Other Tool Talents
Bypasser
Cost: 5 Character Points
Prerequisite: Thieves’ Tools Proficiency
You pride yourself on your quickness and your close study of certain clandestine activities. You have +1d whenever you make an Investigation or Perception check to detect the nature of a lock.
Crafter
Cost: 5 Character Points
Prerequisite: Artisans’ Tools Proficiency
You have a knack for crafting; you work with greater efficiency and produce goods of higher quality. Select one type of artisans’ tools with which you are proficient. You gain the following benefits whilst using it:
- When you craft something with the tool you’ve selected, the total market value you can craft increases by your level in gp/hour. If you have expertise with them, the market value instead increases by 2 times your level in gp/hour.
- If you use the tool you’ve selected to practice a profession during downtime, you can support a lifestyle one higher than you would normally be able to.
You can select this talent multiple times. Each time you do so, you must choose a different set of artisan’s tools.
Entertaining Competitor
Cost: 5 Character Points
Prerequisite: Gaming Set or Musical Instrument Proficiency
You have a natural gift for performing and competing. Select one gaming set or musical instrument with which you are proficient. While playing your chosen instrument or game, you can always readily read the emotions of those paying attention to you. During this time, and for up to one minute after completing, you have +1d on Insight checks to read the emotions of those you performed for or competed against.
You can select this talent multiple times. Each time you do so, you must choose a different gaming set or musical instrument.
Gourmand
Cost: 5 Character Points
Prerequisite: Cooks’ Utensil Proficiency
You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:
- As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.
- During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, chef’s kit, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, diseases have disadvantage to attack the Constitution defence of those who partake in the meal for the next 24 hours.
Herbalist
Cost: 5 Character Points
Prerequisite: Herbalism Kit Proficiency
You are adept at harnessing the useful properties of herbs and other plants. You gain the following benefits:
- As an action, you can inspect a plant within 5 feet of you and determine whether it is edible or poisonous, provided that you can see and smell it.
- You can apply herbal remedies to help yourself or your allies recover from maladies. Over the course of a short rest, you can remove one poison or disease from a friendly creature within reach. You must have an herbalism kit and access to local herbs to use this benefit.
Master of Disguise
Cost: 5 Character Points
Prerequisite: Disguise Kit Proficiency
You have honed your ability to shape your personality and to read the personalities of others. If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.
Runesmith
Cost: 5 Character Points
Prerequisite: Smith’s Tools Proficiency
You enhance your martial prowess using the supernatural power of runes, an ancient practice that originated with dwarves. Rune cutters can be found among any clan of dwarves, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the dwarves’ work carved into a hill or cave, learned of the runes from a sage, or met the dwarf in person, you studied the dwarves’ craft and learned how to apply magic runes to empower your equipment.
You can use magic runes to enhance your gear. You learn one rune of your choice from among the runes described below. You can take this talent multiple times. Each subsequent time that you take this talent, you learn an additional rune.
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes that you know and inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armour, a shield, a piece of jewelry, or something else that you can wear or hold in a hand. Your rune remains on an object until you finish a long rest and an object can bear only one of your runes at a time.
The following runes are available to you when you learn a rune. If a rune requires a creature to make a defence check on its turn, then the DC is equal to your smith’s tools skill.
Cloud Rune
This rune emulates the deceptive magic.
While wearing or carrying an object inscribed with this rune, you have +1d on Deception and Sleight of Hand checks.
In addition, the first time each round that you or an allied creature that you can see within 30 feet of you is hit by an attack roll, you invoke the rune and the attacker must choose a different creature within 30 feet of you, other than itself, as long as they are within range of the attack. On your turn you can designate which creatures can be targeted by this effect. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range.
Once this rune is invoked, it can’t be again until you finish a short or long rest.
Fire Rune
This rune’s magic channels the masterful craftsmanship of great smiths.
While wearing or carrying an object inscribed with this rune, you have +1d on any check that you make using a tool with which you are proficient.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles. The target takes an extra 2d6 fire damage and, if the attack roll exceeds its Strength defence, it is restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can make a defence check at the end of each of its turns, banishing the shackles on a success.
Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Frost Rune
This rune’s magic evokes the might of those who survive in the wintry wilderness.
While wearing or carrying an object inscribed with this rune, you benefit from +1d on Animal Handling and Intimidation checks.
In addition, you can invoke the rune using 1 action to increase your sturdiness. For 10 minutes, you gain a +1d bonus to all checks that use Strength or Constitution.
Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Hill Rune
This rune’s magic bestows a resilience.
While wearing or carrying an object that bears this rune, you have +1d on defence checks vs poison and resistance to poison damage.
In addition, you can invoke the rune using 1 action, gaining resistance to bludgeoning, piercing and slashing damage for 1 minute.
Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Stone Rune
This rune’s magic channels judiciousness.
While wearing or carrying an object inscribed with this rune, you benefit from +1d on Insight checks and you have darkvision out to a range of 120 feet.
In addition, once per round, the first time that a creature that you can see ends its turn within 30 feet of you, the rune is invoked and the creature must make a Wisdom defence check. On your turn, you can designate which creatures can be targeted by this effect. On a hit, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature makes a defence check at the end of each of its turns, ending the effect on a success.
Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Storm Rune
Using this rune, you can glimpse the future.
While wearing or carrying an object inscribed with this rune, you benefit from +1d on Arcana checks and you can’t be surprised as long as you aren’t incapacitated.
In addition, you can invoke the rune using 1 action to enter a prophetic state for 1 minute, or until you’re incapacitated. Until the state ends, the first time that you or another creature that you can see within 60 feet of you makes an attack roll, defence check, or skill check, a friendly creature benefits from +1d to the roll and a hostile creature suffers -1d. On your turn you can designate which creatures can be targeted by this effect.
Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Runelord
Cost: 30 Character Points
Prerequisite: Runesmith
You can invoke each rune you know from your Runesmith feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
Vehicle Expert
Cost: 5 Character Points
Prerequisite: Vehicle Proficiency
You’re experienced both on land and sea, be it from time in a navy, as a mercenary, or perhaps even piracy. You have +1d whenever you make an Investigation or Perception check related to vehicles or ships.