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Ultimga

Talents WIP

Feb 2nd, 2018
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  1. 1/rest reroll a str save or ability check
  2. 1/rest reroll a dex save or ability check
  3. 1/rest reroll a con save or ability check
  4. 1/rest reroll a int save or ability check
  5. 1/rest reroll a wis save or ability check
  6. 1/rest reroll a cha save or ability check
  7. +1 to str saves
  8. +1 to dex saves
  9. +1 to con saves
  10. +1 to int saves
  11. +1 to wis saves
  12. +1 to cha saves
  13. +2 to checks with a tool
  14. +2 to checks with a skill
  15. Concentrate on 2 things with disadvantage
  16. Can channel a spell as long as you maintain concentration
  17. Mimic animal calls
  18. +1 to a skill or tool
  19. +5 ft speed
  20. advantage on animal handling checks with a specific animal
  21. Increase crit range of a weapon
  22. +1 to attacks with a weapon
  23. +1 to ac with an armor
  24. +1 to save DC of a damage type
  25. +1 ac when dodging
  26. Focus 1 extra target
  27. Use wisdom for initiative
  28. Taunt
  29. Cleave
  30. Rend
  31. +1 damage to ranged attacks in 30 ft
  32. -prof to attack and +prof to damage
  33. +1 to spell attacks
  34. use acrobatics to trip
  35. use sleight of hand to disarm
  36. use intimidation to goad or shaken
  37. use persuasion to inspire
  38. use persuasion to call truce
  39. Charge
  40. Help action from a distance
  41. Gain 1d4 superiority die and 1 combat maneuver
  42. Extra superiority die
  43. Extra combat maneuver
  44. Rallying cry
  45. Routing cry
  46. Sure strike
  47. Underdog
  48. Commit
  49. Trick shot
  50. Extra reaction
  51. Adv on hearing perception
  52. Reaction attack a creature that missed you
  53. On short rest sharpen a nonmagic weapon. Damage bonus equal to half prof. Lasts for number of hits equal to half your level (rnd up)
  54. Prof with unarmed attacks and increase unarmed damage
  55. -5 to attack roll and hit a prone creature. it becomes stunned
  56. When reducing a creature to 0 with melee attack, use bonus action. Creatures in 30 ft can become frightened if they have less max HP
  57. Adv. on opportunity attacks with daggers
  58. Adv. to conceal daggers
  59. Deal psychic damage of spell lv + spellcasting ability modifier to a creature that sees through one of your illusions
  60. Ranged attacks dont have disadvantage in 5ft
  61. You can make an attack as a bonus action when disengaging
  62. +1 to death saves
  63. You can roll a death save when taking damage at 0 hp
  64. 1/turn when you hit a creature with a melee attack, its next attack until end of its next turn has disadvantage
  65. Bonus action make a martial strength based attack. On hit the next attack against the target has advantage.
  66. Costs 5 ft of movement to mount/dismount
  67. Your mount uses your proficiency bonus.
  68. When using a single weapon and off hand is empty gain +2 AC
  69. You can oppose attempts to parry or block with a strength check
  70. Reaction attempt to block an attack
  71. Reaction attempt to dodge an attack
  72. Reaction attempt to lessen an attack damage
  73. Suffer no penalty from flashy attacks (ala trick shots, mid air, flips, etc)
  74. Fire two arrows at once with -2 penalty to attack (extra damage die)
  75. Double prof to checks to escape grapples
  76. 1/round part of your action deal str mod damage to a grappled creature
  77. Spell mastery: spell is always treated as cast from 1 level higher
  78. Favorite spell: spell is always prepared
  79. Double prof to shoving
  80. Shove aside num of enemies equal to str mod
  81. Overrun num of enemies equal to str mod
  82. Bonus action command mount to attacks
  83. Bonus action reroll an attack with momentum
  84. Double prof to determine if something is poisonous
  85. On long rest can make a meal for up to 6 creatures. They regain additional hit dice and they have adv on con saves vs disease for 24 hours
  86. When outdoors you are considered to always have a healers kit
  87. Resistance to non-magic poison damage
  88. When using reach weapon take -5 to attack to increase reach by 5ft
  89. When reducing a creature to 0 use reaction to make 1 attack
  90. Gain 1 sorcerery point/long rest and a metamagic option (pick again for +2 sorcery points)
  91. Adv on checks to barter selling/purchasing/goods/services/rewards/payments
  92. Spend 1 hour conversing with local merchants and shop owners to learn best places to get supplies. For 24 hours each 1gp you spend earns you 1sp.
  93. 1/long rest shift initiative up 1 step
  94. Gain prof in initiative checks
  95. Considered 1 size larger for lifting, carrying weight, grappling, and shoving
  96. Use acrobatics to grapple
  97. Drawing a thrown weapon is part of an attack made with it.
  98. Creatures provoke opportunity attack when entering short range of your thrown weapon
  99. Gain thieves cant
  100. Adv to convince someone of innocence
  101. Creatures provoke opportunity attacks when entering reach
  102. Adv on checks and saves vs being knocked prone or moved from position unwillingly
  103. When attacking with one handed melee weapon you can bonus action attack witha thrown weapon
  104. Prof with improvised weapons
  105. When falling use reaction to reduce fall damage by amount equal to acrobatics check. Result of 0 damage and you do not land prone
  106. If move 20 ft use bonus action to make acrobatics check and use result as AC until end of turn
  107. Use wisdom for bow attack and damage
  108. -5 to attack with a bow. Make extra attack as a bonus action
  109. On hit with melee attack can move 5 ft at no cost without opportunity attacks
  110. When creature leaves reach use reaction to move up to half speed toward creature
  111. 1/long rest reroll a natural 1
  112. Luck: can use Charisma modifier to checks with an ability of score 9 or lower
  113. On damage use reaction to reduce damage by 1d6 (min 1)
  114. Adv on saves vs charm
  115. Adv on saves vs frighten
  116. Squeeze through spaces one size smaller than you without penalty
  117. Spend 1 min to stretch and limber up. gain adv on next str check within 1 min
  118. Reaction stand up after falling prone
  119. Attacks on you while prone do not have adv
  120. When you roll 10 or less on ability or attack use bonus action. Next attack against you before next turn has disadvantage
  121. Adv on charisma checks to gain favor when you accidentally wronged someone
  122. Short rests for you and up to 6 creatures only take 30 mins
  123. 1/long rest use action to end an ongoing effect that requires saves each turn
  124. Shield bash bonus action with shield mastery
  125. When dashing use bonus action to make one melee attack
  126. When you move 20ft straight and hit with a melee attack gain +5 to damage or shove/overrun with advantage
  127. 1/long rest reaction move up to half speed and make one attack
  128. 1/rest reroll spell attack
  129. Reaction give allies adv vs traps and resistance to trap dmg
  130. Light armor
  131. Medium armor
  132. Heavy armor
  133. +10 speed on dash
  134. Choose 1st level spell and can use it 1/long rest
  135. Inspiring leader gives d4 inspiration die for 10 minutes
  136. Gain d8s equal to prof mod/long rest. Add a d8 to check with an ability
  137. Standing uses 5 ft
  138.  
  139. CLASS TALENT
  140. Alchemist
  141.  
  142. Barbarian
  143. Crit in rage on 19-20
  144. +1 rage damage
  145. +1 rage attack
  146. Extra rage
  147. +1 unarmored defense when raging
  148. Gain d10+con temp hp during rage
  149. Battlecry on rage
  150. intimidation advantage during rage
  151. Adv on all str saves
  152. Adv on athletics to climb and jump
  153. Drink alcohol to end blinded, deafened, poisoned, confused, charmed, or frightened and 1/rest
  154. You are acclimated to high elevation, cold weather, or hot weather
  155. While sleeping you remain aware of surroundings
  156.  
  157. Bard
  158. Discordant voice: ally attacks do bonus thunder damage
  159. Extra expertise
  160. Learn one spell from any class
  161. +2 bardic inspiration uses
  162. Adv on inspiration dice
  163. Add cha to song of rest
  164. Use reaction for inspiration
  165. Inspiring strike
  166. Flourish: reaction attack a creature that missed you and add a inspiration to damage
  167. Target extra with cutting words
  168. Target extra with inspiration
  169. Use performance for concentration
  170. Use cha for animal handling
  171. When ally fails persuasion make a performance check. On success, the persuasion is treated as a success.
  172. Adv on recalling nobility, heraldry, legends, and gossip
  173. Adv on recalling relics, tombs, ruins, artifacts
  174. Adv to lie to anyone you have never met before
  175.  
  176. Cleric
  177. Increase channel divinity DC by 1
  178. 1/long rest gain adv on self or give disadv to other
  179. On short rest regain total spell slots equal to half level (round down)
  180. Extra channel divinity Gain 1 exhaustion and next turn cant move or take actions
  181. Turn undead deals radiant damage equal to 1d10 per spell slot lvl spent
  182. On short rests spent praying, accepting creatures that spend HD gain extra hp equal to your wisdom
  183. Adv to recall information about your faith's enemies
  184. You dont suffer the penalties of old age and cant be magically aged
  185. Successive divinations do not suffer a cumulative penalty
  186. Prayer book: perform rituals without material components and in half the time
  187. Attune to 1 extra divine item
  188. Detect evil and good at will
  189.  
  190. Druid
  191. Extra wildshape Gain 1 exhaustion and on end cant move or take actions
  192. Bonus action during wildshape to expend 2nd lvl spell for +1 attack and damage, 4th for +2, and 6th for +3
  193. Regain 2/3 of lvl in spell slots instead of half
  194. Reaction wildshape 1/long rest
  195. Adv on nature based skills
  196. On short rests spent tending to wounds with herbs, accepting creatures that spend HD gain extra hp equal to your wisdom
  197. Healing spell 1/rest heal an additional amount equal to spell level at end of targets turn for rounds equal to wisdom mod
  198. Beasts do not attack you unless provoked or commanded
  199. Add wis mod to death saves
  200. You are acclimated to high elevation, cold weather, or hot weather
  201. Detect evil and good at will
  202. Detect if cursed at will
  203. Use insight to gain a sense of forboding, unease, or calm about a path or area
  204. 1/long rest cast teleport. Can only be used on points between ley lines. Adv to recall info about ley lines
  205.  
  206. Fighter
  207. 1/long rest extra action surge. Gain 1 exhaustion and next turn cant move or take actions
  208. Extra combat maneuver
  209. Extra fighting style
  210. Extra superiority die
  211. Improved critical 18-20
  212. Second wind adds extra d10
  213. Critical hits double str on hit
  214. Weapon focus gains 1d4 damage
  215. Adv to on intelligence related to war, legends, armies, tactics
  216. When showing your banner creatures in 30 ft have adv vs frightened
  217. Adv on intimidate vs humanoids
  218. You dont suffer the penalties of old age
  219. While sleeping you remain aware of surroundings
  220. You have adv on checks to build, maintain, and repair siege weapons and defenses. You have prof in using siege weapons.
  221. You have resistance to non-magic unarmed attacks
  222.  
  223. Inquisitor
  224.  
  225. Monk
  226. +2 ki
  227. Spend ki to gain + to atk and dmg of unarmed strikes until end of turn
  228. +1 unarmored defense
  229. +1 DC to kit abilities
  230. Deflect missiles adds extra d10
  231. Increase wholeness of body healing by wisdom mod
  232. When blinded you gain blindsight out to a distance equal to passive perception
  233. Use wisdom for persuasion
  234. Resistance to non-magic unarmed attacks
  235. Adv on intimidation when you make a dramatic martial stance
  236. You can meditate instead of sleeping, remaining aware
  237.  
  238. Paladin
  239. Add cha to smite
  240. Rolls of 1s on smite are 2
  241. Extra fighting style
  242. 1/long rest extra channel divinity Gain 1 exhaustion and next turn cant move or take actions
  243. +10 ft to range of auras
  244. Add 2x cha mod to lay on hands pool
  245. Turn unholy/turn faithless deals radiant damage equal to 1d8 per spell slot lvl spent
  246. Add cha to dmg of sacred weapon
  247. Add d10 to hold the line
  248. Abjure enemy adds cha mod to dmg
  249. When showing your banner creatures in 30 ft have adv vs frightened
  250. Attune to 1 extra divine item
  251. You have adv on checks to build, maintain, and repair siege weapons and defenses. You have prof in using siege weapons.
  252.  
  253. Ranger
  254. Extra maneuver
  255. Extra superiority die
  256. +2 herbal remedies
  257. +1 favored enemy
  258. Extra fighting style
  259. Crit on favored enemy of 19-20
  260. Extra 1d4 against favored enemy
  261. Primeval awareness as action Gain 1 exhaustion and next turn cant move or take actions
  262. Beasts dont attack you unless provoked or commanded
  263. You are acclimated to high elevation, cold weather, or hot weather
  264. While sleeping you remain aware of surroundings
  265. On short rests spent tending to wounds with herbs, accepting creatures that spend HD gain extra hp equal to your wisdom
  266. Adv saves vs traps
  267.  
  268. Rogue
  269. Treat sneak attack rolls of 1 as 2
  270. 1/long rest do a sneak attack
  271. Extra expertise
  272. 1/long rest with pierce weapon sneak attack target saves vs blinded until end of your next turn. simple pierce are finesse for you.
  273. 1/long rest with slash weapon sneak attack target saves vs half speed until end of your next turn. simple slash are finesse for you.
  274. 1/long rest with bludgeoning weapon sneak attack target saves vs stunned until end of your next turn. simple bludgeoning are finesse for you.
  275. 1/rest uncanny dodge reduce dmg to 0
  276. 1/rest gain adv on save vs effect (ala evasion)
  277. use acrobatics when climbing and gain adv on jumps
  278. Cunning action to do acrobatics vs insight. Success allows sneak attack and moves you through creatures space. Failure and you fall prone, speed becomes 0, and gain disadv on attacks until end of turn.
  279. 1/rest add cha to a str/dex check or save
  280. Adv to access or fence black market
  281. Adv to avoid being caught cheating and to convince you werent cheating
  282. Adv to conceal weapons
  283. Adv to blend into a crowd
  284.  
  285. Warlock
  286. 1/long rest gain +1 spell slot Gain 1 exhaustion and next turn cant move or take actions
  287. +1 invocation
  288. Checks to counter or dispell your magic use your prof as a penalty
  289. Familiar adds cha to damage, familiar uses your prof
  290. Adv vs curses
  291. Adv to blend into a crowd
  292. Can locate innocents like children, virgins, and pets with perception
  293.  
  294. Witch
  295.  
  296. Wizard
  297. +1 to DC of spells for tradition
  298. Gain sorcery points equal to half level (round down)
  299. Gain 2 metamagic options
  300. Recovery up to 6th lvl spells
  301. Recovery up to 2/3 of lvl
  302. Copy spells for half cost and time
  303. Adv on recalling nobility, heraldry, legends, and gossip
  304. Adv on recalling relics, tombs, ruins, artifacts
  305. Adv vs charmed
  306. Adv to solve mysteries and riddles
  307. Increase DC to decipher your spells by int mod
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