Optional Rule: Talents
Talents are features tied to progression in martial classes (ie, not full spellcasters). Talents are not meant to directly augment combat capabilities such as damage output, armor class, or hit points. Rather, they are meant to reflect the nonmagical but still fantastical adventuring abilities and know-how that heroes obtain through dedicating themselves to their pursuits.
Gaining Talents
Rangers and Paladins gain two talents at 7th and 13th levels, and one talent at 19th level. Barbarians, Fighters, Monks and Rogues gain two talents at 3rd, 7th, 11th, and 15th levels, and one talent at 19th level.
In order to gain a talent, a character must satisfy all of its prerequisites. Prerequisites, if any exist, are listed in italics under the name of the talent. Any references to level are to be understood as referring to a character's highest level in any one of the given classes, not overall character level or combined level in the given classes.
All-Seeing Eye
Monk
15th level
You have learned to see past physical appearances to perceive the invisible. As an action, you can open your third eye. By concentrating (as on a spell) for one minute and blinding yourself (if you can see), such as with a blindfold or by closing your eyes, you gain truesight with a range of 30 feet. This effect ends if you stop concentrating, take damage, make an attack, cast a spell that affects an enemy, deal damage to another creature, or regain your natural sight.
Blend In
Rogue
11th level
People have trouble picking you out of a crowd. As an action, when standing in bright light, you can darken the area around your body in a 10-foot radius. Nonmagical light can't illuminate this area of dim light. This effect ends after six seconds unless you use your action to extend it.
Brutish Strength
Barbarian, Fighter, Paladin
You can carry burdens that would break the backs of lesser men with relative ease. Your carrying capacity increases by an amount of pounds equal to thirty times your level.
Some talents are similar to existing features. These abilities have the source and level of the existing feature in parentheses after their name.
Calm Allies
Monk
You can extend your own equanimity to others through your example. When you use the Help action to aid a creature, you can give that creature advantage on its next saving throw instead of on its next ability check.
Careful Shot
Fighter, Ranger, Rogue
You take out opponents from range with the precision of a surgeon. You may now choose to knock a creature out when you reduce it to 0 hit points with a ranged weapon attack.
Cat Burglar
Fighter, Ranger, Rogue
Scaling tough climbs is your specialty. While wielding handaxes or daggers in each hand, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Demolisher
Barbarian, Fighter
7th level
You're a living wrecking ball. When attacking objects and structures, your melee weapon attacks deal double damage and you gain a +5 bonus to weapon attack rolls.
Direction Sense
Fighter, Ranger
You have an uncanny knack for dead reckoning. As long as you are on your home plane, you have an unerring sense of direction.
Discern Lie
Monk, Paladin, Rogue
15th level
They’ll need to get up pretty early in the morning to trick you. Unless through the power of a spell or magical effect, you know when you hear a creature speak a lie in a language you know.
Explorer
Barbarian, Fighter, Ranger
You have mastered the art of navigating hostile environments.
- You gain a swimming speed equal to your walking speed.
- You can hold your breath for five times as long.
- You have advantage on saving throws to resist the harmful effects of prolonged exposure extreme cold and extreme heat.
Eye of the Law
Monk, Paladin, Rogue
19th level
Pay the fine or serve your sentence. As a bonus action, you can target a creature you can see within 120 feet and determine which laws that creature has broken in the last 24 hours.
Firm Handshake
Paladin
You have a litmus test to determine whether you’ll get along with a new acquaintance. When you touch a creature that has neither attacked nor been attacked by you or your allies within the last 24 hours, you immediately know whether that creature's alignment is the same as yours, be that lawful, neutral, or chaotic.
Friend of Nature
Barbarian, Ranger
11th level
Your attunement with nature has made you a fellow to all beasts. Beasts no longer view you as a potential predator, and carnivores no longer view you as potential prey. Unless a beast has witnessed you committing a violent act against one of its species in the last 24 hours, it is charmed by you.
Graceful Landing
Rogue
You have a knack for landing on your feet. You can use your reaction when you fall to reduce any falling damage you take by an amount equal to three times your level.
Grasshopper
Barbarian, Fighter, Monk
Thanks to your training, you’ve been improving in leaps and bounds. Your jump height is doubled while you aren't wearing heavy armor.
Starting at 15th level, you can choose to take this talent again. If you do, your jump height is tripled while you aren't wearing heavy armor.
Heart Sight
Monk
Your attunement with the world has made you a natural empath. As an action, you touch a creature and immediately learn the creature's current emotional state.
Hurler
Barbarian
You can usually throw people further than you can trust them. As an action, you can lob objects and willing creatures of size Medium or lower to an unoccupied space within 25 feet of you. A creature or object thrown in this manner lands on its feet and takes no damage unless it falls to a point below you, in which case it takes falling damage as if it fell from your height.
Beginning at 7th level, you can take this talent again to increase its maximum throwing distance to 50 feet. If you do so, at 15th level, you can take it again to increase the distance to 100 feet.
Starting 11th level, you can take this talent again to gain the ability to throw Large objects in this manner. If you do, at 19th level, you can take this talent again to gain the ability to throw Huge objects and willing creatures up to a quarter of your maximum throwing distance.
Ice Walk
Barbarian, Fighter, Ranger
You’re at home in icy, frigid climes. You can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost you extra movement.
Imposing Figure
Barbarian, Fighter, Paladin
7th level, Strength and Constitution 16
The threat of physical violence looms silently over all of your social interactions. You have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks while you are within 5 feet of the creature with which you are interacting.
Improved Acuity
Barbarian, Fighter, Monk, Ranger, Rogue
Your ability to perceive threats in low light has been sharpened by extensive practice. You no longer have disadvantage on Wisdom (Perception) checks that rely on sight in dim light.
Infiltrator's Intuition
Rogue
7th level
Whenever you enter a new place, your mind is tirelessly going over possible methods of breaking and entering. You automatically succeed on any Wisdom (Perception) checks to find gaps in fortifications, escape routes, and hidden passages.
Iron Stomach
Barbarian, Fighter, Ranger
If it has calories, you'll eat it. You are immune to the effects of poison and disease caused by nonmagical food and drink.
Keen Senses
Barbarian, Ranger
7th level
Your senses are more like those of wild beasts than those of civilized men. You have advantage on Wisdom (Perception) checks that rely on hearing, sight or smell.
Know Your Enemy (Battle Master 7)
Fighter, Ranger
7th level
You take an academic approach to combat. If you spend at least 1 minute observing or interacting with another creature, you can learn certain information about its capabilities. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels, if any
- Total fighter levels, if any
Labyrinthine Recall
Barbarian, Fighter, Monk, Ranger, Rogue
7th level
You couldn’t get lost if you tried. You can perfectly recall any path you have traveled.
Light in the Darkness
Monk, Paladin
Your purity of will literally shines forth. As an action, you can choose to radiate dim light in a radius of up to 5 feet around yourself. You can snuff this light out as an action. The light goes out if you fall unconscious or die.
Starting at 11th level, you can take this action again to increase its radius to 30 feet. At 15th level, you can take this talent a third time to increase it to 100 feet.
Limited Telepathy
Monk
11th level
You’re undefeated in charades. You can telepathically communicate simple ideas, emotions, and images with any creature that you can see within 100 feet of you that can understand a language.
Liquid Movement
Monk, Rogue
15th level
You gain the ability to contort your frame into impossible shapes. As an action, you can move up to half your speed through spaces no more than six inches in diameter. You must end this movement in a space that can accommodate your full size. Otherwise, you take 5 force damage and return to the space where you began this movement.
Mimic
Ranger, Rogue
Thanks to extensive practice, you’ve achieved a high level of mastery over your voice. You can mimic simple sounds you have heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sound you make can tell they are imitations with a successful Wisdom (Insight) check opposed to your Charisma (Deception) check.
Paragon of Truth
Monk, Paladin
7th level
Your peace of mind and equanimity has reached lofty heights. When you speak to a creature who can understand you and are telling the truth to the best of your ability, you can cause that creature to know without any doubt that you are telling the truth.
Poison Sense
Barbarian, Ranger
All of your friends know they can trust you to give something a sniff test. You can detect whether a substance is poisonous by taste, touch or smell.
Play Dead
Monk, Rogue
7th level
With a minute of meditation, you can put yourself into a cataleptic state that is indistinguishable from death. Until you use an action to awaken yourself, you appear dead to all outward inspection (but not to spells used to determine your status). You are blinded and incapacitated, and your speed drops to 0. You have resistance to all damage except psychic damage. If you are diseased or poisoned when you enter this state, or become diseased or poisoned while this effect persists, the disease and poison have no effect until you awaken. This effect ends if you fall unconscious.
Primal Shout
Barbarian, Ranger
7th level
You can bellow with the force of a lion's roar. As an action, you can make everything you say on your turn audible up to 1 mile away. Any creatures within 30 feet who can hear you must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or be deafened until the start of your next turn.
You can also choose to whistle in this way. If you do so, your whistle is audible up to 1 mile away, but creatures within 30 feet of you are not deafened.
Rabble Rouser
Fighter, Paladin
You are an inspiring hero to the common folk. Once during the course of a long rest, you can spend 1 hour to rally up to four willing humanoids of any race to your cause. At the end of the long rest, these humanoids have their game statistics replaced with that of the Guard (if your alignment is Lawful or Neutral) or that of the Bandit (if your alignment is Chaotic.)
At your DM's option, you may be able to extend these benefits to other intelligent, untrained creatures. These creatures will gain a bonus determined by your DM.
You must provide equipment for your allies yourself. Your allies are proficient with simple weapons and all armor, and with shields. These benefits disappear after 24 hours.
Starting at 11th level, you may take this talent a second time to increase the number of allies you can recruit at once to eight. At 19th level, you can take this talent a third time to double your allies' number of hit points while they benefit from your inspiration.
Remarkable Athlete (Champion 7)
Barbarian, Fighter, Monk, Paladin, Ranger, Rogue
Your physical conditioning is a sight to behold. You gain the following benefits:
-
You can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make, in addition to all other bonuses.
-
Climbing no longer costs you extra movement. When you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength or Dexterity modifier (your choice).
Respect For The Dead
Monk, Paladin
7th level
The remains of the deceased are not to be desecrated on your watch. You can cast gentle repose at will, without expending a spell slot or material components.
Sixth Sense
Fighter, Ranger, Rogue
You’ve got a bad feeling about this. When you come within 30 feet of a trap, you have a 50% chance of feeling an uncanny crawling sensation on the back of your neck that tells you danger is nearby.
A trap, for the purpose of this feature, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator.
This feeling merely reveals that a trap is present. You don't learn the location of the trap, but you do learn the general Nature of the danger posed by traps you sense.
After you move within 30 feet of a trap, that trap cannot trigger your sixth sense for the next 24 hours, whether your sixth sense was triggered or not.
Shrouded Presence
Monk, Rogue
19th level
Your stealth is otherworldly. You have learned to suppress your aura to blend in with the ambient magical energies around you. You cannot be targeted or detected by any divination magic or perceived through magical scrying sensors.
Smoke Bomb
Fighter, Rogue
You always come prepared. During a long rest you can prepare up to 3 smoke bombs.
As an action, you can throw one of these smoke bombs at your feet to create a 10-foot-radius cloud of smoke that extends all around you. The area is heavily obscured for 30 seconds, although a wind of moderate or greater speed (at least 10 miles per hour) can disperse the cloud. After throwing a smoke bomb, you can use the Dash action as a bonus action.
Soul of Deceit (Mastermind 17)
Rogue
15th level
Your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.
Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.
Supreme Sneak (Thief 9)
Ranger, Rogue
11th level
Quiet as a moonbeam. You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Trackless (Ranger 14)
Fighter, Ranger, Rogue
In and out, like you were never there. You leave no tracks to indicate where you have been or where you're headed, unless you choose to leave a trail.
Treasure Sense
Rogue
You’ve got a nose for loot - literally. You can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of you.
Trickshot
Fighter, Ranger
7th level
Your marksmanship is legendary. As an action, you can make a single ranged weapon attack against an object or consenting creature within your attack range which never misses. For instance, you can hit a tiny object without fail, or harmlessly knock an apple off of a creature's head.
Tunneler
Barbarian, Fighter
7th level, Strength 16
A wall is really just a door in the making. While you're wielding a pickaxe or shovel, you gain a burrow speed of 10 feet. Further, you can tunnel through solid rock at a rate of 5 feet per round, leaving a 5 foot diameter tunnel in your wake. At 15th level, each of these speeds are double.
Ventriloquism
Fighter, Rogue
You’ve learned to throw your voice. When you speak, you can choose a point within 60 feet of you that you can see; your voice emanates from that point.
Vigilant
Fighter, Ranger
You tend to pick up the slack when others are too tired to continue. The time you can spend performing light activity during a long rest is expanded from 2 hours to 4 hours. The amount of time you can spend performing strenuous activity is increased from 1 hour to 2 hours.
Weather Sense
Barbarian, Ranger
You always have a certain feeling before it rains. If you spend one minute in concentration (as if concentrating on a spell), you can predict what the weather will be like within a 1 mile radius of your location until the next sunrise.
What is this?
This document is part of the Player Options: Revised project, a in-development project aimed at rehauling balance for races, feats, and classes. You can find the table of contents for this project by following this link.
Get yourself into the credits by sending feedback to the authors at their email: sigurdchalphy@gmail.com
Weightlessness
Monk
11th level
For you, gravity is just another force to be redirected. While you are wearing no armor and not wielding a shield, you can cast levitate on yourself at will, without expending a spell slot or requiring verbal, somatic or material components.