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CHARACTER OPTIONS

TALENTS
OVER 200 TALENTS TO SPICE
UP YOUR CHARACTERS!

By DRAGONIX
Design
Dragonix
Facebook Home Page
Cover and Interior Illustrator
Sandeson Gonzaga
Arcana Games' Character Stock Art

Playtesters
Mycko David
Kirby Gonzaga
Teddy Gonzaga
Marky Erquiza
James Manansala
Marco Pasamba
Jeff Quilala
Raffy San Antonio
TJ Sese
Teejay Suaring
Michael Tiongson
Dave Young About this Book
Rowell Zaragoza Character Options: Talents offers variant rules for
Rowena Zaragoza your 5th edition gaming. It does not change any of
the existing rules. Instead, it offers you addition-
al options for character development. It contains
Acknowledgement over 200 talents to choose from that you can use
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten to customize your character and make them more
Realms, the dragon ampersand, Player’s Handbook, Monster Manual, unique, specialized, and dynamic.
Dungeon Master’s Guide, D&D Adventurers League, all other Wizards
The 5th edition core rules has been an amazing
of the Coast product names, and their respective logos are trade-
marks of Wizards of the Coast in the USA and other countries. All set but it has left me a little more wanting in char-
characters and their distinctive likenesses are property of Wizards of acter options. In particular, the Feats and character
the Coast. This material is protected under the copyright laws of the
archetypes. Do not get me wrong, they are both
United States of America. Any reproduction or unauthorized use of
the material or artwork contained herein is prohibited without the well written, balanced, and fun. However, I would
express written permission of Wizards of the Coast. have liked to have been able to decide more on how
I develop my character as I gained levels.
Character Options: Talents harkens back to the
days of 3rd edition gaming where you always look
forward to that extra feat you can acquire at 3rd
“The result is ... that there’s no level, and every three levels thereafter. The talents
room left in the world for the weird you will see within this book are like mini-feats.
Most do not bring as many features as a standard
– though plenty for crude, con- feat. Instead, they either help shape and add flavor
temptuous, wisecracking, fun-pok- to your character, improve your specializations, or
address your opportunities. You do not need to use
ing imitations of it.” all of them if you think some are not balanced. Feel
free to modify them as you see fit. And most impor-
― Fritz Leiber, Heroes and Horrors tantly, have fun!

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Introduction of their faction are allowed to have. Finally, there
are class talents. These comprise the majority
of the talents, and most have specific class level
What are Talents?

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requirements.
alents are extraordinary aspects of a
character’s abilities, background, personality, Game Balance

T
physique, proficiencies, and features. he introduction of talents may result in
They are similar to, but not always as powerful some game imbalance issues in favor of the
as, standard Feats. They offer a means for you to players.
improve your current existing abilities, slightly or To address this, you can use some or all of the
temporarily shift game mechanics into your favor, following options:
provide you with a new capability, or build your • Reduce the starting total ability scores of players
character’s background and personality for a richer by 2-4 and/or set a maximum starting ability score
roleplaying experience. of 14 after racial bonuses.
• Assign talents to NPCs or even humanoid
Acquiring Talents monsters. As a standard, monsters can have

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ach character begins with one talent at one talent for every three CR they have plus one,
1st level. At 3rd level and every three rounded down. Class talents can also be applied to
levels thereafter (6th, 9th, 12th, 15th, and monsters who have classes or class-like features.
18th), they gain another talent. Talents are The book DM Options: Monster Talents extensively
gained according to character level, regardless of provides more details about providing talents to
individual class levels. monsters.
You can only acquire a specific talent once. • Increase the average level of the party by 1 for
However, certain talents can be retaken more than every 3 levels when calculating CR.
once as detailed in their description.
You may also choose not to acquire a talent when
you reach a level where you are eligible to do so.
You can save this acquisition for later on (perhaps
when you have met the prerequisites).
If you do not wish to use the variant rules of
The Talents
acquiring talents, you can instead just acquire them Talent Descriptions
as Half Feats. Each time you are eligible to take a Below is the format for talent descriptions:
new Feat, you can opt to select two Talents instead.
Talent Name
Prerequisites Description of what the talent does or represents

S
ome talents have prerequisites. Your character in plain language.
must have the indicated ability score, class Prerequisite: A minimum ability score, another
level, faction, feature, feat, race, skill, or other talent or talents, member of a race or faction, or a
quality designated in order to select or use that class level that a character must have in order to
talent. acquire this talent. This entry is absent if a talent
You cannot use or gain the benefit of a talent if you has no prerequisite. A talent may have more than
lose the prerequisite. one prerequisite.
Benefit: What the talent enables the character
Types of Talents

S
(“you” in the talent description) to do. If a character
ome talents are general, meaning that no
has the same talent more than once, its benefits
special rules govern them as a group.
do not stack unless indicated otherwise in the
Others are racial, which means that those
description.
talents are only available to members of that race.
Faction talents are talents which only members

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Table of Talents
General Talents Tool Focus Fortunate
Witchcraft Nimble Reaction
Ability Second Chance
Agile Strongheart
Astute Racial Talents
Brilliant Mind
Built Dragonborn Human
Breath Weapon Focus Human Aptitude
Commanding Presence
Deadly Breath Weapon Human Ingenuity
Cunning
Dragonborn Fury Human Resolve
Great Fortitude
Indomitable Dragonborn Heritage
Iron Will Potent Breath Weapon Tiefling
Lightning Reflexes Bloodhunt
Vigorous Dwarf Greater Infernal Legacy
Winsome Dwarven Bullheadedness Infernal Fortitude
Dwarven Racial Foe Infernal Wrath
Dwarven Weapon Expert
Background Improved Dwarven Armor Training
Ascetic Missionary
Last Stand
Class Talents
Brilliant Academic
Crafty Dealer Barbarian
Cunning Spy Elf Brutal Strikes
Daring Explorer Arcane Knowledge Deadly Rage
Dashing Scoundrel Elven Accuracy Extra Rage
Gallant Hero Elven Focus Greater Rage
Grizzled Veteran Elven Racial Foe Expertise Improved Unarmored Defense
Rugged Outdoorsman Elven Vigilance Invigorating Rage
Shady Operator Sunlight Adaptation Mighty Rage
Shrewd Investigator Uncanny Senses Savagery
Summon Twin Totem Spirits
Gnome Summon Totem Spirit
Combat
Cleave Arcane Inclination
Great Cleave Conservator Bard
Improved Dodge Fade Bardic Prodigy
Improved Initiative Gnome Furtiveness Extra Bardic Inspiration
Improved Taunt Gnomish Racial Foe Extra Expertise
Mighty Cleave Improved Bardic Inspiration
Point Blank Shot Half-Elf Improved Cutting Words
Power Attack Elven Senses Improved Song of Rest
Spell Attack Focus Elven Weapon Training Instinctive Bardic Inspiration
Taunt Natural Diplomat Inspiring Strike
Two-Weapon Rend Galvanizing Strike
Weapon Focus
Half-Orc
Furious Assault
Cleric
Miscellaneous Orcish Brute Ancestry
Blinding Strike
Armor Focus Channel Divinity Focus
Orcish Resilience
Bloodline of Fire Divine Fortune
Orcish Rush
Elemental Focus Divine Recovery
Orcish Weapon Familiarity
Extra Attunement Divine Sneak Attack
Multitasker Elemental Shape
Skill Focus Halfling Extra Channel Divinity
Born Sneaky

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Extra Domain Knowledge Extra Fighting Style Warlock
Extra Knowledge of Magic Extra Sacred Oath Channel Divinity Dark Forte
Gift of Lightning Improved Aura Distracting Intrusion
Knowledge of Magic Improved Lay on Hands Extra Invocation
Improved Blinding Strike Improved Abjure Enemy Extra Dark One’s Own Luck Extra
Improved Cloak of Shadows Improved Nature’s Wrath Extra Entopic Ward
Improved Gift of Lightning Improved Sacred Weapon Fey Presence
Improved Swift Cure Wounds Improved Turn the Faithless Improved Dark One’s Blessing
Improved Turn Undead Improved Turn the Unholy Improved Misty Escape
Improved War God’s Blessing Improved Vow of Enmity Pernicious Magic
Swift Cure Wounds Potent Divine Smite
War Strike Wizard
Ranger Arcane Tradition Focus
Druid Beast Combo Strike Arcane Tradition Prodigy
Extra Circle Beast Intercept Improved Arcane Recovery
Extra Wild Shape Druidic Lore Improved Arcane Ward
Imbued Wild Shape Extra Defensive Tactics Improved Grim Harvest
Improved Conjuration Extra Favored Enemy Improved Instinctive Charm
Improved Natural Recovery Extra Favored Terrain Improved Portent
Instinctive Wild Shape Extra Fighting Style Improved Sculpt Spell
Plant Form Extra Hunter’s Prey Instinctive Benign Transposition
Nature Sense Favored Enemy Slayer Swift Illusion Spell
Rejuvenate Greater Ranger’s Companion Swift Transmutation Spell
Improved Favored Enemy
Improved Multiattack
Fighter Faction Talents
Improved Ranger’s Companion
Called Strike
Nature's Sense
Eldritch Weapon Emerald Enclave, The
Extra Action Surge Blessing of Sylvanus
Extra Combat Maneuver Rogue Naturalist
Extra Fighting Style Arcane Exploit Preserve the Natural Order
Extra Superiority Die Deadly Sneak Attack
Impairing Critical Deft Sneak Attack
Extra Expertise
Harpers, The
Improved Second Wind
Harper Favored Foes
Weapon Specialization Gouge
Harper Knowledge
Vicious Critical Hamstring
Tymora’s Smile
Impairing Strike
Improved Uncanny Dodge
Monk Lord’s Alliance, The
Master Assassin
Abundant Step
Poisoncraft Best Defense is a Strong Offense
Drunken Mongoose
Sap Glory and Honor
Elemental Combo
Thief Acrobat Unite Against the Dark
Extra Elemental Discipline
Extra Ki
Greater Ki-Empowered Strikes Sorcerer Order of the Gauntlet, The
Improved Ki-Empowered Strikes Double Wing Strike Faith Against Evil
Improved Unarmored Defense Dragon Wing Shield Strength and Honor
Instinctive Shadow Step Extra Metamagic Punish the Evil
Ki Focus Extra Sorcery Points
Shadow Strike Improved Bend Luck Zhentarim, The
Improved Control Chaos Cheap Shot
Improved Draconic Resilience
Paladin Zhentarim Agent
Improved Elemental Affinity Zhentarim Thug
Blessed Divine Smite
Improved Flexible Casting
Deadly Divine Smite
Selected Chaos
Divine Lore

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General Talents result of the second roll, even if it is lower.
Once you use this feature, you cannot use it again
until you finish a long rest.

Ability Brilliant Mind


You are extraordinarily smarter than normal.
Agile Prerequisite: Intelligence 10 or higher.
You are more nimble and quick to react than
normal. Benefit: You have a +1 bonus to Intelligence saving
throws.
Benefit: You can reroll a Dexterity ability check or
Dexterity saving throw. You must use the result of
the second roll, even if it is lower.
Once you use this feature, you cannot use it again
Built
until you finish a long rest. You are stronger than normal.
Benefit: You can reroll a Strength ability check or
Strength saving throw. You must use the result of
Astute the second roll, even if it is lower.
You are smarter than normal. Once you use this feature, you cannot use it again
until you finish a long rest.
Benefit: You can reroll an Intelligence ability check
or Intelligence saving throw. You must use the

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Commanding Presence the second roll, even if it is lower.
You have a greater personality than normal. Once you use this feature, you cannot use it again
until you finish a long rest.
Prerequisite: Charisma 10 or higher.
Benefit: You have a +1 bonus to Charisma saving
throws. Great Fortitude
You are extraordinarily healthier than normal.
Prerequisite: Constitution 10 or higher.
Cunning
You are more shrewd and headstrong than normal. Benefit: You have a +1 bonus to Constitution saving
throws.
Benefit: You can reroll a Wisdom ability check or
Wisdom saving throw. You must use the result of

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Indomitable throws.
You are extraordinarily stronger than normal.
Prerequisite: Strength 10 or higher.
Vigorous
Benefit: You have a +1 bonus to Strength saving You are healthier than normal.
throws.
Benefit: You can reroll a Constitution ability check
or Constitution saving throw. You must use the
result of the second roll, even if it is lower.
Iron Will
Once you use this feature, you cannot use it again
You are extraordinarily more strong-willed than
until you finish a long rest.
normal.
Prerequisite: Wisdom 10 or higher.
Benefit: You have a +1 bonus to Wisdom saving Winsome
throws. You have a stronger personality than normal.
Benefit: You can reroll a Charisma ability check or
Charisma saving throw. You must use the result of
Lightning Reflexes the second roll, even if it is lower.
You are extraordinarily quicker than normal. Once you use this feature, you cannot use it again
Prerequisite: Dexterity 10 or higher. until you finish a long rest.

Benefit: You have a +1 bonus to Dexterity saving

Background
Ascetic Missionary
You live a devout and disciplined life, abstaining
from wordly pleasures in order to order to pursue
spiritual goals, help the weak, or achieve supreme
martial prowess.
Benefit: You have 3 Ascetic Missionary points.
Whenever you make an ability check that involves
the skill Insight, History, Medicine, Perception, or
Religion, you can spend one Ascetic Missionary
point to roll a d12 and add it to the result. You can
choose to spend one of your Ascetic Missionary
points after you roll the die, but before the outcome
is determined.
You regain your expended Ascetic Missionary
points when you finish a long rest.

Brilliant Academic
You are a young prodigy, a well-travelled professor,
or an accomplished historian. Knowledge is your
tool to gain the attention of everyone around you
when you explain your points.

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Benefit: You have 3 Brilliant Academic points. Daring Explorer
Whenever you make an ability check that involves You are a bold, well-travelled adventurer always on
the skill Arcana, History, Investigate, Nature, or the hunt for secret treasure or undiscovered areas.
Persuasion, you can spend one Brilliant Academic You deftly avoid traps and natural hazards. There
point to roll a d12 and add it to the result. You can is hardly any place you cannot reach or find a way
choose to spend one of your Brilliant Academic into or any puzzle you cannot solve.
points after you roll the die, but before the outcome
Benefit: You have 3 Daring Explorer points.
is determined.
Whenever you make an ability check that involves
You regain your expended Brilliant Academic
the skill Acrobatics, Athletics, History, Investigation,
points when you finish a long rest.
or Survival, you can spend one Daring Explorer
point to roll a d12 and add it to the result. You can
choose to spend one of your Daring Explorer points
Crafty Dealer after you roll the die, but before the outcome is
You have uncanny knowledge of the prices and determined.
trends of commodities. You can easily recognize an You regain your expended Daring Expolorer points
opportunity to earn a profit, sometimes exploiting when you finish a long rest.
the ignorance of others. You are very rarely taken
advantage of, and you can spot a con or trick a mile
away.
Benefit: You have 3 Crafty Dealer points.
Whenever you make an ability check that involves
the skill Deception, Insight, Persuasion, or Sleight
of Hand, or an Intelligence check to appraise an
item, you can spend one Crafty Dealer point to roll
a d12 and add it to the result. You can choose to
spend one of your Crafty Dealer points after you
roll the die, but before the outcome is determined.
You regain your expended Crafty Dealer points
when you finish a long rest.

Cunning Spy
You are trained in the arts of subterfuge. You can
blend into the crowd or assume the identity of
others. You have a knack of finding ways to gain
information or reach an objective without getting
detected.
Benefit: You have 3 Cunning Spy points. Whenever
you make an ability check that involves the skill
Deception, Investigation, or Stealth, or the tool
Disguise Kit, Forgery Kit, or Thieves’ Tools, you
can spend one Cunning Spy point to roll a d12 and
add it to the result. You can choose to spend one of
your Cunning Spy points after you roll the die, but
before the outcome is determined.
You regain your expended Cunning Spy points
when you finish a long rest.

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Dashing Scoundrel Whenever you make an ability check that involves
You are a rakish knave, a charming rascal, a the skill History, Insight, Intimidation, Perception,
dauntless warrior with a wit. You face challenges or Survival, you can spend one Grizzled Veteran
with bravado and always find humor in every dire point to roll a d12 and add it to the result. You
situation. You are popular with the opposite sex can choose to spend one of your Grizzled Veteran
and hardly anyone hates you, even if they cannot points after you roll the die, but before the outcome
trust you. is determined.
You regain your expended Grizzled Veteran points
Benefit: You have 3 Dashing Scoundrel points.
when you finish a long rest.
Whenever you make an ability check that involves
the skill Acrobatics, Athletics, Performance,
Persuasion, or Sleight of Hand, you can spend one
Dashing Scoundrel point to roll a d12 and add it Rugged Outdoorsman
to the result. You can choose to spend one of your You have dedicated your life and work in the
Dashing Scoundrel points after you roll the die, but frontier and harsh wilderness. Your skill as a guide,
before the outcome is determined. a tracker, or a hunter is extraordinary. There is
You regain your expended Dashing Scoundrel hardly anyone better at what you do and thus you
points when you finish a long rest. are often sought after.
Benefit: You have 3 Rugged Outdoorsman points.
Whenever you make an ability check that involves
Gallant Hero the skill Animal Handling, Athletics, Nature,
You are the people’s champion, the brave knight, Perception, or Survival, you can spend one Rugged
or the humble ronin. You know how to carry and Outdoorsman point to roll a d12 and add it to the
present yourself to people of different walks of life. result. You can choose to spend one of your Rugged
You are often the first to charge in a battle. There Outdoorsman points after you roll the die, but
is nothing more important to you than defending before the outcome is determined.
the weak, oppressed, and the occassional damsel in You regain your expended Rugged Outdoorsman
distress. points when you finish a long rest.
Benefit: You have 3 Gallant Hero points. Whenever
you make an ability check that involves the skill
Animal Handling, Athletics, or Persuasion, an
Intelligence check to recall information about
proper etiquette and customs, or an initiative roll,
you can spend one Gallant Hero point to roll a d12
and add it to the result. You can choose to spend
one of your Gallant Hero points after you roll the
die, but before the outcome is determined.
You regain your expended Gallant Hero points
when you finish a long rest.

Grizzled Veteran
You are a retired soldier, former guard captain,
or ex-mercenary. You have survived too many
wars and served under too many banners. You
may gruff and prefer not to be bothered, but you
bring experience and wisdom to any group you
accompany.
Benefit: You have 3 Grizzled Veteran points.

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Shady Operator Combat
You were born in the streets, surviving the
harshness of poverty and the cruelty of society. You
learned how to become resourceful, shrewd, and Cleave
opportunistic. You rose from the ranks of common The follow through from your melee weapon
thieves and thugs. You built a network of spies and strikes can sometimes fell another enemy within
informants through extortion, deals, and favors. range.
You are the person to reach out to when someone Prerequisite: Strength 13 or higher.
need information or a job done discreetly.
Benefit: On your turn, when your melee attack
Benefit: You have 3 Shady Operator points. reduces a creature to 0 hit points, any excess
Whenever you make an ability check that involves damage from that attack might carry over to
the skill Persuasion, Sleight of Hand, Stealth, or another creature nearby. You can select another
Survival (urban areas only), or any Intelligence creature within reach and, and if your original
check to recall local information or identify a attack roll can hit it, apply any remaining damage
source of information, you can spend one Shady to it. You cannot move while you perform Cleave.
Operator point to roll a d12 and add it to the You can only use this ability once per turn.
result. You can choose to spend one of your Shady
Operator points after you roll the die, but before
the outcome is determined. Great Cleave
You regain your expended Shady Operator points You can deal your full damage when you Cleave.
when you finish a long rest.
Prerequisite: Cleave, Strength 15 or higher.
Benefit: As Cleave, but you deal your full normal
Shrewd Investigator damage to the additional creature you selected to
From a young age you have always been highly attack.
observant. You notice things that most others do
not. You can spot clues and significant details that
others will simply find as irrelevant. You can often Improved Dodge
tell when a person is lying and can easily draw out You can attack while dodging.
or leverage information from others. You can track
Benefit: When you take the Dodge action, you can
even the most elusive of quarries.
make one weapon attack with disadvantage.
Benefit: You have 3 Shrewd Investigator points.
Whenever you make an ability check that involves
the skill Insight, Intimidation, Investigation, Improved Initiative
Perception, or Survival, you can spend one Shrewd You are quicker to react than normal.
Investigator point to roll a d12 and add it to the
result. You can choose to spend one of your Shrewd Benefit: You have advantage on initiative rolls.
Investigator points after you roll the die, but before
the outcome is determined.
You regain your expended Shrewd Investigator Improved Taunt
points when you finish a long rest. You hurl a string of insults and slurs at a group of
creatures you can see, distracting them and trying
to gain their attention.
Prerequisite: Taunt.
Benefit: As Taunt, except you can choose a number
of creatures equal to your Charisma, Intelligence, or
Wisdom modifier (your choice).

10
Mighty Cleave a Wisdom saving throw equal to 8 plus your
You can Cleave more often than normal. profienciency modifier plus your Charisma
modifier or Intelligence modifier or Wisdom mo
Prerequisite: Great Cleave, Strength 17 or higher.
difier (your choice). If it fails its saving throw, it
Benefit: As Great Cleave, but there is no limit to gains disadvantage to all attacks not made against
the number of creatures you can attack. As long you. The creature can continue to make saving
as your melee attack reduces a creature to 0 hit throws at the end of each of its turns.
points, you can keep on choosing another creature Once you use this feature, you cannot use it again
within reach and apply your full damage to it. until you finish a short or long rest.
You can only use this ability once per turn.

Two-Weapon Rend
Point Blank Shot You deliver a vicious double slash after hitting a
You are skilled at making well-placed shots with creature with both your weapons at the same time.
ranged weapons at close range.
Prerequisite: Two-Weapon Fighting.
Benefit: You have +1 bonus to ranged weapon
Benefit: When performing two-weapon fighting
damage rolls against creatures you hit within 30
and you hit a creature with both your left and right
feet.
hand weapons in the same turn, you can choose to
deal an extra weapon damage equal to 2d6 + your
Power Attack
You can make exceptionally deadly melee attacks
by sacrificing accuracy for strength.
Benefit: On your turn, before you make a strength-
based melee weapon attack, you can choose to take
a -5 penalty to the attack roll. If the attack hits, you
add +5 to the attack’s damage.
This talent does not stack with the Great Weapon
Mastery feat.

Spell Attack Focus


You are more accurate in the use of a melee or
ranged spell attack.
Benefit: Choose either a melee or ranged spell
attack. You gain a +1 bonus to attack rolls made
with the spell attack chosen.
You can retake this talent one more time only to
select the other type of spell attack.

Taunt
You cause a ruckus or hurl a string of insults and
slurs at a creature you can see, distracting it and
trying to gain its attention.
Benefit: As a bonus action, choose a creature
you can see within 30 feet that can hear and
understand you. That creature must make
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Strength or Dexterity modifier (your choice). Extra Attunement
Once you use this feature, you cannot use it again You can attune with more magical items than
until you finish a short or long rest. normal.
Prerequisite: Character level 9.
Benefit: Increase the number of magical items
Weapon Focus
you can attune with by 1. Each time you take
You are talented in the use of a specific weapon.
this talent, you must permanently decrease your
You are more accurate with it.
highest ability score by 2. If your highest score is
Benefit: Choose one type of weapon (longsword, shared by two or more abilities, choose one.
mace, warhammer, etc.) you are proficient with. You can retake this talent one more time only, but
You gain a +1 bonus to attack rolls made with that you must be of level 18 or higher when you do so.
type of weapon.
You can retake this talent. Each time you do so, it
must be applied to a different weapon. Multitasker
You can concentrate on maintaining two spells at a
time.
Miscellaneous Prerequisite: Any spellcaster.
Benefit: You can maintain concentration on a
spell even if you cast another spell that requires
Armor Focus
concentration. Maintaining concentration on two
You are talented in the use of a specific armor.
spells imposes disadvantage on your Constitution
You are very accustomed to it and know how to
properly use it during combat.
Benefit: Choose one type of armor (plate mail,
chain mail, leather armor, etc.) you are proficient
with. You gain a +1 bonus to AC when wearing
that type of armor while conscious and not
incapacitated.
You can retake this talent. Each time you do so, it
must be applied to a different armor.

Bloodline of Fire
You are descended from the Efreet who ruled
Calimshan for two millenia. The blood of these fire
outsiders runs thick in your veins.
Benefit: You have advantage on saving throws
against fire.

Elemental Focus
Any ability, feature, or spell you use from a chosen
damage type is more difficult to resist.
Benefit: Choose from the following damage types
(acid, cold, fire, lightning, or thunder). Increase the
DC of your abilities, features, or spells which uses
this type of damage by 1.

12
checks to maintain concentration. Casting a third
spell that requires concentration ends one of the
Racial Talents
two previous spells (your pick).

Skill Focus
Dragonborn
You are talented in the use of a skill you are
proficient with. Breath Weapon Focus
Benefit: Choose one skill you are proficient with. Sensing weakness from a foe, you are temporarily
You have a +2 bonus to ability checks using that consumed by fiendish bloodthirst.
skill. Prerequisite: Dragonborn.
You can retake this talent. Each time you do so, it
Benefit: Increase your breath weapon saving
must be applied to a different skill.
throw DC by 1.

Tool Focus Deadly Breath Weapon


You are talented in the use of a tool you are
Your breath weapon is more effective than normal.
proficient with.
Prerequisite: Dragonborn, Potent Breath Weapon.
Benefit: Choose one tool you are proficient with.
You have a +2 bonus to ability checks using that Benefit: When rolling for breath weapon damage,
tool. all die rolls of 1s and 2s are treated as 3s.
You can retake this talent. Each time you do so, it
must be applied to a different tool.
Dragonborn Fury
You fight with more ferocity when you are
Witchcraft wounded.
You are a practicioner of the dark arts, concocter of Prerequisite: Dragonborn.
strange potions and medicine, and a follower of the
eldritch gods, fiends, or old gods. People seek you Benefit: While your current hit points is below
out when they require help or information about maximum, you gain a +1 bonus to your damage
love, sickness, or death. rolls.
Prerequisite: Any spellcaster class.
Benefit: You have two features: Dragonborn Heritage
Reroll Ability. You can reroll an ability check Your lineage allows you recover from your wounds
that involves the skill Arcana, History, Medicine, faster than normal.
Nature, or Religion, or any ability check that uses
Prerequisite: Dragonborn.
the Herbalism Kit. You must use the result of the
second roll, even if it is lower. Benefit: After a short rest, you regain an amount of
Impose Saving Throw Disadvantage. When you hit points equal to your level plus your constitution
cast an enchantment or necromancy spell at a bonus. This is in addition to other hit points you
creature, you can take a bonus action and impose can regain normally.
disadvantage to the creature’s saving throw roll.
Once you use either feature, you cannot use any of
them again until you finish a long rest. Potent Breath Weapon
Your breath weapon is more effective than normal.
Prerequisite: Dragonborn.
Benefit: When rolling for breath weapon damage,

13
all die rolls of 1s are treated as 2s. Last Stand
You can channel your stubborness and tenacity
in the face of adversity and temporarily become
extraordinarily tough.
Dwarf Prerequisite: Dwarf, Hill.
Benefit: You can use your reaction to gain
Dwarven Bullheadedness resistance to all types of damage until the start of
Your natural stubborness born from being a dwarf your next turn.
is extraordinary. You are more resistant to stun Once you use this feature, you cannot use it again
and knock down attacks than normal. until you finish a long rest.
Prerequisite: Dwarf.
Benefit: After you roll for a saving throw against
a stun or knock down but before the outcome is
determined, you can roll a d10 and add it to the
Elf
result.
Once you use this feature, you cannot use it again Arcane Knowledge
until you take a short or long rest. You can prepare and cast an arcane spell just like a
wizard.
Prerequisite: Elf, High.
Dwarven Racial Foe Expertise
You were raised and trained to fight your racial Benefit: You learn one first level spell from the
enemies more effectively than others. Wizard’s spell list. You always have this spell
prepared and it does not count against the number
Prerequisite: Dwarf. of spells known and can prepare each day. You
Benefit: Your weapon damage rolls deal an extra always cast it as a first level spell. Intelligence is
1d4 damage against orcs, goblinoids, and giants. your spellcasting ability for it.
Once you cast this spell using this feature, you
cannot cast it again until you finish a long rest.
Dwarven Weapon Expert
You were raised and trained to use traditional
dwarven weapons. You often deliver devastating Elven Accuracy
blows with them. You are deadly accurate when using traditional
elven weapons and spells attacks.
Prerequisite: Dwarf.
Prerequisite: Elf.
Benefit: You can choose to deal the maximum
weapon damage instead of the result of the damage Benefit: You can reroll an attack made with a
roll made with your battleaxe, handaxe, light longsword, longbow, shortsword, shortbow, melee
hammer, or warhammer. spell attack, or ranged spell attack. You must use
Once you use this feature, you cannot use it again the result of the second roll, even if it is lower.
until you take a short or long rest. Once you use this feature, you cannot use it again
until you finish a short or long rest.

Improved Dwarven Armor Training


You are trained to equip heavy armor. Elven Focus
You can maintain concentration and focus more
Prerequisite: Dwarf, Mountain.
than normal.
Benefit: You gain proficiency with heavy armor.
Prerequisite: Elf.
Benefit: When you roll for a Constitution saving
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throw to maintain concentration, or an Intelligence
or Wisdom saving throw, but before the outcome
is determined, you can roll a d12 and add it to the
result.
Once you use this feature, you cannot use it again
until you finish a long rest.

Elven Racial Foe Expertise


You were raised and trained to fight your racial
enemies more effectively than others.
Prerequisite: Elf, High or Wood.
Benefit: Your weapon damage rolls deal an extra
1d4 damage against orcs, gnolls, and goblinoids.

Elven Vigilance
You are often on your guard and sometimes able to
act before anybody else at the start of combat.
Prerequisite: Elf, Wood.
Benefit: When you roll initiative, you can use a
special turn that takes place before other creatures
can act. On this turn you can use your action to
either take the Attack, Dash, or Hide action. If you
would normally be surprised at the start of an
encounter, you are not surprised but you do not
gain this extra turn.
Once you use this feature, you cannot use it again
until you finish a long rest.
Once you use this feature, you cannot use it again
until you finish a short or long rest.
Sunlight Adaptation
You have grown accustomed to daylight after
decades of living on the surface world.
Prerequisite: Elf, Drow. Gnome
Benefit: You do not gain disadvantage from attack
rolls and Wisdom (Perception) checks imposed by
Sunlight Sensitivity.
Arcane Inclination
You have a natural ability to cast a cantrip.
Prerequisite: Gnome.
Uncanny Senses Benefit: Choose one spellcasting class from Bard,
Your senses are more heightened than normal. Sorcerer, Warlock, or Wizard. You learn one cantrip
Prerequisite: Elf. from that class. Your spellcasting ability for these
spells depends on the class you chose: Charisma
Benefit: You can reroll a Wisdom (Perception)
for bard, sorcerer, or warlock or Intelligence for
ability check. You must use the result of the second
wizard.
roll, even if it is lower.

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Gnomish Furtiveness
You have the uncanny ability to to resist and
possibly avoid breath weapon attacks.
Prerequisite: Gnome.
Benefit: When you are subjected to a breath
weapon effect that allows you to make a saving
throw to take only half damage, you can use your
reaction and instead take no damage if you succeed
on the saving throw, and only half damage if you
fail.
Once you use this feature, you cannot use it again
until you take a short or long rest.

Gnomish Racial Foe Expertise


You know how to fight your racial enemies more
effectively than others.
Prerequisite: Gnome.
Benefit: Your weapon damage rolls deal an extra
1d4 damage against kobolds, fomorians, and
goblinoids.

Half-Elf
Conservator
You have the ability to identify magic items.
Elven Senses
Prerequisite: Gnome, Rock. Your noble lineage provides you with keen senses.
Benefit: You learn the Identify spell. You always Prerequisite: Half-elf.
have this spell prepared and it does not count
against the number of spells you can prepare each Benefit: You have proficiency with the Perception
day. You only spend half the amount of material skill.
components needed (50gp) when casting this spell.
Once you cast Identify using this feature, you
cannot cast it again until you finish a long rest. Elven Weapon Training
You grew up under the tutelage of elves and have
learned the use of traditional elven weapons.
Fade Prerequisite: Half-elf.
You can draw on your magical heritage to escape
Benefit: You have proficiency with the longsword,
danger.
shortsword, longbow, and shortbow.
Prerequisite: Gnome, Forest.
Benefit: You can use your reaction to become
invisible until the end of your next turn. Natural Diplomat
Once you use this feature, you cannot use it again You are a wordly individual. You are skilled in the
until you finish a long rest. arts of diplomacy, negotiation, and court politics.
Prerequisite: Half-elf.

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Benefit: You learn one extra language of your
choice. After you roll for an ability check that
involves the skill History, Insight, Performance, or Orcish Brute Ancestry
Persuasion but before the outcome is determined, Your Orcish heritage gives you extraordinary might
you can roll a d8 and add it to the result. and fortitude.
Once you use this feature, you cannot use it again Prerequisite: Half-orc.
until you take a short or long rest.
Benefit: You have advantage on all Strength and
Constitution ability checks.

Half-Orc
Orcish Rush
Your Orcish heritage gives you extraordinary might
Furious Assault and fortitude.
Wrath burns within you, fueling your attacks with
Prerequisite: Half-orc.
ferocity.
Benefit: You can take a bonus action to move up to
Prerequisite: Half-orc.
your speed toward an enemy that you can see or
Benefit: Choose a creature that has hit or dealt hear, as long as you end up adjacent to that enemy.
damage to you or an ally. Once per turn, when you Once you use this feature, you cannot use it again
hit that creature with a melee attack, you can deal until you finish a short or long rest.
an extra damage equal to your proficiency bonus +
strength modifier.
Once you use this feature, you cannot use it again Orcish Resilience
until you finish a short or long rest. Your Orcish lineage makes you difficult to bring
down.
Prerequisite: Half-orc.
Benefit: You can use your reaction to gain
temporary hit points equal to your character level
plus your Constitution modifier. The temporary hit
points last for 1 minute.
Once you use this feature, you cannot use it again
until you finish a short or long rest.

Orcish Weapon Familiarity


You grew up under the harsh tutelage of orcs and
learned the use of traditional orcish weapons.
Prerequisite: Half-orc.
Benefit: You gain proficiency with the club, spear,
greatclub, greataxe, and maul.

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Halfling Strongheart
You come from a bloodline known to be more hardy
and courageous than most.
Born Sneaky
Your heritage allows you to be more catlike in Prerequisite: Halfling, Stout.
movement, crafty, and deceptive than most. Benefit: You have advantage on death saving
Prerequisite: Halfling, Lightfoot. throws and saving throws against energy drain
attacks and being frightened.
Benefit: You can reroll an ability check that
involves the skill Deception, Sleight of Hands, or
Stealth. You must use the result of the second roll,
even if it is lower.
Once you use this feature, you cannot use it again
until you finish a short or long rest.

Fortunate
You have a knack for avoiding or resisting things
that can be unpleasant to you.
Prerequisite: Halfling.
Benefit: You can reroll a saving throw. You must
use the result of the second roll, even if it is lower.
Once you use this feature, you cannot use it again
until you finish a long rest.

Nimble Reaction
You have a talent for anticipating and avoiding
opportunity attacks.
Prerequisite: Halfling.
Benefit: You impose disadvantage on weapon
attack rolls made by enemies who used a bonus
action or reaction to make weapon attacks against
you.

Second Chance
Luck and small size combine to work in your favor
as you dodge your enemy’s attack.
Prerequisite: Halfling.
Benefit: When an enemy hits you but before rolling
damage, you can use your reaction to have the
enemy reroll the attack again. The enemy uses the
second roll, even if it is lower.
Once you use this feature, you cannot use it again
until you finish a short or long rest.

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Human Human Resolve
You can push yourself to the limit for a short period
of time when needed.
Human Aptitude Prerequisite: Human.
Due to a relative short life span, you have become
more resourceful and competitive than other races. Benefit: You can take a bonus action to temporarily
You often succeed when others do not. increase your proficiency bonus by 1 until the end
of your next turn.
Prerequisite: Human.
Once you use this feature, you cannot use it again
Benefit: When you make an attack roll, saving until you finish a long rest.
throw, or ability check but before the outcome is
determined, you can roll a d8 and add the result to
the previous roll.
Once you use this feature, you cannot use it again Tiefling
until you finish a long rest.
Bloodhunt
You are temporarily consumed by fiendish
Human Ingenuity bloodthirst when you sense a wounded foe.
Driven by ambition, you learn faster and become
more skilled than others. Prerequisite: Tiefling.
Prerequisite: Human. Benefit: On your turn, you can take a bonus action
and select a creature within 60 feet of you that you
Benefit: You gain proficiency in one skill, tool, or
can see and is below its hit point maximum. You
weapon. You can retake this talent.
gain advantage on all your attack rolls made against

19
that creature until the end of your turn. Infernal Wrath
Once you use this feature, you cannot use it again You call upon your supernatural nature to improve
until you finish a short or long rest. your odds of harming your foe.
Prerequisite: Tiefling.
Benefit: On your turn, you can take a bonus action
Greater Infernal Legacy
and choose a creature within 30 feet that you can
You are able to cast Hellish Rebuke more often than
see. This creature must have dealt damaged to you
others.
or has caused you to fail a saving throw from the
Prerequisite: Tiefling. previous turn. Until the end of your turn, whenever
Benefit: You can cast Hellish Rebuke one additional you deal damage to that creature, you deal an extra
time between long rests. damage equal to your Charisma modifier.
Once you use this feature, you cannot use it again
until you finish a short or long rest.
Infernal Fortitude
Your bloodline makes you more resistant to poison.
Prerequisite: Tiefling.
Benefit: You have resistance to poison.

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Class Talents Improved Unarmored Defense
Your unarmored defense is better than normal.
Prerequisite: Barbarian.
Barbarian Benefit: Increase your unarmored defense bonus
by 1.

Brutal Strikes
When in a frenzy while raging, you can deliver Invigorating Rage
critical hits more frequently than normal. The massive rush of adrenaline when you
Prerequisite: Barbarian level 15, Path of the successful hit a creature while you rage also heals
Berserker. you of your wounds.
Benefit: When in a frenzy when raging, your melee Prerequisite: Barbarian level 6.
weapon attacks score a critical on roll of 19 or 20. Benefit: You can choose to regain 1d6 hit points
the first time you hit a creature during each of your
turns while you are raging.
Deadly Rage Once your rage ends, you cannot use this feature
Your melee attacks break through armor and tough again until you finish a long rest.
hide when you rage.
Prerequisite: Barbarian.
Mighty Rage
Benefit: You gain a +1 bonus to melee attack rolls Your melee attacks deal extraordinary damage
while raging. when you rage.
Prerequisite: Barbarian level 12.
Extra Rage Benefit: This replaces and does not stack with
You have the endurance to enter into a rage more Greater Rage. Increase your rage damage bonus by
often than normal. 2.
Prerequisite: Barbarian.
Benefit: When you have already expended all uses Savagery
of your Rage feature, you can choose to enter into a When in a frenzy while raging, you become
rage one additional time. unnaturally bloodthirsty. Your melee attacks deal
Once the rage ends, you enter into a fatigued state. ferocious damage.
While in this condition, you can only move at half
your speed and you cannot use bonus actions and Prerequisite: Barbarian level 9, Path of the
reactions. Additionally, you have disadvantage Berserker.
on all Strength, Dexterity, and Constitution ability Benefit: When in a frenzy while raging, you can
checks and saving throws, and to all attack rolls. choose to double your rage damage bonus.
This condition can only be removed after finishing Once you use this feature, you cannot use it again
a long rest. until you finish a long rest.

Greater Rage
Your melee attacks deal more damage than normal
Summon Totem Spirit
when you rage. You have the ability to instantly summon your
ancestral totem spirit to aid you in battle in a brief
Prerequisite: Barbarian level 6. period of time.
Benefit: Increase your rage damage bonus by 1. Prerequisite: Barbarian level 9, Path of the Totem
Warrior.
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Benefit: Choose a creature you can see. You can Bard
take a bonus action to summon a totem spirit that
appears adjacent to you. It has an AC of 13 and has
hit points equal to twice your Barbarian level. The Bardic Prodigy
totem spirit then moves up to its speed toward the You are naturally gifted and way ahead of your
target. If it ends adjacent to the target, it can attack peers when it comes to magic.
that enemy. Whether it is able to attack or not, the Prerequisite: Bard level 3, College of Lore.
totem spirit disappears at the end of your turn. The
damage dealt by a totem spirit is treated as magical. Benefit: You learn one spell of your choice from
Once you use this feature, you cannot use it again any class. A spell you choose must be of a level you
until you finish a long rest. can cast, as shown on the Bard table, or a cantrip.
The chosen spell counts as a bard spell for you but
Bear. The spirit bear can move up to 40 feet and does not count against the number of your bard
makes two attacks the targeted creature with its spells known.
claws, each with an attack bonus of 3 plus your
proficiency bonus. Each hit deals 11 (2d6+4)
slashing damage. Extra Bardic Inspiration
Eagle: The spirit eagle can move (fly) up to 80 feet You have the ability to provide bardic inspiration
and makes one attack with its talons at the targeted more often than normal.
creature, with an attack bonus equal to 3 plus Prerequisite: Bard.
your proficiency bonus. A hit deals 10 (2d6+3)
slashing damage and the target must succeed Benefit: Increase the number of times you can use
on a Constitution saving throw. Failure means it Bardic Inspiration by 2.
becomes blinded until the end of your next turn.
Wolf: The spirit wolf can move up to 50 feet and
makes one bite attack at the target, with an attack
Extra Expertise
You gain expertise in one of your skill proficiencies.
bonus equal to 3 plus your proficiency bonus. A hit
deals 10 (2d6+3) piercing damage and the target Prerequisite: Bard level 3.
must succeed on a Strength saving throw or be Benefit: Select one of your skill proficiencies that
knocked prone. you do not have Expertise in. Your proficiency
The saving throw DC for both the Eagle and Wolf’s bonus is doubled for any ability check you make
additional effect is equal to 8 + your proficiency with that skill.
bonus + your Strength modifier.

Improved Bardic Inspiration


Summon Twin Totem Spirits Your Bardic Inspiration is more stirring than
You have the ability to instantly summon two of normal.
your ancestral totem spirits to aid you in battle in a Prerequisite: Bard.
brief period of time.
Benefit: Recipients of your Bardic Inspiration roll
Prerequisite: Barbarian level 15, Path of the Totem two inspiration dice instead of just one and can
Warrior. choose the higher result.
Benefit: When you use your Summon Totem Spirit
ability, you summon two totem spirits of the same
type. They both appear adjacent to you and you Improved Cutting Words
can choose to have them attack one creature or Your Cutting Words is more insulting and
different ones. distracting than normal.
Prerequisite: Bard level 15, College of Lore.

22
Benefit: If a creature targeted by your Cutting Bardic Inspiration. This expends two uses of your
Words misses its attack roll, fails it ability check, Bardic Inspiration. You cannot perform this feature
or deals 0 damage as a result, you also impose if you already have less than two uses of Bardic
disadvantage to its first attack roll not made against Inspiration left.
you until the end of the creature’s next turn.

Inspiring Strike
Improved Song of Rest Your display of combat prowess inspires your allies.
Your Song of Rest is more invigorating than normal. Prerequisite: Bard level 3, College of Valor.
Prerequisite: Bard level 3. Benefit: On your turn, after hitting and dealing
Benefit: When determining the hit points regained damage to a creature with a weapon attack, you can
through your Song of Rest, add your Charisma take a bonus action and expend up to three uses
modifier to the result. of your Bardic Inspiration. Choose a number of
allies within 60 feet that you can see and can hear
you equal to the Bardic Inspiration uses expended.
Instinctive Bardic Inspiration Until the end of their next turn, the allies you
You can inspire your allies even if it is not your choose have advantage on their first attack roll or
turn. saving throw, whichever comes first.
Once you use this feature, you cannot use it again
Prerequisite: Bard. until you finish a long rest.
Benefit: You can use your reaction to perform

23
Galvanizing Strike abilities by 1.
Your display of combat prowess stirs your allies to
action.
Prerequisite: Bard level 15, College of Valor, Divine Fortune
Inspiring Strike. You make a quick prayer to your deity, asking it to
grant you a favorable result in your next action.
Benefit: On your turn, after hitting and dealing
damage to a creature with a weapon attack, you Prerequisite: Cleric.
can take a bonus action and expend up to six uses Benefit: You have two options:
of your Bardic Inspiration. Choose a number of Gain Advantage. When you make an attack, saving
allies within 60 feet that you can see and can hear throw, or ability check roll, you can choose to give
you equal to half the total of Bardic Inspiration yourself advantage on that roll. You must decide to
uses expended. Those allies can immediately use use this feature before rolling.
a reaction to move up to their speed and make a Impose Disadvantage. When you force a creature
single melee or ranged attack. to make a saving throw from a spell you cast, you
Once you use this feature, you cannot use it again can choose to give that creature disadvantage on
until you finish a long rest. that roll. You must decide to use this feature before
it makes its saving throw roll.
Once you have used this feature, you cannot use it
again until you finish a long rest.

Cleric
Divine Recovery
You can regain some of your magical energy by
Blinding Strike
praying and communing with nature.
You gain the ability to temporarily infuse your
weapon strike with blistering divine energy. Prerequisite: Cleric level 9, Nature Domain.
Prerequisite: Cleric level 9, Light Domain. Benefit: During a short rest, you choose expended
spell slots to recover. The spell slots can have a
Benefit: When you hit a creature with a weapon
combined level that is equal to or less than half
attack, you can expend one cleric spell slot to
deal radiant damage, in addition to the weapon’s
damage. The extra damage is 2d8 for a 1st-level
spell slot, plus 1d8 for each spell level higher
than 1st, up to to a maximum of 5d8. The damage
increases by 1d8 if the creature is an undead or
a fiend. Furthermore, the creature must make a
Constitution saving throw. The saving throw DC is
equal equal to 8 + your proficiency bonus + your
Wisdom modifier. A failed save means the creature
is blinded until the end of your next turn.
Once you use this feature, you cannot use it again
until you finish a short or long rest.

Channel Divinity Focus


Your Channel Divinity abilities are more effective
than normal.
Prerequisite: Cleric level 3.
Benefit: Increase the DC of your Channel Divinity

24
your cleric level (rounded up), and none of the slots two spell slots of first level or one spell slot of
can be 6th level or higher. second level or higher to activate Channel Divinity
Once you use this feature, you cannot use it again one additional time.
until you finish a long rest. Once you use this feature, you cannot use it again
until you finish a long rest.

Divine Sneak Attack


Your deity has bestowed upon you the knowledge Extra Domain Knowledge
of how to strike subtly and exploit a foe’s You have access to another domain granted by your
distraction. deity.
Prerequisite: Cleric level 9, Trickery Domain. Prerequisite: Cleric.
Benefit: Once every turn, you can deal an extra Benefit: Choose an additional domain related to
1d6 damage to one creature you hit with an attack your deity. You now gain access from the spells
if you have advantage on the attack roll. The attack listed from that domain. However, you can only
must use a finesse or a ranged weapon. You don’t prepare a maximum of two domain spells per level
need advantage on the attack roll if another enemy and you must have at least one spell from each
of the creature is within 5 feet of it, that enemy isn’t domain list per level prepared. These do not count
incapacitated, and you don’t have disadvantage on against the number of cleric spells you can prepare.
the attack roll. The amount of the extra damage
increases as you gain levels in this class, as shown
below: Gift of Lightning
9th to 12th: +1d6 Your deity has bestowed upon you the gift of
13th to 16th: +2d6 knowledge to cast the Lightning Bolt spell.
17th or higher: +3d6 Prerequisite: Cleric level 9, Tempest Domain.
This ability stacks with the Rogue’s Sneak Attack Benefit: You learn the Lightning Bolt spell. It
ability. counts as a cleric spell for you but does not count
against the number of your cleric spells known.

Elemental Shape
Your deity has bestowed upon you the gift to Improved Knowledge of Magic
shapeshift into an elemental. You learn how to cast a spell of 6th level or below
Prerequisite: Cleric level 15, Nature Domain. from another spellcaster class.

Benefit: You can use your action to transform into Prerequisite: Cleric level 15, Knowledge Domain.
an air elemental, earth elemental, fire elemental, Benefit: You learn one spell of your choice from
or water elemental. It is otherwise identical to the any class. The spell you choose must be of 6th level
Druid ability Wildshape. or below, or a cantrip. The chosen spell counts as a
Once you use this feature, you cannot use it again cleric spell for you but does not count against the
until you finish a long rest. number of your cleric spells known.

Extra Channel Divinity Knowledge of Magic


You can use your Channel Divinity abilities more You learn how to cast a spell of 3rd level or below
often than normal. from another spellcaster class.
Prerequisite: Cleric level 3. Prerequisite: Cleric level 9, Knowledge Domain.
Benefit: When you have already expended all uses Benefit: You learn one spell of your choice from
of your Channel Divinity feature, you can expend any class. A spell you choose must be of 3rd level

25
or below, or a cantrip. The chosen spell counts as a Prerequisite: Cleric.
cleric spell for you but does not count against the Benefit: Undead creatures turned take 1d10
number of your cleric spells known. radiant damage for every four cleric levels you have
(rounded up), up to a maximum of 5d10 damage.
This damage does not end the turn effect.
Improved Blinding Strike
You can use your Blinding Strike more often than
normal. Improved War God’s Blessing
Prerequisite: Cleric level 15, Light Domain. Your War God’s Blessing feature is more lethal than
normal.
Benefit: You can use Blinding Strike at will.
Prerequisite: Cleric level 9, War Domain.
Benefit: When you use War God’s Blessing and the
Improved Cloak of Shadows recipient makes a successful Attack roll, the hit is
Your Cloak of Shadows is more effective than
normal.
Prerequisite: Cleric level 15, Trickery Domain.
Benefit: When you use Channel Divinity: Cloak
of Shadows, you vanish for an extended period
of time. As an action, you become invisible for 1
minute. You remain invisible even when you attack
or cast a spell.

Improved Gift of Lightning


Your deity has bestowed upon you the gift of
knowledge to cast the Chain Lightning spell.
Prerequisite: Cleric level 15, Tempest Domain.
Benefit: You learn the Chain Lightning spell. It
counts as a cleric spell for you but does not count
against the number of your cleric spells known.

Improved Swift Cure Wounds


You can cast Cure Wounds effortlessly and more
often than normal
Prerequisite: Cleric level 15, Life Domain.
Benefit: You can take a bonus action to cast Cure
Wounds.
Additionally, once per long rest, you can use your
reaction to cast Cure Wounds.

Improved Turn Undead


Your Turn Undead ability is more powerful than
normal.

26
considered a critical hit. Once you use this feature, you cannot use it again
until you finish a long rest.

Swift Cure Wounds


You can cast Cure Wounds effortlessly.
Imbued Wildshape
While transformed by Wild Shape, you can imbue
Prerequisite: Cleric level 9, Life Domain. your attacks with magical energy.
Benefit: You can take a bonus action to cast Cure Prerequisite: Druid level 12, Circle of the Moon.
Wounds.
Benefit: While transformed by Wild Shape, you can
Once you use this feature, you cannot use it again
take a bonus action to expend a spell slot of 2nd or
until you finish a short or long rest.
3rd level to give yourself a +1 bonus to your attack
and damage rolls. The bonus only applies while
you are in Wild Shape form and lasts for 1 minute.
War Strike If you expend a spell slot of 4th or 5th level, the
Your martial prowess is better than normal. bonus increases to +2. If you expend a spell of 6th
Prerequisite: Cleric level 15, War Domain. level or higher, the bonus increases to +3.
Benefit: You can attack twice, instead of once,
whenever you take the Attack action on your turn.
Improved Conjuration
The creatures you summon are tougher than
normal.
Prerequisite: Druid level 9.
Druid Benefit: Increase the maximum hit points of
creatures summoned through your Conjure spells
Extra Circle Spells (Conjure Animals, Conjure Elementals, Conjure
Woodland Beings, etc.) by a number equal to the
You become a member of another circle and gain
creature’s CR x your Wisdom modifier.
access to more spells granted by a Circle.
Prerequisite: Druid level 9, Circle of the Land
Druid Circle. Improved Natural Recovery
Benefit: Choose an additional land. You now You regain more of your magical energy than
gain access from the spells listed from that land. normal when you meditate and commune with
However, you can only prepare a maximum of two nature.
circle spells per level and you must have at least Prerequisite: Druid level 12, Circle of the Land.
one spell from each circle list per level prepared.
These do not count against the number of druid Benefit: You regain up to two-thirds of your druid’s
spells you can prepare. level (rounded up) in spell levels instead of just
half.

Extra Wild Shape


You can use Wild Shape more often than normal. Instinctive Wild Shape
You can use Wild Shape even if it is not your turn.
Prerequisite: Druid level 6.
Prerequisite: Druid level 9, Circle of the Moon,
Benefit: When you have already expended all Combat Wild Shape.
uses of your Wild Shape feature, you can expend
two spell slots of first level or one spell slot of Benefit: You can use your reaction and expend two
second level or higher to activate Wild Shape one uses of your Wild Shape to activate Wild Shape.
additional time.

27
Once you use this feature successfully, you cannot
use it again until you finish a short or long rest.
Plant Form
You can take the form of Plants.
Prerequisite: Druid level 3, Wild Shape. Eldritch Weapon
Creatures you have struck with your spells become
Benefit: As Wild Shape, but you can assume the
more vulnerable to your bonded weapon attacks.
form of plants that you have seen before.
Prerequisite: Fighter level 9, Eldritch Knight
Archetype, Weapon Bond.
Nature Sense Benefit: When using a bonded weapon and you hit
You are highly attuned to nature. a creature that has already taken damage or failed
Prerequisite: Druid. a saving throw from a spell you cast in the previous
turn, you deal an extra damage equal to your
Benefit: You have advantage on ability checks that Intelligence modifier.
involve the skills Nature, Medicine, and Survival, as
well as ability checks made with the Herbalism Kit.
Extra Action Surge
You can use Action Surge more often than normal.
Rejuvenate
Your healing spells can provide a regenerative Prerequisite: Fighter level 9.
effect. Benefit: When you have already expended all uses
Prerequisite: Druid. of your Action Surge feature, you can use Action
Surge one additional time.
Benefit: Whenever you use a spell of 1st level or When combat ends, you suffer one level of
higher that restores hit points to a creature, you can exhaustion (as described in appendix A of the PHB).
choose to have the creature regain extra hit points Once you use this feature, you cannot use it again
equal to the spell’s level at the end of each of your until you finish a long rest.
turns for a number of rounds equal to your Wisdom
modifier.
If the spell can affect more than one creature, only
one creature (of your choosing) will benefit from
Extra Combat Maneuver
You have knowledge of more combat maneuvers
the effect.
than normal.
Once you use this feature, you cannot use it again
until you finish a short or long rest. Prerequisite: Fighter level 3, Battle Master
archetype.
Benefit: You gain one new combat superiority
maneuver of your choosing.

Fighter
Extra Fighting Style
Called Strike You have knowledge of more fighting styles than
normal.
You aim at a particular part of a creature's body
when you attack with a weapon. Prerequisite: Fighter level 3.
Prerequisite: Fighter level 6, Champion archetype. Benefit: You can choose a new option from the
Fighting Style class feature list.
Benefit: You can choose to impose disadvantage on
your next weapon attack. If you hit, it is considered
a critical hit.

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Extra Superiority Die
You are extraordinarily skilled with your combat
maneuvers than normal. Weapon Specialization
You specialize and hone your skills in the use of one
Prerequisite: Fighter level 9, Battle Master
type of weapon.
archetype.
Prerequisite: Fighter level 3, Weapon Focus.
Benefit: You gain one additional combat
superiority die. Benefit: Choose a weapon you have the talent
Weapon Focus on. Your weapon damage rolls with
the chosen weapon deal an extra 1d4 damage.
Impairing Critical You can retake this talent. Each time you do so, it
Your critical blows are so particularly devastating must be a different weapon that you have the talent
they can cause temporary debilitating effects. Weapon Focus on.
Prerequisite: Fighter level 3, Champion archetype.
Benefit: When you score a critical hit and dealt
damage to a creature, you can choose to apply a
negative condition to it. The creature is allowed a
saving throw to negate the effect. The DC is equal
to 8 + your Proficiency bonus + your Strength or
Dexterity modifier (your choice). The condition
imposed on the creature is based on the type of
damage dealt:
Bludgeoning. The creature is stunned until the
end of your next turn.
Piercing. The creature is blinded until the end of
your next turn.
Slashing. The creature's speed is reduced to 0
and can't take reactions until the end of your next
turn. It is also bleeding and will take extra weapon
damage at the start of your next turn.

Improved Second Wind


You have more stamnina than normal.
Prerequisite: Fighter.
Benefit: You regain an extra 1d10 + your fighter’s
level in hit points when you use Second Wind.

Vicious Critical
Your critical blows deal more damage than normal.
Prerequisite: Fighter level 9, Champion archetype.
Benefit: When determining the extra damage you
make from a critical hit, you also deal an extra
damage equal to your proficiency bonus + your
Strength or Dexterity modifier (your choice).

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Monk Benefit: When a creature hits you with a
melee weapon attack but before the outcome is
determined, you can use your reaction and spend a
Abundant Step number of Ki points (minimum of 1) and add it to
You gain the ability to teleport. your AC. If the creature’s attack would now count
Prerequisite: Monk level 9, Way of the Open Hand as a miss, you can choose to redirect that attack to
Monastic Tradition. another creature that is within its range. Use the
original attack roll to determine if the attack hits.
Benefit: You can spend 2 ki points and cast Once you use this feature, you cannot use it again
Dimension Door. until you finish a long rest.
Once you use this feature, you cannot use it again
until you finish a short or long rest.
Elemental Combo
You can make an unarmed attack after casting an
Drunken Mongoose elemental discipline in the same turn.
You can dodge and redirect a creature’s attack. Prerequisite: Monk level 9, Disciple of the Elements.
Prerequisite: Monk level 3, Way of the Open Hand. Benefit: After you use an action to cast an

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elemental discipline, you can spend 1 ki point to Instinctive Shadow Step
make two unarmed strikes as a bonus action. You can use Shadow Step even if it is not your turn.
Prerequisite: Monk level 9, Way of the Shadow.
Benefit: You can use your reaction to perform
Extra Elemental Discipline
Shadow Step.
You have knowledge of more elemental disciplines
Once you use this feature, you cannot use it again
than normal.
until you finish a long rest.
Prerequisite: Monk level 3, Disciple of the Elements.
Benefit: You learn one new elemental discipline.
You can retake this talent one additional time only. Ki Focus
Your Ki-based abilties are harder to resist.
Prerequisite: Monk level 3.
Extra Ki
Benefit: Increase the DC of your Ki-based abilities
You have more Ki points than normal.
by 1.
Prerequisite: Monk level 3.
Benefit: Increase your total Ki points by 2. You can
retake this talent one additional time only. Shadow Strike
You make deadly strikes after using Shadow Step..
Prerequisite: Monk level 3, Way of the Shadow.
Greater Ki-Empowered Strikes
Benefit: On your turn, after using Shadow Step, the
You can temporarily make your Ki-Empowered
first melee attack you make has advantage. If you
Strikes more powerful.
hit, you deal extra damage equal to your Wisdom
Prerequisite: Monk level 12. modifier. Additionally, any hit you score against a
Benefit: You can spend 3 Ki points to bestow a creature that is surprised is a critical hit.
+2 bonus to the attack and damage rolls of your
unarmed attacks. The bonus lasts until the end of
your turn.

Paladin
Improved Ki-Empowered Strikes
You can temporarily make your Ki-Empowered
Blessed Divine Smite
Strikes more effective.
Your Divine Smite strikes are further empowered
Prerequisite: Monk level 6. by your deity’s grace.
Benefit: You can spend 1 Ki point to bestow a Prerequisite: Paladin level 3.
+1 bonus to the attack and damage rolls of your
Benefit: Your Divine Smite deals an extra radiant
unarmed attacks. The bonus lasts until the end of
damage equal to your Charisma modifier.
your turn.

Improved Unarmored Defense Deadly Divine Smite


Your Divine Smite strikes harder than normal..
Your unarmored defense is better than normal.
Prerequisite: Paladin level 6, Potent Divine Smite..
Prerequisite: Monk.
Benefit: When rolling for Divine Smite and
Benefit: Increase your unarmored defense bonus
Improved Divine Smite damage, all die rolls of 1s
by 1.
and 2s are treated as 3s.

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Divine Lore Extra Sacred Oath Channel Divini-
You gain access to one spell from the Cleric spell ty
list. You can use your Sacred Oath Channel Divinity
Prerequisite: Paladin level 12. abilities more often than normal.

Benefit: You learn one spell of your choice from the Prerequisite: Paladin level 3.
Cleric’s spell list. The spell you choose must be of Benefit: When you have already expended all uses
a level you can cast, as shown on the Paladin table. of your Sacred Oath Channel Divinity feature, you
The chosen spell counts as a Paladin spell for you can expend one spell slot of first level or higher
but does not count against the number of Paladin instead to activate your Sacred Oath Channel
spells you know. Divinity one additional time.
You can retake this talent one additional time only. Once you use this feature, you cannot use it again
until you finish a long rest.

Extra Fighting Style


You have knowledge of more fighting styles than Improved Abjure Enemy
normal. You can affect more creatures with your Abjure
Prerequisite: Paladin level 3. Enemy than normal.

Benefit: You can choose a new option from the Prerequisite: Paladin level 9, Oath of Vengeance.
Fighting Style class feature list. Benefit: You can choose up to a number of enemies
equal to your Charisma modifier. Each enemy
should be within 60 feet of you that you can see.

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Improved Aura Improved Turn the Unholy
The range of your auras are farther than normal. Your Turn the Faithless ability is more powerful
than normal.
Prerequisite: Paladin level 12.
Prerequisite: Paladin level 9, Oath of Devotion.
Benefit: Increase the range of all your Paladin
auras (Aura of Protection, Aura of Courage, Aura Benefit: Fiend or undead creatures turned take
of Devotion, etc.) by 10 feet. It stacks with the 1d6 radiant damage for every four paladin levels
increase gained normally at 18th level. you have (rounded up), up to a maximum of 5d6
damage. This damage does not end the turn effect.

Improved Lay on Hands


The healing from your Lay on Hands is more Improved Vow of Enmity
effective than normal. You deal more damage than normal to creatures
you have targeted with Vow of Enmity.
Prerequisite: Paladin.
Prerequisite: Paladin level 12, Oath of Vengeance.
Benefit: Your Lay on Hands ability can restore a
total amount of hit points equal to your Paladin Benefit: Add your Charisma modifier to your
level x 8. damage rolls made against a creature targeted by
your Vow of Enmity.

Improved Nature’s Wrath


Your Nature’s Wrath ability can damage creatures. Potent Divine Smite
Your Divine Smite strikes harder than normal..
Prerequisite: Paladin level 12, Oath of the Ancients.
Prerequisite: Paladin level 3.
Benefit: At the beginning of each of your turns,
any creature restrained by Nature’s Wrath takes Benefit: When rolling for Divine Smite and
damage equal to your Charisma modifier. Improved Divine Smite damage, all die rolls of 1s
are treated as 2s.

Improved Sacred Weapon


Your weapon deals more damage than normal
when Sacred Weapon is activated.
Prerequisite: Paladin level 12, Oath of Devotion. Ranger
Benefit: You add your Charisma modifier to your
weapon damage rolls while Sacred Weapon is Beast Combo Strike
activated. You exploit a creature’s momentary vulnerability
when both you and your beast companion hit it at
the same time.
Improved Turn the Faithless Prerequisite: Ranger level 15, Beast Master
Your Turn the Faithless ability is more powerful Archetype.
than normal.
Benefit: On your turn, if both you and your beast
Prerequisite: Paladin level 9, Oath of the Ancients. companion attacked and hit the same creature in
Benefit: Fey or fiend creatures turned take 1d6 the same turn, you can take a bonus action to have
radiant damage for every four paladin levels both you and your beast companion make one
you have (rounded up), up to a maximum of 5d6 weapon attack each at the same creature.
damage. This damage does not end the turn effect. Once you use this feature, you cannot use it again
until you finish a long rest.

33
Beast Intercept Prerequisite: Ranger.
You can command your beast companion to cut off Benefit: You gain one additional favored terrain.
a moving creature.
Prerequisite: Ranger level 9, Beast Master
Archetype. Extra Fighting Style
Benefit: You can use your reaction to command You have knowledge of more fighting styles than
your beast companion to move up to its speed normal.
to a square adjacent to an enemy. If your beast Prerequisite: Ranger level 3.
companion ends its movement adjacent to that
Benefit: You can choose a new option from the
enemy, it can make one melee attack. If the attack
Fighting Style class feature list.
hits, the speed of the enemy becomes 0 until the
end of its turn.
Once you use this feature, you cannot use it again
until you finish a long rest. Extra Hunter’s Prey
You have knowledge of more Hunter’s Prey combat
manuevers than normal.
Druidic Lore
You gain access to one spell from the Druid spell
list.
Prerequisite: Ranger level 12.
Benefit: You learn one spell of your choice from
the Druid’s spell list. The spell you choose must
be of a level you can cast, as shown on the Ranger
table. The chosen spell counts as a Ranger spell for
you but don’t count against the number of Ranger
spells you know.
You can retake this talent one additional time
only.

Extra Defensive Tactics


You have extra knowledge of Defensive Tactics than
normal.
Prerequisite: Ranger level 9, Hunter Archetype.
Benefit: You gain one other feature from the
Defensive Tactics list.

Extra Favored Enemy


You have more favored enemies than normal.
Prerequisite: Ranger.
Benefit: You gain one additional favored enemy.

Extra Favored Terrain


You have more favored terrain than normal.

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Prerequisite: Ranger level 6, Hunter Archetype. action to perform Volley or Whirlwind Attack as
normal.
Benefit: You gain one other feature from the
Hunter’s Prey list.

Improved Ranger’s Companion


Favored Enemy Slayer You can gain a better beast companion than normal
at the expense of some of your spellcasting ability.
You know how to exploit your favored enemies’
vulnerabilities in combat. Prerequisite: Ranger level 6, Beast Master
Archetype.
Prerequisite: Ranger level 6, Improved Favored
Enemy. Benefit: As Ranger’s Companion, but it can have a
challenge rating of 1 or lower and it can only make
Benefit: Your weapon attacks against your favored
one attack every turn.
enemies score a critical hit on a roll of 19 or 20.
While you have an Improved Ranger's Companion,
the number of first and second level spell slots you
have is reduced by 1 each.
Greater Ranger’s Companion
You can gain a more dangerous beast companion
than normal. Nature Sense
Prerequisite: Ranger level 15, Beast Master You are highly attuned to nature.
Archetype, Improved Ranger’s Companion. Prerequisite: Ranger.
Benefit: As Ranger’s Companion, but you can Benefit: You have advantage on ability checks that
choose a beast of Large size or smaller as a involve the skills Nature, Medicine, and Survival, as
companion. It must have a challenge rating of 2 well as ability checks made with the Herbalism Kit.
or lower. If it has two or more attacks, it does not
benefit from Bestial Fury.
While you have a Greater Ranger's Companion,
the number of third and fourth level spell slots you
have is reduced by 1 each. Rogue
Improved Favored Enemy Arcane Exploit
You know how to fight your favored enemies more Your spells can provide you with a window of
effectively in combat. opportunity to strike.
Prerequisite: Ranger. Prerequisite: Rogue level 12, Arcane Trickster.
Benefit: Your weapon damage rolls deal an extra Benefit: On your turn, if a creature takes damage
1d4 damage against your favored enemies. from or fails its saving throw against a spell you
cast, you can take a bonus action to make one
weapon attack against that creature.
Improved Multiattack
Once in a while you can unleash Volley or
Whirlwind Attack quicker than normal. Deadly Sneak Attack
Your Sneak Attacks are more accurate compared to
Prerequisite: Ranger level 15, Hunter Archetype.
others.
Benefit: On your turn, you can take a bonus action
Prerequisite: Rogue level 3, Deft Sneak Attack.
to perform a Volley or Whirlwind Attack.
Once you use this feature, you cannot use it again Benefit: When you roll for Sneak attack damage,
until you finish a long rest. You can still use an every die roll of 1 or 2 is treated as a 3.

35
Deft Sneak Attack
Your Sneak Attacks are more accurate compared to
others.
Prerequisite: Rogue.
Benefit: When you roll for Sneak attack damage,
every die roll of 1 is treated as a 2.

Extra Expertise
You gain expertise in one of your skill proficiencies.
Prerequisite: Rogue level 3.
Benefit: Select one of your skill proficiencies that
you do not have Expertise in. Your proficiency
bonus is doubled for any ability check you make
with that skill.

Gouge
You can temporarily blind a creature when you use
Sneak Attack with a piercing weapon.
Prerequisite: Rogue, piercing weapon.
Benefit: You treat the spear as a finesse weapon. to negate the effect. The DC is equal to 8 + your
Additionally, on your turn, you can choose to proficiency bonus + your Dexterity modifier. If the
gouge a creature’s eyes after a successful sneak creature fails its saving throw, it can't use reactions,
attack with a piercing weapon. The creature is its speed is halved, and it can' t make more than
allowed a Constitution saving throw to negate one attack on its turn. In addition, the creature can
the effect. The DC is equal to 8 + your proficiency use either an action or a bonus action on its turn,
bonus + your Dexterity modifier. If the creature but not both. These effects last for 1 minute. The
fails its saving throw, it is blinded until the end of creature is allowed a new saving throw at the end
your next turn. of each of its turns.
Once you use this feature, you cannot use it again Once you use this feature, you cannot use it again
until you finish a short or long rest. until you finish a short or long rest.

Hamstring Impairing Strike


You slash the tendons behind a creature’s leg when You learn how to make your sneak undercut a
you use Sneak Attack with a slashing weapon, creature’s resistance to your spells.
crippling it temporarily.
Prerequisite: Rogue level 6, Arcane Trickster.
Prerequisite: Rogue, slashing weapon.
Benefit: When you successfully hit a creature with
Benefit: You treat light slashing weapons (handaxe, a Sneak Attack, you impose disadvantage on the
sickle) as finesse weapons. creature’s next saving throw against a spell you
Additionally, on your turn, after a successful cast before the end of your next turn.
sneak attack hit with a slashing weapon, you
can forgo 1d6 sneak attack damage and attempt
to temporarily cripple the creature struck. The Improved Uncanny Dodge
creature is allowed a Constitution saving throw Once in a while you can avoid all damage from an

36
attack that hits you.
Prerequisite: Rogue level 12, Thief Archetype. Thief Acrobat
Benefit: When an attacker you can see hits you You are highly skilled expert in the art of breaking
with an attack, you can use your reaction to reduce into places that are difficult to reach. You can easily
the attack’s damage to 0. Once you use this feature, perform flips, tumbles, barrel rolls, twists, wall
you cannot use it again until you finish a short walks, and other feats of dexterity and acrobatics.
or long rest. You can still use Uncanny Dodge as Prerequisite: Rogue level 6, Thief Archetype.
normal.
Benefit: You have advantage on Dexterity
(Acrobatics) checks and Strength (Athletics) checks
Master Assassin when jumping while using a 10-foot pole.
Additionally, you can use the 10-foot pole as a
You can be lethal when you get to act first over your
weapon (treat as quarterstaff, but it is a finesse
intended target.
weapon to you and has a reach of 10 feet).
Prerequisite: Rogue level 12, Assassin Archetype.
Benefit: On your turn, when you hit a creature that
has not taken a turn in the combat yet, you can
choose to make that hit a critical hit.
Once you use this feature, you cannot use it again
until you finish a short or long rest.

Poisoncraft
The use and application of poison is almost second
nature to you.
Prerequisite: Rogue level 6, Assassin Archetype.
Benefit: You can take a bonus action to apply
poison to your weapon.

Sap
Your Sneak Attack with a bludgeoning weapon can
also stun a creature.
Prerequisite: Rogue.
Benefit: You treat all simple bludgeoning
weapons (blackjack or club, light hammer, mace,
Sorcerer
quarterstaff) as finesse weapons.
Additionally, on your turn, after a successful Double Wing Strike
sneak attack with a bludgeoning weapon against a You are able to attack with your dragon wings.
creature, you can forgo 1d6 sneak attack damage
and choose to sap it. The creature is allowed a Prerequisite: Sorcerer level 18, Draconic Bloodline.
Constitution saving throw to negate the effect. The Benefit: On your turn, if you have your Dragon
DC is equal to 8 + your proficiency bonus + your Wings manifested and you are not flying, you can
Dexterity modifier. If the creature fails its saving use an action to make two attacks with your wings.
throw, it is stunned until the end of your next turn. You attack with each wing as if they are melee spell
Once you use this feature, you cannot use it again attacks that have a range of 10 feet. Each wing
until you finish a short or long rest. attack deals magical damage equal to 1d8 + your

37
proficiency bonus + your Charisma modifier. of your choice.

Dragon Wing Shield Extra Sorcery Points


You can block an incoming attack with your dragon You have more Sorcery Points than normal.
wings. Prerequisite: Sorcerer level 3.
Prerequisite: Sorcerer level 15, Draconic Bloodline. Benefit: Your total Sorcery points is increased by 2.
Benefit: When you have your Dragon Wings You can retake this talent one additional time only.
manifested and are not flying and you are hit
by an attack but the outcome has not yet been
determined, you can use your reaction to block Improved Bend Luck
the attack using your wings. You gain a bonus to Your ability to twist fate is better than normal.
your AC or Dexterity saving throw equal to your
Prerequisite: Sorcerer level 6, Wild Magic.
Charisma modifier until the start of your next turn.
Once you use this feature, you cannot use it again Benefit: You roll 1d8 instead of 1d4 when using the
until you finish a short or long rest. Bend Luck ability.

Extra Metamagic Improved Control Chaos


You have knowledge of more Metamagic abilities You have better control over the surges of your wild
compared to others. magic compared to others.
Prerequisite: Sorcerer level 3. Prerequisite: Sorcerer level 15, Wild Magic.
Benefit: You gain one additional Metamagic option Benefit: Whenever you roll on the Wild Magic

38
Surge table, you can roll thrice and use any of the Warlock
numbers.

Dark Forte
Improved Draconic Resilience You focus on a fewer cantrips, spells, and
You can draw supernatural endurance and will invocations in order to increase the number of
power from your draconic bloodline. spells you can cast.

Prerequisite: Sorcerer level 3, Draconic Bloodline. Prerequisite: Warlock level 6.

Benefit: You can use your reaction to gain Benefit: Increase your spell slot by 1 but reduce
resistance to all types of damage and advantage on your cantrips known by 1, your spells known by 3,
all saving throws until the end of the turn. and invocations known by 2.
Once you use this feature, you cannot use it again
until you finish a long rest.
Distracting Intrusion
Using your alien knowledge, you intrude upon the
Improved Elemental Affinity thoughts of a creature, momentarily distracting it
Your spells related to your Draconic heritage is and making it more vulnerable to your attack.
harder to resist. Prerequisite: Warlock level 3, The Great Old One
Prerequisite: Sorcerer level 6, Draconic Bloodline. patron.

Benefit: Increase the DC of the spells associated Benefit: As a bonus action, select a creature that
with your Draconic Ancestry by 1. you can see within 30 feet of you. It must succeed

Improved Flexible Casting


You have mastered the art of Flexible Casting.
Prerequisite: Sorcerer level 12.
Benefit: The cost of creating spell slots as shown in
the Creating Spell Slots table (PHB p.101) will cost
you 1 sorcery point less than normal. Additionally,
you can create spell slots of up to 6th level. It will
cost 7 sorcery points to convert a 6th level spell
slot.

Selected Chaos
You have extraordinary control over the surges of
your wild magic compared to others..
Prerequisite: Sorcerer level 18, Wild Magic.
Benefit: After rolling and determining the number
on the Wild Magic Surge table, you can choose a
result that is 2 lower or 2 higher than the number.
For example, if you rolled a 66 on the Wild Magic
Surge table, you can choose any number from 64 to
68 as your result.
Once you use this feature, you cannot use it again
until you finish a long rest.

39
on a Wisdom saving throw against 8 + your patron.
proficiency bonus + your Charisma modifier. On a Benefit: You can use Entropic Ward one additional
failed save, you have advantage on your attack rolls time between rests.
against the target and you impose disadvantage
on the creature’s saving throws until the end of
your turn. This creature must know at least one
language or the feature will have no effect.
Extra Fey Presence
You can use Fey Presence more often than normal.
Once you use this feature, you cannot use it again
until you finish a short or long rest. Prerequisite: Warlock level 3, Archfey patron.
Benefit: You can use Fey Presence one additional
time between rests.
Extra Dark One’s Luck
You can use Dark One’s Own Luck more often than
normal. Extra Invocation
Prerequisite: Warlock level 9, Fiend patron. You have knowledge of more invocations compared
to others.
Benefit: You can use Dark One’s Own Luck one
additional time between rests. Prerequisite: Warlock level 3.
Benefit: Your total known Invocations is increased
by 1. You can retake this talent one additional time
Extra Entropic Ward only.
You can use Entropic Ward more often than normal.
Prerequisite: Warlock level 9, The Great Old One

40
Improved Dark One’s Blessing Benefit: Choose a spell of 3rd level or below
You gain more from your Dark One’s Blessing than from your spellbook that is under your school of
normal. your Arcane Tradition. You always have this spell
prepared, it does not count against the number of
Prerequisite: Warlock level 3, Fiend patron.
spells you have prepared, and you can cast it once
Benefit: Aside from the temporary hit points you at its standard level without expending a spell slot.
gain when you reduce a hostile creature to 0 hit When you do so, you can not do so again until you
points, your proficiency bonus is also temporarily finish a short or long rest.
increased by 1 until the end of your next turn. This
effect does not stack.
Greater Arcane Recovery
You can regain higher magical energy than normal
Improved Misty Escape when studying your spellbook.
You can avoid damage when you use Misty Escape.
Prerequisite: Wizard level 12, Improved Arcane
Prerequisite: Warlock level 9, Archfey patron. Recovery.
Benefit: When you use Misty Escape, the damage Benefit: You can use Arcane Recovery to recover
you received is reduced by half. spell slots of up to 6th level.

Pernicious Magic Improved Arcane Recovery


Dark magic makes your spells harder to counter You regain more of your magical energy than
and dispel. normal when studying your spellbook.
Prerequisite: Warlock. Prerequisite: Wizard level 3.
Benefit: Your spells are treated as two levels higher Benefit: The spell slots you can recover is
when they become the target of counter spells and increased to two-thirds of your wizard’s level.
dispel magic.

Improved Arcane Ward


Your Arcane Ward is more potent than normal.
Prerequisite: Wizard level 6, School of Abjuration
Wizard Arcane Tradition.
Benefit: The hit points of your Arcane Ward is
Arcane Tradition Focus increased to thrice your Wizard’s level + twice your
The spells from the school of your chosen Arcane Intelligence modifier.
Tradition is harder to resist than normal.
Prerequisite: Wizard level 3.
Improved Grim Harvest
Benefit: Increase the DC of the spells from the
You gain more benefits from your Grim Harvest
school of your chosen Arcane Tradition by 1.
than normal.
Prerequisite: Wizard level 6, School of Necromancy
Arcane Tradition Prodigy Arcane Tradition.
You are more practiced and naturally talented in Benefit: Aside from the temporary hit points
the school of your Arcane Tradition. You can cast you gain when you kill a creature with a spell of
more spells from your school of tradition more 1st level or higher, your proficiency bonus is also
often than normal. temporarily increased by 1 until the end of your
Prerequisite: Wizard level 9. next turn. This effect does not stack.

41
Benefit: You can take a bonus action to cast a
cantrip or a 2nd level spell or below from the
Improved Instinctive Charm school of Illusion.
Your Instinctive Charm is more potent than normal. Once you use this feature, you cannot use it again
Prerequisite: Wizard level 6, School of Enchantment until you finish a short or long rest.
Arcane Tradition.
Benefit: You can choose the attacker’s target when
there are multiple creatures closest.
Swift Transmutation Spell
You are an expert in the school of transmutation
that you can sometimes cast certain low level
transmutation spells without effort.
Improved Portent
You are better in reading the future compared to Prerequisite: Wizard level 6, School of
others. Transmutation.
Prerequisite: Wizard level 6, School of Divination Benefit: You can take a bonus action to cast a
Arcane Tradition. cantrip or a 2nd level spell or below from the
school of Transmutation.
Benefit: Increase the number of d20s you roll by Once you use this feature, you cannot use it again
1. When you gain Greater Portent at 14th level, you until you finish a short or long rest.
roll four d20s.

Improved Sculpt Spell


You can choose more creatures than normal when
you use Scult Spell.
Prerequisite: Wizard 6, School of Evocation Arcane
Tradition.
Benefit: Increase the number of creatures you
can choose to 1 + your Intelligence modifier + the
spell’s level.

Instinctive Benign Transposition


You can use Benign Transposition even if it is not
your turn.
Prerequisite: Wizard level 6, School of Conjuration
Arcane Tradition.
Benefit: You can use your reaction to invoke
Benign Transposition.
Once you use this feature, you can’t use it again
until you finish a short or long rest.

Swift Illusion Spell


You are an expert in the school of illusion that you
can sometimes cast certain low level illusion spells
without effort.
Prerequisite: Wizard level 6, School of Illusion.

42
Faction membership.
Benefit: You can reroll an attack roll made against
a fiend or undead creature. You can also reroll a
saving throw against a spell or attack made by a
The Emerald Enclave fiend or undead creature. In both cases, you must
use the result of the second roll, even if it is lower.
Once you use either feature, you cannot use any of
Blessing of SIlvanus them again until you finish a short or long rest.
You channel the aid of Silvanus through your
fingertips. You can cure a creature suffering from
wounds or an affliction.
Prerequisite: The Emerald Enclave faction
membership, Character level 6.
Benefit: On your turn, you can use an action and
touch a creature. Choose from either of the two
effects:
Regenerate Wounds. This creature regains 1d4 hit
points at the start of each of its turns for a number
of rounds equal to your Charisma or Wisdom
modifier (your choice).
Cure Affliction. You end one disease or one
condition afflicting the creature. The condition
must be blinded, deafened, paralyzed, or poisoned.
Once you use either feature, you cannot use it
again until you finish a long rest.

Naturalist
You can survive in the harsh wilderness more
effortlessly than others.
Prerequisite: The Emerald Enclave faction
membership.
Benefit: You gain proficiency with the Herbalism
Kit. After you roll for an ability check that involves
the skill Animal Handling, Nature, Medicine,
Perception (wilderness areas only), or Survival
(wilderness areas only) but before the outcome
is determined, you can roll a d10 and add it to the
result. The Harpers
Once you use this feature, you cannot use it again
until you finish a short or long rest.
Harper Favored Foes Specialist
You have trained against and carefully studied
Preserve the Natural Order two specific evil organizations. You are very
The natural order must be respected and knowledgeable of their groups and can identify
preserved. You fight well against fiends and their members. You are often tapped to infiltrate
undead that threaten that order. their ranks and spy on them.
Prerequisite: The Emerald Enclave faction Prerequisite: The Harpers faction membership.

43
Character level 6.
Benefit: You can use your reaction to gain
advantage on all saving throws until the end of
your next turn.
Once you use this feature, you cannot use it again
until you finish a short or long rest.

The Lord's Alliance


Best Defense is a Strong Offense
You are trained to strike first at a creature that
is attacking you, potentially making the creature
miss.
Prerequisite: The Lord’s Alliance faction
membership, Character level 6.
Benefit: Choose two evil organizations (Cult of the
Benefit: When you are about to be attacked by a
Dragon, Red Wizards, Zhentarim, etc.). You have
creature with a melee weapon attack but before the
advantage on Wisdom and Charisma ability checks
outcome is determined, you can use your reaction
made against them, as well as on Intelligence
to make a single melee weapon attack against
checks to recall information about them.
that creature. If your attack hits, you impose
You can retake this talent as many times you want.
disadvantage to the creature’s attack.
Each time you take it, it must be two different evil
Once you use this feature, you cannot use it again
organizations.
until you finish a long rest.

Harper Knowledge
The life of a Harper has provided you with
Glory and Honor
You call your allies into action, inspiring them to
the opportunity to pick up odds and ends of
fight and perform better for the glory and honor of
knowledge.
your alliance.
Prerequisite: The Harpers faction membership.
Prerequisite: The Lord’s Alliance faction
Benefit: You gain proficiency in one of the membership.
following tools: the Disguise kit, Forgery kit,
Benefit: Choose a number of creatures within 60
Gaming Set, an Instrument, or Thieves’ Tools. After
feet of you that you can see equal to half your class
you roll for any Intelligence ability check but before
level. You can take a bonus action to have those
the outcome is determined, you can roll a d10 and
creatures you selected gain an advantage on their
add the result.
next attack roll or ability check. The benefit lasts
Once you use this feature, you cannot use it again
until the start of your next turn.
until you finish a short or long rest.
Once you use this feature, you cannot use it again
until you finish a long rest.
Tymora’s Smile
You call upon Lady Luck to bestow upon you an
amount of good fortune for a short period of time.
Unite Against the Dark
You inspire your allies, uniting them to fight back
Prerequisite: Harper faction membership,
44
against the dark forces that threaten you.
Prerequisite: The Lord’s Alliance faction
membership.
Benefit: Choose a number of creatures within 60
feet of you that you can see equal to half your class
level. You can use your reaction to have those
creatures you chose gain advantage on their next
saving throw. The benefit lasts until the start of
your next turn.
Once you use this feature, you cannot use it again
until you finish a long rest.

The Order of the


Gauntlet
Faith Against Evil
Your faith in your deity is stronger than normal, it
enables you to resist most evil spells and effects.
Prerequisite: Order of the Gauntlet faction
membership.
Benefit: After you roll for a saving throw against
an evil creature’s spell or ability, you can roll a d12
and add the result to the roll. becomes 0 until the end of your next turn.
Once you use this feature, you cannot use it again If you have successfully used this feature, you
until you finish a short or long rest. cannot use it again until you finish a long rest.

Punish the Evil Strength and Bravery


Driven by a sense of justice, you can impose your You have extraordinary strength of will when
will on an evil creature, reducing its capabilities to battling evil.
fight and perform.
Prerequisite: Order of the Gauntlet faction
Prerequisite: Order of the Gauntlet faction membership.
membership, Character level 6.
Benefit: After you roll an attack roll, a Strength
Benefit: On your turn, as a bonus action, choose ability check, or a saving throw against being
an evil-aligned creature you can see within 60 frightened but before the outcome is determined,
feet that you have dealt damage to or has failed you can roll an additional d8 and add it to the
a saving throw against your spell or class feature result.
within the previous turn. The creature is allowed a Once you use this feature, you cannot use it again
saving throw to negate the effect. The DC is equal until you finish a short or long rest.
to 8 + your proficiency bonus + your main ability
modifier. If the creature fails its saving throw,
the creature becomes frightened and its speed

45
the skill Deception, Investigation (urban areas
only), Perception (urban areas only), Sleight of
Hand, or Survival (urban areas only) but before the
outcome is determined, you can roll an additional
d10 and add it to the result.
Once you use this feature, you cannot use it again
until you finish a short or long rest.

Zhentarim Thug
You are a ruthless thug working for the Zhentarim
Organization. You are the muscle that does the
dirty work.
Prerequisite: The Zhentarim faction membership.
Benefit: You gain proficiency with the Poisoner’s
Kit. After you roll an ability check that involves the
skill Athletics, Intimidation, Survival (urban areas
only), Stealth, or a Dexterity (Thieves’ Tools) check,
but before the outcome is determined, you can roll
an additional d10 and add it to the result.
Once you use this feature, you cannot use it again
until you finish a short or long rest.
The Zhentarim
Cheap Shot
You can exploit a creature’s momentary distraction
when it is hit by an attack, takes damage, or fails a
saving throw.
Prerequisite: The Zhentarim faction membership,
Character level 6.
Benefit: Whenever a creature within 5 feet of you
is hit by an attack, takes damage, or fails a saving
throw from a spell or ability made by a creature
other than you, you can use your reaction to make a
melee weapon attack against that creature.
Once you use this feature, you cannot use it again
until you finish a long rest.

Zhentarim Agent
You are a secret operative under the employ of
the Black Network. Your primary objective is to
infiltrate and gather information in urban areas and
territories normally hostile to the Zhentarim.
Prerequisite: The Zhentarim faction membership.
Benefit: You gain proficiency with the Disguise Kit,
Forgery Kit, Gaming Set, or Thieves’ Tools (your
choice). After you roll an ability check that involves
46
CHARACTER OPTIONS
TALENTS II

NOW AVAILABLE!
OVER 270 TALENTS TO SUPPORT CONTENT FROM
UNEARTHED ARCANA, SWORD COAST ADVENTURER'S
GUIDE, ELEMENTAL EVIL PLAYER'S COMPANION, DUNGEON
MASTER'S GUIDE, AND THE PLAYER'S HANDBOOK!

By DRAGONIX
DM OPTIONS
MONSTER TALENTS
PREVIEW

NOW AVAILABLE!

By
DRAGONIX
Design About this Book (v1.01)
Dragonix DM Options: Monster Talents is the third book
Facebook Home Page
about the Talents concept. The first two books
Cover Art (Character Options: Talents and Character Options:
Sandeson Gonzaga Talents II) have been successful and made a huge
impact to a lot of players' gaming experience.
Interior Art However, it did have balance issues that a DM had
Sandeson Gonzaga to address. And this book will finally help the
Arcana Games' Character Stock Art DM do that. This time, the talents are not for the
The Homebrewery players (well, most of it, see Chapter 3). This time,
DMG Creator Resource Art it's the DM who gets to have the fun choosing and
playing around with feat-like options for monsters.
Playtesters This book covers the creatures from the Monster
Mycko David, Kirby Gonzaga, Teddy Gonzaga, Marky Erquiza, James Manan-
sala, Marco Pasamba, Jeff Quilala, Raffy San Antonio, TJ Sese, Teejay Suaring, Manual book, providing several talents to choose
Michael Tiongson, Dave Young, Rowell Zaragoza, Rowena Zaragoza from for each critter, depending on their CR. The
higher the creature's CR, the more talents they can
About the Cover have and the bigger their selection. As a result,
I wanted the cover for this book to be special, and at you'll have plenty of options to make the tired
the same time, wanted to pay tribute to the classic D&D and typical encounters your players have gone
books. This was about monsters so I looked at the accustomed to dealing with suddenly fresh and
classic Monster Manual covers. Nothing jumped at me
exciting. With talents like the Stirge's insidious
until I saw the classic Players Handbook cover by David
Anesthetic Bite, the Beholder's obnoxious Redirect
Trampier. I thought, what if the devil statue was actual-
ly a golem? So I commissioned Sandy Gonzaga as usual Central Eye, the Balor's destructive Meteor Strike,
and asked him, if that statue is a golem and it is about the Tarrasque's terrifying Disintegration Breath,
to come alive to deal with the interlopers, what would it and the truly horrifying rage-quit inducing Potent
look like 5 seconds later? The result is what you see. Antennae of the Rust Monster to arm your monsters
with, you'll have a delightful time tormenting and
shocking your players.
If you didn't purchase the Character Options:
Talents books, don't fret. This book can still
provide you with ideas on how to create or
customize your monsters. To help with this, take
a look at the Elite Monster template provided in
Chapter 4 and some elite creature samples. With
over 150 pages of talents, you'll find a lot you can
use here! Enjoy!

Acknowledgement
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten
Realms, the dragon ampersand, Player’s Handbook, Monster Manual,
Dungeon Master’s Guide, D&D Adventurers League, all other Wizards
of the Coast product names, and their respective logos are trade-
marks of Wizards of the Coast in the USA and other countries. All
characters and their distinctive likenesses are property of Wizards of
the Coast. This material is protected under the copyright laws of the
United States of America. Any reproduction or unauthorized use of
the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

49
Introduction 3. This means they count as 2 or 3 talents if you
take it. For example, the aboleth can have 4 talents.
What are Monster Talents? It if acquires the talent Innate Spellcaster (Psionics),

M
which costs 2 talents, this means the aboleth
onster Talents are extraordinary aspects
can only have 2 more talents. If it acquires Slime
of a creature’s abilities, background,
Sphere, which also costs 2, then it would end up
personality, physique, proficiencies, and
with only those 2 talents.
features. They offer a means for you to improve a
Prerequisite: This could be a monster type, a
creature's current existing abilities or provide it
certain feature or ability, another talent or talents.
with new capabilities.
This entry is absent if a talent has no prerequisite.
With the introduction of Monster Talents, your
players will seldom face the same monster again.
How many Talents does it have?

T
he number of talents a creature has is equal
Types of Talents

U
to one third the creature's CR plus one,
nlike the talents presented in the Character
rounded down. Consult the table below for
Options: Talents books, there are only four
exact details:
types of talents here, each categorized on
how they are supposed to be used. They are Traits,
Actions, Reactions, and Legendary Actions.
Traits. The most common talent type. They
are often characterized as a passive talent, such
as improvements to existing abilities, added
resistances, or new ongoing effects like auras.
Others are features like innate spellcasting abilities,
options that require it to take a bonus action, or
even grant a monster Legendary Actions!
Action. A talent that provides the creature with
the use of an action, such as a breath attack or spell
like ability. Some actions can be used each turn
while others have charges or limits per day.
Reaction. A talent that provides the creature with
the use of a reaction.
Legendary Action. A talent that provides the
creature with the use of a legendary action.
Legendary actions will always come with a cost.

Talent Descriptions
Below is the format for talent descriptions:
Monster Name
The name of the monster followed by its CR and
the number of talents it can haves. A list of talents
available to that monster will be shown below it.
Type: The talent type (Trait, Action, Reaction, or
Legendary Action).
Talent Cost: The count value of the talent. If this
entry is absent, it means the talent counts as 1
talent. Otherwise, some talents have a cost of 2 or

1
Table of Contents
Chapter 1 Stalker. U
Monster Manual Creatures Umber Hulk, Unicorn.
J
A Jackalware. V
Aarakocra, Aboleth, Angels, Vampires.
Animated Objects, Ankheg, Azer. K
B
Kenku, Kobolds, Kraken, Kuo-toa. W
Water Weird, Wight, Will-o'-wisp,
Banshee, Basilisk, Behir, L Wraith, Wyvern.
Beholders, Blights, Bugbears, Lamia, Lich, Lizardfolk,
Bulette. Lycanthropes. X
Xorn.
C M
Cambion, Carrion Crawler,
Magmin, Manticore, Medusa, Y
Mephits, Merfolk, Merrow, Mimic, Yetis, Yuan-ti, Yugoloths.
Centaur, Chimera, Chuul, Cloaker,
Mindflayer, Minotaur, Modrons,
Cockatrice, Couatl, Cyclops.
Mummies, Myconids. Z
D N
Zombies.
Darkmantle, Death Knight,
Nagas, Nightmare, Nothic.
Demilich, Demons, Devils,
Dinosaurs, Displacer Beast,
Chapter II
Doppleganger, Dracolich, Dragon,
O Miscellaneous Monsters
Ogres, Oni, Oozes, Orcs, Otyugh, Death Dog, Dire Wolf, Giant Ape,
Shadow, Dragons, Dragon Turtle,
Drider, Dryad, Duergar. Owlbear. Giant Boar, Giant Hyena, Giant
Crocodile, Giant Scorpion, Giant
E P Shark, Lion/Tiger, Mammoth,
Elementals, Elves: Drow, Peryton, Piercer, Pixie, Phase Spider, Polar Bear, Sabre-
Empyrean, Ettercap, Ettin, Faerie Pseudodragon, Purple Worm. toothed Tiger, Winter Wolf, Wolf/
Dragon, Flameskull, Fomorian, Worg.
Fungi.
Q
Quaggoth.
G Chapter III
Galeb Duhr, Gargoyle, Genies,
R Character Races
Rakshasa, Remorhazes, Revenant,
Ghost, Ghouls, Giants, Gibbering Aasimar, Firbolg, Goliath, Kenku,
Roc, Roper, Rust Monster.
Mouther, Githyanki, Githzerai, Lizardfolk, Tabaxi, Triton.
Gnolls, Gnome, Deep, Goblins, S
Golems, Gorgon, Grell, Grick,
Griffon, Grimlock.
Sahuagin, Salamanders, Chapter IV
Satyr, Scarecrow, Shadow, Elite Monster Template
H Shambling Mound, Shield
Balor, Chimera, Ettin, Frost Giant,
Guardian, Skeleton, Slaadi,
Hags, Harpy, Hellhound, Helmed Goblin, Manticore, Mind Flayer.
Spectre, Sphinxes, Sprite, Stirge,
Horror, Hippogriff, Hobgoblins,
Succubus/Incubus.
Homunculus, Hook Horror,
Hydra. T
I Tarrasque, Thri-Kreen, Treant,
Troglodyte, Troll.
Intellect Devourer, Invisible

2
Chapter 1. Monster Manual Creatures

T
his chapter covers every creature listed in Improved Dive Attack
the Monster Manual. Under each creature's Type: Trait.
name is the number of talents it has followed
If the aarakocra is flying and dives at least 30 feet
by a list of available talents the creature can have.
straight toward a target and then hits it with a
melee weapon attack, the target takes an extra
3 (1d6) damage and must succeed on a DC 10
Aarakocra Strength saving throw or be knocked prone.
The aarakocra (CR 1/4) can have 1 talent.

Multiattack
Flyby Type: Trait.
Type: Trait.
The aarakocra makes two attacks: one with its
The aarakocra doesn't provoke an opportunity javelin and one with its talon.
attack when it flies out of an enemy's reach.
3
Aboleth attacks: three with its tentacles and one with its
The aboleth (CR 10) can have 4 talents. tail.

Extra Legendary Action Innate Spellcaster (Psionics)


Type: Trait. Type: Action.
The aboleth can take 1 additional legendary action Talent Cost: 2 (Counts as 2 Talents).
before the start of its next turn. The aboleth can The aboleth's innate spellcasting ability is
retake this talent up to two additional times. The Intelligence (DC 16). It can innately cast the
additional legendary action stacks. following spells requiring no material components:
3/day (each): hypnotic pattern, phantasmal force
2/day (each): hallucinatory terrain, major image
Improved Enslave 1/day: project image
Type: Trait.
The aboleth can target up to two creatures it can
see within 30 feet with its Enslave feature. Slime Orb
Type: Legendary Action.
Slime Orb. Ranged Spell Attack: +9 to hit, range
Improved Multiattack 120ft., one target. Hit: 14 (4d6) acid damage and
Type: Trait. the target must make a DC 14 Strength saving
When the aboleth uses Multiattack, it makes four throw or be restrained until the end of the aboleth's
next turn.

Slime Sphere
Type: Legendary Action (Costs 2 Actions).
Slime Sphere. The aboleth conjures a ball of acidic
slime that explodes at a point it can see within 120
feet of it. Each creature in a 20-foot-radius sphere
centered on that point must make a DC 14 Strength
saving throw. On a failed save, the target takes 14
(4d6) acid damage and is restrained, or half as
much damage and isn't restrained on a successful
one. A restrained creature takes 10 (3d6) acid
damage at the start of each of the Aboleth's turns.
A restrained creature can use an action to
perform a DC 14 Strength (Athletics) or Dexterity
(Acrobatics) check, ending the effect on itself on a
success.

Tail Bash
Type: Trait.
If the aboleth's tail attack roll against a target
succeeds by 5 or more, the target must make a DC
14 Constitution saving throw or be stunned until
the end of the aboleth's next turn.

4
Angel Prerequisite: Solar.
The solar can take 1 additional legendary action
before the start of its next turn. The solar can
retake this talent up to two additional times. The
additional legendary action stacks.

Flyby
Type: Trait.
The angel doesn't provoke an opportunity attack
when it flies out of an enemy's reach.
Angelic Presence
Type: Trait.
Guardian Angel
Talent Cost: 2 (Counts as 2 Talents). Type: Reaction.
While the angel has more than half of its hit points, The angel designates a creature as its ward. It can
all melee and ranged attacks made against the use its reaction to move up to half its flying speed
angel have disadvantage. and add 6 to the AC of the ward against one attack
that would hit it. To do so, the angel must be within
5 feet of its ward, see the attacker, and be wielding
Aura of Radiance a melee weapon.
Type: Trait.
A hostile creature that starts its turn within 5 feet
of the Angel takes 4 (1d8) radiant damage. Improved Angelic Weapons
Type: Trait.
The radiant damage dealt by the angel's weapon is
Angel of Vengeance increased by 9 (2d8).
Type: Trait.
Once per short or long rest, the angel can take a
bonus action to mark a target hostile creature it can
see within 10 feet of it. The angel gains advantage
on attack rolls against the creature for 1 minute or
until it drops to 0 hit points or is incapacitated.

Burst of Healing
Type: Action.
The angel expends three uses of its Healing Touch
and each creature within 20 feet of the angel
regains hit points and is freed of any curse, disease,
poison, blindness, or deafness, as if targeted by the
angel's Healing Touch feature.

Extra Legendary Action


Type: Trait.

5
Improved Aura of Radiance The animated object has advantage to Initiative
Type: Trait. rolls and Wisdom (Perception) checks.
Prerequisite: Aura of Radiance.
A hostile creature that starts its turn within 10 feet Magic Weapons
of the angel takes 9 (2d8) radiant damage. Type: Trait.
The animated object's weapon attacks are magical.
Regeneration ___________________________________________________________
Type: Trait.
The angel regains 10 hit points at the start of its
turn if it has at least 1 hit point. lf the angel takes
necrotic damage, this trait doesn't function at the
start of the angel's next turn. Ankheg
The ankheg (CR 2) can have 1 talent.

Spell Reflection (3/day)


Type: Reaction. Hardened Carapace
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
The ankheg is resistant to piercing and slashing
If the angel makes a successful saving throw against damage from nonmagical weapons that aren't
a spell, or a spell attack misses it, the angel can use adamantine.
its reaction to choose another creature (including
the spellcaster) it can see within 30 feet of it. The Rising Burst (Recharge 6)
spell targets the chosen creature instead of the Type: Action.
angel. If the spell forced a saving throw, the chosen
creature makes its own save. If the spell was an
attack, the attack roll is rerolled against the chosen
creature.

Swift Spellcaster (3/day)


Type: Trait.
Talent Cost: 3 (Counts as 3 Talents).
The angel can take a bonus action to cast a spell
that has a casting time of 1 action.
___________________________________________________________

Animated Objects
An animated object can have 1 talent.

Ever Vigilant
Type: Trait.

6
The ankheg bursts out from underneath its victims. become restrained until the end of the azer's next
This sprays rock and dirt into the air and causes the turn.
ground around it to shake violently. Each creature
standing within that 20-foot cube area centered
on the ankheg must make a DC 13 Strength saving Hurl Flame
throw. A creature takes 11 (2d10) bludgeoning Type: Action.
damage and is knocked prone on a failed save, or
The azer can use Hurl Flame.
half as much damage and isn't knocked prone on
a successful one. Additionally, the ground in that Hurl Flame. Ranged Spell Attack: +5 to hit, range
area becomes difficult terrain until cleared. Each 60 ft., one target. Hit: 4 (1d8) fire damage. If the
5-foot-square portion of the area requires at least target is a flammable object that isn't being worn or
one minute to clear by hand. carried, it also catches fire.

Spiked Carapace Improved Heated Weapons


Type: Trait. Type: Trait.
A creature that hits the ankheg with a melee attack The fire damage dealt by the Azer's weapon is
while within 5 feet of it takes 3 (1d6) piercing increased by 3 (1d6).
damage.

Vitriolic Acid Spray


Type: Trait.
Banshee
The banshee (CR 4) can have 2 talents.
If a creature fails its saving throw against the
ankheg's acid spray, it takes 7 (2d6) acid damage at
the start of ankheg's next turn. Deathly Whispers (3/day)
Type: Action.
The banshee whispers a baleful melody that only
one creature of its choice within 30 feet can hear,
wracking it with terrible pain and grief. The target
Azer must make a DC 13 Wisdom saving throw. On a
The azer (CR 2) can have 1 talent. failed save, it takes 10 (3d6) psychic damage and
must immediately use its reaction, if available,
to move as far as its speed allows away from the
Aura of Fire banshee. The creature doesn't move into obviously
Type: Trait. dangerous ground, such as a fire or a pit. On a
successful save, the target takes half as much
A creature that starts its turn within 5 feet of the
damage and doesn't have to move away. A deafened
Azer takes 5 (1d10) fire damage.
creature automatically succeeds on the save.

Chains of Flame (Recharge 6)


Type: Action.
Groaning Spirit
Type: Trait.
The azer can use Chains of Flame.
The Banshee produces and maintains a series
Chains of Flame. Ranged Melee Attack: +5 to hit, of eerie, mournful groans and cries that can be
range 10 ft., one target. Hit: 6 (1d6+3) bludgeoning heard up to 120 feet. A creature that can hear it
damage and 3 (1d6) fire damage and the target and is concentrating on a spell must make a DC 13
must succeed on a DC 13 Strength saving throw or Constitution saving throw each turn to maintain

7
concentration. In addition, a creature that can Kiss of Death
hear it must make a DC 13 Wisdom saving throw Type: Action.
or become frightened for as long as it can hear the
Talent Cost: 2 (Counts as 2 Talents).
banshee. A creature can repeat the saving throw
at the end of each of its turns, ending the effect on The banshee can use kiss of death.
itself on a success. A creature that successfully Kiss of Death. Melee Spell Attack; +5 to hit, reach
saves against the effect is immune to the banshee’s 5 ft., one charmed or frightened male humanoid
groaning spirit for the next 24 hours. creature. Hit: The target must make a DC 13
Constitution saving throw. On failed save, the
target’s hit points is reduced to 0. On a success, the
Hypnotic Glare (3/day) creature takes 12 (3d6 + 2) necrotic damage.
Type: Reaction.
When a creature the banshee can see targets the
banshee with an attack and the creature is within
30 feet of the banshee, the banshee can use its
reaction and glare at the creature. The target must Basilisk
succeed on a DC 13 Wisdom saving throw against The basilisk (CR 3) can have 2 talents.
this magic or be charmed until the end of the
banshee's next turn. The charmed target is stunned.
If the target's saving throw is successful, the target Multi-Claw Rake
is immune to the banshee's Hypnotic Glare for the Type: Trait.
next 24 hours.
If the basilisk hits a target creature with its bite,
it can take a bonus action to immediately target it
with its multi-claw rake attack.
Improved Wail
Type: Trait. Multi-Claw Rake. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 13 (4d4+3) slashing
Talent Cost: 2 (Counts as 2 Talents). damage.
As Wail, except that a creature that fails its saving
throw has its hit point maximum magically reduced Poison Breath (Recharge 5-6)
by 10 (3d6). If a creature's hit point maximum is Type: Action.
reduced to 0 by this effect , the creature dies. A Talent Cost: 2 (Counts as 2 Talents).
creature's hit point maximum can be restored with
The basilisk exhales poisonous gas in a 15-foot
the greater restoration spell or similar magic.

8
THANKS FOR PUCHASING THIS
BOOK! IF YOU ENJOYED IT,
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INTO THE
DRAGON’S MAW

NOW AVAILABLE!
I
nto the Dragon’s Maw is an exciting five to six hour D&D 5E
adventure for characters of 4th to 6th level but can be easily
adjusted for a lower or higher level party. It is originally
designed to be used with the Tyranny of Dragons campaign but can
be easily adapted to any setting.
The party must race to an abandoned Cult of the Dragon lair to
stop a rogue wizard from unleashing an evil artifact. They soon
discover and remember that not all things are what they seem.
The adventure unfolds in a unique way that builds up to a
shocking “M Night Shyamalan” kind of twist and an incredible
climactic ending!

By Dragonix

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