As an action, you crack a whip you are wielding at a point in the air you choose at the farthest edge of its reach. Creatures in a 5-foot sphere originating from that point must make a Constitution saving throw. On a failed save, a creature takes 3d4 thunder damage and is deafened until the start of its next turn. On a success, a creature takes half as much damage and is not deafened. When you crack the whip, you can choose one ally within 30 feet of you and one of the d4s rolled. That ally adds the result to the first ability check or attack roll it makes before the end of its next turn. **You can pull off this talent with added aplomb** when you crack the whip, increasing the damage dealt by 2d4 for every 2 additional aplomb you spend. #### Cast Stone *2nd-level Combat Talent* Strength | Dexterity | Wisdom
As an action, you pick up and throw a weighty stone, making a ranged attack with it at a creature within range. The stone has a normal range of 20 feet and a long range of 60 feet. If your target has an alignment opposed to yours (evil if you are good, or chaotic if you are lawful, for example), then you gain a +2 bonus to this attack roll. On a hit, the target takes 1d4 bludgeoning damage and must succeed on a Constitution saving throw or be disori-ented until the start of you next turn. A disoriented creature has its speed reduced halved and has disadvantage on ability checks, attack rolls, and all saving throws other than Constitution saves. If you use a sling to cast the stone, then its range increases to match the sling's own range, and you deal twice the normal number of d4s of damage to the target if it is at least one size larger than you. **You can pull off this talent with added aplomb** when you cast your stone, increasing the damage dealt by 1d4 for every 2 additional aplomb you spend. #### Rebound *4th-level Combat Talent*
Whenever you make your first ranged attack with a sling on your turn, you can use this talent (no action required) to aim your strikes so that your ammunition bounces from target to target. If any of your ranged attacks with a sling on this turn hit, you can choose one other creature or object within 15 feet of the target to be hit with a rebound. If the result of your initial attack roll -5 beats the second target's AC, then it is also hit as if by your first attack. \columnbreak #### Crack some Skulls *4th-level Combat Talent* Strength | Dexterity | Constitution
When you take the Attack action, you can replace your ordinary attacks with an attempt to swing a club, greatclub, or mace you are wielding at the heads of up to two creatures within range of your weapon and that are within 5 feet of one another. Make a melee attack with the weapon you are wielding. On a hit, a target takes the weapon's normal damage and must make a Constitution saving throw. On a failed save, a target takes an additional 1d8 bludgeoning damage and 1d8 psychic damage, and on its next turn it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers no other effects. If a targeted creature has no head, then it succeeds on its saving throw automatically. #### Draw Blood *2nd-level Combat Talent*
As a bonus action, you can prepare a bloodletting slash for an opponent you can see. The first time you hit with a melee weapon attack made with a weapon that deals slashing damage and does not have the heavy property before the end of your next turn, you can roll the weapon’s damage die an additional time, adding it to the damage of the attack, and you cause the target to start bleeding for up to 10 minutes. A creature within 5 feet can staunch the bleeding by using a healer's kit and an action to end the condition on the target.
As an action while you are wielding a glaive, halberd, or pike and have moved at least 5 feet on the same turn, you can use your weapon to vault boldly into the air, jumping 15 feet in any direction. This jumping movement does not provoke opportunity attacks. As you land, you can make one melee weapon attack against a creature within 10 feet of your landing point, adding +1 to the attack and damage roll for every 5 feet you jumped towards it. On a hit, roll one of your weapon damage die one additional time and add it to the damage of your attack. If the space you land in is occupied by a creature of your size or smaller, that creature must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be shoved 5 feet to one side by the weight of your landing. On a successful save, you are instead shunted 5 feet to a side of the creature's choice. If a creature you land on is of at least one size larger than you, you land atop it, instead. \pagebreak #### Sphinxtongue *??th-level Combat Talent* Strength | Dexterity | Intelligence
Speak in riddles, making your words unintelligible to anyone except those creatures you have previously taught answers to. int save from other listners or take psychic damage. #### Axe Hurl *10th-level Combat Talent* Strength | Dexterity | Intelligence
As #### Polearm Vault *??th-level Combat Talent* Strength | Dexterity | Intelligence
#### Hammer & Tongs *??th-level Combat Talent* Strength | Dexterity | Intelligence
multiple attacks w/ light hammer, warhammer, or maul -- on a miss versus opponent in armor you set it vibrating, deadening arms and giving disadvantage on their next attack or check. #### Improvised Enemy *2nd/4th-level Combat Talent* Strength | Dexterity | Intelligence
The one for picking up a creature you're grappling and swing them around as a weapon. #### Wield Influence *16th-level Combat Talent* Strength | Dexterity | Intelligence
Make things happen. pull strings. #### Cut & Thrust *2nd-level Combat Talent, concentration*
As an action, you can focus your swordplay on at the start of each turn in the initiative order. On the first turn after you begin playing, this damage is 1d4, and the die increases in size by one die on each subsquent turn, up to a maximum of 1d12. If you can keep time until the start of a new round, then the damage resets to 1d4 and you can grant one ally that can hear your music within 90 feet of you Inspiration, which lasts until the end of the new round. If you keep time throughout a march, creatures traveling with you cannot travel stealthily, but can add 1d4 to saving throws they make against exhaustion as a result of the travel. **You can pull off this talent with added aplomb** when you play, adding 1 extra die of thunder damage at the start of each turn and increasing the size of the die added to saving throws by one die size for every 2 additional aplomb you spend #### Dropkick *6th-level Combat Talent*
When you take the Attack action and your speed is higher than 0, you can forgo your ordinary weapon attacks to instead leap into a powerful dropkick. Make an unarmed strike against a target within 5 feet of you. On a hit, the target takes 7d10 bludgeoning damage and is knocked 5 feet backwards if it is no more than one size larger than you. If this movement pushes the target into a solid object of its size or larger, it takes an additional d10 of damage. Both you and a target that is forcibly moved must succeed on a Dexterity (Acrobatics) check against your attack roll after you take this action or fall prone. If you move at least 15 feet before taking this action, then your attack becomes a **flying dropkick**. The damage dice of a flying dropkick are d12s, rather than d10s, and a target of no more than one size larger than you is knocked up to 10 feet back, rather than 5 feet, on a hit. The target also has disadvantage on its Dexterity (Acrobatics) check if forcibly moved. **You can pull off this talent with added aplomb** when leap into your dropkick, increasing the damage dealt by 1 die for every 2 additional aplomb you spend. \pagebreakNum
With a few words or a determined pose heavy with gravitas, you use an action to embolden creatures of your choice with-in 40 feet of you for 10 minutes. While emboldened in this way, a creature has resistance to psychic damage, any exist-ing effects that would cause it to act against its will (including the charmed or frightened conditions) are suppressed, and the creature can end the emboldened condition on itself to prevent any such effect from taking hold of it. As a bonus action on each of your turns while concentrating on this talent, you can repeat its effects.