Character Option: Talents
Crit Academy discusses Character Option: Talents II a Dungeons and Dragons supplement. Our crew is joined by best-selling DMsguild author, Dragonix.
Talents are extraordinary aspects of a character’s abilities, background, personality, physique, proficiencies, and features. They are similar to, but not always as powerful as, standard Feats. They are bonus 'perks' that improve your currently existing abilities, slightly or temporarily shift game mechanics into your favor, provide you with a new capability, or build your character’s background and personality for a richer roleplaying experience.
You can prepare and cast an arcane spell just like a wizard.
Prerequisite: Elf, High.
Benefit: You learn one first level spell from the Wizard’s spell list. You always have this spell
prepared and does not count against the number of spells known and can prepare each day.
Intelligence is your spellcasting ability for it.
Once you cast this spell, you cannot cast it again until you complete a short or long rest.
You have uncanny knowledge of the prices and trends of commodities. You can easily recognize an opportunity to earn a profit, sometimes exploiting the ignorance of others. You are very rarely taken advantage of, and you can spot a con or trick a mile away.
Benefit: You have 3 Crafty Dealer points.
Whenever you make an ability check that involves the skill Deception, Insight, Persuasion, or Sleight of Hand, or an Intelligence check to appraise an item, you can spend one Crafty Dealer point to roll a d12 and add it to the result. You can choose to spend one of your Crafty Dealer points after you roll the die, but before the outcome is determined. You regain your expended Crafty Dealer points when you finish a long rest.
You can attack while dodging.
Benefit: When you take the Dodge action, you can make one weapon attack with disadvantage.
The massive rush of adrenaline when you successfully hit a creature while you rage also heals
you of your wounds.
Prerequisite: Barbarian level 6.
Benefit: When raging, you can choose to regain 1d4 hit points each time you hit a creature with a weapon attack. Once your rage ends, you cannot use this feature again until you finish a long rest.
You cause a ruckus or hurl a string of insults and slurs at a creature you can see, distracting it and trying to gain its attention.
Benefit: As a bonus action, choose a creature you can see within 30 feet that can hear and understand you. That creature must make a Wisdom saving throw equal to 8 plus your proficiency modifier plus your Charisma modifier or Intelligence modifier or Wisdom modifier (your choice). If it fails its saving throw, it gains disadvantage to all attacks not made against you. It can continue to make a saving throw at the
end of each of its turns.
Once you use this feature, you cannot use it again until you complete a short or long rest.
Potent Breath Weapon
Your breath weapon is more effective than normal.
Benefit: When rolling for breath weapon damage, all die rolls of 1s are treated as 2s.
You have grown accustomed to daylight after decades of living on the surface world.
Prerequisite: Elf, Drow.
Benefit: You do not gain disadvantage from attack rolls and Wisdom (Perception) checks imposed by Sunlight Sensitivity.
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