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<blockquote data-quote="Quickleaf" data-source="post: 7064747" data-attributes="member: 20323"><p><strong>Fighting Talents</strong></p><p></p><p><strong><span style="font-size: 15px">General Talents</span></strong></p><p>The following talents have no requirements.</p><p></p><p><span style="font-size: 12px"><span style="color: #800000">Accuracy (passive)</span></span></p><p>Gain a +1 bonus to hit with weapon attacks.</p><p></p><p><span style="font-size: 12px"><span style="color: #800000">Fortitude (passive)</span></span></p><p>Gain +5 hit points. You may take this talent multiple times.</p><p></p><p><span style="font-size: 12px"><span style="color: #800000">Iron Resolve (active)</span></span></p><p>As a reaction, you can add your proficiency bonus to a saving throw against a threat that you are aware of. If you are already proficient in a save, this gives you a total of double your proficiency bonus to that save.</p><p></p><p><span style="font-size: 12px"><span style="color: #800000">Might (passive)</span></span></p><p>Gain a +1 bonus to damage with weapon attacks. You may take this talent multiple times.</p><p></p><p><span style="font-size: 12px"><span style="color: #800000">Readiness (passive)</span></span></p><p>Gain a +5 bonus to initiative checks.</p><p></p><p><span style="font-size: 12px"><span style="color: #800000">Unarmored Defense (passive)</span></span></p><p>While wearing no armor, you may add your Intelligence modifier to your AC, in addition to your Dexterity modifier. You can still wield shields and benefit from Unarmored Defense.</p><p></p><p><strong><span style="font-size: 15px">Armor Talents</span></strong></p><p>You must wear armor with the listed components as part of the suit to use these talents.</p><p></p><p><span style="font-size: 12px"><span style="color: #800000">Armored Defense (passive)</span></span></p><p>Gain a +1 bonus to AC while wearing armor. It takes you half the required time to don or doff armor.</p><p></p><p><span style="font-size: 12px"><span style="color: #800000">Gauntlet Expertise (passive)</span></span></p><p>While wearing gauntlets, you cannot be disarmed.</p><p></p><p><span style="font-size: 12px"><span style="color: #800000">Helmet Expertise (passive)</span></span></p><p>While wearing a helmet and not surprised, any time you are struck by a critical hit, roll a d20. On a result of 10+ the blow is deflected by your helmet, and you take normal damage instead.</p><p></p><p><strong><span style="font-size: 15px">Archery Talents</span></strong></p><p>You must be wielding a bow or crossbow in order to use archery talents.</p><p></p><p><span style="font-size: 12px"><span style="color: #800000">Aimed Shot (active)</span></span></p><p>When you use the Attack action to attack a target, you can take an aimed shot to ignore half-cover and reduce three-quarters cover to being only as effective as half-cover for purposes of your aimed shot. If the target has no cover you instead gain a +2 bonus to hit. You can only take one aimed shot per round.</p><p><strong>Recharge:</strong> You must spend one round observing a target and making no attacks.</p><p><strong>Improved Aimed Shot: </strong>In place of two attacks, you make a shot ignoring half and three-quarters cover entirely (or gain a +3 bonus to hit), and your attack deals an extra weapon die of damage on a hit.</p><p><strong>Master Aimed Shot:</strong> In place of three attacks, you make a shot ignoring half and three-quarters cover (or gain a +5 bonus to hit), as well as any disadvantage on your attack roll, and your attack deals two extra weapon dice of damage on a hit.</p><p></p><p><span style="font-size: 12px"><span style="color: #800000">Archer’s Escape (passive)</span></span></p><p>When you use the Attack action to make a ranged attack against a target, you may Disengage as a bonus action and move 5 feet for free before or after the shot.</p><p></p><p><span style="font-size: 12px"><span style="color: #800000">Hail of Arrows (active)</span></span></p><p>As an action, you fire a barrage of arrows into a 15 foot diameter circular area. Choose a number of creatures within the area equal to your proficiency modifier; those creatures must make a Dexterity saving throw. On a failure they suffer damage as if struck by one of your arrows, while on a success they suffer half as much damage. You may not benefit from Extra Attack during a round in which you use Hail of Arrows.</p><p><strong>Recharge:</strong> If handling ammunition cinematically, you must refill your quiver. If tracking ammunition, this expends a number of arrows or bolts equal to twice your proficiency modifier. </p><p></p><p><span style="font-size: 12px"><span style="color: #800000">Full Draw (active)</span></span></p><p>As a bonus action you draw your bowstring to full extension. The next attack you make on your turn with the bow gains advantage to hit if firing within short range, or suffers no disadvantage when firing at long range.</p><p><strong>Recharge: </strong>Rest your arm for a full round.</p><p></p><p><span style="font-size: 12px"><span style="color: #800000">Overwatch (stance)</span></span></p><p>As an action you can enter an Overwatch stance requiring concentration. You choose whether you are watching over a specific creature or a fixed 15 foot diameter area you can see. Changing the subject of your Overwatch requires an action.</p><p> While concentrating on a specific creature, you can use your reaction if the creature moves or takes hostile action to make a number of ranged attacks against it equal to the number of attacks granted by your Extra Attack feature (minimum 1). Alternately, you can use your reaction to make a ranged attack against an enemy you can see attacking that creature.</p><p> While concentrating on an area, you may use your reaction if a creature in the area makes an attack against you or an ally, or if a creature attempts to leave the area. You make a number of ranged attacks against the creature(s) equal to the number of attacks granted by your Extra Attack feature (minimum 1).</p><p></p><p><span style="color: #800000"><span style="font-size: 12px">Pinning Shot (active)</span></span></p><p>When you use the Attack action to attack a target, you pin its arm or leg with an arrow. The target must make a Constitution saving throw, and on a failure it reduces its speed to zero. At the end of its turns, the target can make a Constitution saving throw to restore its speed to normal. Alternately, the arrow or bolt can be ripped out as an action, restoring the target’s speed.</p><p><strong>Recharge: </strong>Gain unobstructed line of sight to the target.</p><p><strong>Improved Pinning Shot: </strong>In place of two attacks, you make a shot that deals an extra weapon die of damage on a hit. If the target succeeds its saving throw, it regains only half its speed; to regain the rest of its speed it must succeed another save. Ripping the arrow or bolt out causes the target to suffer 1d4 bleeding damage at the end of each of its turns until its wounds are bound or it regains hit points.</p><p><strong>Master Pinning Shot:</strong> In place of three attacks, you make a shot that deals two extra weapon dice of damage on a hit. If the target fails its save it is restrained until it makes a successful save, whereupon it only suffers from halved speed; to regain the rest of its speed it must succeed another save. Ripping the arrow or bolt out causes the target to suffer 1d6 bleeding damage at the end of each of its turns until its wounds are bound or it regains hit points.</p><p></p><p><strong><span style="font-size: 15px">Dual Weapon Talents</span></strong></p><p></p><p><strong><span style="font-size: 15px">Great Weapon Talents</span></strong></p><p></p><p><strong><span style="font-size: 15px">Improvised Talents</span></strong></p><p></p><p><strong><span style="font-size: 15px">Mount Talents</span></strong></p><p></p><p><strong><span style="font-size: 15px">Polearm Talents</span></strong></p><p></p><p><strong><span style="font-size: 15px">Shield Talents</span></strong></p><p></p><p><strong><span style="font-size: 15px">Swordplay Talents</span></strong></p><p></p><p><strong><span style="font-size: 15px">Thrown Weapon Talents</span></strong></p><p></p><p><strong><span style="font-size: 15px">Unarmed Talents</span></strong></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7064747, member: 20323"] [b]Fighting Talents[/b] [B][SIZE=4]General Talents[/SIZE][/B] The following talents have no requirements. [SIZE=3][COLOR="#800000"]Accuracy (passive)[/COLOR][/SIZE] Gain a +1 bonus to hit with weapon attacks. [SIZE=3][COLOR="#800000"]Fortitude (passive)[/COLOR][/SIZE] Gain +5 hit points. You may take this talent multiple times. [SIZE=3][COLOR="#800000"]Iron Resolve (active)[/COLOR][/SIZE] As a reaction, you can add your proficiency bonus to a saving throw against a threat that you are aware of. If you are already proficient in a save, this gives you a total of double your proficiency bonus to that save. [SIZE=3][COLOR="#800000"]Might (passive)[/COLOR][/SIZE] Gain a +1 bonus to damage with weapon attacks. You may take this talent multiple times. [SIZE=3][COLOR="#800000"]Readiness (passive)[/COLOR][/SIZE] Gain a +5 bonus to initiative checks. [SIZE=3][COLOR="#800000"]Unarmored Defense (passive)[/COLOR][/SIZE] While wearing no armor, you may add your Intelligence modifier to your AC, in addition to your Dexterity modifier. You can still wield shields and benefit from Unarmored Defense. [B][SIZE=4]Armor Talents[/SIZE][/B] You must wear armor with the listed components as part of the suit to use these talents. [SIZE=3][COLOR="#800000"]Armored Defense (passive)[/COLOR][/SIZE] Gain a +1 bonus to AC while wearing armor. It takes you half the required time to don or doff armor. [SIZE=3][COLOR="#800000"]Gauntlet Expertise (passive)[/COLOR][/SIZE] While wearing gauntlets, you cannot be disarmed. [SIZE=3][COLOR="#800000"]Helmet Expertise (passive)[/COLOR][/SIZE] While wearing a helmet and not surprised, any time you are struck by a critical hit, roll a d20. On a result of 10+ the blow is deflected by your helmet, and you take normal damage instead. [B][SIZE=4]Archery Talents[/SIZE][/B] You must be wielding a bow or crossbow in order to use archery talents. [SIZE=3][COLOR="#800000"]Aimed Shot (active)[/COLOR][/SIZE] When you use the Attack action to attack a target, you can take an aimed shot to ignore half-cover and reduce three-quarters cover to being only as effective as half-cover for purposes of your aimed shot. If the target has no cover you instead gain a +2 bonus to hit. You can only take one aimed shot per round. [B]Recharge:[/B] You must spend one round observing a target and making no attacks. [B]Improved Aimed Shot: [/B]In place of two attacks, you make a shot ignoring half and three-quarters cover entirely (or gain a +3 bonus to hit), and your attack deals an extra weapon die of damage on a hit. [B]Master Aimed Shot:[/B] In place of three attacks, you make a shot ignoring half and three-quarters cover (or gain a +5 bonus to hit), as well as any disadvantage on your attack roll, and your attack deals two extra weapon dice of damage on a hit. [SIZE=3][COLOR="#800000"]Archer’s Escape (passive)[/COLOR][/SIZE] When you use the Attack action to make a ranged attack against a target, you may Disengage as a bonus action and move 5 feet for free before or after the shot. [SIZE=3][COLOR="#800000"]Hail of Arrows (active)[/COLOR][/SIZE] As an action, you fire a barrage of arrows into a 15 foot diameter circular area. Choose a number of creatures within the area equal to your proficiency modifier; those creatures must make a Dexterity saving throw. On a failure they suffer damage as if struck by one of your arrows, while on a success they suffer half as much damage. You may not benefit from Extra Attack during a round in which you use Hail of Arrows. [B]Recharge:[/B] If handling ammunition cinematically, you must refill your quiver. If tracking ammunition, this expends a number of arrows or bolts equal to twice your proficiency modifier. [SIZE=3][COLOR="#800000"]Full Draw (active)[/COLOR][/SIZE] As a bonus action you draw your bowstring to full extension. The next attack you make on your turn with the bow gains advantage to hit if firing within short range, or suffers no disadvantage when firing at long range. [B]Recharge: [/B]Rest your arm for a full round. [SIZE=3][COLOR="#800000"]Overwatch (stance)[/COLOR][/SIZE] As an action you can enter an Overwatch stance requiring concentration. You choose whether you are watching over a specific creature or a fixed 15 foot diameter area you can see. Changing the subject of your Overwatch requires an action. While concentrating on a specific creature, you can use your reaction if the creature moves or takes hostile action to make a number of ranged attacks against it equal to the number of attacks granted by your Extra Attack feature (minimum 1). Alternately, you can use your reaction to make a ranged attack against an enemy you can see attacking that creature. While concentrating on an area, you may use your reaction if a creature in the area makes an attack against you or an ally, or if a creature attempts to leave the area. You make a number of ranged attacks against the creature(s) equal to the number of attacks granted by your Extra Attack feature (minimum 1). [COLOR="#800000"][SIZE=3]Pinning Shot (active)[/SIZE][/COLOR] When you use the Attack action to attack a target, you pin its arm or leg with an arrow. The target must make a Constitution saving throw, and on a failure it reduces its speed to zero. At the end of its turns, the target can make a Constitution saving throw to restore its speed to normal. Alternately, the arrow or bolt can be ripped out as an action, restoring the target’s speed. [B]Recharge: [/B]Gain unobstructed line of sight to the target. [B]Improved Pinning Shot: [/B]In place of two attacks, you make a shot that deals an extra weapon die of damage on a hit. If the target succeeds its saving throw, it regains only half its speed; to regain the rest of its speed it must succeed another save. Ripping the arrow or bolt out causes the target to suffer 1d4 bleeding damage at the end of each of its turns until its wounds are bound or it regains hit points. [B]Master Pinning Shot:[/B] In place of three attacks, you make a shot that deals two extra weapon dice of damage on a hit. If the target fails its save it is restrained until it makes a successful save, whereupon it only suffers from halved speed; to regain the rest of its speed it must succeed another save. Ripping the arrow or bolt out causes the target to suffer 1d6 bleeding damage at the end of each of its turns until its wounds are bound or it regains hit points. [B][SIZE=4]Dual Weapon Talents[/SIZE][/B] [B][SIZE=4]Great Weapon Talents[/SIZE][/B] [B][SIZE=4]Improvised Talents[/SIZE][/B] [B][SIZE=4]Mount Talents[/SIZE][/B] [B][SIZE=4]Polearm Talents[/SIZE][/B] [B][SIZE=4]Shield Talents[/SIZE][/B] [B][SIZE=4]Swordplay Talents[/SIZE][/B] [B][SIZE=4]Thrown Weapon Talents[/SIZE][/B] [B][SIZE=4]Unarmed Talents[/SIZE][/B] [/QUOTE]
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