Talents is DUNIA's name for Feats. They're specific bonuses a character can unlock every few levels (depending on their class- will always be specified) and can change the way they interact with certain skills or items, or add new effects to their actions.
Attribute Talents
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Actor
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Gain advantage on Bluff and Perform checks. Furthermore, you can mimic the voice of any creature or your choice.
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Athletic
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Gain advantage on non-combat Strength, Athletics and Acrobacy checks.
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Bonus Stats
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Gain +1 to any stat. This feat can be taken 3 times, but won't raise a stat past 20 until level 20.
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Deadlift
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Can triple maximum carrying weight for up to 1 minute.
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13+ STR required
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Elemental Adaptation
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Gain +4 resist to one element of your choice. Can be taken more than once.
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13+ CON required
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Etiquette
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Gain +2 CHA and advantage when talking to nobles, the aristocracy and other upper class characters.
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13+ CHA required
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Inspiring Leader
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Can spend 10 minutes rallying your companions, bolstering their resolve to fight. They receive the effects of the shield of faith miracle as if you were a Cleric of equal level.
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13+ CHA required
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Lucky
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Can willingly reroll a dice for up to 3 times per day, or consume this ability to cause an enemy disadvantage.
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No stat above 16
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Photographic Memory
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Can recall exact details of anywhere they've been to, even if they haven't willingly concentrated on observing.
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17+ INT required, Strong Memory
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Pull It Together
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When an ally is the victim of a fear or Illusion spell, you may spend an action to roll CHA, and if you roll higher than the spell's resist value, your ally snaps out of it.
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11+ CHA required
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Strong Memory
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Can remember anything seen or said for up to a month.
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13+ INT required
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Sprinter
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Movement speed becomes 3 ft/sec per point of AGI
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13+ AGI required
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Streetwise
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Gain +2 CHA and advantage when talking to thieves, fences, low-class workers and the like.
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Swift
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When spending an action to move, you may consume a bonus action to ignore difficult terrain.
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13+ AGI required
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Combat Talents
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Charging
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If you move as a main action, you may perform an attack as a bonus action.
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Chef
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Become proficient with using cleavers, spoons, rolling pins and forks in combat.
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10 in Craft (Cooking)
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Crossbow Training
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Can charge and shoot a crossbow with the same action.
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Grappler
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Can grab another target as an action, dropping both's movement speed to 0 and granting the grappler advantage.
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13+ STR required
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Imbue Arrow
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Can take an action to imbue an arrow with the effect of one tier 1 spell or miracle you can cast, consuming the slot.
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Spellcaster
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Knockout
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If a strike would kill or drop a creature unconscious, you may instead knock them out harmlessly at 1 HP. They do not awaken for 1d4 hours or until roughly shaken.
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Mastery of Axes
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When dealing a critical strike using an axe, every ensuing attack on the next round has advantage on damage.
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Proficiency with axes
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Mastery of Blades
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When dealing a critical strike using a sword, the victim is grievously wounded, suffering -2 AGI and disadvantage on everything until and including the next round.
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Proficiency with swords
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Mastery of Daggers
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When striking a target using a dagger and scoring higher than 15, you may subtract your level from their armor.
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Proficiency with daggers
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Mastery of Maces
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When striking a target of equal or smaller size using a blunt weapon, you may move them up to 5 feet in any direction.
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Proficiency with blunt
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Mastery of Polearms
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When striking a target using a polearm and scoring higher than 15, you may subtract your level from their armor.
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Proficiency with polearms
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Multiclass
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May take 1 level of another class. The level stays at 1 forever, but further picks of this talent grant +2 levels each.
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Not level 1
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Reckless
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When attacking with a weapon you are proficient with, you may willingly take a -5 penalty to accuracy to gain a +10 bonus to damage if the strike lands.
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Rider
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When attacking a creature smaller than your mount while mounted, you attack with advantage. If your mount is attacked, you may redirect the attack to you instead.
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Sea Legs
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Gain +4 to initiative while on a sea vessel.
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Shieldmaster
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Can use a bonus action to bash a creature 5 feet away. Furthermore, if you pass an AGI check to halve a spell, you may raise your shield and block it fully instead.
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Titan's Grip
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Allows wielding a non-light weapon in the off-hand.
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>16 STR
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Vigilant
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When an ally in melee range is attacked by someone also in melee range, you can strike the attacker as a reaction.
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Weapon Training
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You become proficient in one weapon type of your choice.
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Personality Talents
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Animal Friend
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Not attacked by animals unless you attack first or they are magically agitated. Furthermore, you are comforted by their presence, gaining +1 CON if accompanied by a pet.
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Agoraphobic
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Disadvantage on everything when outdoors, advantage on all skill checks when indoors or underground.
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Not claustrophobic
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Bitter
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Hold strong grudges against those who wrong you. If attacked, you gain advantage on damage against your attacker, but cannot roll any CHA skill with them.
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Cynical
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Gain advantage on Judge rolls and while resisting Illusions.
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Fasting
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Can eat and drink twice their regular needs in one go and survive for 3 days in the future without any food or water.
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Magiphobic
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When a creature in melee range casts a spell, you can perform a strike as a reaction. However, you must roll to resist even beneficial spells.
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Not a spellcaster
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Masochistic
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Gain +1 AGI for every 10 missing health points, up to 22.
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Neurotic
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Gain +4 to initiative during combat order calculation. Enemies can never gain bonuses or advantage against you that are based on surprise, but you also have disadvantage on any rolls against fear or Illusion magic.
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Old
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You are beyond maturation for your species, but have been wisened by age. +2 WIS -2 CON -2 AGI. Can go over 20.
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Optimistic
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Ignore 3 fear effects per day. Disadvantage on Illusion resist.
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Not pessimistic
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Overweight
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Your bulky frame grants you more functional strength, but your mobility is hampered. +2 STR -2 AGI, dietary needs increase by 50% from base.
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Species that eats, not underweight
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Pacifist
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Disadvantage on all attack accuracy checks, advantage on all INT, CHA or WIS checks.
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Perceptive
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When a creature you can see but not hear speaks, you can tell what it's saying by reading its lips. Furthermore, you gain +5 to Judge.
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Pessimistic
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Advantage on Illusion resist. Auto-fails resisting fear.
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Not optimistic
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Pyromaniac
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Gain +2 AGI for 3 rounds after any fire spell is cast.
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Sadistic
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Gain +1 AGI for every 10 damage inflicted that is lost when hit or not damage is dealt for 1 round, up to 22.
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Smooth
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Advantage (or double advantage) on all CHA skills.
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Snake Eater
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Gain resistance to poison.
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Stone Cold
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Can add level to resist rolls against fear spells.
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Stupid
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Illiterate. Gain +8 resist to Illusion magic.
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INT < 10
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Tough to Kill
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Dies at -20 rather than -10. Further pick takes it to -50.
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Underweight
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You subsist on little, even for your kind. This makes you more lithe, but weak. +2 AGI -2 STR -2 CON
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Species that eats, not overweight
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Racial Talents
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Ancestry, North
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Raised in the lush mountainous woods of the north.
Gain +4 Knowledge (Religion), +4 Ride and +6 Frost resist.
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Human, Dwarf, Half-elf Level 1, no other ancestry
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Ancestry, South
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Raised in the rolling arid canyon cities of the south.
Gain +6 Athletics and +6 Fire resist.
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Human, Dwarf, Half-elf. Level 1, no other ancestry
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Ancestry, Tropical
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Raised in the tropical archipelago of the south seas.
Gain +4 Concentration, +4 Athletics, +6 Shadow resist.
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Human, Half-elf.
Level 1, no other ancestry
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Ancestry, West
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Raised in the mystical green elflands of the west.
Gain +4 Knowledge (Nature), +4 Handle Animal, +6 Nature resist.
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Human, Half-elf.
Level 1, no other ancestry
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Cowardice
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When struck, you can go invisible once per day.
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Half-foot, Gnome
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Elven Connection
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Can sense magic, as if casting detect magic at all times.
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Elf only
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Feyblood
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Choose a tier 1 spell of the Nature type, and gain the ability to cast it once for free daily as a Druid of equal level.
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Fey, Gnome, Satyr, or Apekin
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Fortitude
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Can restore Ld8 health after dodging once per day.
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Dwarf, Half-foot only
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Hairy
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Profuse body hair grants you +6 Frost resist.
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Not Elf or Dragonkin
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Higher Plane Birthright
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Can cast the miracle shield of faith once (more) per day as a Cleric of equal level.
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Non-evil Sun Elf, Fey, Lunarian, Gnome, Minotaur, Satyr only
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Lower Plane Birthright
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Can cast the spell fear once (more) per day as a Wizard of equal level.
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Non-good Drow, Dragonkin, Troll, Ogre, Orc, Goblin only
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Militia Training
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Gain proficiency with one chosen weapon type
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Human, Half-elf, Orc
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Natural Weapons I
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By using their natural fangs, claws and tails, some beastkin can deal 1d6 (2d6 at 10) as a bonus move.
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Dragonkin, Minotaur, Centaur, Vykoi, Leijon, Apekin
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Natural Weapons II
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A larger beastkin's natural strike is even more dangerous. The Dragonkin's shark-like teeth can grapple their target, meanwhile their lashing tail, the Minotaur's swinging horns and the Centaur's powerful hind legs can mimic the effect of the Warrior ability bash.
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Natural Weapons I, plus Dragonkin, Centaur or Minotaur
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Shorty Luck
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Can try again after rolling a 1 once per day, or use this ability to allow a visible ally to do the same.
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Dwarf, Half-foot, Gnome only
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Stoneform
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Can focus and channel an ancestral form of pure living rock as an action, purging all poison and stopping all bleeding, and gaining immunity from them and +5 armor for 1 turn.
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Dwarf, Apekin
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Sweaty
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Sweating profusely when warm allows you to dissipate body heat. Gain +6 Fire resist, but -4 CHA while sweating.
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Not Elf or beastkin
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Talented
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Gain proficiency in 2 skills, and fluency in 1 language.
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Human, Half-elf
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War Stomp
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Can harness your size to shake the battlefield, stunning all creatures in a 10 foot radius for 1 round once per day.
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Dragonkin, Ogre, Minotaur only
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