Undaran Character Option: Talent Points

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Talent Points - Character Variant Rule

Foreword

After completing a grueling task, testing the adventuring party to their limits, several of its members devote themselves to bettering their talents during the time they await their next big quest. A fighter might dedicate his time to mastering his weapon, or a warlock might invest himself into the eldritch secrets of his patron. Similarly, the cleric - who seems interested in the paladin's martial training, may take the time to learn how to better swing a sword, or the wizard may be interested in finding ways to make his magic work with a set of jeweler's tools, like his artificer rival.

Regardless of how an adventurer devotes himself to training, each example is but one of many approaches to learning a new skill, or improving one that the character is already proficient in.

The Dungeon Master's Guide has rules in place for players who wish to improve their character during downtime. These rules have since been expanded upon in later supplemental books - Such as those found in the manuscripts of the Waterdhavian crime lord Xanathar. Here, we approach a new method of character growth: the Talent Points.

What are Talent Points

Talent Points are a reward given to players by their DMs, after certain adventures are completed by the adventuring party. These points represent favors, debts, or other incentives given to the party by individuals who have taken an interest in them. When a party has been alotted an amount of downtime deemed sufficient by the DM, a player can choose to spend one or more Talent Points to gain Talents - special boons that represent time taken to gain additional experience or expertise in a particular field.

The Value of Talent Points

As a rule of thumb, a Talent Point could potentially replace one rare major magic item (See XGtE, pg. 142, for an example of a rare major magic item). Alternatively, one Talent Point can be used to replace up to 3,500 gp or 5,000 Experience Points - depending upon the circumstances that led to the completion of an adventure. At lower levels, it isn't a good idea to award more than one Talent Point per adventure. However, as the party's level increases and the rewards become more plentiful, consider giving two or three talent points if the situation is deemed acceptable.

Warning to DMs

The Talent Point system is specifically designed for use by DMs. It is not a system that a player should pre-emptively seek out for their character.

A player should never start a module or campaign with any Talent Points - unless the module or campaign explicitly states as such.

To make the best use of this system, it is critical to utilize sound communication skills with your players, and a careful discretion in the distribution of these Talent Points.

Talents

Talents are abilities of exceptional skill, earned through downtime and by spending one or more Talent Points. Similar to feats, talents embody training, experience, and abilities beyond what a class provides. Talents could provide a player with weapon, skill, tool, or language profciencies, minor features that exemplify a particular class's abilities, or an introduction to the abilities of a completely new class.

You must meet any prerequisite specified in a talent to purchase it with Talent Points. If you ever lose a talent’s prerequisite, you can’t use that talent until you regain the prerequisite.

For example, the talent Powerful Blows requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow — perhaps by a withering curse — you can’t benefit from the Powerful Blows talent until your Strength is restored.

You can take each talent only once, unless the talent’s description says otherwise. A complete list of talents available to players is included in this document, along with their costs and prerequisites.

Talents are listed alphabetically and by their category: Combat, Environmental, Genetic, Magical, and Social.

Combat Talents

Combat-related Talents involve the training and specialization in specific weapon and armor groups, either by maximizing their potential for harm, expanding their defensive properties, or developing new and innovative techniques related to their use.

Archer Weapon Mastery

Prerequisites: proficiency in martial weapons. Cost: 1 Talent Point.


You learn how to most effectively wound an opponent from afar. You gain a +1 bonus to your damage rolls when you attack with a light crossbow, heavy crossbow, longbow, or shortbow.

This talent can be taken multiple times, up to a maximum amount equal to your proficiency bonus. Its effects stack.

Armor Training

Prerequisite: proficiency with light, medium, or heavy armor. Cost: 2 Talent Points.


You learn to become more adaptable in whatever armor you choose, allowing the armor to become almost like a second skin.

Choose between light, medium, or heavy armor. While you have armor of the chosen type equipped, you gain a +1 bonus to your AC, and creatures that hit you with a weapon attack while you have the chosen armor equipped suffer a -1 penalty to the damage roll of their attack.

Ascetic

Prerequisite: Wisdom 15 or higher. Cost: 3 Talent Points.


Time spent honing your martial prowess allows you to tap into your ki more easily than most. Your maximum ki points is increased by 2.

This talent can be taken multiple times, up to a maximum amount equal to half your proficiency bonus. Its effects stack.

Assassin Weapon Mastery

Prerequisites: proficiency in the listed weapons. Cost: 1 Talent Point.


You are more familiar with the implements of death, and how to use them to deliver it most effectively. You gain a +1 bonus to your damage rolls whenever you attack with a blowgun, dagger, hand crossbow, rapier, shortsword, or scimitar.

Bombardier

Prerequisite: proficiency in alchemist's supplies, ability to cast at least one spell of 1st level or higher. Cost: 2 Talent Points.


You've become accustomed to the weight and balance of various kinds of bottles or phials, allowing you to treat acid flasks, alchemist's fire, holy water, and other similar items as simple melee weapons you are proficient in. If you do, these items have the light and thrown properties, and when thrown, they have a range of 30 feet.

In addition, when you craft each of these items with your alchemist's supplies, the time and cost required to do so is reduced by 20%.

Cleric Weapon Mastery

Prerequisite: proficiency in simple weapons. Cost: 1 Talent Point.


Implements used by holy warriors and divine priests are like extensions of your arms. You gain a +1 bonus to your damage rolls whenever you attack with a flail, light hammer, mace, or morningstar.

Lancer Weapon Mastery

Prerequisites: proficiency in the listed weapons. Cost: 1 Talent Point.


Polearms become an extension of your limbs after your training. You gain a +1 bonus to your damage rolls when you attack with a glaive, halberd, javelin, pike, quarterstaff, spear, or trident.

Martial Expert

Prerequisites: at least one superiority die. Cost: 2 Talent Points.


Choose one maneuver you know. You become particularly skilled in the chosen maneuver, allowing you to use it once without expending a superiority die. When you use it in this manner, the die rolled is a d6, regardless of the size of your superiority dice.

Once you use a maneuver in this manner, you cannot do so again until your next initiative roll.

Magician Weapon Mastery

Cost: 1 Talent Point.


You learned to be effective with a weapon when your spells are unavailable to you. You gain a +1 bonus to your damage rolls if you attack with a dagger, dart, light crossbow, quarterstaff, or sling.

Powerful Blows

Prerequisite: Strength 13 or higher. Cost: 2 Talent Points


Your physical strikes land with an increased force, able to cut deeper, land harder, and pierce faster. When you make a weapon attack with a melee weapon, you gain a bonus to the damage roll of that weapon equal to one half your proficiency bonus (rounded up).

Provocation

Prerequisite: at least one d10 Hit Die. Cost: 2 Talent Points.


You learned how to make yourself an overbearing presence on the battlefield. When you take the Attack action on your turn, you can replace one of your attacks with war cry, meant to draw the ire of your foes, aimed at a creature of your choice within 60 feet. That creature must succeed on a Wisdom saving throw or have disadvantage on attack rolls against creatures other than you for 1 minute.

The save DC of this Talent is 8 + your proficiency bonus + your Wisdom or Charisma modifier (whichever is higher).

Rapid Recovery: Combat Superiority

Prerequisite: at least one superiority die, Second Wind class feature. Cost: 2 Talent Points.


You can conserve some of your energy when using combat maneuvers. You gain an additional superiority die, and you can regain one expended superiority die when you roll initiative. Once you regain a superiority die in this manner, you cannot do so again until you complete a short or long rest.

Rapid Recovery: Ki

Ki class feature, 4th level. Cost: 2 Talent points.


Training in the martial arts allows you to rapidly center yourself. You can regain 1 expended Ki point whenever you roll initiative.

You can regain Ki points in this manner a number of times equal to your Wisdom modifier, and you regain all uses of this Talent whenever you complete a long rest.

Rapid Shot

Cost: 3 Talent Points


Your skill with ranged weapons has improved, allowing you to make attacks with a ranged weapon with a swiftness. When you make an attack with a ranged weapon, you may make an additional attack with that weapon using your bonus action.

Warrior Weapon Mastery

Prerequisite: proficiency in martial weapons. Cost: 1 Talent Point.


You are more nimble with weapons used by knights, paladins, mercenaries, and brutes. You gain a +1 bonus to your damage rolls when you attack with a battleaxe, greataxe, greatsword, maul, longsword, war pick, or warhammer.

Shield Training

Prerequisite: proficiency in shields. Cost: 2 Talent Points


Sometimes the best offense is a good defense; this is a saying you have taken to heart. While you are wearing a shield, you can use it as a simple melee weapon with which you are proficient. It has the light property, and its damage die is a d6. Once on each of your turns, when you hit a creature with a shield, and its size is Medium or smaller, you can take the Shove action as part of the action used to hit the creature.

Steel Flurry

Prerequisites: Two Weapon Fighting style, Dual Wielder feat. Cost: 3 Talent Points.


Your ability to wield two weapons improves to lightning speeds. When you take the Attack action while wielding one weapon in each hand, you can make an additional attack with your off hand weapon as part of this action.

Steelskin

Prerequisite: 7th level. Cost: 4 Talent Points.


You are heartier than normal, able to shrug off blows that would fell lesser warriors. When you take damage, you can reduce it by 1.

This Talent can be taken multiple times, up to a maximum amount equal to your Constitution modifier. Its effects stack.

Summoner Weapon Mastery

Prerequisites: proficiency in one or more of the listed weapons. Cost: 1 Talent Point.


You learn that, even without the aid of your extraplanar companions, you can be formidable foe when cornered. You gain a +1 bonus to your damage rolls when you attack with a club, dagger, greatclub, handaxe, sickle, sling, spear, or whip.

Weapon Training

Cost: 1 Talent Point


You have practiced extensively with a variety of weapons, familiarizing yourself in their use. When you purchase this Talent, you gain proficiency in a number of weapons of your choice equal to your proficiency bonus. This Talent is not retroactive.

This Talent can be purchased multiple times. Each time you do so, you gain additional weapon proficiencies equal to your proficiency bonus.

Genetic Talents

Genetic Talents revolve around improving or augmenting the inherent attributes of the person, either by bringing them to their peak performance, or by modifying them to work for other purposes.

Aptitude

Prerequisites: Human. Cost: 1 Talent Point.


You spent your time dedicated to the natural talent you had since the start of your adventuring career. Your proficiency bonus is doubled for the any ability check that uses the skill proficiency granted to you by your lineage.

Dwarven Weapon Training

Prerequisite: Dwarf. Cost: 1 Talent Point.


Your kin's ancestry has instilled in you an affinity for hard-hitting weapons, and you prefer these to more elegant arms. You gain a +1 bonus to your damage rolls you attack with a weapon you have proficiency with from your lineage, and when you take the Attack action, you can make an additional attack as part of that same action, but it can only be used to make a Shove or Disarm attempt.

Elemental Breathing

Prerequisites: Breath Weapon. Cost: 2 Talent Points.


Through time and patience, your ability to generate your breath into an elemental force becomes more efficient. You gain an additional use of your breath weapon. This additional use recharges on a short or long rest.

Elven Weapon Training

Prerequisites: Elf. Cost: 1 Talent Point.


You have been specially trained to wield a variety of traditional elven weapons with improved grace and potency. You gain a +1 bonus to your damage rolls when you attack with a weapon you have proficiency with from your lineage, and when you take the Attack action, your movement speed increases by 5 feet.

Exceptional Attribute

Prerequisites: ability score of 17 or higher. Cost: 3 Talent Points or more (see text).


You have discovered a way to break the genetic limits of one of your primary attributes. Choose one ability score which qualifies you for this feat. That ability score, as well as the maximum for that ability score, increases by 2.

You can take this Talent multiple times, up to a maximum number of times equal to your proficiency bonus. Its effects can stack; however, if you increase the same ability score more than once, the cost of this talent for that ability score increases by 2 Talent Points.

Feat of Accomplishment

Cost: 3 Talent Points or more (see text).


Through time and training, you have developed a new way of harnessing your latent abilities. You gain one feat of your choice for which you qualify (See the Player's Handbook for a description of some of the feats you can take). You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

You can take this Talent multiple times, up to a maximum number of times equal to one half your proficiency bonus (rounded down). Each time you take this Talent, you can choose another feat for which you qualify for. Whenever you take this Talent, its cost increases by 3 Talent Points.

Pearls of Dewdrop

Prerequisite: Spirit Nature (Water), 5th level. Cost: 1 Talent Point


You can tap into your innate spiritual energy to power your spellcasting, empowering your healing and wintry magic and granting you the following benefits:

  • Cold damage you inflict gains a +1 damage bonus.
  • You gain a +2 bonus to your healing rolls.
  • You can cast create or destroy water spell as a 2nd-level spell once with this Talent and regain the ability to do so when you finish a long rest.
Rapid Recovery: Innate Spellcasting

Prerequisite: Ability to cast a spell without expending a spell slot. Cost: 2 Talent Points.


Practice with your natural magical talents has made you more efficient with the spells you naturally invoke. If you have no more uses remaining of a spell you can normally cast without using a spell slot when you complete a short rest, you regain one use.

Once you use this Talent, you cannot do so again until you complete a long rest.

Magical Talents

Magical Talents allow an adventurer to explore different methods of applying or twisting arcane energies in myriad ways. From amplifying the elements to focusing specific energies, many a technique is developed to allow an arcanist to improve their studies in their own way.

Ablative Barrier

Prerequisite: Ability to cast at least one spell of 1st level or higher. Cost: 1 Talent Point


You learned to channel a more pure form of defensive magic through your abjurations. Once on each of your turns when you cast an abjuration spell of 1st level or higher, you gain temporary hit points equal to two times the spell's level.

Coat of Thorns

Prerequisite: Arcane Ward class feature. Cost: 2 Talent Points.


The magic you use to weave your wards and barriers becomes corrosive to its attackers. You can cause a creature to take force damage equal to your Intelligence modifier whenever it deals damage, under one of the following conditions:

  • The damage dealt does not reduce your temporary hit points to 0.
  • At least 1 point of damage is dealt to your Arcane Ward.
Elemental Empowerment

Prerequisite: Elemental Adept feat. Cost: 2 Talent Points.


Magic of the elemental type you specialize in becomes more potent. Choose one ability score between Intelligence, Wisdom, or Charisma. Spells you cast that deal damage of the type associated with your Elemental Adept feat gain a bonus to one damage roll equal to the chosen ability modifier.

Enhanced Ward

Prerequisite: Arcane Ward class feature, 6th level. Cost: 3 Talent Points.


Through special runes and incantations, you discovered a way to empower your ward beyond it's normal limits. It's hit point maximum increases by an amount equal to your proficiency bonus. Moreover, any damage the ward takes is reduced by 2.

Genius Invoker

Prerequisite: Eldritch Invocations class feature. Cost: 2 Talent Points.


Practice in otherworldly magic has allowed your depth of forbidden knowledge to expand further. You learn one Eldritch Invocation option of your choice for which you meet the prerequisites. Whenever you gain a level, you can replace the invocation with another one of your choice.

Healer's Arcana Training

Prerequisite: Ability to cast at least one cleric spell of 1st level or higher. Cost: 1 Talent Point.


Your divine training enhances your restorative spells. Whenever you cast a spell that restores hit points, you gain a bonus equal to the level of the spell slot used to one healing roll of the spell.

Kismet

Prerequisite: Portent class feature. Cost: 2 Talent Points.


Fate is a force that cannot be controlled. However, you may have discovered a way to guide its hand, albeit loosely. When you roll your d20s for your Portent class feature, you can reroll one of the dice and record either result.

Magician's Arcana Training

Prerequisite: Ability to cast at least one spell of 1st level or higher. Cost: 1 Talent Point.


Practice twisting arcane energies enables you to further empower your destructive spells. Whenever you cast a spell that deals damage, you gain a bonus equal to the level of the spell slot used to one damage roll of the spell.

Natural Sorcery

Prerequisite: At least 2 Sorcery Points. Cost: 1 Talent Point.


Your wellspring of magical power deepens, increasing the number of sorcery points you have by an amount equal to your proficiency bonus. You regain all sorcery points when you complete a long rest.

Necromancer's Arcana Training

Prerequisite: Ability to cast the animate dead or create undead spells. Cost: 2 Talent Points.


Proficiency in the forces of death has allowed you more precise control in its undying power. Whenever you cast a necromancy spell, you gain a bonus to one damage roll of the spell equal to your spellcasting ability modifier. In addition, undead you control gain the following benefits:

  • The creature's hit point maximum increases by 2 times the creature's maximum number of Hit Dice.
  • The creature gains a +2 bonus to its damage rolls.
  • The creature gains a +1 bonus to its attack rolls, ability checks, and saving throws.
Practiced Arcana

Prerequisite: Ability to cast at least one spell of 2nd level or higher. Cost: 2 Talent Points.


Choose one 1st level spell that you know or can prepare. Practice with the chosen spell allows you to to invoke its arcane power reflexively, with less effort. You can cast the chosen spell once without expending a spell slot or material components.

Once you cast the chosen spell in this manner, you cannot do so again until you complete a long rest, though you can still cast the chosen spell using any available spell slot.

Rapid Recovery: Arcane Ward

Prerequisite: Arcane Ward and Projected Ward class features, 10th level. Cost: 4 Talent Points


The residual magic of your spells proves persistent. You can create an additional Arcane Ward whenever you complete a short or long rest, replacing any existing Arcane Ward you currently have.

Rapid Recovery: Bardic Inspiration

Prerequisite: 9th level, at least one Bardic Inspiration die. Cost: 2 Talent Points.


Inspiration strikes an artist at opportune times. You are no exception.

You can regain one expended use of Bardic Inspiration when you roll initiative. Once you use this Talent, you cannot do so again until you complete a long rest.

If you have 9 or more Bard levels, you can regain use of this feature whenever you use your Song of Rest.

Rapid Recovery: Wild Shape

Prerequisite: 8th level, Wild Shape class feature. Cost: 4 Talent Points.


Your shapeshifting abilites have become more efficient. Whenever you roll initiative with no uses of Wild Shape remaining, you regain one expended use.

Once you use this Talent, you cannot do so again until you complete a short or long rest.

Summoner's Arcana Training

Prerequisite: Ability to cast at least one conjuration spell of 1st level or higher. Cost: 1 Talent Point


You learned methods to apply arcane power to the creatures you summon, augmenting their physical prowess. Any creature summoned or created by a spell that you cast gains the following benefits:

  • The creature appears with more hit points than normal: 1 extra hit point per Hit Die it has. If the creature doesn't have Hit Dice, its maximum hit points instead increase by 2 times the level of the spell slot used to summon the creature.
  • The creature gains a +1 bonus to its attack rolls, ability checks, and damage rolls.
Strenghtened Shielding

Prerequisites: Ability to cast at least one spell of 4th level or higher. Cost: 3 Talent Points.


Barriers you create with your magic are more durable than normal. When you grant temporary hit points to a creature using a spell of 1st level or higher, you grant additional temporary hit points equal to your level.

Social Talents

Social Talents revolve around expanding or enriching a character's ability to function outside an adventuring environment. Some ordeals met by the party don't involve the slaying of a dragon or the unearthing of an ancient ruin; but rather they involve convincing a noble to lend their aid, haggling down the greedy merchant, or contributing to the construction of a settlement for the common folk.

Friends in High Places

Prerequisite: 5th level or higher. Cost: 2 Talent Points.


Stories of your adventures travel far and wide. These stories have made their way to powerful forces who have invested an interest into your continued success. While you are in a region associated with your new contact, you can live a modest lifestyle at no cost, and the prices for items you buy are 5% lower.

Your DM may also grant you an ally when you take this talent, who can provide you with mundane goods and services - provided they are not frequently endangered or abused. These could be things such as weapons, ammunition, healer's kits, or basic alchemical supplies.

Haggler

Prerequisite: proficiency in the Persuasion skill. Cost: 1 Talent Point.


You become more adept at swaying a market to a deal that you wish to broker. When you make an ability check to determine the elements of a deal or to lower the asking price of an item you are trying to buy, you gain a +2 bonus to the roll.

Medic

Prerequisite: proficiency in the Medicine skill. Cost: 1 Talent Point.


Setting bones, stitching wounds, and treating illnesses all become easier for you to do.

When you complete a short rest, and you have a healer's kit with at least one use remaining. You can spend any number of those uses to treat the injured. Each use of the healer's kit you expend allows you to target one creature of your choice who was a part of the short rest and restore a number of hit points to that creature equal to 1d6 + your Wisdom modifier.

The creature also gains a +2 bonus on any saving throw against one poison or disease affecting them, with this effect lasting for 1 hour after the completion of the short rest.

Silver-Tongued

Prerequisite: Proficiency in the Persuasion skill. Cost: 1 Talent Point.

With but a word, a look, and a carefully calculated message; anyone can be made pliable. When you make an ability check to influence a creature's disposition or to convince a creature that what you're saying is true or correct, you gain a +2 bonus to the roll.

Sticky Fingers

Prerequisite: proficiency in the Sleight of Hand skill. Cost: 1 Talent Point.


With a little finesse, anything that isn't bolted down to the earth can - for a moment - be yours. When you make an ability check to pick pockets or misdirect a creature's attention with a small object, you gain a +2 bonus to the roll.

 

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