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Talent Trees

Talent Trees

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 character 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 options from these trees or even unlocking entirely new trees by earning and spending talent points.

Gaining Talent Points

Character creation: When starting at level 0, you gain 1 talent point and gain another on leveling up to level 1. When starting at level 1, you gain 2 talent points.

 

Ability Score Improvement: Whenever you gain an Ability Score Improvement, you can forego one or both increases to your ability scores to gain that many talent points. For example, upon reaching the 6th level as a fighter, you could choose to increase your Strength score by 2 or you could increase it by 1 and gain a talent point, or simply gain 2 talent points.

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Proficiency bonus increases: Whenever your proficiency bonus increases, you also gain a talent point.

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Types of Talent Trees

Skill Trees: Are based on skill proficiencies. You may only spend points on the trees for which you have proficiency.

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Specialty Trees: Represent specialized techniques and training.

 

Note: You cannot spend the first 2 talent points on specialty trees. Only skill trees on which you are proficient. 

Spending Talent Points

You can spend talent points whenever you level up. The first two talent points gained can only be spent on skill trees. Choose one of the following options for each talent point you spend.

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Start a Tree: When spending 1 talent point in a tree you gain the base ability of a tree you choose and the 1st step of the path you choose.

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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.

 

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.

Example Tree

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Athletics

A proficiency in athletics represents a purposeful application of force. Whether you are lifting, dragging, or simply holding on, your proficiency in athletics reflects your ability to apply brute force in a meaningful manner. Continuing to improve your skill lets you move quickly and deliberately, wrestling down the strongest of brutes and cleverly using inertia to your favor.

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Jumper

No running start is needed to perform long jumps.

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.

Mighty

Your training and focus on bodybuilding allows you to perform feats that most others can’t:

  • While underwater, you can drag another person with you at your swimming speed.

  • You can climb on horizontal surfaces, such as ceilings, as if they were vertical surfaces.

  • You can use the two-handed damage die when attacking with a versatile melee weapon in one hand

Choke-Hold

You can use your attack action to try to pin a grappled creature. To do so, make another grapple check. If you succeed, your speed becomes 0 and the creature you are grappling becomes restrained until the grapple ends.

Deadlift

Grappling a creature doesn't impose movement penalities and you have advantage on attacks against any creature grappled by you.

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.

  • You 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 use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 15 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 15 feet away from you (if you chose to shove and you succeed, including the 5 feet from Brute).

Colossus

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.

  • 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 successfully shove a creature, you can deal the target bludgeoning damage equal to your Strength modifier (minimum of 1 damage).

Acrobatics

A proficiency in acrobatics represent deft control over your body. Whether you are sliding across a sheet of ice, balancing on a tightrope, or trying to stay upright amid the fury of the raging sea, your proficiency in acrobatics helps you stay on your toes. Continuing to improve your skill lets you learn to tumble your way through danger, evade aimed blows and reckless volleys, stride through all manner of terrain and accomplish gravity-defying feats of dexterity.

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Handspring Expert

When you are prone, standing up uses only 10 feet of yourmovement.

Free Stride

Your quick stride lets you carefully pick a path through rough terrain. Your speed increases by 5 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 and hit, you don’t provoke opportunity attacks from that creature for the rest of the turn.

Tumble

​Moving through another creature's space doesn't count as difficult terrain. You gain advantage when using Acrobatics to tumble through creatures larger than you. Fall damage reduced by 20ft.

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

​You have advantage on saving throws made to avoid or resist traps and you have resistance to the damage dealt by traps.
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 all 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 run on vertical surfaces, along the edges of thin barriers, or hop from one outcropping to another as if you were traveling along normal terrain. If you stop moving while running across a wall, you begin to fall. Running straight up a wall counts as difficult terrain.

Sleight of Hand

A proficiency in sleight of hand represents a skillful feat of ledgermain , concealing minor objects and interacting with the possessions of others. Whether you are planting core evidence on someone, tricking someone in a game of dice or simply lifting a pocket from an unsuspecting victim, your proficiency in sleight of hand guarantees that what is others’ is also your own. Continuing to hone your skill lets you quickly manipulate multiple objects, nab even more hard-to-steal items and even mess up the spellcasting of others.

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Subtle Interaction

You have advantage on concealing Tiny Objects and Light Weapons

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

The first time you fail a Sleight of Hand check per Short Rest against creature they don't realize it happened

Thief of Propriety

As long as you are hidden from a creature no more than one size larger than you, you can try to steal an object 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 Strength (Athletics). This check has disadvantage if the creature is wielding their weapon in two hands or is of a larger size than the thief. 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.

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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 successfully stop a spell using this feature, you can’t do so again until you finish a short or long rest.

Ledgermain

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

A proficiency in stealth represents an uncanny ability to slip away and remain inconspicuous under scrutiny. Whether you are trying sneak by a sleeping dragon without waking it up, stand perfectly still and stay silent while hiding, or simply disappear into a crowd, your proficiency in stealth lets you evade unwanted attention. Continuing to hone your skill lets you instantly drop out of view, ambush your enemies, and cleanly and unexpectedly disappear into the night.

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Unlikely Spot

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

Slither

If you have not moved since the beginning of your last turn, 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 and take the higher result.

Scamper

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

Dive

When an enemy makes an ranged attack roll against you, you may use a reaction to dive up to 10ft, imposing disadvantage on the attack roll and ending up prone.

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.

Arcana

A proficiency in arcana represents a deep knowledge of the theory and application of different kinds of magic. Whether you are a caster yourself or simply a sage interested in the Art, whenever you attempt to understand or discern information about a magical effect, creature, item, or ritual, your proficiency in arcana gives you confidence in your assessment. Continuing to hone your skill lets you learn to cast spells and rituals, learn the deep secrets of magic items and alien creatures, and even gain an innate sense for seeing magic in the world around you.

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Magical Intuition

Whenever you see a creature cast a spell, you can learn certain information about its capabilities compared to your own. You can tell if the creature’s spellcasting abilities are superior, inferior, or equal in power to your own. If the spell is on your known spell list, you automatically identify the spell and the player may as part of the same reaction communicate what spell is being cast. 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

Choose a class: bard, sorcerer, warlock, or wizard. You acquire a ritual book containing two 1st-level ritual spells of your choice from the chosen class and you learn to cast these spells as rituals. You must be holding the book to do so. Your spellcasting ability for these spells is the same as that of the chosen class. You can take this option multiple times, but must choose a new class each time.

Ritual Collector

If you come across a 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 spell list of a class you’ve chosen with ritual caster 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.

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Secrets from Beyond

You have detailed knowledge of extraplanar creatures. When you make a check to recall information about an aberration, celestial, elemental, fey, or fiend, in addition to what you would normally learn, you can also determine the creature’s skills and abilities, common attacks, and if the creature is considered especially dangerous to a party of your level, though you don’t necessarily learn the specifics of the creature’s statistics.

In addition, studying an opened portal for one minute lets you identify if it leads to another plane of existence and what that plane is, if you know it.

Planar Disruptor

Once per turn when you deal damage to an elemental, aberration, celestial, fiend you can deal it additional damage of the same type equal to your Intelligence modifier (minimum 1 damage). In addition, you may use a bonus action to try to gain knowledge about one numerical value of the creature's statblock by succeeding a DC15 arcana check.

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 an identify spell on it. You can only do this once per short or long rest.

Disruptive Timing

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.

Mage Slayer

You have advantage on saving throws against spells cast by creatures within 5 feet of you.

In addition, when a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.

History

A proficiency in history represents a a depth of scholarship and understanding cultivated over a lifetime. Whether you are identifying nobles by their family sigils, determining the origin of a ruin’s builders by construction technique, or simply trying to recall the names of the nearby cities, your proficiency in history helps prepare you for the life of exploration. Continuing to hone your skill lets you identify languages, objects, and peoples at a glance, memorize reference materials verbatim, utilize war tactics and combat manuals, and ultimately ensure that the lessons of the past are not lost to those in the present.

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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 of the relevant entry, though it may not always be immediately or obviously applicable to your situation. You cannot do so again until you finish a short or long rest.

For example, you might use this feature to quote a biology book mentioning the poisonous fangs of a creature you’re fighting, or recall a 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, and if you spend 1 minute or more examining a mundane or magical script, you can determine the language in which it is written.

  • You learn to create 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 twice between rests.

Doomed to Repeat

If you have seen an ally within 60ft fail a Saving Throw at the last minute you may roll a Saving Throw with advantage if you were to be exposed to the same effect. You may use this ability for an amount of time equal to your INT modifier per long rest.

Forged Destiny

Research Units for recipes counts as halved rounded down and you gain 1 additional Research Unit for each week of Research.

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Tactician

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You can use your Intelligence or Wisdom modifier in place of your Dexterity modifier when rolling initiative.

  • Once per short rest, during your turn, you can use a bonus action to issue a command to change tactics. Two friendly creatures of your choice within 60 feet of you that can see or hear you exchange their initiative scores. Their scores must be lower than yours for the feature to apply.

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 d4s. 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.

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 a number of creatures up to your Intelligence modifier (minimum 1) and give each of them a Historical Accuracy die (a d6). 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.

Investigation

A proficiency in investigation represents a skill for obtaining information, deciphering clues, and coming to logical conclusions. Whether you are conducting research, inspecting a crime scene, or trying to deduce the location of the secret latch into the wizard’s study, your proficiency in investigation lets you glean more information than meets the eye. Continuing to hone you skill lets you hone your mind to a fine edge, consult notes to improve your performance, and even learn the weaknesses of your foes as you watch them fight.

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An Eye for Trouble

When you find a trap or secret door while investigating you learn the following additional details about the trap or door:

  • Approximately how long ago the trap was set or door was last used.

  • Likely requirements for resetting the trap or resealing the door behind you.

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.

Heedful

Your skill in Investigation makes you take in information with ease. You gain the following benefits:

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  • You have a +5 bonus to your passive Intelligence (Investigation) score.

  • If given 1 minute to consult your copious mental notes, you gain advantage on your next Intelligence check. Once you do so, you must complete a short or long rest before you do so again.

  • It takes you half as long to train a skill, language, or tool proficiency during downtime. The gp costs remain the same.

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Seeker

Invisible creatures provoke opportunities from you and any creature trying to hide from you have disadvantage.

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.

Find Weakness

You may spend a bonus action to attempt a DC20 investigation check, upon succeeding the target gains vulnerability the next damage source it takes before the end of your next turn. Once vulnerability succesfully has applied, this may not be used until you've finished a short rest

Researcher

You have advantage on the Research Downtime

Memetic Memory

Once per long rest you may reroll a skill you have expertise in. You may perform the research downtime while traveling.

Nature

A proficiency in nature represents a knowledge of the flora, fauna, and other components and patterns present in nature. Whether you are predicting the weather, discerning the natural cycles, or simply attempting to identify something you see in the wilderness, your proficiency in nature makes the wilds a familiar place. Continuing to hone your skill lets you learn to recognize the more subtle natural dangers around you, and even turn them to your advantage.

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Nature Savant

You may spend a bonus action to attempt a DC15 Nature check. If you're successful you may pick an elemental damage type and the GM must answer if it has vulnerability, immunity or resistance.

Knowledge of the Elements

You may take 10 minutes and grant an amount of creatures equal to your Intelligence Modifier resistance to the first damage they take from one out of the following elements: fire, cold, lightning, thunder, poison or acid. The type has to be decided in advance. You can do this once per short rest.

Against the Chaos

You learn to bend these forces of nature to your need, even if only a small portion of them. You learn two of the following cantrips: Control Flames, Gust, Mold Earth, or Shape Water. Intelligence is your spellcasting modifier for these cantrips.

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In addition, when you see a creature within 30 ft. of you make an attack, but before the roll occurs, you can use your reaction to cast the cantrip to interfere as long as that element is present nearby the target, reducing either the attack or damage roll by your Intelligence modifier (a minimum of 1). The normal effects of the cantrip do not occur.

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You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Knowledge of the Living

Once per long rest, whenever you're in a dungeon or cave you may attempt a DC15 Nature check to deduce the amount of creature type that exists in the area. If the check succeeds you also may gain additional information at GM-discretion about the creature's combat tactics and typical behavior.

Wild Insights

When you see an ally make an attack against a creature you can see, but before the roll occurs, you can use your reaction to shout an advice to the ally, imposing advantage on the attack roll. The ally must be able to hear you.

You can use this feature a number of times equal to your Intelligence modifer (a minimum of once). You regain all expended uses when you finish a long rest.

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Knowledge of the Terrain

Once per long rest, you may surveil the terrain for 10minutes and choose creatures up to your INT modifier, the creatures gain one of the following benefits of their choose for 1 hour:

  • Movement speed increase by 10ft.

  • Stealth checks are made at advantage.

  • Difficult terrain counts as normal terrain.

Home Advantage

When you deal damage to a creature in a terrain you have spent at least 10 minutes in, you can take advantage of your knowledge of the turf to disrupt their flow in combat. You reduce the creature's AC by half your Intelligence modifier (rounded down, a minimum of 1) for the next attack at them until the start of your next turn and, if the target is Large or smaller, move them 5 ft. in any direction.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Natural Instincts

You learn bits and pieces of important adventuring tactics when it comes to nature:

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  • You ignore naturally occurring difficult terrain.

  • When benefiting from natural cover, you gain an extra step of cover. Half-cover becomes three-quarters cover and three-quarters cover becomes total cover.

  • You gain resistance to poison, if you already have resistance you gain immunity

Religion

A proficiency in religion represents your knowledge and studied understanding of cults, rites, and holy symbols. Whether you are trying to replicate a lost ceremony, remember the lore of a dead deity and discern the leader of a religious group, your proficiency in religion allows you to learn the best approach in situations related to ruinous powers and holy powers, both much larger than any common man. Continuing to hone your skill lets you perform sacred sacraments, deepen your understanding of the occult and alien and even ascertain the nature of undeath.

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Rites

You have learned the basic rites and sacraments of your faith. By spending 1 hour in prayer and expending 5 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 to 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 an ability check that it makes within the next 10 minutes. 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, Intelligence, or Charisma. 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, 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 against a DC of 8 + your proficiency bonus + your Wisdom or Intelligence modifier (your choice), 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 aura 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 or be stopped by the barrier and take 2d8 radiant damage, or half as much on a successful save.

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Occultist

Your knowledge of the goals and behaviors of cults gives you deeper insight into dealing with them and what they worship. You can choose to use your bonus to Religion in place of your bonus to Deception, Investigation, or History for checks you make with those skills when dealing with fey, fiends, celestials, aberrations, or their cults.

Exorcist

You have detailed knowledge of outsiders, creatures that inhabit the outer planes. You have advantage on checks to recall or intuit information about a fey, fiend, celestial, or aberration.

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Then choose one type of creature: fey, fiends, celestials, or aberrations. Once per round, when you deal damage to a creature of the chosen type, you can add your Intelligence modifier (minimum of 1) to the damage.

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 per day 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.

Animal Handling

A proficiency in animal handling represents a special camaraderie with, control over, and empathy for animals. Whether you’re raising a puppy, riding a warhorse, or rescuing an injured eagle, both tame and wild beasts tend to respect, trust, and listen to you, and you know how to care for them. Continuing to hone your skill lets you learn to teach animals to communicate and follow your commands, masterfully control your mount in the heat of battle, and even stabilize or bolster them against harm.

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Stabilize Animal

Instead of rolling to stabilize a beast, you may choose to automatically stabilize it at its current hp

War Trainer

DCs for War-training an animal reduced by 5

Trick Trainer

DCs for Trick-training an animal reduced by 5

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.

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Rescue Animal

You can use Wisdom (Animal Handling) instead of Wisdom (Medicine) to stabilize a beast that has been reduced to 0 hp, calming and soothing the animal under your care, If you succeed on the check, the beast hit points are set to 1 and it regains consciousness.

Additionally, you have advantage on Animal Handling checks related to approaching or pacifying frightened or injured beasts.

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 level plus your Wisdom modifier. In addition, the first save the creature does until its next long rest is made at advantage. Once you use this feature on a creature, you cannot do so again until you finish a long rest.

Animal Partner

You can select one beast that you have trained to be your partner. The chosen beast increases its hit point maximum by thrice your level while it remains your partner. You can only select one animal to be your partner at a time. The partner counts as being under the effect of Death Ward once per long rest as long as you're concious.

Insight

A proficiency in insight represents an understanding of people, their motives, and their intentions. Whether you are discerning criminal lies, interpreting body language, or simply getting the feel of the room, your proficiency in insight helps you discern what others believe and feel. Continuing to hone your skill lets you pierce even the thickest veils of deceit, foresee the magical manipulations of others, read the movements of your foes, and even aid your allies with your insight into the enemy.

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Emotional Insights

You are skilled at pinpointing reasons and motivations behind the deception. When you succeed on an Insight check to determine if a creature is lying, you learn a one-word summary of why the creature lied, such as “greed”, “anger”, or “fear.”

Suspicious

You gain +5 to passive Insight.

Connoisseur of Lies

If you catch a creature lying you have advantage on initiative rolls against the creature for 10 minutes. The creature also has disadvantage on any attack rolls against during the first turn of combat if you were to enter combat during that period.

See through

You may use a bonus action to attempt a DC20 Insight check, if you succeed you have an advantage on the next saving throw posed by the enemy for the next minute. Once the advantage has been applied this ability cant be used again until you've had a long rest.

All-seeing

You may use See through twice per long rest.

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Sense Movement

When you hit a creature with an opportunity attack, it must make a DC (equal to attack roll) Constitution saving throw or have their speed reduced to 0 until the beginning of their next turn. Succeeding only reduces speed to half. Creatures one size larger have advantage, and creatures more than one size larger automatically succeed.

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

You may use your Reaction without expending the Reaction a number of times equal to your proficiency modifier per long rest. This can only be used once per turn.

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Note: Next Move can only be used for melee attacks, no usable with spells.

Medicine

A proficiency in medicine represents an understanding of the body, diseases, injuries, and the medical practices used to treat them. Whether you are bandaging wounds, performing surgery, or making a diagnosis, a proficiency in medicine lets you conduct your practice with confidence. Continuing to hone you skill lets you learn to identify and extract poisons, quickly administer aid in combat, learn the best ways to inflict injuries on your foes, and even bring back those who are well on their way to the halls of death.

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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 1 hour at 1 hit point.

Treat Poison

As a reaction before an ally within 30ft or yourself save vs poison, you may move up to half your speed towards the creature and perform a Medicine check if you end within 5 feet of them equal to the save DC of the Poison. If it succeeds that Poison have no effect. This ability can be used up to WIS mod amount of times per long rest.

Poisoner

You gain proficiency in Poisoners Tools, or expertise if you already have it. If you spend a minute studying a substance you automatically detect whether it is poisonous or not. Each poison you use have 50% chance of not being consumed once applied.

Medic

When you use a healer’s kit to stabilize a dying creature, you can have that creature also regain 1 hit point after all other healing. Still requires a medicine check with a DC as in Healing.

In addition, you can use your bonus action to gain additional movement equal to half your movement speed. If you do so, you must immediately move up to half your speed towards an unconscious creature.

Healer

If you take 1 minute, 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 long rest.

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Remedy Injury

You can use your knowledge of medicine to treat minor conditions. As an action, you can use 5 charges of a healer's kit to remove one of the following conditions from a creature: Blinded, Deafened, Frightened, Minor Injury.

Fortifying Treatment

During a short rest, choose one willing creature you can touch. For this short rest, the creature does not require a charge of a healer's kit to expend Healing Pool.

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.

Resuscitation

You may attempt to resuscitate a humanoid or beast, which recently died. If a creature has been dead for one minute or less, you may attempt to conduct surgery on it. The surgery requires 1 hour to complete and uses up 10 charges of a healer’s kit. If a DC 20 medicine check is successful and 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. 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. One level of exhaustion is permanent unless Greater Restoration is used to remove it.

Perception

A proficiency in perception represents a combination of natural keen senses and a practiced eye. Whether you are keeping watch, spying over a shoulder, or trying to make your way through a dark and dangerous path, your proficiency in perception lets you stay prepared for both danger and opportunity and ready to capitalize on them. Continuing to hone your skill lets you elevate your senses to peak levels, perceiving far-away details, always remaining alert to danger, and even developing specialized senses beyond what your race provides.

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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 +3 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. At the start of each of your turns while focusing, you can choose to continue to focus (no action required) or to stop focusing. You can focus for a number of rounds equal to your wisdom modifier plus 1 per short or long rests, but those rounds do not need to be consecutive. While focusing, you have advantage on Wisdom (Perception) checks and Dexterity saving throws, and your attack rolls ignore half cover and treat three-quarters cover as half cover.

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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

As an action, you can touch a surface and 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 training allows for you to keep in-tune with your surroundings:

  • You are immune to being deafened or blinded.

  • As a bonus action, you focus your attention on a creature of your choice, that you can see within 120 feet of you. Until the start of your next turn the target can’t become hidden from you even if becomes invisible. 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.

Survival

Proficiency in survival represents your ability to stay alive in the wild, track down your foes, and make the best out of a bad situation. Whether you are trying to find a safe place to camp in a dangerous environment, tracking an animal, or noticing the signs of a creature living nearby, your proficiency in survival makes the outdoors a comfortable place. Continuing to hone your skill lets you survive in even harsher environments, fortify your position, learn to camouflage yourself in the wild and even grip onto life when others would already have passed on.

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Pioneering

Travel takes 20% shorter time rounded down. You and WIS mod other creatures dont need to consume any rations while travelling.

Survivalist

Select a terrain type, you and WIS mod other creatures ignore difficult terrain while traversing that type. In addition you may use Survival instead of Nature or Medicine rolls.

Fortified

You gain resistance to cold damage.

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.

Trapper

You gain proficiency with Tinkerer’s Tools. Using the Tinkerer’s Tools, you can increase the escape DC of ball-bearings, caltrops, hunting traps, and other such items that you place by your proficiency bonus, if you pay the price of the item again for the raw materials and spend a short rest enhancing it.

Dungeoneer

You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors and traps.

Additionally, you can search for traps while traveling at a normal pace, instead of only at a slow pace.

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Weathered Tracker

When a GM calls for a saving throw to avoid exhaustion due to travel or harsh conditions, you may attempt a DC 15 Wisdom (Survival) check. On a success, you and a number of other creatures equal to your wisdom modifier automatically succeed the saving throw. Additionally, you have advantage on checks made to attempt to track a creature.

Camouflage

If you are outdoors or in a natural environment, you can spend 10 minutes to create a camouflage for the local natural area you’re in (1 minute if you have a disguise kit). Being in a camouflage grants WIS mod amount of creatures the effects of the spell "Pass without a Trace" while hiding in the chosen terrain.

Survivor

You’re masterful at surviving in harsh environments and gain the following benefits:

  • When you’re dying, you don’t fall unconscious until you’ve failed at least one death saving throw.

  • You have advantage on Death Saving Throws.

Deception

A proficiency in deception represents an uncanny capacity for guile, intrigue, and manipulation. Whether you are spreading rumors, raising doubts, passing yourself off as someone else, or simply attempting to keep a straight face under close scrutiny, your proficiency in deception gives you the aptitude to fool others. Continuing to hone your skill lets you master the implements of disguise, imitate others, and even fool the magic specifically designed to catch you in a lie.

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Change of Heart

You have learned to use your words and body language to appear unthreatening. Creatures that you have fooled by a successful Charisma (Deception) check within the last minute have disadvantage on initiative rolls to join combat against you.

Parrot

You have mastered the art of vocal mimicry. If you spend 1 round 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 emit from a point up to 60 feet away. 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 imitations of animals and the vocal components of spells.

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Knife in the Back

If a creature you've successfully deceived rolls initiative against you, you may roll initiative at advantage and the creature can't take reactions until after its first turn.

Liar's Liar

You may cast Calm Emotions with a save DC equal to 8+your Deception bonus. Alternatively, you may reroll a failed deception check that you've made. After using either option, you must finish a long rest to use this feature again.

Heart of Treachery

You have immunity to being charmed.

Fake it 'til you Make it

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) one made at disadvantage. You can use this feature twice, regaining expended uses when you complete a short or long rest.

Apparent Competence

When attempting to use armor or wield weapons with which you are not proficient, you can attempt to appear proficient, ignoring disadvantage on your attacks and other penalties due to wearing unfamiliar armor and adding your proficiency bonus to your attacks with the unfamiliar weapons. This effect lasts for 10 minutes and you regain the use of this ability after you complete a short or long rest.

Intimidation

A proficiency in intimidation represents a general force of presence, and the ability to exude danger and confidence. Whether you are dressing down a subordinate, interrogating a prisoner, or diffusing a situation with only the look in your eyes, your proficiency in intimidation gets you results and it gets them fast. Continuing to hone your skill lets you refine your repertoire to include a wider range of threats, naturally exude a daunting aura, make foes flee before you in battle, and even withstand the intimidating tactics of others.

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Imposing

When you’re in the presence of the creature you’re intimidating, you can use Strength instead of Charisma for your Intimidation checks. When you are not, you can use Intelligence instead.

Threatening Presence

The area in a 10 foot radius around you is considered difficult terrain for creatures of your choice, creatures immune to being frightened are not affected by this feature.

Disrupting Hostility

If a hostile creature is within 10 feet of you, it has disadvantage on skill checks that rely on Intelligence, Wisdom, or Charisma and its ranged attack rolls.

Creative Threat

You specialize in specific and sometimes unusual methods of Intimidation, using your proficiencies in other skills to amplify the effectiveness of your threats.

When you use a skill such as Animal Handling, Religion, Athletics, Stealth, or Deception to enhance an Intimidation check you make, you can choose to use your bonus for that skill in place of your Intimidation bonus.

For example, using your strength to bend a creature’s weapon in front of its eyes or using a rat or snake to threaten a creature afraid of those animals could allow you to use your bonuses to Athletics or Animal Handling, respectively.

Interrogator

After you succeed on an Intimidation check against a creature, you and your allies have advantage on Insight, Persuasion, and Deception checks against that creature for 1 minute.

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Punisher

After you damage a creature on your turn, you have advantage on intimidation checks against it until the end of your next turn.

Brutal

As a reaction when you reduce an enemy to 0 hit points, you can 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 Intimidation bonus) or be frightened by you until the end of your next turn. Once you use this ability, you cannot do so again until you complete a short or long rest.

Fearless

You can’t be frightened. When a creature attempts to frighten you, you get advantage on your next attack against it.

Performance

A proficiency in performance represents a theatrical flair and gravitas which highlights whatever you do. Whether you are acting, playing music, speaking to a crowd, or simply trying to impress your peers with quick wit, your proficiency in performance lets you shape how others see you. Continuing to hone your skill lets you use your theatrics to distract foes, make your swordplay unpredictable, inspire others, and forever establish your fame across the world.

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Entertaining

You gain proficiency in any combination of three musical instruments and/or game sets of your choice.

Performer

You gain proficiency in disguise kits and can double your proficiency with checks you make with them to craft disguises.

You also learn a language of your choice.

Specialty Acts

Performers may specialize in a variety of different kinds of acts, utilizing many different skills while plying their entertainment trade. Choose two skills from the list below:

  • Dexterity (Acrobatics)

  • Wisdom (Animal Handling)

  • Charisma (Deception)

  • Strength (Athletics)

  • Dexterity (Sleight of Hand)

You can substitute your bonus to Performance for the original bonus when making a check with either of the chosen skills.

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 whips, 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.

Additionally, 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.

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Orator

When you perform for creatures for at least 10 minutes and your Charisma (Performance) check result is higher than a creature's Intelligence, Wisdom, or Charisma scores (whichever is highest), you get advantage on all other Charisma checks against those creatures for the next 10 minutes.

Leadership

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 feat again until it has finished a short or long rest.

Showstopper

Your mastery of performance elicits deep emotional responses from those around you. As an action, you can begin a performance, which lasts for up to one minute and which requires your action each turn to maintain. Each creature of your choice that can see or hear you must succeed on a Wisdom saving throw (DC equal to 8 + your Performance bonus) at the beginning of each of its turns or be enraptured by you until the end of the performance or until 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. Once you use this ability, you can’t do so again until you complete a long rest. Creatures immune to Charm are not affected by this.

Persuasion

A proficiency in persuasion represents a convincing or alluring demeanor that sways the opinions of others in your favor. Whether you are arguing a case, settling a dispute, appealing to a creature’s instincts, goals, or desires, or even just simply trying to get a straight answer to a question, your proficiency in persuasion allows you to use your words and wiles to skillfully articulate your position. Continuing to hone your skill lets you charm others with your eloquence, pathos, and wit.

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Inspiring Word

The range of your Help action increases by 10 ft (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 immediately spend your reaction to call out a word of aid and encouragement. You may trake the Help action to either assist the injured ally with their next skill check, or to grant the next attacker advantage against the enemy who dealt the injury, chosen at the time you react. You can use this feature a number of times equal to the number of talent points you have spent on the Persuasion tree (counting the base talent as if you spent a talent point there), and regain any expended uses when you finish a 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.

Captivating

If you are able to interact with a creature that can understand you continuously for 10 or more minutes, whether through language or bodily cues, you can choose to have it make a Wisdom saving throw against a DC of 8 + your Charisma modifier + your proficiency bonus. On a failure, the target is charmed by you for a number of minutes equal to your Charisma modifier, 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.

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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 using the Attack action against the same enemy, using the Cast a Spell action against the same enmey, or performing the same skill check, they have advantage on any d20 rolls involved with doing so. You canm use this ability a number of times equal to your Charisma modifier, regaining all expended uses at the end of a long rest.

Silver Tongue

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 against a DC of 8 + your Charisma modifier + your proficiency bonus 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.

Check out more Talents at the Specialization Trees!

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