Specialty Trees
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.
Specialty Trees are Special
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.
Specialty Trees
Adventuring
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. The Adventuring tree consists of three independent bushes: A Roll of the Dice, A Friend So Nice, and A Little Extra Life.
A Roll of the Dice
Favored
You may impose advantage to any roll you make (in session) prior to making it. Once per long rest.
Lucky
You may impose advantage / disadvantage to any roll anyone makes prior to making it. Once per long rest.
A Friend So Nice
Loyal Servant
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 1d4 weeks before finding another one, hopefully reflecting on your mistakes and bettering yourself (but you know, to each their own).The retainer counts as having 10 in all attributes, no profiencies and a may perform downtime with a proficiency modifier of +2. They may perform Work counting as a Level 1.
Faithful Friend
Your retainer gains proficiency in three skills and three tools of your choice. They also gain a +2 modifier in 2 attributes of your choice. While you are away adventuring, they put these proficiencies to use by performing downtime activities for you.
A Little Extra Life
Endurance
The size of your Healing Pool is equivalent to your maximum hit points instead of half that. Your hit point maximum increases by an amount equal to your level when you gain this talent. Whenever you gain a level, your hit point maximum increases by 1 additional hit points.
Resistant
Choose one of the following damage types: acid, cold, fire, lightning, poison, or thunder. You gain resistance to damage of the chosen type.
Resilient
Choose one ability score. You gain proficiency in saving throws using the chosen ability.
Tough
You bleedout at -50 instead of -25 Your hit point maximum increases by an amount equal to your level when you gain this talent. Whenever you gain a level, your hit point maximum increases by 1 additional hit points.
Weapon Specialization
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.
Specialization Tiers
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 that 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.
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:
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You gain one major specialty.
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You gain two intermediate specialties.
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You gain one intermediate and one minor specialty.
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You gain three minor specialties.
Major Weapon Specialties
Type | Name | Description |
---|---|---|
Two Weapon Fighting | Dual Weapon Fighting | When you use two-weapon fighting, you can perform the extra attack as part of your Attack action instead of a bonus action. If you do so, you can’t use two-weapon fighting again this turn. |
Ranged | Power Shot | 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. |
Bludgeoning | Wrecking Crew | As a bonus action, you can target an object or creature within 30 feet of you. The next weapon attack made with a bludgeoning weapn will be at advantage against the target or object. You can do this equal to your proficiency bonus time per long rest. |
Melee, Light | Remise | When a creature makes an attack at you, you make use your reaction to attack the creature back as long as you are holding are light weapon. |
Melee, Heavy | Power Attack | Before you make a melee attack as part of an action 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. |
Polearm | Phalanx | While you are wielding only a glaive, halberd, pike, trident, or spear wielded with two hands, other creatures provoke an opportunity attack from you when they enter your reach. |
Polearm | Batter | When you take the Attack action and attack with only a glaive, halberd, pike, spear, or quarterstaff 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 d4, and the attack deals bludgeoning damage. A quarterstaff or spear must be held in both hands to gain this benefit. |
Ranged | Archer | 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 prone creature within 5 feet of you with a ranged weapon attack. Your ranged weapon attacks ignore half cover and three-quarters cover instead counts as half cover. Attacking at long range doesn’t impose disadvantage on your ranged weapon attacks. |
Melee, Piercing, One-Handed | Double Take | When you have nothing in your off hand (inculding shields), you can make another main-hand attack as a bonus action. On any turn while benefiting from this talent, you can not benefit from duel wielding. |
All | Battlefiend General | As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. |
Melee, Heavy Weapon, Two-Handed | Personal Space | When you take damage from a creature that is within 10 feet of you while wielding a melee weapon, you can use your reaction to step in and knock them back. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + Strength modifier). On a failed save, the creature takes 2d8 bludgeoning damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. You can do this equal to your proficiency mode per long rest. |
Slashing | Back-Hand Slice | Once per turn, when you crit with a slashing weapon, you may use your reaction to make another attack with that weapon. |
Intermediate Weapon Specialties
Type | Name | Desciption |
---|---|---|
Slashing | Hamstring | Once per turn when you deal slashing damage with a melee weapon you may reduce the targets movment speed by half until the your next turn. |
Melee, Two-Handed, Versatile | Knock About | Once per turn, when you take the 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. |
Melee | Offhand Steel | You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. |
Melee | Whirling Dervish | 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. |
Melee, Hooked | Hook | When you hit a creature with a trident, war pick, or sickle on your turn, you can use your bonus action to attempt to grapple the targeted creature. |
Slings | Slinger | Once per turn, when you make a ranged attack with a sling, 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. |
Double Scimitar, Scythe, Quarterstaff | Gracious Dance | Double Scimitar, Scythe and Quarterstaff is a finesse weapon for you. |
Double Scimitar, Scythe, Quarterstaff | Parrying Presence | Double Scimitar, Scythe and Quarterstaff, while wielded with two hands, provides +1 to AC. |
Any | Daze | When you score a critical hit, the target can’t take reactions until the end of your next turn and their movment speed is reduced by 20 feet. |
Melee, Chained | Restraining Order | When you crit a creature within range with a Flail, Morningstar, Whip, you are able to restrain the creature normal and one size larger than you. |
Spear, Trident, Net | Gladiator | When you wield a Spear or Trident with a Net in the other hand you have +1 to AC. |
Thrown | Follow up | When you hit an enemy with a throwing weapon, you may immediately move up to half your movement speed in a direct line towards your target. If the weapon is a Dart or has the light property, the movement can be spent freely in any direction. This does require your reaction to do so. |
Two Handed, Melee, Bludgeoning | Shove About | Whenever you hit a creature with a two handed melee weapon that deals bludgeoning damage, you may use a bonus action to attempt to shove a creature. The weapon must be wielded in two hands. Once this has been used, it cannot be used again until it recharges. Roll a d6 at the start of each of your turns. On a roll of 5 or 6, it recharges. |
Two Weapon Fighting, Light | Dual Wielder | You can use two-weapon fighting with light ranged weapons and with one-handed melee weapons which are not light. |
Piercing | Needling | When you strike a creature with a piercing weapon attack, PERCEPTION and INVESTIGATION checks to find the creature are made at advantage. Note this only works if the creature has some form of blood like substance. |
Minor Weapon Specialties
Type | Name | Description |
---|---|---|
Heavy | Strong Arm | You can now throw heavy weapons at a range of (20/60) dealing the normal weapons die. |
Slashing | Hidden Slash | Once per turn, when you make a slashing weapon attack. You can appear on the opposite of the creature requiring no additional movement. |
Piercing | Pin-Point | When you strike a creature with a piercing weapon, they have disadvantage on stealth checks. |
Heavy weapon, Two-Handed | Finisher | As a bonus action, you can make a melee attack against a prone creature. |
None-light Weapon | Extend | As a bonus action, you can you can extend the reach of your weapon by 5 feet until the end of your turn. |
Melee, Light | Axe Juggler | The light hammers and handaxes that you wield gain the finesse property while you wield them. |
Melee, Hooked | Tine Capture | You do not need a free hand to perform a grapple while you are wielding a trident, war pick, or sickle with a single target. |
Nets | Combat Knots | When you ensnare a creature with a net, the DC required to escape is increased by your proficiency modifier. |
Bows, Slings | Strong Draw | You can use Strength instead of Dexterity for attack and damage rolls with shortbows, longbows, and slings. |
Whips | Whip Wielder | The whips you wield gain the light property while you wield them and reach increase by 5ft. |
Any | Quick Draw | On your turn, you can draw or stow one weapon as a part of the Attack action without using your Object Interaction and you can treat weapons with the thrown property as ammunition for the purpose of drawing them. |
Crossbows, Blowguns | Hammer Fanner | Crossbows and Blowguns ignore the loading property. You do not need a free hand to provide ammunition to a crossbow or blowgun. |
Blowgun | Powerful Lungs | You may use Constitution instead of Dexterity for attack and damage rolls with blowguns, blowgun range is doubled and darts counts as ammo. You can now use your action and free action to fire one potion at your allies. |
Bludgeoning | Breaker | When you crit on a Bludgeoning, if the creature is holding a weapon/object. They need to make a DC (8+Strength+prof mod) Strength saving throw, or drop the item/weapon. If the item/weapon is nonmagical, the item/weapon breaks. |
Apprenticeship
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.
Jack of Trades
One attribute requirement for multiclassing can be reduced by -2.
Master of Some
Two attribute requirements for multiclassing can be reduced by -3.
Apprentice
Choose a class: bard, cleric, druid, sorcerer, warlock, or 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.
Magic Initiate
You learn one more cantrip of your choice from the class you chose for Apprentice. 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 Apprentice.
Magical Specialization
While most adventurers can pick up a weapon easily enough, only a select few are gifted or devoted enough to learn the intricacies of magic. From naturally talented sorcerers to studious researchers of the Arcane. Whether they are an individual tied deeply to the lands and natures of the world around them or derive their power from the entities they serve. Even an artist of the roadjust seeing where life takes. Each finds reliable strength and confidence in their source of power.
Specialization Tiers
The Magical 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 magical 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 magical specialties you wish to include.
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. Magical specialties are divided into three tiers: Major, Intermediate, and Minor. For each talent point spent on gaining magical specialties, you can choose to gain one of the following options:
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You gain one major specialty.
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You gain two intermediate specialties.
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You gain one intermediate and one minor specialty.
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You gain three minor specialties.
Major Magic Specialties
Name | Description |
---|---|
Overdrive | If you cast a non-damaging spell targetting another willing single individual, you may expend another spell slot of the same level to copy the spell onto you. Once per long rest. |
Equal Playing-Field | As a bonus action, you can target a creature within 60 feet. The next spell that requires a saving throw made by the target is made a disadvantage. You regain the use of the ability after a long rest. |
Magical Canon | When taking this talent, choose a damage type: acid, cold, fire, lightning or thunder. When you deal damage of the chosen type, you bypass resistance and immunity counts as resistance, subtracting half of the damage. Summoned creatures created by your spells or class features receive the same benefit with respect to the same damage type you chose. |
Master of AoE | When casting a spell with an Area of effect, you can choose to ignore up to five targets from the spell. You can do this equal to your proficiency modifier. |
Spellbook of Grudges | When a creature causes you to break concentration, you may declare a Grudge, gaining advantage on attack rolls against that creature until you take a short or long rest. You may use this feature once per short rest. |
Master illusioner | When casting an Illusion spell, you add your Proficiency modifier to the Save DC made to realise it is an illusion. |
Future Sight | When expending a spell slot to cast a Divination spell, you see a fragment of a possible future. The next Ability check or Attack roll you make is made at Advantage. |
Lord over Death | When you cast a necromancy summon spell, you can choose to have a creature within 30 feet of it to make a consitution saving throw against your spell casting DC. On a failed save, they take 1d12 per spell level in necrotic damage. If this would bring the creature to 0 hp, the creature explodes as the summons crawls out of their corpse. The summon gains temp hp equal to the amount of damage done to the creature as well. On a pass, they take half damage, and the summon appears where you targeted it. |
Puppeteer | As a reaction if a corpse is within 30ft of you, you can have the body interpose between you and the attack. You increase your AC upto your proficiency modifier. You can use this feature a number of time equal to your proficiency modifier. |
Conjuration Surpremacy | Once per long rest, as an action, you can attempt to gain control over another individual's summon. Make a contested spell casting modifier. |
Intermediate Magic Specialties
Name | Description |
---|---|
Magus of Heal | When casting an healing spell you can roll twice and take the highest roll to the determine the amount healed. |
Supporter | If you cast a spell which directly restores HP to youself or an ally, you can cast both action and bonus action leveled spells in the same turn. You may use this ability a number of times up to your profiency bonus per long rest. |
Potent Specialty | Choose a damage type: acid, cold, fire, lightning or thunder. When you roll a 1 on a damage die for a spell that deals the chosen type, you can reroll the die once and use the result. |
Summoner | Whenever you cast Find familiar (excluding Warlock summons), you can summon two familliars |
Battle Stance | When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a melee spell attack 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. |
Weave's Implosion | When you cast a leveled spell has an area of effect, each creature takes an additional damage die of damage. |
Champion of the Cloth | While wearing no armor or shield, you gain half your proficiency mod (rounded up) to your ac. Note this does not stack with Unarmored Defense |
Spellfocus mastery | When holding your spellfocus in two hand, you gain +2 to your spell ranged attacks |
Alchemist | When casting a Transmutation spell of 1st level or higher, you modify the terrain around you for a brief moment. You ignore all difficult terrain and allows you to climb vertical surfaces or walk on water for the rest of your turn. |
Charmer | Whenever you fail a Persuasion or Deception check you can expand a spell slot to reroll the check once. |
Diviner | After spending a minute investigating a fresh corpse you can channel their vital energy and grant yourself a single 1d4 dice to roll for a check or save throw. Can only have one of those. |
Swordmage | If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your spells, gaining a bonus to hit with spell attack rolls equal to the weapon's to-hit bonus. You can only benefit of this effect with 1 weapon. When you deal acid, cold, fire, thunder, lightning, necrotic, or poison damage with a spell when using a melee weapon as a focus, the next time you deal damage with that weapon before the end of your next turn, you deal an additional 1d4 damage of that type. This extra damage can only be dealt once per turn. You may only benefit from 1 weapon with this talent at a time. |
Battlemage Fundamentals | The first time you deal damage with a cantrip on each of your turns, add your proficiency modifier to that damage. |
Minor Magic Specialties
Name | Description |
---|---|
Shared Concentration | While concentrating on a spell that targets another individual, if you are forced to make a concentration check, they can make it instead. |
Blasting Affect | You can change the damage type of an cantrip you cast a number of times equal to your proficiency modifier. |
Half-Hand Casting | You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. |
Overwhelm | When critting on a spell range attack, the target is unable to take reactions until the start of their next turn. |
Unprepared Apprentice | At the start of combat, you can cast Mage Armour as a Reaction. |
Magical Duelist | Spell Range attacks can be made in melee without disadvantage. |
Spell Sniper | When you cast a spell that requires you to make an attack roll, the spell’s range is doubled. |
Magical Ricochet | Your ranged spell attacks ignore half cover and treat three-quarters cover as half cover. |
Near-Death Experience | Once per short rest, when interacting with a corpse, you can peer into their death. You gain knowledge of the events right before their death. |
Seeker | Your reduce the casting time of Divination ritual from 10 minutes to 1 minute. |
Bad Omen | Once per long rest, whenever something bad is about to happen, the DM can notify you. If you choose to expend a spell slot you can gain insight on what the omen is about. |
Prisoner pocket | You make use of your talents in Transmutation magic. You can hide Proficiency modifier tiny objects within your body. |
Illusionary Artist | You can change the appearance of your hair, eye color, skin, and any secondary features at will. Creatures with truesight can see through this. |
Loud mouth | When you successfully counterspell or dispel magic, if the caster is within 60 feet, you can choose to have them take a 1d6 Psychic damage times the level of the spell. |
Self-destructive | Your spells AoE increase by 10 feet if you are within the range of the spell and take damage. |
Martial Talent
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.
Weapon Training
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 option, if you already have proficiency with the weapon proficiencies you desire, you can choose to progress again on this tree instead of gaining any weapon proficiencies.
Martial Training
You gain the benefits of a Fighting Style of your choice that's available to the Fighter class. You can select this talent multiple times. As normal, you can’t take a particular Fighting Style option more than once.
Martial Adept
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
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You learn two maneuvers of your choice from among those available to the Battle Master archetype in the 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).
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If you already have superiority dice, you gain one more; otherwise, you have two superiority dice, which are d4s. 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.
Weapon Improvisation
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. You may break an improvised melee weapon by putting more force behind the attack as a bonus action. Doing so adds 1D6 to the damage but the weapon is then unusable. You may choose to do this after the attack hits but before you roll damage.
Tavern Brawler
-
Breaking an improvised melee weapon now deals 2D6 extra damage.
-
Improvised weapons count as magical for overcoming resistances.
Back-Alley Pitcher
Quick and accurate, you have developed an excellent throwing arm. You gain the following benefits:
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Your improvised weapons with the light property also gain the thrown (range 30/90) property.
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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.
Armor
Armor Training
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.
Light as a Feather
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.
Master of Pockets
You have advantage on initiative. Once per short rest you may use a potion as a Reaction.
Shield Bash
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. Once this has been used, it cannot be used again until it recharges. Roll a d6 at the start of each
of your turns. On a roll of 5 or 6, it recharges.
Shield Master
If you aren’t 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.
Additionally, 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.
Padded Plate
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Wearing light or medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks. Also, you can sleep in medium armor without penalty. If you wear medium armor, you can add 3 to your AC, rather than 2, if you have a Dexterity of 16 or higher.
Medium Armor Master
You reduce elemental damage by an amount equal to your proficiency modifier.
Built to stand
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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.
Heavy Armor Master
While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take is reduced by your proficiency bonus.
Master of Protection
Whether you wear thick hide or full plate armor, you have learned to use armor to your maximum advantage. You gain the following benefits:
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You ignore half of the weight of the armor you’re wearing for the purposes of encumbrance.
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When you are subjected to an effect that would corrode, rust, or otherwise damage your armor, you can use your reaction to prevent it from being affected.
-
Once per long rest you may use a reaction to take half damage from any spell or attack