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BONUS LEVEL UP

PERKS 2.0
BY THE DUNGEON COACH
Contents Tier 3 11

Bonus Level Up Perks 3 Subclasses 11


Artificer Subclasses.......................................................................... 11
Tier 1 4 Barbarian Subclasses........................................................................12
Bard Subclasses...................................................................................13
General Perks 4 Cleric Subclasses............................................................................... 14
Druid Subclasses.................................................................................15
Tier 2 8 Fighter Subclasses..............................................................................16
Monk Subclasses.................................................................................17
Classes 8 Paladin Subclasses.............................................................................18
Artificer................................................................................................. 8 Psion* Subclasses.................................................................................19
Barbarian............................................................................................... 8 Ranger Subclasses.............................................................................20
Bard.......................................................................................................... 8 Rogue Subclasses.................................................................................21
Cleric....................................................................................................... 8 Sorcerer Subclasses .........................................................................22
Druid........................................................................................................ 8 Warlock Subclasses ........................................................................23
Fighter..................................................................................................... 8 Wizard Subclasses............................................................................24
Monk........................................................................................................ 8
Paladin.................................................................................................... 9
Psion*....................................................................................................... 9
Ranger..................................................................................................... 9
Rogue....................................................................................................... 9
Sorcerer.................................................................................................. 9
Warlock................................................................................................. 9
Wizard.................................................................................................. 10

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2 AUGUST 2021 DC PLAYBOOK | THE DUNGEON COACH


Bonus Level Up Perks The Dungeon Coach
My video on level up perks is still one of my most popular Medium Humanoid
videos to this day, it was already the topic of this April’s DC
Playbook and was a huge hit among patrons, so I’m bringing Contact
it back for MORE! If you were not able to snag it back then, Email thedungeoncoach@gmail.com
it’s now available on my website at https://thedungeoncoach. Discord https://discord.gg/NpU932E
Facebook https://facebook.com/thedungeoncoach
com/products/bonus-level-up-perks.
Here is a 25% off Coupon for The Original Bonus Perk PDF Resources for dungeon masters
with 160+ more perks if you weren’t a Patron back in April. YouTube. The Dungeon Coach YouTube Channel
Use Code: BONUSPERKDC25 I create weekly videos every Sunday to help make your
games more creative and more fun!
For those of you that joined more recently who might not https://www.youtube.com/thedungeoncoach
be aware, Bonus Level Up Perks are additional small boons
that you can grant your players as they level up. They help Past PDFs –Check out the other content I’ve published. I
will keep making more and more of my documents available
you to reward your players by allowing them to more online from my large list of homebrew content!
accurately tailor their character to the fantasy they want to https://thedungeoncoach.com/
play. Sometimes your inspiration for these perks will be based
on the way they play their characters and sometimes it will Support my work
be based on requests from the players. Other times, it can Patreon. If you like the stuff I have here as digital resources
help to take a look at what makes the character tick. Focus and want ALL of those and MORE, think about supporting
on their background, their bonds and ideals, their backstory. me over on Patreon!
A character from a lineage thought extinct could easily gain
I have many resources and you can get involved with what
a perk that allows them to surprise the nobility into showing
I do over on my YouTube Channel too! Including Multiple
their true colours, for example. Reward Tiers and a GREAT community!
First Video ever on Bonus Perks: https://www.patreon.com/thedungeoncoach
https://youtu.be/rZm45Jl8S1o
Second Video on Bonus Perks: https://youtu.be/b95Kis4_H9U

Credits
Creator: The Dungeon Coach – Alan Bjorkgren

Interior Design and Layout


Mark MacPherson (IntrepidAdventuring.blog)
Project Manager / Lead Editor
Andrew Barnes

Homebrew Council
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Graphics and Original Art
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Version 1.0

AUGUST 2021 DC PLAYBOOK | THE DUNGEON COACH 3


Tier 1 Cartographer: You have studied the art of cartography and are
General Perks an expert in its practice. You gain the following benefits:
• You gain proficiency with cartographer's tools. If you are
Acclimated: You are accustomed to a specific type of terrain or
environment, things like temperature, difficult terrain, etc. do already proficient with them, you add double your prof.
not effect you while you are in this terrain. bonus to checks you make with them.
• You remain alert to danger even while you drawing a map
DC Tip: You can also have this be ADV on checks made or recording your travels
against this type of terrain (like Con Saves) if you don’t want Carpenter: Your knowledge of wooden structures is widely
them to be immune to it entirely.
applicable throughout your adventures. You gain the
Ace Driver: You are unparalleled when driving a particular following benefits:
kind of vehicle. You gain the following benefits: • You gain proficiency with carpenter’s tools. If you are
• You gain proficiency with land, water or air vehicles. If you already proficient with them, you add double your prof.
are already proficient with them, you add double your prof. bonus to checks you make with them.
bonus to checks you make with them. • You can temporarily fortify a door or window by using your
• The speed of a vehicle that you are proficient with increases action to use your carpenter’s tools. The DC needed to open
by 10ft while you are guiding it. it increases by 5.
Alter Ego: You have, over time, crafted an alternate identity Chaser: You have ADV on Athletics and Acrobatics Checks
that you can slip into when the need arises. This alternate while running away from a pursuer, or pursuing someone else.
identity has their own friends, acquaintances, reputation and Combat Drills: Upon spending 1 hour in training drills and
somewhat legitimate documentation. The alter ego does not studying the walls of a fortification, you gain an accurate
gain any other benefits, but people believe you to be them in estimate of the drilled humanoids' combat capabilities, as well
that disguise unless given obvious reason not to. as any equipment they use. You determine the most suitable
Born Trader: While within a settlement, you can easily find strategy to improve the defensive capabilities of a settlement
the most profitable location to sell items or goods and you in both the short and long terms.
have ADV on Persuasion Checks to negotiate the sale price of Confuse: When another creature attempts to recall an event
an item or service. from the past, you can make a Deception Check contested
Burglar: You pride yourself on your quickness and your by the creature’s Insight Check. Success: You convince the
close study of certain clandestine activities. You gain the creature that subtle details about a specific event are different
following benefits: than they remember. Others watching are unaware that your
interjection is what has caused the confusion.
• You gain proficiency with thieves' tools. If you are already
proficient with them, you add double your prof. bonus to Cook: You have mastered a variety of special recipes, allowing
checks you make with them. you to prepare exotic and special dishes with useful effects.
• As part of a short rest, you can use scavenged or acquired You gain the following benefits:
materials to build a temporary set of thieves' tools for when • You gain proficiency with cook's utensils. If you are already
you lack access to a permanent one. This temporary set proficient with them, you add double your prof. bonus to
ceases to function or breaks after 1 hour. checks you make with them.
• During a short rest, you can prepare a tasty meal provided
you have access to your cook's utensils and sufficient food.
You and up to 5 creatures of your choice regain 2 extra HP
per Hit Die spent during this rest.
Copycat: You can mimic the speech of another person or the
sounds made by other creatures. You must have heard the
person speaking, or heard the creature make the sound, for
at least 1 minute. A successful Insight Check contested by
your Deception Check allows a listener to determine that the
effect is faked.

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Cryptographer: You have studied secret codes, gaining the Gut Feeling: You have ADV on Insight Checks to detect
following benefits: if a humanoid is lying if you have spoken with them for
• You can ably create written ciphers. Others can't decipher over 1 minute.
a code you create unless you teach them or they succeed on Harmless: You are unassuming and most folks don’t expect
an Intelligence Check (DC equal to your Intelligence score much from you. You have ADV on checks made to convince
+ your prof. bonus) other creatures that you are too harmless to be considered a
• You have ADV on Intelligence Checks made to crack suspect of a crime, or that you mean them no harm.
cyphers. Heraldry Expert: You automatically recognize all banners,
Diagnostician: Thanks to your expertise in medicine, if you crests and insignia and know the names of their respective
spend 10 minutes observing and examining a creature, you house, order, or kingdom. Additionally, you have ADV on
gain ADV on Medicine Checks to find the exact cause of the History Checks to recall more detailed information about this
creature’s illness, injury, poisoning, or death. If you succeed type of lore.
on the check, you also become aware of how to cure the Herbalist: You excel at the identification and use of herbs and
ailment, if a non-magical cure exists. This does not include other natural substances for medicinal purposes. You gain the
magical diseases such as the Contagion spell. following benefits:
Enduring Survivalist: You have learned how to survive on • You gain proficiency with herbalism kits. If you are already
very little sleep or nourishment. You can go without food proficient with them, you add double your prof. bonus to
or sleep for twice the amount of time than normal before checks you make with them.
automatically gaining a level of Exhaustion. • As part of a short rest, you can use your herbalism kit to
Expert Rider: You are an experienced rider and the usual administer a herbal remedy that helps a creature recover
pitfalls of mounted combat are not something you worry from their ailments. The creature gains ADV on Saves
about. You gain the following benefits: against being Poisoned or Diseased for the next hour.
• Adv on Animal Handling Checks to interact with your Liquid Courage: While under the effects of alcohol you have
mount. DisADV on Perception Checks but you have ADV on Saves
• Adv on Dex Saves to remain mounted. against being Frightened.
• Mounting or dismounting costs you 10ft of movement and Master of Deduction: Your mind becomes capable of instantly
is not limited to once per movement. dissecting all that you take in. You always know if a piece of
Forger: You are a master of creating false identities and information that you learn contradicts a story that you’ve
documents. You gain the following benefits: heard previously, or if a story you hear doesn't make sense
• You gain proficiency with forgery kits. If you are already based on the known evidence.
proficient with them, you add double your prof. bonus to
DC Tip: This can also be seen as getting ADV on any checks
checks you make with them. to remember something that happened to you before,
• You can protect yourself with multiple layers of identities depending on how the GM runs it.
and misdirection. When you forge a document, you can
leave behind false clues that suggest a different person
was the forger; this act doesn't take any extra time. Such
false clues could involve blending a mimic of the person's
handwriting with the intended one, adding fake prints of the
target's fingers to the paper, or including a secret message
that somehow implies this person is the true culprit.
When a reader spots that the document is forged, they
also discover these clues. Identifying that these clues
are false requires an additional Investigation Check
against the same DC used to identify the original
forgery.
Good with Kids: You are great at interacting and dealing
with children. You have ADV on ability
checks to socially interact with children
or gauge their mood and intentions.
In addition, any children you are
taking care of are especially happy,
healthy, and well-behaved if you
spend at least a modest amount of time
mentoring or parenting them.

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Master of Disguise: You have honed your ability to shape • You gain proficiency with painter's supplies. If you are
your personality and to read the personalities of others. You already proficient with them, you add double your prof.
gain the following benefits when using disguises that you bonus to checks you make with them.
personally made. • As part of a long rest, you can produce up to 3 simple works
• You gain proficiency with disguise kits. If you are already of art, or you can produce a single masterwork of art.
proficient with them, you add double your prof. bonus to Perfect Memory: You have ADV on all History Checks and
checks you make with them. Saves that involve your own memory. You also remember
• It takes 1 hour to create a full disguise of a person that you anything you hear or learn within the past year.
have seen before (given the right materials). Poison Specialist: Your knowledge of poisons and their creation
• It takes 1 minute to don a full body disguise. is unmatched. You gain the following benefits:
• It takes 1 action to don a facial disguise.
• You gain proficiency with the poisoner’s kit. If you are
Master Interrogator: You become a master of the fabled seven- already proficient with it, you add double your prof. bonus
stage interrogation. After spending 10 minutes interrogating to checks you make with them.
a captive creature that you can communicate with, threats • Other creatures have DisADV on checks made to identify a
or implications of violence you make are as effective as the poison you made.
violence itself would have been. You also gain ADV on
Intimidation Checks against the captive creature. Polyglot: You have studied languages from many different
cultures, gaining the following benefits:
Mentor: If you spend 1 minute teaching an ally a skill you are
proficient in, your ally gains ADV on their next check using • Through sounds and gestures, you can communicate simple
the same skill. You can use this feature a number of times equal ideas to a creature that doesn’t share a language with you
to your Intelligence modifier (minimum of 1) and regain all and has an Intelligence score of 4 or less.
expended uses after a long rest. • While speaking a language other than Common that is
not native to your race, you have ADV on Deception or
Musician: You excel at composing and performing music. You Persuasion Checks to interact with creatures native to that
gain the following benefits: language.
• You gain proficiency with one musical instrument of your Read Lips: If you know what language someone is speaking
choice. If you are already proficient with it, you add double and you can see the creature’s mouth, you can gather the
your prof. bonus to checks you make with it. general idea of what they are talking about.
• While performing with a musical instrument you are
proficient with, you can try to distract one humanoid that DC Tip: As a GM you could only give them bits and pieces of
you can see who can see and hear you. Make a Performance words they pick out instead of telling them exactly what they
Check contested by the humanoid's Insight Check. Success: say. Lip reading is a very difficult skill!
You grab the humanoid's attention enough that it makes
Perception Checks with DisADV until you stop performing. Religious Study: Through hours of memorization, you’ve
learned the names and symbols of countless religions. You
Myths and Legends: You are extremely adept at uncovering recognize all holy symbols and know the names of their
knowledge which pertains to eldritch threats and forgotten respective deities.You have ADV on Religion Checks to recall
legends. You have ADV on History Checks related to legends more detailed information about them.
and other ancient lore.
Natural Erudite: Your encyclopedic knowledge of nature
grants you the following benefits:
• You gain ADV on Nature Checks to identify and learn more
about creatures and plants that aren't outright magical in
origin.
• By spending 1 minute outside, you can reliably predict the
weather for the next day.
Navigator: You have a keen sense of direction on both land
and sea. You gain the following benefits:
• You gain proficiency with navigator's tools. If you are
already proficient with them, you add double your prof.
bonus to checks you make with them.
• You can always retrace your steps back through areas you
have traveled through.
Painter: You pride yourself on your artistic skill and
its applications to painting and drawing. You gain the
following benefits:

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Rumormonger: Upon spending 1 hour in a civilized settlement, Tactical Retreat: You know when to cut your losses and
you can learn of rumors, political intrigue, or other gossip run. Once per long rest, if you are engaged in combat, you
related to a subject of your choice. This includes jobs and can choose to take the Disengage Action and rally creatures
information people tend to hide from the authorities. In around you to get out of dodge. For the next minute, any ally
addition, you have ADV on Deception and Persuasion Checks that was within 30ft of you when you sounded the retreat can
made to shift the community’s attitude to align with any take the Disengage or Dash Actions as a Bonus Action. The
rumors you start, and these rumors take 1 year to fade unless Dash Action can only be used to try to escape or move as far
spurred on by yourself once a week/month. away from dangers as you can.
Rune Expert: You have ADV on Arcana Checks to uncover the Tracking Quarry: You have ADV on Survival Checks to find
properties and uses of magical runes, glyphs, or other symbols. and follow the tracks of any creature that you have dealt
Salvager: As part of a short rest, you can search nearby to find damage to within the last 24 hours.
raw materials (provided there can be anything reasonable to Unremarkable: You are remarkably average and easily
find) to mend or create any mundane item that cost 20gp or forgettable. You have ADV on checks made to hide or go
less. This feature only provides the raw materials, not the unnoticed while in a crowd of similar creatures. Creatures
actual knowledge to create the mundane item. Once you have DisADV on checks made to recall information about you.
use this feature, you must finish a long rest before you can Ventriloquist: You have a natural talent for ventriloquism. You
use it again. gain the following benefits:
Secret Intuition: You understand instinctively if someone you • You can speak without moving your lips.
are observing for at least 1 minute is keeping a secret, but you • You can throw your voice when you speak, making it appear
do not automatically know the nature of the secret or why to originate from any source that you can see within 20ft of
they are keeping it. you. A suspecting creature can use its action to attempt an
Insight Check contested by your Deception Check.
Voice Actor: You can alter your voice to mimic any human
or non-magical creature that you have listened to for over
1 minute. You have ADV on all Performance or Deception
Checks when disguising your voice in this way.

Stage Magician: You become adept at mundane illusions.


Your training grants you ADV on Sleight of Hand Checks to
perform any reasonable mundane tricks.
Survivalist: You have ADV on checks made to locate and
harvest food or water from natural resources (wild animals,
fresh berries, etc.), and have ADV on saves against ingested
poisons and diseases from the wild.

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AUGUST 2021 DC PLAYBOOK | THE DUNGEON COACH 33

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