purple Worm. toothed Tiger, Winter Wolf, Wolf/
Dragon, Flameskull, Fomorian, Worg.
Fungi.
Q
Quaggoth.
G Chapter III
Galeb Duhr, Gargoyle, Genies,
R Character Races
Rakshasa, Remorhazes, Revenant,
Ghost, Ghouls, Giants, Gibbering Aasimar, Firbolg, Goliath, Kenku,
Roc, Roper, Rust Monster.
Mouther, Githyanki, Githzerai, Lizardfolk, Tabaxi, Triton.
Gnolls, Gnome, Deep, Goblins, S
Golems, Gorgon, Grell, Grick,
Griffon, Grimlock.
Sahuagin, Salamanders, Chapter IV
Satyr, Scarecrow, Shadow, Elite Monster Template
H Shambling Mound, Shield
Balor, Chimera, Ettin, Frost Giant,
Guardian, Skeleton, Slaadi,
Hags, Harpy, Hellhound, Helmed Goblin, Manticore, Mind Flayer.
Spectre, Sphinxes, Sprite, Stirge,
Horror, Hippogriff, Hobgoblins,
Succubus/Incubus.
Homunculus, Hook Horror,
Hydra. T
I Tarrasque, Thri-Kreen, Treant,
Troglodyte, Troll.
Intellect Devourer, Invisible
22
Chapter 1. Monster Manual Creatures
T
his chapter covers every creature listed in Improved Dive Attack
the Monster Manual. Under each creature's Type: Trait.
name is the number of talents it has followed
If the aarakocra is flying and dives at least 30 feet
by a list of available talents the creature can have.
straight toward a target and then hits it with a
melee weapon attack, the target takes an extra
3 (1d6) damage and must succeed on a DC 10
Aarakocra Strength saving throw or be knocked prone.
The aarakocra (CR 1/4) can have 1 talent.
Multiattack
Flyby Type: Trait.
Type: Trait.
The aarakocra makes two attacks: one with its
The aarakocra doesn't provoke an opportunity javelin and one with its talon.
attack when it flies out of an enemy's reach.
3
Aboleth attacks: three with its tentacles and one with its
The aboleth (CR 10) can have 4 talents. tail.
Slime Sphere
Type: Legendary Action (Costs 2 Actions).
Slime Sphere. The aboleth conjures a ball of acidic
slime that explodes at a point it can see within 120
feet of it. Each creature in a 20-foot-radius sphere
centered on that point must make a DC 14 Strength
saving throw. On a failed save, the target takes 14
(4d6) acid damage and is restrained, or half as
much damage and isn't restrained on a successful
one. A restrained creature takes 10 (3d6) acid
damage at the start of each of the Aboleth's turns.
A restrained creature can use an action to
perform a DC 14 Strength (Athletics) or Dexterity
(Acrobatics) check, ending the effect on itself on a
success.
Tail Bash
Type: Trait.
If the aboleth's tail attack roll against a target
succeeds by 5 or more, the target must make a DC
14 Constitution saving throw or be stunned until
the end of the aboleth's next turn.
44
Angel Prerequisite: Solar.
The solar can take 1 additional legendary action
before the start of its next turn. The solar can
retake this talent up to two additional times. The
additional legendary action stacks.
Flyby
Type: Trait.
The angel doesn't provoke an opportunity attack
when it flies out of an enemy's reach.
Angelic Presence
Type: Trait.
Guardian Angel
Talent Cost: 2 (Counts as 2 Talents). Type: Reaction.
While the angel has more than half of its hit points, The angel designates a creature as its ward. It can
all melee and ranged attacks made against the use its reaction to move up to half its flying speed
angel have disadvantage. and add 6 to the AC of the ward against one attack
that would hit it. To do so, the angel must be within
5 feet of its ward, see the attacker, and be wielding
Aura of Radiance a melee weapon.
Type: Trait.
A hostile creature that starts its turn within 5 feet
of the Angel takes 4 (1d8) radiant damage. Improved Angelic Weapons
Type: Trait.
The radiant damage dealt by the angel's weapon is
Angel of Vengeance increased by 9 (2d8).
Type: Trait.
Once per short or long rest, the angel can take a
bonus action to mark a target hostile creature it can
see within 10 feet of it. The angel gains advantage
on attack rolls against the creature for 1 minute or
until it drops to 0 hit points or is incapacitated.
Burst of Healing
Type: Action.
The angel expends three uses of its Healing Touch
and each creature within 20 feet of the angel
regains hit points and is freed of any curse, disease,
poison, blindness, or deafness, as if targeted by the
angel's Healing Touch feature.
5
Improved Aura of Radiance The animated object has advantage to Initiative
Type: Trait. rolls and Wisdom (Perception) checks.
Prerequisite: Aura of Radiance.
A hostile creature that starts its turn within 10 feet Magic Weapons
of the angel takes 9 (2d8) radiant damage. Type: Trait.
The animated object's weapon attacks are magical.
Regeneration ___________________________________________________________
Type: Trait.
The angel regains 10 hit points at the start of its
turn if it has at least 1 hit point. lf the angel takes
necrotic damage, this trait doesn't function at the
start of the angel's next turn. Ankheg
The ankheg (CR 2) can have 1 talent.
Animated Objects
An animated object can have 1 talent.
Ever Vigilant
Type: Trait.
66
The ankheg bursts out from underneath its victims. become restrained until the end of the azer's next
This sprays rock and dirt into the air and causes the turn.
ground around it to shake violently. Each creature
standing within that 20-foot cube area centered
on the ankheg must make a DC 13 Strength saving Hurl Flame
throw. A creature takes 11 (2d10) bludgeoning Type: Action.
damage and is knocked prone on a failed save, or
The azer can use Hurl Flame.
half as much damage and isn't knocked prone on
a successful one. Additionally, the ground in that Hurl Flame. Ranged Spell Attack: +5 to hit, range
area becomes difficult terrain until cleared. Each 60 ft., one target. Hit: 4 (1d8) fire damage. If the
5-foot-square portion of the area requires at least target is a flammable object that isn't being worn or
one minute to clear by hand. carried, it also catches fire.
88
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