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CHARACTER OPTIONS

TALENTS
OVER 230 CHARACTER 'PERKS' TO
SPICE UP YOUR CHARACTERS!

Mannix 'Dragonix' Manansala

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Design
Dragonix
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Cover and Interior Illustrator
Sandeson Gonzaga
Arcana Games' Character Stock Art

Playtesters
Mycko David
Kirby Gonzaga
Teddy Gonzaga
Marky Erquiza
James Manansala
Marco Pasamba
Jeff Quilala
Raffy San Antonio
TJ Sese
Teejay Suaring
Michael Tiongson
Dave Young
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!

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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?

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requirements.
alents are extraordinary aspects of a
character’s abilities, background, personality, Game Balance

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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

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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

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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

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(“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

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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

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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.

Ability Brilliant Mind


You are extraordinarily smarter than normal.
Agile Prerequisite: Intelligence 10 or higher.
You are more nimble and quick to react than
normal. Benefit: You have a +1 bonus to Intelligence saving
throws.
Benefit: You can reroll a Dexterity ability check or
Dexterity 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
Built
until you finish a long rest. You are stronger than normal.
Benefit: You can reroll a Strength ability check or
Strength saving throw. You must use the result of
Astute the second roll, even if it is lower.
You are smarter than normal. Once you use this feature, you cannot use it again
until you finish a long rest.
Benefit: You can reroll an Intelligence ability check
or Intelligence saving throw. You must use the

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.

Cunning Prerequisite: Constitution 10 or higher.


You are more shrewd and headstrong than normal. Benefit: You have a +1 bonus to Constitution saving
throws.
Benefit: You can reroll a Wisdom ability check or
Wisdom saving throw. You must use the result of

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.

Benefit: You have a +1 bonus to Dexterity saving

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).

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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.

Spell Attack Focus


You are more accurate in the use of a melee or
ranged spell attack.
Benefit: Choose either a melee or ranged spell
attack. You gain a +1 bonus to attack rolls made
with the spell attack chosen.
You can retake this talent one more time only to
select the other type of spell attack.

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.

Tool Focus Deadly Breath Weapon


You are talented in the use of a tool you are
Your breath weapon is more effective than normal.
proficient with.
Prerequisite: Dragonborn, Potent Breath Weapon.
Benefit: Choose one tool you are proficient with.
You have a +2 bonus to ability checks using that Benefit: When rolling for breath weapon damage,
tool. all die rolls of 1s and 2s are treated as 3s.
You can retake this talent. Each time you do so, it
must be applied to a different tool.
Dragonborn Fury
You fight with more ferocity when you are
Witchcraft wounded.
You are a practicioner of the dark arts, concocter of Prerequisite: Dragonborn.
strange potions and medicine, and a follower of the
eldritch gods, fiends, or old gods. People seek you Benefit: While your current hit points is below
out when they require help or information about maximum, you gain a +1 bonus to your damage
love, sickness, or death. rolls.
Prerequisite: Any spellcaster class.
Benefit: You have two features: Dragonborn Heritage
Reroll Ability. You can reroll an ability check Your lineage allows you recover from your wounds
that involves the skill Arcana, History, Medicine, faster than normal.
Nature, or Religion, or any ability check that uses
Prerequisite: Dragonborn.
the Herbalism Kit. You must use the result of the
second roll, even if it is lower. Benefit: After a short rest, you regain an amount of
Impose Saving Throw Disadvantage. When you hit points equal to your level plus your constitution
cast an enchantment or necromancy spell at a bonus. This is in addition to other hit points you
creature, you can take a bonus action and impose can regain normally.
disadvantage to the creature’s saving throw roll.
Once you use either feature, you cannot use any of
them again until you finish a long rest. Potent Breath Weapon
Your breath weapon is more effective than normal.
Prerequisite: Dragonborn.
Benefit: When rolling for breath weapon damage,
Racial Talents 13
all die rolls of 1s are treated as 2s. Last Stand
You can channel your stubborness and tenacity
in the face of adversity and temporarily become
extraordinarily tough.
Dwarf Prerequisite: Dwarf, Hill.
Benefit: You can use your reaction to gain
Dwarven Bullheadedness resistance to all types of damage until the start of
Your natural stubborness born from being a dwarf your next turn.
is extraordinary. You are more resistant to stun Once you use this feature, you cannot use it again
and knock down attacks than normal. until you finish a long rest.
Prerequisite: Dwarf.
Benefit: After you roll for a saving throw against
a stun or knock down but before the outcome is
determined, you can roll a d10 and add it to the
Elf
result.
Once you use this feature, you cannot use it again Arcane Knowledge
until you take a short or long rest. You can prepare and cast an arcane spell just like a
wizard.
Prerequisite: Elf, High.
Dwarven Racial Foe Expertise
You were raised and trained to fight your racial Benefit: You learn one first level spell from the
enemies more effectively than others. Wizard’s spell list. You always have this spell
prepared and it does not count against the number
Prerequisite: Dwarf. of spells known and can prepare each day. You
Benefit: Your weapon damage rolls deal an extra always cast it as a first level spell. Intelligence is
1d4 damage against orcs, goblinoids, and giants. your spellcasting ability for it.
Once you cast this spell using this feature, you
cannot cast it again until you finish a long rest.
Dwarven Weapon Expert
You were raised and trained to use traditional
dwarven weapons. You often deliver devastating Elven Accuracy
blows with them. You are deadly accurate when using traditional
elven weapons and spells attacks.
Prerequisite: Dwarf.
Prerequisite: Elf.
Benefit: You can choose to deal the maximum
weapon damage instead of the result of the damage Benefit: You can reroll an attack made with a
roll made with your battleaxe, handaxe, light longsword, longbow, shortsword, shortbow, melee
hammer, or warhammer. spell attack, or ranged spell attack. You must use
Once you use this feature, you cannot use it again the result of the second roll, even if it is lower.
until you take a short or long rest. Once you use this feature, you cannot use it again
until you finish a short or long rest.

Improved Dwarven Armor Training


You are trained to equip heavy armor. Elven Focus
You can maintain concentration and focus more
Prerequisite: Dwarf, Mountain.
than normal.
Benefit: You gain proficiency with heavy armor.
Prerequisite: Elf.
Benefit: When you roll for a Constitution saving
14
14 Racial Talents
throw to maintain concentration, or an Intelligence
or Wisdom saving throw, but before the outcome
is determined, you can roll a d12 and add it to the
result.
Once you use this feature, you cannot use it again
until you finish a long rest.

Elven Racial Foe Expertise


You were raised and trained to fight your racial
enemies more effectively than others.
Prerequisite: Elf, High or Wood.
Benefit: Your weapon damage rolls deal an extra
1d4 damage against orcs, gnolls, and goblinoids.

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.

Gnomish Racial Foe Expertise


You know how to fight your racial enemies more
effectively than others.
Prerequisite: Gnome.
Benefit: Your weapon damage rolls deal an extra
1d4 damage against kobolds, fomorians, and
goblinoids.

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.

Orcish Weapon Familiarity


You grew up under the harsh tutelage of orcs and
learned the use of traditional orcish weapons.
Prerequisite: Half-orc.
Benefit: You gain proficiency with the club, spear,
greatclub, greataxe, and maul.

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.

Summon Twin Totem Spirits Improved Bardic Inspiration


You have the ability to instantly summon two of Your Bardic Inspiration is more stirring than
your ancestral totem spirits to aid you in battle in a normal.
brief period of time. Prerequisite: Bard.
Prerequisite: Barbarian level 15, Path of the Totem Benefit: Recipients of your Bardic Inspiration roll
Warrior. two inspiration dice instead of just one and can
Benefit: When you use your Summon Totem Spirit choose the higher result.
ability, you summon two totem spirits of the same
type. They both appear adjacent to you and you
can choose to have them attack one creature or Improved Cutting Words
different ones. Your Cutting Words is more insulting and
distracting than normal.
22
22 Class Talents
Prerequisite: Bard level 15, College of Lore. Benefit: You can use your reaction to perform
Bardic Inspiration. This expends two uses of your
Benefit: If a creature targeted by your Cutting
Bardic Inspiration. You cannot perform this feature
Words misses its attack roll, fails it ability check,
if you already have less than two uses of Bardic
or deals 0 damage as a result, you also impose
Inspiration left.
disadvantage to its first attack roll not made against
you until the end of the creature’s next turn.

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.

Galvanizing Strike Benefit: Increase the DC of your Channel Divinity


Your display of combat prowess stirs your allies to abilities by 1.
action.
Prerequisite: Bard level 15, College of Valor, Divine Fortune
Inspiring Strike. You make a quick prayer to your deity, asking it to
Benefit: On your turn, after hitting and dealing grant you a favorable result in your next action.
damage to a creature with a weapon attack, you Prerequisite: Cleric.
can take a bonus action and expend up to six uses
of your Bardic Inspiration. Choose a number of Benefit: You have two options:
allies within 60 feet that you can see and can hear Gain Advantage. When you make an attack, saving
you equal to half the total of Bardic Inspiration throw, or ability check roll, you can choose to give
uses expended. Those allies can immediately use yourself advantage on that roll. You must decide to
a reaction to move up to their speed and make a use this feature before rolling.
single melee or ranged attack. Impose Disadvantage. When you force a creature
Once you use this feature, you cannot use it again to make a saving throw from a spell you cast, you
until you finish a long rest. can choose to give that creature disadvantage on
that roll. You must decide to use this feature before
it makes its saving throw roll.
Once you have used this feature, you cannot use it
again until you finish a long rest.
Cleric
Divine Recovery
Blinding Strike You can regain some of your magical energy by
You gain the ability to temporarily infuse your praying and communing with nature.
weapon strike with blistering divine energy.
Prerequisite: Cleric level 9, Nature Domain.
Prerequisite: Cleric level 9, Light Domain.
Benefit: When you hit a creature with a weapon
attack, you can expend one cleric spell slot to
deal radiant damage, in addition to the weapon’s
damage. The extra damage is 2d8 for a 1st-level
spell slot, plus 1d8 for each spell level higher
than 1st, up to to a maximum of 5d8. The damage
increases by 1d8 if the creature is an undead or
a fiend. Furthermore, the creature must make a
Constitution saving throw. The saving throw DC is
equal equal to 8 + your proficiency bonus + your
Wisdom modifier. A failed save means the creature
is blinded 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.

Channel Divinity Focus


Your Channel Divinity abilities are more effective
than normal.

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.

Divine Sneak Attack


Your deity has bestowed upon you the knowledge Extra Domain Knowledge
of how to strike subtly and exploit a foe’s
You have access to another domain granted by your
distraction.
deity.
Prerequisite: Cleric level 9, Trickery Domain. Prerequisite: Cleric.
Benefit: Once every turn, you can deal an extra
Benefit: Choose an additional domain related to
1d6 damage to one creature you hit with an attack
your deity. You now gain access from the spells
if you have advantage on the attack roll. The attack
listed from that domain. However, you can only
must use a finesse or a ranged weapon. You don’t
prepare a maximum of two domain spells per level
need advantage on the attack roll if another enemy
and you must have at least one spell from each
of the creature is within 5 feet of it, that enemy isn’t
domain list per level prepared. These do not count
incapacitated, and you don’t have disadvantage on
against the number of cleric spells you can prepare.
the attack roll. The amount of the extra damage
increases as you gain levels in this class, as shown
below:
Gift of Lightning
9th to 12th: +1d6 Your deity has bestowed upon you the gift of
13th to 16th: +2d6 knowledge to cast the Lightning Bolt spell.
17th or higher: +3d6
Prerequisite: Cleric level 9, Tempest Domain.
This ability stacks with the Rogue’s Sneak Attack
ability. Benefit: You learn the Lightning Bolt spell. It
counts as a cleric spell for you but does not count
against the number of your cleric spells known.
Elemental Shape
Your deity has bestowed upon you the gift to
shapeshift into an elemental.
Improved Knowledge of Magic
You learn how to cast a spell of 6th level or below
Prerequisite: Cleric level 15, Nature Domain. from another spellcaster class.
Benefit: You can use your action to transform into Prerequisite: Cleric level 15, Knowledge Domain.
an air elemental, earth elemental, fire elemental,
Benefit: You learn one spell of your choice from
or water elemental. It is otherwise identical to the
any class. The spell you choose must be of 6th level
Druid ability Wildshape.
or below, or a cantrip. The chosen spell counts as a
Once you use this feature, you cannot use it again
cleric spell for you but does not count against the
until you finish a long rest.
number of your cleric spells known.

Extra Channel Divinity


You can use your Channel Divinity abilities more
Knowledge of Magic
You learn how to cast a spell of 3rd level or below
often than normal.
from another spellcaster class.

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.

Improved Cloak of Shadows


Your Cloak of Shadows is more effective than
normal.
Prerequisite: Cleric level 15, Trickery Domain.
Benefit: When you use Channel Divinity: Cloak
of Shadows, you vanish for an extended period
of time. As an action, you become invisible for 1
minute. You remain invisible even when you attack
or cast a spell.

Improved Gift of Lightning


Your deity has bestowed upon you the gift of
knowledge to cast the Chain Lightning spell.
Prerequisite: Cleric level 15, Tempest Domain.
Benefit: You learn the Chain Lightning spell. It
counts as a cleric spell for you but does not count
against the number of your cleric spells known.

Improved Swift Cure Wounds


You can cast Cure Wounds effortlessly and more
often than normal
Prerequisite: Cleric level 15, Life Domain.
Benefit: You can take a bonus action to cast Cure
Wounds.
Additionally, once per long rest, you can use your
reaction to cast Cure Wounds.

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.

Swift Cure Wounds Imbued Wildshape


You can cast Cure Wounds effortlessly. While transformed by Wild Shape, you can imbue
Prerequisite: Cleric level 9, Life Domain. your attacks with magical energy.

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.

Benefit: You can attack twice, instead of once,


whenever you take the Attack action on your turn. Improved Conjuration
The creatures you summon are tougher than
normal.
Prerequisite: Druid level 9.
Druid Benefit: Increase the maximum hit points of
creatures summoned through your Conjure spells
(Conjure Animals, Conjure Elementals, Conjure
Extra Circle Spells Woodland Beings, etc.) by a number equal to the
You become a member of another circle and gain creature’s CR x your Wisdom modifier.
access to more spells granted by a Circle.
Prerequisite: Druid level 9, Circle of the Land
Druid Circle. Improved Natural Recovery
You regain more of your magical energy than
Benefit: Choose an additional land. You now
normal when you meditate and commune with
gain access from the spells listed from that land.
nature.
However, you can only prepare a maximum of two
circle spells per level and you must have at least Prerequisite: Druid level 12, Circle of the Land.
one spell from each circle list per level prepared. Benefit: You regain up to two-thirds of your druid’s
These do not count against the number of druid level (rounded up) in spell levels instead of just
spells you can prepare. half.

Extra Wild Shape Instinctive Wild Shape


You can use Wild Shape more often than normal. You can use Wild Shape even if it is not your turn.
Prerequisite: Druid level 6. Prerequisite: Druid level 9, Circle of the Moon,
Benefit: When you have already expended all Combat Wild Shape.
uses of your Wild Shape feature, you can expend
Class Talents 27
Benefit: You can use your reaction and expend two Benefit: You can choose to impose disadvantage on
uses of your Wild Shape to activate Wild Shape. your next weapon attack. If you hit, it is considered
a critical hit.
Once you use this feature successfully, you cannot
use it again until you finish a short or long rest.
Plant Form
You can take the form of Plants.
Eldritch Weapon
Prerequisite: Druid level 3, Wild Shape. Creatures you have struck with your spells become
Benefit: As Wild Shape, but you can assume the more vulnerable to your bonded weapon attacks.
form of plants that you have seen before. Prerequisite: Fighter level 9, Eldritch Knight
Archetype, Weapon Bond.
Benefit: When using a bonded weapon and you hit
Nature Sense a creature that has already taken damage or failed
You are highly attuned to nature. a saving throw from a spell you cast in the previous
Prerequisite: Druid. turn, you deal an extra damage equal to your
Intelligence modifier.
Benefit: You have advantage on ability checks that
involve the skills Nature, Medicine, and Survival, as
well as ability checks made with the Herbalism Kit.
Extra Action Surge
You can use Action Surge more often than normal.
Rejuvenate Prerequisite: Fighter level 9.
Your healing spells can provide a regenerative Benefit: When you have already expended all uses
effect. of your Action Surge feature, you can use Action
Prerequisite: Druid. Surge one additional time.
When combat ends, you suffer one level of
Benefit: Whenever you use a spell of 1st level or
exhaustion (as described in appendix A of the PHB).
higher that restores hit points to a creature, you can
Once you use this feature, you cannot use it again
choose to have the creature regain extra hit points
until you finish a long rest.
equal to the spell’s level at the end of each of your
turns for a number of rounds equal to your Wisdom
modifier.
If the spell can affect more than one creature, only Extra Combat Maneuver
one creature (of your choosing) will benefit from You have knowledge of more combat maneuvers
the effect. than normal.
Once you use this feature, you cannot use it again Prerequisite: Fighter level 3, Battle Master
until you finish a short or long rest. archetype.
Benefit: You gain one new combat superiority
maneuver of your choosing.

Fighter Extra Fighting Style


You have knowledge of more fighting styles than
Called Strike normal.
You aim at a particular part of a creature's body Prerequisite: Fighter level 3.
when you attack with a weapon.
Benefit: You can choose a new option from the
Prerequisite: Fighter level 6, Champion archetype. Fighting Style class feature list.
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28 Class Talents
make from a critical hit, you also deal an extra
damage equal to your proficiency bonus + your
Strength or Dexterity modifier (your choice).
Extra Superiority Die
You are extraordinarily skilled with your combat
maneuvers than normal. Weapon Specialization
Prerequisite: Fighter level 9, Battle Master You specialize and hone your skills in the use of one
type of weapon.
archetype.
Prerequisite: Fighter level 3, Weapon Focus.
Benefit: You gain one additional combat
superiority die. Benefit: Choose a weapon you have the talent
Weapon Focus on. Your weapon damage rolls with
the chosen weapon deal an extra 1d4 damage.
Impairing Critical You can retake this talent. Each time you do so, it
Your critical blows are so particularly devastating must be a different weapon that you have the talent
they can cause temporary debilitating effects.
Prerequisite: Fighter level 3, Champion archetype.
Benefit: When you score a critical hit and dealt
damage to a creature, you can choose to apply a
negative condition to it. The creature is allowed a
saving throw to negate the effect. The DC is equal
to 8 + your Proficiency bonus + your Strength or
Dexterity modifier (your choice). The condition
imposed on the creature is based on the type of
damage dealt:
Bludgeoning. The creature is stunned until the
end of your next turn.
Piercing. The creature is blinded until the end of
your next turn.
Slashing. The creature's speed is reduced to 0
and can't take reactions until the end of your next
turn. It is also bleeding and will take extra weapon
damage at the start of your next turn.

Improved Second Wind


You have more stamnina than normal.
Prerequisite: Fighter.
Benefit: You regain an extra 1d10 + your fighter’s
level in hit points when you use Second Wind.

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
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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.

Extra Ki Prerequisite: Monk level 3.


You have more Ki points than normal. Benefit: Increase the DC of your Ki-based abilities
by 1.
Prerequisite: Monk level 3.
Benefit: Increase your total Ki points by 2. You can
retake this talent one additional time only. Shadow Strike
You make deadly strikes after using Shadow Step..

Greater Ki-Empowered Strikes Prerequisite: Monk level 3, Way of the Shadow.


You can temporarily make your Ki-Empowered Benefit: On your turn, after using Shadow Step, the
Strikes more powerful. first melee attack you make has advantage. If you
hit, you deal extra damage equal to your Wisdom
Prerequisite: Monk level 12.
modifier. Additionally, any hit you score against a
Benefit: You can spend 3 Ki points to bestow a creature that is surprised is a critical hit.
+2 bonus to the attack and damage rolls of your
unarmed attacks. The bonus lasts until the end of
your turn.

Improved Ki-Empowered Strikes


Paladin
You can temporarily make your Ki-Empowered
Strikes more effective. Blessed Divine Smite
Your Divine Smite strikes are further empowered
Prerequisite: Monk level 6.
by your deity’s grace.
Benefit: You can spend 1 Ki point to bestow a
+1 bonus to the attack and damage rolls of your Prerequisite: Paladin level 3.
unarmed attacks. The bonus lasts until the end of Benefit: Your Divine Smite deals an extra radiant
your turn. damage equal to your Charisma modifier.

Improved Unarmored Defense Deadly Divine Smite


Your unarmored defense is better than normal. Your Divine Smite strikes harder than normal..

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.

Divine Lore Extra Sacred Oath Channel Divini-


You gain access to one spell from the Cleric spell
list. ty
You can use your Sacred Oath Channel Divinity
Prerequisite: Paladin level 12. abilities more often than normal.
Benefit: You learn one spell of your choice from the Prerequisite: Paladin level 3.
Cleric’s spell list. The spell you choose must be of
a level you can cast, as shown on the Paladin table. Benefit: When you have already expended all uses
The chosen spell counts as a Paladin spell for you of your Sacred Oath Channel Divinity feature, you
but does not count against the number of Paladin can expend one spell slot of first level or higher
spells you know. instead to activate your Sacred Oath Channel
You can retake this talent one additional time only. Divinity one additional time.
Once you use this feature, you cannot use it again
until you finish a long rest.
Extra Fighting Style
You have knowledge of more fighting styles than
normal. Improved Abjure Enemy
You can affect more creatures with your Abjure
Prerequisite: Paladin level 3. Enemy than normal.

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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.

Improved Aura Improved Turn the Unholy


Your Turn the Faithless ability is more powerful
The range of your auras are farther than normal.
than normal.
Prerequisite: Paladin level 12.
Prerequisite: Paladin level 9, Oath of Devotion.
Benefit: Increase the range of all your Paladin
Benefit: Fiend or undead creatures turned take
auras (Aura of Protection, Aura of Courage, Aura
1d6 radiant damage for every four paladin levels
of Devotion, etc.) by 10 feet. It stacks with the
you have (rounded up), up to a maximum of 5d6
increase gained normally at 18th level.
damage. This damage does not end the turn effect.

Improved Lay on Hands


The healing from your Lay on Hands is more
Improved Vow of Enmity
You deal more damage than normal to creatures
effective than normal.
you have targeted with Vow of Enmity.
Prerequisite: Paladin.
Prerequisite: Paladin level 12, Oath of Vengeance.
Benefit: Your Lay on Hands ability can restore a
Benefit: Add your Charisma modifier to your
total amount of hit points equal to your Paladin
damage rolls made against a creature targeted by
level x 8.
your Vow of Enmity.

Improved Nature’s Wrath


Your Nature’s Wrath ability can damage creatures.
Potent Divine Smite
Your Divine Smite strikes harder than normal..
Prerequisite: Paladin level 12, Oath of the Ancients.
Prerequisite: Paladin level 3.
Benefit: At the beginning of each of your turns,
Benefit: When rolling for Divine Smite and
any creature restrained by Nature’s Wrath takes
Improved Divine Smite damage, all die rolls of 1s
damage equal to your Charisma modifier.
are treated as 2s.

Improved Sacred Weapon


Your weapon deals more damage than normal
when Sacred Weapon is activated.
Prerequisite: Paladin level 12, Oath of Devotion.
Ranger
Benefit: You add your Charisma modifier to your
weapon damage rolls while Sacred Weapon is
Beast Combo Strike
You exploit a creature’s momentary vulnerability
activated.
when both you and your beast companion hit it at
the same time.
Improved Turn the Faithless Prerequisite: Ranger level 15, Beast Master
Your Turn the Faithless ability is more powerful Archetype.
than normal. Benefit: On your turn, if both you and your beast
Prerequisite: Paladin level 9, Oath of the Ancients. companion attacked and hit the same creature in

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.

Prerequisite: Ranger level 9, Beast Master


Archetype. Extra Fighting Style
Benefit: You can use your reaction to command You have knowledge of more fighting styles than
your beast companion to move up to its speed normal.
to a square adjacent to an enemy. If your beast Prerequisite: Ranger level 3.
companion ends its movement adjacent to that
enemy, it can make one melee attack. If the attack
hits, the speed of the enemy becomes 0 until the
end of its turn.
Once you use this feature, you cannot use it again
until you finish a long rest.

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.

Extra Defensive Tactics


You have extra knowledge of Defensive Tactics than
normal.
Prerequisite: Ranger level 9, Hunter Archetype.
Benefit: You gain one other feature from the
Defensive Tactics list.

Extra Favored Enemy


You have more favored enemies than normal.

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.

Deft Sneak Attack


Your Sneak Attacks are more accurate compared to
others.
Prerequisite: Rogue.
Benefit: When you roll for Sneak attack damage,
every die roll of 1 is treated as a 2.

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.

Hamstring Impairing Strike


You learn how to make your sneak undercut a
You slash the tendons behind a creature’s leg when
creature’s resistance to your spells.
you use Sneak Attack with a slashing weapon,
crippling it temporarily. Prerequisite: Rogue level 6, Arcane Trickster.
Prerequisite: Rogue, slashing weapon. Benefit: When you successfully hit a creature with
36
36 Class Talents
a Sneak Attack, you impose disadvantage on the and choose to sap it. The creature is allowed a
creature’s next saving throw against a spell you Constitution saving throw to negate the effect. The
cast before the end of your next turn. DC is equal to 8 + your proficiency bonus + your
Dexterity modifier. If the creature fails its saving
throw, it is stunned until the end of your next turn.
Improved Uncanny Dodge Once you use this feature, you cannot use it again
Once in a while you can avoid all damage from an until you finish a short or long rest.
attack that hits you.
Prerequisite: Rogue level 12, Thief Archetype.
Thief Acrobat
Benefit: When an attacker you can see hits you You are highly skilled expert in the art of breaking
with an attack, you can use your reaction to reduce into places that are difficult to reach. You can easily
the attack’s damage to 0. Once you use this feature, perform flips, tumbles, barrel rolls, twists, wall
you cannot use it again until you finish a short walks, and other feats of dexterity and acrobatics.
or long rest. You can still use Uncanny Dodge as
Prerequisite: Rogue level 6, Thief Archetype.
normal.

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.

Dragon Wing Shield Extra Sorcery Points


You can block an incoming attack with your dragon You have more Sorcery Points than normal.
wings.
Prerequisite: Sorcerer level 3.
Prerequisite: Sorcerer level 15, Draconic Bloodline.
Benefit: Your total Sorcery points is increased by 2.
Benefit: When you have your Dragon Wings You can retake this talent one additional time only.
manifested and are not flying and you are hit
by an attack but the outcome has not yet been
determined, you can use your reaction to block Improved Bend Luck
the attack using your wings. You gain a bonus to Your ability to twist fate is better than normal.
your AC or Dexterity saving throw equal to your
Charisma modifier until the start of your next turn. Prerequisite: Sorcerer level 6, Wild Magic.
Once you use this feature, you cannot use it again Benefit: You roll 1d8 instead of 1d4 when using the
until you finish a short or long rest. Bend Luck ability.

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.

Improved Elemental Affinity


Your spells related to your Draconic heritage is
harder to resist.
Prerequisite: Sorcerer level 6, Draconic Bloodline.
Benefit: Increase the DC of the spells associated
with your Draconic Ancestry by 1.

Improved Flexible Casting


You have mastered the art of Flexible Casting.
Prerequisite: Sorcerer level 12.
Benefit: The cost of creating spell slots as shown in
the Creating Spell Slots table (PHB p.101) will cost
you 1 sorcery point less than normal. Additionally,
you can create spell slots of up to 6th level. It will
cost 7 sorcery points to convert a 6th level spell
slot.

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.

Improved Dark One’s Blessing Prerequisite: Wizard level 9.


You gain more from your Dark One’s Blessing than Benefit: Choose a spell of 3rd level or below
normal. from your spellbook that is under your school of
your Arcane Tradition. You always have this spell
Prerequisite: Warlock level 3, Fiend patron.
prepared, it does not count against the number of
Benefit: Aside from the temporary hit points you spells you have prepared, and you can cast it once
gain when you reduce a hostile creature to 0 hit at its standard level without expending a spell slot.
points, your proficiency bonus is also temporarily When you do so, you can not do so again until you
increased by 1 until the end of your next turn. This finish a short or long rest.
effect does not stack.

Greater Arcane Recovery


Improved Misty Escape You can regain higher magical energy than normal
You can avoid damage when you use Misty Escape. when studying your spellbook.
Prerequisite: Warlock level 9, Archfey patron. Prerequisite: Wizard level 12, Improved Arcane
Benefit: When you use Misty Escape, the damage Recovery.
you received is reduced by half. Benefit: You can use Arcane Recovery to recover
spell slots of up to 6th level.

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 Arcane Ward


Your Arcane Ward is more potent than normal.
Wizard Prerequisite: Wizard level 6, School of Abjuration
Arcane Tradition.
Arcane Tradition Focus Benefit: The hit points of your Arcane Ward is
The spells from the school of your chosen Arcane increased to thrice your Wizard’s level + twice your
Tradition is harder to resist than normal. Intelligence modifier.
Prerequisite: Wizard level 3.
Benefit: Increase the DC of the spells from the
Improved Grim Harvest
Class Talents 41
You gain more benefits from your Grim Harvest Benign Transposition.
than normal. Once you use this feature, you can’t use it again
until you finish a short or long rest.
Prerequisite: Wizard level 6, School of Necromancy
Arcane Tradition.
Benefit: Aside from the temporary hit points Swift Illusion Spell
you gain when you kill a creature with a spell of You are an expert in the school of illusion that you
1st level or higher, your proficiency bonus is also can sometimes cast certain low level illusion spells
temporarily increased by 1 until the end of your without effort.
next turn. This effect does not stack.
Prerequisite: Wizard level 6, School of Illusion.
Benefit: You can take a bonus action to cast a
Improved Instinctive Charm cantrip or a 2nd level spell or below from the
Your Instinctive Charm is more potent than normal. school of Illusion.
Once you use this feature, you cannot use it again
Prerequisite: Wizard level 6, School of Enchantment
until you finish a short or long rest.
Arcane Tradition.
Benefit: You can choose the attacker’s target when
there are multiple creatures closest.

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.

Improved Sculpt Spell


You can choose more creatures than normal when
you use Scult Spell.
Prerequisite: Wizard 6, School of Evocation Arcane
Tradition.
Benefit: Increase the number of creatures you
can choose to 1 + your Intelligence modifier + the
spell’s level.

Instinctive Benign Transposition


You can use Benign Transposition even if it is not
your turn.
Prerequisite: Wizard level 6, School of Conjuration
Arcane Tradition.
Benefit: You can use your reaction to invoke

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

The Emerald Enclave


Blessing of SIlvanus
You channel the aid of Silvanus through your
fingertips. You can cure a creature suffering from
wounds or an affliction.
Prerequisite: The Emerald Enclave faction
membership, Character level 6.
Benefit: On your turn, you can use an action and
touch a creature. Choose from either of the two
effects:
Regenerate Wounds. This creature regains 1d4 hit
points at the start of each of its turns for a number
of rounds equal to your Charisma or Wisdom
modifier (your choice).
Cure Affliction. You end one disease or one
condition afflicting the creature. The condition Preserve the Natural Order
must be blinded, deafened, paralyzed, or poisoned. The natural order must be respected and
Once you use either feature, you cannot use it preserved. You fight well against fiends and
again until you finish a long rest. undead that threaten that order.
Prerequisite: The Emerald Enclave faction
membership.
Naturalist Benefit: You can reroll an attack roll made against
You can survive in the harsh wilderness more a fiend or undead creature. You can also reroll a
effortlessly than others. saving throw against a spell or attack made by a
Prerequisite: The Emerald Enclave faction fiend or undead creature. In both cases, you must
membership. use the result of the second roll, even if it is lower.
Once you use either feature, you cannot use any of
Benefit: You gain proficiency with the Herbalism
them again until you finish a short or long rest.
Faction Talents 43
Benefit: You gain proficiency in one of the
following tools: the Disguise kit, Forgery kit,
Gaming Set, an Instrument, or Thieves’ Tools.
After you roll for any Intelligence ability check but
before the outcome is determined, you can roll a
d10 and add the result.
Once you use this feature, you cannot use it again
until you finish a short or long rest.

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.

Harper Knowledge Glory and Honor


The life of a Harper has provided you with You call your allies into action, inspiring them to
the opportunity to pick up odds and ends of fight and perform better for the glory and honor of
knowledge. your alliance.

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.

Unite Against the Dark


You inspire your allies, uniting them to fight back
against the dark forces that threaten you.
Prerequisite: The Lord’s Alliance faction
membership.
Benefit: Choose a number of creatures within 60
feet of you that you can see equal to half your class
level. You can use your reaction to have those
creatures you chose gain advantage on their next
saving throw. 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.

will on an evil creature, reducing its capabilities to


The Order of the fight and perform.
Gauntlet Prerequisite: Order of the Gauntlet faction
membership, Character level 6.
Benefit: On your turn, as a bonus action, choose
Faith Against Evil an evil-aligned creature you can see within 60
Your faith in your deity is stronger than normal, it feet that you have dealt damage to or has failed
enables you to resist most evil spells and effects. a saving throw against your spell or class feature
Prerequisite: Order of the Gauntlet faction within the previous turn. The creature is allowed a
membership. saving throw to negate the effect. The DC is equal
to 8 + your proficiency bonus + your main ability
Benefit: After you roll for a saving throw against
modifier. If the creature fails its saving throw,
an evil creature’s spell or ability, you can roll a d12
the creature becomes frightened and its speed
and add the result to the roll.
becomes 0 until the end of your next turn.
Once you use this feature, you cannot use it again
If you have successfully used this feature, you
until you finish a short or long rest.
cannot use it again until you finish a long rest.

Punish the Evil Strength and Bravery


Driven by a sense of justice, you can impose your
You have extraordinary strength of will when

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

Mannix 'Dragonix' Manansala

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.

Extra Legendary Action Innate Spellcaster (Psionics)


Type: Trait. Type: Action.
The aboleth can take 1 additional legendary action Talent Cost: 2 (Counts as 2 Talents).
before the start of its next turn. The aboleth can The aboleth's innate spellcasting ability is
retake this talent up to two additional times. The Intelligence (DC 16). It can innately cast the
additional legendary action stacks. following spells requiring no material components:
3/day (each): hypnotic pattern, phantasmal force
2/day (each): hallucinatory terrain, major image
Improved Enslave 1/day: project image
Type: Trait.
The aboleth can target up to two creatures it can
see within 30 feet with its Enslave feature. Slime Orb
Type: Legendary Action.
Slime Orb. Ranged Spell Attack: +9 to hit, range
Improved Multiattack 120ft., one target. Hit: 14 (4d6) acid damage and
Type: Trait. the target must make a DC 14 Strength saving
When the aboleth uses Multiattack, it makes four throw or be restrained until the end of the aboleth's
next turn.

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.

Extra Legendary Action


Type: Trait.

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.

Spell Reflection (3/day)


Type: Reaction. Hardened Carapace
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
The ankheg is resistant to piercing and slashing
If the angel makes a successful saving throw against damage from nonmagical weapons that aren't
a spell, or a spell attack misses it, the angel can use adamantine.
its reaction to choose another creature (including
the spellcaster) it can see within 30 feet of it. The Rising Burst (Recharge 6)
spell targets the chosen creature instead of the Type: Action.
angel. If the spell forced a saving throw, the chosen
creature makes its own save. If the spell was an
attack, the attack roll is rerolled against the chosen
creature.

Swift Spellcaster (3/day)


Type: Trait.
Talent Cost: 3 (Counts as 3 Talents).
The angel can take a bonus action to cast a spell
that has a casting time of 1 action.
___________________________________________________________

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.

Spiked Carapace Improved Heated Weapons


Type: Trait. Type: Trait.
A creature that hits the ankheg with a melee attack The fire damage dealt by the Azer's weapon is
while within 5 feet of it takes 3 (1d6) piercing increased by 3 (1d6).
damage.

Vitriolic Acid Spray


Type: Trait.
Banshee
The banshee (CR 4) can have 2 talents.
If a creature fails its saving throw against the
ankheg's acid spray, it takes 7 (2d6) acid damage at
the start of ankheg's next turn. Deathly Whispers (3/day)
Type: Action.
The banshee whispers a baleful melody that only
one creature of its choice within 30 feet can hear,
wracking it with terrible pain and grief. The target
Azer must make a DC 13 Wisdom saving throw. On a
The azer (CR 2) can have 1 talent. failed save, it takes 10 (3d6) psychic damage and
must immediately use its reaction, if available,
to move as far as its speed allows away from the
Aura of Fire banshee. The creature doesn't move into obviously
Type: Trait. dangerous ground, such as a fire or a pit. On a
successful save, the target takes half as much
A creature that starts its turn within 5 feet of the
damage and doesn't have to move away. A deafened
Azer takes 5 (1d10) fire damage.
creature automatically succeeds on the save.

Chains of Flame (Recharge 6)


Type: Action.
Groaning Spirit
Type: Trait.
The azer can use Chains of Flame.
The Banshee produces and maintains a series
Chains of Flame. Ranged Melee Attack: +5 to hit, of eerie, mournful groans and cries that can be
range 10 ft., one target. Hit: 6 (1d6+3) bludgeoning heard up to 120 feet. A creature that can hear it
damage and 3 (1d6) fire damage and the target and is concentrating on a spell must make a DC 13
must succeed on a DC 13 Strength saving throw or Constitution saving throw each turn to maintain
7
concentration. In addition, a creature that can Kiss of Death
hear it must make a DC 13 Wisdom saving throw Type: Action.
or become frightened for as long as it can hear the
Talent Cost: 2 (Counts as 2 Talents).
banshee. A creature can repeat the saving throw
at the end of each of its turns, ending the effect on The banshee can use kiss of death.
itself on a success. A creature that successfully Kiss of Death. Melee Spell Attack; +5 to hit, reach
saves against the effect is immune to the banshee’s 5 ft., one charmed or frightened male humanoid
groaning spirit for the next 24 hours. creature. Hit: The target must make a DC 13
Constitution saving throw. On failed save, the
target’s hit points is reduced to 0. On a success, the
Hypnotic Glare (3/day) creature takes 12 (3d6 + 2) necrotic damage.
Type: Reaction.
When a creature the banshee can see targets the
banshee with an attack and the creature is within
30 feet of the banshee, the banshee can use its
reaction and glare at the creature. The target must Basilisk
succeed on a DC 13 Wisdom saving throw against The basilisk (CR 3) can have 2 talents.
this magic or be charmed until the end of the
banshee's next turn. The charmed target is stunned.
If the target's saving throw is successful, the target Multi-Claw Rake
is immune to the banshee's Hypnotic Glare for the Type: Trait.
next 24 hours.
If the basilisk hits a target creature with its bite,
it can take a bonus action to immediately target it
with its multi-claw rake attack.
Improved Wail
Type: Trait. Multi-Claw Rake. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 13 (4d4+3) slashing
Talent Cost: 2 (Counts as 2 Talents). damage.
As Wail, except that a creature that fails its saving
throw has its hit point maximum magically reduced Poison Breath (Recharge 5-6)
by 10 (3d6). If a creature's hit point maximum is Type: Action.
reduced to 0 by this effect , the creature dies. A Talent Cost: 2 (Counts as 2 Talents).
creature's hit point maximum can be restored with
The basilisk exhales poisonous gas in a 15-foot
the greater restoration spell or similar magic.

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Mannix 'Dragonix' Manansala

An Exciting Adventure with a Twist for


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