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CHARACTER OPTIONS

TALENTS

Mannix 'Dragonix' Manansala

OVER 230 CHARACTER 'PERKS' TO


SPICE UP YOUR CHARACTERS!
CHARACTER OPTIONS
TALENTS

Version 3.00
Credits About this Book
Character Options: Talents offers variant rules for your 5th
Design and Development: Dragonix edition gaming. It does not change any of the existing rules.
Facebook: https://www.facebook.com/DragonixDnD Instead, it offers you additional options for character devel-
Twitter: @DM_Dragonix opment. It contains over 200 talents to choose from that
you can use to customize your character and make them
Editing: Alain V. Bennett, Marco Pasamba more unique, specialized, and dynamic.
The 5th edition core rules have been an amazing set, but
Cover Illustration: Sandeson Gonzaga it has left me a little more wanting in character options. In
particular, the Feats and character archetypes. Do not get
Interior Illustrations: Sandeson Gonzaga, Dean Spencer, me wrong; they are both well-written, balanced, and fun.
However, I would have liked to have been able to decide
Bryan Syme, Eric Lofgren, Daniel Comerci, Matt Forsyth,
more on how I develop my character as I gained levels.
Quico Vicens Picatto, Bob Greyvenstein, Claudio Casini, Character Options: Talents harkens back to the days of
Aaron Lee, Felipe Gaona, Wizards of the Coast Various 3rd edition gaming, where you always look forward to that
Artists. extra feat you can acquire at 3rd level and every three levels
thereafter. The talents you will see within this book are like
Playtesting: Mycko David, Kirby Gonzaga, Teddy Gonzaga, mini-feats. Most do not bring as many features as a stan-
Makoy Galido Echavez and gang, James Manansala, Marco dard feat. Instead, they either help shape and add flavor
Pasamba, Raffy San Antonio, TJ Sese, Ace Soliman, to your character, improve your specializations, or address
Teejay Suaring, Michael Tiongson, Dave Young, Rowell your opportunities. You do not need to use all of them if you
Zaragoza, Wena Zaragoza think some are not balanced. Feel free to modify them as
you see fit. And most importantly, have fun!

On the Cover
"This was digitally painted in 2014 as a practice piece and
I wanted to do something moody and atmospheric. I finally
decided to paint a young witch concocting a witch-ey brew
by adding drops of bright red blood *chef’s kiss* from her
own thumb. Creepy crawlies added to her twig tiara for
extra fun.
I’ve always gravitated toward playing spellcaster types in
our D&D games with Dragonix, and one time I even played
a homebrew witch. Didn’t have much time to stay in her
hovel and brew potions though, too busy adventuring."
- Sandeson Gonzaga

Acknowledgement
Dungeons & Dragons, D&D, Wizards of the Coast,
Forgotten Realms, Ravenloft, Eberron, the dragon
ampersand, Ravnica and all other Wizards of the Coast
product names, and their respective logos are trademarks
of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of
the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for
Dungeon Masters Guild.
All other original material in this work is copyright 2021
by Dragonix and published under the Community Content
Agreement for Dungeon Masters Guild.
Table of Contents
General Talents Miscellaneous..........................15 Class Talents
Armor Focus........................15
Ability........................................... 7 Bloodline of Fire.................15 Barbarian..................................25
Agile......................................... 7 Elemental Focus.................15 Brutal Strikes......................25
Astute...................................... 7 Extra Attunement...............15 Deadly Rage.........................25
Brilliant Mind........................ 7 Multitasker...........................15 Extra Rage............................25
Built......................................... 7 Skill Focus............................15 Greater Rage.......................26
Commanding Presence....... 7 Tool Focus............................15 Imp Unarmored Defense..26
Cunning.................................. 8 Witchcraft.............................15 Invigorating Rage................26
Great Fortitude...................... 8 Mighty Rage.........................26
Indomitable............................ 8 Savagery...............................26
Iron Will.................................. 8 Racial Talents Summon Totem Spirit.......27
Lightning Reflexes................ 8 Bard...........................................28
Dragonborn..............................16
Vigorous.................................. 8 Bardic Prodigy....................28
Breath Weapon Focus........16
Winsome................................. 8 Extra Bardic Inspiration...28
Deadly Breath Weapon......16
Background................................ 9 Extra Expertise...................28
Dragonborn Fury................16
Ascetic Missionary............... 9 Imp. Bardic Inspiration.....28
Dragonborn Heritage.........17
Brilliant Academic................ 9 Imp. Cutting Words............28
Potent Breath Weapon......17
Crafty Dealer......................... 9 Imp Song of Rest................28
Dwarf.........................................17
Cunning Spy.......................... 9 Instinctive Bardic Insp.......29
Bullheadedness...................17
Daring Explorer..................10 Inspiring Strike...................29
Racial Foe Expertise..........17
Dashing Scoundrel.............10 Galvanizing Strike..............29
Weapon Expert....................18
Gallant Hero........................10 Cleric.........................................30
Imp. Dwrvn Armor Trng....18
Grizzled Veteran.................11 Blinding Strike....................30
Last Stand............................18
Rugged Outdoorsman........11 Channel Divinity Focus......30
Elf...............................................18
Shady Operator...................11 Divine Fortune.....................30
Arcane Knowledge.............18
Combat......................................13 Divine Recovery..................31
Elven Focus..........................18
Cleave....................................13 Divine Sneak Attack...........31
Elven Precision...................18
Great Cleave........................13 Elemental Shape................31
Elven Racial Foe Exp.........19
Improved Dodge.................13 Extra Channel Divinity......31
Elven Vigilance....................19
Improved Initiative.............13 Extra Domain Knowledge.31
Sunlight Adaptation...........19
Improved Taunt...................13 Gift of Lightning..................32
Uncanny Senses.................20
Mighty Cleave......................14 Imp. Knwldge of Magic......32
Gnome.......................................20
Point Blank Shot................14 Knowledge of Magic...........32
Arcane Inclination..............20
Power Attack.......................14 Imp. Blinding Strike...........32
Conservator.........................20
Spell Attack Focus..............14 Imp. Cloak of Shadows.....32
Fade.......................................21
Taunt......................................14 Imp. Gift of Lightning........32
Gnomish Furtiveness.........21
Two-Weapon Rend..............14 Imp. Swift Cure Wounds...32
Gnomish Racial Foe Exp..21
Weapon Focus.....................14 Imp. Turn Undead...............32
Half-Elf......................................21
Imp. War God’s Blessing...33
Elven Senses.......................21
Swift Cure Wounds............33
Elven Weapon Training.....21
War Strike............................33
Natural Diplomat................21
Druid..........................................34
Half-Orc.....................................22
Extra Circle Spells.............34
Furious Assault...................22
Extra Wild Shape...............34
Orcish Brute Ancestry.......22
Imbued Wildshape.............34
Orcish Rush.........................22
Imp. Conjuration.................34
Orcish Resilience................22
Imp. Natural Recovery.......34
Orcish Wpn Familiarity.....22
Instinctive Wild Shape......35
Halfling......................................22
Plant Form...........................35
Born Sneaky........................22
Nature Sense.......................35
Fortunate..............................22
Rejuvenate............................35
Nimble Reaction.................23
Fighter.......................................36
Second Chance...................23
Called Strike........................36
Strongheart..........................23
Eldritch Weapon.................36
Human.......................................23
Extra Action Surge.............36
Human Aptitude..................23
Extra Combat Maneuver...36
Human Ingenuity................23
Extra Fighting Style...........36
Human Resolve...................23
Extra Superiority Die.........36
Tiefling......................................24
Impairing Critical...............37
Bloodhunt.............................24
Improved Second Wind.....37
Greater Infernal Legacy....24
Vicious Critical....................37
Infernal Fortitude................24
Weapon Specialization......37
Infernal Wrath.....................24
Monk..........................................38 Warlock.....................................48 Faction Talents
Abundant Step.....................38 Dark Forte............................48
Drunken Mongoose............38 Distracting Intrusion..........48 The Emerald Enclave.............52
Elemental Combo...............38 Extra Dark One’s Luck......48 Initiate of the Enclave........52
Extra Element Discipline.. 38 Extra Entropic Ward..........49 Blessing of SIlvanus...........52
Extra Ki.................................38 Extra Fey Presence............49 Naturalist..............................52
Greater Ki-Emp. Strikes....38 Extra Invocation..................49 Preserve the Nat. Order....52
Imp. Ki-Emp. Strikes.........38 Imp. Dark One’s Blessing.. 49 The Harpers.............................53
Imp. Unarmored Defense.38 Improved Misty Escape.....49 Harp Aspirant......................53
Instinctive Shadow Step...39 Pernicious Magic................49 Favored Foes Specialist....53
Ki Focus................................39 Wizard.......................................50 Harper Knowledge.............53
Shadow Strike.....................39 Arcane Tradition Focus.....50 Tymora’s Smile....................53
Paladin......................................40 Arcane Tradition Prodigy.. 50 The Lords' Alliance.................54
Blessed Divine Smite.........40 Greater Arcane Recovery.. 50 Agent of the Council...........54
Deadly Divine Smite..........40 Imp. Arcane Recovery........50 Best Def. is a Strong Off....54
Divine Lore...........................40 Imp. Arcane Ward...............50 Glory and Honor.................54
Extra Fighting Style...........40 Imp. Grim Harvest..............50 Unite Against the Dark......54
Extra Sacred Oath C.D......40 Imp. Instinctive Charm......51 The Order of the Gauntlet.....55
Imp. Abjure Enemy.............40 Imp. Portent.........................51 Deputy of the Order............55
Improved Aura.....................40 Imp. Sculpt Spell................51 Faith Against Evil................55
Imp. Lay on Hands.............41 Inst. Benign Transpo..........51 Punish the Evil....................55
Imp. Nature’s Wrath...........41 Swift Illusion Spell.............51 Strength and Bravery.........55
Imp. Sacred Weapon..........41 Swift Transmut Spell.........51 The Zhentarim.........................56
Imp. Turn the Faithless......41 Acolyte of the B. Network.56
Imp. Turn the Unholy.........41 Cheap Shot..........................56
Imp. Vow of Enmity............41 Zhentarim Agent.................56
Potent Divine Smite...........41 Zhentarim Thug..................56
Ranger.......................................42
Beast Combo Strike...........42
Beast Intercept....................42
Druidic Lore.........................42
Extra Defensive Tactics.....42
Extra Favored Enemy........42
Extra Favored Terrain........42
Extra Fighting Style...........42
Extra Hunter’s Prey............42
Favored Enemy Slayer.......43
Greater Ranger’s Comp.....43
Imp. Favored Enemy..........43
Imp. Multiattack..................43
Imp. Ranger’s Comp...........43
Nature Sense.......................43
Rogue.........................................44
Arcane Exploit.....................44
Deadly Sneak Attack..........44
Deft Sneak Attack...............44
Extra Expertise...................44
Gouge....................................44
Hamstring............................44
Impairing Strike..................44
Imp. Uncanny Dodge.........45
Master Assassin..................45
Poisoncraft...........................45
Sap.........................................45
Thief Acrobat.......................45
Sorcerer....................................46
Double Wing Strike............46
Dragon Wing Shield...........46
Extra Metamagic.................46
Extra Sorcery Points.........46
Improved Bend Luck.........46
Imp. Control Chaos............46
Imp. Draconic Resilience.. 46
Imp. Elemental Affinity......46
Imp. Flexible Casting.........47
Selected Chaos....................47
Introduction available to members of that race. Faction talents are talents
which only members of their faction are allowed to have. Finally,
there are class talents. These comprise the majority of the talents,
What are Talents? and most have specific class level requirements.

T alents are extraordinary aspects of a character’s abilities,


background, personality, physique, proficiencies, and features.
They are similar to, but not always as powerful as, standard
Game Balance
The introduction of talents may result in some game imbalance
Feats. They are bonus 'perks' that improve your current existing issues in favor of the players.
abilities, slightly or temporarily shift game mechanics into your To address this, you can use some or all of the following options:
favor, provide you with a new capability, or build your character’s • Reduce the starting total ability scores of players by 2-4
and/or set a maximum starting ability score of 14 after
background and personality for a richer roleplaying experience.
racial bonuses.
• Assign talents to NPCs or even humanoid monsters. As
Acquiring Talents a standard, monsters can have one talent for every three
Each character begins with one talent at 1st level. At 3rd level and CR they have plus one, rounded down. Class talents can
every three levels thereafter (6th, 9th, 12th, 15th, and 18th), they also be applied to monsters who have classes or class-
gain another talent. Talents are gained according to character like features. The book DM Options: Monster Talents
level, regardless of individual class levels. extensively provides more details about providing talents
You can only acquire a specific talent once. However, certain to monsters.
talents can be retaken more than once as detailed in their • Increase the average level of the party by 1 for every 4
description. levels when comparing to a creature's CR. Thus, a party of
You may also choose not to acquire a talent when you reach a 8th level characters should be considered as a party of
level where you are eligible to do so. You can save this acquisition 10th level characters.
for later on (perhaps when you have met the prerequisites).
If you do not wish to use the variant rules of acquiring talents,
you can instead just acquire them as Half Feats. Each time you Talent Descriptions
are eligible to take a new Feat, you can opt to select two Talents Talent Name
instead.
Description of what the talent does or represents in plain
language.
Prerequisites
Some talents have prerequisites. Your character must have the Prerequisite: A minimum ability score, another talent or talents,
indicated ability score, class level, faction, feature, feat, race, skill, member of a race or faction, or a class level that a character
or other quality designated in order to select or use that talent. must have in order to acquire this talent. This entry is absent if
You cannot use or gain the benefit of a talent if you lose the a talent has no prerequisite. A talent may have more than one
prerequisite. prerequisite.
Benefit: What the talent enables the character (“you” in the talent
Types of Talents description) to do. If a character has the same talent more than
Some talents are general, meaning that no special rules govern once, its benefits do not stack unless indicated otherwise in the
them as a group. description.
Others are racial, which means that those talents are only

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

General Talents 7
Benefit: You have a +1 bonus to Charisma saving throws. Prerequisite: Wisdom 10 or higher.
Benefit: You have a +1 bonus to Wisdom saving throws.

Cunning
You are more shrewd and headstrong than normal. Lightning Reflexes
Benefit: You can reroll a Wisdom ability check or Wisdom You are extraordinarily quicker than normal.
saving throw. You must use the result of the second roll,
Prerequisite: Dexterity 10 or higher.
even if it is lower.
Once you use this feature, you cannot use it again until you Benefit: You have a +1 bonus to Dexterity saving throws.
finish a long rest.

Vigorous
Great Fortitude You are healthier than normal.
You are extraordinarily healthier than normal.
Benefit: You can reroll a Constitution ability check or
Prerequisite: Constitution 10 or higher. Constitution saving throw. You must use the result of the
second roll, even if it is lower.
Benefit: You have a +1 bonus to Constitution saving throws.
Once you use this feature, you cannot use it again until you
finish a long rest.

Indomitable
You are extraordinarily stronger than normal. Winsome
Prerequisite: Strength 10 or higher. You have a stronger personality than normal.
Benefit: You have a +1 bonus to Strength saving throws. Benefit: You can reroll a Charisma ability check or
Charisma saving throw. You must use the result of the
second roll, even if it is lower.
Iron Will Once you use this feature, you cannot use it again until you
You are extraordinarily more strong-willed than normal. finish a long rest.

88 General Talents
Background Cunning Spy
You are trained in the arts of subterfuge. You can blend
into the crowd or assume the identity of others. You have
Ascetic Missionary a knack of finding ways to gain information or reach an
You live a devout and disciplined life, abstaining from objective without getting detected.
wordly pleasures in order to order to pursue spiritual goals,
help the weak, or achieve supreme martial prowess. Benefit: You have 3 Cunning Spy points. Whenever you
make an ability check that involves the skill Deception,
Benefit: You have 3 Ascetic Missionary points. Whenever Investigation, or Stealth, or the tool Disguise Kit, Forgery
you make an ability check that involves the skill Insight, Kit, or Thieves’ Tools, you can spend one Cunning Spy
History, Medicine, Perception, or Religion, you can spend point to roll a d12 and add it to the result. You can choose
one Ascetic Missionary point to roll a d12 and add it to to spend one of your Cunning Spy points after you roll the
the result. You can choose to spend one of your Ascetic die, but before the outcome is determined.
Missionary points after you roll the die, but before the You regain your expended Cunning Spy points when you
outcome is determined. finish a long rest.
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.
Benefit: You have 3 Brilliant Academic points. Whenever
you make an ability check that involves the skill Arcana,
History, Investigate, Nature, or Persuasion, you can spend
one Brilliant Academic point to roll a d12 and add it to
the result. You can choose to spend one of your Brilliant
Academic points after you roll the die, but before the
outcome is determined.
You regain your expended Brilliant Academic points when
you finish a long rest.

Crafty Dealer
You have uncanny knowledge of the prices and trends of
commodities. You can easily recognize an opportunity to
earn a profit, sometimes exploiting 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.

General Talents 9
Daring Explorer with the opposite sex and hardly anyone hates you, even if
You are a bold, well-travelled adventurer always on the hunt they cannot trust you.
for secret treasure or undiscovered areas. You deftly avoid Benefit: You have 3 Dashing Scoundrel points. Whenever
traps and natural hazards. There is hardly any place you you make an ability check that involves the skill Acrobatics,
cannot reach or find a way into or any puzzle you cannot Athletics, Performance, Persuasion, or Sleight of Hand, you
solve. can spend one Dashing Scoundrel point to roll a d12 and
Benefit: You have 3 Daring Explorer points. Whenever add it to the result. You can choose to spend one of your
you make an ability check that involves the skill Acrobatics, Dashing Scoundrel points after you roll the die, but before
Athletics, History, Investigation, or Survival, you can the outcome is determined.
spend one Daring Explorer point to roll a d12 and add it You regain your expended Dashing Scoundrel points when
to the result. You can choose to spend one of your Daring you finish a long rest.
Explorer points after you roll the die, but before the
outcome is determined.
You regain your expended Daring Explorer points when Gallant Hero
you finish a long rest. You are the people’s champion, the brave knight, or the
humble ronin. You know how to carry and present yourself
to people of different walks of life. You are often the first to
Dashing Scoundrel charge in a battle. There is nothing more important to you
You are a rakish knave, a charming rascal, a dauntless than defending the weak, oppressed, and the occasional
warrior with a wit. You face challenges with bravado and damsel in distress.
always find humor in every dire situation. You are popular 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. Whenever
you make an ability check that involves the skill History,
Insight, Intimidation, Perception, or Survival, you can
spend one Grizzled Veteran point to roll a d12 and add it
to the result. You can choose to spend one of your Grizzled
Veteran points after you roll the die, but before the outcome
is determined.
You regain your expended Grizzled Veteran points when
you finish a long rest.

10
10 General Talents
Rugged Outdoorsman Sleight of Hand, Stealth, or Survival (urban areas only),
You have dedicated your life and work in the frontier and or any Intelligence check to recall local information or
harsh wilderness. Your skill as a guide, a tracker, or a identify a source of information, you can spend one Shady
hunter is extraordinary. There is hardly anyone better at Operator point to roll a d12 and add it to the result. You
what you do and thus you are often sought after. can choose to spend one of your Shady Operator points
after you roll the die, but before the outcome is determined.
Benefit: You have 3 Rugged Outdoorsman points. You regain your expended Shady Operator points when
Whenever you make an ability check that involves the skill you finish a long rest.
Animal Handling, Athletics, Nature, Perception, or Survival,
you can spend one Rugged Outdoorsman point to roll a
d12 and add it to the result. You can choose to spend one of
your Rugged Outdoorsman points after you roll the die, but
Shrewd Investigator
before the outcome is determined. From a young age you have always been highly observant.
You regain your expended Rugged Outdoorsman points You notice things that most others do not. You can spot
when you finish a long rest. clues and significant details that others will simply find as
irrelevant. You can often tell when a person is lying and can
easily draw out or leverage information from others. You
can track even the most elusive of quarries.
Shady Operator
You were born in the streets, surviving the harshness of Benefit: You have 3 Shrewd Investigator points. Whenever
poverty and the cruelty of society. You learned how to you make an ability check that involves the skill Insight,
become resourceful, shrewd, and opportunistic. You rose Intimidation, Investigation, Perception, or Survival, you can
from the ranks of common thieves and thugs. You built spend one Shrewd Investigator point to roll a d12 and add
a network of spies and informants through extortion, it to the result. You can choose to spend one of your Shrewd
deals, and favors. You are the person to reach out to when Investigator points after you roll the die, but before the
someone need information or a job done discreetly. outcome is determined.
You regain your expended Shrewd Investigator points
Benefit: You have 3 Shady Operator points. Whenever you when you finish a long rest.
make an ability check that involves the skill Persuasion,
General Talents 11
12
12 General Talents
Combat Benefit: As Cleave, but you deal your full normal damage to
the additional creature you selected to attack.

Cleave
The follow through from your melee weapon strikes can Improved Dodge
sometimes fell another enemy within range. You can attack while dodging.
Prerequisite: Strength 13 or higher. Benefit: When you take the Dodge action, you can make
one weapon attack with disadvantage.
Benefit: On your turn, when your melee attack reduces a
creature to 0 hit points, any excess damage from that attack
might carry over to another creature nearby. You can select
another creature within reach and, and if your original Improved Initiative
attack roll can hit it, apply any remaining damage to it. You You are quicker to react than normal.
cannot move while you perform Cleave. You can only use Benefit: You have advantage on initiative rolls.
this ability once per turn.

Improved Taunt
Great Cleave You hurl a string of insults and slurs at a group of creatures
You can deal your full damage when you Cleave. you can see, distracting them and trying to gain their
Prerequisite: Cleave, Strength 15 or higher. attention.

General Talents 13
Prerequisite: Taunt. 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
Benefit: As Taunt, except you can choose a number of
damage.
creatures equal to your Charisma, Intelligence, or Wisdom
This talent does not stack with the Great Weapon Mastery
modifier (your choice).
feat.

Mighty Cleave Spell Attack Focus


You can Cleave more often than normal.
You are more accurate in the use of a melee or ranged spell
Prerequisite: Great Cleave, Strength 17 or higher. attack.
Benefit: As Great Cleave, but there is no limit to the Benefit: Choose either a melee or ranged spell attack. You
number of creatures you can attack. As long as your melee gain a +1 bonus to attack rolls made with the spell attack
attack reduces a creature to 0 hit points, you can keep on chosen.
choosing another creature within reach and apply your full You can retake this talent one more time only to select the
damage to it. other type of spell attack.
You can only use this ability once per turn.

Taunt
Point Blank Shot You cause a ruckus or hurl a string of insults and slurs at
You are skilled at making well-placed shots with ranged a creature you can see, distracting it and trying to gain its
weapons at close range. attention.
Benefit: You have +1 bonus to ranged weapon damage rolls Benefit: As a bonus action, choose a creature you can see
against creatures you hit within 30 feet. within 30 feet that can hear and understand you. That
creature must make a Wisdom saving throw equal to 8 plus
your profieciency modifier plus your Charisma modifier or
Power Attack Intelligence modifier or Wisdom mo difier (your choice). If
You can make exceptionally deadly melee attacks by it fails its saving throw, it gains disadvantage to all attacks
sacrificing accuracy for strength. not made against you. The creature can continue to make
saving throws at the end of each of its turns.
Benefit: On your turn, before you make a strength-based Once you use this feature, you cannot use it again until you
finish a short or long rest.

Two-Weapon Rend
You deliver a vicious double slash after hitting a creature
with both your weapons at the same time.
Prerequisite: Two-Weapon Fighting Style.
Benefit: When performing two-weapon fighting and you hit
a creature with both your left and right hand weapons in the
same turn, you deal an extra 1d4 weapon damage.

Weapon Focus
You are talented in the use of a specific weapon. You are
more accurate with it.
Benefit: Choose one type of weapon (longsword, mace,
warhammer, etc.) you are proficient with. You gain a +1
bonus to attack rolls made with that type of weapon.
You can retake this talent. Each time you do so, it must be
applied to a different weapon.

14
14 General Talents
Miscellaneous Multitasker
You can concentrate on maintaining two spells at a time.
Prerequisite: Any spellcaster.
Armor Focus Benefit: You can maintain concentration on a spell even
You are talented in the use of a specific armor. You are very if you cast another spell that requires concentration.
accustomed to it and know how to properly use it during While maintaining concentration on two spells, you have
combat. disadvantage on all ability checks and saving throws, and
Benefit: Choose one type of armor (plate mail, chain mail, your speed is halved. Casting a third spell that requires
leather armor, etc.) you are proficient with. You gain a concentration ends one of the two previous spells (your
+1 bonus to AC when wearing that type of armor while pick).
conscious and not incapacitated.
You can retake this talent. Each time you do so, it must be
applied to a different armor. Skill Focus
You are talented in the use of a skill you are proficient with.
Benefit: Choose one skill you are proficient with. You have
Bloodline of Fire a +2 bonus to ability checks using that skill.
You are descended from the Efreet who ruled Calimshan You can retake this talent. Each time you do so, it must be
for two millennia. The blood of these fire outsiders runs applied to a different skill.
thick in your veins.
Benefit: You have advantage on saving throws against fire.
Tool Focus
You are talented in the use of a tool you are proficient with.
Elemental Focus Benefit: Choose one tool you are proficient with. You have
Any ability, feature, or a +2 bonus to ability checks using that tool.
spell you use from a You can retake this talent. Each time you do so, it must be
chosen damage type applied to a different tool.
is more difficult to
resist.
Benefit: Choose Witchcraft
from the following You are a practicioner of the dark arts, concocter of strange
damage types potions and medicine, and a follower of the eldritch gods,
(acid, cold, fire, fiends, or old gods. People seek you out when they
lightning, or require help or information about love, sickness, or
thunder). Increase death.
the DC of your abilities,
features, or spells which Prerequisite: Any spellcaster class.
uses this type of damage by Benefit: You have two features:
1. Reroll Ability. You can reroll an ability check that involves
the skill Arcana, History, Medicine, Nature, or Religion,
or any ability check that uses the Herbalism Kit. You
Extra Attunement must use the result of the second roll, even if it is
You can attune with more lower.
magical items than normal. Impose Saving Throw Disadvantage. When you
cast an enchantment or necromancy spell at a
Prerequisite: Character level 9. creature, you can take a bonus action and impose
Benefit: Increase the number disadvantage to the creature’s saving throw roll.
of magical items you can attune Once you use either feature, you cannot use any of
with by 1. Each time you take them again until you finish a long rest.
this talent, you must permanently
decrease your highest ability score
by 1. If your highest score is shared
by two or more abilities, choose one.
You can retake this talent one more
time only, but you must be of level 18
or higher when you do so.

General Talents 15
Racial Talents Deadly Breath Weapon
Your breath weapon is more effective than normal.
Prerequisite: Dragonborn, Potent Breath Weapon.
Dragonborn Benefit: When rolling for breath weapon damage, all die
rolls of 1s and 2s are treated as 3s.

Breath Weapon Focus


Sensing weakness from a foe, you are temporarily Dragonborn Fury
consumed by fiendish bloodthirst. You fight with more ferocity when you are wounded.
Prerequisite: Dragonborn. Prerequisite: Dragonborn.
Benefit: Your breath weapon saving throw DC is increased Benefit: While your current hit points is below maximum,
by 1. you gain a +1 bonus to your damage rolls.

16 Racial Talents
Dragonborn Heritage Dwarf
Your lineage allows you recover from your wounds faster
than normal.
Dwarven Bullheadedness
Prerequisite: Dragonborn.
Your natural stubbornness born from being a dwarf is
Benefit: After a short rest, you regain an amount of hit extraordinary. You are more resistant to stun and knock
points equal to your level plus your Constitution bonus. down attacks than normal.
This is in addition to other hit points you can regain
Prerequisite: Dwarf.
normally.
Benefit: After you roll for a saving throw against being
stunned, knocked unconscious, or knocked down but before
Potent Breath Weapon the outcome is determined, you can roll a d10 and add it to
the result.
Your breath weapon is more effective than normal.
Once you use this feature, you cannot use it again until you
Prerequisite: Dragonborn. finish a short or long rest.
Benefit: When rolling for breath weapon damage, all die
rolls of 1s are treated as 2s.
Dwarven Racial Foe Expertise
You were raised and trained to fight your racial enemies
more effectively than others.
Prerequisite: Dwarf.
Benefit: Your weapon attacks made against orcs,
goblinoids, and giants deal an extra 1d4 damage.

Racial Talents 17
Dwarven Weapon Expert Elf
You were raised and trained to use traditional dwarven
weapons. You often deliver devastating blows with them.
Prerequisite: Dwarf.
Arcane Knowledge
You can prepare and cast an arcane spell just like a wizard.
Benefit: When you hit a creature with your battleaxe,
handaxe, light hammer, or warhammer, you can choose to Prerequisite: Elf, High.
do double the normal weapon damage. Benefit: You learn one first level spell from the Wizard’s
Once you use this feature twice, you cannot use it again spell list. You always have this spell prepared and it does
until you finish a short or long rest. not count against the number of spells known and can
prepare each day. You always cast it as a first level spell.
Intelligence is your spellcasting ability for it.
Improved Dwarven Armor Training Once you cast this spell using this feature, you cannot cast
You are trained to equip heavy armor. it again until you finish a long rest.

Prerequisite: Dwarf, Mountain.


Benefit: You gain proficiency with heavy armor. Elven Focus
You can maintain concentration and focus more than
normal.
Last Stand Prerequisite: Elf.
You can channel your stubbornness and tenacity in the face
of adversity and temporarily become extraordinarily tough. Benefit: When you roll for a Constitution saving throw
to maintain concentration, or an Intelligence, Wisdom,
Prerequisite: Dwarf, Hill. or Charisma saving throw, but before the outcome is
Benefit: When you take damage but before the outcome is determined, you can roll a d12 and add it to the result.
determined, you can use your reaction to gain resistance to Once you use this feature, you cannot use it again until you
all types of damage until the start of your next turn. finish a long rest.
Once you use this feature, you cannot use it again until you
finish a long rest.

18
18 Racial Talents
Elven Precision Benefit: Your weapon attacks made against orcs, gnolls,
You are deadly accurate when using traditional elven and goblinoids deal an extra 1d4 damage.
weapons and spells attacks.
Prerequisite: Elf.
Elven Vigilance
Benefit: You can reroll an attack made with a longsword, You are often on your guard and sometimes able to act
longbow, shortsword, shortbow, melee spell attack, or before anybody else at the start of combat.
ranged spell attack. You must use the result of the second
roll, even if it is lower. Prerequisite: Elf, Wood.
Once you use this feature, you cannot use it again until you Benefit: When you roll initiative, you can use a special turn
finish a short or long rest. 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
Elven Racial Foe Expertise of an encounter, you are not surprised but you do not gain
You were raised and trained to fight your racial enemies this extra turn.
more effectively than others. Once you use this feature, you cannot use it again until you
finish a long rest.
Prerequisite: Elf, High or Wood.

Racial Talents 19
Sunlight Adaptation Once you use this feature twice, you cannot use it again
You have grown accustomed to daylight after decades of until you finish a short or long rest.
living on the surface world.
Prerequisite: Elf, Drow.
Benefit: You do not gain disadvantage from attack rolls
and Wisdom (Perception) checks imposed by Sunlight Gnome
Sensitivity.

Arcane Inclination
Uncanny Senses You have a natural ability to cast a cantrip.
Your senses are more heightened than normal.
Prerequisite: Gnome.
Prerequisite: Elf.
Benefit: Choose one spellcasting class from Bard, Sorcerer,
Benefit: You can reroll a Wisdom (Perception) ability Warlock, or Wizard. You learn one cantrip from that class.
check. You must use the result of the second roll, even if it Your spellcasting ability for these spells depends on the
is lower. class you chose: Charisma for bard, sorcerer, or warlock or
Intelligence for wizard.

Conservator
You have the ability to identify magic items.
Prerequisite: Gnome, Rock.
Benefit: You learn the Identify spell. You always
have this spell prepared and it does not count
against the number of spells you can
prepare each day. You only
spend half the amount of
material 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.

20
20 Racial Talents
Fade
You can draw on your magical heritage to escape danger.
Prerequisite: Gnome, Forest.
Benefit: You can use your reaction to become invisible 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.

Gnomish Furtiveness
You have the uncanny ability 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 finish 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 attacks made against kobolds,
fomorians, and goblinoids deal an extra 1d4 damage.

Half-Elf

Elven Senses
Your noble lineage provides you with keen senses.
Prerequisite: Half-elf.
Benefit: You have proficiency with the Perception skill.
Natural Diplomat
You are a wordly individual. You are skilled in the arts of
diplomacy, negotiation, and court politics.
Elven Weapon Training
You grew up under the tutelage of elves and have learned Prerequisite: Half-elf.
the use of traditional elven weapons. Benefit: You learn one extra language of your choice. In
Prerequisite: Half-elf. addition, after you roll for an ability check that involves
the skill History, Insight, Performance, or Persuasion but
Benefit: You have proficiency with the longsword, before the outcome is determined, you can roll a d10 and
shortsword, longbow, and shortbow. add it to the result.
Once you use this feature, you cannot use it again until you
finish a short or long rest.

Racial Talents 21
Half-Orc Orcish Rush
Your Orcish heritage gives you extraordinary might and
fortitude.
Furious Assault Prerequisite: Half-orc.
Wrath burns within you, fueling your attacks with ferocity.
Benefit: You can take a bonus action to move up to your
Prerequisite: Half-orc. speed toward an enemy that you can see or hear, as long as
Benefit: Choose a creature that has hit or dealt damage you end up adjacent to that enemy.
to you or an ally. Once per turn, when you hit that creature Once you use this feature twice, you cannot use it again
with a melee attack, you can deal an extra damage equal to until you finish a short or long rest.
your proficiency bonus. The effect lasts for 1 minute.
Once you use this feature, you cannot use it again until
you finish a long rest. Orcish Resilience
Your Orcish lineage makes you difficult to bring down.
Prerequisite: Half-orc.
Orcish Brute Ancestry
Your Orcish heritage gives you extraordinary might and Benefit: When you take damage, you can use your reaction
fortitude. to gain temporary hit points equal to your character level
plus your Constitution modifier. The temporary hit points
Prerequisite: Half-orc. last for 1 minute.
Benefit: You have advantage on all Strength and Once you use this feature, you cannot use it again until you
Constitution ability checks. 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.

Halfling
Born Sneaky
Your heritage allows you to be more catlike in movement,
crafty, and deceptive than most.
Prerequisite: Halfling, Lightfoot.
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.
22
22 Racial Talents
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.

Strongheart
You come from a bloodline known to be more hardy and
courageous than most.
Prerequisite: Halfling, Stout.
Benefit: You have advantage on death saving
throws and saving throws made against being
frightened and necrotic damage.

Human
Human Ingenuity
Human Aptitude Driven by ambition, you learn faster and become more
Due to a relative short life span, you have become more skilled than others.
resourceful and competitive than other races. You often
succeed when others do not. Prerequisite: Human.

Prerequisite: Human. Benefit: You gain proficiency in one skill, tool, or weapon,
or learn one language. You can retake this talent.
Benefit: When you make an attack roll, saving throw, or
ability check but before the outcome is determined, you can
roll a d8 and add the result to the previous roll. Human Resolve
Once you use this feature, you cannot use it again until
You can push yourself to the limit for a short period of time
you finish a long rest.
when needed.
Prerequisite: Human.
Benefit: You can take a bonus action to temporarily
increase your proficiency bonus by 1 until the end of your
next turn.
Once you use this feature, you cannot use it again until you
finish a long rest.

Racial Talents 23
Tiefling Infernal Fortitude
Your bloodline makes you more resistant to poison.
Prerequisite: Tiefling.
Bloodhunt Benefit: You have resistance to poison.
You are temporarily consumed by fiendish bloodthirst when
you sense a wounded foe.
Prerequisite: Tiefling. Infernal Wrath
Benefit: On your turn, you can take a bonus action and You call upon your supernatural nature to improve your
select a creature within 60 feet of you that you can see and odds of harming your foe.
is below its hit point maximum. You gain advantage on all Prerequisite: Tiefling.
your attack rolls made against that creature until the end of
your turn. Benefit: You can take a bonus action and choose a creature
Once you use this feature, you cannot use it again until within 30 feet that you can see. This creature must have
you finish a short or long rest. dealt damaged to you or has caused you to fail a saving
throw from the previous turn. Until the end of your turn,
whenever you deal damage to that creature, you deal an
extra damage equal to your Charisma modifier.
Greater Infernal Legacy Once you use this feature, you cannot use it again until you
You are able to cast Hellish Rebuke more often than others. finish a short or long rest.
Prerequisite: Tiefling.
Benefit: You can cast Hellish Rebuke one
additional time between long rests.

24
24 Racial Talents
Class Talents Benefit: You gain a +1 bonus to melee attack rolls while
raging.

Barbarian
Extra Rage
You have the endurance to enter into a rage more often than
Brutal Strikes normal.
When in a frenzy while raging, you can deliver critical hits
more frequently than normal. Prerequisite: Barbarian.

Prerequisite: Barbarian level 15, Path of the Berserker. Benefit: When you have already expended all uses of your
Rage feature, you can choose to enter into a rage one
Benefit: When in a frenzy when raging, your melee weapon additional time.
attacks score a critical on roll of 19 or 20. When your rage ends, you suffer two levels of exhaustion.

Deadly Rage Greater Rage


Your melee attacks break through armor and tough hide Your melee attacks deal more damage than normal when
when you rage. you rage.

Prerequisite: Barbarian. Prerequisite: Barbarian level 6.

Class Talents 25
Benefit: Increase your rage damage bonus by 1. Benefit: This replaces and does not stack with Greater
Rage. Increase your rage damage bonus by 2.

Improved Unarmored Defense


Your unarmored defense is better than normal. Savagery
When in a frenzy while raging, you become unnaturally
Prerequisite: Barbarian.
bloodthirsty. Your melee attacks deal ferocious damage.
Benefit: Increase your unarmored defense bonus by 1.
Prerequisite: Barbarian level 9, Path of the Berserker.
Benefit: When in a frenzy while raging, you can choose to
Invigorating Rage double your rage damage bonus.
The massive rush of adrenaline when you successful hit a Once you use this feature, you cannot use it again until you
creature while you rage also heals you of your wounds. finish a long rest.

Prerequisite: Barbarian level 6.


Benefit: You can choose to regain 1d6 hit points the first Summon Totem Spirit
time you hit a creature during each of your turns while you You have the ability to instantly summon your ancestral
are raging. totem spirit to aid you in battle in a brief period of time.
Once your rage ends, you cannot use this feature again
Prerequisite: Barbarian level 9, Path of the Totem Warrior.
until you finish a long rest.
Benefit: Choose a creature you can see. You can take
a bonus action to summon a totem spirit that appears
Mighty Rage adjacent to you. It has an AC of 13 and has hit points equal
Your melee attacks deal extraordinary damage when you to twice your Barbarian level. The totem spirit then moves
rage. up to its speed toward the target. If it ends adjacent to the
target, it can attack that enemy. Whether it is able to attack
Prerequisite: Barbarian level 12. or not, the totem spirit disappears at the end of your turn.

26
26 Racial Talents
The damage dealt by a totem spirit is treated as magical. The saving throw DC for both the Eagle and Wolf’s
Once you use this feature, you cannot use it again until you additional effect is equal to 8 + your proficiency bonus +
finish a long rest. your Strength modifier.
Bear. The spirit bear can move up to 40 feet and makes
two attacks the targeted creature with its claws, each with
an attack bonus of 3 plus your proficiency bonus. Each hit Summon Twin Totem Spirits
deals 11 (2d6+4) slashing damage. You have the ability to instantly summon two of your
Eagle. The spirit eagle can move (fly) up to 80 feet and ancestral totem spirits to aid you in battle in a brief period
makes one attack with its talons at the targeted creature, of time.
with an attack bonus equal to 3 plus your proficiency bonus. Prerequisite: Barbarian level 15, Path of the Totem
A hit deals 10 (2d6+3) slashing damage and the target must Warrior.
succeed on a Constitution saving throw. Failure means it
becomes blinded until the end of your next turn. Benefit: When you use your Summon Totem Spirit ability,
Wolf. The spirit wolf can move up to 50 feet and makes you summon two totem spirits of the same type. They both
one bite attack at the target, with an attack bonus equal appear adjacent to you and you can choose to have them
to 3 plus your proficiency bonus. A hit deals 10 (2d6+3) attack one creature or different ones.
piercing damage and the target must succeed on a Strength
saving throw or be knocked prone.

Class Talents 27
Bard Improved Cutting Words
Your Cutting Words is more insulting and distracting than
normal.
Bardic Prodigy
You are naturally gifted and way ahead of your peers when Prerequisite: Bard level 15, College of Lore.
it comes to magic. Benefit: If a creature targeted by your Cutting Words
Prerequisite: Bard level 3, College of Lore. misses its attack roll, fails it ability check, or deals 0
damage as a result, you also impose disadvantage to its first
Benefit: You learn one spell of your choice from any class. attack roll not made against you until the start of your next
A spell you choose must be of a level you can cast, as shown turn.
on the Bard table, or a cantrip. The chosen spell counts as
a bard spell for you but does not count against the number
of your bard spells known.
Improved Song of Rest
Your Song of Rest is more invigorating than normal.
Extra Bardic Inspiration Prerequisite: Bard level 3.
You have the ability to provide bardic inspiration more often Benefit: When determining the hit points regained through
than normal. your Song of Rest, add your Charisma modifier to the
Prerequisite: Bard. result.

Benefit: Increase the number of times you can use Bardic


Inspiration by 2.

Extra Expertise
You gain expertise in one of your skill proficiencies.
Prerequisite: Bard 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.

Improved Bardic Inspiration


Your Bardic Inspiration is more stirring than normal.
Prerequisite: Bard.
Benefit: Recipients of your Bardic
Inspiration roll two inspiration dice
instead of just one and can choose
the higher result.

28
28 Class Talents
Instinctive Bardic Inspiration Galvanizing Strike
You can inspire your allies even if it is not your turn. Your display of combat prowess stirs your allies to action.
Prerequisite: Bard. Prerequisite: Bard level 15, College of Valor, Inspiring
Strike.
Benefit: You can use your reaction to perform Bardic
Inspiration. This expends two uses of your Bardic Benefit: On your turn, after hitting and dealing damage
Inspiration. You cannot perform this feature if you already to a creature with a weapon attack, you can take a bonus
have less than two uses of Bardic Inspiration left. action and expend up to six uses of your Bardic Inspiration.
Choose a number of allies within 60 feet that you can
see and can hear you equal to half the total of Bardic
Inspiring Strike Inspiration uses expended. Those allies can immediately
Your display of combat prowess inspires your allies. use a reaction to move up to their speed and make a single
melee or ranged attack.
Prerequisite: Bard level 3, College of Valor. Once you use this feature, you cannot use it again until
Benefit: On your turn, after hitting and dealing damage to a you finish a long rest.
creature with a weapon attack, you can take a bonus action
and expend up to three uses of your Bardic Inspiration.
Choose a number of 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
choose have advantage on their first attack roll or saving
throw, whichever comes first.
Once you use this feature, you cannot use it again until you
finish a long rest.

Class Talents 29
Cleric 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.
Blinding Strike
You gain the ability to temporarily infuse your weapon strike
with blistering divine energy. Channel Divinity Focus
Prerequisite: Cleric level 9, Light Domain. Your Channel Divinity abilities are more effective than
normal.
Benefit: When you hit a creature with a weapon attack, you
can expend one cleric spell slot to deal radiant damage, in Prerequisite: Cleric level 3.
addition to the weapon’s damage. The extra damage is 2d8 Benefit: Increase the DC of your Channel Divinity abilities
for a 1st-level spell slot, plus 1d8 for each spell level higher by 1.
than 1st, up to a maximum of 5d8. The damage increases
by 1d8 if the creature is an undead or a fiend. In addition,
the creature must make a Constitution saving throw. The
saving throw DC is equal equal to 8 + your proficiency Divine Fortune
bonus + your Wisdom modifier. A failed save means the You make a quick prayer to your deity, asking it to grant you

30 CLass Talents
a favorable result in your next action. Extra Channel Divinity
Prerequisite: Cleric. You can use your Channel Divinity abilities more often than
normal.
Benefit: You have two options:
Gain Advantage. Before you make an attack, saving throw, Prerequisite: Cleric level 3.
or ability check roll, you can choose to give yourself Benefit: When you have already expended all uses of your
advantage on that roll. You must decide to use this feature Channel Divinity feature, you can expend two spell slots
before rolling. of first level or one spell slot of second level or higher to
Impose Disadvantage. When you force a creature to make activate Channel Divinity one additional time.
a saving throw from a spell you cast, you can choose to Once you use this feature, you cannot use it again until
impose disadvantage on its saving throw. You must decide you finish a long rest.
to use this feature before it makes its saving throw roll.
Once you have used either feature, you cannot use this
talent again until you finish a long rest.
Extra Domain Knowledge
You have access to another domain granted by your deity.
Divine Recovery Prerequisite: Cleric.
You can regain some of your magical energy by praying and Benefit: Choose an additional domain related to your
communing with nature. deity. You now gain access from the spells listed from that
Prerequisite: Cleric level 9, Nature Domain. domain. However, you can only prepare a maximum of two
domain spells per level and you must have at least one spell
Benefit: During a short rest, you choose expended spell from each domain list per level prepared. These do not
slots to recover. The spell slots can have a combined level count against the number of cleric spells you can prepare.
that is equal to or less than half your cleric level (rounded
up), and none of the slots can be 6th level or higher.
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 of how to
strike subtly and exploit a foe’s distraction.
Prerequisite: Cleric level 9, Trickery Domain.
Benefit: Once every turn, you can deal an extra 1d6 damage
to one creature you hit with an attack if you have advantage
on the attack roll. The attack must use a finesse or a ranged
weapon. You don’t need advantage on the attack roll if
another enemy of the creature is within 5 feet of it, that
enemy isn’t incapacitated, and you don’t have disadvantage
on the attack roll. The amount of the extra damage
increases as you gain levels in this class, as shown below:
9th to 12th: +1d6
13th to 16th: +2d6
17th or higher: +3d6
This ability stacks with the Rogue’s Sneak Attack ability.

Elemental Shape
Your deity has bestowed upon you the gift to shapeshift into
an elemental.
Prerequisite: Cleric level 15, Nature Domain.
Benefit: You can use your action to transform into an air,
earth, fire, or water elemental. It is otherwise identical to
the Druid ability Wildshape.
Once you use this feature, you cannot use it again until you
finish a long rest.

Class Talents 31
Knowledge of Magic
You learn how to cast a spell of 3rd level or below from
another spellcaster class.
Prerequisite: Cleric level 9, Knowledge Domain.
Benefit: You learn one spell of your choice from any class. A
spell you choose must be of 3rd level or below, or a cantrip.
The chosen spell counts as a cleric spell for you but does
not count against the number of your cleric spells known.

Improved Blinding Strike


You can use your Blinding Strike more often than normal.
Prerequisite: Cleric level 15, Light Domain.
Benefit: You can use Blinding Strike at will.

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.

Gift of Lightning Improved Swift Cure Wounds


You can cast Cure Wounds effortlessly and more often than
Your deity has bestowed upon you the gift of knowledge to
normal
cast the Lightning Bolt spell.
Prerequisite: Cleric level 15, Life Domain.
Prerequisite: Cleric level 9, Tempest Domain.
Benefit: You can take a bonus action to cast Cure Wounds.
Benefit: You learn the Lightning Bolt spell. It counts as a
Additionally, once per long rest, you can use your reaction
cleric spell for you but does not count against the number of
to cast Cure Wounds.
your cleric spells known.

Improved Knowledge of Magic Improved Turn Undead


Your Turn Undead ability is more powerful than normal.
You learn how to cast a spell of 6th level or below from
another spellcaster class. Prerequisite: Cleric.
Prerequisite: Cleric level 15, Knowledge Domain. Benefit: Undead creatures turned take 1d10 radiant
damage for every three cleric levels you have (rounded up),
Benefit: You learn one spell of your choice from any class.
up to a maximum of 6d10 damage. This damage does not
The spell you choose must be of 6th level or below, or a
end the turn effect.
cantrip. The chosen spell counts as a cleric spell for you
but does not count against the number of your cleric spells
known.
32
32 Class Talents
Improved War God’s Blessing Benefit: You can take a bonus action to cast Cure Wounds.
Your War God’s Blessing feature is more lethal than normal. Once you use this feature, you cannot use it again until you
finish a short or long rest.
Prerequisite: Cleric level 9, War Domain.
Benefit: When you use War God’s Blessing and the
recipient makes a successful Attack roll, the hit is War Strike
considered a critical hit. Your martial prowess is better than normal.
Prerequisite: Cleric level 15, War Domain.
Swift Cure Wounds Benefit: You can attack twice, instead of once, whenever
You can cast Cure Wounds effortlessly. you take the Attack action on your turn.

Prerequisite: Cleric level 9, Life Domain.

Class Talents 33
Druid
Improved Conjuration
Extra Circle Spells The creatures you summon are tougher than normal.
You become a member of another circle and gain access to Prerequisite: Druid level 9.
more spells granted by a Circle.
Benefit: Increase the maximum hit points of creatures
Prerequisite: Druid level 9, Circle of the Land Druid Circle. summoned through your conjure spells (conjure animals,
Benefit: Choose an additional land. You now gain access conjure elementals, conjure woodland beings, etc.) by a
from the spells listed from that land. However, you can only number equal to the creature’s CR x your Wisdom modifier.
prepare a maximum of two circle spells per level and you
must have at least one spell from each circle list per level
prepared. Improved Natural Recovery
These do not count against the number of druid spells you You regain more of your magical energy than normal when
can prepare. you meditate and commune with nature.
Prerequisite: Druid level 12, Circle of the Land.
Extra Wild Shape Benefit: You regain up to two-thirds of your druid’s level
You can use Wild Shape more often than normal. (rounded up) in spell levels instead of just half.
Prerequisite: Druid level 6.
Benefit: When you have already expended all uses of your
Wild Shape feature, you can expend two spell slots of first
level or one spell slot of second level or higher to activate
Wild Shape one additional time.
Once you use this feature, you cannot use it again until
you finish a long rest.

Imbued Wildshape
While transformed by Wild Shape, you can imbue your
attacks with magical energy.
Prerequisite: Druid level 12, Circle of the Moon.
Benefit: While transformed by Wild Shape, you can
take a bonus action to expend a
spell slot of 2nd or 3rd level
to gain +1 bonus to your
attack and damage rolls.
The bonus only applies
while you are in Wild Shape
form and lasts for 1 minute.
If you expend a spell slot
of 4th or 5th level, the
bonus increases to +2.
If you expend a spell
of 6th level or higher,
the bonus increases
to +3.

34
34 Class Talents
Instinctive Wild Shape Rejuvenate
You can use Wild Shape even if it is not your turn. Your healing spells can provide a regenerative effect.

Prerequisite: Druid level 9, Circle of the Moon, Combat Prerequisite: Druid.


Wild Shape. Benefit: Whenever you use a spell of 1st level or higher that
Benefit: You can use your reaction and expend two uses of restores hit points to a creature, you can choose to have the
your Wild Shape to activate Wild Shape. creature regain extra hit points equal to the spell’s level at
the start 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 one
Plant Form creature (of your choosing) will benefit from the effect.
You can take the form of Plants. Once you use this feature, you cannot use it again until you
Prerequisite: Druid level 3, Wild Shape. finish a short or long rest.

Benefit: As Wild Shape, but you can assume the form of


plants that you have seen before.

Nature Sense
You are highly attuned to nature.
Prerequisite: Druid.
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.

Class Talents 35
Extra Action Surge
You can use Action Surge more often than normal.
Prerequisite: Fighter level 9.
Benefit: When you have already expended all uses of
your Action Surge feature, you can use Action Surge one
additional time.
When combat ends, you suffer two levels of exhaustion.
Once you use this feature, you cannot use it again until you
finish a long rest.

Fighter Extra Combat Maneuver


You have knowledge of more combat maneuvers than
normal.
Called Strike Prerequisite: Fighter level 3, Battle Master archetype.
You aim at a particular part of a creature's body when you
Benefit: You gain one new combat superiority maneuver of
attack with a weapon.
your choosing.
Prerequisite: Fighter level 6, Champion archetype.
Benefit: You can choose to impose disadvantage on your
next weapon attack. If you hit, it is considered a critical hit. Extra Fighting Style
Once you use this feature successfully, you cannot use it You have knowledge of more fighting styles than normal.
again until you finish a short or long rest.
Prerequisite: Fighter level 3.
Benefit: You can choose a new option from the Fighting
Eldritch Weapon Style class feature list.
Creatures you have struck with your spells become more
vulnerable to your bonded weapon attacks.
Extra Superiority Die
Prerequisite: Fighter level 9, Eldritch Knight Archetype,
You are extraordinarily skilled with your combat maneuvers
Weapon Bond.
than normal.
Benefit: When using a bonded weapon and you hit a
Prerequisite: Fighter level 9, Battle Master archetype.
creature that has already taken damage or failed a saving
throw from a spell you cast in the previous turn, you deal an Benefit: You gain one additional combat superiority die.
extra damage equal to your Intelligence modifier.

36
36 Class Talents
Impairing Critical Vicious Critical
Your critical blows are so particularly devastating they can Your critical blows deal more damage than normal.
cause temporary debilitating effects. Prerequisite: Fighter level 9, Champion archetype.
Prerequisite: Fighter level 3, Champion archetype. Benefit: When determining the extra damage you make
Benefit: When you score a critical hit and dealt damage to from a critical hit, you also deal extra damage equal to your
a creature, you can choose to apply a negative condition proficiency bonus + your Strength or Dexterity modifier
to it. The creature is allowed a saving throw to negate the (your choice).
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 Weapon Specialization
dealt: You specialize and hone your skills in the use of one type of
Bludgeoning. The creature is stunned until the end of your weapon.
next turn. Prerequisite: Fighter level 3, Weapon Focus.
Piercing. The creature is blinded until the end of your next
Benefit: Choose a weapon you have the talent Weapon
turn.
Focus on. Your weapon damage rolls with the chosen
Slashing. The creature's speed is reduced to 0 and can't weapon deal an extra 1d4 damage.
take reactions until the end of your next turn. It is also You can retake this talent. Each time you do so, it must be
bleeding and will take extra weapon damage at the start of a different weapon that you have the talent Weapon Focus
your next turn. on.

Improved Second Wind


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

Class Talents 37
Monk Elemental Combo
You can make an unarmed attack after casting an elemental
discipline in the same turn.
Abundant Step
You gain the ability to teleport. Prerequisite: Monk level 9, Disciple of the Elements.

Prerequisite: Monk level 9, Way of the Open Hand Benefit: After you use an action to cast an elemental
Monastic Tradition. discipline, you can spend 1 ki point to make two unarmed
strikes as a bonus action.
Benefit: You can spend 2 ki points to cast dimension door.
Once you use this feature, you cannot use it again until
you finish a short or long rest.
Extra Elemental Discipline
You have knowledge of more elemental disciplines than
Drunken Mongoose normal.
You can dodge and redirect a creature’s attack. Prerequisite: Monk level 3, Disciple of the Elements.
Prerequisite: Monk level 3, Way of the Open Hand. Benefit: You learn one new elemental discipline. You can
Benefit: When a creature hits you with a melee weapon retake this talent one additional time only.
attack but before the outcome is determined, you can use
your reaction and spend a number of ki points (minimum of
1) and add it to your AC. If the creature’s attack would now Extra Ki
count as a miss, you can choose to redirect that attack to You have more Ki points than normal.
another target that is within 5 feet of the creature. Use the
original attack roll to determine if the attack hits. Prerequisite: Monk level 3.
Once you use this feature, you cannot use it again until Benefit: Increase your total ki points by 2. You can retake
you finish a long rest. this talent one additional time only.

Greater Ki-Empowered Strikes


You can temporarily make your Ki-Empowered Strikes
more powerful.
Prerequisite: Monk level 12.
Benefit: You can spend 3 ki points to gain a +2 bonus to
attack and damage rolls with your unarmed attacks. The
bonus lasts until the end of your turn.

Improved Ki-Empowered Strikes


You can temporarily make your Ki-Empowered Strikes
more effective.
Prerequisite: Monk level 6.
Benefit: You can spend 1 ki point to gain a +1 bonus to
attack and damage rolls with your unarmed attacks. The
bonus lasts until the end of your turn.

Improved Unarmored Defense


Your unarmored defense is better than normal.
Prerequisite: Monk.
Benefit: Increase your unarmored defense bonus by 1.

38
38 Class Talents
Instinctive Shadow Step Shadow Strike
You can use Shadow Step even if it is not your turn. You make deadly strikes after using Shadow Step..

Prerequisite: Monk level 9, Way of the Shadow. Prerequisite: Monk level 3, Way of the Shadow.

Benefit: When a creature you can see moves within 5 feet Benefit: On your turn, after using Shadow Step, the first
of you, you can use your reaction to perform the Shadow melee attack you make has advantage. If you hit, you deal
Step action. extra damage equal to your Wisdom modifier. Additionally,
Once you use this feature, you cannot use it again until you any hit you score against a creature that is surprised is a
finish a long rest. critical hit.

Ki Focus
Your Ki-based abilities are harder to resist.
Prerequisite: Monk level 3.
Benefit: Increase the DC of your Ki-based abilities by 1.

Class Talents 39
Benefit: When rolling for Divine Smite and Improved
Divine Smite damage, all die rolls of 1s and 2s are treated
as 3s.

Divine Lore
You gain access to one spell from the Cleric spell list.
Prerequisite: Paladin level 12.
Benefit: You learn one spell of your choice from the Cleric’s
spell list. The spell you choose must be of a level you can
cast, as shown on the Paladin table. The chosen spell
counts as a Paladin spell for you but does not count against
the number of Paladin spells you know.
You can retake this talent one additional time only.

Extra Fighting Style


You have knowledge of more fighting styles than normal.
Prerequisite: Paladin level 3.
Benefit: You can choose a new option from the Fighting
Style class feature list.

Extra Sacred Oath Channel Divinity


You can use your Sacred Oath Channel Divinity abilities
more often than normal.
Prerequisite: Paladin level 3.
Benefit: After you have expended all uses of your Sacred
Oath Channel Divinity feature, you can choose to expend
one spell slot of 1st level or higher to activate your Sacred
Oath Channel Divinity one additional time.
Once you use this feature, you cannot use it again until you
finish a long rest.

Improved Abjure Enemy


You can affect more creatures with your Abjure Enemy than
normal.
Paladin Prerequisite: Paladin level 9, Oath of Vengeance.
Benefit: When you use Abjure Enemy, you can choose up
Blessed Divine Smite to a number of enemies equal to your Charisma modifier.
Each enemy must be within 60 feet of you that you can see.
Your divine smite strikes are further empowered by your
deity’s grace.
Prerequisite: Paladin level 3. Improved Aura
Benefit: Your Divine Smite feature deals an extra radiant The range of your auras are farther than normal.
damage equal to your Charisma modifier.
Prerequisite: Paladin level 12.
Benefit: Increase the range of all your Paladin auras (Aura
Deadly Divine Smite of Protection, Aura of Courage, Aura of Devotion, etc.) by
10 feet. This stacks with the increase gained normally at
Your Divine Smite strikes harder than normal..
18th level.
Prerequisite: Paladin level 6, Potent Divine Smite..

40
40 Class Talents
Improved Lay on Hands
The healing from your Lay on Hands is more effective than
normal.
Prerequisite: Paladin.
Benefit: Your Lay on Hands ability can restore a
total amount of hit points equal to your Paladin
level x 8.

Improved Nature’s Wrath


Your Nature’s Wrath ability can damage creatures.
Prerequisite: Paladin level 12, Oath of the
Ancients.
Benefit: At the beginning of each of your turns,
a creature restrained by your Nature’s Wrath
takes bludgeoning damage equal to 1d6 + your
Charisma modifier.

Improved Sacred Weapon


Your weapon deals more damage than normal
when Sacred Weapon is activated.
Prerequisite: Paladin level 12, Oath of
Devotion.
Benefit: You add your Charisma modifier to
your weapon damage rolls while Sacred Weapon
is activated.

Improved Turn the Faithless


Your Turn the Faithless ability is more powerful
than normal.
Prerequisite: Paladin level 9, Oath of the
Ancients.
Benefit: Fey or fiend creatures turned take 1d6
radiant damage for every three paladin levels you
have (rounded up), up to a maximum of 6d6 damage.
This damage does not end the turn effect.

Improved Turn the Unholy


Prerequisite: Paladin level 12, Oath of Vengeance.
Your Turn the Faithless ability is more powerful than
normal. Benefit: You can add your Charisma modifier to your
damage rolls made against a creature targeted by your Vow
Prerequisite: Paladin level 9, Oath of Devotion.
of Enmity.
Benefit: Fiend or undead creatures turned take 1d6 radiant
damage for every three paladin levels you have (rounded
up), up to a maximum of 6d6 damage. This damage does Potent Divine Smite
not end the turn effect. Your Divine Smite strikes harder than normal..
Prerequisite: Paladin level 3.
Improved Vow of Enmity Benefit: When rolling for Divine Smite and Improved
You deal more damage than normal to creatures you have Divine Smite damage, all die rolls of 1s are treated as 2s.
targeted with Vow of Enmity.

Class Talents 41
Ranger companion to use its reaction and move up to its speed to a
square within 5 feet the creature. If your beast companion
ends its movement within 5 feet of that creature, it can
Beast Combo Strike make one melee attack. If the attack hits, the speed of the
You exploit a creature’s momentary vulnerability when both enemy becomes 0 until the end of its turn.
you and your beast companion hit it at the same time. Once you use this feature, you cannot use it again until you
finish a short or long rest.
Prerequisite: Ranger level 15, Beast Master Archetype.
Benefit: On your turn, if both you and your beast
companion attacked and hit the same creature in the same Druidic Lore
turn, you can take a bonus action to make one weapon You gain access to one spell from the Druid spell list.
attack at the same creature. If you hit the target, your beast
companion can use its reaction to make one melee weapon Prerequisite: Ranger level 12.
attack each at the target. Benefit: You learn one spell of your choice from the Druid’s
Once you use this feature, you cannot use it again until you spell list. The spell you choose must be of a level you can
finish a long rest. cast, as shown on the Ranger table. The chosen spell
counts as a Ranger spell for you but don’t count against the
Beast Intercept number of Ranger spells you know.
You can retake this talent one additional time only.
You can command your beast companion to cut off a
moving creature.
Prerequisite: Ranger level 9, Beast Master Archetype. Extra Defensive Tactics
Benefit: When you see a creature move within 15 feet of You have extra knowledge of Defensive Tactics than normal.
you, you can use your reaction to command your beast 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.
Prerequisite: Ranger.
Benefit: You gain one additional favored enemy.

Extra Favored Terrain


You have more favored terrain than normal.
Prerequisite: Ranger.
Benefit: You gain one additional favored terrain.

Extra Fighting Style


You have knowledge of more fighting styles than normal.
Prerequisite: Ranger level 3.
Benefit: You can choose a new option from the Fighting
Style class feature list.

Extra Hunter’s Prey


You have knowledge of more Hunter’s Prey combat
maneuvers than normal.
Prerequisite: Ranger level 6, Hunter Archetype.
Benefit: You gain one other feature from the Hunter’s Prey
list.
42
42 Class Talents
Favored Enemy Slayer Benefit: As Ranger’s Companion, but it can have a
You know how to exploit your favored enemies’ challenge rating of 1 or lower and it can only make one
vulnerabilities in combat. attack every turn.
While you have an Improved Ranger's Companion, the
Prerequisite: Ranger level 6, Improved Favored Enemy. number of first and second level spell slots you have is
Benefit: Your weapon attacks against your favored enemies reduced by 1 each.
score a critical hit on a roll of 19 or 20.
Nature Sense
You are highly attuned to nature.
Greater Ranger’s Companion
You can gain a more dangerous beast companion than Prerequisite: Ranger.
normal. Benefit: You have advantage on ability checks that involve
Prerequisite: Ranger level 15, Beast Master Archetype, the skills Nature, Medicine, and Survival, as well as ability
Improved Ranger’s Companion. checks made with the Herbalism Kit.

Benefit: As Ranger’s Companion, but you can choose


a beast of Large size or smaller as a 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.

Improved Favored Enemy


You know how to fight your favored
enemies more effectively in combat.
Prerequisite: Ranger.
Benefit: Your weapon damage rolls
deal an extra 1d4 damage against your
favored enemies.

Improved Multiattack
Once in a while you can unleash Volley or
Whirlwind Attack quicker than normal.
Prerequisite: Ranger level 15, Hunter
Archetype.
Benefit: On your turn, you can take
a bonus action to perform a Volley or
Whirlwind Attack.
Once you use this feature, you cannot use
it again until you finish a long rest. You
can still use an action to perform Volley or
Whirlwind Attack as normal.

Improved Ranger’s Companion


You can gain a better beast companion
than normal at the expense of some of your
spellcasting ability.
Prerequisite: Ranger level 6, Beast Master
Archetype.

Class Talents 43
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.

Gouge
You can temporarily blind a creature when you use Sneak
Attack with a piercing weapon.
Prerequisite: Rogue, piercing weapon.
Benefit: You treat the spear as a finesse weapon.
Additionally, on your turn, you can choose to gouge a
creature’s eyes after a successful Sneak Attack with a
piercing weapon. The creature is allowed a Constitution
saving throw to negate the effect. The DC is equal to 8 +
your proficiency bonus + your Dexterity modifier. If the
creature fails its saving throw, it 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.

Hamstring
You slash the tendons behind a creature’s leg when you
use Sneak Attack with a slashing weapon, crippling it
Rogue temporarily.
Prerequisite: Rogue, slashing weapon.
Arcane Exploit Benefit: You treat light slashing weapons (handaxe, sickle)
Your spells can provide you with a window of opportunity to as finesse weapons.
strike. Additionally, on your turn, after a successful Sneak Attack
hit with a slashing weapon, you can attempt to temporarily
Prerequisite: Rogue level 12, Arcane Trickster.
cripple the creature struck. The creature is allowed a
Benefit: On your turn, if a creature takes damage from or Constitution saving throw to negate the effect. The DC
fails its saving throw against a spell you cast, you can take is equal to 8 + your proficiency bonus + your Dexterity
a bonus action to make one weapon attack against that modifier. If the creature fails its saving throw, it can't use
creature. reactions and its speed is halved. These effects last for 1
minute or until the target regains all of its hit points. The
creature is allowed a new saving throw at the end of each of
Deadly Sneak Attack its turns.
Once you use this feature, you cannot use it again until you
Your Sneak Attacks are more accurate compared to others.
finish a short or long rest.
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. Impairing Strike
You learn how to make your sneak undercut a creature’s

44
44 Class Talents
resistance to your spells. saving throw, it is stunned until the end of your next turn.
Once you use this feature, you cannot use it again until
Prerequisite: Rogue level 6, Arcane Trickster.
you finish a short or long rest.
Benefit: When you successfully hit a creature with a Sneak
Attack, you impose disadvantage on the creature’s next
saving throw against a spell you cast before the end of your Thief Acrobat
next turn. You are highly skilled expert in the art of breaking into
places that are difficult to reach. You can easily perform
flips, tumbles, barrel rolls, twists, wall walks, and other
Improved Uncanny Dodge feats of dexterity and acrobatics.
Once in a while you can avoid all damage from an attack
Prerequisite: Rogue level 6, Thief Archetype.
that hits you.
Benefit: You have advantage on Dexterity (Acrobatics)
Prerequisite: Rogue level 12, Thief Archetype.
checks and Strength (Athletics) checks when jumping while
Benefit: When an attacker you can see hits you with an using a 10-foot pole.
attack, you can use your reaction to reduce the attack’s Additionally, you can use the 10-foot pole as a weapon
damage to 0. Once you use this feature, you cannot use it (treat as quarterstaff, but it is a finesse weapon to you and
again until you finish a short or long rest. You can still use has a reach of 10 feet).
Uncanny Dodge as 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.

Sap
Your Sneak Attack with a bludgeoning
weapon can also stun a creature.
Prerequisite: Rogue.
Benefit: You treat all simple bludgeoning
weapons (blackjack or club, light hammer,
mace, quarterstaff) as finesse weapons.
Additionally, on your turn, after
a successful Sneak Attack with a
bludgeoning weapon against a creature,
you can forgo 1d6 Sneak Attack damage
and choose to sap it. The creature is allowed a
Constitution saving throw to negate the effect.
The DC is equal to 8 + your proficiency bonus +
your Dexterity modifier. If the creature fails its

Class Talents 45
Sorcerer Improved Control Chaos
You have better control over the surges of your wild magic
compared to others.
Double Wing Strike
You are able to attack with your dragon wings. Prerequisite: Sorcerer level 15, Wild Magic.

Prerequisite: Sorcerer level 18, Draconic Bloodline. Benefit: Whenever you roll on the Wild Magic Surge table,
you can roll thrice and use any of the numbers.
Benefit: On your turn, if you have your Dragon Wings
manifested and you are not flying, you can use an action to
make two attacks with your wings. You attack with each
wing as if they are melee spell attacks that have a range of
Improved Draconic Resilience
10 feet. Each wing attack deals piercing damage equal to You can draw supernatural endurance and will power from
1d8 + your Charisma modifier. your draconic bloodline.
Prerequisite: Sorcerer level 3, Draconic Bloodline.
Benefit: When you take damage or are forced to make a
Dragon Wing Shield saving throw, you can use your reaction to gain resistance
You can block an incoming attack with your dragon wings. to all types of damage and advantage on all saving throws
Prerequisite: Sorcerer level 15, Draconic Bloodline. until the end of the turn.
Once you use this feature, you cannot use it again until
Benefit: When you have your Dragon Wings manifested you finish a long rest.
and are not flying and you are hit by an attack or forced to
make a Dexterity saving throw but the outcome has not yet
been determined, you can use your reaction to block the
attack using your wings. You add your Charisma to your
Improved Elemental Affinity
AC or Dexterity saving throw. To do so, you must be able to Your spells related to your Draconic heritage is harder to
see the attacker or creature that forced the Dexterity saving resist.
throw. Prerequisite: Sorcerer level 6, Draconic Bloodline.
Once you use this feature, you cannot use it again until
you finish a short or long rest. Benefit: Increase the DC of the spells associated with your
Draconic Ancestry by 1.

Extra Metamagic
You have knowledge of more Metamagic
abilities compared to others.
Prerequisite: Sorcerer level 3.
Benefit: You gain one additional Metamagic
option of your choice.

Extra Sorcery Points


You have more Sorcery Points than normal.
Prerequisite: Sorcerer level 3.
Benefit: Your total Sorcery points is increased by
2. You can retake this talent one additional time only.

Improved Bend Luck


Your ability to twist fate is better than normal.
Prerequisite: Sorcerer level 6, Wild Magic.
Benefit: You roll 1d8 instead of 1d4 when using the Bend
Luck ability.

46
46 Class Talents
Improved Flexible Casting Selected Chaos
You have mastered the art of Flexible Casting. You have extraordinary control over the surges of your wild
magic compared to others..
Prerequisite: Sorcerer level 12.
Prerequisite: Sorcerer level 18, Wild Magic.
Benefit: The cost of creating spell slots as shown in the
Creating Spell Slots table (PHB p.101) will cost you 1 Benefit: After rolling and determining the number on the
sorcery point less than normal. Additionally, you can create Wild Magic Surge table, you can choose a result that is
spell slots of up to 6th level. It will cost 7 sorcery points to 2 lower or 2 higher than the number. For example, if you
convert a 6th level spell slot. rolled a 66 on the Wild Magic Surge table, you can choose
any number from 64 to 68 as your result.
Once you use this feature, you cannot use it again until you
finish a long rest.

Class Talents 47
Warlock
Dark Forte
You focus on a fewer cantrips, spells, and invocations in Charisma modifier. On a failed save, you have advantage
order to increase the number of spells you can cast. on your attack rolls against the target and you impose
Prerequisite: Warlock level 6. disadvantage on the creature’s saving throws until the end
of your turn. This creature must know at least one language
Benefit: Your spell slot if increased by 1 but your your or the feature will have no effect.
cantrips known is reduced by 1, your spells known reduced Once you use this feature, you cannot use it again until you
by 3, and your invocations known is reduced by 2. finish a short or long rest.

Distracting Intrusion Extra Dark One’s Luck


Using your alien knowledge, you intrude upon the thoughts You can use Dark One’s Own Luck more often than normal.
of a creature, momentarily distracting it and making it more
vulnerable to your attack. Prerequisite: Warlock level 9, Fiend patron.

Prerequisite: Warlock level 3, The Great Old One patron. Benefit: You can use Dark One’s Own Luck one additional
time between rests.
Benefit: As a bonus action, choose a creature that you can
see within 30 feet of you. It must succeed on a Wisdom
saving throw against 8 + your proficiency bonus + your

48
48 Class Talents
Extra Entropic Ward Pernicious Magic
You can use Entropic Ward more often than normal. Dark magic makes your spells harder to counter and dispel.
Prerequisite: Warlock level 9, The Great Old One patron. Prerequisite: Warlock.
Benefit: You can use Entropic Ward one additional time Benefit: Your spells are treated as two levels higher when
between rests. they become the target of counter spells and dispel magic.

Extra Fey Presence


You can use Fey Presence more often than normal.
Prerequisite: Warlock level 3, Archfey patron.
Benefit: You can use Fey Presence one additional time
between rests.

Extra Invocation
You have knowledge of more invocations compared to
others.
Prerequisite: Warlock level 3.
Benefit: Your total known Invocations is increased by 1.
You can retake this talent one additional time only.

Improved Dark One’s Blessing


You gain more from your Dark One’s Blessing than
normal.
Prerequisite: Warlock level 3, Fiend patron.
Benefit: Aside from the temporary hit points you gain
when you reduce a hostile creature to 0 hit points,
your proficiency bonus is also temporarily increased
by 1 until the end of your next turn. This effect does not
stack.

Improved Misty Escape


You can avoid damage when you use Misty Escape.
Prerequisite: Warlock level 9, Archfey patron.
Benefit: When you use misty escape, the damage you
received is reduced by half.

Class Talents 49
Wizard
Arcane Tradition Focus
The spells from the school of your chosen Arcane Tradition
is harder to resist than normal.
Prerequisite: Wizard level 3.
Benefit: Increase the DC of the spells from the school of
your chosen Arcane Tradition by 1.

Arcane Tradition Prodigy


You are more practiced and naturally talented in the school
of your Arcane Tradition. You can cast more spells from
your school of tradition more often than
normal.
Prerequisite: Wizard level 9.
Benefit: Choose a spell of 3rd level or
below from your spellbook that is under
your school of your Arcane Tradition. You
always have this spell prepared, it does
not count against the number of spells you
have prepared, and you can cast it once at
its standard level without expending a spell slot. When
you do so, you can not do so again until you finish a
short or long rest.

Greater Arcane Recovery


You can regain higher magical energy than normal
when studying your spellbook.
Prerequisite: Wizard level 12, Improved
Arcane Recovery.
Benefit: You can use Arcane Recovery to
recover spell slots of up to 6th level.

Improved Arcane Recovery


You regain more of your magical energy than normal
when studying your spellbook.
Prerequisite: Wizard level 3.
Benefit: The spell slots you can recover
is increased to two-thirds of your wizard’s
level.
Improved Grim Harvest
You gain more benefits from your Grim Harvest than
Improved Arcane Ward normal.
Your Arcane Ward is more potent than normal.
Prerequisite: Wizard level 6, School of Necromancy
Prerequisite: Wizard level 6, School of Abjuration Arcane Arcane Tradition.
Tradition.
Benefit: Aside from the temporary hit points you gain when
Benefit: The hit points of your Arcane Ward is increased to you kill a creature with a spell of 1st level or higher, your
thrice your Wizard’s level + twice your Intelligence modifier. proficiency bonus is also temporarily increased by 1 until
the end of your next turn. This effect does not stack.

50
50 Class Talents
Improved Instinctive Charm
Your Instinctive Charm is more potent
than normal.
Prerequisite: Wizard level 6, School of
Enchantment 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 Swift Illusion Spell


You can choose more creatures than normal when you use You are an expert in the school of illusion that you can
Sculpt Spell. sometimes cast certain low level illusion spells without
Prerequisite: Wizard 6, School of Evocation Arcane effort.
Tradition. Prerequisite: Wizard level 6, School of Illusion.
Benefit: Increase the number of creatures you can choose Benefit: You can take a bonus action to cast a cantrip or a
to 1 + your Intelligence modifier + the spell’s level. 2nd level spell or below from the school of Illusion.
Once you use this feature, you cannot use it again until you
finish a short or long rest.
Instinctive Benign Transposition
You can use Benign Transposition even if it is not your turn.
Prerequisite: Wizard level 6, School of Conjuration Arcane
Swift Transmutation Spell
Tradition. You are an expert in the school of transmutation that you
can sometimes cast certain low level transmutation spells
Benefit: When you see a creature move within 5 feet of you, without effort.
targeted by an attack from a creature that you can see, or
forced to make a Dexterity saving throw, you can use your Prerequisite: Wizard level 6, School of Transmutation.
reaction to invoke Benign Transposition. Benefit: You can take a bonus action to cast a cantrip or a
Once you use this feature, you can’t use it again until you 2nd level spell or below from the school of Transmutation.
finish a short or long rest. Once you use this feature, you cannot use it again until you
finish a short or long rest.

Class Talents 51
Faction Talents Preserve the Natural Order
The natural order must be respected and preserved. You
fight well against fiends and undead that threaten that
order.
The Emerald Enclave Prerequisite: The Emerald Enclave faction membership.
Benefit: You can reroll an attack roll made against a fiend
Initiate of the Enclave or undead creature or you can reroll a saving throw made
You have earned the favor of the druids and priests of the against a fiend or undead creature's attack or spell. In both
Emerald Enclave and have been given special privileges. cases, you must use the result of the second roll, even if it is
You gain the ability to cast certain spells. lower.
Once you use either feature, you cannot use any of them
Prerequisite: The Emerald Enclave faction membership. again until you finish a short or long rest.
Benefit: You know the druidcraft cantrip. Starting at 3rd
level, you can also cast entangle or goodberry with this
talent. Once you cast either spell with this talent, you can't
cast it with this talent again until you finish a long rest.
Wisdom or Charisma (your choice) is your spellcasting
ability for these spells.

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 must
be blinded, deafened, paralyzed, or poisoned.
Once you use either feature, you cannot use it again
until you finish a long rest.

Naturalist
You can survive in the harsh wilderness more
effortlessly than others.
Prerequisite: The Emerald Enclave faction membership.
Benefit: You gain proficiency with the Herbalism Kit. After
you roll for an ability check that involves the skill Animal
Handling, Nature, Medicine, Perception (wilderness areas
only), or Survival (wilderness areas only) but before the
outcome is determined, you can roll a d10 and add it to the
result.
Once you use this feature, you cannot use it again until
you finish a short or long rest.

52
52 Class Talents
The Harpers Tymora’s Smile
You call upon Lady Luck to bestow upon you good fortune
for a short period of time, or until your luck runs out.
Harp Aspirant
You have earned the favor of the High Harpers and have Prerequisite: Harper faction membership, Character level
been given special privileges. You gain the ability to cast 6.
certain spells. Benefit: As a bonus action, you gain advantage on all saving
Prerequisite: The Harpers faction membership. throws. The benefit lasts for 1 minute or until you fail a
saving throw.
Benefit: You know the friends cantrip. Starting at 3rd level, Once you use this feature, you cannot use it again until
you can also cast disguise self or heroism with this talent. you finish a long rest.
Once you cast either spell with this talent, you can't cast it
with this talent again until you finish a long rest. Wisdom or
Charisma (your choice) is your spellcasting ability for these
spells.

Harper Favored Foes Specialist


You have trained against and carefully studied two specific
evil organizations. You are very knowledgeable of their
groups and can identify their members. You are often
tapped to infiltrate their ranks and spy on them.
Prerequisite: The Harpers faction membership.
Benefit: Choose two evil organizations (Cult of the Dragon,
Red Wizards, Zhentarim, etc.). You have advantage on
Wisdom (Perception), Wisdom (Survival), Charisma
(Deception), and Charisma (Intimidation) ability checks
made against them, as well as on Intelligence checks to
recall information about them.
You can retake this talent as many times you want. Each
time you take it, it must be two different evil organizations.

Harper Knowledge
The life of a Harper has provided you with the opportunity
to pick up odds and ends of knowledge.
Prerequisite: The Harpers faction membership.
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.

Faction Talents 53
The Lords' Alliance Unite Against the Dark
You inspire your allies, uniting them to fight back against
the dark forces that threaten you.
Agent of the Council
As an agent of the Council of Lords, you gain certain Prerequisite: The Lords' Alliance faction membership.
privileges while spending time within the territories that Benefit: Use an action to choose a number of creatures
are part of the Lords' Alliance. other than yourself within 30 feet of you that you can see
Prerequisite: The Lords' Alliance faction membership. equal to 3 plus your Charisma modifier (a minimum of
three). The creatures gain advantage on their next saving
Benefit: While within the borders of Amphail, Baldur's throw forced on them by an evil creature. The benefit lasts
Gate, Berdusk, Elturel, Goldenfields, Gundarlun Island, for 1 minute.
Iriaebor, Leilon, Longsaddle, Mirabar, Neverwinter, Silver Once you use this feature, you cannot use it again until
Marches, Silverymoon, Sundabar, and Waterdeep, you you finish a long rest.
gain advantage on Intelligence (Investigation), Wisdom
(Perception), Wisdom (Insight), Wisdom (Survival),
Charisma (Persuasion), and Charisma (Deception) ability
checks.

Best Defense is a Strong Offense


You are trained to strike first at a creature that is attacking
you, potentially making the creature miss.
Prerequisite: The Lords' Alliance faction membership,
Character level 6.
Benefit: When you are attacked by a creature with a melee
weapon attack but before the outcome is determined and
that creature is within reach of your melee weapon attack,
you can use your reaction to make a single melee weapon
attack against that creature. If your attack hits, you
impose disadvantage to the creature’s attack.
Once you use this feature, you cannot use it again
until you finish a long rest.

Glory and Honor


You call your allies into action, inspiring them to
fight and perform better for the glory and honor
of your alliance.
Prerequisite: The Lords' Alliance faction
membership.
Benefit: Use an action to choose a number of creatures
other than yourself within 30 feet of you that you can
see equal to 3 plus your Charisma modifier (a minimum of
three). The creatures gains advantage on their next attack
roll or ability check until the start of your next turn.
Once you use this feature, you cannot use it again until
you finish a long rest.

54
54 Class Talents
The Order of the Gauntlet Strength and Bravery
You have extraordinary strength of will when battling evil.
Deputy of the Order Prerequisite: Order of the Gauntlet faction membership.
You have earned the favor of the military clergy of the Benefit: After you roll an attack roll against an evil
Church of Helm, Hoar, Torm, or Tyr and have been given creature, Strength ability check, or a saving throw against
special privileges. You gain the ability to cast certain spells. being frightened but before the outcome is determined, you
Prerequisite: Order of the Gauntlet faction membership. can roll an additional d8 and add it to the result.
Once you use this feature, you cannot use it again until
Benefit: You can cast heroism with this talent. Starting at you finish a short or long rest.
3rd level, you can also cast branding smite with it. Once
you cast either spell with this talent, you can't cast a spell
with this talent again until you finish a long rest. Wisdom or
Charisma (your choice) is your spellcasting ability for these
spells.

Faith Against Evil


You call upon your faith to resist evil spells and effects.
Prerequisite: Order of the Gauntlet faction membership.
Benefit: As a bonus action, you utter a quick prayer and
gain advantage on all saving throws made against an evil
creature's attack, ability, or spell. The benefit lasts for a
number of turns equal to 1 plus your Wisdom or Charisma
modifier (your choice, minimum of one).
Once you use this feature, you cannot use it again until you
finish a long rest.

Punish the Evil


Driven by a sense of justice, you can impose your will on an
evil creature, reducing its capabilities to fight and perform.
Prerequisite: Order of the Gauntlet faction membership,
Character level 6.
Benefit: As a bonus action, choose an evil-aligned creature
you can see within 60 feet that you have dealt damage to
or has failed a saving throw against your spell or class
feature within the previous turn. The creature is allowed
a saving throw to negate the effect. The DC is equal to 8
+ your proficiency bonus + your main ability modifier. If
the creature fails its saving throw, the creature becomes
frightened and its speed becomes 0 until the end of your
next turn.
If you have successfully used this feature, you cannot use it
again until you finish a long rest.

Class Talents 55
The Zhentarim 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,
Acolyte of the Black Network Investigation (urban areas only), Perception (urban areas
You have earned the favor of the high priests of the Church only), Sleight of Hand, or Survival (urban areas only)
of Bane or Cyric and have been given special privileges. You but before the outcome is determined, you can roll an
gain the ability to cast certain spells. additional d12 and add it to the result.
Once you use this feature, you cannot use it again until
Prerequisite: The Zhentarim faction membership.
you finish a short or long rest.
Benefit: You can cast bane with this talent. Starting at
3rd level, you can also cast hold person with it. Once you
cast either spell with this talent, you can't cast a spell with Zhentarim Thug
this talent again until you finish a long rest. Wisdom or You are a ruthless thug working for the Zhentarim
Charisma (your choice) is your spellcasting ability for these Organization. You are the muscle that does the dirty work.
spells. Prerequisite: The Zhentarim faction membership.
Benefit: You gain proficiency with the Poisoner’s Kit. After
Cheap Shot you roll an ability check that involves the skill Athletics,
You can exploit a creature’s momentary distraction when it Intimidation, Survival (urban areas only), Stealth, or a
is hit by an attack, takes damage, or fails a saving throw. Dexterity (Thieves’ Tools) check, but before the outcome is
determined, you can roll an additional d12 and add it to the
Prerequisite: The Zhentarim faction membership,
result.
Character level 6.
Once you use this feature, you cannot use it again until
Benefit: When a creature within 5 feet of you is hit by an you finish a short or long rest.
attack, takes damage, or fails a saving throw from a spell
or ability made by a creature other than you,
you can use your reaction to make a melee
weapon attack against that creature.
Once you use this feature, you cannot
use it again until you finish a long rest.

Zhentarim Agent
You are a secret operative
under the employ of the Black
Network. Your primary
objective is to infiltrate
and gather information in
urban areas and territories
normally hostile to the
Zhentarim.
Prerequisite: The
Zhentarim faction
membership.

56
56 Class Talents
CHARACTER OPTIONS
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Class Talents 57
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DM OPTIONS
MONSTER TALENTS

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Mannix 'Dragonix' Manansala


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
Playtesters playing around with feat-like options for monsters.
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.
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
Kenku, Kobolds, Kraken, Kuo-toa. W
B Water Weird, Wight, Will-o'-wisp,
Banshee, Basilisk, Behir, L Wraith, Wyvern.
Beholders, Blights, Bugbears, Lamia, Lich, Lizardfolk,
Bulette. Lycanthropes. X
Xorn.
C M
Magmin, Manticore, Medusa, Y
Cambion, Carrion Crawler,
Mephits, Merfolk, Merrow, Mimic, Yetis, Yuan-ti, Yugoloths.
Centaur, Chimera, Chuul, Cloaker,
Mind Flayer, Minotaur, Modrons,
Cockatrice, Couatl, Cyclops.
Mummies, Myconids. Z
D Zombies.
N
Darkmantle, Death Knight,
Demilich, Demons, Devils,
Nagas, Nightmare, Nothic.
Chapter II
Dinosaurs, Displacer Beast, O Miscellaneous Monsters
Doppleganger, Dracolich, Dragon,
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.
Q
Fungi.
Quaggoth.
G
Chapter III
R Character Races
Galeb Duhr, Gargoyle, Genies,
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
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.
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.
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.
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
spell targets the chosen creature instead of the
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.
Rising Burst (Recharge 6) range 10 ft., one target. Hit: 6 (1d6+3) bludgeoning
Type: Action. damage and 3 (1d6) fire damage and the target
must succeed on a DC 13 Strength saving throw or
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
throw. A creature takes 11 (2d10) bludgeoning
Hurl Flame
damage and is knocked prone on a failed save, or Type: Action.
half as much damage and isn't knocked prone on The azer can use Hurl Flame.
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,
Azer wracking it with terrible pain and grief. The target
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,
Aura of Fire to move as far as its speed allows away from the
banshee. The creature doesn't move into obviously
Type: Trait.
dangerous ground, such as a fire or a pit. On a
A creature that starts its turn within 5 feet of the successful save, the target takes half as much
Azer takes 5 (1d10) fire damage. damage and doesn't have to move away. A deafened
creature automatically succeeds on the save.

Chains of Flame (Recharge 6)


Type: Action. Groaning Spirit
The azer can use Chains of Flame. Type: Trait.

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

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Mannix 'Dragonix' Manansala


Over 230 Perks and Features
To Spice Up Your Characters!
INTO THE
DRAGON’S MAW

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Mannix 'Dragonix' Manansala


An Exciting Adventure with a Twist
for Characters of 4th to 6th level
Index
Abundant Step, 38 Elven Precision, 18 Improved Arcane Ward, 50 Master Assassin, 45
Acolyte of the Black Network, Elven Racial Foe Expertise, 19 Improved Aura, 40 Mighty Cleave, 14
56 Elven Senses, 21 Improved Bardic Inspiration, 28 Mighty Rage, 26
Agent of the Council, 54 Elven Vigilance, 19 Improved Bend Luck, 46 Multitasker, 15
Agile, 7 Elven Weapon Training, 21 Improved Blinding Strike, 32 Natural Diplomat, 21
Arcane Exploit, 44 Extra Action Surge, 36 Improved Cloak of Shadows, 32 Naturalist, 52
Arcane Inclination, 20 Extra Attunement, 15 Improved Conjuration, 34 Nature Sense, 35, 43
Arcane Knowledge, 18 Extra Bardic Inspiration, 28 Improved Control Chaos, 46 Nimble Reaction, 23
Arcane Tradition Focus, 50 Extra Channel Divinity, 31 Improved Cutting Words, 28 Orcish Brute Ancestry, 22
Arcane Tradition Prodigy, 50 Extra Circle Spells, 34 Improved Dark One’s Blessing, Orcish Resilience, 22
Armor Focus, 15 Extra Combat Maneuver, 36 49 Orcish Rush, 22
Ascetic Missionary, 9 Extra Dark One’s Luck, 48 Improved Dodge, 13 Orcish Weapon Familiarity, 22
Astute, 7 Extra Defensive Tactics, 42 Improved Draconic Resilience, Pernicious Magic, 49
Bardic Prodigy, 28 Extra Domain Knowledge, 31 46 Plant Form, 35
Beast Combo Strike, 42 Extra Elemental Discipline, 38 Improved Dwarven Armor Point Blank Shot, 14
Beast Intercept, 42 Extra Entropic Ward, 49 Training, 18 Poisoncraft, 45
Best Defense is a Strong Extra Expertise, 28, 44 Improved Elemental Affinity, 46 Potent Breath Weapon, 17
Offense, 54 Extra Favored Enemy, 42 Improved Favored Enemy, 43 Potent Divine Smite, 41
Blessed Divine Smite, 40 Extra Favored Terrain, 42 Improved Flexible Casting, 47 Power Attack, 14
Blessing of SIlvanus, 52 Extra Fey Presence, 49 Improved Gift of Lightning, 32 Preserve the Natural Order, 52
Blinding Strike, 30 Extra Fighting Style, 36, 40, 42 Improved Grim Harvest, 50 Punish the Evil, 55
Bloodhunt, 24 Extra Hunter’s Prey, 42 Improved Initiative, 13 Rejuvenate, 35
Bloodline of Fire, 15 Extra Invocation, 49 Improved Instinctive Charm, 51 Rugged Outdoorsman, 11
Born Sneaky, 22 Extra Ki, 38 Improved Ki-Empowered Sap, 45
Breath Weapon Focus, 16 Extra Metamagic, 46 Strikes, 38 Savagery, 26
Brilliant Academic, 9 Extra Rage, 25 Improved Knowledge of Magic, Second Chance, 23
Brilliant Mind, 7 32
Extra Sacred Oath Channel Selected Chaos, 47
Brutal Strikes, 25 Divinity, 40 Improved Lay on Hands, 41 Shadow Strike, 39
Built, 7 Extra Sorcery Points, 46 Improved Misty Escape, 49 Shady Operator, 11
Called Strike, 36 Extra Superiority Die, 36 Improved Multiattack, 43 Skill Focus, 15
Channel Divinity Focus, 30 Extra Wild Shape, 34 Improved Natural Recovery, 34 Spell Attack Focus, 14
Cheap Shot, 56 Fade, 21 Improved Nature’s Wrath, 41 Strength and Bravery, 55
Cleave, 13 Faith Against Evil, 55 Improved Portent, 51 Strongheart, 23
Commanding Presence, 7 Favored Enemy Slayer, 43 Improved Ranger’s Companion, Summon Totem Spirit, 27
Conservator, 20 43
Fortunate, 22 Sunlight Adaptation, 19
Crafty Dealer, 9 Improved Sacred Weapon, 41
Furious Assault, 22 Swift Cure Wounds, 33
Cunning, 8 Improved Sculpt Spell, 51
Gallant Hero, 10 Swift Illusion Spell, 51
Cunning Spy, 9 Improved Second Wind, 37
Galvanizing Strike, 29 Swift Transmutation Spell, 51
Daring Explorer, 10 Improved Song of Rest, 28
Gift of Lightning, 32 Taunt, 14
Dark Forte, 48 Improved Swift Cure Wounds,
Glory and Honor, 54 Thief Acrobat, 45
32
Dashing Scoundrel, 10 Gnomish Furtiveness, 21 Tool Focus, 15
Improved Taunt, 13
Deadly Breath Weapon, 16 Gnomish Racial Foe Expertise, Two-Weapon Rend, 14
Improved Turn the Faithless, 41
Deadly Divine Smite, 40 21 Tymora’s Smile, 53
Improved Turn the Unholy, 41
Deadly Rage, 25 Gouge, 44 Uncanny Senses, 20
Improved Turn Undead, 32
Deadly Sneak Attack, 44 Great Cleave, 13 Unite Against the Dark, 54
Improved Unarmored Defense,
Deft Sneak Attack, 44 Great Fortitude, 8 Vicious Critical, 37
26, 38
Deputy of the Order, 55 Greater Arcane Recovery, 50 Vigorous, 8
Improved Uncanny Dodge, 45
Distracting Intrusion, 48 Greater Infernal Legacy, 24 War Strike, 33
Improved Vow of Enmity, 41
Divine Fortune, 30 Greater Ki-Empowered Strikes, Weapon Focus, 14
Improved War God’s Blessing,
Divine Lore, 40 38 Weapon Specialization, 37
33
Divine Recovery, 31 Greater Rage, 26 Winsome, 8
Indomitable, 8
Divine Sneak Attack, 31 Greater Ranger’s Companion, Witchcraft, 15
Infernal Fortitude, 24
Double Wing Strike, 46 43 Zhentarim Agent, 56
Infernal Wrath, 24
Dragon Wing Shield, 46 Grizzled Veteran, 11 Zhentarim Thug, 56
Initiate of the Enclave, 52
Dragonborn Fury, 16 Hamstring, 44
Inspiring Strike, 29
Dragonborn Heritage, 17 Harp Aspirant, 53
Instinctive Bardic Inspiration,
Druidic Lore, 42 Harper Favored Foes Specialist,
29
Drunken Mongoose, 38 53
Instinctive Benign
Dwarven Bullheadedness, 17 Harper Knowledge, 53
Transposition, 51
Dwarven Racial Foe Expertise, Human Aptitude, 23
Instinctive Shadow Step, 39
17 Human Ingenuity, 23
Instinctive Wild Shape, 35
Dwarven Weapon Expert, 18 Human Resolve, 23
Invigorating Rage, 26
Eldritch Weapon, 36 Imbued Wildshape, 34
Iron Will, 8
Elemental Combo, 38 Impairing Critical, 37
Ki Focus, 39
Elemental Focus, 15 Impairing Strike, 44
Knowledge of Magic, 32
Elemental Shape, 31 Improved Abjure Enemy, 40
Last Stand, 18
Elven Focus, 18 Improved Arcane Recovery, 50
Lightning Reflexes, 8
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