Tran's Talent Trees (Skill Trees)

by TheTranMan

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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 skills and specialties in a way that feels natural.

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 accomplish gravity-defying feats of dexterity.

Handspring Expert
Free Stride Tumble Slippery
Withdraw Agility Escape Artist
Freerunning

Handspring Expert

When you are prone, standing up uses only 5 feet of your movement.

Free Stride

Your quick stride lets you carefully pick a path through rough terrain. Your base walking speed (and any other speeds you may have; climbing, flying, swimming) 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 your turn, whether you hit or not.

Tumble

When determining fall damage that would be dealt to you, treat any fall as if it were from 20 feet less than the actual height, to a minimum of 0 feet.

Agility

When you take the Dodge action, you can immediately move 10 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. Also 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 restrains 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 travelling along normal terrain. If you stop moving while running across a wall, you begin to fall.

Animal Handling

Train Animal
Critter Friend Mounted Combat Stabilize Animal
Complex Training One with the Rider Bolster Animal
Animal Partner

Train Animal

During a long rest, you can attempt to train a willing beast of CR 1/8 or less. Choose a simple command (such as “jump,” “bite,” “charge,” or “fetch”) and make a DC 10 Wisdom (Animal Handling) check.

If you succeed, the beast learns to follow the command. As an action, you can shout out the command to the animal and it will use its action to attempt to follow it as long as it can hear you, though it will not likely follow a command that would lead it to be injured or killed. A beast can only know a number of simple commands equal to its Intelligence score.

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 attempt to train an animal, you can attempt to train it to follow more complex commands. Choose a complex command (such as “fetch a healing potion from my bag,” “watch for intruders,” or “follow the scent on this rag”) and make a DC 15 Wisdom (Animal Handling) check. If you succeed, the beast learns to follow the command as it would a simple command.

Additionally, you can now train animals of CR 1/4 or lower.

Mounted Combatant

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 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 then regains 1 hit point.

Additionally, you have advantage on Animal Handling checks related to approaching or pacifying frightened or injuried 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 proficiency bonus plus your Wisdom modifier. Once you use this feature on a creature, you cannot do so again until you finish a long rest.

Animal Partner

You can give a trained animal commands as a bonus action. Additionally, 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
Ritual Caster Mage Slayer Secrets from Beyond
Ritual Collector Disruptive Timing Planar Disruptor
Magesight

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 power to your own. 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.

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 begins to cast a spell, you can use your reaction to make a melee weapon attack against that creature.

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.

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 or aberration, you can deal it additional damage of the same type equal to your Intelligence modifier (minimum 1 damage).

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.

Athletics

Jumper
Strapping Choke-Hold Brute
Mighty Wrestler Charger
Colossus

Jumper

You can make a running long jump or running high jump after moving only 5 feet on foot, rather than 10.

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.
  • 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.

Choke-Hold

You can use your action to try to pin a creature grappled by you. 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.

Wrestler

When you are grappled, you can use your action to reverse the grapple. Make a grapple check against the creature. If you succeed, you are no longer considered grappled and the creature that was grappling you becomes grappled by you if it is your size or smaller.

Additionally, you have advantage on melee attacks you make against a creature you are grappling.

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 creates) 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).

Deception

Change of Heart
Parrot Fake it 'til you Make it Ravel the Web
Ventriloquist Apparent Competence Liar's Liar
Heart of Treachery

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 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 emit from a point up to 30 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.

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 don armor or wield weapons with which you are not proficient, you can attempt to appear proficient, ignoring disadvantage on your attacks and other pentalties 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.

Ravel the Web

When you lie or mislead a creature but fail your Deception check, if that check was not made at disadvantage, you can attempt to do so again at disadvantage and must take the new result.

Liar’s Liar

You can use your Deception bonus for your Insight checks and you have advantage on checks to determine if someone is lying or attempting to pass themselves off as a different person.

Heart of Treachery

You have advantage on saving throws against being charmed and 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.

History

Cultured
Repository of Lore Knowledge of Society Tactician
Linguist Objects of Legend Martial Adept
Learning from 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 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.

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.

Objects of Legend

When you notice a magical item, you recognize the item’s rarity, and if it is of legendary rarity, its name or the name of its previous owner. You also have advantage on appropriate checks to gain any further information about the object.

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 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.

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.

Insight

Emotional Insights
Suspicious Sense Enchantment Sense Movement
Connoisseur of Lies Deprogramming Sentinel
Next Move

Emotional Insights

You are skilled at pinpointing reasons and motivations behind 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

Whenever you make an Insight to determine if a creature is lying, after your roll but before the DM determines the result, if that check was not made at disadvantage, you can attempt to do so again at disadvantage and must take the new result.

Connoisseur of Lies

You collect lies that you hear and know their weaknesses and what they reveal about the personality and disposition of the liar. If you determine that a creature is lying, you have advantage on Intelligence, Wisdom, and Charisma checks against the creature for 1 minute as long as you can see the creature’s mouth and eyes.

Sense Enchantment

When you observe or interact with a creature for 1 minute or more or you spend an action to closely examine it by touch and smell, you can determine if its mood or behavior is being influenced by a spell or other magical effect.

Deprogramming

You have advantage against effects and spells that magically compel you to take a certain course of action, such as suggestion or confusion, or that would alter or erase your memories, such as modify memory. Additionally, if you spend 10 minutes or more speaking with a creature which is influenced by such a spell or effect, that creature can attempt to repeat its saving throw against that spell or effect. Once it has done so, it can’t do so again until it completes a long rest.

Sense Movement

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.

Intimidation

Imposing
Terrifying Presence Creative Threat Punisher
Disrupting Hostility Interrogation Brutal
Fearless

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.

Terrifying 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.

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.

Investigation

An Eye for Trouble
Keen Mind Researcher Seeker
Heedful Memetic Memory Predict Strike
Rigor

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:

  • 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.

Researcher

If you have reference materials or other similar resources, you can add half your proficiency bonus (rounded up) to Intelligence checks that you aren’t proficient with.

Memetic Memory

You can spend 1 hour (which can be done during a short rest) bolstering your knowledge about a skill or tool. You must have 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

Every time you successfully find a hidden creature using the Search action, you have advantage on your attacks against them 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.

Rigor

Once per short rest you can replace a roll you make for an Investigation check with a 20. You can do so after you make the roll, but before you know if the check succeeded or failed.

Medicine

Healer's Bag
Healer Treat Poison Remedy Injury
Medic Poisoner Treatment
Resuscitation

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.

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.

Medic

When you use a healer’s kit to stabilize a dying creature, you can have that creature also regain 1 hit point. 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.

Treat Poison

As an action, using a poisoner’s kit, you can check 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 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 poison by up to three days.
  • Unidentified. You can hide the visible signs of a poison (such as 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 the poison by 5 or more, the creature poisoned by this poision can’t take reactions while poisoned.

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, or frightened.

Fortifying 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 hit 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. 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

Natural Sense
Knowledge of Monsters Knowledge of Plants & Oozes Knowledge of Materials
Monsterbane Natural Defiance Metalurgist
Naturecraft

Natural Sense

Using just a branch, dowsing rod, magnetic needle, or other instruments and your knowledge of nature, you can divine details of your surroundings. By spending 10 minutes examining the signs and the environment around you, you can select one of the following options:

  • Local Weather and Climate. You predict the weather for the next 24 hours at your location, and learn whether it is in a season of drought, famine, feast, or flood. You must be able to see the sky.
  • Closest Water Source. You learn the location 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.

Knowledge of Monsters

You have detailed knowledge of the various kinds of beasts, dragons, and monstrosities that inhabit the world. You have advantage on checks to recall information about a beast, dragon, or monstrosity or discern one’s intentions. When you do so, 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, you know if any portion of any creature is regarded as particularly valuable and have advantage on checks to harvest parts of the corpses of creatures.

Monsterbane

Choose one type of creature: beasts, dragons, or monstrosities. Once per turn, when you deal damage to a creature of the chosen type, you can add your Intelligence modifier (minimum of 1) to the damage.

Knowledge of Plants and Oozes

You have detailed knowledge of the various kinds of plant creatures and oozes that inhabit the world. You have advantage on checks to recall information about a plant creature or ooze or discern one’s intentions. When you do so, 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, you know the most valuable types of plants and fungi by sight, and can more easily identify dangerous habitat features in an area. You have advantage on perception checks against natural dangers such as mushroom spores, poisonous shrubs, carnivorous plants, grasping vines, etc.

Natural Defiance

You know how to avoid natural ambushers. You gain the following benefits:

  • You can’t be surprised by plants or oozes and you have advantage on saving throws against them.
  • If a plant or ooze would score a critical hit against you, it instead becomes a regular hit.
  • Once per turn, when you deal damage to a plant or ooze, you can add your Intelligence modifier (minimum of 1) to the damage.

Knowledge of Materials

You have detailed knowledge of the various kinds of materials that appear in the world. You automatically recognize and know the rarity of most woods, textiles, minerals, gems and metals, and have advantage on checks to recall information about them.

You can also spend 10 minutes examining a structure to discern its age and locate possible weak points based on mineralogical clues. When you deal damage to an object you have examined in this way, you can deal maximum damage instead of rolling.

Metallurgist

Once per turn, when you deal damage to an inanimate object or a construct creature, you can add your Intelligence modifier (minimum 1) to the damage.

In addition, when you use acid to dissolve a material such as wood or metal, you can deal maximum damage with the acid instead of rolling.

Naturecraft

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 aquiring, preparing, and packing them into a kit, you can create an herbalism kit from scratch.

In addition to the other benefits an herbalism kit provides, you can spend 10 minutes to produce one of the following effects:

  • You can purify a portion of food or drink, rendering it free of poison and disease.
  • You can 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.
  • You can create up to 1 vial’s worth of acid, sealing wax, or perfume.

Perception

Keen Senses
Aware Observant Low-Light Vision
Alert Focused Tremortouch
Vigilant

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

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.

Performance

Entertaining
Performance Theatrics Orator
Specialty Acts Stage-Fighting Leadership
Showstopper

Entertaining

You gain proficiency in one musical instrument and two 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 can 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)
  • Strength (Athletics)
  • Charisma (Deception)
  • 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 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

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.

Persuasion

Inspiring Word
Encouraging Word Inspirational Following Suit
Enduring Encouragement Captivating Leading by Example
Silver Tongue

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 it 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 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 an amount of minutes equal to your Charisma modifier, ending if a hostile action is taken againt 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 skill check, they have advantage on any rolls involved with doing so.

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.

Religion

Rites
Acolyte of Faith Ward of Faith Occultist
Perform Sacrament Holy Aura Exorcist
Priest

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 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 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, 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 hurt by the barrier and take 2d8 radiant damage, or half as much on a successful save.

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 which inhabit the outer planes. You have advantage on checks to recall or intuit information about a fey, fiend, celestial, or aberration..

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 Wisdom or 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.

Sleight of Hand

Subtle Interaction
Clever Action Hidden Action Perplexing Action
Thief of Order Thief of Property Thief of Focus
Legerdemain

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 that you are hidden from.

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). 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.

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 or innate use of it. 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
Slither Skulker Scamper
Screening Ambusher Dive
Disappear

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 and take 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
Survivalist Trapper Weathered Tracker
Fortify Dungeoneer Camouflage
Survivor

Pioneering

You can start fires, craft shelters, cook food, and perform similar mundane household tasks without requiring tools by using resources and items found while foraging.

In addition, as part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to craft one of the following items: a shield, a simple melee weapon, 1d4 darts or pieces of ammunition.

Survivalist

You can make fires, craft shelters, cook food, etc. even in difficult circumstances, without having to make a survival check. In addition, select one terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or cavern. Difficult terrain doesn’t slow down the group’s travel.

Fortify

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.

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.

Weathered Tracker

You gain advantage on checks to discern the species of the creature based on its tracks. Additionally, you ignore the adverse effects of harsh weather. This can include not getting exhaustion due to being in very hot or very cold temperatures. You don’t get disadvantage on acrobatics checks while on ice.

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 you advantage on all stealth checks, when Hiding in the chosen terrain.

Survivor

You’re masterful at surviving in harsh environments and 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.
 

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