General Talents

Actor

Cost: 5 Character Points
Prerequisite: Charisma 13 or higher

Skilled at mimicry and dramatics, you gain the following benefits:

  • You have +1d on Deception and Performance checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Insight check vs your Deception skill allows a listener to determine that the effect is faked.

Athlete

Cost: 5 Character Points
Prerequisite: Strength 13 or higher

You have undergone extensive physical training to gain the following benefits:

  • When you are prone, standing up uses only 5 feet of your movement.
  • Climbing doesn’t cost you extra movement.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Cryptographer

Cost: 2 Character Points
Prerequisite: Intelligence 13 or higher

You have studied languages and codes, gaining the following benefits:

  • You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Investigation check (DC equal to your Investigation skill), or they use magic to decipher it.

Cunning Intellect

Cost: 15 Character Points
Prerequisite: Intelligence 20

You have the cunning of the most prolific scholars, granting the following benefits:

  • Whenever you make an Arcana, Lore, Nature, or Theology skill check with trained or higher proficiency and the highest d20 roll is a 9 or lower, then you treat that roll as a 10.
  • Whenever you make an ability check that uses your Intelligence, you may reroll a single d20 from your die pool, but you must take the result even if it’s lower.

Exalted Awareness

Cost: 15 Character Points
Prerequisite: Wisdom 20

You have the wisdom associated with the most renowned sages, granting the following benefits:

  • Creatures within 60 feet of you have -1d on Stealth checks made to hide from you.
  • As an action, you can sense the presence of illusions and other effects designed to deceive the senses within 30 feet of you, provided that you aren’t blinded or deafened. You sense that an effect is trying to trick you, but you gain no insight into what is hidden or its true nature. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

Dungeon Delver

Cost: 10 Character Points

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • You have +1d on Perception and Investigation checks made to detect the presence of secret doors.
  • You have +1d to your defences vs traps.
  • You have resistance vs damage dealt by traps.
  • You can search for traps while traveling at a normal pace, instead of only at a slow pace.

Durable

Cost: 5 Character Points
Prerequisite: Constitution 13 or higher

Hardy and resilient, you gain the following benefits:

  • When you roll a recovery die to regain stamina, the minimum amount of stamina that you regain from the roll is equal to twice your Constitution modifier.

Force of Personality

Cost: 5 Character Points
Prerequisite: Constitution 13 or higher

Rooms never go unalerted to your presence, and the strength of your personality make others lose focus on their own social game. Powers and other effects infrequently override your force of will.

  • You can use your Charisma modifier instead of your Wisdom modifier when making Insight checks.
  • When an attack would target your Wisdom defence, you can instead use your Charisma Defence.

Haggler

Cost: 5 Character Points

Your skills at bartering have granted you the following benefits:

  • You have +1d on Persuasion and Deception checks when attempting to barter or trade.
  • You are always aware of the current monetary value for any mundane or common magical item. Whenever you identify an item, you gain a rough estimate of its current monetary value.

Healer

Cost: 5 Character Points

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 stamina.
  • When you use a healer’s kit to Treat Wounds with a successful Medicine check, the target can roll an additional 1dR.

Inspiring Leader

Cost: 5 Character Points
Prerequisite: Charisma 13 or higher

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 gains temporary stamina equal to your Charisma score. A creature can’t gain temporary stamina from this feat again until it has finished a short or long rest.

Intellectual Alacrity

Cost: 5 Character Points

You have learned to let your mind guide your actions over your body in moments of stress.

When you roll for Initiative, you may roll using your Intelligence modifier instead of your Dexterity modifier.

Keen Mind

Cost: 5 Character Points
Prerequisite: Intelligence 13 or higher

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

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

Lip Reader

Cost: 1 Character Point
Prerequisite: Wisdom 13 or higher

Quick to notice details of your environment, you gain the following benefits:

  • 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.

Overwhelming Presence

Cost: 15 Character Points
Prerequisite: Charisma 20

You have the presence of the most affluent of leaders, granting the following benefits:

  • While you are conscious, up to five friendly creatures within 30 feet of you who can see or hear you and who can understand you can gain a bonus to their Intelligence, Wisdom, or Charisma defence equal to your Charisma modifier. Once they’ve done so, they can’t do so again until they finish a short or long rest.
  • As an action, you can attempt to distract up to five creatures you can see within 30 feet of you. Make a Charisma attack roll vs the creatures’ Wisdom defences. Any creature immune to being charmed is unaffected. If you or your companions are fighting a creature, you have disadvantage on the attack roll. On a hit, for the next minute, a creature has -1d on Perception checks made to perceive any creature other than you until the effect ends or until the target can no longer see or hear you. The feature ends early if you are incapacitated.

The Taste of Death

Cost: 5 Character Points

You gain strength after eating the heart of a defeated enemy. As part of a short rest, you can eat the heart of one living creature that you helped defeat within the last hour. The creature must have an edible heart.

Eating the heart requires 10 minutes of tearing it free, chewing, and swallowing. Once you have consumed the creature’s heart, roll a number of recovery dice, as listed on the table below. You recover this many points of stamina, up to your stamina maximum.

Creature Size Stamina Recovery
Small 1dR
Medium 2dR
Large 3dR
Huge 4dR
Gargantuan 5dR
Colossal 6dR

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