General Talents

Actorᴮᴳ

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

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (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 Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Athleteᴮᴳ

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

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • 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.

Cunning Intellect

Prerequisite: Intelligence 20 or +2 species bonus to Intelligence
You have the cunning of the most prolific scholars, granting the following benefits:

  • You gain proficiency in Intelligence defence. If you are already proficient in Intelligence defence, then you instead gain expertise in it.
  • When you engage in the Training downtime activity, during resolution, you add your proficiency bonus to the check. If you would already add your proficiency bonus, you instead add twice your proficiency bonus.
  • Whenever you make an ability check that uses your Intelligence, you can add half your proficiency bonus (rounded down) if it doesn’t already include your proficiency bonus. Additionally, if you roll lower than half your level (rounded down) on an Intelligence check, you can instead use your level for the d20 roll.

Exalted Awareness

Prerequisite: Wisdom 20 or +2 species bonus to Wisdom
You have the wisdom associated with the most renowned sages, granting the following benefits:

  • You gain proficiency in Wisdom defence. If you are already proficient in Wisdom defence, then you instead gain expertise in it.
  • Creatures within 60 feet of you have disadvantage on Dexterity (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 Delverᴮᴳ

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

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • Traps have disadvantage to attack you.
  • You have resistance to the damage dealt by traps.
  • You can search for traps while traveling at a normal pace, instead of only at a slow pace.

Durableᴮᴳ

Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • 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 (minimum of 2).

Force of Personalityᴮᴳ

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.

  • Your Charisma score increase by 1, to a maximum of 20.
  • 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.

Hagglerᴮᴳ

Your skills at bartering have granted you the following benefits:

  • Increase your Charisma score by 1 up to a maximum of 20.
  • You have advantage on Charisma (Persuasion) and Charisma (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.

Healerᴮᴳ

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.
  • As an action, you can spend one use of a healer’s kit to tend to a creature, restoring its stamina. The creature may roll two recovery dice and add its Constitution modifier to the result. The stamina that the creature recovers is equal to this total. The creature can’t regain stamina from this feat again until it finishes at least a short or long rest.

Inspiring Leaderᴮᴳ

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.

Keen Mindᴮᴳ

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

  • Increase your Intelligence score by 1, to a maximum of 20.
  • 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.

Linguistᴮᴳ

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

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn three languages of your choice.
  • You can ably create written ciphers. Others can’t decipher a code you create 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.

Observantᴮᴳ

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

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • 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.
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks.

Overwhelming Presence

Prerequisite: Charisma 20 or +2 species bonus to Charisma
You have the presence of the most affluent of leaders, granting the following benefits:

  • You gain proficiency in Charisma defence. If you are already proficient in Charisma defence, then you instead gain expertise in it.
  • 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 disadvantage on Wisdom (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

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, after which you heal one of your own rolled recovery die for each recovery die of the defeated creature.