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  1. {
  2. "$schema": "../schema.json",
  3. "_meta": {
  4. "sources": [
  5. {
  6. "json": "TalentTreeNTools",
  7. "full": "Talent Trees and Tools",
  8. "abbreviation": "TalTrTools",
  9. "authors": [
  10. "/u/Craios125",
  11. "/u/ImFromNASA",
  12. "Sasquatchbrah"
  13. ],
  14. "convertedBy": [
  15. "Ikaguia",
  16. "Sasquatchbrah"
  17. ],
  18. "url": "https://drive.google.com/file/d/1VvHtaIhUOam4VkNB_lSmn-olS_oQmIYU/view",
  19. "version": "v1"
  20. }
  21. ],
  22. "dateAdded": 1600692983,
  23. "dateLastModified": 1600692983
  24. },
  25. "variantrule": [
  26. {
  27. "name": "Talent Trees",
  28. "source": "TalentTreeNTools",
  29. "entries": [
  30. "Talent trees replace the standalone {@5etools feats|feats.html} of the Player's Handbook. They build upon a character's skills, martial training, innate abilities, and areas of knowledge. They are designed to provide an organic progression of abilities and a wider range of opportunities than feats do, allowing characters to gradually build their skills and specialties in a way that feels natural.",
  31. {
  32. "name": "Using Talent Trees",
  33. "type": "entries",
  34. "entries": [
  35. "You gain access to talent trees at character creation based on the proficiencies given by your race, background, and class. Later, as you level up, you earn opportunities for unlocking additional talents from these trees or even unlocking entirely new trees by earning and spending talent points.",
  36. {
  37. "name": "Kinds of Talent Trees",
  38. "type": "entries",
  39. "entries": [
  40. "There are two kinds of talent trees: {@variantrule Talent Trees: Skill Trees|TalentTreeNTools|skill trees}, which build on your skill and tool proficiencies, and {@variantrule Talent Trees: Specialty Trees|TalentTreeNTools|specialty trees}, which represent specialized techniques and training."
  41. ]
  42. },
  43. {
  44. "name": "Gaining Talent Points",
  45. "type": "entries",
  46. "entries": [
  47. "Whenever you gain an Ability Score Improvement, you can forego one or both increases to your ability scores to gain that many talent points.",
  48. "For example, upon reaching 6th level as a fighter, you could choose to increase your Strength score by 2, or increase it by 1 and gain a talent point, or simply gain 2 talent points."
  49. ]
  50. },
  51. {
  52. "name": "Spending Talent Points",
  53. "type": "entries",
  54. "entries": [
  55. "You can spend talent points whenever you level up. Choose one of the following options for each talent point you spend.",
  56. {
  57. "type": "list",
  58. "items": [
  59. {
  60. "name": "Start a Tree",
  61. "type": "entries",
  62. "entries": [
  63. "You gain the base ability of a talent tree of your choice. If the tree you chose is a skill tree, you also gain proficiency with the associated skill, or if you are already proficient, you can progress again on that tree instead."
  64. ]
  65. },
  66. {
  67. "name": "Progress on a Tree",
  68. "type": "entries",
  69. "entries": [
  70. "You can spend a talent point to progress one level on a talent tree that you have unlocked. You can only spend points on talents that follow a path from the base of the tree towards the capstone, from top to bottom, though you can spend points along more than one path. You can't take a talent multiple times unless it explicitly allows you to do so.",
  71. "For example, you if you have taken {@i Path C/Step 1} in the Example Tree below, you can now spend a point to gain either {@i Path A/Step 1}, or {@i Path B/Step 1}, or {@i Path C/Step 2}."
  72. ]
  73. }
  74. ]
  75. }
  76. ]
  77. },
  78. {
  79. "type": "table",
  80. "caption": "Example Tree",
  81. "colStyles": [
  82. "col-4 text-center",
  83. "col-4 text-center",
  84. "col-4 text-center"
  85. ],
  86. "rows": [
  87. [
  88. {
  89. "type": "cell",
  90. "width": 3,
  91. "entry": "Base Ability"
  92. }
  93. ],
  94. [
  95. "Path A, Step 1",
  96. "Path B, Step 1",
  97. "Path C, Step 1"
  98. ],
  99. [
  100. "Path A, Step 2",
  101. "Path B, Step 2",
  102. "Path C, Step 2"
  103. ],
  104. [
  105. {
  106. "type": "cell",
  107. "width": 3,
  108. "entry": "Capstone Ability"
  109. }
  110. ]
  111. ]
  112. }
  113. ]
  114. }
  115. ]
  116. },
  117. {
  118. "name": "Talent Trees: Skill Trees",
  119. "source": "TalentTreeNTools",
  120. "entries": [
  121. {
  122. "name": "Acrobatics",
  123. "type": "entries",
  124. "entries": [
  125. "A proficiency in {@skill Acrobatics} represents deft control over your body. Whether you are sliding across a sheet of ice, balancing on a tightrope, or trying to stay upright amid the fury of the raging sea, your proficiency in acrobatics helps you stay on your toes. Continuing to improve your skill lets you learn to tumble your way through danger, evade aimed blows and reckless volleys, stride through all manner of terrain and accomplish gravity-defying feats of dexterity.",
  126. {
  127. "type": "table",
  128. "colStyles": [
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  132. ],
  133. "rows": [
  134. [
  135. {
  136. "type": "cell",
  137. "width": 3,
  138. "entry": "{@feat Handstring Expert|TalentTreeNTools}"
  139. }
  140. ],
  141. [
  142. "{@feat Free Stride|TalentTreeNTools}",
  143. "{@feat Tumble|TalentTreeNTools}",
  144. "{@feat Slippery|TalentTreeNTools}"
  145. ],
  146. [
  147. "{@feat Withdraw|TalentTreeNTools}",
  148. "{@feat Agility|TalentTreeNTools}",
  149. "{@feat Escape Artist|TalentTreeNTools}"
  150. ],
  151. [
  152. {
  153. "type": "cell",
  154. "width": 3,
  155. "entry": "{@feat Freeruning|TalentTreeNTools}"
  156. }
  157. ]
  158. ]
  159. }
  160. ]
  161. },
  162. {
  163. "name": "Animal Handling",
  164. "type": "entries",
  165. "entries": [
  166. "A proficiency in {@skill Animal Handling} represents a special camaraderie with, control over, and empathy for animals. Whether you're raising a puppy, riding a warhorse, or rescuing an injured eagle, both tame and wild beasts tend to respect, trust, and listen to you, and you know how to care for them. Continuing to hone your skill lets you learn to teach animals to communicate and follow your commands, masterfully control your mount in the heat of battle, and even stabilize or bolster them against harm.",
  167. {
  168. "type": "table",
  169. "colStyles": [
  170. "col-4 text-center",
  171. "col-4 text-center",
  172. "col-4 text-center"
  173. ],
  174. "rows": [
  175. [
  176. {
  177. "type": "cell",
  178. "width": 3,
  179. "entry": "{@feat Train Animal|TalentTreeNTools}"
  180. }
  181. ],
  182. [
  183. "{@feat Critter Friend|TalentTreeNTools}",
  184. "{@feat Mounted Combat|TalentTreeNTools}",
  185. "{@feat Stabilize Animal|TalentTreeNTools}"
  186. ],
  187. [
  188. "{@feat Complex Training|TalentTreeNTools}",
  189. "{@feat One with the Rider|TalentTreeNTools}",
  190. "{@feat Bolster Animal|TalentTreeNTools}"
  191. ],
  192. [
  193. {
  194. "type": "cell",
  195. "width": 3,
  196. "entry": "{@feat Animal Partner|TalentTreeNTools}"
  197. }
  198. ]
  199. ]
  200. }
  201. ]
  202. },
  203. {
  204. "name": "Arcana",
  205. "type": "entries",
  206. "entries": [
  207. "A proficiency in {@skill Arcana} represents a deep knowledge of the theory and application of different kinds of magic. Whether you are a caster yourself or simply a sage interested in the Art, whenever you attempt to understand or discern information about a magical effect, creature, item, or ritual, your proficiency in arcana gives you confidence in your assessment. Continuing to hone your skill lets you learn to cast spells and rituals, learn the deep secrets of magic items and alien creatures, and even gain an innate sense for seeing magic in the world around you.",
  208. {
  209. "type": "table",
  210. "colStyles": [
  211. "col-4 text-center",
  212. "col-4 text-center",
  213. "col-4 text-center"
  214. ],
  215. "rows": [
  216. [
  217. {
  218. "type": "cell",
  219. "width": 3,
  220. "entry": "{@feat Magical Intuition|TalentTreeNTools}"
  221. }
  222. ],
  223. [
  224. "{@feat Ritual Caster|TalentTreeNTools}",
  225. "{@feat Disruptive Timing|TalentTreeNTools}",
  226. "{@feat Secrets from Beyond|TalentTreeNTools}"
  227. ],
  228. [
  229. "{@feat Ritual Collector|TalentTreeNTools}",
  230. "{@feat Mage Slayer|TalentTreeNTools}",
  231. "{@feat Planar Disruptor|TalentTreeNTools}"
  232. ],
  233. [
  234. {
  235. "type": "cell",
  236. "width": 3,
  237. "entry": "{@feat Magesight|TalentTreeNTools}"
  238. }
  239. ]
  240. ]
  241. }
  242. ]
  243. },
  244. {
  245. "name": "Athletics",
  246. "type": "entries",
  247. "entries": [
  248. "A proficiency in {@skill Athletics} represents a purposeful application of force. Whether you are lifting, dragging, or simply holding on, your proficiency in athletics reflects your ability to apply brute force in a meaningful manner. Continuing to improve your skill lets you move quickly and deliberately, wrestling down the strongest of brutes and cleverly using inertia to your favor.",
  249. {
  250. "type": "table",
  251. "colStyles": [
  252. "col-4 text-center",
  253. "col-4 text-center",
  254. "col-4 text-center"
  255. ],
  256. "rows": [
  257. [
  258. {
  259. "type": "cell",
  260. "width": 3,
  261. "entry": "{@feat Jumper|TalentTreeNTools}"
  262. }
  263. ],
  264. [
  265. "{@feat Strapping|TalentTreeNTools}",
  266. "{@feat Choke-Hold|TalentTreeNTools}",
  267. "{@feat Brute|TalentTreeNTools}"
  268. ],
  269. [
  270. "{@feat Mighty|TalentTreeNTools}",
  271. "{@feat Wrestler|TalentTreeNTools}",
  272. "{@feat Charger|TalentTreeNTools}"
  273. ],
  274. [
  275. {
  276. "type": "cell",
  277. "width": 3,
  278. "entry": "{@feat Colossus|TalentTreeNTools}"
  279. }
  280. ]
  281. ]
  282. }
  283. ]
  284. },
  285. {
  286. "name": "Deception",
  287. "type": "entries",
  288. "entries": [
  289. "A proficiency in {@skill Deception} represents an uncanny capacity for guile, intrigue, and manipulation. Whether you are spreading rumors, raising doubts, passing yourself off as someone else, or simply attempting to keep a straight face under close scrutiny, your proficiency in deception gives you the aptitude to fool others. Continuing to hone your skill lets you master the implements of disguise, imitate others, and even fool the magic specifically designed to catch you in a lie.",
  290. {
  291. "type": "table",
  292. "colStyles": [
  293. "col-4 text-center",
  294. "col-4 text-center",
  295. "col-4 text-center"
  296. ],
  297. "rows": [
  298. [
  299. {
  300. "type": "cell",
  301. "width": 3,
  302. "entry": "{@feat Change of Heart|TalentTreeNTools}"
  303. }
  304. ],
  305. [
  306. "{@feat Parrot|TalentTreeNTools}",
  307. "{@feat Fake it 'til you Make it|TalentTreeNTools}",
  308. "{@feat Ravel the Web|TalentTreeNTools}"
  309. ],
  310. [
  311. "{@feat Ventriloquist|TalentTreeNTools}",
  312. "{@feat Apparent Competence|TalentTreeNTools}",
  313. "{@feat Liar's Liar|TalentTreeNTools}"
  314. ],
  315. [
  316. {
  317. "type": "cell",
  318. "width": 3,
  319. "entry": "{@feat Heart of Treachery|TalentTreeNTools}"
  320. }
  321. ]
  322. ]
  323. }
  324. ]
  325. },
  326. {
  327. "name": "History",
  328. "type": "entries",
  329. "entries": [
  330. "A proficiency in {@skill History} represents a a depth of scholarship and understanding cultivated over a lifetime. Whether you are identifying nobles by their family sigils, determining the origin of a ruin's builders by construction technique, or simply trying to recall the names of the nearby cities, your proficiency in history helps prepare you for the life of exploration. Continuing to hone your skill lets you identify languages, objects, and peoples at a glance, memorize reference materials verbatim, utilize war tactics and combat manuals, and ultimately ensure that the lessons of the past are not lost to those in the present.",
  331. {
  332. "type": "table",
  333. "colStyles": [
  334. "col-4 text-center",
  335. "col-4 text-center",
  336. "col-4 text-center"
  337. ],
  338. "rows": [
  339. [
  340. {
  341. "type": "cell",
  342. "width": 3,
  343. "entry": "{@feat Cultured|TalentTreeNTools}"
  344. }
  345. ],
  346. [
  347. "{@feat Repository of Lore|TalentTreeNTools}",
  348. "{@feat Knowledge of Society|TalentTreeNTools}",
  349. "{@feat Tactician|TalentTreeNTools}"
  350. ],
  351. [
  352. "{@feat Linguist|TalentTreeNTools}",
  353. "{@feat Objects of Legend|TalentTreeNTools}",
  354. "{@feat Martial Adept|TalentTreeNTools}"
  355. ],
  356. [
  357. {
  358. "type": "cell",
  359. "width": 3,
  360. "entry": "{@feat Learning from History|TalentTreeNTools}"
  361. }
  362. ]
  363. ]
  364. }
  365. ]
  366. },
  367. {
  368. "name": "Insight",
  369. "type": "entries",
  370. "entries": [
  371. "A proficiency in {@skill Insight} represents an understanding of people, their motives, and their intentions. Whether you are discerning criminal lies, interpreting body language, or simply getting the feel of the room, your proficiency in insight helps you discern what others believe and feel. Continuing to hone you skill lets you pierce even the thickest veils of deceit, foresee the magical manipulations of others, read the movements of your foes, and even aid your allies with your insight into the enemy.",
  372. {
  373. "type": "table",
  374. "colStyles": [
  375. "col-4 text-center",
  376. "col-4 text-center",
  377. "col-4 text-center"
  378. ],
  379. "rows": [
  380. [
  381. {
  382. "type": "cell",
  383. "width": 3,
  384. "entry": "{@feat Emotional Insights|TalentTreeNTools}"
  385. }
  386. ],
  387. [
  388. "{@feat Suspicious|TalentTreeNTools}",
  389. "{@feat Sense Enchantment|TalentTreeNTools}",
  390. "{@feat Sense Movement|TalentTreeNTools}"
  391. ],
  392. [
  393. "{@feat Connoisseur of Lies|TalentTreeNTools}",
  394. "{@feat Deprogramming|TalentTreeNTools}",
  395. "{@feat Sentinel|TalentTreeNTools}"
  396. ],
  397. [
  398. {
  399. "type": "cell",
  400. "width": 3,
  401. "entry": "{@feat Next Move|TalentTreeNTools}"
  402. }
  403. ]
  404. ]
  405. }
  406. ]
  407. },
  408. {
  409. "name": "Intimidation",
  410. "type": "entries",
  411. "entries": [
  412. "A proficiency in {@skill Intimidation} represents a general force of presence, and the ability to exude danger and confidence. Whether you are dressing down a subordinate, interrogating a prisoner, or diffusing a situation with only the look in your eyes, your proficiency in intimidation gets you results and it gets them fast. Continuing to hone your skill lets you refine your repertoire to include a wider range of threats, naturally exude a daunting aura, make foes flee before you in battle, and even withstand the intimidating tactics of others.",
  413. {
  414. "type": "table",
  415. "colStyles": [
  416. "col-4 text-center",
  417. "col-4 text-center",
  418. "col-4 text-center"
  419. ],
  420. "rows": [
  421. [
  422. {
  423. "type": "cell",
  424. "width": 3,
  425. "entry": "{@feat Imposing|TalentTreeNTools}"
  426. }
  427. ],
  428. [
  429. "{@feat Terrifying Presence|TalentTreeNTools}",
  430. "{@feat Creative Threat|TalentTreeNTools}",
  431. "{@feat Punisher|TalentTreeNTools}"
  432. ],
  433. [
  434. "{@feat Disrupting Hostility|TalentTreeNTools}",
  435. "{@feat Interrogator|TalentTreeNTools}",
  436. "{@feat Brutal|TalentTreeNTools}"
  437. ],
  438. [
  439. {
  440. "type": "cell",
  441. "width": 3,
  442. "entry": "{@feat Fearless|TalentTreeNTools}"
  443. }
  444. ]
  445. ]
  446. }
  447. ]
  448. },
  449. {
  450. "name": "Investigation",
  451. "type": "entries",
  452. "entries": [
  453. "A proficiency in {@skill Investigation} represents a skill for obtaining information, deciphering clues, and coming to logical conclusions. Whether you are conducting research, inspecting a crime scene, or trying to deduce the location of the secret latch into the wizard's study, your proficiency in investigation lets you glean more information than meets the eye. Continuing to hone you skill lets you hone your mind to a fine edge, consult notes to improve your performance, and even learn the weaknesses of your foes as you watch them fight.",
  454. {
  455. "type": "table",
  456. "colStyles": [
  457. "col-4 text-center",
  458. "col-4 text-center",
  459. "col-4 text-center"
  460. ],
  461. "rows": [
  462. [
  463. {
  464. "type": "cell",
  465. "width": 3,
  466. "entry": "{@feat An Eye for Trouble|TalentTreeNTools}"
  467. }
  468. ],
  469. [
  470. "{@feat Keen Mind|TalentTreeNTools}",
  471. "{@feat Researcher|TalentTreeNTools}",
  472. "{@feat Seeker|TalentTreeNTools}"
  473. ],
  474. [
  475. "{@feat Heedful|TalentTreeNTools}",
  476. "{@feat Memetic Memory|TalentTreeNTools}",
  477. "{@feat Predict Strike|TalentTreeNTools}"
  478. ],
  479. [
  480. {
  481. "type": "cell",
  482. "width": 3,
  483. "entry": "{@feat Rigor|TalentTreeNTools}"
  484. }
  485. ]
  486. ]
  487. }
  488. ]
  489. },
  490. {
  491. "name": "Medicine",
  492. "type": "entries",
  493. "entries": [
  494. "A proficiency in {@skill Medicine} represents an understanding of the body, diseases, injuries, and the medical practices used to treat them. Whether you are bandaging wounds, performing surgery, or making a diagnosis, a proficiency in medicine lets you conduct your practice with confidence. Continuing to hone you skill lets you learn to identify and extract poisons, quickly administer aid in combat, learn the best ways to inflict injuries on your foes, and even bring back those who are well on their way to the halls of death.",
  495. {
  496. "type": "table",
  497. "colStyles": [
  498. "col-4 text-center",
  499. "col-4 text-center",
  500. "col-4 text-center"
  501. ],
  502. "rows": [
  503. [
  504. {
  505. "type": "cell",
  506. "width": 3,
  507. "entry": "{@feat Healer's Bag|TalentTreeNTools}"
  508. }
  509. ],
  510. [
  511. "{@feat Medic|TalentTreeNTools}",
  512. "{@feat Treat Poison|TalentTreeNTools}",
  513. "{@feat Remedy Injury|TalentTreeNTools}"
  514. ],
  515. [
  516. "{@feat Healer|TalentTreeNTools}",
  517. "{@feat Poisoner|TalentTreeNTools}",
  518. "{@feat Treatment|TalentTreeNTools}"
  519. ],
  520. [
  521. {
  522. "type": "cell",
  523. "width": 3,
  524. "entry": "{@feat Resuscitation|TalentTreeNTools}"
  525. }
  526. ]
  527. ]
  528. }
  529. ]
  530. },
  531. {
  532. "name": "Nature",
  533. "type": "entries",
  534. "entries": [
  535. "A proficiency in {@skill Nature} represents a knowledge of the properties, uses, and behaviours of plants, animals, minerals, fungi and the natural energies present in nature. Whether you are predicting the weather, discerning the natural cycles, or simply attempting to identify something you see in the wilderness, your proficiency in nature makes the wilds a familiar place. Continuing to hone your skill lets you learn to recognize the more subtle natural dangers around you, and even turn them to your advantage.",
  536. {
  537. "type": "table",
  538. "colStyles": [
  539. "col-4 text-center",
  540. "col-4 text-center",
  541. "col-4 text-center"
  542. ],
  543. "rows": [
  544. [
  545. {
  546. "type": "cell",
  547. "width": 3,
  548. "entry": "{@feat Nature Sense|TalentTreeNTools}"
  549. }
  550. ],
  551. [
  552. "{@feat Knowledge of Monsters|TalentTreeNTools}",
  553. "{@feat Knowledge of Plants & Oozes|TalentTreeNTools}",
  554. "{@feat Knowledge of Materials|TalentTreeNTools}"
  555. ],
  556. [
  557. "{@feat Monsterbane|TalentTreeNTools}",
  558. "{@feat Natural Defiance|TalentTreeNTools}",
  559. "{@feat Metalurgist|TalentTreeNTools}"
  560. ],
  561. [
  562. {
  563. "type": "cell",
  564. "width": 3,
  565. "entry": "{@feat Naturecraft|TalentTreeNTools}"
  566. }
  567. ]
  568. ]
  569. }
  570. ]
  571. },
  572. {
  573. "name": "Perception",
  574. "type": "entries",
  575. "entries": [
  576. "A proficiency in {@skill Perception} represents a combination of natural keen senses and a practiced eye. Whether you are keeping watch, spying over a shoulder, or trying to make your way through a dark and dangerous path, your proficiency in perception lets you stay prepared for both danger and opportunity and ready to capitalize on them. Continuing to hone your skill lets you elevate your senses to peak levels, perceiving far-away details, always remaining alert to danger, and even developing specialized senses beyond what your race provides.",
  577. {
  578. "type": "table",
  579. "colStyles": [
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  582. "col-4 text-center"
  583. ],
  584. "rows": [
  585. [
  586. {
  587. "type": "cell",
  588. "width": 3,
  589. "entry": "{@feat Keen Senses|TalentTreeNTools}"
  590. }
  591. ],
  592. [
  593. "{@feat Aware|TalentTreeNTools}",
  594. "{@feat Observant|TalentTreeNTools}",
  595. "{@feat Low-Light Vision|TalentTreeNTools}"
  596. ],
  597. [
  598. "{@feat Alert|TalentTreeNTools}",
  599. "{@feat Focused|TalentTreeNTools}",
  600. "{@feat Tremortouch|TalentTreeNTools}"
  601. ],
  602. [
  603. {
  604. "type": "cell",
  605. "width": 3,
  606. "entry": "{@feat Vigilant|TalentTreeNTools}"
  607. }
  608. ]
  609. ]
  610. }
  611. ]
  612. },
  613. {
  614. "name": "Performance",
  615. "type": "entries",
  616. "entries": [
  617. "A proficiency in {@skill Performance} represents a theatrical flair and gravitas which highlights whatever you do. Whether you are acting, playing music, speaking to a crowd, or simply trying to impress your peers with quick wit, your proficiency in performance lets you shape how others see you. Continuing to hone your skill lets you use your theatrics to distract foes, make your swordplay unpredictable, inspire others, and forever establish your fame across the world.",
  618. {
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  625. "rows": [
  626. [
  627. {
  628. "type": "cell",
  629. "width": 3,
  630. "entry": "{@feat Entertaining|TalentTreeNTools}"
  631. }
  632. ],
  633. [
  634. "{@feat Performer|TalentTreeNTools}",
  635. "{@feat Theatrics|TalentTreeNTools}",
  636. "{@feat Orator|TalentTreeNTools}"
  637. ],
  638. [
  639. "{@feat Specialty Acts|TalentTreeNTools}",
  640. "{@feat Stage-Fighting|TalentTreeNTools}",
  641. "{@feat Leadership|TalentTreeNTools}"
  642. ],
  643. [
  644. {
  645. "type": "cell",
  646. "width": 3,
  647. "entry": "{@feat Showstopper|TalentTreeNTools}"
  648. }
  649. ]
  650. ]
  651. }
  652. ]
  653. },
  654. {
  655. "name": "Persuasion",
  656. "type": "entries",
  657. "entries": [
  658. "A proficiency in {@skill Persuasion} represents a convincing or alluring demeanor that sways the opinions of others in your favor. Whether you are arguing a case, settling a dispute, appealing to a creature's instincts, goals, or desires, or even just simply trying to get a straight answer to a question, your proficiency in persuasion allows you to use your words and wiles to skillfully articulate your position. Continuing to hone your skill lets you charm others with your eloquence, pathos, and wit.",
  659. {
  660. "type": "table",
  661. "colStyles": [
  662. "col-4 text-center",
  663. "col-4 text-center",
  664. "col-4 text-center"
  665. ],
  666. "rows": [
  667. [
  668. {
  669. "type": "cell",
  670. "width": 3,
  671. "entry": "{@feat Inspiring Word|TalentTreeNTools}"
  672. }
  673. ],
  674. [
  675. "{@feat Encouraging Word|TalentTreeNTools}",
  676. "{@feat Inspirational|TalentTreeNTools}",
  677. "{@feat Following Suit|TalentTreeNTools}"
  678. ],
  679. [
  680. "{@feat Enduring Encouragement|TalentTreeNTools}",
  681. "{@feat Captivating|TalentTreeNTools}",
  682. "{@feat Leading by Example|TalentTreeNTools}"
  683. ],
  684. [
  685. {
  686. "type": "cell",
  687. "width": 3,
  688. "entry": "{@feat Silver Tongue|TalentTreeNTools}"
  689. }
  690. ]
  691. ]
  692. }
  693. ]
  694. },
  695. {
  696. "name": "Religion",
  697. "type": "entries",
  698. "entries": [
  699. "A proficiency in {@skill Religion} represents your knowledge and studied understanding of cults, rites and holy symbols. Whether you are trying to replicate a lost ceremony, remember the lore of a dead deity and discern the leader of a religious group, your proficiency in religion allows you to learn the best approach in situations related to ruinous powers and holy powers, both much larger than any common man. Continuing to hone your skill lets you perform sacred sacraments, deepen your understanding of the occult and alien and even ascertain the nature of undeath.",
  700. {
  701. "type": "table",
  702. "colStyles": [
  703. "col-4 text-center",
  704. "col-4 text-center",
  705. "col-4 text-center"
  706. ],
  707. "rows": [
  708. [
  709. {
  710. "type": "cell",
  711. "width": 3,
  712. "entry": "{@feat Rites|TalentTreeNTools}"
  713. }
  714. ],
  715. [
  716. "{@feat Acolyte of Faith|TalentTreeNTools}",
  717. "{@feat Ward of Faith|TalentTreeNTools}",
  718. "{@feat Occultist|TalentTreeNTools}"
  719. ],
  720. [
  721. "{@feat Perform Sacrament|TalentTreeNTools}",
  722. "{@feat Holy Aura|TalentTreeNTools}",
  723. "{@feat Exorcist|TalentTreeNTools}"
  724. ],
  725. [
  726. {
  727. "type": "cell",
  728. "width": 3,
  729. "entry": "{@feat Priest|TalentTreeNTools}"
  730. }
  731. ]
  732. ]
  733. }
  734. ]
  735. },
  736. {
  737. "name": "Sleight of Hand",
  738. "type": "entries",
  739. "entries": [
  740. "A proficiency in {@skill Sleight of Hand} represents a skillful feat of legerdemain, concealing minor objects and interacting with the possessions of others. Whether you are planting core evidence on someone, tricking someone in a game of dice or simply lifting a pocket from an unsuspecting victim, your proficiency in sleight of hand guarantees that what is others' is also your own. Continuing to hone your skill lets you quickly manipulate multiple objects, nab even more hard-to-steal items and even mess up the spellcasting of others'.",
  741. {
  742. "type": "table",
  743. "colStyles": [
  744. "col-4 text-center",
  745. "col-4 text-center",
  746. "col-4 text-center"
  747. ],
  748. "rows": [
  749. [
  750. {
  751. "type": "cell",
  752. "width": 3,
  753. "entry": "{@feat Suble Interaction|TalentTreeNTools}"
  754. }
  755. ],
  756. [
  757. "{@feat Clever Action|TalentTreeNTools}",
  758. "{@feat Hidden Action|TalentTreeNTools}",
  759. "{@feat Perplexing Action|TalentTreeNTools}"
  760. ],
  761. [
  762. "{@feat Thief of Order|TalentTreeNTools}",
  763. "{@feat Thief of Propriety|TalentTreeNTools}",
  764. "{@feat Thief of Focus|TalentTreeNTools}"
  765. ],
  766. [
  767. {
  768. "type": "cell",
  769. "width": 3,
  770. "entry": "{@feat Legerdemain|TalentTreeNTools}"
  771. }
  772. ]
  773. ]
  774. }
  775. ]
  776. },
  777. {
  778. "name": "Stealth",
  779. "type": "entries",
  780. "entries": [
  781. "A proficiency in {@skill Stealth} represents an uncanny ability to slip away and remain inconspicuous under scrutiny. Whether you are trying sneak by a sleeping dragon without waking it up, stand perfectly still and stay silent while hiding, or simply disappear into a crowd, your proficiency in stealth lets you evade unwanted attention. Continuing to hone your skill lets you instantly drop out of view, ambush your enemies, and cleanly and unexpectedly disappear into the night.",
  782. {
  783. "type": "table",
  784. "colStyles": [
  785. "col-4 text-center",
  786. "col-4 text-center",
  787. "col-4 text-center"
  788. ],
  789. "rows": [
  790. [
  791. {
  792. "type": "cell",
  793. "width": 3,
  794. "entry": "{@feat Unlikely Spot|TalentTreeNTools}"
  795. }
  796. ],
  797. [
  798. "{@feat Slither|TalentTreeNTools}",
  799. "{@feat Skulker|TalentTreeNTools}",
  800. "{@feat Scamper|TalentTreeNTools}"
  801. ],
  802. [
  803. "{@feat Screening|TalentTreeNTools}",
  804. "{@feat Ambusher|TalentTreeNTools}",
  805. "{@feat Dive|TalentTreeNTools}"
  806. ],
  807. [
  808. {
  809. "type": "cell",
  810. "width": 3,
  811. "entry": "{@feat Disappear|TalentTreeNTools}"
  812. }
  813. ]
  814. ]
  815. }
  816. ]
  817. },
  818. {
  819. "name": "Survival",
  820. "type": "entries",
  821. "entries": [
  822. "A proficiency in {@skill Survival} represents your ability to stay alive in the wild, track down your foes, and make the best out of a bad situation. Whether you are trying to find a safe place to camp in a dangerous environment, tracking an animal, or noticing the signs of a creature living nearby, your proficiency in survival makes the outdoors a comfortable place. Continuing to hone your skill lets you survive in even harsher environments, fortify your position, learn to camouflage yourself in the wild and even grip onto life when others would already have passed on.",
  823. {
  824. "type": "table",
  825. "colStyles": [
  826. "col-4 text-center",
  827. "col-4 text-center",
  828. "col-4 text-center"
  829. ],
  830. "rows": [
  831. [
  832. {
  833. "type": "cell",
  834. "width": 3,
  835. "entry": "{@feat Pioneering|TalentTreeNTools}"
  836. }
  837. ],
  838. [
  839. "{@feat Survivalist|TalentTreeNTools}",
  840. "{@feat Trapper|TalentTreeNTools}",
  841. "{@feat Weathered Tracker|TalentTreeNTools}"
  842. ],
  843. [
  844. "{@feat Foritfy|TalentTreeNTools}",
  845. "{@feat Dungeoneer|TalentTreeNTools}",
  846. "{@feat Camouflage|TalentTreeNTools}"
  847. ],
  848. [
  849. {
  850. "type": "cell",
  851. "width": 3,
  852. "entry": "{@feat Survivor|TalentTreeNTools}"
  853. }
  854. ]
  855. ]
  856. }
  857. ]
  858. },
  859. {
  860. "name": "Apprenticeship",
  861. "type": "entries",
  862. "entries": [
  863. "Many great heroes begin their careers as lowly apprentices, sworn to one master or another. Perhaps you were indentured to a craftsman, a cook, a priest, a mage, or a noble lord. No matter the nature of the apprenticeship, your time working with the masters of their arts has given you a step ahead of others who might seek to follow in their footsteps.",
  864. "When you take the Master of Some talent, you may pick a specialty from the Tool Specialization list below. You can take this talent multiple times, but you cannot benefit from a specific specialty more than once.",
  865. {
  866. "type": "table",
  867. "colStyles": [
  868. "col-6 text-center"
  869. ],
  870. "rows": [
  871. [
  872. "{@feat Jack of Trades|TalentTreeNTools}"
  873. ],
  874. [
  875. "{@feat Master of Some|TalentTreeNTools}"
  876. ]
  877. ]
  878. },
  879. {
  880. "type": "list",
  881. "name": "Tool Specialization Options",
  882. "columns": 2,
  883. "items": [
  884. "{@feat Advanced Carpentry|TalentTreeNTools}",
  885. "{@feat Alchemist|TalentTreeNTools}",
  886. "{@feat Brew Master|TalentTreeNTools}",
  887. "{@feat Burglar|TalentTreeNTools}",
  888. "{@feat Calligrapher|TalentTreeNTools}",
  889. "{@feat Cobbler|TalentTreeNTools}",
  890. "{@feat Forger|TalentTreeNTools}",
  891. "{@feat Glassblower|TalentTreeNTools}",
  892. "{@feat Gourmand|TalentTreeNTools}",
  893. "{@feat Herbalist|TalentTreeNTools}",
  894. "{@feat Jewelry Expert|TalentTreeNTools}",
  895. "{@feat Map Master|TalentTreeNTools}",
  896. "{@feat Master Blacksmith|TalentTreeNTools}",
  897. "{@feat Master Leatherworker|TalentTreeNTools}",
  898. "{@feat Master of Disguise|TalentTreeNTools}",
  899. "{@feat Master Weaver|TalentTreeNTools}",
  900. "{@feat Mason|TalentTreeNTools}",
  901. "{@feat Navigation Expert|TalentTreeNTools}",
  902. "{@feat Painter|TalentTreeNTools}",
  903. "{@feat Poison Expert|TalentTreeNTools}",
  904. "{@feat Potter|TalentTreeNTools}",
  905. "{@feat Tinker|TalentTreeNTools}",
  906. "{@feat Woodcarver|TalentTreeNTools}"
  907. ]
  908. }
  909. ]
  910. }
  911. ]
  912. },
  913. {
  914. "name": "Talent Trees: Specialty Trees",
  915. "source": "TalentTreeNTools",
  916. "entries": [
  917. "Where skills represent the mastery of things that anyone can do, specialties represent special techniques and training that must be explicitly trained, passed down, or discovered. Specialties vary widely from world to world and deal with tools, magics, or techniques which might not be available for every setting. Ask your DM if a specialty tree is available in your game.",
  918. {
  919. "name": "Specialty Trees are Special",
  920. "type": "entries",
  921. "entries": [
  922. "Some specialty trees do not follow the standard eight-part format by which most other trees abide. For example, the Armor tree has four branches instead of three and the Adventuring and Weapon trees are much closer to standard feats than talent trees (one might call them \"Talent Bushes\"). Regardless of structure, the method for unlocking their talents remains the same: start at the top and work towards the bottom."
  923. ]
  924. },
  925. {
  926. "name": "Adventuring",
  927. "type": "entries",
  928. "entries": [
  929. "Adventuring skill represents a very broad ability to be prepared for a life away from the comfort of a home. Whether you are learning your trade, testing your luck, or earning your scars, a talent for adventuring prepares you for the long road ahead.",
  930. "The Adventuring tree consists of three independent bushes: {@i A Friend So Nice}, {@i A Roll of the Dice}, and {@i A Little Extra Life}.",
  931. {
  932. "type": "table",
  933. "caption": "A Friend So Nice",
  934. "colStyles": [
  935. "col-4 text-center"
  936. ],
  937. "rows": [
  938. [
  939. "{@feat Loyal Servant|TalentTreeNTools}"
  940. ],
  941. [
  942. "{@feat Faithfull Friend|TalentTreeNTools}"
  943. ]
  944. ]
  945. },
  946. {
  947. "type": "table",
  948. "caption": "A Roll of the Dice",
  949. "colStyles": [
  950. "col-4 text-center"
  951. ],
  952. "rows": [
  953. [
  954. "{@feat Favored|TalentTreeNTools}"
  955. ],
  956. [
  957. "{@feat Lucky|TalentTreeNTools}"
  958. ]
  959. ]
  960. },
  961. {
  962. "type": "table",
  963. "caption": "A Little Extra Life",
  964. "colStyles": [
  965. "col-4 text-center",
  966. "col-4 text-center",
  967. "col-4 text-center"
  968. ],
  969. "rows": [
  970. [
  971. {
  972. "type": "cell",
  973. "width": 3,
  974. "entry": "{@feat Endurance|TalentTreeNTools}"
  975. }
  976. ],
  977. [
  978. "{@feat Tough|TalentTreeNTools}",
  979. "{@feat Resilient|TalentTreeNTools}",
  980. "{@feat Tenacious|TalentTreeNTools}"
  981. ],
  982. [
  983. {
  984. "type": "cell",
  985. "width": 3,
  986. "entry": "{@feat Resistant|TalentTreeNTools}"
  987. }
  988. ]
  989. ]
  990. }
  991. ]
  992. },
  993. {
  994. "name": "Armor",
  995. "type": "entries",
  996. "entries": [
  997. "A proficiency in armor represents your ability to effectively use it to stay alive. Whether you are strapping in or ducking out, dodging blows or simply standing firm as chaos rains upon you, a proficiency in armor is essential for keeping yourself safe as an adventurer. Continuing to hone your skill lets you learn to use and care for your armor more effectively as well as mastering unusual uses for it.",
  998. {
  999. "type": "table",
  1000. "colStyles": [
  1001. "col-3 text-center",
  1002. "col-3 text-center",
  1003. "col-3 text-center",
  1004. "col-3 text-center"
  1005. ],
  1006. "rows": [
  1007. [
  1008. {
  1009. "type": "cell",
  1010. "width": 4,
  1011. "entry": "{@feat Armor Training|TalentTreeNTools}"
  1012. }
  1013. ],
  1014. [
  1015. "{@feat Light as a Feather|TalentTreeNTools}",
  1016. "{@feat Shield Bash|TalentTreeNTools}",
  1017. "{@feat Padded Plate|TalentTreeNTools}",
  1018. "{@feat Built to Stand|TalentTreeNTools}"
  1019. ],
  1020. [
  1021. "{@feat Master of Pockets|TalentTreeNTools}",
  1022. "{@feat Shield Master|TalentTreeNTools}",
  1023. "{@feat Medium Armor Master|TalentTreeNTools}",
  1024. "{@feat Heavy Armor Master|TalentTreeNTools}"
  1025. ],
  1026. [
  1027. {
  1028. "type": "cell",
  1029. "width": 2,
  1030. "entry": "{@feat Ready for Action|TalentTreeNTools}"
  1031. },
  1032. {
  1033. "type": "cell",
  1034. "width": 2,
  1035. "entry": "{@feat Master of Protection|TalentTreeNTools}"
  1036. }
  1037. ]
  1038. ]
  1039. }
  1040. ]
  1041. },
  1042. {
  1043. "name": "Pupilage",
  1044. "type": "entries",
  1045. "entries": [
  1046. "Skilled manipulators of the Weave start somewhere, whether following the instructions of a master wizard, studying how to find a stronger connection with the divine, or finding sorcerous capacity within. Your experience practicing magic has given you a taste of extraordinary power.",
  1047. "There are two capstone abilities for the Pupilage tree. Picking one of the capstone talents disallows the selection of the other with future talent points.",
  1048. {
  1049. "type": "table",
  1050. "colStyles": [
  1051. "col-6 text-center",
  1052. "col-6 text-center"
  1053. ],
  1054. "rows": [
  1055. [
  1056. {
  1057. "type": "cell",
  1058. "width": 2,
  1059. "entry": "{@feat Apprentice|TalentTreeNTools}"
  1060. }
  1061. ],
  1062. [
  1063. {
  1064. "type": "cell",
  1065. "width": 2,
  1066. "entry": "{@feat Magic Initiate|TalentTreeNTools}"
  1067. }
  1068. ],
  1069. [
  1070. "{@feat Metamagic Expert|TalentTreeNTools}",
  1071. "{@feat Eldritch Adept|TalentTreeNTools}"
  1072. ]
  1073. ]
  1074. }
  1075. ]
  1076. },
  1077. {
  1078. "name": "Martial Talent",
  1079. "type": "entries",
  1080. "entries": [
  1081. "Some seem to be born and bred to fight. But for others, it takes time, training, a quite a bit of practice. No matter your background, nor your traditional vocation, simply learning to use whatever weapons you can find, often means the difference between life and death as an adventurer.",
  1082. {
  1083. "type": "table",
  1084. "colStyles": [
  1085. "col-3 text-center",
  1086. "col-3 text-center",
  1087. "col-3 text-center",
  1088. "col-3 text-center"
  1089. ],
  1090. "rows": [
  1091. [
  1092. {
  1093. "type": "cell",
  1094. "width": 2,
  1095. "entry": "{@feat Weapon Training|TalentTreeNTools}"
  1096. },
  1097. {
  1098. "type": "cell",
  1099. "width": 2,
  1100. "entry": "{@feat Weapon Improvisation|TalentTreeNTools}"
  1101. }
  1102. ],
  1103. [
  1104. "{@feat Martial Training|TalentTreeNTools}",
  1105. "{@feat Martial Adept|TalentTreeNTools}",
  1106. "{@feat Tavern Brawler|TalentTreeNTools}",
  1107. "{@feat Back-Alley Pitcher|TalentTreeNTools}"
  1108. ]
  1109. ]
  1110. }
  1111. ]
  1112. },
  1113. {
  1114. "name": "Warcaster",
  1115. "type": "entries",
  1116. "entries": [
  1117. "Warcasting is the art of using powerful magic to efficiently and utterly destroy your enemies upon a battlefield. Whether you are trying to fling a bigger fireball, out-range those pesky archers with your cantrips, or simply trying to weave the use of weapons into your magical routines, warcasting lets you focus your magic on whatever, or whoever, needs to be destroyed.",
  1118. {
  1119. "type": "table",
  1120. "colStyles": [
  1121. "col-4 text-center",
  1122. "col-4 text-center",
  1123. "col-4 text-center"
  1124. ],
  1125. "rows": [
  1126. [
  1127. "{@feat Battle Spells|TalentTreeNTools}",
  1128. "{@feat Damage Specialist|TalentTreeNTools}",
  1129. "{@feat Half-Hand Casting|TalentTreeNTools}"
  1130. ],
  1131. [
  1132. "{@feat Spell Sniper|TalentTreeNTools}",
  1133. "{@feat Potent Spellcasting|TalentTreeNTools}",
  1134. "{@feat Martial Casting|TalentTreeNTools}"
  1135. ],
  1136. [
  1137. {
  1138. "type": "cell",
  1139. "width": 3,
  1140. "entry": "{@feat War Mage|TalentTreeNTools}"
  1141. }
  1142. ]
  1143. ]
  1144. }
  1145. ]
  1146. },
  1147. {
  1148. "name": "Weapon Specialization",
  1149. "type": "entries",
  1150. "entries": [
  1151. "While most adventurers can pick up a weapon easily enough, only a select few take the time to truly learn the subtleties of their weapons of choice. These few, whether favoring the harsh blunt honestly of maul or the delicate and mobile presence of a rapier; whether relying on the simple straightforward work of a warpick or the unpredictabile bouncing of a morningstar; whether cherishing the heft of an axe or the haft of a pike, the secrecy of a hidden dagger or crossbow or the flamboyant presence of a greatsword or longbow, each finds reliable strength and confidence in their choice of weapon.",
  1152. {
  1153. "name": "Specialization Tiers",
  1154. "type": "entries",
  1155. "entries": [
  1156. "The Weapon Specialization talent is the most complex talent of them all. It allows you to pick and choose from a host of options to build up a customized martial toolkit which will make your character feel unique. When selecting this talent, you choose one of the four options below and then consult the relevant table(s) to select which weapon specialties you wish to include.",
  1157. "You can take this talent multiple times, but you can't benefit from a specific specialty more than once, no matter how many times you select it. Weapon specialties are divided into three tiers: Major, Intermediate, and Minor. For each talent point spent on gaining weapon specialties, you can choose to gain one of the following options:",
  1158. {
  1159. "type": "list",
  1160. "items": [
  1161. "You gain {@b one major} specialty.",
  1162. "You gain {@b two intermediate} specialties.",
  1163. "You gain {@b one intermediate} and {@b one minor} specialty.",
  1164. "You gain {@b three minor} specialties."
  1165. ]
  1166. }
  1167. ]
  1168. },
  1169. {
  1170. "caption": "Major Specialties",
  1171. "type": "table",
  1172. "colLabels": [
  1173. "Type",
  1174. "Specialty"
  1175. ],
  1176. "rows": [
  1177. [
  1178. "Melee, Light",
  1179. "{@feat Remise|TalentTreeNTools}"
  1180. ],
  1181. [
  1182. "Light",
  1183. "{@feat Dual Weapon Fighting|TalentTreeNTools}"
  1184. ],
  1185. [
  1186. "Melee, Ranged, Light",
  1187. "{@feat Dual Wielder|TalentTreeNTools}"
  1188. ],
  1189. [
  1190. "Ranged",
  1191. "{@feat Power Shot|TalentTreeNTools}"
  1192. ],
  1193. [
  1194. "Ranged",
  1195. "{@feat Deadshot|TalentTreeNTools}"
  1196. ],
  1197. [
  1198. "Melee, Two-Handed, Versatile",
  1199. "{@feat Knock About|TalentTreeNTools}"
  1200. ],
  1201. [
  1202. "Melee, Heavy",
  1203. "{@feat Power Attack|TalentTreeNTools}"
  1204. ],
  1205. [
  1206. "Melee, Heavy",
  1207. "{@feat Rampage|TalentTreeNTools}"
  1208. ],
  1209. [
  1210. "Polearm",
  1211. "{@feat Phalanx|TalentTreeNTools}"
  1212. ],
  1213. [
  1214. "Polearm",
  1215. "{@feat Batter|TalentTreeNTools}"
  1216. ],
  1217. [
  1218. "Finesse, One-Handed",
  1219. "{@feat Parry|TalentTreeNTools}"
  1220. ],
  1221. [
  1222. "Poison",
  1223. "{@feat Precise Poisoning|TalentTreeNTools}"
  1224. ],
  1225. [
  1226. "Poison",
  1227. "{@feat Rapid Application|TalentTreeNTools}"
  1228. ]
  1229. ]
  1230. },
  1231. {
  1232. "caption": "Intermediate Specialties",
  1233. "type": "table",
  1234. "colLabels": [
  1235. "Type",
  1236. "Specialty"
  1237. ],
  1238. "rows": [
  1239. [
  1240. "Melee",
  1241. "{@feat Offhand Steel|TalentTreeNTools}"
  1242. ],
  1243. [
  1244. "Melee",
  1245. "{@feat Whirling Dervish|TalentTreeNTools}"
  1246. ],
  1247. [
  1248. "Melee, Heavy, Two-Handed",
  1249. "{@feat Rebuff|TalentTreeNTools}"
  1250. ],
  1251. [
  1252. "Melee, Two-Handed, Slashing",
  1253. "{@feat Great Cleave|TalentTreeNTools}"
  1254. ],
  1255. [
  1256. "Melee, One-Handed, Piercing",
  1257. "{@feat Blitz|TalentTreeNTools}"
  1258. ],
  1259. [
  1260. "Melee, Blunt",
  1261. "{@feat Shove About|TalentTreeNTools}"
  1262. ],
  1263. [
  1264. "Melee, Ranged, Blunt",
  1265. "{@feat Bashing Daze|TalentTreeNTools}"
  1266. ],
  1267. [
  1268. "Melee, Hooked",
  1269. "{@feat Hook|TalentTreeNTools}"
  1270. ],
  1271. [
  1272. "Whips",
  1273. "{@feat Whip Wielder|TalentTreeNTools}"
  1274. ],
  1275. [
  1276. "Slings",
  1277. "{@feat Slinger|TalentTreeNTools}"
  1278. ],
  1279. [
  1280. "Ranged",
  1281. "{@feat Hammer Fanner|TalentTreeNTools}"
  1282. ],
  1283. [
  1284. "Any",
  1285. "{@feat Daze|TalentTreeNTools}"
  1286. ]
  1287. ]
  1288. },
  1289. {
  1290. "caption": "Minor Specialties",
  1291. "type": "table",
  1292. "colLabels": [
  1293. "Type",
  1294. "Specialty"
  1295. ],
  1296. "rows": [
  1297. [
  1298. "Any",
  1299. "{@feat Quick Draw|TalentTreeNTools}"
  1300. ],
  1301. [
  1302. "Ranged",
  1303. "{@feat Close-Quarters Shooter|TalentTreeNTools}"
  1304. ],
  1305. [
  1306. "Ranged",
  1307. "{@feat Precise Shooter|TalentTreeNTools}"
  1308. ],
  1309. [
  1310. "Ranged",
  1311. "{@feat Sharpshooter|TalentTreeNTools}"
  1312. ],
  1313. [
  1314. "Bows, Slings",
  1315. "{@feat Strong Draw|TalentTreeNTools}"
  1316. ],
  1317. [
  1318. "Blowgun",
  1319. "{@feat Powerfull Lung|TalentTreeNTools}"
  1320. ],
  1321. [
  1322. "Net",
  1323. "{@feat Combat Knots|TalentTreeNTools}"
  1324. ],
  1325. [
  1326. "Whip",
  1327. "{@feat Snapback|TalentTreeNTools}"
  1328. ],
  1329. [
  1330. "Melee, Hooked",
  1331. "{@feat Tine Capture|TalentTreeNTools}"
  1332. ],
  1333. [
  1334. "Melee, Chained",
  1335. "{@feat Shieldbreaker|TalentTreeNTools}"
  1336. ],
  1337. [
  1338. "Melee, Light",
  1339. "{@feat Axe Juggle|TalentTreeNTools}"
  1340. ],
  1341. [
  1342. "Polearm",
  1343. "{@feat Extend|TalentTreeNTools}"
  1344. ],
  1345. [
  1346. "Blunt",
  1347. "{@feat Breaker|TalentTreeNTools}"
  1348. ]
  1349. ]
  1350. }
  1351. ]
  1352. }
  1353. ]
  1354. },
  1355. {
  1356. "name": "Talent Trees: Starting and Bonus Talent Points",
  1357. "source": "TalentTreeNTools",
  1358. "entries": [
  1359. "At 1st-level you gain 2 starting talent points. Additionally, whenever your proficiency bonus increases, you gain 1 bonus talent point (this occurs at levels 5, 9, 13, and 17)."
  1360. ]
  1361. },
  1362. {
  1363. "name": "Talent Trees: No Initial Specialties",
  1364. "source": "TalentTreeNTools",
  1365. "entries": [
  1366. "If using the {@variantrule Talent Trees: Starting and Bonus Talent Points|TalentTreeNTools|Starting and Bonus Talent Points} variant, you can choose to limit spending the initial two bonus points to skill trees, not specialty trees. Doing so limits access to some of the more potent combat abilities until later levels."
  1367. ]
  1368. },
  1369. {
  1370. "name": "Talent Trees: Variant Variant Human",
  1371. "source": "TalentTreeNTools",
  1372. "entries": [
  1373. "If using the {@race Human (Variant)|PHB|Variant Human} racial option from the Player's Handbook, instead of granting a feat, you can grant 1 talent point, which can be spent on any talent tree."
  1374. ]
  1375. }
  1376. ],
  1377. "feat": [
  1378. {
  1379. "name": "Metamagic Expert",
  1380. "prerequisite": [
  1381. {
  1382. "other": [
  1383. "{@feat Magic Initiate|TalentTreeNTools}"
  1384. ]
  1385. }
  1386. ],
  1387. "entries": [
  1388. "You learn two {@filter Metamagic|optionalfeatures|Feature Type=MM} options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise.",
  1389. "You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest."
  1390. ],
  1391. "source": "TalentTreeNTools"
  1392. },
  1393. {
  1394. "name": "Eldritch Adept",
  1395. "prerequisite": [
  1396. {
  1397. "other": [
  1398. "{@feat Magic Initiate|TalentTreeNTools}"
  1399. ]
  1400. }
  1401. ],
  1402. "entries": [
  1403. "Studying occult lore, you have unlocked eldritch power within yourself: you learn one {@filter Eldritch Invocation|optionalfeatures|Feature Type=EI} option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you're a warlock and only if you meet the prerequisite."
  1404. ],
  1405. "source": "TalentTreeNTools"
  1406. },
  1407. {
  1408. "name": "Advanced Carpentry",
  1409. "prerequisite": [
  1410. {
  1411. "other": [
  1412. "{@feat Jack of Trades|TalentTreeNTools}"
  1413. ]
  1414. }
  1415. ],
  1416. "entries": [
  1417. "You gain proficiency with carpenter's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.",
  1418. "You can temporarily fortify a door or window using your action. The DC needed to open it increases by 5, but the fortification falls apart after 1 minute.",
  1419. "With 1 minute of work and raw materials, you can create a wooden barrier no more than 10 feet in any dimension. The barrier has AC 10 and HP 25, is immune to poison and psychic damage, and is vulnerable to fire damage. The barrier collapses 8 hours after being assembled."
  1420. ],
  1421. "source": "TalentTreeNTools"
  1422. },
  1423. {
  1424. "name": "Alchemist",
  1425. "prerequisite": [
  1426. {
  1427. "other": [
  1428. "{@feat Jack of Trades|TalentTreeNTools}"
  1429. ]
  1430. }
  1431. ],
  1432. "entries": [
  1433. "You gain proficiency with alchemist's supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.",
  1434. "As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.",
  1435. "Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist's supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion's die roll and regains the maximum number of hit points that the potion can restore."
  1436. ],
  1437. "source": "TalentTreeNTools"
  1438. },
  1439. {
  1440. "name": "Brew Master",
  1441. "prerequisite": [
  1442. {
  1443. "other": [
  1444. "{@feat Jack of Trades|TalentTreeNTools}"
  1445. ]
  1446. }
  1447. ],
  1448. "entries": [
  1449. "You gain proficiency with brewer's supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.",
  1450. "You can purify twice as much water during a short or long rest.",
  1451. "You can customize your alcoholic beverages in such a way that they impose advantage or disadvantage (your choice) on saving throws against their effects.",
  1452. "As part of a long rest, you can distill a beverage to yield a container of pure alcohol, which can be used for medicinal purposes or as fuel for a fire."
  1453. ],
  1454. "source": "TalentTreeNTools"
  1455. },
  1456. {
  1457. "name": "Burglar",
  1458. "prerequisite": [
  1459. {
  1460. "other": [
  1461. "{@feat Jack of Trades|TalentTreeNTools}"
  1462. ]
  1463. }
  1464. ],
  1465. "entries": [
  1466. "You gain proficiency with thieves' tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.",
  1467. "As part of a short rest, you can use scavenged or acquired materials to build a temporary set of thieves' tools for when you lack access to a permanent one. This temporary set ceases to function after 1 hour."
  1468. ],
  1469. "source": "TalentTreeNTools"
  1470. },
  1471. {
  1472. "name": "Calligrapher",
  1473. "prerequisite": [
  1474. {
  1475. "other": [
  1476. "{@feat Jack of Trades|TalentTreeNTools}"
  1477. ]
  1478. }
  1479. ],
  1480. "entries": [
  1481. "You gain proficiency with calligrapher's supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.",
  1482. "The amount of time it takes you to write something nonmagical is halved.",
  1483. "You can permanently commit a person's handwriting to memory if you spend at least 8 hours studying it. In the future, you can identify another instance of this handwriting if you examine it for 1 minute. You also recognize forged versions of this handwriting, but discerning whether or not it is a forgery requires further study as normal."
  1484. ],
  1485. "source": "TalentTreeNTools"
  1486. },
  1487. {
  1488. "name": "Cobbler",
  1489. "prerequisite": [
  1490. {
  1491. "other": [
  1492. "{@feat Jack of Trades|TalentTreeNTools}"
  1493. ]
  1494. }
  1495. ],
  1496. "entries": [
  1497. "You gain proficiency with cobbler's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.",
  1498. "As part of a short rest, you can alter up to six pairs of shoes to leave behind the tracks of a differently sized person or animal. Checks made to identify these tracks as fakes have disadvantage. This alteration lasts for 8 hours or until the shoes are altered again.",
  1499. "Any creature that wears shoes you have worked on has advantage on saving throws against and take half damage (rounded down) from items and effects that specifically target their feet, such as the {@spell grease} spell or a spread bag of caltrops. Such creatures also ignore difficult terrain caused by nonmagical ice, mud, sand, or snow."
  1500. ],
  1501. "source": "TalentTreeNTools"
  1502. },
  1503. {
  1504. "name": "Forger",
  1505. "prerequisite": [
  1506. {
  1507. "other": [
  1508. "{@feat Jack of Trades|TalentTreeNTools}"
  1509. ]
  1510. }
  1511. ],
  1512. "entries": [
  1513. "You gain proficiency with forgery kits. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.",
  1514. "If you spend at least 1 hour studying a person's handwriting, you gain advantage on checks made to mimic it.",
  1515. "You can protect yourself with multiple layers of identities and misdirection. When you forge a document, you can leave behind false clues that suggest a different person was the forger; this act doesn't take any extra time. Such false clues could involve blending a mimic of the person's handwriting with the intended one, adding fake prints of the target's fingers to the paper, or adding a secret message that somehow implies this person is the true culprit. When a reader spots that the document is forged, it also discovers these clues. Identifying that these clues are false requires an additional Intelligence (Investigation) check against the same DC used to identify the original forgery."
  1516. ],
  1517. "source": "TalentTreeNTools"
  1518. },
  1519. {
  1520. "name": "Glassblower",
  1521. "prerequisite": [
  1522. {
  1523. "other": [
  1524. "{@feat Jack of Trades|TalentTreeNTools}"
  1525. ]
  1526. }
  1527. ],
  1528. "entries": [
  1529. "You gain proficiency with glassblower's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.",
  1530. "Identifying the weak point in a glass object only requires a bonus action.",
  1531. "As part of a long rest, you can use glassblower's tools to create or reconstruct a glass object that is no more than 3 feet in any dimension. If you are missing a glass shard needed to reconstruct the object, you can melt down and reshape glass that you already have to create a replacement.",
  1532. "As part of a long rest, you can create a glass version of simple melee weapon, provided you have enough glass, glassblower's tools, and other supplies on hand. If a 1 is rolled on an attack roll with a glass weapon, it shatters and can no longer be used."
  1533. ],
  1534. "source": "TalentTreeNTools"
  1535. },
  1536. {
  1537. "name": "Gourmand",
  1538. "prerequisite": [
  1539. {
  1540. "other": [
  1541. "{@feat Jack of Trades|TalentTreeNTools}"
  1542. ]
  1543. }
  1544. ],
  1545. "entries": [
  1546. "You gain proficiency with cook's utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.",
  1547. "As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.",
  1548. "During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook's utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours."
  1549. ],
  1550. "source": "TalentTreeNTools"
  1551. },
  1552. {
  1553. "name": "Herbalist",
  1554. "prerequisite": [
  1555. {
  1556. "other": [
  1557. "{@feat Jack of Trades|TalentTreeNTools}"
  1558. ]
  1559. }
  1560. ],
  1561. "entries": [
  1562. "You gain proficiency with herbalism kits. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.",
  1563. "Creating antitoxin takes half as much time and requires half as many raw materials.",
  1564. "As part of a short rest, you can use your herbalism kit to administer an herbal remedy that helps a creature recover from their ailments. The creature gains advantage on saving throws against poison and disease for the next hour."
  1565. ],
  1566. "source": "TalentTreeNTools"
  1567. },
  1568. {
  1569. "name": "Jewelry Expert",
  1570. "prerequisite": [
  1571. {
  1572. "other": [
  1573. "{@feat Jack of Trades|TalentTreeNTools}"
  1574. ]
  1575. }
  1576. ],
  1577. "entries": [
  1578. "You gain proficiency with jeweler's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.",
  1579. "Your knowledge of gems and gem-based objects allows you to identify their shatter points. You deal double damage to such objects with your weapon attacks.",
  1580. "As part of a long rest, you can create one or more fake gemstones. When you create them, you can set a gold value for them to appear to have; this value can't be more than your proficiency bonus × your Intelligence modifier × 100 (minimum of 300 gp). In addition, make an Intelligence check using your jeweler's tools; the total of your check becomes the DC for someone else's attempt to identify the fake gems for what they are."
  1581. ],
  1582. "source": "TalentTreeNTools"
  1583. },
  1584. {
  1585. "name": "Map Master",
  1586. "prerequisite": [
  1587. {
  1588. "other": [
  1589. "{@feat Jack of Trades|TalentTreeNTools}"
  1590. ]
  1591. }
  1592. ],
  1593. "entries": [
  1594. "You gain proficiency with cartographer's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.",
  1595. "Copying an existing map takes you half as much time.",
  1596. "While drawing a map, you can simultaneously draw a second copy of it without spending any extra time."
  1597. ],
  1598. "source": "TalentTreeNTools"
  1599. },
  1600. {
  1601. "name": "Master Blacksmith",
  1602. "prerequisite": [
  1603. {
  1604. "other": [
  1605. "{@feat Jack of Trades|TalentTreeNTools}"
  1606. ]
  1607. }
  1608. ],
  1609. "entries": [
  1610. "You gain proficiency with smith's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.",
  1611. "Your smithing experience lets you identify weak points in a target's armor. When you roll a 20 on a weapon attack against a target that is wearing armor, it suffers a -2 penalty to AC until the start of your next turn. This ability can't reduce a creature's AC multiple times simultaneously."
  1612. ],
  1613. "source": "TalentTreeNTools"
  1614. },
  1615. {
  1616. "name": "Master Leatherworker",
  1617. "prerequisite": [
  1618. {
  1619. "other": [
  1620. "{@feat Jack of Trades|TalentTreeNTools}"
  1621. ]
  1622. }
  1623. ],
  1624. "entries": [
  1625. "You gain proficiency with leatherworker's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.",
  1626. "Scavenging leather from an animal takes you half as much time.",
  1627. "As part of a long rest, you can use leather pieces to augment a set of medium or heavy armor. For 8 hours, the armor doesn't cause its wearer to suffer disadvantage on Dexterity (Stealth) checks."
  1628. ],
  1629. "source": "TalentTreeNTools"
  1630. },
  1631. {
  1632. "name": "Master of Disguise",
  1633. "prerequisite": [
  1634. {
  1635. "other": [
  1636. "{@feat Jack of Trades|TalentTreeNTools}"
  1637. ]
  1638. }
  1639. ],
  1640. "entries": [
  1641. "You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.",
  1642. "If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action."
  1643. ],
  1644. "source": "TalentTreeNTools"
  1645. },
  1646. {
  1647. "name": "Master Weaver",
  1648. "prerequisite": [
  1649. {
  1650. "other": [
  1651. "{@feat Jack of Trades|TalentTreeNTools}"
  1652. ]
  1653. }
  1654. ],
  1655. "entries": [
  1656. "You gain proficiency with weaver's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.",
  1657. "You have advantage on Dexterity (Sleight of Hand) checks that require the use of a steady or completely stationary hand.",
  1658. "Creating an outfit or repairing a cloth object using weaver's tools only requires a short rest. During a long rest, you can perform five of these operations consecutively."
  1659. ],
  1660. "source": "TalentTreeNTools"
  1661. },
  1662. {
  1663. "name": "Mason",
  1664. "prerequisite": [
  1665. {
  1666. "other": [
  1667. "{@feat Jack of Trades|TalentTreeNTools}"
  1668. ]
  1669. }
  1670. ],
  1671. "entries": [
  1672. "You gain proficiency with mason's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.",
  1673. "The amount of time it takes to build a Medium or smaller stone construction is halved.",
  1674. "Your knowledge of masonry allows you to spot weak points in any stone construction, rather than just brick walls. You deal double damage to objects and structures made from brick or stone."
  1675. ],
  1676. "source": "TalentTreeNTools"
  1677. },
  1678. {
  1679. "name": "Navigation Expert",
  1680. "prerequisite": [
  1681. {
  1682. "other": [
  1683. "{@feat Jack of Trades|TalentTreeNTools}"
  1684. ]
  1685. }
  1686. ],
  1687. "entries": [
  1688. "You gain proficiency with navigator's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.",
  1689. "You can use navigator's tools to plot a course or to determine your location on land just as well as you can at sea.",
  1690. "The amount of time it takes you to use navigator's tools to perform any function is halved.",
  1691. "As part of a short rest, you can use scavenged or acquired materials to build a temporary set of navigator's tools for when you lack access to a permanent one. This temporary set ceases to function after 1 hour."
  1692. ],
  1693. "source": "TalentTreeNTools"
  1694. },
  1695. {
  1696. "name": "Painter",
  1697. "prerequisite": [
  1698. {
  1699. "other": [
  1700. "{@feat Jack of Trades|TalentTreeNTools}"
  1701. ]
  1702. }
  1703. ],
  1704. "entries": [
  1705. "You gain proficiency with painter's supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.",
  1706. "You have advantage on Dexterity (Sleight of Hand) checks that require the use of precise or gentle hand movements.",
  1707. "The amount of time it takes you to draw or paint something is halved.",
  1708. "You have become more efficient with your use of painter's supplies. The amount of paint, ink, and other materials you consume while drawing or painting is halved."
  1709. ],
  1710. "source": "TalentTreeNTools"
  1711. },
  1712. {
  1713. "name": "Poison Expert",
  1714. "prerequisite": [
  1715. {
  1716. "other": [
  1717. "{@feat Jack of Trades|TalentTreeNTools}"
  1718. ]
  1719. }
  1720. ],
  1721. "entries": [
  1722. "You gain proficiency with poisoner's kits. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.",
  1723. "You always have a small amount of poison that is reserved for your weapons. When you score a critical hit with a weapon attack, the target takes additional poison damage equal to your Wisdom modifier (minimum of 0)."
  1724. ],
  1725. "source": "TalentTreeNTools"
  1726. },
  1727. {
  1728. "name": "Potter",
  1729. "prerequisite": [
  1730. {
  1731. "other": [
  1732. "{@feat Jack of Trades|TalentTreeNTools}"
  1733. ]
  1734. }
  1735. ],
  1736. "entries": [
  1737. "You gain proficiency with potter's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.",
  1738. "As part of a long rest, you can use potter's tools to create or reconstruct a ceramic object that is no more than 3 feet in any dimension. If you are missing a ceramic shard needed to reconstruct the object, you can melt down and reshape ceramic that you already have to create a replacement.",
  1739. "As part of a long rest, you can use potter's tools to sharpen or bolster one ceramic object. When used as a weapon (improvised or otherwise), the object deals an additional 1d4 damage on a hit. This bonus lasts for 8 hours."
  1740. ],
  1741. "source": "TalentTreeNTools"
  1742. },
  1743. {
  1744. "name": "Tinker",
  1745. "prerequisite": [
  1746. {
  1747. "other": [
  1748. "{@feat Jack of Trades|TalentTreeNTools}"
  1749. ]
  1750. }
  1751. ],
  1752. "entries": [
  1753. "You gain proficiency with tinker's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.",
  1754. "Repairing an item takes half as much time and only requires half as many raw materials.",
  1755. "Using materials that you forage, store among your other possessions, or harvest from disassembled items, you can create mundane items that could be useful throughout your adventures. As part of a short or long rest, you can use these materials and your tinker's tools to create one or more nonmagical items. The combined value of these items must be worth 4 gp or less. If these items would require the significant use of other tools to make, such as a metal weapon or a disguise, they are too complex for you to create with this feature. Items created using this feature cease to function and return to their base components in an amount of time equal to the duration of the rest they were made during."
  1756. ],
  1757. "source": "TalentTreeNTools"
  1758. },
  1759. {
  1760. "name": "Woodcarver",
  1761. "prerequisite": [
  1762. {
  1763. "other": [
  1764. "{@feat Jack of Trades|TalentTreeNTools}"
  1765. ]
  1766. }
  1767. ],
  1768. "entries": [
  1769. "You gain proficiency with woodcarver's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.",
  1770. "The amount of time it takes you to scavenge wood from a tree or some other object is halved.",
  1771. "You can repair up to three wooden objects as part of a short rest, rather than one."
  1772. ],
  1773. "source": "TalentTreeNTools"
  1774. },
  1775. {
  1776. "name": "Handstring Expert",
  1777. "source": "TalentTreeNTools",
  1778. "entries": [
  1779. "When you are {@condition prone}, standing up uses only 10 feet of your movement.",
  1780. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  1781. ]
  1782. },
  1783. {
  1784. "name": "Free Stride",
  1785. "source": "TalentTreeNTools",
  1786. "prerequisite": [
  1787. {
  1788. "other": "{@feat Handstring Expert|TalentTreeNTools}"
  1789. }
  1790. ],
  1791. "entries": [
  1792. "Your quick stride lets you carefully pick a path through rough terrain. Your speed increases by 10 ft. When you take the {@action Dash} action, difficult terrain costs you no extra movement this turn.",
  1793. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  1794. ]
  1795. },
  1796. {
  1797. "name": "Tumble",
  1798. "source": "TalentTreeNTools",
  1799. "prerequisite": [
  1800. {
  1801. "other": "{@feat Handstring Expert|TalentTreeNTools}"
  1802. }
  1803. ],
  1804. "entries": [
  1805. "As an action or a bonus action, you can {@action tumble} through the space of a hostile creature to a location on the other side. You must have enough movement to reach the other side to do so. Additonally, when determining fall damage that would be dealt to you, treat any fall as if it were from 20 feet less than the actual height, to a minimum of 0 feet.",
  1806. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  1807. ]
  1808. },
  1809. {
  1810. "name": "Slippery",
  1811. "source": "TalentTreeNTools",
  1812. "prerequisite": [
  1813. {
  1814. "other": "{@feat Handstring Expert|TalentTreeNTools}"
  1815. }
  1816. ],
  1817. "entries": [
  1818. "You have advantage on saving throws made to avoid or resist traps and you have resistance to the damage dealt by traps. Whenever you succeed on a Dexterity saving throw, you can use your reaction to move up to half your movement.",
  1819. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  1820. ]
  1821. },
  1822. {
  1823. "name": "Withdraw",
  1824. "source": "TalentTreeNTools",
  1825. "prerequisite": [
  1826. {
  1827. "other": "{@feat Free Stride|TalentTreeNTools}"
  1828. }
  1829. ],
  1830. "entries": [
  1831. "When you make an attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or miss.",
  1832. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  1833. ]
  1834. },
  1835. {
  1836. "name": "Agility",
  1837. "source": "TalentTreeNTools",
  1838. "prerequisite": [
  1839. {
  1840. "other": "{@feat Tumble|TalentTreeNTools}"
  1841. }
  1842. ],
  1843. "entries": [
  1844. "When you take the {@action Dodge} action, you can immediately move 5 feet in any direction without provoking opportunity attacks, in addition to your normal movement.",
  1845. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  1846. ]
  1847. },
  1848. {
  1849. "name": "Escape Artist",
  1850. "source": "TalentTreeNTools",
  1851. "prerequisite": [
  1852. {
  1853. "other": "{@feat Slippery|TalentTreeNTools}"
  1854. }
  1855. ],
  1856. "entries": [
  1857. "On your turn, you can forego all of your movement to automatically escape from nonmagical restraints such as manacles or a creature that has you {@condition grappled}.",
  1858. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  1859. ]
  1860. },
  1861. {
  1862. "name": "Freeruning",
  1863. "source": "TalentTreeNTools",
  1864. "prerequisite": [
  1865. {
  1866. "other": "{@feat Withdraw|TalentTreeNTools}, {@feat Agility|TalentTreeNTools}, or {@feat Escape Artist|TalentTreeNTools}"
  1867. }
  1868. ],
  1869. "entries": [
  1870. "When you take the {@action Dash} action, if you are wearing light or no armor, you can run on vertical surfaces, along the edges of thin barriers, or hop from one outcropping to another as if you were travelling along normal terrain. If you stop moving while running across a wall, you begin to fall.",
  1871. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  1872. ]
  1873. },
  1874. {
  1875. "name": "Train Animal",
  1876. "source": "TalentTreeNTools",
  1877. "entries": [
  1878. "During a long rest, you can attempt to train a willing {@filter beast of CR 1/8 or less|bestiary|challenge rating=[&0;&1/8]|type=beast|miscellaneous=!swarm}. Choose a simple command (such as \"jump,\" \"bite,\" \"charge,\" or \"fetch\") and make a DC 10 Wisdom ({@skill Animal Handling}) check.",
  1879. "If you succeed, the beast learns to follow the command. As an action, you can shout out the command to the animal and it will use its action to attempt to follow it as long as it can hear you, though it will not likely follow a command that would lead it to be injured or killed. A beast can only know a number of simple commands equal to its Intelligence score.",
  1880. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  1881. ]
  1882. },
  1883. {
  1884. "name": "Critter Friend",
  1885. "source": "TalentTreeNTools",
  1886. "prerequisite": [
  1887. {
  1888. "other": "{@feat Train Animal|TalentTreeNTools}"
  1889. }
  1890. ],
  1891. "entries": [
  1892. "If you spend at least 1 minute observing or interacting with a beast, you can communicate simple ideas with the animal and understand its responses.",
  1893. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  1894. ]
  1895. },
  1896. {
  1897. "name": "Mounted Combat",
  1898. "source": "TalentTreeNTools",
  1899. "prerequisite": [
  1900. {
  1901. "other": "{@feat Train Animal|TalentTreeNTools}"
  1902. }
  1903. ],
  1904. "entries": [
  1905. "While mounted, you have advantage on melee weapon attack and melee spell attack rolls against any unmounted creature that is smaller than your mount.",
  1906. "If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.",
  1907. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  1908. ]
  1909. },
  1910. {
  1911. "name": "Stabilize Animal",
  1912. "source": "TalentTreeNTools",
  1913. "prerequisite": [
  1914. {
  1915. "other": "{@feat Train Animal|TalentTreeNTools}"
  1916. }
  1917. ],
  1918. "entries": [
  1919. "You can use Wisdom ({@skill Animal Handling}) instead of Wisdom ({@skill Medicine}) to stabilize a beast that has been reduced to 0 hp, calming and soothing the animal under your care, If you succeed on the check, the beast then regains 1 hit point.",
  1920. "Additionally, you have advantage on {@skill Animal Handling} checks related to approaching or pacifying frightened or injuried beasts.",
  1921. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  1922. ]
  1923. },
  1924. {
  1925. "name": "Complex Training",
  1926. "source": "TalentTreeNTools",
  1927. "prerequisite": [
  1928. {
  1929. "other": "{@feat Critter Friend|TalentTreeNTools}"
  1930. }
  1931. ],
  1932. "entries": [
  1933. "When you attempt to train an animal, you can attempt to train it to follow more complex commands. Choose a complex command (such as \"fetch a healing potion from my bag,\" \"watch for intruders,\" or \"follow the scent on this rag\") and make a DC 15 Wisdom ({@skill Animal Handling}) check. If you succeed, the beast learns to follow the command as it would a simple command. Additionally, you can now train animals of {@filter CR 1/4 or lower|bestiary|challenge rating=[&0;&1/4]|type=beast|miscellaneous=!swarm}.",
  1934. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  1935. ]
  1936. },
  1937. {
  1938. "name": "One with the Rider",
  1939. "source": "TalentTreeNTools",
  1940. "prerequisite": [
  1941. {
  1942. "other": "{@feat Mounted Combat|TalentTreeNTools}"
  1943. }
  1944. ],
  1945. "entries": [
  1946. "If a creature would target your mount with an attack or spell, you can choose to have the attack or spell target you instead.",
  1947. "When you or an allied creature casts a spell of 2nd level or lower targeting just you while you are mounted, you can choose to have the spell also affect your mount.",
  1948. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  1949. ]
  1950. },
  1951. {
  1952. "name": "Bolster Animal",
  1953. "source": "TalentTreeNTools",
  1954. "prerequisite": [
  1955. {
  1956. "other": "{@feat Stabilize Animal|TalentTreeNTools}"
  1957. }
  1958. ],
  1959. "entries": [
  1960. "Animals grow strong after time under your tender care. Whenever you spend an hour or more training with a friendly beast, which can be done during a short or long rest, you can have it gain an amount of temporary hit points equal to 3 times your proficiency bonus plus your Wisdom modifier. Once you use this feature on a creature, you cannot do so again until you finish a long rest.",
  1961. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  1962. ]
  1963. },
  1964. {
  1965. "name": "Animal Partner",
  1966. "source": "TalentTreeNTools",
  1967. "prerequisite": [
  1968. {
  1969. "other": "{@feat Complex Training|TalentTreeNTools} or {@feat One with the Rider|TalentTreeNTools} or {@feat Bolster Animal|TalentTreeNTools}"
  1970. }
  1971. ],
  1972. "entries": [
  1973. "You can give a trained animal commands as a bonus action. Additionally, you can select one beast that you have trained to be your partner. The chosen beast increases its hit point maximum by twice your proficiency bonus while it remains your partner. You can only select one animal to be your partner at a time.",
  1974. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  1975. ]
  1976. },
  1977. {
  1978. "name": "Magical Intuition",
  1979. "source": "TalentTreeNTools",
  1980. "entries": [
  1981. "Whenever you see a creature cast a spell, you can learn certain information about its capabilities compared to your own. You can tell if the creature's spellcasting abilities are superior, inferior, or equal in power to your own. Additionally, you can spend 1 minute examining a {@item spell scroll} to determine the level of the spell it contains and its school of magic, regardless of if you could cast the spell from the scroll.",
  1982. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  1983. ]
  1984. },
  1985. {
  1986. "name": "Ritual Caster",
  1987. "source": "TalentTreeNTools",
  1988. "prerequisite": [
  1989. {
  1990. "other": "{@feat Magical Intuition|TalentTreeNTools}"
  1991. }
  1992. ],
  1993. "entries": [
  1994. "Choose a class: {@class bard}, {@class sorcerer}, {@class warlock}, or {@class wizard}. You acquire a ritual book containing two 1st-level ritual spells of your choice from the chosen class and you learn to cast these spells as rituals. You must be holding the book to do so. Your spellcasting ability for these spells is the same as that of the chosen class. You can take this option multiple times, but must choose a new class each time.",
  1995. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  1996. ]
  1997. },
  1998. {
  1999. "name": "Disruptive Timing",
  2000. "source": "TalentTreeNTools",
  2001. "prerequisite": [
  2002. {
  2003. "other": "{@feat Magical Intuition|TalentTreeNTools}"
  2004. }
  2005. ],
  2006. "entries": [
  2007. "When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.",
  2008. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2009. ]
  2010. },
  2011. {
  2012. "name": "Secrets from Beyond",
  2013. "source": "TalentTreeNTools",
  2014. "prerequisite": [
  2015. {
  2016. "other": "{@feat Magical Intuition|TalentTreeNTools}"
  2017. }
  2018. ],
  2019. "entries": [
  2020. "You have detailed knowledge of extraplanar creatures. When you make a check to recall information about an aberration, celestial, elemental, fey, or fiend, in addition to what you would normally learn, you can also determine the creature's skills and abilities, common attacks, and if the creature is considered especially dangerous to a party of your level, though you don't necessarily learn the specifics of the creature's statistics.",
  2021. "In addition, studying an opened portal for one minute lets you identify if it leads to another plane of existence and what that plane is, if you know it.",
  2022. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2023. ]
  2024. },
  2025. {
  2026. "name": "Ritual Collector",
  2027. "source": "TalentTreeNTools",
  2028. "prerequisite": [
  2029. {
  2030. "other": "{@feat Ritual Caster|TalentTreeNTools}"
  2031. }
  2032. ],
  2033. "entries": [
  2034. "If you come across a ritual spell in written form, such as a spell scroll or a wizard's spellbook, you might be able to add it to your ritual book if it is on the spell list of a class you've chosen with ritual caster and the spell's level is no higher than half your level (rounded up). The process of copying the spell into your ritual book takes 2 hours and 50 gp per level of the spell.",
  2035. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2036. ]
  2037. },
  2038. {
  2039. "name": "Mage Slayer",
  2040. "source": "TalentTreeNTools",
  2041. "prerequisite": [
  2042. {
  2043. "other": "{@feat Disruptive Timing|TalentTreeNTools}"
  2044. }
  2045. ],
  2046. "entries": [
  2047. "You have advantage on saving throws against spells cast by creatures within 5 feet of you.",
  2048. "In addition, when a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.",
  2049. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2050. ]
  2051. },
  2052. {
  2053. "name": "Planar Disruptor",
  2054. "source": "TalentTreeNTools",
  2055. "prerequisite": [
  2056. {
  2057. "other": "{@feat Secrets from Beyond|TalentTreeNTools}"
  2058. }
  2059. ],
  2060. "entries": [
  2061. "Once per turn when you deal damage to an elemental or aberration, you can deal it additional damage of the same type equal to your Intelligence modifier (minimum 1 damage).",
  2062. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2063. ]
  2064. },
  2065. {
  2066. "name": "Magesight",
  2067. "source": "TalentTreeNTools",
  2068. "prerequisite": [
  2069. {
  2070. "other": "{@feat Ritual Collector|TalentTreeNTools} or {@feat Mage Slayer|TalentTreeNTools} or {@feat Planar Disruptor|TalentTreeNTools}"
  2071. }
  2072. ],
  2073. "entries": [
  2074. "You can spend 1 minute opening your senses to the magic around you. When this minute ends, your senses are enhanced as if you had cast the {@spell detect magic} spell, except that your vision can penetrate twice the thickness of material as normal and if you spend the full 10-minute duration of the spell examining the aura of a magical item, you also learn its properties as if you had cast an {@spell identify} spell on it.",
  2075. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2076. ]
  2077. },
  2078. {
  2079. "name": "Jumper",
  2080. "source": "TalentTreeNTools",
  2081. "entries": [
  2082. "You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10.",
  2083. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2084. ]
  2085. },
  2086. {
  2087. "name": "Strapping",
  2088. "source": "TalentTreeNTools",
  2089. "prerequisite": [
  2090. {
  2091. "other": "{@feat Jumper|TalentTreeNTools}"
  2092. }
  2093. ],
  2094. "entries": [
  2095. "You're an exemplary athlete. You gain the following benefits:",
  2096. {
  2097. "type": "list",
  2098. "items": [
  2099. "A swimming speed equal to your walking speed.",
  2100. "A climbing speed equal to your walking speed.",
  2101. "Advantage on Constitution saving throws against exhaustion due to forced marches while traveling."
  2102. ]
  2103. },
  2104. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2105. ]
  2106. },
  2107. {
  2108. "name": "Choke-Hold",
  2109. "source": "TalentTreeNTools",
  2110. "prerequisite": [
  2111. {
  2112. "other": "{@feat Jumper|TalentTreeNTools}"
  2113. }
  2114. ],
  2115. "entries": [
  2116. "You can use your action to try to pin a creature {@condition grappled} by you. To do so, make another {@action grapple} check. If you succeed, your speed becomes 0 and the creature you are grappling becomes {@condition restrained} until the grapple ends.",
  2117. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2118. ]
  2119. },
  2120. {
  2121. "name": "Brute",
  2122. "source": "TalentTreeNTools",
  2123. "prerequisite": [
  2124. {
  2125. "other": "{@feat Jumper|TalentTreeNTools}"
  2126. }
  2127. ],
  2128. "entries": [
  2129. "You are adept at raw feats of strength and destruction. You gain the following benefits:",
  2130. {
  2131. "type": "list",
  2132. "items": [
  2133. "When {@action shove|PHB|shoving} a creature, you can push the target an additional 5 feet away.",
  2134. "You deal double damage to objects and structures.",
  2135. "You have advantage on Strength ({@skill Athletics}) checks to break nonmagical inanimate objects (such as doors or crates) and can do so as a bonus action."
  2136. ]
  2137. },
  2138. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2139. ]
  2140. },
  2141. {
  2142. "name": "Mighty",
  2143. "source": "TalentTreeNTools",
  2144. "prerequisite": [
  2145. {
  2146. "other": "{@feat Strapping|TalentTreeNTools}"
  2147. }
  2148. ],
  2149. "entries": [
  2150. "Your training and focus on bodybuilding allows you to perform feats that most others can't:",
  2151. {
  2152. "type": "list",
  2153. "items": [
  2154. "While underwater, you can drag another person with you at your swimming speed.",
  2155. "You can climb on horizontal surfaces, such as ceilings, as if they were vertical surfaces.",
  2156. "When attacking with a weapon that has the versatile property in one hand, you can roll damage as if you were holding it in both hands."
  2157. ]
  2158. },
  2159. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2160. ]
  2161. },
  2162. {
  2163. "name": "Wrestler",
  2164. "source": "TalentTreeNTools",
  2165. "prerequisite": [
  2166. {
  2167. "other": "{@feat Choke-Hold|TalentTreeNTools}"
  2168. }
  2169. ],
  2170. "entries": [
  2171. "When you are {@condition grappled}, you can use your action to reverse the grapple. Make a {@action grapple} check against the creature. If you succeed, you are no longer considered {@condition grappled} and the creature that was grappling you becomes {@condition grappled} by you if it is your size or smaller.",
  2172. "Additionally, you have advantage on melee attacks you make against a creature you are grappling.",
  2173. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2174. ]
  2175. },
  2176. {
  2177. "name": "Charger",
  2178. "source": "TalentTreeNTools",
  2179. "prerequisite": [
  2180. {
  2181. "other": "{@feat Brute|TalentTreeNTools}"
  2182. }
  2183. ],
  2184. "entries": [
  2185. "When you use your action to {@action Dash}, you can use a bonus action to make one melee weapon attack or to {@action shove} a creature. If you move at least 15 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 15 feet away from you (if you chose to shove and you succeed, including the 5 feet from Brute).",
  2186. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2187. ]
  2188. },
  2189. {
  2190. "name": "Colossus",
  2191. "source": "TalentTreeNTools",
  2192. "prerequisite": [
  2193. {
  2194. "other": "{@feat Mighty|TalentTreeNTools} or {@feat Wrestler|TalentTreeNTools} or {@feat Charger|TalentTreeNTools}"
  2195. }
  2196. ],
  2197. "entries": [
  2198. "You gain the following benefits:",
  2199. {
  2200. "type": "list",
  2201. "items": [
  2202. "You can use an action to automatically break out of nonmagical restraints and {@condition grappled|grapples}.",
  2203. "You have advantage on checks to break magical restraints.",
  2204. "You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and your size while grappling creatures.",
  2205. "When you successfully {@action shove} a creature, you can deal the target bludgeoning damage equal to your Strength modifier (minimum of 1 damage)."
  2206. ]
  2207. },
  2208. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2209. ]
  2210. },
  2211. {
  2212. "name": "Change of Heart",
  2213. "source": "TalentTreeNTools",
  2214. "entries": [
  2215. "You have learned to use your words and body language to appear unthreatening. Creatures that you have fooled by a successful Charisma ({@skill Deception}) check within the last minute have disadvantage on initiative rolls to join combat against you.",
  2216. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2217. ]
  2218. },
  2219. {
  2220. "name": "Parrot",
  2221. "source": "TalentTreeNTools",
  2222. "prerequisite": [
  2223. {
  2224. "other": "{@feat Change of Heart|TalentTreeNTools}"
  2225. }
  2226. ],
  2227. "entries": [
  2228. "You have mastered the art of vocal mimicry. If you spend 1 minute listening and mentally practicing, you can unerringly reproduce the exact words and voice of a person you have listened to or vocalizations of an animal that you have heard.",
  2229. "If you attempt to deviate from the creature's exact wording or alter the sound in any way, a successful Wisdom ({@skill Insight}) check contested by your Charisma ({@skill Deception}) check allows a listener to determine that the effect is faked.",
  2230. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2231. ]
  2232. },
  2233. {
  2234. "name": "Fake it 'til you Make it",
  2235. "source": "TalentTreeNTools",
  2236. "prerequisite": [
  2237. {
  2238. "other": "{@feat Change of Heart|TalentTreeNTools}"
  2239. }
  2240. ],
  2241. "entries": [
  2242. "When attempting to make an ability check for a task in which you lack proficiency, you can use {@skill Deception} instead of the original skill, but do so with disadvantage. For example, this would allow you to replace a Strength ({@skill Athletics}) check with a Strength ({@skill Deception}) one made at disadvantage. You can use this feature twice, regaining expended uses when you complete a short or long rest.",
  2243. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2244. ]
  2245. },
  2246. {
  2247. "name": "Ravel the Web",
  2248. "source": "TalentTreeNTools",
  2249. "prerequisite": [
  2250. {
  2251. "other": "{@feat Change of Heart|TalentTreeNTools}"
  2252. }
  2253. ],
  2254. "entries": [
  2255. "When you lie or mislead a creature but fail your {@skill Deception} check, if that check was not made at disadvantage, you can attempt to do so again at disadvantage and must take the new result.",
  2256. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2257. ]
  2258. },
  2259. {
  2260. "name": "Ventriloquist",
  2261. "source": "TalentTreeNTools",
  2262. "prerequisite": [
  2263. {
  2264. "other": "{@feat Parrot|TalentTreeNTools}"
  2265. }
  2266. ],
  2267. "entries": [
  2268. "Any time you can speak, you can cause your voice to emit from a point up to 30 feet away. If a creature is within 30 feet of you, you can give the impression that sounds you make originate from that creature.",
  2269. "Your ventriloquism isn't limited to words, but includes any sounds you can make, including imitations of animals and the vocal components of spells.",
  2270. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2271. ]
  2272. },
  2273. {
  2274. "name": "Apparent Competence",
  2275. "source": "TalentTreeNTools",
  2276. "prerequisite": [
  2277. {
  2278. "other": "{@feat Fake it 'til you Make it|TalentTreeNTools}"
  2279. }
  2280. ],
  2281. "entries": [
  2282. "When attempting to don armor or wield weapons with which you are not proficient, you can attempt to appear proficient, ignoring disadvantage on your attacks and other pentalties due to wearing unfamiliar armor and adding your proficiency bonus to your attacks with the unfamiliar weapons. This effect lasts for 10 minutes and you regain the use of this ability after you complete a short or long rest.",
  2283. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2284. ]
  2285. },
  2286. {
  2287. "name": "Liar's Liar",
  2288. "source": "TalentTreeNTools",
  2289. "prerequisite": [
  2290. {
  2291. "other": "{@feat Ravel the Web|TalentTreeNTools}"
  2292. }
  2293. ],
  2294. "entries": [
  2295. "You can use your {@skill Deception} bonus for your {@skill Insight} checks and you have advantage on checks to determine if someone is lying or attempting to pass themselves off as a different person.",
  2296. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2297. ]
  2298. },
  2299. {
  2300. "name": "Heart of Treachery",
  2301. "source": "TalentTreeNTools",
  2302. "prerequisite": [
  2303. {
  2304. "other": "{@feat Ventriloquist|TalentTreeNTools} or {@feat Apparent Competence|TalentTreeNTools} or {@feat Liar's Liar|TalentTreeNTools}"
  2305. }
  2306. ],
  2307. "entries": [
  2308. "You have advantage on saving throws against being {@condition charmed} and any spells that would determine if you are telling the truth or compel you to do so. These spells do not alert the caster when they fail on you.",
  2309. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2310. ]
  2311. },
  2312. {
  2313. "name": "Cultured",
  2314. "source": "TalentTreeNTools",
  2315. "entries": [
  2316. "You learn two languages of your choice.",
  2317. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2318. ]
  2319. },
  2320. {
  2321. "name": "Repository of Lore",
  2322. "source": "TalentTreeNTools",
  2323. "prerequisite": [
  2324. {
  2325. "other": "{@feat Cultured|TalentTreeNTools}"
  2326. }
  2327. ],
  2328. "entries": [
  2329. "Through your vast and detailed study of lore and rote memorization of primary sources, you have become a living historical archive. As an action, you can consult your accumulated knowledge on a topic. To do so is like consulting a bestiary, travel guide, or library inside your own mind. The DM will give you the text of the relevant entry, though it may not always be immediately or obviously applicable to your situation. You cannot do so again until you finish a short or long rest.",
  2330. "For example, you might use this feature to quote a biology book mentioning the poisonous fangs of a creature you're fighting, or recall a legend that the ancient men of Ardven Hall used to build their houses deep underground.",
  2331. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2332. ]
  2333. },
  2334. {
  2335. "name": "Knowledge of Society",
  2336. "source": "TalentTreeNTools",
  2337. "prerequisite": [
  2338. {
  2339. "other": "{@feat Cultured|TalentTreeNTools}"
  2340. }
  2341. ],
  2342. "entries": [
  2343. "Your have learned much about the history of cultures and societies. When you see a coat of arms, livery, logo, insignia, or other piece of identifying information for a noble lineage, guild, country, corporation, or other organization, you have advantage on checks to identify it and on checks to recreate or incorporate such an item into a disguise. While disguised in this way, you have advantage on blending in with the locals.",
  2344. "Additionally, when you hear a creature speak, you can tell what language it is speaking. If you know the language, you can tell what dialect it uses and ascertain roughly where the creature is from.",
  2345. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2346. ]
  2347. },
  2348. {
  2349. "name": "Tactician",
  2350. "source": "TalentTreeNTools",
  2351. "prerequisite": [
  2352. {
  2353. "other": "{@feat Cultured|TalentTreeNTools}"
  2354. }
  2355. ],
  2356. "entries": [
  2357. "You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:",
  2358. {
  2359. "type": "list",
  2360. "items": [
  2361. "You can use your Intelligence or Wisdom modifier in place of your Dexterity modifier when rolling initiative.",
  2362. "Once per short rest, during your turn you can use a bonus action to issue a command to change tactics. Two friendly creatures of your choice within 60 feet of you that can see or hear you exchange their initiative scores. Their scores must be lower than yours for the feature to apply."
  2363. ]
  2364. },
  2365. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2366. ]
  2367. },
  2368. {
  2369. "name": "Linguist",
  2370. "source": "TalentTreeNTools",
  2371. "prerequisite": [
  2372. {
  2373. "other": "{@feat Repository of Lore|TalentTreeNTools}"
  2374. }
  2375. ],
  2376. "entries": [
  2377. "Your studies have required you to delve into ancient and foreign texts. You gain the following benefits:",
  2378. {
  2379. "type": "list",
  2380. "items": [
  2381. "You learn to read and write 3 languages of your choice, and if you spend 1 minute or more examining a mundane or magical script, you can determine the language in which it is written.",
  2382. "You learn to create written ciphers. Others can't decipher this code unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.",
  2383. "You can use your {@feat Repository of Lore|TalentTreeNTools} feature twice between rests."
  2384. ]
  2385. },
  2386. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2387. ]
  2388. },
  2389. {
  2390. "name": "Objects of Legend",
  2391. "source": "TalentTreeNTools",
  2392. "prerequisite": [
  2393. {
  2394. "other": "{@feat Knowledge of Society|TalentTreeNTools}"
  2395. }
  2396. ],
  2397. "entries": [
  2398. "When you notice a magical item, you recognize the item's rarity, and if it is of legendary rarity, its name or the name of its previous owner. You also have advantage on appropriate checks to gain any further information about the object.",
  2399. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2400. ]
  2401. },
  2402. {
  2403. "name": "Martial Adept",
  2404. "source": "TalentTreeNTools",
  2405. "prerequisite": [
  2406. {
  2407. "other": "{@feat Tactician|TalentTreeNTools}"
  2408. }
  2409. ],
  2410. "entries": [
  2411. "You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:",
  2412. {
  2413. "type": "list",
  2414. "items": [
  2415. "You learn two {@filter maneuvers|optionalfeatures|feature type=MV;MV:B} of your choice from among those available to the Battle Master archetype in the {@class fighter} class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).",
  2416. "If you already have superiority dice, you gain one more; otherwise, you have two superiority dice, which are {@dice d6}s. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest."
  2417. ]
  2418. },
  2419. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2420. ]
  2421. },
  2422. {
  2423. "name": "Learning from History",
  2424. "source": "TalentTreeNTools",
  2425. "prerequisite": [
  2426. {
  2427. "other": "{@feat Linguist|TalentTreeNTools} or {@feat Objects of Legend|TalentTreeNTools} or {@feat Martial Adept|TalentTreeNTools}"
  2428. }
  2429. ],
  2430. "entries": [
  2431. "When in a historically significant area, like a city, ruin, battlefield, or stronghold, or when preparing to enter one, you can spend 10 minutes regaling creatures around you with tales of the locale's past; Until the next long rest, you and each creature that listens to the entirety of this lesson gains advantage on initiative checks while in the area.",
  2432. "In addition, you can choose a number of creatures up to your Intelligence modifier (minimum 1) and give each of them a Historical Accuracy die (a {@dice d6}). Once within the next 8 hours, the creature can roll the die and add the result to one ability check, attack roll, or saving throw it makes. A creature can only have one Historical Accuracy die at a time and can't use more than one per long rest per location.",
  2433. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2434. ]
  2435. },
  2436. {
  2437. "name": "Emotional Insights",
  2438. "source": "TalentTreeNTools",
  2439. "entries": [
  2440. "You are skilled at pinpointing reasons and motivations behind deception. When you succeed on an Insight check to determine if a creature is lying, you learn a one-word summary of why the creature lied, such as \"greed\", \"anger\", or \"fear.\"",
  2441. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2442. ]
  2443. },
  2444. {
  2445. "name": "Suspicious",
  2446. "source": "TalentTreeNTools",
  2447. "prerequisite": [
  2448. {
  2449. "other": "{@feat Emotional Insights|TalentTreeNTools}"
  2450. }
  2451. ],
  2452. "entries": [
  2453. "Whenever you make an {@skill Insight} check to determine if a creature is lying, after your roll but before the DM determines the result, if that check was not made at disadvantage, you can attempt to do so again at disadvantage and must take the new result.",
  2454. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2455. ]
  2456. },
  2457. {
  2458. "name": "Sense Enchantment",
  2459. "source": "TalentTreeNTools",
  2460. "prerequisite": [
  2461. {
  2462. "other": "{@feat Emotional Insights|TalentTreeNTools}"
  2463. }
  2464. ],
  2465. "entries": [
  2466. "When you observe or interact with a creature for 1 minute or more or you spend an action to closely examine it by touch and smell, you can determine if its mood or behavior is being influenced by a spell or other magical effect.",
  2467. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2468. ]
  2469. },
  2470. {
  2471. "name": "Sense Movement",
  2472. "source": "TalentTreeNTools",
  2473. "prerequisite": [
  2474. {
  2475. "other": "{@feat Emotional Insights|TalentTreeNTools}"
  2476. }
  2477. ],
  2478. "entries": [
  2479. "When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.",
  2480. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2481. ]
  2482. },
  2483. {
  2484. "name": "Connoisseur of Lies",
  2485. "source": "TalentTreeNTools",
  2486. "prerequisite": [
  2487. {
  2488. "other": "{@feat Suspicious|TalentTreeNTools}"
  2489. }
  2490. ],
  2491. "entries": [
  2492. "You collect lies that you hear and know their weaknesses and what they reveal about the personality and disposition of the liar. If you determine that a creature is lying, you have advantage on Intelligence, Wisdom, and Charisma checks against the creature for 1 minute as long as you can see the creature's mouth and eyes.",
  2493. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2494. ]
  2495. },
  2496. {
  2497. "name": "Deprogramming",
  2498. "source": "TalentTreeNTools",
  2499. "prerequisite": [
  2500. {
  2501. "other": "{@feat Sense Enchantment|TalentTreeNTools}"
  2502. }
  2503. ],
  2504. "entries": [
  2505. "You have advantage against effects and spells that magically compel you to take a certain course of action, such as {@spell suggestion} or {@spell confusion}, or that would alter or erase your memories, such as {@spell modify memory}. Additionally, if you spend 10 minutes or more speaking with a creature which is influenced by such a spell or effect, that creature can attempt to repeat its saving throw against that spell or effect. Once it has done so, it can't do so again until it completes a long rest.",
  2506. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2507. ]
  2508. },
  2509. {
  2510. "name": "Sentinel",
  2511. "source": "TalentTreeNTools",
  2512. "prerequisite": [
  2513. {
  2514. "other": "{@feat Sense Movement|TalentTreeNTools}"
  2515. }
  2516. ],
  2517. "entries": [
  2518. "Creatures provoke opportunity attacks from you even if they take the {@action Disengage} action before leaving your reach.",
  2519. "In addition, when a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this ability), you can use your reaction to make a melee weapon attack against the attacking creature.",
  2520. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2521. ]
  2522. },
  2523. {
  2524. "name": "Next Move",
  2525. "source": "TalentTreeNTools",
  2526. "prerequisite": [
  2527. {
  2528. "other": "{@feat Connoisseur of Lies|TalentTreeNTools} or {@feat Deprogramming|TalentTreeNTools} or {@feat Sentinel|TalentTreeNTools}"
  2529. }
  2530. ],
  2531. "entries": [
  2532. "Once per round, you can make an attack of opportunity without using your reaction.",
  2533. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2534. ]
  2535. },
  2536. {
  2537. "name": "Imposing",
  2538. "source": "TalentTreeNTools",
  2539. "entries": [
  2540. "When you're in the presence of the creature you're intimidating, you can use Strength instead of Charisma for your {@skill Intimidation} checks. When you are not, you can use Intelligence instead.",
  2541. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2542. ]
  2543. },
  2544. {
  2545. "name": "Terrifying Presence",
  2546. "source": "TalentTreeNTools",
  2547. "prerequisite": [
  2548. {
  2549. "other": "{@feat Imposing|TalentTreeNTools}"
  2550. }
  2551. ],
  2552. "entries": [
  2553. "The area in a 10 foot radius around you is considered difficult terrain for creatures of your choice, creatures immune to being {@condition frightened} are not affected by this feature.",
  2554. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2555. ]
  2556. },
  2557. {
  2558. "name": "Creative Threat",
  2559. "source": "TalentTreeNTools",
  2560. "prerequisite": [
  2561. {
  2562. "other": "{@feat Imposing|TalentTreeNTools}"
  2563. }
  2564. ],
  2565. "entries": [
  2566. "You specialize in specific and sometimes unusual methods of Intimidation, using your proficiencies in other skills to amplify the effectiveness of your threats.",
  2567. "When you use a skill such as {@skill Animal Handling}, {@skill Religion}, {@skill Athletics}, {@skill Stealth}, or {@skill Deception} to enhance an {@skill Intimidation} check you make, you can choose to use your bonus for that skill in place of your {@skill Intimidation} bonus.",
  2568. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2569. ]
  2570. },
  2571. {
  2572. "name": "Punisher",
  2573. "source": "TalentTreeNTools",
  2574. "prerequisite": [
  2575. {
  2576. "other": "{@feat Imposing|TalentTreeNTools}"
  2577. }
  2578. ],
  2579. "entries": [
  2580. "After you damage a creature on your turn, you have advantage on {@skill Intimidation} checks against it until the end of your next turn.",
  2581. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2582. ]
  2583. },
  2584. {
  2585. "name": "Disrupting Hostility",
  2586. "source": "TalentTreeNTools",
  2587. "prerequisite": [
  2588. {
  2589. "other": "{@feat Terrifying Presence|TalentTreeNTools}"
  2590. }
  2591. ],
  2592. "entries": [
  2593. "If a hostile creature is within 10 feet of you, it has disadvantage on skill checks that rely on Intelligence, Wisdom, or Charisma and its ranged attack rolls.",
  2594. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2595. ]
  2596. },
  2597. {
  2598. "name": "Interrogator",
  2599. "source": "TalentTreeNTools",
  2600. "prerequisite": [
  2601. {
  2602. "other": "{@feat Creative Threat|TalentTreeNTools}"
  2603. }
  2604. ],
  2605. "entries": [
  2606. "After you succeed on an {@skill Intimidation} check against a creature, you and your allies have advantage on {@skill Insight}, {@skill Persuasion}, and {@skill Deception} checks against that creature for 1 minute.",
  2607. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2608. ]
  2609. },
  2610. {
  2611. "name": "Brutal",
  2612. "source": "TalentTreeNTools",
  2613. "prerequisite": [
  2614. {
  2615. "other": "{@feat Punisher|TalentTreeNTools}"
  2616. }
  2617. ],
  2618. "entries": [
  2619. "As a reaction when you reduce an enemy to 0 hit points, you can attempt to frighten nearby creatures. When you do so, each creature of your choice within 10 feet of that enemy must succeed on a Wisdom saving throw (DC equal to 8 + your {@skill Intimidation} bonus) or be {@condition frightened} by you until the end of your next turn. Once you use this ability, you cannot do so again until you complete a short or long rest.",
  2620. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2621. ]
  2622. },
  2623. {
  2624. "name": "Fearless",
  2625. "source": "TalentTreeNTools",
  2626. "prerequisite": [
  2627. {
  2628. "other": "{@feat Disrupting Hostility|TalentTreeNTools} or {@feat Interrogator|TalentTreeNTools} or {@feat Brutal|TalentTreeNTools}"
  2629. }
  2630. ],
  2631. "entries": [
  2632. "You can't be {@condition frightened}. When a creature attempts to frighten you, you get advantage on your next attack against it.",
  2633. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2634. ]
  2635. },
  2636. {
  2637. "name": "An Eye for Trouble",
  2638. "source": "TalentTreeNTools",
  2639. "entries": [
  2640. "When you find a trap or secret door while investigating you learn the following additional details about the trap or door:",
  2641. {
  2642. "type": "list",
  2643. "items": [
  2644. "Approximately how long ago the trap was set or door was last used.",
  2645. "Likely requirements for resetting the trap or resealing the door behind you."
  2646. ]
  2647. },
  2648. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2649. ]
  2650. },
  2651. {
  2652. "name": "Keen Mind",
  2653. "source": "TalentTreeNTools",
  2654. "prerequisite": [
  2655. {
  2656. "other": "{@feat An Eye for Trouble|TalentTreeNTools}"
  2657. }
  2658. ],
  2659. "entries": [
  2660. "You can accurately recall anything you have seen or heard within the past month, you always know which way is north, and you always know the number of hours left before the next sunrise or sunset.",
  2661. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2662. ]
  2663. },
  2664. {
  2665. "name": "Researcher",
  2666. "source": "TalentTreeNTools",
  2667. "prerequisite": [
  2668. {
  2669. "other": "{@feat An Eye for Trouble|TalentTreeNTools}"
  2670. }
  2671. ],
  2672. "entries": [
  2673. "If you have reference materials or other similar resources, you can add half your proficiency bonus (rounded up) to Intelligence checks that you aren't proficient with.",
  2674. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2675. ]
  2676. },
  2677. {
  2678. "name": "Seeker",
  2679. "source": "TalentTreeNTools",
  2680. "prerequisite": [
  2681. {
  2682. "other": "{@feat An Eye for Trouble|TalentTreeNTools}"
  2683. }
  2684. ],
  2685. "entries": [
  2686. "Every time you successfully find a hidden creature using the {@action Search} action, you have advantage on your attacks against them until the end of your next turn.",
  2687. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2688. ]
  2689. },
  2690. {
  2691. "name": "Heedful",
  2692. "source": "TalentTreeNTools",
  2693. "prerequisite": [
  2694. {
  2695. "other": "{@feat Keen Mind|TalentTreeNTools}"
  2696. }
  2697. ],
  2698. "entries": [
  2699. "Your skill in {@skill Investigation} makes you take in information with ease. You gain the following benefits:",
  2700. {
  2701. "type": "list",
  2702. "items": [
  2703. "You have a +5 bonus to your passive Intelligence ({@skill Investigation}) score.",
  2704. "If given 1 minute to consult your copious mental notes, you gain advantage on your next Intelligence check. Once you do so, you must complete a short or long rest before you do so again.",
  2705. "It takes you half as long to train a skill, language, or tool proficiency during downtime. The gp costs remain the same."
  2706. ]
  2707. },
  2708. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2709. ]
  2710. },
  2711. {
  2712. "name": "Memetic Memory",
  2713. "source": "TalentTreeNTools",
  2714. "prerequisite": [
  2715. {
  2716. "other": "{@feat Researcher|TalentTreeNTools}"
  2717. }
  2718. ],
  2719. "entries": [
  2720. "You can spend 1 hour (which can be done during a short rest) bolstering your knowledge about a skill or tool. You must have reference materials or other similar resources on hand to do so.",
  2721. "Choose a skill or tool. You gain proficiency in this skill or tool for a number of hours equal to twice your Intelligence modifier (minimum of 2 hours). You cannot gain proficiency with more than one skill or tool at a time with this feature and you can only gain proficiency in this way once per long rest.",
  2722. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2723. ]
  2724. },
  2725. {
  2726. "name": "Predict Strike",
  2727. "source": "TalentTreeNTools",
  2728. "prerequisite": [
  2729. {
  2730. "other": "{@feat Seeker|TalentTreeNTools}"
  2731. }
  2732. ],
  2733. "entries": [
  2734. "When threatened, you can enter state of hyper-awareness to analyze your enemy's every move. After a creature attacks you, but before you know the outcome of the roll, you can use your reaction to predict the location of the strike. That creature has disadvantage on the attack roll against you. You can use this feature a number of times equal to 1 + your Intelligence modifier (minimum twice), and regain any expended uses when you finish a long rest.",
  2735. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2736. ]
  2737. },
  2738. {
  2739. "name": "Rigor",
  2740. "source": "TalentTreeNTools",
  2741. "prerequisite": [
  2742. {
  2743. "other": "{@feat Heedful|TalentTreeNTools} or {@feat Memetic Memory|TalentTreeNTools} or {@feat Predict Strike|TalentTreeNTools}"
  2744. }
  2745. ],
  2746. "entries": [
  2747. "Once per short rest you can replace a roll you make for an {@skill Investigation} check with a 20. You can do so after you make the roll, but before you know if the check succeeded or failed.",
  2748. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2749. ]
  2750. },
  2751. {
  2752. "name": "Healer's Bag",
  2753. "source": "TalentTreeNTools",
  2754. "entries": [
  2755. "You have learned to stock and use your medical supplies more effectively. The {@item healer's kit|PHB} that you use are considered to have twice as many charges as normal while you use them.",
  2756. "In addition, when you use a {@item healer's kit|PHB} to stabilize a dying creature, it wakes up in {@dice 1d4} rounds instead of {@dice 1d4} hours.",
  2757. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2758. ]
  2759. },
  2760. {
  2761. "name": "Medic",
  2762. "source": "TalentTreeNTools",
  2763. "prerequisite": [
  2764. {
  2765. "other": "{@feat Healer's Bag|TalentTreeNTools}"
  2766. }
  2767. ],
  2768. "entries": [
  2769. "When you use a {@item healer's kit|PHB} to stabilize a dying creature, you can have that creature also regain 1 hit point.",
  2770. "In addition, you can use your bonus action to gain additional movement equal to half your movement speed. If you do so, you must immediately move up to half your speed towards an {@condition unconscious} creature.",
  2771. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2772. ]
  2773. },
  2774. {
  2775. "name": "Treat Poison",
  2776. "source": "TalentTreeNTools",
  2777. "prerequisite": [
  2778. {
  2779. "other": "{@feat Healer's Bag|TalentTreeNTools}"
  2780. }
  2781. ],
  2782. "entries": [
  2783. "As an action, using a {@item poisoner's kit|PHB}, you can check if a creature or liquid within 5 feet of you is poisoned or poisonous. If you examine a poisonous substance in this way, you can identify the save DC of the poison, if it has one.",
  2784. "When you encounter a living poisonous creature or {@condition poisoned} creature, you can attempt to extract the poison from the creature. As an action, you expend a use of a {@item healer's kit|PHB} and make a Wisdom ({@skill Medicine}) check vs. the save DC of the poison.",
  2785. "On a success, you learn all the poison's effects and you extract 1 usable dose of poison from the creature if it was poisonous, or remove the {@condition poisoned} condition from it if it was poisoned.",
  2786. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2787. ]
  2788. },
  2789. {
  2790. "name": "Remedy Injury",
  2791. "source": "TalentTreeNTools",
  2792. "prerequisite": [
  2793. {
  2794. "other": "{@feat Healer's Bag|TalentTreeNTools}"
  2795. }
  2796. ],
  2797. "entries": [
  2798. "You can use your knowledge of medicine to treat minor status conditions. As an action, you can use 5 charges of a {@item healer's kit|PHB} to tend to a creature, ending a temporary conditon afflicting it. These conditions can be {@condition blinded}, {@condition deafened}, or {@condition frightened}.",
  2799. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2800. ]
  2801. },
  2802. {
  2803. "name": "Healer",
  2804. "source": "TalentTreeNTools",
  2805. "prerequisite": [
  2806. {
  2807. "other": "{@feat Medic|TalentTreeNTools}"
  2808. }
  2809. ],
  2810. "entries": [
  2811. "As an action, you can spend one use of a {@item healer's kit|PHB} to tend to a creature and restore {@dice 1d6 + 4} hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this talent again until it finishes a short or long rest.",
  2812. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2813. ]
  2814. },
  2815. {
  2816. "name": "Poisoner",
  2817. "source": "TalentTreeNTools",
  2818. "prerequisite": [
  2819. {
  2820. "other": "{@feat Treat Poison|TalentTreeNTools}"
  2821. }
  2822. ],
  2823. "entries": [
  2824. "You can use your knowledge of poisons to adapt them. When you use a {@item poisoner's kit|PHB} to create or apply a poison, it gains up to a number of the the following properties of your choice equal to your Wisdom modifier:",
  2825. {
  2826. "type": "list",
  2827. "items": [
  2828. {
  2829. "name": "Hidden",
  2830. "type": "entries",
  2831. "entries": [
  2832. "You can increase the DC to detect a hidden poison by your proficiency bonus."
  2833. ]
  2834. },
  2835. {
  2836. "name": "Delayed",
  2837. "type": "entries",
  2838. "entries": [
  2839. "You can delay the onset of the effects of a poison by up to three days."
  2840. ]
  2841. },
  2842. {
  2843. "name": "Unidentified",
  2844. "type": "entries",
  2845. "entries": [
  2846. "You can hide the visible signs of a poison (such as fever, welts, or swelling) by up to a day. Attempts to identify the poison during this time have disadvantage."
  2847. ]
  2848. },
  2849. {
  2850. "name": "Debilitating",
  2851. "type": "entries",
  2852. "entries": [
  2853. "If a creature fails the saving throw of the poison by 5 or more, the creature {@condition poisoned} by this poision can't take reactions while {@condition poisoned}."
  2854. ]
  2855. }
  2856. ]
  2857. },
  2858. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2859. ]
  2860. },
  2861. {
  2862. "name": "Fortifying Treatment",
  2863. "source": "TalentTreeNTools",
  2864. "prerequisite": [
  2865. {
  2866. "other": "{@feat Remedy Injury|TalentTreeNTools}"
  2867. }
  2868. ],
  2869. "entries": [
  2870. "During a short rest, choose one willing creature you can touch. For this short rest, when it rolls a hit die to regain hit points it regains the maximum value on the die instead of rolling. You must expend a use of your healer's hit for each die that is maximized.",
  2871. "In addition, at the end of a long rest, you can choose any number of creatures and expend 1 use from your {@item healer's kit|PHB} for each of them. For the next 24 hours, each creature must fail an additional death save in order to die. A creature can only gain this benefit once per long rest.",
  2872. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2873. ]
  2874. },
  2875. {
  2876. "name": "Resuscitation",
  2877. "source": "TalentTreeNTools",
  2878. "prerequisite": [
  2879. {
  2880. "other": "{@feat Healer|TalentTreeNTools} or {@feat Poisoner|TalentTreeNTools} or {@feat Treatment|TalentTreeNTools}"
  2881. }
  2882. ],
  2883. "entries": [
  2884. "You can attempt to resuscitate a humanoid or beast, which recently died. If a creature has been dead for one minute or less, and still contains most, or all, of its vital organs, you can attempt to conduct surgery on it. The surgery requires 1 hour to complete and uses up 10 charges of a {@item healer's kit|PHB}. If the surgery is completed without interruption, the creature is brought back to life at 1 hit point. It also suffers from three levels of exhaustion and can't be brought back to life by the use of this talent again until it finishes a long rest. If the surgery is interrupted before completion, the time taken by the surgery does not count against the time limit of spells such as revivify.",
  2885. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2886. ]
  2887. },
  2888. {
  2889. "name": "Nature Sense",
  2890. "source": "TalentTreeNTools",
  2891. "entries": [
  2892. "Using just a branch, dowsing rod, magnetic needle, or other instruments and your knowledge of nature, you can divine details of your surroundings. By spending 10 minutes examining the signs and the environment around you, you can select one of the following options:",
  2893. {
  2894. "type": "list",
  2895. "items": [
  2896. {
  2897. "name": "Local Weather and Time",
  2898. "type": "entries",
  2899. "entries": [
  2900. "You predict the weather for the next 24 hours at your location, and learn whether it is in a season of drought, famine, feast, or flood. You must be able to see the sky."
  2901. ]
  2902. },
  2903. {
  2904. "name": "Closest Water Source",
  2905. "type": "entries",
  2906. "entries": [
  2907. "You learn the location of the closest source of clean freshwater within a mile of your location. This might be a stream, spring, water-collecting plant, or something else."
  2908. ]
  2909. },
  2910. {
  2911. "name": "Residents",
  2912. "type": "entries",
  2913. "entries": [
  2914. "You discern if the local plantlife or animals were tended by a {@class ranger}, {@class druid}, or a creature such as a {@creature dryad} within the last week."
  2915. ]
  2916. }
  2917. ]
  2918. },
  2919. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2920. ]
  2921. },
  2922. {
  2923. "name": "Knowledge of Monsters",
  2924. "source": "TalentTreeNTools",
  2925. "prerequisite": [
  2926. {
  2927. "other": "{@feat Nature Sense|TalentTreeNTools}"
  2928. }
  2929. ],
  2930. "entries": [
  2931. "You have detailed knowledge of the various kinds of beasts, dragons, and monstrosities that inhabit the world. You have advantage on checks to recall information about a beast, dragon, or monstrosity or discern ones intentions. When you do so, in addition to what you would normally learn, you can also determine the creatures skills and abilities, common attacks, and if the creature is considered especially dangerous to a party of your level, though you dont necessarily learn the specifics of the creatures statistics.",
  2932. "In addition, you know if any portion of any creature is regarded as particularly valuable and have advantage on checks to harvest parts of the corpses of creatures.",
  2933. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2934. ]
  2935. },
  2936. {
  2937. "name": "Knowledge of Plants & Oozes",
  2938. "source": "TalentTreeNTools",
  2939. "prerequisite": [
  2940. {
  2941. "other": "{@feat Nature Sense|TalentTreeNTools}"
  2942. }
  2943. ],
  2944. "entries": [
  2945. "You have detailed knowledge of the various kinds of plant creatures and oozes that inhabit the world. You have advantage on checks to recall information about a plant creature or ooze or discern ones intentions. When you do so, in addition to what you would normally learn, you can also determine the creatures skills and abilities, common attacks, and if the creature is considered especially dangerous to a party of your level, though you dont necessarily learn the specifics of the creatures statistics.",
  2946. "In addition, you know the most valuable types of plants and fungi by sight, and can more easily identify dangerous habitat features in an area. You have advantage on perception checks against natural dangers such as mushroom spores, poisonous shrubs, carnivorous plants, grasping vines, etc.",
  2947. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2948. ]
  2949. },
  2950. {
  2951. "name": "Knowledge of Materials",
  2952. "source": "TalentTreeNTools",
  2953. "prerequisite": [
  2954. {
  2955. "other": "{@feat Nature Sense|TalentTreeNTools}"
  2956. }
  2957. ],
  2958. "entries": [
  2959. "You have detailed knowledge of the various kinds of materials that appear in the world. You automatically recognize and know the rarity of most woods, textiles, minerals, gems and metals, and have advantage on checks to recall information about them.",
  2960. "You can also spend 10 minutes examining a structure to discern its age and locate possible weak points based on mineralogical clues. When you deal damage to an object you have examined in this way, you can deal maximum damage instead of rolling.",
  2961. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2962. ]
  2963. },
  2964. {
  2965. "name": "Monsterbane",
  2966. "source": "TalentTreeNTools",
  2967. "prerequisite": [
  2968. {
  2969. "other": "{@feat Knowledge of Monsters|TalentTreeNTools}"
  2970. }
  2971. ],
  2972. "entries": [
  2973. "Choose one type of creature: beasts, dragons, or monstrosities. Once per turn, when you deal damage to a creature of the chosen type, you can add your Intelligence modifier (minimum of 1) to the damage.",
  2974. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2975. ]
  2976. },
  2977. {
  2978. "name": "Natural Defiance",
  2979. "source": "TalentTreeNTools",
  2980. "prerequisite": [
  2981. {
  2982. "other": "{@feat Knowledge of Plants & Oozes|TalentTreeNTools}"
  2983. }
  2984. ],
  2985. "entries": [
  2986. "You know how to avoid natural ambushers. You gain the following benefits:",
  2987. {
  2988. "type": "list",
  2989. "items": [
  2990. "You cant be surprised by plants or oozes and you have advantage on saving throws against them.",
  2991. "If a plant or ooze would score a critical hit against you, it instead becomes a regular hit.",
  2992. "Once per turn, when you deal damage to a plant or ooze, you can add your Intelligence modifier (minimum of 1) to the damage."
  2993. ]
  2994. },
  2995. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  2996. ]
  2997. },
  2998. {
  2999. "name": "Metalurgist",
  3000. "source": "TalentTreeNTools",
  3001. "prerequisite": [
  3002. {
  3003. "other": "{@feat Knowledge of Materials|TalentTreeNTools}"
  3004. }
  3005. ],
  3006. "entries": [
  3007. "Once per turn, when you deal damage to an inanimate object or a construct creature, you can add your Intelligence modifier (minimum 1) to the damage.",
  3008. "In addition, when you use acid to dissolve a material such as wood or metal, you can deal maximum damage with the acid instead of rolling.",
  3009. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3010. ]
  3011. },
  3012. {
  3013. "name": "Naturecraft",
  3014. "source": "TalentTreeNTools",
  3015. "prerequisite": [
  3016. {
  3017. "other": "{@feat Monsterbane|TalentTreeNTools} or {@feat Natural Defiance|TalentTreeNTools} or {@feat Metalurgist|TalentTreeNTools}"
  3018. }
  3019. ],
  3020. "entries": [
  3021. "You can use the tools of an herbalist for a variety of purposes. By using 5 gps worth of common herbalist's supplies and spending at least 8 hours aquiring, preparing, and packing them into a kit, you can create an {@item herbalism kit|PHB} from scratch.",
  3022. "In addition to the other benefits an {@item herbalism kit|PHB} provides, you can spend 10 minutes to produce one of the following effects:",
  3023. {
  3024. "type": "list",
  3025. "items": [
  3026. "You can purify a portion of food or drink, rendering it free of poison and disease.",
  3027. "You can increase the potency of a {@item healing potion} for 1 hour. When you do so, the potion restores the maximum number of hit points instead of rolling.",
  3028. "You can create up to 1 vials worth of {@item acid}, sealing wax, or perfume."
  3029. ]
  3030. },
  3031. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3032. ]
  3033. },
  3034. {
  3035. "name": "Keen Senses",
  3036. "source": "TalentTreeNTools",
  3037. "entries": [
  3038. "You can clearly make out fine details or written text from a document, object, or surface and clearly overhear any bits of lightly spoken conversation as long as it is within a number of feet equal to your passive Wisdom ({@skill Perception}) score.",
  3039. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3040. ]
  3041. },
  3042. {
  3043. "name": "Aware",
  3044. "source": "TalentTreeNTools",
  3045. "prerequisite": [
  3046. {
  3047. "other": "{@feat Keen Senses|TalentTreeNTools}"
  3048. }
  3049. ],
  3050. "entries": [
  3051. "Other creatures dont gain advantage on attack rolls against you as a result of being hidden from you.",
  3052. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3053. ]
  3054. },
  3055. {
  3056. "name": "Observant",
  3057. "source": "TalentTreeNTools",
  3058. "prerequisite": [
  3059. {
  3060. "other": "{@feat Keen Senses|TalentTreeNTools}"
  3061. }
  3062. ],
  3063. "entries": [
  3064. "You have a +5 bonus to your passive Wisdom ({@skill Perception}) score. If you can see a creatures mouth while it is speaking a language you understand, you can interpret what its saying by reading its lips.",
  3065. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3066. ]
  3067. },
  3068. {
  3069. "name": "Low-Light Vision",
  3070. "source": "TalentTreeNTools",
  3071. "prerequisite": [
  3072. {
  3073. "other": "{@feat Keen Senses|TalentTreeNTools}"
  3074. }
  3075. ],
  3076. "entries": [
  3077. "Dim light doesnt impose disadvantage on your Wisdom ({@skill Perception}) checks relying on sight and you gain {@sense blindsight} out to a range of 5 feet.",
  3078. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3079. ]
  3080. },
  3081. {
  3082. "name": "Alert",
  3083. "source": "TalentTreeNTools",
  3084. "prerequisite": [
  3085. {
  3086. "other": "{@feat Aware|TalentTreeNTools}"
  3087. }
  3088. ],
  3089. "entries": [
  3090. "You gain a +5 bonus to initiative and you cant be surprised while you are conscious.",
  3091. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3092. ]
  3093. },
  3094. {
  3095. "name": "Focused",
  3096. "source": "TalentTreeNTools",
  3097. "prerequisite": [
  3098. {
  3099. "other": "{@feat Observant|TalentTreeNTools}"
  3100. }
  3101. ],
  3102. "entries": [
  3103. "As a bonus action, you can enter a state of heightened focus which lasts for one minute. While focusing in this manner, whenever you make a Dexterity saving throw or a Wisdom ({@skill Perception}) check, you can roll a {@dice d4} and add the number rolled to the saving throw or ability check, as long as you arent blinded. Once you enter this state, you cant do again until you finish a short or long rest.",
  3104. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3105. ]
  3106. },
  3107. {
  3108. "name": "Tremortouch",
  3109. "source": "TalentTreeNTools",
  3110. "prerequisite": [
  3111. {
  3112. "other": "{@feat Low-Light Vision|TalentTreeNTools}"
  3113. }
  3114. ],
  3115. "entries": [
  3116. "As an action, you can touch a surface and attempt to discern the locations of creatures from the vibrations you feel. You gain {@sense tremorsense} out to 15 feet until the end of your next turn.",
  3117. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3118. ]
  3119. },
  3120. {
  3121. "name": "Vigilant",
  3122. "source": "TalentTreeNTools",
  3123. "prerequisite": [
  3124. {
  3125. "other": "{@feat Alert|TalentTreeNTools} or {@feat Focused|TalentTreeNTools} or {@feat Tremortouch|TalentTreeNTools}"
  3126. }
  3127. ],
  3128. "entries": [
  3129. "Your superior training allows for you to keep in-tune with your surroundings:",
  3130. {
  3131. "type": "list",
  3132. "items": [
  3133. "You are immune to being {@condition deafened} or {@condition blinded}.",
  3134. "As a bonus action, you focus your attention on a creature of your choice, that you can see within 120 feet of you. Until the start of your next turn the target cant become hidden from you even if becomes {@condition invisible}. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses when you complete a long rest."
  3135. ]
  3136. },
  3137. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3138. ]
  3139. },
  3140. {
  3141. "name": "Entertaining",
  3142. "source": "TalentTreeNTools",
  3143. "entries": [
  3144. "You gain proficiency in one musical instrument and two game sets of your choice.",
  3145. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3146. ]
  3147. },
  3148. {
  3149. "name": "Performer",
  3150. "source": "TalentTreeNTools",
  3151. "prerequisite": [
  3152. {
  3153. "other": "{@feat Entertaining|TalentTreeNTools}"
  3154. }
  3155. ],
  3156. "entries": [
  3157. "You gain proficiency in {@item Disguise Kit|PHB}s and can double your proficiency with checks you make with them to craft disguises. You also learn a language of your choice.",
  3158. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3159. ]
  3160. },
  3161. {
  3162. "name": "Theatrics",
  3163. "source": "TalentTreeNTools",
  3164. "prerequisite": [
  3165. {
  3166. "other": "{@feat Entertaining|TalentTreeNTools}"
  3167. }
  3168. ],
  3169. "entries": [
  3170. "When you take the {@action Help} action to aid an ally by distracting an enemy, you can also choose to distract any number of additional creatures within 5 feet of the target, giving the chosen ally advantage on attack rolls against each of the affected creatures.",
  3171. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3172. ]
  3173. },
  3174. {
  3175. "name": "Orator",
  3176. "source": "TalentTreeNTools",
  3177. "prerequisite": [
  3178. {
  3179. "other": "{@feat Entertaining|TalentTreeNTools}"
  3180. }
  3181. ],
  3182. "entries": [
  3183. "When you perform for creatures for at least 10 minutes and your Charisma ({@skill Performance}) check result is higher than a creature's Intelligence, Wisdom, or Charisma scores (whichever is highest), you get advantage on all other Charisma checks against those creatures for the next 10 minutes.",
  3184. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3185. ]
  3186. },
  3187. {
  3188. "name": "Specialty Acts",
  3189. "source": "TalentTreeNTools",
  3190. "prerequisite": [
  3191. {
  3192. "other": "{@feat Performer|TalentTreeNTools}"
  3193. }
  3194. ],
  3195. "entries": [
  3196. "Performers can specialize in a variety of different kinds of acts, utilizing many different skills while plying their entertainment trade. Choose two skills from the list below.",
  3197. {
  3198. "type": "list",
  3199. "items": [
  3200. "Dexterity ({@skill Acrobatics})",
  3201. "Wisdom ({@skill Animal Handling})",
  3202. "Strength ({@skill Athletics})",
  3203. "Charisma ({@skill Deception})",
  3204. "Dexterity ({@skill Sleight of Hand})"
  3205. ]
  3206. },
  3207. "You can substitute your bonus to {@skill Performance} for the original bonus when making a check with either of the chosen skills.",
  3208. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3209. ]
  3210. },
  3211. {
  3212. "name": "Stage-Fighting",
  3213. "source": "TalentTreeNTools",
  3214. "prerequisite": [
  3215. {
  3216. "other": "{@feat Theatrics|TalentTreeNTools}"
  3217. }
  3218. ],
  3219. "entries": [
  3220. "You gain proficiency with {@item rapier|PHB|rapiers}, {@item sickle|PHB|sickles}, {@item scimitar|PHB|scimitars}, {@item trident|PHB|tridents}, {@item dagger|PHB|daggers}, and {@item dart|PHB|darts}. You can use your Charisma modifier in place of your Strength or Dexterity modifier for attack rolls with these weapons, but not the damage rolls.",
  3221. "In addition, when you score a critical hit with one of these weapons, you can use your reaction to take the {@action Help} action if there is an ally within 30 feet of you.",
  3222. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3223. ]
  3224. },
  3225. {
  3226. "name": "Leadership",
  3227. "source": "TalentTreeNTools",
  3228. "prerequisite": [
  3229. {
  3230. "other": "{@feat Orator|TalentTreeNTools}"
  3231. }
  3232. ],
  3233. "entries": [
  3234. "You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.",
  3235. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3236. ]
  3237. },
  3238. {
  3239. "name": "Showstopper",
  3240. "source": "TalentTreeNTools",
  3241. "prerequisite": [
  3242. {
  3243. "other": "{@feat Specialty Acts|TalentTreeNTools} or {@feat Stage-Fighting|TalentTreeNTools} or {@feat Leadership|TalentTreeNTools}"
  3244. }
  3245. ],
  3246. "entries": [
  3247. "Your mastery of performance elicits deep emotional responses from those around you. As an action, you can begin a performance, which lasts for up to one minute and which requires your action each turn to maintain. Each creature of your choice that can see or hear you must succeed on a Wisdom saving throw (DC equal to 8 + your Performance bonus) at the beginning of each of its turns or be enraptured by you until the end of the performance or until it takes damage. While under the influence of the performance, the creature is overcome with emotion and is incapacitated, can't speak, and has disadvantage on Wisdom ({@skill Perception}) checks made to perceive any creature other than you. Once you use this ability, you can't do so again until you complete a long rest.",
  3248. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3249. ]
  3250. },
  3251. {
  3252. "name": "Inspiring Word",
  3253. "source": "TalentTreeNTools",
  3254. "entries": [
  3255. "The range of your {@action Help} action increases by 10 ft (when aiding allies in attacking a creature, you can choose enemies who are up to 10 feet farther away from you than normal, allowing you to help at a 15 foot range, instead of 5).",
  3256. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3257. ]
  3258. },
  3259. {
  3260. "name": "Encouraging Word",
  3261. "source": "TalentTreeNTools",
  3262. "prerequisite": [
  3263. {
  3264. "other": "{@feat Inspiring Word|TalentTreeNTools}"
  3265. }
  3266. ],
  3267. "entries": [
  3268. "When an allied creature within 30 feet of you it hit by an attack, you can call out a word of aid and encouragement. As a reaction, you can take the {@action Help} action. You can use this feature a number of times equal to the number of talent points you have spent on the Persuasion tree (counting the base talent as if you spent a talent point there), and regain any expended uses when you finish a long rest.",
  3269. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3270. ]
  3271. },
  3272. {
  3273. "name": "Inspirational",
  3274. "source": "TalentTreeNTools",
  3275. "prerequisite": [
  3276. {
  3277. "other": "{@feat Inspiring Word|TalentTreeNTools}"
  3278. }
  3279. ],
  3280. "entries": [
  3281. "Whenever you use the Help action, the target can add your proficiency bonus to the attempted ability check or attack. You can do so a number of times equal to your proficiency bonus, regaining any expended uses at the end of a long rest.",
  3282. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3283. ]
  3284. },
  3285. {
  3286. "name": "Following Suit",
  3287. "source": "TalentTreeNTools",
  3288. "prerequisite": [
  3289. {
  3290. "other": "{@feat Inspiring Word|TalentTreeNTools}"
  3291. }
  3292. ],
  3293. "entries": [
  3294. "When you first perform an activity as a demonstration, you have advantage on Charisma ({@skill Persuasion}) checks to convince others to do the same.",
  3295. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3296. ]
  3297. },
  3298. {
  3299. "name": "Enduring Encouragement",
  3300. "source": "TalentTreeNTools",
  3301. "prerequisite": [
  3302. {
  3303. "other": "{@feat Encouraging Word|TalentTreeNTools}"
  3304. }
  3305. ],
  3306. "entries": [
  3307. "When you {@action Help} a creature, it gains advantage for all relevant rolls on its next turn instead of just the first.",
  3308. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3309. ]
  3310. },
  3311. {
  3312. "name": "Captivating",
  3313. "source": "TalentTreeNTools",
  3314. "prerequisite": [
  3315. {
  3316. "other": "{@feat Inspirational|TalentTreeNTools}"
  3317. }
  3318. ],
  3319. "entries": [
  3320. "If you are able to interact with a creature that can understand you continuously for 10 or more minutes, whether through language or bodily cues, you can choose to have it make a Wisdom saving throw against a DC of 8 + your Charisma modifier + your proficiency bonus. On a failure, the target is {@condition charmed} by you for an amount of minutes equal to your Charisma modifier, ending if a hostile action is taken againt it or one of its allies. When the effect ends, the target has no hint that you {@condition charmed} it. Whether it succeeds or fails, it cannot be affected by this feature again until you finish a long rest.",
  3321. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3322. ]
  3323. },
  3324. {
  3325. "name": "Leading by Example",
  3326. "source": "TalentTreeNTools",
  3327. "prerequisite": [
  3328. {
  3329. "other": "{@feat Following Suit|TalentTreeNTools}"
  3330. }
  3331. ],
  3332. "entries": [
  3333. "After you perform an action, as a bonus action, you can select a number of creatures equal to your Charisma modifier within 30 feet of you to attempt to inspire to follow suit. If, on their subsequent turn, any of them perform the same action as you, such as attacking the same enemy, or performing the same skill check, they have advantage on any rolls involved with doing so.",
  3334. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3335. ]
  3336. },
  3337. {
  3338. "name": "Silver Tongue",
  3339. "source": "TalentTreeNTools",
  3340. "prerequisite": [
  3341. {
  3342. "other": "{@feat Enduring Encouragement|TalentTreeNTools} or {@feat Captivating|TalentTreeNTools} or {@feat Leading by Example|TalentTreeNTools}"
  3343. }
  3344. ],
  3345. "entries": [
  3346. "Your influence leads others to follow your directions without even stopping to consider why. As an action, you can suggest a reasonable course of activity (limited to a sentence or two) to subtly influence a creature within 30 feet of you that can hear and understand you. It must make a Wisdom saving throw against a DC of 8 + your Charisma modifier + your proficiency bonus or behave as if a {@spell suggestion} spell has been cast on it. This suggestion is not magical, and lasts for a number of hours equal to your Charisma modifier (minimum 1 hour). Once you use this feature, you can't do so again until you complete a long rest.",
  3347. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3348. ]
  3349. },
  3350. {
  3351. "name": "Rites",
  3352. "source": "TalentTreeNTools",
  3353. "entries": [
  3354. "You have learned the basic rites and sacraments of your faith. By spending 1 hour in prayer and expending 15 gp worth of powdered silver, you can sanctify a vial of {@item holy water|PHB}. It retains its purity for up to 24 hours, before reverting to normal water.",
  3355. "In addition, your pleas to the gods to grant divine guidance. As an action, you can give a blessing to a number of creatures of your choice that can hear you equal to your Wisdom modifier. Each of these creatures can add {@dice 1d4} to the result of an ability check that it makes within the next 10 minutes. Once you have provided this blessing you cannot do so again until you complete a long rest.",
  3356. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3357. ]
  3358. },
  3359. {
  3360. "name": "Acolyte of Faith",
  3361. "source": "TalentTreeNTools",
  3362. "prerequisite": [
  3363. {
  3364. "other": "{@feat Rites|TalentTreeNTools}"
  3365. }
  3366. ],
  3367. "entries": [
  3368. "Choose a class: {@class cleric} or {@class druid}. You learn a cantrip of your choice from the class's spell list. Your spellcasting ability for the chosen cantrip is your choice of Wisdom or Intelligence. You can take this option multiple times, but must choose a new class each time.",
  3369. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3370. ]
  3371. },
  3372. {
  3373. "name": "Ward of Faith",
  3374. "source": "TalentTreeNTools",
  3375. "prerequisite": [
  3376. {
  3377. "other": "{@feat Rites|TalentTreeNTools}"
  3378. }
  3379. ],
  3380. "entries": [
  3381. "Your dedication as an agent of divine power gives you authority over creatures of divine or profane origin. As an action, you can touch a willing creature in range, warding it against attack. Choose a type of creature: celestial, fey, fiend, or undead. The next time a creature of the chosen type would attack or target the creature with a harmful spell within the next 8 hours, it must make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Wisdom or Intelligence modifier (your choice), or lose the spell or attack. You can use this ability a number of times equal to 1 + your Intelligence or your Wisdom modifier, regaining all expended uses at the end of a long rest.",
  3382. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3383. ]
  3384. },
  3385. {
  3386. "name": "Occultist",
  3387. "source": "TalentTreeNTools",
  3388. "prerequisite": [
  3389. {
  3390. "other": "{@feat Rites|TalentTreeNTools}"
  3391. }
  3392. ],
  3393. "entries": [
  3394. "Your knowledge of the goals and behaviors of cults gives you deeper insight into dealing with them and what they worship. You can choose to use your bonus to {@skill Religion} in place of your bonus to {@skill Deception}, {@skill Investigation}, or {@skill History} for checks you make with those skills when dealing with fey, fiends, celestials, aberrations, or their cults.",
  3395. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3396. ]
  3397. },
  3398. {
  3399. "name": "Perform Sacrament",
  3400. "source": "TalentTreeNTools",
  3401. "prerequisite": [
  3402. {
  3403. "other": "{@feat Acolyte of Faith|TalentTreeNTools}"
  3404. }
  3405. ],
  3406. "entries": [
  3407. "You learn two 1st-level ritual spells of your choice from a class chosen for {@feat Acolyte of Faith|TalentTreeNTools} and you learn to cast these spells as rituals. At the beginning of a long rest, you can spend 10 minutes in prayer and contemplation. If you do so, you can replace one or both of these rituals with a different ritual spell from the same list. Your spellcasting ability modifier for these spells is your choice of either Wisdom or Intelligence.",
  3408. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3409. ]
  3410. },
  3411. {
  3412. "name": "Holy Aura",
  3413. "source": "TalentTreeNTools",
  3414. "prerequisite": [
  3415. {
  3416. "other": "{@feat Ward of Faith|TalentTreeNTools}"
  3417. }
  3418. ],
  3419. "entries": [
  3420. "When you use your {@feat Ward of Faith|TalentTreeNTools} to protect a creature, you can choose to imbue them with a holy aura which lasts 1 minute and manifests as a aura which gives off dim light and protects a 10 foot radius sphere around it. When a creature of the type chosen for the {@feat Ward of Faith|TalentTreeNTools} attempts to enter or leave the aura, it must make a Wisdom saving throw or be stopped by the barrier and take {@dice 2d8} radiant damage, or half as much on a successful save.",
  3421. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3422. ]
  3423. },
  3424. {
  3425. "name": "Exorcist",
  3426. "source": "TalentTreeNTools",
  3427. "prerequisite": [
  3428. {
  3429. "other": "{@feat Occultist|TalentTreeNTools}"
  3430. }
  3431. ],
  3432. "entries": [
  3433. "You have detailed knowledge of outsiders, creatures which inhabit the outer planes. You have advantage on checks to recall or intuit information about a fey, fiend, celestial, or aberration..",
  3434. "Then choose one type of creature: fey, fiends, celestials, or aberrations. Once per round, when you deal damage to a creature of the chosen type, you can add your Intelligence modifier (minimum of 1) to the damage.",
  3435. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3436. ]
  3437. },
  3438. {
  3439. "name": "Priest",
  3440. "source": "TalentTreeNTools",
  3441. "prerequisite": [
  3442. {
  3443. "other": "{@feat Perform Sacrament|TalentTreeNTools} or {@feat Holy Aura|TalentTreeNTools} or {@feat Exorcist|TalentTreeNTools}"
  3444. }
  3445. ],
  3446. "entries": [
  3447. "You are a learned theologian, aware of some of the deepest realities. You gain the following benefits:",
  3448. {
  3449. "type": "list",
  3450. "items": [
  3451. "You learn the {@spell thaumaturgy} cantrip if you don't already know it. You can cast this cantrip as a bonus action.",
  3452. "You learn the {@spell prayer of healing} spell and can cast it once per day at 2nd level without spending a spell slot. Once you do so, you must complete a long rest before you can do so again. Your spellcasting ability modifier for this spell is your choice of either Wisdom or Intelligence. It doesn't count against the number of spells you know or can prepare."
  3453. ]
  3454. },
  3455. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3456. ]
  3457. },
  3458. {
  3459. "name": "Suble Interaction",
  3460. "source": "TalentTreeNTools",
  3461. "entries": [
  3462. "You have advantage on {@skill Sleight of Hand} checks to move or conceal an object that you are holding that is small enough to fit in the palm of your hand.",
  3463. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3464. ]
  3465. },
  3466. {
  3467. "name": "Clever Action",
  3468. "source": "TalentTreeNTools",
  3469. "prerequisite": [
  3470. {
  3471. "other": "{@feat Suble Interaction|TalentTreeNTools}"
  3472. }
  3473. ],
  3474. "entries": [
  3475. "You can make an extra object interaction on each of your turns.",
  3476. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3477. ]
  3478. },
  3479. {
  3480. "name": "Hidden Action",
  3481. "source": "TalentTreeNTools",
  3482. "prerequisite": [
  3483. {
  3484. "other": "{@feat Suble Interaction|TalentTreeNTools}"
  3485. }
  3486. ],
  3487. "entries": [
  3488. "You have advantage on {@skill Sleight of Hand} checks against creatures that you are hidden from.",
  3489. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3490. ]
  3491. },
  3492. {
  3493. "name": "Perplexing Action",
  3494. "source": "TalentTreeNTools",
  3495. "prerequisite": [
  3496. {
  3497. "other": "{@feat Suble Interaction|TalentTreeNTools}"
  3498. }
  3499. ],
  3500. "entries": [
  3501. "Your rapid movements allow you to capitalize on the enemy's confusion to drive them back or topple them. You can use Dexterity ({@skill Sleight of Hand}) checks in place of Strength ({@skill Athletics}) when taking the {@action Shove} action.",
  3502. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3503. ]
  3504. },
  3505. {
  3506. "name": "Thief of Order",
  3507. "source": "TalentTreeNTools",
  3508. "prerequisite": [
  3509. {
  3510. "other": "{@feat Clever Action|TalentTreeNTools}"
  3511. }
  3512. ],
  3513. "entries": [
  3514. "When you roll initiative at the beginning of combat, if you are not surprised, you can use your reaction to don or doff a shield or take the {@action Use an Object} Action.",
  3515. "In addition, whenever you could make an attack of opportunity against a creature, you can choose to instead take the {@action Use an Object} action.",
  3516. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3517. ]
  3518. },
  3519. {
  3520. "name": "Thief of Propriety",
  3521. "source": "TalentTreeNTools",
  3522. "prerequisite": [
  3523. {
  3524. "other": "{@feat Hidden Action|TalentTreeNTools}"
  3525. }
  3526. ],
  3527. "entries": [
  3528. "As long as you are hidden from a creature no more than one size larger than you, you can {@note as an action} try to steal an object that it is holding or wearing loosely on its person. You must make a Dexterity ({@skill Sleight of Hand}) check contested by the target's Dexterity ({@skill Sleight of Hand}). If you succeed, the creature releases the object and you can choose to either take it in your empty hand or force the creature to drop it.",
  3529. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3530. ]
  3531. },
  3532. {
  3533. "name": "Thief of Focus",
  3534. "source": "TalentTreeNTools",
  3535. "prerequisite": [
  3536. {
  3537. "other": "{@feat Perplexing Action|TalentTreeNTools}"
  3538. }
  3539. ],
  3540. "entries": [
  3541. "When a creature within 5 feet of you casts a spell with material components or an arcane focus which is held in its hand, you can use your reaction to attempt to disturb the components or focus to disrupt the casting of the spell. Make a Dexterity ({@skill Sleight of Hand}) check contested by the target's spell save DC. You have disadvantage if the target can see you. On a success, you disturb the components or the focus in the creature's hand and it fails to cast the spell this turn. This does not expend the affected creature's spell slot. Once you use this feature, you can't do so again until you finish a short or long rest.",
  3542. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3543. ]
  3544. },
  3545. {
  3546. "name": "Legerdemain",
  3547. "source": "TalentTreeNTools",
  3548. "prerequisite": [
  3549. {
  3550. "other": "{@feat Thief of Order|TalentTreeNTools} or {@feat Thief of Propriety|TalentTreeNTools} or {@feat Thief of Focus|TalentTreeNTools}"
  3551. }
  3552. ],
  3553. "entries": [
  3554. "When you use your action to make a {@skill Sleight of Hand} check or to take the {@action Use an Object} action, you can make an additional {@skill Sleight of Hand} check or {@action Use an Object} an additional time.",
  3555. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3556. ]
  3557. },
  3558. {
  3559. "name": "Unlikely Spot",
  3560. "source": "TalentTreeNTools",
  3561. "entries": [
  3562. "You can try to {@action Hide} when you are only lightly obscured from the creatures from which you are hiding.",
  3563. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3564. ]
  3565. },
  3566. {
  3567. "name": "Slither",
  3568. "source": "TalentTreeNTools",
  3569. "prerequisite": [
  3570. {
  3571. "other": "{@feat Unlikely Spot|TalentTreeNTools}"
  3572. }
  3573. ],
  3574. "entries": [
  3575. "You are considered to be lightly obscured while you are {@condition prone}.",
  3576. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3577. ]
  3578. },
  3579. {
  3580. "name": "Skulker",
  3581. "source": "TalentTreeNTools",
  3582. "prerequisite": [
  3583. {
  3584. "other": "{@feat Unlikely Spot|TalentTreeNTools}"
  3585. }
  3586. ],
  3587. "entries": [
  3588. "When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.",
  3589. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3590. ]
  3591. },
  3592. {
  3593. "name": "Scamper",
  3594. "source": "TalentTreeNTools",
  3595. "prerequisite": [
  3596. {
  3597. "other": "{@feat Unlikely Spot|TalentTreeNTools}"
  3598. }
  3599. ],
  3600. "entries": [
  3601. "If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the movement in a position where you're not clearly visible.",
  3602. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3603. ]
  3604. },
  3605. {
  3606. "name": "Screening",
  3607. "source": "TalentTreeNTools",
  3608. "prerequisite": [
  3609. {
  3610. "other": "{@feat Slither|TalentTreeNTools}"
  3611. }
  3612. ],
  3613. "entries": [
  3614. "When you have cover from a creature's ranged attacks, you treat half cover as if it were three-quarters cover, even if your position is otherwise revealed.",
  3615. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3616. ]
  3617. },
  3618. {
  3619. "name": "Ambusher",
  3620. "source": "TalentTreeNTools",
  3621. "prerequisite": [
  3622. {
  3623. "other": "{@feat Skulker|TalentTreeNTools}"
  3624. }
  3625. ],
  3626. "entries": [
  3627. "When you hit a creature from which you are hidden with a weapon attack, you can roll your weapon damage twice and take the higher result.",
  3628. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3629. ]
  3630. },
  3631. {
  3632. "name": "Dive",
  3633. "source": "TalentTreeNTools",
  3634. "prerequisite": [
  3635. {
  3636. "other": "{@feat Scamper|TalentTreeNTools}"
  3637. }
  3638. ],
  3639. "entries": [
  3640. "When you or a creature makes a {@skill Stealth} check, you can use your reaction to move up to 5 feet (towards the creature, if applicable) and fall {@condition prone}. If you do so, that creature can choose to do so as well. Any creatures that fall {@condition prone} in this way can reroll their checks.",
  3641. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3642. ]
  3643. },
  3644. {
  3645. "name": "Disappear",
  3646. "source": "TalentTreeNTools",
  3647. "prerequisite": [
  3648. {
  3649. "other": "{@feat Screening|TalentTreeNTools} or {@feat Ambusher|TalentTreeNTools} or {@feat Dive|TalentTreeNTools}"
  3650. }
  3651. ],
  3652. "entries": [
  3653. "You can utilize a foe's momentary distraction to disappear. When a creature within 30 feet of you moves away from you, makes an attack or casts a spell at a creature other than you, or takes damage from a source other than you, you can use your reaction to attempt to {@skill Hide}. If you succeed in hiding from it, you can immediately move up to 30 feet without revealing yourself to it. Once you use this feature, you can't do so again until you complete a short or long rest.",
  3654. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3655. ]
  3656. },
  3657. {
  3658. "name": "Pioneering",
  3659. "source": "TalentTreeNTools",
  3660. "entries": [
  3661. "You can start fires, craft shelters, cook food, and perform similar mundane household tasks without requiring tools by using resources and items found while foraging.",
  3662. "In addition, as part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to craft one of the following items: a {@item shield|PHB}, a {@filter simple melee weapon|items|source=PHB|category=basic|type=simple weapon}, {@dice 1d4} {@item dart|PHB|darts} or pieces of ammunition.",
  3663. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3664. ]
  3665. },
  3666. {
  3667. "name": "Survivalist",
  3668. "source": "TalentTreeNTools",
  3669. "prerequisite": [
  3670. {
  3671. "other": "{@feat Pioneering|TalentTreeNTools}"
  3672. }
  3673. ],
  3674. "entries": [
  3675. "You can make fires, craft shelters, cook food, etc. even in difficult circumstances, without having to make a {@skill Survival} check.",
  3676. "In addition, select one terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or cavern. Difficult terrain doesn't slow down the group's travel.",
  3677. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3678. ]
  3679. },
  3680. {
  3681. "name": "Trapper",
  3682. "source": "TalentTreeNTools",
  3683. "prerequisite": [
  3684. {
  3685. "other": "{@feat Pioneering|TalentTreeNTools}"
  3686. }
  3687. ],
  3688. "entries": [
  3689. "You gain proficiency with {@item Tinkerer's Tools|PHB}.",
  3690. "Using the {@item Tinkerer's Tools|PHB}, you can increase the escape DC of ball-bearings, caltrops, hunting traps and other such items that you place by your proficiency bonus, if you pay the price of the item again for the raw materials and spend a short rest enhancing it.",
  3691. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3692. ]
  3693. },
  3694. {
  3695. "name": "Weathered Tracker",
  3696. "source": "TalentTreeNTools",
  3697. "prerequisite": [
  3698. {
  3699. "other": "{@feat Pioneering|TalentTreeNTools}"
  3700. }
  3701. ],
  3702. "entries": [
  3703. "You gain advantage on checks to discern the species of the creature based on its tracks.",
  3704. "Additionally, you ignore the adverse effects of harsh weather. This can include not getting exhaustion due to being in very hot or very cold temperatures. You don't get disadvantage on {@skill Acrobatics} checks while on ice.",
  3705. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3706. ]
  3707. },
  3708. {
  3709. "name": "Foritfy",
  3710. "source": "TalentTreeNTools",
  3711. "prerequisite": [
  3712. {
  3713. "other": "{@feat Survivalist|TalentTreeNTools}"
  3714. }
  3715. ],
  3716. "entries": [
  3717. "When making temporary modifications to a campsite, battlefield, stronghold, or other area, you can add your proficiency bonus to checks related to construction or improvement of barriers, fortifications, or similar works. These works add your proficiency bonus to their armor class for the duration, and gain a number of temporary hit points equal to your level.",
  3718. "If a restraint or fortification you create has a DC to break it (such as a blocked doorway or tied-up creature), this DC increases by your proficiency bonus as well.",
  3719. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3720. ]
  3721. },
  3722. {
  3723. "name": "Dungeoneer",
  3724. "source": "TalentTreeNTools",
  3725. "prerequisite": [
  3726. {
  3727. "other": "{@feat Trapper|TalentTreeNTools}"
  3728. }
  3729. ],
  3730. "entries": [
  3731. "You have advantage on Wisdom ({@skill Perception}) and Intelligence ({@skill Investigation}) checks made to detect the presence of secret doors and traps.",
  3732. "Additionally, you can search for traps while traveling at a normal pace, instead of only at a slow pace.",
  3733. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3734. ]
  3735. },
  3736. {
  3737. "name": "Camouflage",
  3738. "source": "TalentTreeNTools",
  3739. "prerequisite": [
  3740. {
  3741. "other": "{@feat Weathered Tracker|TalentTreeNTools}"
  3742. }
  3743. ],
  3744. "entries": [
  3745. "If you are outdoors or in a natural environment, you can spend 10 minutes to create a camouflage for the local natural area you're in (1 minute if you have a disguise kit). Being in a camouflage grants you advantage on all stealth checks, when Hiding in the chosen terrain.",
  3746. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3747. ]
  3748. },
  3749. {
  3750. "name": "Survivor",
  3751. "source": "TalentTreeNTools",
  3752. "prerequisite": [
  3753. {
  3754. "other": "{@feat Foritfy|TalentTreeNTools} or {@feat Dungeoneer|TalentTreeNTools} or {@feat Camouflage|TalentTreeNTools}"
  3755. }
  3756. ],
  3757. "entries": [
  3758. "You're masterful at surviving in harsh environments and gain the following benefits:",
  3759. {
  3760. "type": "list",
  3761. "items": [
  3762. "You can choose to add your Wisdom modifier to one of your death saving throws. Once you do so, you can't do so again until you finish a long rest.",
  3763. "When you're dying, you don't fall unconscious until you've failed at least one death saving throw.",
  3764. "If you succeed on 3 death saving throws, you regain 1 hit point."
  3765. ]
  3766. },
  3767. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3768. ]
  3769. },
  3770. {
  3771. "name": "Loyal Servant",
  3772. "source": "TalentTreeNTools",
  3773. "entries": [
  3774. "When you take this talent, the next time an opportunity arises, if you don't currently have a retainer, you gain the loyal friendship and service of one, such as an attendant or messenger who willingly serves you. This retainer can perform mundane tasks, but will not fight for you, nor follow you into obviously dangerous areas (such as dungeons), and will leave you if frequently endangered or abused. While in your service, they are completely forthright with you and loyal only to you and your causes. After this retainer leaves your service, you must wait {@dice 1d4} weeks before finding another one, hopefully reflecting on your mistakes and bettering yourself (but you know, to each their own).",
  3775. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3776. ]
  3777. },
  3778. {
  3779. "name": "Faithfull Friend",
  3780. "source": "TalentTreeNTools",
  3781. "prerequisite": [
  3782. {
  3783. "other": "{@feat Loyal Servant|TalentTreeNTools}"
  3784. }
  3785. ],
  3786. "entries": [
  3787. "Your retainer gains proficiency in three skills and three tools of your choice. While you are away adventuring, they put these proficiencies to use, earning up to twice your level in gp per work-week, all of which they will share with you upon your safe return (as well as the local news and gossip). The DM may decide to vary the size and makeup of these earnings, often including common nonmagical items such as weapons, armor, tools, or household goods such as traveler's clothes, soap, oil, ink pens, stationary, pitchers of homemade iced tea, and fishing tackle. The DM may also decide to include unidentified items of potentially greater value by rolling on the {@5etools random tables of items|lootgen.html} provided in the Dungeon Master's Guide, the Xanathar's Guide to Everything, or other sources.",
  3788. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3789. ]
  3790. },
  3791. {
  3792. "name": "Favored",
  3793. "source": "TalentTreeNTools",
  3794. "entries": [
  3795. "You have 1 Luck Point.",
  3796. "When you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the {@dice d20}s is used for the attack roll, ability check, or saving throw. Also you can spend one luck point when an attack roll is made against you and then choose whether the attack uses the attacker's roll or yours.",
  3797. "If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.",
  3798. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3799. ]
  3800. },
  3801. {
  3802. "name": "Lucky",
  3803. "source": "TalentTreeNTools",
  3804. "prerequisite": [
  3805. {
  3806. "other": "{@feat Favored|TalentTreeNTools}"
  3807. }
  3808. ],
  3809. "entries": [
  3810. "You gain 2 additional Luck Points.",
  3811. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3812. ]
  3813. },
  3814. {
  3815. "name": "Endurance",
  3816. "source": "TalentTreeNTools",
  3817. "entries": [
  3818. "When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).",
  3819. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3820. ]
  3821. },
  3822. {
  3823. "name": "Tough",
  3824. "source": "TalentTreeNTools",
  3825. "prerequisite": [
  3826. {
  3827. "other": "{@feat Endurance|TalentTreeNTools}"
  3828. }
  3829. ],
  3830. "entries": [
  3831. "Your hit point maximum increases by an amount equal to twice your level when you gain this talent. Whenever you gain a level, your hit point maximum increases by 2 additional hit points.",
  3832. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3833. ]
  3834. },
  3835. {
  3836. "name": "Resilient",
  3837. "source": "TalentTreeNTools",
  3838. "prerequisite": [
  3839. {
  3840. "other": "{@feat Endurance|TalentTreeNTools}"
  3841. }
  3842. ],
  3843. "entries": [
  3844. "Choose one ability score. You gain proficiency in saving throws using the chosen ability.",
  3845. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3846. ]
  3847. },
  3848. {
  3849. "name": "Tenacious",
  3850. "source": "TalentTreeNTools",
  3851. "prerequisite": [
  3852. {
  3853. "other": "{@feat Endurance|TalentTreeNTools}"
  3854. }
  3855. ],
  3856. "entries": [
  3857. "You gain two special bonus Hit Dice, which are {@dice d6}s. You always regain both of these dice at the end of a long rest in addition to the normal number of hit dice you would regain. Your maximum hit points are not affected.",
  3858. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3859. ]
  3860. },
  3861. {
  3862. "name": "Resistant",
  3863. "source": "TalentTreeNTools",
  3864. "prerequisite": [
  3865. {
  3866. "other": "{@feat Tough|TalentTreeNTools}, {@feat Resilient|TalentTreeNTools}, or {@feat Tenacious|TalentTreeNTools}"
  3867. }
  3868. ],
  3869. "entries": [
  3870. "Choose one of the following damage types: acid, cold, fire, lighting, poison, or thunder. You gain resistance to damage of the chosen type.",
  3871. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3872. ]
  3873. },
  3874. {
  3875. "name": "Armor Training",
  3876. "source": "TalentTreeNTools",
  3877. "entries": [
  3878. "You gain proficiency with armor or improve your existing armor proficiencies. You can take this talent multiple times. You gain proficiency with light armor. If you already have proficiency in light armor, you also gain proficiency in medium armor and shields. If you already have proficiency in medium armor, you also gain proficiency in heavy armor. When you take this option, if you already have proficiency with the armor you desire, you can choose to progress again on this tree instead of gaining any armor proficiencies.",
  3879. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3880. ]
  3881. },
  3882. {
  3883. "name": "Light as a Feather",
  3884. "source": "TalentTreeNTools",
  3885. "prerequisite": [
  3886. {
  3887. "other": "{@feat Armor Training|TalentTreeNTools}"
  3888. }
  3889. ],
  3890. "entries": [
  3891. "While wearing no armor or only light armor, when an enemy hits you with a melee attack, you can use your reaction to prepare yourself to disengage. Until the end of your next turn, your movement does not provoke attacks of opportunity from that creature.",
  3892. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3893. ]
  3894. },
  3895. {
  3896. "name": "Shield Bash",
  3897. "source": "TalentTreeNTools",
  3898. "prerequisite": [
  3899. {
  3900. "other": "{@feat Armor Training|TalentTreeNTools}"
  3901. }
  3902. ],
  3903. "entries": [
  3904. "If you take the {@action Attack} action on your turn, you can use a bonus action to try to {@action shove} a creature within 5 feet of you with your shield.",
  3905. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3906. ]
  3907. },
  3908. {
  3909. "name": "Padded Plate",
  3910. "source": "TalentTreeNTools",
  3911. "prerequisite": [
  3912. {
  3913. "other": "{@feat Armor Training|TalentTreeNTools}"
  3914. }
  3915. ],
  3916. "entries": [
  3917. "Wearing light or medium armor doesn't impose disadvantage on your Dexterity ({@skill Stealth}) checks. Also, you can sleep in medium armor without penalty.",
  3918. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3919. ]
  3920. },
  3921. {
  3922. "name": "Built to Stand",
  3923. "source": "TalentTreeNTools",
  3924. "prerequisite": [
  3925. {
  3926. "other": "{@feat Armor Training|TalentTreeNTools}"
  3927. }
  3928. ],
  3929. "entries": [
  3930. "When you're wearing heavy armor, you have advantage on contested checks and saving throws against effects which would knock you prone or push you. In addition, your speed is not reduced by wearing armor with a Strength requirement greater than your Strength score.",
  3931. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3932. ]
  3933. },
  3934. {
  3935. "name": "Master of Pockets",
  3936. "source": "TalentTreeNTools",
  3937. "prerequisite": [
  3938. {
  3939. "other": "{@feat Light as a Feather|TalentTreeNTools}"
  3940. }
  3941. ],
  3942. "entries": [
  3943. "You are able to hide a small number of knick-knacks, tools, or even creatures in crevices, pockets, or elsewhere on your person. If you are wearing clothing or light armor, you can store items weighing 1 lb or less (such as daggers, mice, or potions) in your clothes. You have advantage on checks related to keeping such items hidden and when you use an object interaction to retrieve one, you can retrieve two instead.",
  3944. "In addition, as an action, you can maneuver one of these items into an easy-to-access spot. When you take the {@action Use an Object} action to use this item, you can do so as a bonus action. You can only have one item set up in this way at a time.",
  3945. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3946. ]
  3947. },
  3948. {
  3949. "name": "Shield Master",
  3950. "source": "TalentTreeNTools",
  3951. "prerequisite": [
  3952. {
  3953. "other": "{@feat Shield Bash|TalentTreeNTools}"
  3954. }
  3955. ],
  3956. "entries": [
  3957. "If you aren't {@condition incapacitated}, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.",
  3958. "In addition, if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.",
  3959. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3960. ]
  3961. },
  3962. {
  3963. "name": "Medium Armor Master",
  3964. "source": "TalentTreeNTools",
  3965. "prerequisite": [
  3966. {
  3967. "other": "{@feat Padded Plate|TalentTreeNTools}"
  3968. }
  3969. ],
  3970. "entries": [
  3971. "If you wear medium armor, you can add 3 to your AC, rather than 2, if you have a Dexterity of 16 or higher.",
  3972. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3973. ]
  3974. },
  3975. {
  3976. "name": "Heavy Armor Master",
  3977. "source": "TalentTreeNTools",
  3978. "prerequisite": [
  3979. {
  3980. "other": "{@feat Heavy Armor Master|TalentTreeNTools}"
  3981. }
  3982. ],
  3983. "entries": [
  3984. "While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by your proficiency bonus.",
  3985. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  3986. ]
  3987. },
  3988. {
  3989. "name": "Ready for Action",
  3990. "source": "TalentTreeNTools",
  3991. "prerequisite": [
  3992. {
  3993. "other": "{@feat Master of Pockets|TalentTreeNTools}, or {@feat Shield Master|TalentTreeNTools}"
  3994. }
  3995. ],
  3996. "entries": [
  3997. "You're experienced in getting up and going. You can throw a leather cuircass over your head, heft your shield, and be out the door in seconds. You're always ready for a fight. You gain the following benefits.",
  3998. {
  3999. "type": "list",
  4000. "items": [
  4001. "You can don and doff light armor as an action.",
  4002. "You can don and doff your shield as a bonus action.",
  4003. "You can add your proiciency bonus to initiative rolls while wearing light armor or no armor."
  4004. ]
  4005. },
  4006. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4007. ]
  4008. },
  4009. {
  4010. "name": "Master of Protection",
  4011. "source": "TalentTreeNTools",
  4012. "prerequisite": [
  4013. {
  4014. "other": "{@feat Medium Armor Master|TalentTreeNTools}, or {@feat Heavy Armor Master|TalentTreeNTools}"
  4015. }
  4016. ],
  4017. "entries": [
  4018. "Whether you wear thick hide or full plate armor, you have learned to use the hefty armor to your maximum advantage. You gain the following benefits.",
  4019. {
  4020. "type": "list",
  4021. "items": [
  4022. "You ignore half of the weight of the armor you're wearing for the purposes of encumberance.",
  4023. "When you are subjected to an effect which would corrode, rust, or otherwise damage your armor, you can use your reaction to prevent it from being affected.",
  4024. "When a creature scores a critical hit against you while you are wearing medium or heavy armor, you can use your reaction to cause it to become a normal hit against you."
  4025. ]
  4026. },
  4027. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4028. ]
  4029. },
  4030. {
  4031. "name": "Jack of Trades",
  4032. "source": "TalentTreeNTools",
  4033. "entries": [
  4034. "You gain proficiency with three tools, instruments, or gaming sets of your choice.",
  4035. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4036. ]
  4037. },
  4038. {
  4039. "name": "Master of Some",
  4040. "source": "TalentTreeNTools",
  4041. "prerequisite": [
  4042. {
  4043. "other": "{@feat Jack of Trades|TalentTreeNTools}"
  4044. }
  4045. ],
  4046. "entries": [
  4047. "Choose one tool, instrument, or gaming set in which you have proficiency. You gain expertise with that tool, instrument, or gaming set, which means your proficiency bonus is doubled for any ability check you make with it. The option you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.",
  4048. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4049. ]
  4050. },
  4051. {
  4052. "name": "Apprentice",
  4053. "source": "TalentTreeNTools",
  4054. "entries": [
  4055. "Choose a class: {@class bard}, {@class cleric}, {@class druid}, {@class sorcerer}, {@class warlock}, or {@class wizard}. You learn a cantrip of your choice from that class's spell list. Your spellcasting ability for the chosen cantrip is the same as that of the chosen class.",
  4056. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4057. ]
  4058. },
  4059. {
  4060. "name": "Magic Initiate",
  4061. "source": "TalentTreeNTools",
  4062. "prerequisite": [
  4063. {
  4064. "other": "{@feat Apprentice|TalentTreeNTools}"
  4065. }
  4066. ],
  4067. "entries": [
  4068. "You learn one more cantrip of your choice from the class you chose for {@feat Apprentice|TalentTreeNTools}. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Your spellcasting ability for these spells is the same as that for the class you chose for {@feat Apprentice|TalentTreeNTools}.",
  4069. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4070. ]
  4071. },
  4072. {
  4073. "name": "Weapon Training",
  4074. "source": "TalentTreeNTools",
  4075. "entries": [
  4076. "You have either trained, formally or informally, under a master of arms or have otherwise come to earn mastery over nearly any weapon you come across. You gain proficiency with all simple and martial weapons. When you take this talent, if you already have proficiency with all simple and martial weapons, you can instead choose to progress again on this tree rather than gaining weapon proficiencies.",
  4077. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4078. ]
  4079. },
  4080. {
  4081. "name": "Weapon Improvisation",
  4082. "source": "TalentTreeNTools",
  4083. "entries": [
  4084. "You have mastered making commonplace items into vicious tools of battle. You gain proficiency with improvised weapons. While the items remain sufficiently undamaged, your improvised weapons gain additional properties based on their weight as described in the Improvised Weapons Properties table below.",
  4085. {
  4086. "type": "table",
  4087. "caption": "Improvised Weapons Properties",
  4088. "colStyles": [
  4089. "col-4 text",
  4090. "col-4 text",
  4091. "col-4 text"
  4092. ],
  4093. "colLabels": [
  4094. "Improvised Weapon Weight",
  4095. "Damage",
  4096. "Properties"
  4097. ],
  4098. "rows": [
  4099. [
  4100. "2 lbs or less",
  4101. "{@dice 1d6}",
  4102. "light"
  4103. ],
  4104. [
  4105. "between 2 lbs and 10 lbs",
  4106. "{@dice 1d8}",
  4107. "versatile ({@dice 1d10})"
  4108. ],
  4109. [
  4110. "10 lbs or more",
  4111. "{@dice 2d6}",
  4112. "heavy, two-handed"
  4113. ]
  4114. ]
  4115. },
  4116. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4117. ]
  4118. },
  4119. {
  4120. "name": "Martial Training",
  4121. "source": "TalentTreeNTools",
  4122. "prerequisite": [
  4123. {
  4124. "other": "{@feat Weapon Training|TalentTreeNTools}"
  4125. }
  4126. ],
  4127. "entries": [
  4128. "You gain the benefits of a Fighting Style of your choice as described on {@filter optional features|optionalfeatures|source=null|feature type=FS:F}. You can select this talent multiple times. As normal, you can't take a particular Fighting Style option more than once.",
  4129. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4130. ]
  4131. },
  4132. {
  4133. "name": "Martial Adept",
  4134. "source": "TalentTreeNTools",
  4135. "prerequisite": [
  4136. {
  4137. "other": "{@feat Weapon Training|TalentTreeNTools}"
  4138. }
  4139. ],
  4140. "entries": [
  4141. "You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:",
  4142. {
  4143. "type": "list",
  4144. "items": [
  4145. "You learn two {@filter maneuvers|optionalfeatures|feature type=MV;MV:B} of your choice from among those available to the Battle Master archetype in the {@class fighter} class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).",
  4146. "If you already have superiority dice, you gain one more; otherwise, you have two superiority dice, which are {@dice d6}s. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest."
  4147. ]
  4148. },
  4149. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4150. ]
  4151. },
  4152. {
  4153. "name": "Tavern Brawler",
  4154. "source": "TalentTreeNTools",
  4155. "prerequisite": [
  4156. {
  4157. "other": "{@feat Weapon Improvisation|TalentTreeNTools}"
  4158. }
  4159. ],
  4160. "entries": [
  4161. "Renouned as a fierce unarmed fighter, you are never without a weapon. You gain the following benefits:",
  4162. {
  4163. "type": "list",
  4164. "items": [
  4165. "Your unarmed strikes use a {@dice d4} for damage.",
  4166. "When you make at least one unarmed strike as part of the the {@action Attack} action on your turn, you can make one unarmed strike as a bonus action.",
  4167. "When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to {@action grapple} the target."
  4168. ]
  4169. },
  4170. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4171. ]
  4172. },
  4173. {
  4174. "name": "Back-Alley Pitcher",
  4175. "source": "TalentTreeNTools",
  4176. "prerequisite": [
  4177. {
  4178. "other": "{@feat Weapon Improvisation|TalentTreeNTools}"
  4179. }
  4180. ],
  4181. "entries": [
  4182. "Quick and accurate, you have developed an excellent throwing arm. You gain the following benefits:",
  4183. {
  4184. "type": "list",
  4185. "items": [
  4186. "Your improvised weapons with the light property also gain the thrown (range 30/90) property.",
  4187. "Once per round, when you hit a creature with a ranged attack with a melee weapon with the thrown property, you have advantage on your next weapon attack against the creature before the end of your next turn and it has disadvantage on its next melee attack against you before the end of its next turn."
  4188. ]
  4189. },
  4190. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4191. ]
  4192. },
  4193. {
  4194. "name": "Battle Spells",
  4195. "source": "TalentTreeNTools",
  4196. "entries": [
  4197. "You learn two cantrips from any classes' spell lists. Both of these spells must deal damage and at least one of them must require an attack roll. Your spellcasting ability for these spells is your choice of Wisdom, Intelligence, or Charisma.",
  4198. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4199. ]
  4200. },
  4201. {
  4202. "name": "Damage Specialist",
  4203. "source": "TalentTreeNTools",
  4204. "entries": [
  4205. "Choose a damage type from the following list: acid, cold, fire, lightning, necrotic, poison, radiant, or thunder. Spells you cast ignore resistance to damage of the chosen type. You can select this talent multiple times. Each time you do so, you must choose a different damage type.",
  4206. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4207. ]
  4208. },
  4209. {
  4210. "name": "Half-Hand Casting",
  4211. "source": "TalentTreeNTools",
  4212. "entries": [
  4213. "You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.",
  4214. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4215. ]
  4216. },
  4217. {
  4218. "name": "Spell Sniper",
  4219. "source": "TalentTreeNTools",
  4220. "prerequisite": [
  4221. {
  4222. "other": "{@feat Battle Spells|TalentTreeNTools}"
  4223. }
  4224. ],
  4225. "entries": [
  4226. "When you cast a spell that requires you to make an attack roll, the spell's range is doubled. Your ranged spell attacks ignore half cover and treat three-quarters cover as half cover.",
  4227. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4228. ]
  4229. },
  4230. {
  4231. "name": "Potent Spellcasting",
  4232. "source": "TalentTreeNTools",
  4233. "prerequisite": [
  4234. {
  4235. "other": "{@feat Damage Specialist|TalentTreeNTools}"
  4236. }
  4237. ],
  4238. "entries": [
  4239. "When you roll a 1 on a damage die for a spell that deals one or more types of damage that you have chosen with {@feat Damage Specialist|TalentTreeNTools}, you can reroll the die once and use the result.",
  4240. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4241. ]
  4242. },
  4243. {
  4244. "name": "Martial Casting",
  4245. "source": "TalentTreeNTools",
  4246. "prerequisite": [
  4247. {
  4248. "other": "{@feat Half-Hand Casting|TalentTreeNTools}"
  4249. }
  4250. ],
  4251. "entries": [
  4252. "You are skilled at using war magic in melee combat. You gain the following benefits:",
  4253. {
  4254. "type": "list",
  4255. "items": [
  4256. "You have advantage on Constitution saving throws to maintain concentration on a spell when you take damage.",
  4257. "When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature."
  4258. ]
  4259. },
  4260. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4261. ]
  4262. },
  4263. {
  4264. "name": "War Mage",
  4265. "source": "TalentTreeNTools",
  4266. "prerequisite": [
  4267. {
  4268. "other": "{@feat Spell Sniper|TalentTreeNTools}, {@feat Potent Spellcasting|TalentTreeNTools}, or {@feat Martial Casting|TalentTreeNTools}"
  4269. }
  4270. ],
  4271. "entries": [
  4272. "You have developed a magical affinity with weapons. You gain the following features.",
  4273. {
  4274. "type": "list",
  4275. "items": [
  4276. "By spending 10 minutes mystically attuning to a simple or martial weapon or a shield, you can use it as an {@item arcane focus|PHB}, {@item druidic focus|PHB}, or {@item holy symbol|PHB}. This does not count against the number of magic items to which you can attune.",
  4277. "You can add bonus damage to one damage roll of a cantrip you cast. This bonus is equal to the number of magic items to which you are currently attuned (maximum of +3).",
  4278. "When you deal acid, cold, fire, lightning, necrotic, poison, radiant, or thunder damage with a spell while holding a weapon to which you are attuned, the next time you deal damage with that weapon before the end of your next turn, you deal an additional {@dice 1d4} damage of that type."
  4279. ]
  4280. },
  4281. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4282. ]
  4283. },
  4284. {
  4285. "name": "Remise",
  4286. "source": "TalentTreeNTools",
  4287. "entries": [
  4288. "When you attack a creature with a light melee weapon during your turn and miss, you can use your bonus action to make another attack with the weapon against the same creature.",
  4289. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4290. ]
  4291. },
  4292. {
  4293. "name": "Dual Weapon Fighting",
  4294. "source": "TalentTreeNTools",
  4295. "entries": [
  4296. "When you use two-weapon fighting, you can perform the extra attack as part of your {@action Attack} action instead of a bonus action. If you do so, you can't use two-weapon fighting again this turn.",
  4297. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4298. ]
  4299. },
  4300. {
  4301. "name": "Dual Wielder",
  4302. "source": "TalentTreeNTools",
  4303. "entries": [
  4304. "You can use two-weapon fighting with light ranged weapons and with one-handed melee weapons which are not light.",
  4305. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4306. ]
  4307. },
  4308. {
  4309. "name": "Power Shot",
  4310. "source": "TalentTreeNTools",
  4311. "entries": [
  4312. "Before you make a ranged attack with a weapon with which you are proficient, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, you add a bonus to the attack's damage equal to double your proficiency bonus.",
  4313. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4314. ]
  4315. },
  4316. {
  4317. "name": "Deadshot",
  4318. "source": "TalentTreeNTools",
  4319. "entries": [
  4320. "When you score a critical hit with a ranged weapon attack, the missile lodges itself in the target and causes a serious wound, which continues to bleed until staunched. The target takes {@dice 1d4} necrotic damage at the end of each of its turns until it or another creature uses an action and succeeds on a DC 10 {@skill Medicine} check to remove the projectile.",
  4321. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4322. ]
  4323. },
  4324. {
  4325. "name": "Knock About",
  4326. "source": "TalentTreeNTools",
  4327. "entries": [
  4328. "Once per turn, when you take the {@action Attack} action and hit a creature with a two-handed or versatile weapon wielded in two hands you can push the target 5 feet if the target is no more than one size larger than you.",
  4329. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4330. ]
  4331. },
  4332. {
  4333. "name": "Power Attack",
  4334. "source": "TalentTreeNTools",
  4335. "entries": [
  4336. "Before you make a melee attack with a heavy weapon with which you are proficient, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, you add a bonus to the attack's damage equal to double your proficiency bonus.",
  4337. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4338. ]
  4339. },
  4340. {
  4341. "name": "Rampage",
  4342. "source": "TalentTreeNTools",
  4343. "entries": [
  4344. "On your turn, when you score a critical hit with a heavy melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.",
  4345. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4346. ]
  4347. },
  4348. {
  4349. "name": "Phalanx",
  4350. "source": "TalentTreeNTools",
  4351. "entries": [
  4352. "While you are wielding only a {@item glaive|PHB}, {@item halberd|PHB}, {@item pike|PHB}, {@item trident|PHB}, or {@item spear|PHB} wielded with two hands, other creatures provoke an opportunity attack from you when they enter your reach.",
  4353. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4354. ]
  4355. },
  4356. {
  4357. "name": "Batter",
  4358. "source": "TalentTreeNTools",
  4359. "entries": [
  4360. "When you take the {@action Attack} action and attack with only a {@item glaive|PHB}, {@item halberd|PHB}, {@item pike|PHB}, {@item spear|PHB}, or {@item quarterstaff|PHB} you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the main attack. The weapon's damage die for this attack is a {@dice d4}, and the attack deals bludgeoning damage. A {@item quarterstaff|PHB} or {@item spear|PHB} must be held in both hands to gain this benefit.",
  4361. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4362. ]
  4363. },
  4364. {
  4365. "name": "Parry",
  4366. "source": "TalentTreeNTools",
  4367. "entries": [
  4368. "When you are wielding a finesse weapon with which you are proficient in one hand and another creature hits you with a melee attack, you can use your reaction to add half your Dexterity modifier (rounded up) to your AC against that attack, potentially causing the attack to miss you.",
  4369. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4370. ]
  4371. },
  4372. {
  4373. "name": "Precise Poisoning",
  4374. "source": "TalentTreeNTools",
  4375. "entries": [
  4376. "When you make an attack with a weapon which has had poison applied to it, you can aim at key areas of high circulation. You may take a -5 to the attack roll. When you do so, if the attack hits, the target has disadvantage on the first saving throw it makes against the applied poison.",
  4377. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4378. ]
  4379. },
  4380. {
  4381. "name": "Rapid Application",
  4382. "source": "TalentTreeNTools",
  4383. "entries": [
  4384. "When you apply poison to a weapon, you can do so as a bonus action.",
  4385. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4386. ]
  4387. },
  4388. {
  4389. "name": "Offhand Steel",
  4390. "source": "TalentTreeNTools",
  4391. "entries": [
  4392. "You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.",
  4393. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4394. ]
  4395. },
  4396. {
  4397. "name": "Whirling Dervish",
  4398. "source": "TalentTreeNTools",
  4399. "entries": [
  4400. "Whenever you hit a creature with a melee attack you can move 5 feet without spending any movement. This movement may still trigger an attack of opportunity.",
  4401. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4402. ]
  4403. },
  4404. {
  4405. "name": "Rebuff",
  4406. "source": "TalentTreeNTools",
  4407. "entries": [
  4408. "While you are wielding a heavy, two-handed weapon, you may attempt to rebuff the advances of up to two adjacent creatures. Make a single attack roll against up to two adjacent creatures within 5 feet of you. If the attack hits a target, you push it up to 10 feet away from you instead of dealing damage.",
  4409. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4410. ]
  4411. },
  4412. {
  4413. "name": "Great Cleave",
  4414. "source": "TalentTreeNTools",
  4415. "entries": [
  4416. "When you attack with a {@item longsword|PHB}, {@item battleaxe|PHB}, {@item greatsword|PHB} or {@item greataxe|PHB}, which is being wielded in two hands, you may choose to target two adjacent creatures within 5 feet of you with a single attack. This attack uses the same attack and damage roll for both targets and if you hit both targets, you choose how much of the damage to apply to each.",
  4417. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4418. ]
  4419. },
  4420. {
  4421. "name": "Blitz",
  4422. "source": "TalentTreeNTools",
  4423. "entries": [
  4424. "When you use your action to {@action Attack}, if you moved 15 feet or more in a straight line before hitting a target with a {@item spear|PHB}, {@item trident|PHB}, or {@item lance|PHB}, you deal an additional {@dice 1d4} piercing damage to the target.",
  4425. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4426. ]
  4427. },
  4428. {
  4429. "name": "Shove About",
  4430. "source": "TalentTreeNTools",
  4431. "entries": [
  4432. "Whenever you hit a creature with melee weapon that deals bludgeoning damage, you may use a bonus action to attempt to {@action shove} a creature.",
  4433. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4434. ]
  4435. },
  4436. {
  4437. "name": "Bashing Daze",
  4438. "source": "TalentTreeNTools",
  4439. "entries": [
  4440. "As an action, you can make a special attack with any weapon that deals bludgeoning damage to daze a creature. The target must make a Constitution saving throw against a DC of 8 + your Strength modifier + your proficiency bonus. If it fails, it takes your normal weapon damage and it can't take reactions until the start of its next turn.",
  4441. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4442. ]
  4443. },
  4444. {
  4445. "name": "Hook",
  4446. "source": "TalentTreeNTools",
  4447. "entries": [
  4448. "When you hit a creature with a {@item trident|PHB}, {@item war pick|PHB}, or {@item sickle|PHB} on your turn, you can use your bonus action to attempt to {@action grapple} the targeted creature.",
  4449. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4450. ]
  4451. },
  4452. {
  4453. "name": "Whip Wielder",
  4454. "source": "TalentTreeNTools",
  4455. "entries": [
  4456. "The {@item whip|PHB|whips} you wield gain the light property while you wield them.",
  4457. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4458. ]
  4459. },
  4460. {
  4461. "name": "Slinger",
  4462. "source": "TalentTreeNTools",
  4463. "entries": [
  4464. "Once per turn, when you make a ranged attack with a {@item sling|PHB}, you can target two creatures that you can see that are within 5 feet of each other. You must have ammunition for each of them.",
  4465. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4466. ]
  4467. },
  4468. {
  4469. "name": "Hammer Fanner",
  4470. "source": "TalentTreeNTools",
  4471. "entries": [
  4472. "You ignore the loading property of ranged weapons.",
  4473. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4474. ]
  4475. },
  4476. {
  4477. "name": "Daze",
  4478. "source": "TalentTreeNTools",
  4479. "entries": [
  4480. "When you score a critical hit, the target can't take reactions until the end of your next turn.",
  4481. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4482. ]
  4483. },
  4484. {
  4485. "name": "Quick Draw",
  4486. "source": "TalentTreeNTools",
  4487. "entries": [
  4488. "On your turn, you can draw or stow one weapon as a part of the {@action Attack} action without using your {@action Object Interaction} and you can treat weapons with the thrown property as ammunition for the purpose of drawing them.",
  4489. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4490. ]
  4491. },
  4492. {
  4493. "name": "Close-Quarters Shooter",
  4494. "source": "TalentTreeNTools",
  4495. "entries": [
  4496. "Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attack rolls, and you have advantage if you attack a {@condition prone} creature within 5 feet of you with a ranged weapon attack.",
  4497. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4498. ]
  4499. },
  4500. {
  4501. "name": "Precise Shooter",
  4502. "source": "TalentTreeNTools",
  4503. "entries": [
  4504. "Your ranged weapon attacks ignore half cover and three-quarters cover.",
  4505. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4506. ]
  4507. },
  4508. {
  4509. "name": "Sharpshooter",
  4510. "source": "TalentTreeNTools",
  4511. "entries": [
  4512. "Attacking at long range doesn't impose disadvantage on your ranged weapon attacks.",
  4513. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4514. ]
  4515. },
  4516. {
  4517. "name": "Strong Draw",
  4518. "source": "TalentTreeNTools",
  4519. "entries": [
  4520. "You can use Strength instead of Dexterity for attack and damage rolls with {@item shortbows|PHB}, {@item longbows|PHB}, and {@item slings|PHB}.",
  4521. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4522. ]
  4523. },
  4524. {
  4525. "name": "Powerfull Lung",
  4526. "source": "TalentTreeNTools",
  4527. "entries": [
  4528. "You may use Constitution instead of Dexterity for attack and damage rolls with {@item blowguns|PHB}.",
  4529. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4530. ]
  4531. },
  4532. {
  4533. "name": "Combat Knots",
  4534. "source": "TalentTreeNTools",
  4535. "entries": [
  4536. "When you ensnare a creature with a {@item net|PHB}, the DC required to escape is increased by your proficiency modifier.",
  4537. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4538. ]
  4539. },
  4540. {
  4541. "name": "Snapback",
  4542. "source": "TalentTreeNTools",
  4543. "entries": [
  4544. "As an action, you can use a {@item whip|PHB} to pull objects weighing 5 lbs or less which are within your reach towards you. If you have a free hand, you catch the object, otherwise it lands at your feet.",
  4545. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4546. ]
  4547. },
  4548. {
  4549. "name": "Tine Capture",
  4550. "source": "TalentTreeNTools",
  4551. "entries": [
  4552. "You do not need a free hand to perform a grapple while you are wielding a {@item trident|PHB}, {@item war pick|PHB}, or {@item sickle|PHB}.",
  4553. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4554. ]
  4555. },
  4556. {
  4557. "name": "Shieldbreaker",
  4558. "source": "TalentTreeNTools",
  4559. "entries": [
  4560. "Your attack rolls with a {@item morningstar|PHB} or {@item flail|PHB} gain a +2 bonus against any target using a shield.",
  4561. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4562. ]
  4563. },
  4564. {
  4565. "name": "Axe Juggle",
  4566. "source": "TalentTreeNTools",
  4567. "entries": [
  4568. "The {@item light hammer|PHB|light hammers} and {@item handaxe|PHB|handaxes} that you wield gain the finesse property while you wield them.",
  4569. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4570. ]
  4571. },
  4572. {
  4573. "name": "Extend",
  4574. "source": "TalentTreeNTools",
  4575. "entries": [
  4576. "As a bonus action, you can you can extend the reach of {@item quarterstaff|PHB}, {@item spear|PHB}, or {@item trident|PHB}, you're weilding by 5 feet until the end of your turn.",
  4577. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4578. ]
  4579. },
  4580. {
  4581. "name": "Breaker",
  4582. "source": "TalentTreeNTools",
  4583. "entries": [
  4584. "Your attacks which deal bludgeoning damage deal double damage to objects and structures.",
  4585. "{@note This feat is meant to be used with the variant rule {@variantrule Talent Trees|TalentTreeNTools}.}"
  4586. ]
  4587. }
  4588. ]
  4589. }
  4590.  
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