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TALENT TREE - Feat Replacement

Talent Trees

 

How to spend your talent points

You can spend talent points whenever you level up. Choose one of the following options for each talent point you spend  
Talent Skill Trees

Start a Tree. You gain the base ability of a talent tree of your choice. If the tree you chose is a skill tree, you also gain proficiency with the associated skill, or if you are already proficient, you can progress again on that tree instead.
  Progress on a Tree. You can spend a talent point to progress one level on a talent tree that you have unlocked. You can only spend points on talents that follow a path from the base of the tree towards the capstone, from top to bottom, though you can spend points along more than one path. You can’t take a talent multiple times unless it explicitly allows you to do so. For example, you if you have taken Path C/Step 1 in the Example Tree below, you can now spend a point to gain either Path A/Step 1, or Path B/Step 1, or Path C/Step 2.          

Acrobatics

   
 

Handspring Expert

When prone, you can use half your movement to handspring back to your feet to land in a space within 5 feet of you.  

Free Stride

Your quick stride lets you carefully pick a path through rough terrain. Your speed increases by 10 ft. When you take the Dash action, difficult terrain costs you no extra movement this turn.  

Withdraw

When you make an attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or miss.  

Tumble

As an action or a bonus action, you can tumble through the space of a hostile creature to a location on the other side. You must have enough movement to reach the other side to do so.   Additionally, when you fall and aren’t incapacitated, you can subtract up to 20 feet from the fall when calculating falling damage.  

Agility

When you take the Dodge action, you can immediately move 5 feet in any direction without provoking opportunity attacks, in addition to your normal movement.  

Slippery

Creatures have disadvantage on checks to grapple you. Whenever you succeed on a Dexterity saving throw, you can use your reaction to move up to half your movement.  

Escape Artist

On your turn, you can forego half of your movement to automatically escape from nonmagical restraints such as manacles or a creature that has you grappled.  

Freerunning

When you take the Dash action, if you are wearing light or no armor, you can move along vertical surfaces, across the edges of thin barriers, or from one outcropping to another as if you were moving along difficult terrain during the move. This may let you run up a mountain, across a tightrope, or atop a jungle canopy, but not upon a cloud or up a rainbow. If you stop moving while unsupported, you begin to fall.  

Animal Handling

 

Train Animal

During a long rest, you can spend time to train a willing beast of CR 1/8 or less. Choose a simple command (such as “jump,” “bite,” “charge,” or “fetch”) and expend one edible ration. Over the course of your teaching, the beast learns to follow the command when you give it. As an action, you can verbally give the animal a simple command and it will use its next turn to attempt to follow it. Most animals will not likely follow a command that would directly lead them to be injured or killed.  

Critter Friend

If you spend at least 1 minute observing or interacting with a beast, you can communicate simple ideas with the animal and understand its responses.  

Complex Training

When you train an animal, you can teach it much more complex commands such as “fetch a healing potion from my bag,” “watch for intruders,” or “follow the scent on this rag.” Additionally, you can now train beasts of CR 1/4 or lower.  

Mounted Combat

While mounted, you have advantage on melee weapon attack and melee spell attack rolls against any unmounted creature that is smaller than your mount. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.  

One with the Rider

If a creature would target your mount with an attack or spell, you can choose to have the attack or spell target you instead. When you or an allied creature casts a spell of 2nd level or lower targeting just you while you are mounted, you can choose to have the spell also affect your mount.  

Stabilize Animal

You specialize in tending to injured and frightened animals. As an action, you can use your choice of a DC 10 Wisdom (Animal Handling) or Wisdom (Medicine) check to stabilize a beast that has been reduced to 0 hit points or to comfort one that is frightened, calming and soothing the animal under your care. If you succeed on the check, the beast then regains a number of hit points equal to twice your Wisdom modifier (minimum 1) and loses the frightened condition.  

Bolster Animal

Animals grow strong after time under your tender care. Whenever you spend an hour or more training with a friendly beast, which can be done during a short or long rest, you can have it gain an amount of temporary hit points equal to 3 times your proficiency bonus plus your Wisdom modifier (minimum 7). Once you use this feature on a creature, you cannot do so again until you finish a short or long rest.  

Animal Partner

You can give a trained animal commands as a bonus action. Additionally, after a short or long rest, you can select one beast that you have trained to be your partner. The chosen beast increases its hit point maximum by twice your proficiency bonus while it remains your partner. You can only select one animal to be your partner at a time.  

Arcana

 

Magical Intuition

You can sense faint traces of a magic on creatures and objects around you when they cast spells. Whenever you see a creature or an item cast a spell, as a reaction, you can learn certain information about its capabilities. You can tell generally how powerful a spellcaster the creature (or object) is (for example: the level of the creature's most powerful spell slot or the item's spell save DC) and if the nature of its casting is arcane, divine, or something else entirely. Additionally, you can spend 1 minute examining a spell scroll to determine the level of the spell it contains and its school of magic, regardless of if you could cast the spell from the scroll.  

Ritual Caster

You acquire a ritual book containing two 1st-level ritual spells of your choice from the bard, sorcerer, warlock, or wizard spell lists, and you learn to cast these spells as rituals. You must be holding the book to do so. Intelligence is your spellcasting ability for these spells.  

Ritual Collector

If you come across an arcane ritual spell in written form, such as a spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book if it is on the bard, sorcerer, warlock, or wizard spell list and the spell’s level is no higher than half your level (rounded up). The process of copying the spell into your ritual book takes 2 hours and 50 gp per level of the spell.  

Arcane Evasion

You have advantage on saving throws against spells cast by creatures within your reach.  

Mage Slayer

When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. In addition, when a creature within your reach casts a spell, you can use your reaction to make a melee weapon attack against that creature.  

Arcane Scribe

Your study of arcane runes and scripts allows you to understand the literal meaning of all magical writing. When you find a spell scroll (containing a spell from any class’s spell list) you can spend 8 hours to study and translate that scroll. Once complete, you can learn that spell as a known spell as if the spell on it were on your class’s spell list, casting the inscribed spell using Intelligence for your casting ability. You can learn up to double your prof. modifier spells from non-wizard classes this way and you must still prepare it if it required to be prepared by your spellcasting feature. If the level of this spell is higher than you can normally cast and you must make an ability check to determine if you can successfully cast the spell (DC equal to 13 + the spell’s level), you can add your bonus to Arcana to your ability check. You may cast a spell in this way once per Long Rest.  

Arcane Scholar

While studying a scroll for 8 hours or more, you can choose to expend 50 gp in magical inks and scouring agents to modify the scroll in one of two ways:
  • Persistent Scroll. When the scroll is cast, there is a 50% chance that lingering magic remains on the parchment, preserving it to be used again.
  • Unstable Scroll. Choose a metamagic option from the Sorcerer class. If that metamagic option can be applied to the inscribed spell, it is. Once this alteration has been made, the spell can no longer be copied into a spellbook or modified by this talent further.
  •  

    Magesight

    You can spend 1 minute opening your senses to the magic around you. When this minute ends, your senses are enhanced as if you had cast the detect magic spell, except that your vision can penetrate twice the thickness of material as normal and if you spend the full 10-minute duration of the spell examining the aura of a magical item, you also learn its properties as if you had cast the identify spell on it.  

    Athletics

     

    Jumper

    You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 (see pg. 182 of the Player’s Handbook for more details).  

    Strapping

    You’re an exemplary athlete. You gain the following benefits:
  • A swimming speed equal to your walking speed.
  • A climbing speed equal to your walking speed.
  • Advantage on Constitution saving throws against exhaustion due to forced marches while traveling (see pg. 181 of the Player’s Handbook for more details).
  • Mighty

    Your training and focus on bodybuilding allows you to perform feats that most others can’t: You gain the following benefits:
  • While underwater, you can drag another person with you at your swimming speed.
  • While climbing, you can carry another person with you at your climbing speed.
  • When attacking with a weapon that has the versatile property in one hand, you can roll damage as if you were holding it in both hands.
  • Grappler

      You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
  • You have advantage on attack rolls against a creature you are grappling.
  • A creature you are grappling has disadvantage on attack rolls against targets other than you.
  • Choke-Hold

    Once you have an enemy close, you’ve learned ways of keeping them that way. You gain the following benefits:
  • When a creature escapes your grapple, you can use your reaction to attempt to grapple the target.
  • You can attempt to pin a creature you have grappled. To do so, make another grapple check against it. If you succeed, it becomes restriained until your grapple ends.
  • Brute

    You are adept at raw feats of strength and destruction. You gain the following benefits:
  • When shoving a creature, you can push the target an additional 5 feet away.
  • Your weapon attacks deal double damage to objects and structures.
  • You have advantage on Strength (Athletics) checks to break nonmagical inanimate objects (such as doors or crates) and can do so as a bonus action.
  • Charger

    When you take the Dash action, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or can choose to both push the target away from you and knock it prone (if you chose to shove and you succeed).  

    Colossus

    Little can contain or escape your titanic might. You gain the following benefits:
  • You can use an action to automatically break out of nonmagical restraints and grapples.
  • You have advantage on checks to break magical restraints and magic objects.
  • You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and your size while grappling creatures.
  • When you shove a creature, you can deal the target bludgeoning damage equal to your Strength modifier (minimum of 1 damage).
  • Deception

     

    Doublespeak

    You have learned to disguise the true meaning of your words from those who are not meant to understand it. Using subtle vocal emphasis and body language, you can convey secret messages to your allies in seemingly normal speech. Any allies who have travelled alongside you for at least one week or who you have explicitly trained for at least 8 hours can automatically discern your hidden message. Others must succeed on a Wisdom (Insight) contest against your Charisma (Deception) to notice you are passing a message, though not its contents.  

    Parrot

    You have mastered the art of vocal mimicry. If you spend 1 minute listening and mentally practicing, you can unerringly reproduce the exact words and voice of a person you have listened to or vocalizations of an animal that you have heard. If you attempt to deviate from the creature’s exact wording or alter the sound in any way, a successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.  

    Ventriloquist

    Any time you can speak, you can cause your voice to seem as if it originates from a point up to 30 feet away from you. If a creature is within 30 feet of you, you can give the impression that sounds you make originate from that creature. Your ventriloquism isn’t limited to words, but includes any sounds you can make, including footsteps, imitations of animals, or the vocal components of spells.  

    Liar’s Liar

    You can use Deception in place of Insight for checks you make to determine if someone is lying or attempting to pass themselves off as a different person.  

    Rook’s Gambit

    When attempting to make an ability check for a task in which you lack proficiency, you can use Deception instead of the original skill, but do so with disadvantage. For example, this would allow you to replace a Strength (Athletics) check with a Strength (Deception) check made at disadvantage. You can use this feature twice, regaining expended uses when you complete a short or long rest.  

    Fast Talk

    When you improvise an action to perform a Charisma (Deception) check, you can do so as a bonus action.  

    Liar’s Gambit

    As a bonus action, choose one of the following options and make a Charisma (Deception) check contested by the Wisdom (Insight) of a creature within your reach. On a success, you gain the listed benefit. On a failure, however, you suffer the listed gambit consequence.
  • Feint. You have advantage on the next attack you make against the creature this turn. Gambit: The creature has advantage on its next attack against you before the start of your next turn.
  • Slip-Up. The creature loses its reaction and cannot make any attacks of opportunity or use other reactions until the start of its next turn. Gambit: You must use your reaction to immediately fall prone.
  • Distraction. The creature is distracted by you and has disadvantage on Wisdom ability checks until the end of its next turn. Gambit: You have disadvantage on Dexterity ability checks until the end of your next turn.
  • Heart of Treachery

    You are immune to being charmed and immune to any spells that would determine if you are telling the truth or compel you to do so. These spells do not alert the caster when they fail on you. When a creature you can see attempts to charm you, that creature must succeed on a Charisma saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be charmed by you instead until the end of your next turn. (edited)  

    History

     

    Cultured

    You learn two languages of your choice.  

    Repository of Lore

    Through your vast and detailed study of lore and rote memorization of primary sources, you have become a living historical archive. As an action, you can consult your accumulated knowledge on a topic. To do so is like consulting a bestiary, travel guide, or library inside your own mind. The DM will give you the text or summary of the relevant entry, though it may not always be immediately or obviously applicable to your situation. You can call upon your Repository of Lore in this way twice, regaining all expended uses when you finish a long rest. For example, you might use this feature to quote a biology book mentioning the poisonous fangs of a creature you’re fighting, recite a myth passed down by oral tradition of a long-dead hero and his legendary magic spear, or recall a local legend that the ancient men of Ardven Hall used to build their houses deep underground.  

    Linguist

    Your studies have required you to delve into ancient and foreign texts. You gain the following benefits:
  • You learn to read and write 3 languages of your choice. As an action, you can examine a mundane or magical script to determine the language in which it is written.
  • You learn to create complex written ciphers. Others can’t decipher this code unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
  • You can use your Repository of Lore feature four times between rests instead of twice.
  • Knowledge of Society

    Your have learned much about the history of cultures and societies. When you see a coat of arms, livery, logo, insignia, or other piece of identifying information for a noble lineage, guild, country, corporation, or other organization, you have advantage on checks to identify it and on checks to recreate or incorporate such an item into a disguise. While disguised in this way, you have advantage on blending in with the locals. Additionally, when you hear a creature speak, you can tell what language it is speaking. If you know the language, you can tell what dialect it uses and ascertain roughly where the creature is from.  

    Courtesy

    Your understanding of societal mores gives you confidence in navigating social and bureaucratic situations. The History skill can function as a new skill for you: Courtesy, which can be used in a variety of social situations. For example, you can use Courtesy when seeking audience with a noble lord or prominent politician, when making sure you have correctly submitted requests and paperwork to a judge, or to ensure that you and your fellows are seated correctly at a royal banquet feast. In general, if a social situation can be navigated by correct application of rules, regulation, and formality, Courtesy applies. Like any skill check, Courtesy can be used with any ability score as directed by the DM; you might use Dexterity (Courtesy) to perform an appropriate bow or Wisdom (Courtesy) to perceive a breach in formal procedure. Since Courtesy is a special use of History, whenever you make a Courtesy check, use your History modifier. Expertise in History counts as expertise in Courtesy.    

    Tactician

    You have learned from historical accounts of great tacticians of the past to recognize opportunity in battle. You gain the following benefits:
  • You gain a bonus to your initiative equal to your Intelligence modifier (minimum bonus of +2).
  • When rolling initiative, one creature of your choice that can see and hear you can add your Intelligence modifier to its initiative roll (minimum bonus of +2).
  • Field Commander

    Your study of effective combat tactics allows you to better command allies on the field. As an action, you can lead your allies around you in a joint maneuver. Choose up to six friendly creatures (which can include yourself) within 30 feet of you that can hear you. They each gain one of the following benefits of their choice until the end of their next turn:
  • Your movement speed increases by 10 feet.
  • You gain 2d6 temporary hit points.
  • You can take the disengage, hide, or help action as a bonus action.
  • Once you use this talent, you can’t do so again until you finish a short or long rest.  

    Learning from History

    When in a historically significant area, like a city, ruin, battlefield, or stronghold, or when preparing to enter one, you can spend 10 minutes regaling creatures around you with tales of the locale’s past; Until the next long rest, you and each creature that listens to the entirety of this lesson gains advantage on initiative checks while in the area. In addition, you can choose up to six creatures who listened to your lesson and give each of them a Historical Accuracy die (a d8). Once within the next 8 hours, the creature can roll the die and add the result to one ability check, attack roll, or saving throw it makes. A creature can only have one Historical Accuracy die at a time and can’t use more than one per long rest per location.  

    Insight

     

    Emotional Insights

    You are skilled at pinpointing a creature’s state of mind and motivations. When you make an Insight check regardless of the outcome, you learn a one-word summary of the target’s mood, emotional state, or one of its key personality traits. For example, you may learn a creature is driven by “pride,” “greed,” or “anger,” or learn that it is “reckless,” “cowardly,” or “merciful.”  

    Suspicious

    Casual lying sounds off-key to you. You have a +5 bonus to your passive Wisdom (Insight) score. You can make Insight checks against a creature even if you can’t understand the language it is speaking.  

    Interrogator

    You learn to read the intentions behind a creature’s words. When interrogating a willing or restrained creature for at least one minute, during which the creature speaks, you learn additional information about it and can read its surface thoughts, or if it is immune to having its mind read, you become aware of that fact. Often, this will allow you to intuit the creature’s traits, bonds, flaws, or even immediate plans or secrets as well as determine the best way of persuading or intimidating it.  

    Seer of Body

    You can use your Wisdom (Insight) instead of Intelligence (Investigation) to see through illusions of creatures and magical disguises. You can use the benefit of your Emotional Insights when observing a creature’s possessions, tracks, or remains as if you could see the creature.  

    Fortress of Mind

    You are immediately aware when a magical effect takes hold on you which would possess, charm, or frighten you or which would alter your mind, senses, or memory even if you would normally be unaware of such an effect. This clarity helps you end such an effect on yourself or another creature you can touch. As an action, you can touch a creature that has succumbed to such a magical effect and immediately end the effect on it. Once you have used this feature you cannot do so again until you finish a short or long rest.  

    Halt

    When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.  

    Sentinel

    Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. In addition, when a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this ability), you can use your reaction to make a melee weapon attack against the attacking creature.  

    Next Move

    Once per round, you can make an attack of opportunity without using your reaction. (edited)  

    Intimidation

     

    Conspicuous

    Your mere presence can be a source of wonder or terror for those near you. As an action, you can make yourself a conspicuous object of attention for those nearby, who generally recoil from your display or find themselves entranced. Until the start of your next turn, as long as you don’t move, your allies have advantage on ability checks and contests against creatures within 10 feet of you that can see you.  

    Aura of Fear

    A hostile creature that is spending movement to get closer to you must spend two feet of movement for every one foot traveled within 10 feet of you. Creatures immune to being frightened are not affected by this feature.  

    State of Fear

    A hostile creature that starts its turn within 10 feet of you has disadvantage on ability checks that rely on Intelligence, Wisdom, or Charisma and its ranged attack rolls while it can see you. Creatures immune to being frightened are not affected by this feature.  

    Extra Fearsome

    When a creatures becomes frightened of you, pick one of the following additional secondary conditions which affects it for the duration of the effect:
  • Speechless. The target can’t speak.
  • Paranoid. The target has disadvantage on ability checks and attack rolls even if it can’t see or hear you.
  • Frozen. The target speed is reduced to 0 for the first turn it is frightened.
  • Spooked. The target must use its action to dash the first turn it is frightened.
  • Confused. The target loses concentration on any spells or effects that require it to concentrate.
  • Clumsy. The target drops whatever it is holding and can’t pick it up the first turn it is frightened.
  • Brutal

    When you reduce an enemy to 0 hit points, you can use your reaction to attempt to frighten nearby creatures. When you do so, each creature of your choice within 10 feet of that enemy must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened by you until the end of your next turn. You can use this feature a number of times equal to your Charisma modifier (minimum once). You regain all expended uses when you finish a long rest.  

    Army of One

    Your stillness is but a moment of calm before the coming storm of your wrath. When you use your Conspicuous talent to draw the attention of creatures around you, those creatures have disadvantage on attacks against you until the start of your next turn. On the following turn, you have advantage on attacks against any creature that attacked you or targeted you with a spell or ability.  

    Fearless

    When outnumbered and outmatched, you are known to stand strong. You can’t be frightened. When a creature attempts to frighten you, you get advantage on your next attack against it.  

    Terrifying Presence

    Your very presence stirs fear in the hearts of those who would incur your wrath. When you roll initiative or as an action on your turn, you can have each creature of your choice within 30 feet of you that can see or hear you make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. Once you have used this feature, you can’t do so again until you finish a short or long rest.  

    Investigation

     

    Keen Mind

    You can accurately recall anything you have seen or heard within the past month, you always know which way is north, and you always know the number of hours left before the next sunrise or sunset.  

    An Eye for Trouble

    When you find a trap, a secret door, or a container that usually holds valuables (such as a treasure chest or Bag of Holding), you learn the following additional details about the trap, door, or container:
  • Approximately how long ago the trap was set or door or chest was last used.
  • Likely requirements for resetting the trap or resealing the door or chest behind you.
  • If the container is a mimic or a Bag of Devouring.
  • A Nose for Surprises

    You are able to make the most of small details that others simply ignore. You gain the following benefits:
  • You have a +5 bonus to your passive Intelligence (Investigation) score.
  • You can use Intelligence (Investigation) in place of Wisdom (Perception) when noticing traps.
  • You can search for traps while traveling at a normal pace, instead of only at a slow pace.
  • You have advantage on saving throws made to avoid or resist traps.
  • Researcher

    If you have reference materials on hand, you can add half your proficiency bonus (rounded up) to Intelligence checks that you aren’t proficient with and it takes you half as long to train a skill, language, or tool proficiency during downtime (the gp costs remain the same).  

    Memory Mimicry

    You can spend 1 hour (which can be done during a short rest) bolstering your knowledge about a skill or tool. You must have an instructor, reference materials, or other similar resources on hand to do so. Choose a skill or tool. You gain proficiency in this skill or tool for a number of hours equal to twice your Intelligence modifier (minimum of 2 hours). You cannot gain proficiency with more than one skill or tool at a time with this feature and you can only gain proficiency in this way once per long rest.  

    Seeker

    Whenever you locate a hidden creature, you have advantage on your attacks against them and they have disadvantage on their attacks against you until the end of your next turn.  

    Predict Strike

    When threatened, you can enter state of hyper-awareness to analyze your enemy’s every move. After a creature attacks you, but before you know the outcome of the roll, you can use your reaction to predict the location of the strike. That creature has disadvantage on the attack roll against you. You can use this feature a number of times equal to 1 + your Intelligence modifier (minimum twice), and regain any expended uses when you finish a long rest.  

    Breakthrough

    When you make an Investigation check, you can replace the roll with a 20. You can do so after you make the roll, but before you know if the check succeed or failed. You can’t use this talent again until you finish a short or long rest  

    Medicine

     

    Healer’s Bag

    You have learned to stock and use your medical supplies more effectively. The healer’s kits that you use are considered to have twice as many charges as normal while you use them. In addition, when you use a healer’s kit to stabilize a dying creature, it wakes up in 1d4 rounds instead of 1d4 hours.  

    Emergency Medic

    You specialize in rushing aid to where it is most needed. You gain the following features:
  • When you use a healer’s kit to stabilize a dying creature, you can have that creature also regain 1 hit point.
  • You can rush to an allies aid in times of dire crisis. As a bonus action, you can immediately move up to half your speed towards an unconscious creature without spending any movement.
  •  

    Healer

    As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this talent again until it finishes a short or long rest.  

    Treat Poison

    As an action, using a poisoner’s kit, you can determine if a creature or liquid within 5 feet of you is poisoned or poisonous. If you examine a poisonous substance in this way, you can identify the save DC of the poison, if it has one. When you encounter a living poisonous creature or poisoned creature, you can attempt to extract the poison from the creature. As an action, you expend a use of a healer’s kit and make a Wisdom (Medicine) check vs. the save DC of the poison. On a success, you learn all the poison’s effects and you extract 1 usable dose of poison from the creature if it was poisonous, or remove the poisoned condition from it if it was poisoned.  

    Poisoner

    You can use your knowledge of poisons to adapt them. When you use a poisoner’s kit to create or apply a poison, it gains up to a number of the following properties of your choice equal to your Wisdom modifier:
  • Hidden. You can increase the DC to detect a hidden poison by your proficiency bonus.
  • Delayed. You can delay the onset of the effects of a delayed poison by up to three days.
  • Unidentified. You can confuse the visible signs of a unidentified poison (such as swapping between fever, welts, or swelling) by up to a day. Attempts to identify the poison during this time have disadvantage.
  • Debilitating. If a creature fails the saving throw of a debilitating poison by 5 or more, the creature poisoned by this poision can’t take reactions while poisoned.
  • Pernicious. If a spell or effect would remove a pernicious poison, it instead only suppresses it. After 1d4 hours, the creature must succeed another saving throw against the poison or it resumes its effects.
  • Remedy Injury

    You can use your knowledge of medicine to treat minor status conditions. As an action, you can use 5 charges of a healer’s kit to tend to a creature, ending a temporary conditon afflicting it. These conditions can be blinded, deafened, paralyzed, or stunned.  

    Treatment

    During a short rest, choose one willing creature you can touch. For this short rest, when it rolls a hit die to regain hit points it regains the maximum value on the die instead of rolling. You must expend a use of your healer’s kit for each die that is maximized. In addition, at the end of a long rest, you can choose any number of creatures and expend 1 use from your healer’s kit for each of them. For the next 24 hours, each creature must fail an additional death save in order to die. A creature can only gain this benefit once per long rest.  

    Resuscitation

    You can attempt to resuscitate a humanoid or beast which recently died. If a creature has been dead for one minute or less, and still contains most, or all, of its vital organs, you can attempt to conduct surgery on it. The surgery requires 1 hour to complete and uses up 10 charges of a healer’s kit. If the surgery is completed without interruption, the creature is brought back to life at 1 hit point. It also suffers from three levels of exhaustion and can’t be brought back to life by the use of this talent again until it finishes a long rest and has no more levels of exhaustion. If the surgery is interrupted before completion, the time taken by the surgery does not count against the time limit of spells such as revivify.  

    Nature

     

    Nature Sense

    Using just a hooked branch, dowsing rod, magnetic needle, spyglass, or other instruments and your knowledge of nature, you can divine details of your surroundings. By spending 10 minutes examining the signs given by your tools, you can select one of the following options:
  • Local Weather and Climate. If you can see the sky, you can predict the weather for the next 24 hours at your location, and learn whether the climate is in a season of drought, famine, feast, or flood.
  • Closest Water Source. You learn the approximate direction of the closest source of clean freshwater within a mile of your location. This might be a stream, spring, water-collecting plant, or something else.
  • Residents. You discern if the local plantlife or animals were tended by a ranger, druid, or a creature such as a dryad within the last week. If so, you have advantage on Survival checks to track them.
  • Knowledge of Monsters

    You specialize in sizing up the abilities of unknown creatures when you see them. When you make an Intelligence (Nature) check to identify a creature, whether you succeed or fail, in addition to what you would normally learn, you determine the creature’s number of hit dice, basic modes of attack (for example “It looks capable of biting and spitting,” “The spores it produces are likely poisonous,” or “The creature is seemingly defenseless, you suspect it wields some form of mental magic.”), if the creature is considered especially dangerous to a party of your level, and if any portion of its body is regarded as particularly valuable to alchemists, arcanists, clothiers, collectors, furriers, or similar professions.  

    Monsterbane Codex

    You acquire a specialized bestiary called a Monsterbane Codex full of complex and exacting descriptions of various monsters and how to fight them. Though most would find using the Codex extremely difficult, you have mastered the ability to quickly reference what you need. You can reference the codex by the name of a creature or its general description over the course of 1 minute. You learn the creature’s basic statistics, including damage immunities, resistances, and vulnerabilities, attacks, vision, and movement speeds. Once per round, when you deal damage to a type of creature you have referenced in the past 24 hours, you can add your Intelligence modifier (minimum of 1) to the damage. The book contains far too many monstrous descriptions to befit its size and glows dully with transmutation magic. It can’t be read cover-to-cover in even an elven lifetime. (edited)  

    Green Thumb

    Plants thrive under your care, you know their secrets and surprises, and you can even bring them back from the brink of death. You gain the following benefits:
  • When you tend to plants or fungi, they grow to twice their normal size, sometimes overnight (at DM’s discretion). When harvested as food or medicine, they produce twice the normal amount of food or medicine.
  • You can’t be surprised by plants or fungi and you have advantage on saving throws against them.
  • You can use Intelligence (Nature) to attempt to revive a dead or dying plant or fungus. Make a check against a DC of 10 (+ the creature’s CR, rounded up, if it has one). On a success, the plant or fungus returns to life. Highly intelligent plants and fungus may be more difficult or impossible to revive in this way.
  • Herbalist

    You can use the tools of an herbalist for a variety of purposes. By using 5 gp’s worth of common herbalist’s supplies and spending at least 8 hours acquiring, preparing, and packing them into a kit, you can create an herbalism kit from scratch which gains 10 charges. These custom herbalism kits can be used in place of a healer’s kit, poisoner’s kit, cook’s utensils, brewer’s supplies, or alchemist’s supplies. In addition to the other benefits an herbalism kit provides, as an action, you can spend a charge to create a small health potion which restores 1d4 + 2 hit points and retains potency for 24 hours. Your herbalism kit regains charges while you forage in the wildnerness or when buying supplies in town. It regains 1 charge per hour of foraging or per 1 gp spent in town.    

    Seer of Earth and Sky

    You see the swirling patterns in the stones beneath your feet and the stars beyond your sight and have learned the names of many things in nature. You gain the following benefits: You gain proficiency in cartographer’s tools and navigator’s tools (see chapter 2 of The Xanathar’s Guide to Everything for more details on how these can be used while traveling). If you spend one minute examining an aspect of the earth, such as a mineral deposit, gem, metal, or object made of clay, or an aspect of the sky, such as a cloud, comet, or star, you learn its name, if it has one, or the name of the type of material, if it does not.  

    Magic Tools

    Your magical tools lay bear the signs of the primordial magic which underlies of the workings of the world. By empowering your cartographer’s tools or navigator’s tools, you can use them to sense targets or divine fate. You can use each of the following features once, regaining any expended uses at the end of a long rest or regaining a single use of either feature immediately by expending a spell slot of 1st level or higher.
  • Magic Map. Using your cartographer’s tools, you can map both the physical and magical features of an area, helping you to locate objects, creatures, or regions of interest. Using such a map of an area and an object directly associated with a subject of your interest (such as a slipper belonging to a lost noblewoman), you can search for your target within the area represented by your map. The location of the magical object, creature, or region you are seeking appears on the map for the duration, moving if the target moves, and disappears if it is destroyed or leaves your plane of existence. This effect lasts for 10 minutes. Once you have used this feature to search for a particular subject, you can’t do so again until you complete a long rest.
  • Sky Sigils. Using your navigator’s tools, you can divine a sign from the stars or clouds above you. Roll 1d20, consult the following table, and gain (or grant) the listed benefit which lasts until the next dawn or dusk.
  • Naturecraft

    You have learned to use the bounty of nature to craft objects or enhance their effects. Given adequate supplies which can be procured while foraging or an herbalism kit, over the course of 10 minutes, you can perform any of the following:
  • Increase the potency of a healing potion for 1 hour. When you do so, the potion restores the maximum number of hit points instead of rolling.
  • Create up to 1 vial’s worth of acid, antitoxin, ink, poison, sealing wax, soap, lantern oil, or perfume.
  • Purify a portion of food or drink, rendering it free of poison and disease.
  • Perception

     

    Keen Senses

    You can clearly make out fine details or written text from a document, object, or surface and clearly overhear any bits of lightly spoken conversation as long as it is within a number of feet equal to your passive Wisdom (Perception) score.  

    Aware

    Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.  

    Alert

    You gain a +5 bonus to initiative and you can’t be surprised while you are conscious.  

    Observant

    You have a +5 bonus to your passive Wisdom (Perception) score. If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.  

    Focused

    As a bonus action, you can enter a state of heightened focus which lasts for one minute. While focusing in this manner, whenever you make a Dexterity saving throw or a Wisdom (Perception) check, you can roll a d4 and add the number rolled to the saving throw or ability check, as long as you aren’t blinded. Once you enter this state, you can’t do again until you finish a short or long rest.  

    Low-Light Vision

    Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight and you gain blindsight out to a range of 5 feet.  

    Tremortouch

    You can feel the flow of the room around you from the barest hints of breath or movement. When a creature within 15 feet of you moves, you can use your reaction to attempt to discern the locations of creatures from the vibrations you feel. You gain tremorsense out to 15 feet until the end of your next turn.  

    Vigilant

    Your superior skill and training make your senses infalliable, and once you have found your quarry, it can run, but it can’t hide. You gain the following benefits:
  • You are immune to being blinded or deafened.
  • As a bonus action, you can focus your attention on a creature that you can see within 120 feet of you. For the next minute the target can’t become hidden from you even if becomes invisible. For the duration, you can target it with spells and attacks as if you could see it clearly, regardless of cover. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses when you complete a long rest.
  • Performance

     

    Performer

      For you, performance is more than just technical skill in your craft, it is almost a living palpable thing that connects you to others. Performance lives in the anticipation between the performer and the audience, in the execution of the craft, and in the impressions left behind upon the very souls of those who have experienced it. When you gain this root talent, choose one Craft from the list below: either Music, Dance, or Oratory. You can take this root talent multiple times, choosing a different option each time. A character that has mastered all three of the listed Crafts in this way can spend 1 talent point to unlock this tree’s capstone (Showstopper) directly. If you combine the use of multiple chosen Crafts in a single performance, you benefit from each of them separately.
  • Music. Your music soothes the souls of all who hear it. You gain proficiency in one musical instrument of your choice. When you use your action to Perform, a creature of your choice with 10 feet of you that can hear you becomes deafened to any sounds other than your performance. At the start of its turn, if it is still within 10 feet of you, it has disadvantage on the first ability check or attack roll it makes before the end of its turn. A creature that can’t be charmed is immune to this effect.
  • Dance. Your fluid motions fortify your defenses and improve your footwork. When you use your action to Perform, you gain a +2 bonus to your AC and your movement speed increases by 10 feet until the start of your next turn.
  • Oratory. Your words inspire and encourage your allies in times of trouble. When you use your action to Perform, a friendly creature of your choice within 30 feet of you that can see or hear you gains 1d10 temporary hit points until the start of your next turn. (edited)
  • Aside: The Perform Action This Talent Tree describes a new Action in combat: the Perform Action. Performing is similar to casting a spell in that it involves motions and incantations (verbal and somatic components) whose purposes may not be immediately obvious to the casual observer. But whereas spells may seek to change the very nature of the physical world, performances seek to only to change the audience’s attentions and affections. They are typically carried out to attract attention and are never inconspicuous.     Performances include all sorts of displays of oddity and skill and last longer than a typical action does, usually until the very start of your next turn. This is because, to the audience, most anything else you do during the round after staring a performance simply becomes part of the show. Hostile creatures typically pay the Perform action no mind, so they are rarely normally used in combat by those without talent points in the Performance Tree, but there are those who find ways to make them useful. During a performance, if there are non-hostile bystanders, the DM may have a creature who takes this action make a Charisma (Performance) check against a the DC related to the bystanders’ attitudes towards the performer and other circumstances around the performance. A success denotes a change in attitudes of one or more creatures in the audience and may even result in a new ally or a bit of coin! The following table, adapted from the Difficulty Class table from the Dungeon Master’s Guide (page 238), acts as a helpful guideline for the DM. Remember, performance is not persuasion. On a success, an audience member may respond to your moving performance, but perhaps not in a way you anticipated.

    Acting Essentials

    You are a showman with a skill for dramatic flair, with all the tools of the trade to make it seem effortless. You gain the following features:
  • You learn one language of your choice.
  • You learn the *prestidigitation *cantrip.
  • You gain proficiency in one gaming set of your choice.
  • You gain proficiency in disguise kits and can double your proficiency on checks you make to craft disguises.
  • You can add your proficiency bonus to any check made to apply makeup, mend or alter clothing, or style hair.
  • Specialty Acts

    Performers can specialize in a variety of different kinds of acts, utilizing many different skills while plying their entertainment trade. For each of the skills below in which you are proficient, you gain one use of this feature (minimum zero). When you use your action to Perform, you can choose one of the listed skills in which you are proficient and incorporate the associated benefit into your performance. You can use each of the options once and you regain all expended uses of this talent when you finish a short or long rest.
  • Acrobatics. The first time your movement provokes an opportunity attack against you this turn, the first such attack against you is made with disadvantage.
  • Animal Handling. A friendly beast within 30 feet of you that can see or hear you gains advantage on its next ability check, attack, or saving throw before the start of your next turn.
  • Arcana. You can cast the prestidigitation cantrip as part of this Perform action.
  • Deception. You can quickly change your appearance as part of your performance. You can don or doff a disguise you have prepared as part of this Perform action.
  • Sleight of Hand. You can take the Use an Object action as part of this Perform action.
  • Battle Theatrics

    When you take the Help action to aid an ally by distracting an enemy, you can also choose to distract any number of additional creatures within 5 feet of the target, giving the chosen ally advantage on attack rolls against each of the affected creatures.  

    Stage-Fighting

    You gain proficiency with rapiers, sickles, scimitars, tridents, daggers, and darts. You can use your Charisma modifier in place of your Strength or Dexterity modifier for attack rolls with these weapons, but not the damage rolls. In addition, when you score a critical hit with one of these weapons, you can use your reaction to take the Help action if there is an ally within 30 feet of you.  

    Orator

    Your voice carries beyond any attempts to silence you. You can choose for your voice to carry three times as far as normal. If you do, it can still be heard by deafened creatures and through gags or areas of magical silence.  

    Inspiring Leader

    You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this talent again until it has finished a short or long rest. (edited)  

    Showstopper

    Your mastery of performance elicits deep emotional responses from those around you. As an action, you can take the Perform action and begin a Showstopper, a masterwork performance which lasts for up to one minute and which requires you to take the Perform action each turn to maintain. Each creature of your choice that can see and hear you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) at the beginning of each of its turns or be enraptured by you until the end of the performance, it succeeds a saving throw against the effect, you move out of its line of sight or range of hearing, or it takes damage. While under the influence of the performance, the creature is overcome with emotion and is incapacitated, can’t speak, and has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you. A creature immune to being charmed is not affected by this talent. Once you use this ability, you can’t do so again until you complete a long rest.  

    Persuasion

    Shotcaller

    The range of your Help action increases by 10 feet (when aiding allies in attacking a creature, you can choose enemies who are up to 10 feet farther away from you than normal, allowing you to help at a 15 foot range, instead of 5).  

    Encouraging Word

    When an allied creature within 30 feet of you is hit by an attack, you can call out a word of aid and encouragement. As a reaction, you can take the Help action. You can use this feature a number of times equal to 1 + your Charisma modifier, and regain any expended uses when you finish a short or long rest.  

    Enduring Encouragement

    When you Help a creature, it gains advantage for all relevant rolls on its next turn instead of just the first.  

    Inspirational

    Whenever you use the Help action, the target can add your proficiency bonus to the attempted ability check or attack. You can do so a number of times equal to your proficiency bonus, regaining any expended uses at the end of a long rest.  

    Silver Tongue

    If you spend 10 minutes or more interacting with a creature that can understand you, you can choose to have it make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failure, the target is charmed by you for 1 hour, ending if a hostile action is taken against it or one of its allies. When the effect ends, the target has no hint that you charmed it. Whether it succeeds or fails, it cannot be affected by this feature again until you finish a long rest.  

    Following Suit

    When you first perform an activity as a demonstration, you have advantage on Charisma (Persuasion) checks to convince others to do the same.  

    Leading by Example

    After you perform an action, as a bonus action, you can select a number of creatures equal to your Charisma modifier within 30 feet of you to attempt to inspire to follow suit. If, on their subsequent turn, any of them perform the same action as you, such as attacking the same enemy, or performing the same ability check with the same skill, they have advantage on any rolls involved with doing so. You can use this feature a number of times equal to your proficiency bonus, and regain any expended uses when you finish a long rest.  

    Captivating

    Your influence leads others to follow your directions without even stopping to consider why. As an action, you can suggest a reasonable course of activity (limited to a sentence or two) to subtly influence a creature within 30 feet of you that can hear and understand you. It must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus+ your Charisma modifier) or behave as if a suggestion spell has been cast on it. This suggestion is not magical, and lasts for a number of hours equal to your Charisma modifier (minimum 1 hour). Once you use this feature, you can’t do so again until you complete a long rest.  

    Religion

    Rites

    You have learned the basic rites and sacraments of your faith. By spending 1 hour in prayer and expending 15 gp worth of powdered silver, you can sanctify a vial of holy water. It retains its purity for up to 24 hours, before reverting to normal water. In addition, your pleas to the gods grant divine guidance. As an action, you can give a blessing to a number of creatures of your choice that can hear you equal to your Wisdom modifier. Each of these creatures can add 1d4 to the result of one ability check that it makes within the next hour. Once you have provided this blessing you cannot do so again until you complete a long rest.  

    Acolyte of Faith

    Choose a class: cleric or druid. You learn a cantrip of your choice from the class’s spell list. Your spellcasting ability for the chosen cantrip is your choice of Wisdom or Intelligence. You can take this option multiple times, but must choose a new class each time.  

    Perform Sacrament

    You learn two 1st-level ritual spells of your choice from a class chosen for Acolyte of Faith and you learn to cast these spells as rituals. At the beginning of a long rest, you can spend 10 minutes in prayer and contemplation. If you do so, you can replace one or both of these rituals with a different ritual spell from the same list. Your spellcasting ability modifier for these spells is your choice of either Wisdom or Intelligence.  

    Ward of Faith

    Your dedication as an agent of divine power gives you authority over creatures of divine or profane origin. As an action, you can touch a willing creature in range, warding it against attack. Choose a type of creature: celestial, fey, fiend, aberration, or undead. The next time a creature of the chosen type would attack or target the creature with a harmful spell within the next 8 hours, it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your choice of either your Wisdom or Intelligence modifiers), or lose the spell or attack. You can use this ability a number of times equal to 1 + your Intelligence or your Wisdom modifier, regaining all expended uses at the end of a long rest.  

    Holy Aura

    When you use your Ward of Faith to protect a creature, you can choose to imbue them with a holy aura which lasts 1 minute and manifests as a glowing barrier which gives off dim light and protects a 10-foot-radius sphere around it. When a creature of the type chosen for the Ward of Faith attempts to enter or leave the aura, it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your choice of your Wisdom or Intelligence modifier) or be stopped by the barrier and take 2d8 radiant damage, or half as much on a successful save and not be stopped.  

    Inquisitor

    You are the shield that defends the world from the outsiders which threaten it and the cults which worship them. You are the sword that strikes them down. You have advantage on Intelligence (Religion) checks dealing with the affairs of cults and the creatures they worship. While holding a holy symbol, your attacks ans spells deal an additional 1d4 radiant damage against aberrations, celestials, fey, fiends, and undead.  

    Exorcist

    You possess a divine protection against outsiders and can bless others with the same protection. While holding a holy symbol, you have a 1d4 bonus to your saving throws against spells and effects from an aberration, celestial, fey, fiend, or undead creature. Additionally, as an action, you can bless a creature that has been possessed, cursed, charmed, or frightened by an aberration, celestial, fey, fiend, or undead. It gains a 1d4 bonus to any ability checks or saving throws it makes to end its curse or condition and can immediately attempt one if applicable. With additional time and effort, this blessing can be enhanced by ritual anointing of holy water. The creature gains an additional 1d4 bonus (up to a total of +7d4) for each hour and vial of holy water (which is consumed) you spend in prayer for and anointing of it. The blessing ends once the curse or condition does.  

    Priest

    You are a learned theologian, aware of some of the deepest realities. You gain the following benefits:
  • You learn the thaumaturgy cantrip if you don’t already know it. You can cast this cantrip as a bonus action.
  • You learn the prayer of healing spell and can cast it once at 2nd level without spending a spell slot. Once you do so, you must complete a long rest before you can do so again. Your spellcasting ability modifier for this spell is your choice of either Wisdom or Intelligence. It doesn’t count against the number of spells you know or can prepare. If a creature that is currently benefiting from the divine guidance of your Rites talent regains hit points from the casting of this spell, it regains extra hit points equal to your level.
  • When you deal damage with a vial of holy water, it deals twice the normal amount of damage.
  •  

    Sleight of Hand

     

    Subtle Interaction

    You have advantage on Sleight of Hand checks to move or conceal an object that you are holding that is small enough to fit in the palm of your hand.  

    Clever Action

    You can make an extra object interaction on each of your turns.  

    Thief of Order

    When you roll initiative at the beginning of combat, if you are not surprised, you can use your reaction to don or doff a shield or take the Use an Object action. In addition, whenever you could make an attack of opportunity against a creature, you can choose to instead take the Use an Object action.  

    Hidden Action

    You have advantage on Sleight of Hand checks against creatures from which you are hidden.  

    Thief of Propriety

    As long as you are hidden from a creature, you can try to steal an object within your reach that it is holding or wearing loosely on its person. You must make a Dexterity (Sleight of Hand) check contested by the target’s Dexterity (Sleight of Hand) or Wisdom (Perception) (the creature’s choice). If you succeed, the creature releases the object and you can choose to either take it in your empty hand or force the creature to drop it. Creatures that can’t be surprised are immune to this talent.  

    Perplexing Action

    Your rapid movements allow you to capitalize on the enemy’s confusion to drive them back or topple them. You can use Dexterity (Sleight of Hand) checks in place of Strength (Athletics) when taking the Shove action.  

    Thief of Focus

    When a creature within 5 feet of you casts a spell with material components or an arcane focus which is held in its hand, you can use your reaction to attempt to disturb the components or focus to disrupt the casting of the spell. Make a Dexterity (Sleight of Hand) check contested by the target’s spell save DC. You have disadvantage if the target can see you. On a success, you disturb the components or the focus in the creature’s hand and it fails to cast the spell this turn. This does not expend the affected creature’s spell slot. Once you use this feature, you can’t do so again until you finish a short or long rest.  

    Legerdemain

    When you use your action to make a Sleight of Hand check or to take the Use an Object action, you can make an additional Sleight of Hand check or Use an Object an additional time.  

    Stealth

     

    Unlikely Spot

    You can try to Hide when you are only lightly obscured from the creatures from which you are hiding.

    Slither

    You are considered to be lightly obscured while you are prone.

    Screening

    When you have cover from a creature’s ranged attacks, you treat half cover as if it were three-quarters cover, even if your position is otherwise revealed.

    Skulker

    When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn’t reveal your position.

    Ambusher

    When you hit a creature from which you are hidden with a weapon attack, you can roll your weapon damage twice andtake the higher result.

    Scamper

    If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the movement in a position where you’re not clearly visible.

    Dive

    When you or a creature makes a Stealth check, you can use your reaction to move up to 5 feet (towards the creature, if applicable) and fall prone. If you do so, that creature can choose to do so as well. Any creatures that fall prone in this way can reroll their checks.

    Disappear

    You can utilize a foe’s momentary distraction to disappear. When a creature within 30 feet of you moves away from you, makes an attack or casts a spell at a creature other than you, or takes damage from a source other than you, you can use your reaction to attempt to Hide. If you succeed in hiding from it, you can immediately move up to 30 feet without revealing yourself to it. Once you use this feature, you can’t do so again until you complete a short or long rest.

    Survival

         

    Pioneering

      The bounties of nature themselves are your tools and trade, you can find most everything you need to survive while foraging. You do not require tools or supplies to start fires, raise shelters, cook food, or perform similar outdoor tasks. In addition, as part of a short rest, you can harvest bone, bark, hide, or similar materials from a slain creature of size Small or larger to craft one of the following items: a shield, a simple melee weapon, 1d4+2 darts or pieces of ammunition, 15 feet of rope, a baited hunting trap, or a fishing line and tackle.    

    Trapmaker

    You are an expert in placing traps to remain undetected to ensnare your prey. You can increase the escape DC of ball-bearings, caltrops, hunting traps and other such items that you place by your proficiency bonus.      

    Siege Engineer

    When making temporary modifications to a campsite, battlefield, stronghold, or other area, you can add your proficiency bonus to checks related to construction or improvement of barriers, fortifications, or similar works. These works add your proficiency bonus to their armor class for the duration, and gain a number of temporary hit points equal to your level. If a restraint or fortification you create has a DC to break it (such as a blocked doorway or tied-up creature), this DC increases by your proficiency bonus as well.      

    Weathered Tracker

    Long days and nights spent tracking and hunting beyond the ken of civilization has rendered you immune to some of its harshest hazards. Indeed, adverse conditions can even help you in finding your prey. You gain the following features: • You do not suffer the negative effects of extreme heat, extreme cold, or high altitude. • You can keep fires (such as torches and candles) lit in conditions of strong wind and heavy precipitation. • You don’t get disadvantage on acrobatics checks while on ice or mud. In addition, you have advantage on Wisdom (Survival) checks to track or discern the species of a creature based on its tracks in snow or mud.  

    Citizen of the Wilds

    While foraging in the wilderness, you can spend 1 hour to create a temporary shelter for you and up to six medium creatures. Creatures that take refuge inside it gain the first two benefits of your Weathered Tracker talent while in the shelter. If you or any friendly creatures spend hit dice to regain hit points while inside the shelter, each of those creatures regains an extra 1d6 hit points. A creature that spends a long rest inside the shelter gains 1d6 + your Wisdom modifier (minimum 1) temporary hit points at the end of the long rest.  

    Traveler

    You are skilled at operating vehicles such as wagons, carriages, chariots, airships, skiffs, or rowboats while travelling. You gain proficiency with your choice of air, land, or water vehicles. Creatures onboard (or pulling) a vehicle that you operate gain a +2 bonus to their AC, Dexterity saving throws, and Passive Perception score. In addition, when you operate an air, land, or water vehicle, you gain the associated feature:   Air. As an action while operating an air vehicle, you can perform dangerous evasive maneuvers. You can turn the vehicle up to 180 degrees in a single swoop in any direction. Any creatures unprepared for the maneuver (who are not securely holding on) must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be thrown from their feet, falling prone and taking 2d6 bludgeoning damage. A creature that fails this saving throw by 5 or more is thrown from the side of the vehicle instead. Land. As an action while operating a land vehicle, you can “circle the wagons” to use your surroundings to bolster your defenses. Until the start of your next turn, attacks against you or a creature onboard (or pulling) a vehicle that you operate have disadvantage. Water. As an action while operating a water vehicle, you can briefly push beyond the normal limits of your speed. Double the speed of your water vehicle this turn.  

    Caravaneer

    You take comfort in the civilities of the bumpy road. The caravan is much like a home to you, and the wilderness, your front yard. When travelling with a caravan of three or more land vehicles and at least 10 creatures (or one sufficiently large vehicle as is more often the case for air or water caravans), you can maintain your lifestyle as if it were one level greater than expected (for example a poor lifestyle would be treated as a modest one). Half your time spent traveling counts as downtime for you.  

    Wanderer

    You know a shortcut to wherever you are going. When travelling, over the course of a day, you can skip ahead to a location up to 10 miles from you. This shortcut can’t pass through absolutely impassible terrain such as an active volcano or deep canyon, but can allow you to bypass lesser obstacles such as patrols of bandits or rocky hills. Additionally gain the following benefits: • You can choose to add your Wisdom modifier to one of your death saving throws. Once you do so, you can’t do so again until you finish a long rest. • When you’re dying, you don’t fall unconscious until you’ve failed at least one death saving throw. • If you succeed on 3 death saving throws, you regain 1 hit point.  

    Specialty Trees

    Where skills represent the mastery of things that anyone can do, specialties represent special techniques and training that must be explicitly trained, passed down, or discovered.  

    Specialty Trees are Special

    Some specialty trees do not follow the standard eight-part format by which most other trees abide. For example, the Armour tree has four branches instead of three and the Adventuring and Weapon trees are much closer to standard feats than talent trees (one might call them “Talent Bushes”). Regardless of structure, the method for unlocking their talents remains the same: start at the top and work towards the bottom  

    Adventuring

     

    Endurance

    When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).  

    Tough

    Your hit point maximum increases by an amount equal to twice your level when you gain this talent. Whenever you gain a level, your hit point maximum increases by 2 additional hit points.  

    Resilient

    Choose one ability score. You gain proficiency in saving throws using the chosen ability.  

    Tenacious

    You gain two special bonus Hit Dice, which are d6s. You always regain both of these dice at the end of a long rest in addition to the normal number of hit dice you would regain. Your maximum hit points are not affected.  

    Resistant

    Choose one of the following damage types: acid, cold, fire, lighting, poison, or thunder. You gain resistance to damage of the chosen type.      

    Skill Prodigy.

    Prerequisite: Two talent points assigned in the skill that you wish to have Skill Prodigy affect. You gain expertise with the skill chosen, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.  

    Armour Proficency

    Proficiency in armour represents your ability to effectively use it to stay alive. Whether you are strapping in or ducking out, dodging blows or simply standing firm as chaos rains upon you, a proficiency in armour is essential for keeping yourself safe as an adventurer. Continuing to hone your skill lets you learn to use and care for your armour more effectively as well as mastering unusual uses for it.  

    Armour Training

    You gain proficiency with armour or improve your existing armour proficiencies. You can take this talent multiple times. You gain proficiency with light armour. If you already have proficiency in light armour, you also gain proficiency in medium armour and shields. If you already have proficiency in medium armour, you also gain proficiency in heavy armour. When you take this option, if you already have proficiency with the armour you desire, you can choose to progress again on this tree instead of gaining any armour proficiencies.  

    Light as a Feather

    While wearing no armour or only light armour, when an enemy hits you with a melee attack, you can use your reaction to prepare yourself to disengage. Until the end of your next turn, your movement does not provoke attacks of opportunity from that creature.  

    Many Pockets

    You are able to hide a small number of knick-knacks, tools, or even creatures in crevices, pockets, or elsewhere on your person. If you are wearing clothing or light armour, you can store items weighing 1 lb or less (such as daggers, mice, or potions) in your clothes. You have advantage on checks related to keeping such items hidden and when you use an object interaction to retrieve one, you can retrieve two instead. In addition, as an action, you can maneuver one of these items into an easy-to-access spot. When you take the Use an Object action to use this item, you can do so as a bonus action. You can only have one item set up in this way at a time.

    Shield Bash

    If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.  

    Shield Master

    If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. In addition, if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.  

    Ready for Action

    You’re experienced in getting up and going. You can throw a leather cuircass over your head, heft your shield, and be out the door in seconds. You’re always ready for a fight. You gain the following benefits. • You can don and doff light armour as an action. • You can don and doff your shield as a bonus action. • You can add your proiciency bonus to initiative rolls while wearing light armour or no armour.

    Padded Plate

    Wearing light or medium armour doesn’t impose disadvantage on your Dexterity (Stealth) checks. Also, you can sleep in medium armour without penalty.  

    Medium Armour Master

    If you wear medium armour, you can add 3 to your AC and EV, rather than 2, if you have a Dexterity of 16 or higher.  

    Built to stand

    When you’re wearing heavy armour, you have advantage on contested checks and saving throws against effects which would knock you prone or push you. In addition, your speed is not reduced by wearing armour with a Strength requirement greater than your Strength score.    

    Heavy Armour Master

    While you are wearing heavy armour, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by your proficiency bonus.  

    Master of Protection

    Whether you wear thick hide or full plate armor, you have learned to use the hefty armor to your maximum advantage. You gain the following benefits. • You ignore half of the weight of the armor you’re wearing for the purposes of encumberance. • When you are subjected to an effect which would corrode, rust, or otherwise damage your armor, you can use your reaction to prevent it from being affected. • When a creature scores a critical hit against you while you are wearing medium or heavy armor, you can use your reaction to cause it to become a normal hit against you.

    Apprenticeship

     
     

    Jack of Trades

    You gain proficiency with three tools, instruments, or gaming sets of your choice.  

    Master of Some

    Choose one tool, instrument, or gaming set in which you have proficiency. You gain expertise with that tool, instrument, or gaming set, which means your proficiency bonus is doubled for any ability check you make with it. The option you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.  

    Apprentice

    Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn a cantrip of your choice from that class’s spell list. Your spellcasting ability for the chosen cantrip is the same as that of the chosen class.    

    Magic Initiate

    You learn one more cantrip of your choice from the class you chose for Apprentice. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Your spellcasting ability for these spells is the same as that for the class you chose for Apprentice.  

    Metamagic Adept.

    Prerequisite: Apprentice (Sorcerer) You've learned how to exert your will on your spells to alter how they function. You gain the following benefits:  
    • You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise.
    • When you gain a level, you can replace one of your Metamagic options with another one from the sorcerer class.
    • You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
     

    Martial Talent

    Some seem to be born and bred to fight. But for others, it takes time, training, a quite a bit of practice. No matter your background, nor your traditional vocation, simply learning to use whatever weapons you can find, often means the difference between life and death as an adventurer  
      Weapon Training You have either trained, formally or informally, under a master of arms or have otherwise come to earn mastery over nearly any weapon you come across. You gain proficiency with all simple and martial weapons. When you take this talent, if you already have proficiency with all simple and martial weapons, you can choose to take this talent again for proficiency with Advanced Weapon or you can instead choose to progress again on this tree rather than gaining weapon proficiencies.  

    Battle Aggression.

    As a bonus action, you increase your speed by 20ft. This movement must be spent moving closer to an enemy of your choice, and/or spent for guard points. Through your aggression flanking is only half as effective against you. Flanking grants 1 less bonus to hit against you

    Martial Adept

    You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
    • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
    • If you already have superiority dice, you gain one more; otherwise, you have two superiority dice, which are d6s. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.  

    Weapon Improvisation

    You have mastered making commonplace items into vicious tools of battle. You gain proficiency with improvised weapons. While the items remain sufficiently undamaged, your improvised weapons gain additional properties based on their weight as described in the Improvised Weapons Properties table below.  

    Tavern Brawler

    Renouned as a fierce unarmed fighter, you are never without a weapon. You gain the following benefits: • Your unarmed strikes use a d4 for damage. • When you make at least one unarmed strike as part of the the Attack action on your turn, you can make one unarmed strike as a bonus action. • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.  

    Back-Alley Pitcher

    Quick and accurate, you have developed an excellent throwing arm. You gain the following benefits: • Your improvised weapons with the light property also gain the thrown (range 30/90) property. • Once per round, when you hit a creature with a ranged attack with a melee weapon with the thrown property, you have advantage on your next weapon attack against the creature before the end of your next turn and it has disadvantage on its next melee attack against you before the end of its next turn.  

    Warcasting

    Warcasting is the art of using powerful magic to efficiently and utterly destroy your enemies upon a battlefield. Whether you are trying to fling a bigger fireball, out-range those pesky archers with your cantrips, or simply trying to weave the use of weapons into your magical routines, warcasting lets you focus your magic on whatever, or whoever, needs to be destroyed.  
     

    Battle Spells

    You learn two cantrips from any classes’ spell lists. Both of these spells must deal damage and at least one of them must require an attack roll. Your spellcasting ability for these spells is your choice of Wisdom, Intelligence, or Charisma  

    Spell Sniper

    When you cast a spell that requires you to make an attack roll, the spell’s range is doubled. Your ranged spell attacks ignore half cover and treat three-quarters cover as half cover.  

    Damage Specialist

    Choose a damage type from the following list: acid, cold, fire, lightning, necrotic, poison, radiant, or thunder. Spells you cast ignore resistance to damage of the chosen type. You can select this talent multiple times. Each time you do so, you must choose a different damage type.  

    Potent Specialty

    When you roll a 1 on a damage die for a spell that deals one or more types of damage that you have chosen with Damage Specialist, you can reroll the die once and use the result.  

    Half-Hand Casting

    You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.  

    Martial Casting

    You are skilled at using war magic in melee combat. You gain the following benefits: • You have advantage on Constitution saving throws to maintain concentration on a spell when you take damage. • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.  

    War Mage

    You have developed a magical affinity with weapons. You gain the following features. • By spending 10 minutes mystically attuning to a simple or martial weapon or a shield, you can use it as an arcane focus, druidic focus, or holy symbol. This does not count against the number of magic items to which you can attune. • You can add bonus damage to one damage roll of a cantrip you cast. This bonus is equal to the number of magic items to which you are currently attuned (maximum of +3). • When you deal acid, cold, fire, lightning, necrotic, poison, radiant, or thunder damage with a spell while holding a weapon to which you are attuned, the next time you deal damage with that weapon before the end of your next turn, you deal an additional 1d4 damage of that type.  

    Weapon Specialization

    While most adventurers can pick up a weapon easily enough, only a select few take the time to truly learn the subtleties of their weapons of choice. These few, whether favoring the harsh blunt honestly of maul or the delicate and mobile presence of a rapier; whether relying on the simple straightforward work of a warpick or the unpredictabile bouncing of a morningstar; whether cherishing the heft of an axe or the haft of a pike, the secrecy of a hidden dagger or crossbow or the flamboyant presence of a greatsword or longbow, each finds reliable strength and confidence in their choice of weapon.  

    Specialization Tiers

    The Weapon Specialization talent is the most complex talent of them all. It allows you to pick and choose from a host of options to build up a customized martial toolkit which will make your character feel unique. When selecting this talent, you choose one of the four options below and then consult the relevant table(s) to select which weapon specialties you wish to include. You can take this talent multiple times, but you can’t benefit from a specific specialty more than once, no matter how many times you select it. Weapon specialties are divided into three tiers: Major, Intermediate, and Minor. For each talent point spent on gaining weapon specialties, you can choose to gain one of the following options:
    • You gain one major specialty.
    • You gain two intermediate specialties.
    • You gain one intermediate and one minor specialty.
    • You gain three minor specialties.  
    Major Specialty
    Type Name & Description
    Melee, Light Remise. When you attack a creature with a light melee weapon during your turn and miss, you can use your bonus action to make another attack with the weapon against the same creature.
    Light Dual Weapon Fighting. When you use two-weapon fighting, you can perform the extra attack as part of your Attack action instead of a bonus action. If you do so, you can’t use two-weapon fighting again this turn
    Melee, Ranged, Light Dual Wielder. You can use two-weapon fightingwith one-handed melee weapons which are not light.
    Ranged Power Shot. Before you make a ranged attack with a weapon with which you are proficient, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, you add a bonus to the attack’s damage equal to double your proficiency bonus.
    Ranged Deadshot. When you score a critical hit with a ranged weapon attack, the missile lodges itself in the target and causes a serious wound, which continues to bleed until staunched. The target takes 1d4 necrotic damage at the end of each of its turns until it or another creature uses an action and succeeds on a DC 10 Medicine check to remove the projectile.
    Melee, Two-Handed, Versatile Knock About. Once per turn, when you take the Attack action and hit a creature with a two-handed or versatile weapon wielded in two hands you can push the target 5 feet if the target is no more than one size larger than you.
    Melee, Heavy Power Attack. Before you make a melee attack with a heavy weapon with which you are proficient, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, you add a bonus to the attack’s damage equal to double your proficiency bonus.
    Melee, Heavy Rampage. On your turn, when you score a critical hit with a heavy melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
    Polearm Phalanx. While you are wielding only a STAFF catagory weapon (spear, polearm, baton, pike, etc) wielded with two hands, other creatures provoke an opportunity attack from you when they enter your reach
    Polearm Batter. When you take the Attack action and attack with only STAFF catagory weapon (spear, polearm, baton, pike, etc) you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the main attack. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage. A versatile weapon must be held in both hands to gain this benefit.
    Light, One-Handed Parry. When you are wielding a light weapon with which you are proficient in one hand and another creature hits you with a melee attack, you can use your reaction to add half your Dexterity modifier (rounded up) to your AC against that attack, potentially causing the attack to miss you.
    Poison Precise Poisoning. When you make an attack with a weapon which has had poison applied to it, you can aim at key areas of high circulation. You may take a -5 to the attack roll. When you do so, if the attack hits, the target has disadvantage on the first saving throw it makes against the applied poison.
    Poison Rapid Application. When you apply poison to a weapon, you can do so as a bonus action.
    Any Savagery. When you hit with an attack made with a simple, martial or advanced weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.
    Intermediate Specialties
    Type Name & Description
    Melee Offhand Steel. You gain a +1 bonus to AC and EV while you are wielding a separate melee weapon in each hand.
    Melee Whirling Dervish. Whenever you hit a creature with a melee attack you can move 5 feet without spending any movement. This movement may still trigger an attack of opportunity.
    Melee, Heavy, Two-Handed Rebuff. While you are wielding a heavy, two-handed weapon, you may attempt to rebuff the advances of up to two adjacent creatures. Make a single attack roll against up to two adjacent creatures within 5 feet of you. If the attack hits a target, you push it up to 10 feet away from you instead of dealing damage.
    Melee, Two-Handed, Slashing Great Cleave. When you attack with a longsword, battleaxe, greatsword or greataxe, which is being wielded in two hands, you may choose to target two adjacent creatures within 5 feet of you with a single attack. This attack uses the same attack and damage roll for both targets and if you hit both targets, you choose how much of the damage to apply to each.
    Melee, One-Handed, Piercing Blitz. When you use your action to Attack, if you moved 15 feet or more in a straight line before hitting a target with a spear, trident, or lance, you deal an additional 1d4 piercing damage to the target.
    Melee, Blunt Shove About. Whenever you hit a creature with melee weapon that deals bludgeoning damage, you may use a bonus action to attempt to shove a creature.
    Melee, Ranged, Blunt Bashing Daze. As an action, you can make a special attack with any weapon that deals bludgeoning damage to daze a creature. The target must make a Constitution saving throw against a DC of 8 + your Strength modifier + your proficiency bonus. If it fails, it takes your normal weapon damage and it can’t take reactions until the start of its next turn.
    Melee, Hooked Hook. When you hit a creature with a trident, war pick, or sickle on your turn, you can use your bonus action to attempt to grapple the targeted creature.
    Whips Whip Wielder. The whips you wield are increased in reach to 20ft while you wield them.
    Slings Slinger. Once per turn, when you make a ranged attack with a sling, you can target two creatures that you can see that are within 5 feet of each other. You must have ammunition for each of them.
    Ranged Hammer Fanner. You ignore the loading property of ranged weapons.
    Melee, Slashing Maimed. Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
    Melee, Slashing Blood in the Eyes. When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
    Melee, Ranged, Piercing Piercer. Once per turn, when you hit a creature with an attack that deals piercing damage against a creature, you can reroll one of the attack's damage dice, and you must use the new roll.
    Melee, Ranged, Piercing Powerful Precision. When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes. You can also have it shoot through the target, hitting a single enemy with ranged attacks or melee (in 5ft)
    Melee, Blunt Quake. Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
    Melee, Blunt Quivering. When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the end of your next turn.
    Ranged, Black-Powder Black-powder Expert. You ignore the loading property of Flintlock weapons with which you are proficient. Whenever a hostile creature moves within 10 feet of you, and you did not move on your last turn, you can use a reaction to make a ranged weapon attack against that creature.
    Ranged, Spell Attack, Focus, Caster Weapon Ambition. Spells cast within 5 ft of an enemy are not made at disadvantage if cast from your focus or your magical caster weapon. Spell attack rolls against targets that are prone are not at disadvantage either.
    Minor Specialties
    Type Name & Description
    Any Quick Draw. On your turn, you can draw or stow one weapon as a part of the Attack action without using your Object Interaction and you can treat weapons with the thrown property as ammunition for the purpose of drawing them.
    Ranged Close-Quarters Shooter. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged weapon attack rolls, and you have advantage if you attack a prone creature within 5 feet of you with a ranged weapon attack.
    Ranged Precise Shooter. Your ranged weapon attacks ignore half cover and three-quarters cover.
    Ranged Sharpshooter. Attacking at long range doesn’t impose disadvantage on your ranged weapon attacks.
    Bows, Slings Strong Draw. You can use Strength instead of Dexterity for attack and damage rolls with shortbows, longbows, and slings.
    Blowgun Powerful Lung. You may use Constitution instead of Dexterity for attack and damage rolls with blowguns.
    Net Combat Knots. When you ensnare a creature with a net, the DC required to escape is increased by your proficiency modifier.
    Whip Snapback. As an action, you can use a whip to pull objects weighing 5 lbs or less which are within your reach towards you. If you have a free hand, you catch the object, otherwise it lands at your feet.
    Melee, Hooked Tine Capture. You do not need a free hand to perform a grapple while you are wielding a trident, war pick, or sickle.
    Melee, Chained Shieldbreaker. Your attack rolls with a morningstar or flail gain a +2 bonus against any target using a shield.
    Melee, Light Axe Juggle. The light hammers and handaxes that you wield gain the finesse property while you wield them.
    Polearm Extend. As a bonus action, you can you can extend the reach of the STAFF catagory weapon (spear, polearm, baton, pike, etc) you’re wielding by 5 feet until the end of your turn.
    Blunt Breaker. Your attacks which deal bludgeoning damage deal double damage to objects and structures.

    Talent Trees Player Handbook

      Talent trees replace the standalone feats in Chapter 6 of the Player’s Handbook. They build upon a character’s skills, martial training, innate abilities, and areas of knowledge. They are designed to provide an organic progression of abilities and a wider range of opportunities than feats do, allowing characters to gradually build their skills and specialties in a way that feels natural.

    Using Talent Trees

      You gain access to talent trees at character creation based on the proficiencies given by your race, background, and class. Later, as you level up, you earn opportunities for unlocking additional talents from these trees or even unlocking entirely new trees by earning and spending talent points.

    Kinds of Talent Trees

      Whenever you gain an Ability Score Improvement, you can forego one or both increases to your ability scores to gain that many talent points.

    How to Earn Talents?

      To earn talents, you must spend talent points. Each talent costs 1 talent point, regardless of if it is a root talent, on a branch,or a capstone talent. You gain 2 talent points at 1st level and another one whenever your proficiency bonus increases (this occurs at 5th, 9th, 13th, and 17th levels).

    Additionally, just like with feats, you can gain talents whenever you gain an Ability Score Improvement by choosing to forego one or both increases to your ability scores to gain that many talent points. For example, upon reaching 6th level as a fighter, you could choose to increase an ability score of your choice by 2, or increase an ability score of your choice by 1 and gain a talent point, or simply gain 2 talent points.

    The Variant Human, Custom Lineage and similar races that would gain a Feat from the Chapter 6 in the PHBs instead just gain 1 additional talent point.
    Finally, a DM can give talent points (or even specific talents) to players as quest rewards or as the result from spending time training in downtime (see page 187 of the Player’s Handbook for more details on training and downtime).

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