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Talents

This section details all the talents a character can acquire during their adventure.

Some talents have prerequisites for unlocking, such as minimum level or ability modifiers. Others can be unlocked multiple times, while some become more powerful as your character levels up or offer upgrades that can be purchased.

The following table summarizes the available talents, briefly describing their benefits. It includes sorting functionality to help you quickly locate the talents that interest you the most.

The rest of this section contains detailed information about each talent.

NameTypeCostLevelSummary
AbleUtility1 TP10Exchange Talent Points for Attribute Points
Action SurgeUtility1 TP2Take one more action, except for Magic
Aura of ProtectionSupport2 TP10Create an area that protects you allies
BlessedDefense1 TP6Gain Temporary Hit Points when taking specific actions
Crimson RitualUtility1 TP4Suffer damage in exchange for Empowering Points
Empowered CriticalMartial1 TP4Weapon attacks become critical when rolling 19 (level 4) and 18 (level 15)
EvasionDefense2 TP8Advantage to CON saves against area of effect damage, damage reduction
ExpertiseSkill1 TP1Gain Expertise a skill you are Proficient with
Extra AttackMartialVariable6Multiple attacks in a single action
Fast HandsSkill1 TP4Proficiency with certain tools, bonuses to Sleight of Hand and Utilize action
Fighting StyleMartial1 TP1Bonuses to specific forms of fighting
Force StrikesMartial1 TP6Unarmed and Melee Weapon change to Force damage, at level 12 add range
FrenzyMartial1 TP6Upgrade to Reckless fighting style
GrapplerMartial1 TP4Bonuses when grappling an entity
GuardianSupport1 TP1Use shield to protect entities around you
Hidden GemUtility1 TP1Exchange Talent Points for Background Points
Initiative SurgeUtility1 TP8Guaranteed reserve of Empowering Points on Initiative rolls
Jack of All TradesUtility2 TP2Half Proficiency in non-proficient skills
Martial ArtsMartial1 TP1Unarmed combat style
Martial Arts: Empowered StanceMartial1 TP2Upgrade to Martial Arts that allows for more powerful stances.
Martial Arts: SubmissionMartial2 TP6Upgrade to Martial Arts that allows to debuff and control the enemy.
MedicSupport2 TP2Benefits to Healer's Kit providing options to heal without magic
MetamagicMagic2 TP4Temporarily alter the properties of spells you cast
Mystic FateUtility2 TP4Divination focus that can change the outcomes of D20 Tests
Mystic EnergyMagic2 TP4Evocation focus that adds damage bonuses
Mystic GraveMagic2 TP4Necromancy focus that deals damage and summon spirits
Mystic HealerSupport2 TP4Abjuration focus that adds healing bonuses and options
Mystic StrikesSupport2 TP4Transmutation focus that changes weapon damage types and boosts damage
Mystic StudiesMagicVariable1Straightforward path to learn spells and gain ranks in schools of magic
Mystic TargetDefense2 TP4Illusion focus that absorbs damage
Mystic WarpMagic2 TP4Conjuration focus that teleports entities while dealing damage or healing
Mystic WillpowerDefense2 TP4Enchantment focus that protects from psychic damage, charm and fear
Potent CantripMagic1 TP4Cantrips deal half damage even when they miss
RageMartial1 TP1Combat style that boosts damage and resiliance but prevents magic usage
Reactive DefenseDefense1 TP1Reaction to either deflect, parry or block, and retaliate
RelentlessDefense1 TP10Restore HP instead of going to 0 HP succeeding on a CON save
RespiteDefense1 TP1Bonus Action to gain Temporary Hit Points when Bloodied, upgrades at level 18
Second ChanceUtility1 TP8Reroll a failed D20 Test
Sneak AttackMartial1 TP1Additional damage for dexterous combatants
SniperMartial1 TP4Bonus and feature for ranged weapon users
SpellswapUtility1 TP6Change one prepared spell on Short Rests or as a Bonus Action
Stored SpellUtility1 TP2Allows casting one low-tier spell without EP once per Long Rest
Strategic MovementUtility2 TP2Allows movement as a Bonus Action or Reaction
Superior Movement IUtility1 TP4Speed increase when unarmored or wearing Light/Medium armor
Superior Movement IIUtility2 TP8Upgrade to Superior Movement I, improving various movement types
Sway the OddsUtility1 TP1Inspire allies and distract entities when they make a D20 Test
Third EyeVision1 TP6Features to boost your sight, improves at levels 12 and 18
TrackerUtility1 TP1Bonus to Survival, free Hunter's Mark, features to track objects and entities
Unarmored DefenseDefense1 TP1Bonus to base Armor Class when not wearing any armor
Weapon MasteryMartial1 TP1Enables the activation of weapons' mastery properties
Wild ShapeUtility2 TP4Assume the form of a beast

Able

Prerequisites: Level 10+
Cost: 1 TP
Repeatable: Yes

Gain 5 Attribute Points.

Action Surge

Prerequisites: Level 2+
Cost: 1 TP

You can push yourself beyond your normal limits for a moment. On your turn, you can spend 1 EP to take one additional action, except the Magic action.

Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.

Aura of Protection

Prerequisites: Guardian, Level 10+
Cost: 2 TP

As a Bonus Action on your turn, you can spend 1 EP to radiate a 15-foot Emanation that grants a +2 bonus to saving throws for your allies.

The aura lasts for 1 minute or until you become Incapacitated or die. You can only activate one aura at a time, and allies can benefit from only one aura at a time.

Additionally, you can spend 1 EP to activate one of the following properties:

  • Affect Self: The benefits of the aura also apply to you.
  • Barricade: Allies within the aura gain +2 to their AC and Opportunity Attacks against them have Disadvantage.
  • Detach: The aura detaches from you, becoming a 15-foot cube that you can place within 60 feet of yourself. Once placed, it cannot be move but the effect persists even if you are Incapacitated.
  • Resistance: Allies within the aura also gain resistance to one type of damage among: Acid, Cold, Fire, Lightning, or Poison. You choose the resistance type when creating the aura.

At levels 12, 15, and 18, you can activate one more property at the same time as the others. You still spend 1 EP for each property you activate.

Blessed

Prerequisites: Level 5+
Cost: 1 TP

Any time you complete a Long Rest, you can choose one of the following options:

  • Blessed Combatant. You gain Temporary Hit Points equal to two times your Proficiency Bonus when you bring an entity to 0 HP, only once per entity.
  • Blessed Healer. You gain Temporary Hit Points equal to your Proficiency Bonus any time you use your Action or Bonus Action to heal an ally.

Crimson Ritual

Prerequisites: Level 4+
Cost: 1 TP

You can perform a ritual that trades Hit Points for Empowering Points.

  • Unrest. Once you finish a Short Rest and after benefiting from all of its effect, you can spend 1 minute to perform the ritual. As a result, you suffer 1d8 Necrotic damage for each Empowering Point you wish to restore, up to your Proficiency Bonus.
  • Improvised. During your turn, as a Bonus action, you can improvise the ritual. As a result, you suffer 2d6 Necrotic damage for each Empowering Point you wish to restore, up to your Proficiency Bonus.

The Necrotic damage you take as part of the ritual ignores any Resistance and Immunity.

You can use this feature only once per Long Rest.

Cunning Attack

Prerequisites: DEX and INT +1 or higher
Cost: 1 TP

As a free action on your turn, you can add an effect to attacks made with a weapon that does not have the Heavy, Two-Handed, or Versatile properties.

Before rolling the attack, choose one of the following effects:

  • Corrosive: Fix a tiny vial of acid that shatters on impact to the tip of your weapon or projectile.
    • Hit or Miss: You deal 1d6 Acid damage regardless of whether you hit or miss your target. The acid is expended.
    • Requirements: You must have Alchemist's Supplies on your person.
  • Toxic: Add a toxin to your strike or shot.
    • Hit: The toxin is expended. The target makes a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
    • Miss: The toxin remains active on your weapon (including ranged) until the start of your next turn.
    • DC: The DC for the Constitution saving throw is equal to 8 + your Proficiency Bonus + your DEX or INT modifier, whichever is higher.
    • Requirements: You must have a Poisoner's Kit on your person.

You can use this feature a number of times equal to your Proficiency Bonus or by spending 1 EP. You regain all expended uses when you finish a Long Rest.

Empowered Critical

Prerequisites: Level 4+, STR or DEX +1 or higher
Cost: 1 TP

When you roll a 19 on an attack with weapons and Unarmed Strikes, you can spend 1 EP to treat the roll as a Critical Hit.

Additionally, starting at level 15, when you roll an 18 on an attack with weapons and Unarmed Strikes, you can spend two Empowering Points to treat the roll as a Critical Hit.

Evasion

Prerequisites: Level 8+, DEX +2 or higher
Cost: 2 TP

When you are subjected to an effect that requires you to make a Constitution Saving Throw to take only half damage, you gain the following benefits:

  • Advantage. You have Advantage on the save.
  • Damage Reduction. You reduce the damage you take by a number of D10 equal to your Dexterity Modifier. In case of successful save, the damage reduction is applied before the damage halving.

Expertise

Prerequisites: Proficiency in the same skill your are becoming expert of
Cost: 1 TP
Repeatable: Yes, different skill

Choose a skill you are proficient in, you gain Expertise on it. When you make an ability check with a skill proficiency in which you have Expertise, your Proficiency Bonus is doubled for that check unless the bonus is doubled by another feature. You can't have Expertise in the same skill proficiency more than once.

Extra Attack

Prerequisites: Level as per table
Cost: Variable
Repeatable: Yes, Progressive

You can attack more times instead of once whenever you take the Attack action on your turn.

Level Cost Added Attacks
6 1 TP 1
12 2 TP 2
18 4 TP 3

Fast Hands

Prerequisites: Level 4+, DEX +1 or higher
Cost: 1 TP

You gain proficiency with Thieves' Tools. If you already have it, you can choose another tool between: Calligrapher's Supplies or Forgery Kit.

As a Bonus Action, you can do one of the following: - Sleight of Hand. Make a Sleight of Hand (DEX) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket. - Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action.

Fighting Style

Prerequisites: STR or DEX +1 or higher
Cost: 1 TP
Repeatable: Yes

Choose one of the following Fighting Styles:

Archery

You gain a +2 bonus to attack rolls you make with Ranged weapons.

Defense

While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.

Deft

Opportunity Attacks against you have Disadvantage. If you are hit by one, your speed increases by 10 ft until the start of your next turn.

Great Weapon Fighting

When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.

Reckless

You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn with a Melee weapon that you are holding with two hands, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time. The weapon must have the Two-Handed or Versatile property to gain this benefit.

Slayer

Once per turn, when you hit an entity with a weapon or unarmed strike, you deal an extra 1d6 damage to the target if they are missing any of its Hit Points or 1d8 if they are Bloodied. The extra damage has the same type as the weapon or unarmed strike used for the attack.

Two-Weapon Fighting

When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack.

Force Strikes

Prerequisites: Level 6+, STR or DEX +2 or higher
Cost: 1 TP

As a free action at the beginning of your turn, you can change the damage type of your Unarmed Strike or Melee Weapons to Force damage. Once activated the effect lasts for 1 minute or until you end it.

Additionally, starting at level 12, you can spend 1 EP to give your Unarmed Strike and Melee Weapons a 15 ft. range while the effect is active.

You can use this feature a number of times equal to your Proficiency Bonus or by spending 1 EP. You regain all expended uses when you finish a Long Rest.

Frenzy

Prerequisites: Level 6+, STR +2 or higher, CON +1 or higher, Fighting Style: Reckless
Cost: 1 TP

Once per turn, you can spend 1 EP to deal extra damage to a target you hit with while Reckless. To determine the extra damage, roll a number of D6 equal to your Strength Modifier, and add them together. The damage has the same type as the weapon used for the attack.

Grappler

Prerequisites: Level 4+, STR or DEX +1 or higher
Cost: 1 TP

You gain the following benefits:

  • Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit a number of times equal to your Proficiency Bonus or by spending 1 EP. You regain all expended uses when you finish a Long Rest.
  • Attack Advantage. You have Advantage on attack rolls against a creature Grappled by you.
  • Fast Wrestler. You don't have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller.

Guardian

Prerequisites: STR or DEX +1 or higher
Cost: 1 TP

You gain the Protect feature. If you are wielding a shield you are proficient with, when an entity you can see attacks a target other than you that is within 5 feet of you and that target does not wield a shield, you can take a Reaction to impose Disadvantage on that attack roll and all attack rolls against that same target until the start of your next turn as long as you remain within 5 feet of the target.

  • Exposed. While protecting an entity, your own AC is reduced by 1.
  • One Protection. An entity can only be protected by a single guardian.
  • Stretch. Starting at level 8, you can protect entities within 10 feet of you.

You can use this feature a number of times equal to your Proficiency Bonus or by spending 1 EP. You regain all expended uses when you finish a Long Rest.

Hidden Gem

Cost: 1 TP
Repeatable: Yes

Gain 2 Background Points.

Initiative Surge

Prerequisites: Level 8+
Cost: 1 TP

When you roll Initiative, you start with a minimum value of Empowering Points as shown in the following table.

Level 8 12 16 20
Minimum EP 2 3 4 5

Jack of All Trades

Prerequisites: Level 2+
Cost: 2 TP

You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.

Martial Arts

Prerequisites: STR or DEX +1 or higher
Cost: 1 TP

Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike.

Provided:

  • You are unarmed or wielding only One-Handed Light weapons you are Proficient with
  • You aren't wearing Medium or Heavy armor or wielding a Heavy Shield

You gain the following benefits:

  • Stance: At the start of your first turn in a new Initiative, choose one of the following stances:
    • Offense: You can make an Unarmed Strike as a Bonus Action.
    • Defense: You can Disengage as a Bonus Action.
    • You can switch stance as a free action on your turn by spending 1 EP.
  • Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Light weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.
  • Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Light weapons. This die increases with your character's level:
Level 1 5 9 13 17
Martial Arts Die 1d4 1d6 1d8 1d10 1d12

Martial Arts: Empowered Stance

Prerequisites: Martial Arts, Level 2+
Cost: 1 TP

You can spend Empowering Points to activate one of the following features:

  • Flurry of Blows (Offense Stance). You can spend 1 EP to make two Unarmed Strikes as a Bonus Action, instead of one. Starting at level 12, you make three Unarmed Strikes, instead of one.
  • Patient Defense (Defense Stance). You can spend 1 EP to take both the Disengage and the Dodge actions as a Bonus Action. Starting at level 12, you also gain 1d8 Temporary Hit Points.

When you enter a stance—both on your first turn or by switching during combat—you don't spend Empowering Points to activate the corresponding feature for that turn.

Martial Arts: Submission

Prerequisites: Martial Arts, Level 6+
Cost: 2 TP

Once per turn, when you hit an entity with an attack with an Unarmed Strike, you can impose one of the following effects on that target:

  • Addle. The target must succeed on a Wisdom saving throw, or they can't make Opportunity Attacks untild the start of their next turn.
  • Push. The target must succeed on a Constitution saving throw, or be pushed up to 10 ft away from you.
  • Topple. The target must succeed on a Constitution saving throw or have the Prone condition.
  • Stunning Strike. Spend 1 EP. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the next attack roll made against the target before the start of your next turn has Advantage.

Medic

Prerequisites: Level 2+, DEX or INT +1 or higher
Cost: 2 TP

You gain the following benefits:

  • Versatile: When you make a Medicine check, you can use either DEX or INT as your ability modifier, regardless of the context.
  • Kit Proficiency:
    • You gain proficiency with the Healer's Kit and can reroll Natural 1s on Medicine checks when using it to patch wounds.
    • You cannot fail when patching wounds at the end of a Short or Long Rest. Add 6 HP to all Recovered HP outcomes in the Healer's Kit table.
    • During a Short or Long Rest, you can use the Healer's Kit as many times as your Proficiency Bonus, provided the kit has charges and each usage is on a different entity.

Additionally, you gain the Field Medic feature:

  • During combat, on your turn, you can take the Utilize action and spend a Healer's Kit charge to heal a Bloodied entity within reach.
  • Calculate the recovered HP as you normally would after a rest, then halve the result. HP = (6 + Healer's Kit Roll Outcome)/2.
  • If the entity is out of reach but within 30 ft of you and you can see them, you can spend 1 EP to appear in an unoccupied space next to the target entity. Doing so does not consume any of your movement and you do not provoke Opportunity Attacks.
  • You can use this feature a number of times equal to your Proficiency Bonus or by spending 1 EP. You regain all expended uses when you finish a Long Rest.

Starting at level 12, you can forego the HP recovery effect and use the Healer's Kit to attempt curing conditions instead. When you do so, roll a DC 10 Medicine check; on a success, remove one of the following conditions: Blinded, Deafened, Paralyzed, or Poisoned.

Metamagic

Prerequisites: Level 4+, INT or CHA +1 or higher
Cost: 2 TP

You can alter your spells to suit your needs. When you cast a spell, you can choose one of the following options to temporarily modify it:

  • Careful Spell. When you cast a spell that forces other entities to make a saving throw, you can protect some of those entities from the spell's full force. Choose a number of those entities up to Proficiency Bonus. A chosen entity automatically succeeds on their saving throw against the spell, and they takes no damage if they would normally take half damage on a successful save.
  • Distant Spell. When you cast a spell that has a range of at least 5 feet, you can double the spell's range. Or when you cast a spell that has a range of Touch, you can make the spell's range 30 feet.
  • Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can double its duration to a maximum duration of 24 hours. If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.
  • Heightened Spell. When you cast a spell that forces an entity to make a saving throw, you can spend 1 EP to give one target of the spell Disadvantage on that save.
  • Quickened Spell. When you cast a spell that has a casting time of an action, you can spend 1 EP to change the casting time to a Bonus Action for this casting. You can't modify a spell in this way if you've already cast a Tiered spell on the current turn, nor can you cast a Tiered spell on this turn after modifying a spell in this way.
  • Repelling Spell. When you cast a spell that requires you to make an attack roll, when you hit a Large or smaller entity, you can push them up to 10 feet straight away from you.
  • Seeking Spell. If you make an attack roll for a spell and miss, you can reroll the D20, and you must use the new roll.
  • Subtle Spell. When you cast a spell, you can cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.
  • Transmuted Spell. When you cast a spell that deals a type of damage from the following list, you can change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.
  • Twinned Spell. When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional entity, you can increase the spell's effective tier by 1.

You can use this feature a number of times equal to your Proficiency Bonus or by spending 1 EP. You regain all expended uses when you finish a Long Rest.

Mystic Fate

Prerequisites: Level 4+, Divination Initiate, INT or CHA +2 or higher
Cost: 2 TP

You gain the following benefits:

  • Foretell: When an entity you can see within 30 ft is about to make a D20 Test, you can spend 1 EP and use your Reaction to impose Advantage or Disadvantage.
    • You cannot use this feature if you want to impose Advantage on a D20 Test that already has Advantage.
    • You cannot use this feature if you want to impose Disadvantage on a D20 Test that already has Disadvantage.
    • Each time you use this feature before you finish a Long Rest, its cost increases by 1 EP.
  • Unseal Fate: Starting at level 14, whenever you use this feature and the outcome is still not the one you foretold, you can impose a reroll.

Mystic Energy

Prerequisites: Level 4+, Evocation Initiate, INT or CHA +2 or higher
Cost: 2 TP

You gain the following benefits:

  • Improved Damage: Whenever you cast an Evocation spell that deals damage, to one damage roll of that spell you can add :
    • Half your Proficiency Bonus (rounded down), if the spell is a Cantrip.
    • Your Proficiency Bonus, if the spell is a Tiered.
  • Superior Damage: Starting at level 14, whenever you cast an Evocation spell that deals damage, you can spend 1 EP to reroll any damage die of your choice once. You must use the new rolls.

Mystic Grave

Prerequisites: Level 4+, Necromancy Initiate, INT or CHA +2 or higher
Cost: 2 TP

You gain the following benefits:

  • Spirit Bomb: An explosion of Necrotic or Radiant energy emanates from you, covering a 20-foot radius. Choose one of the following effects:
    • Necrotic. Each entity caught in the blast makes a Constitution saving throw, taking Necrotic damage equal to as many D6 as your Proficiency Bonus on a failed save, or half as much damage on a successful one. At the same time, choose an entity within the area of the blast. The chosen entity does not take any damage but recovers the same amount in Hit Points. If the target is at full health or exceeds it, they gain the leftover as Temporary Hit Points.
    • Radiant. Each entity caught in the blast makes a Wisdom saving throw, taking Radiant damage equal to as many D8 as your Proficiency Bonus on a failed save, or half as much damage on a successful one.

You can use this feature a number of times equal to your Proficiency Bonus or by spending 1 EP. You regain all expended uses when you finish a Long Rest.

  • Spirit from the Grave: Starting at level 14, you can take your Action to summon an undead spirit bound to your will that acts at the end of your turn.
    • This feature does not require Concentration.
    • The spirit disappears when it drops to 0 Hit Points or after 10 minutes.
    • You can only summon one spirit at a time.
    • You can use this feature once per Long Rest or by spending 3 EP.

Spirit from the Grave

Medium Undead, Neutral

AC 11
HP 4 x Your Level
Speed Fly 30 ft. (hover)

STR DEX INT CHA CON WIS
0 +1 +1 +2 +1 +2

Resistances Necrotic
Immunities Charmed, Frightened, Grappled, Petrified, Poison, Prone, Restrained
Senses Darkvision 60 ft; Passive Perception 10
Languages None, understands the languages you know
CR None (0 XP, PB equals your Proficiency Bonus)


TRAITS

Incorporeal Movement. The spirit can move through other entities and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.

ACTIONS

Gift from the Grave. The spirit returns to the grave, disappearing into an entity you choose. The entity gains Temporary Hit Points equal to half the spirit HP when the action is taken.

Withering Touch. Melee Attack Roll: Bonus to hit PB + 2, reach 5 ft., one target. Hit: 2d6 + PB Necrotic damage.


Mystic Healer

Prerequisites: Level 4+, Abjuration Initiate, INT or CHA +2 or higher
Cost: 2 TP

You gain the following benefits:

  • Improved Healing: When you restore Hit Points to an entity by casting a Tiered Spell or using a Magic Item, the entity regains additional Hit Points equal to your Proficiency Bonus.
  • Lay on Hands: You have a pool of healing power that replenishes when you finish a Long Rest. This pool allows you to restore a total number of Hit Points equal to five times your Proficiency Bonus. As a Bonus Action, you can touch an entity and draw from this pool to restore Hit Points up to the remaining amount.
  • Superior Healing: Starting at level 14, when you roll dice to restore Hit Points to an entity as a result of casting a Tiered Spell or using a Magic Item, you can spend 1 EP to reroll any die that landed on a 1 or 2.

Mystic Strikes

Prerequisites: Level 4+, Transmutation Initiate, INT +2 or higher
Cost: 2 TP

Choose an entity or weapon. For 1 minute or until you lose Concentration, Unarmed Strikes made by that entity or Attacks made with that weapon change their damage type to one of your choice from: Cold, Fire, Lightning, Necrotic, Radiant, Thunder.

While using this feature, you have Advantage on Constitution saving throws to maintain Concentration.

Additionally, starting at level 14, you can spend 1 EP to amplify this effect. Once per turn, the first mystic strike that hits the target deals an additional 1d8 damage of the same type you chose.

You can use this feature a number of times equal to your Proficiency Bonus or by spending 1 EP. You regain all expended uses when you finish a Long Rest.

Mystic Studies

Requirements: Previous rank as per the spellcasting Rank system
Cost: Variable
Repeatable: Yes, choosing a different School or increasing your rank within one

Choose one School of Magic rank for which you meet the requirements. You learn all spells of the indicated Tier of the chosen School and Rank when you reach the appropriate level.

If you achieve the same rank in two different schools that share the same ability modifier—either INT or CHA—you can learn all spells of the same rank in a third school of your choice that has the same ability modifier without spending Talent Points.

The table below outlines the progression and cost in Talent Points.

Rank Spell Tier Character's Level Cost
Initiate Cantrip 1 1 TP
Tier 1 2
Tier 2 4
Adept Tier 3 6 1 TP
Tier 4 8
Tier 5 10
Scholar Tier 6 12 1 TP
Tier 7 14
Arcanist Tier 8 16 1 TP
Tier 9 18

Mystic Target

Prerequisites: Level 4+, Illusion Initiate, CHA +2 or higher
Cost: 2 TP

When an entity you can see within 60 feet is hit by an attack roll that would deal damage (except Psychic), you can use your Reaction to surround them with a tangible illusion that absorbs part of the damage.

Roll a number of D6 equal to your Proficiency Bonus and add your CHA modifier. Subtract the result from the damage dealt. If the result is negative, the entity gains the leftover absorption as Temporary Hit Points.

Starting at level 14, increase the die size to a D8.

You can use this feature a number of times equal to your Proficiency Bonus or by spending 1 EP. You regain all expended uses when you finish a Long Rest.

Mystic Warp

Prerequisites: Level 4+, Conjuration Initiate, INT +2 or higher
Cost: 2 TP

You can take a Bonus Action to warp the space around an entity of size Large or lower that you can see within 60 ft. The target must succeed on a Wisdom saving throw, or be teleported in an unoccupied space with a solid surface, you can see within 30 ft of the starting position.

Starting at level 14, both the range of the spell and the range of the teleportation double to 120 ft and 60 ft respectively. Additionally, you can spend 1 EP to cause one of the following effects:

  • The target size can be Huge.
  • The target takes 2d6 Force damage and reappear Prone.
  • The target heals for 2d6 HP and reappear standing if they were Prone before the teleportation.

You can use this feature a number of times equal to your Proficiency Bonus or by spending 1 EP. You regain all expended uses when you finish a Long Rest.

Mystic Willpower

Prerequisites: Level 4+, Enchantment Initiate, CHA +2 or higher
Cost: 2 TP

You gain the following benefits:

  • Psychic Resistance: You are resistant to Psychic damage.
  • Countercharm:
    • If you or an entity within 30 ft. of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled.
    • If you or an entity within 30 ft. of you is affected by the Charmed or Frightened condition, you can use your Bonus Action on your turn to end the condition.
    • Starting at level 14 the range increases to 60 ft.
    • You can use this feature a number of times equal to your Proficiency Bonus or by spending 1 EP. You regain all expended uses when you finish a Long Rest.
  • Unshakable Will: Starting at level 14, you are Immune to the Charmed and Frightened conditions, and every ally within 20 ft of you has Advantage on saving throws against effects that apply the Charmed or Frightnened condition.

Potent Cantrip

Prerequisites: Level 4+
Cost: 1 TP

Your damaging cantrips affect even entities that avoid the brunt of the effect. When you cast a cantrip at an entity and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Rage

Prerequisites: STR +1 or higher
Cost: 1 TP

You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy Armor.

You can enter your Rage a number of times equal to your Proficiency Bonus or by spending 1 EP. You regain all expended uses when you finish a Long Rest.

When activating it, you can choose one of the following two benefits or you can spend 1 EP to activate them both:

  • Damage Resistance. You focus your Rage to withstand more damage. You have Resistance to Bludgeoning, Piercing, and Slashing damage.
  • Rage Strength. You focus your Rage to deal more damage:
    • When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage equal to your Proficiency Bonus.
    • You have Advantage on Strength checks and Strength saving throws.

While active, your Rage follows the rules below:

  • No Concentration or Spells. You can't maintain Concentration, and you can't cast spells.
  • Duration. The Rage lasts until the end of your next turn, and it ends early if you put on Heavy Armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:
    • Make an attack roll against an enemy.
    • Force an enemy to make a saving throw.
    • Take a Bonus Action to extend your Rage.

Each time the Rage is extended, it maintaines the previous benefits and it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes. If you want to switch benefits, you must spend another of your rage uses.

Reactive Defense

Prerequisites: STR or DEX +1 or higher
Cost: 1 TP

When an attack roll hits you dealing Bludgeoning, Piercing, or Slashing damage, you can take a reaction to reduce that portion of the damage. Depending on your equipment, choose one of the following options:

  • Deflect: If you are unarmed and not wielding a shield, reduce the damage by rolling a number of D4 equal to your Proficiency Bonus. If you have the Martial Arts talent, increase the die size to D8.
  • Parry: When you wield a melee weapon you are proficient with, reduce the damage by rolling a number of D6 equal to your Proficiency Bonus. If you are dual-wielding or using a two-handed weapon, increase the die size to D8.
  • Block: If you are wielding a shield you are proficient with, reduce the damage by rolling a number of D8 equal to your Proficiency Bonus if the shield is Light. Increase the die size to D10 if the shield is Heavy.

If the attack was made by an entity within your melee reach, you can Retaliate. Spend 1 EP to make one melee attack against that entity using a weapon or an unarmed strike.

Relentless

Prerequisites: Level 10+, CON or WIS 2+ or higher
Cost: 1 TP

If you drop to 0 Hit Points you don't fall immediately Unconscious, you can use your Reaction to make DC 10 Constitution or Wisdom saving throw. If you succeed, your Hit Points change to five times your CON or WIS modifier, which ever you used for the save.

Additionally, if you succeed, you can spend 1 EP to gain the effect of a Dodge action until the start of your next turn.

Each time you use this feature after the first, the DC increases by 5.

Respite

Prerequisites: CON or WIS +1 or higher
Cost: 1 TP

You have a limited well of physical and mental stamina that you can draw on when you are Bloodied. As a Bonus Action, you can use it to gain a number of Temporary Hit Points equal to 2d6 plus your Constitution or Wisdom Modifier, whichever is the highest.

You can use this feature a number of times equal to your Proficiency Bonus or by spending 1 EP. You regain all expended uses when you finish a Long Rest.

Regen. Starting at level 18, you can spend 1 EP when you activate this effect and concentrate for up to 1 minute. As long you maintain Concentration and you are Bloodied, the effect repeats at the start of your turn.

Second Chance

Prerequisites: Level 8+
Cost: 1 TP

Whenever you fail a D20 Test, if you are not Incapacitated, you can reroll.

You can use this feature only once per Long Rest or by spending 2 EP.

Sneak Attack

Prerequisites: DEX +1 or higher
Cost: 1 TP

You gain the following benefits:

  • Sneak. On your turn, you can take the Hide action as a Bonus Action.
  • Attack. Once per turn, you can spend Empowering Points and deal a number of extra D6 damage to one entity you hit with an attack roll using a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.

To use this feature, you must either:

  • Have Advantage on the roll.
  • Not have Disadvantage on the attack roll and have an ally who is not Incapacitated within 5 feet (1.5 m) of the target.

Spend:

  • 1 EP to deal a number of extra D6 damage equal to half your Proficiency Bonus (rounded up).
  • 2 EP to deal a number of extra D6 damage equal to your Proficiency Bonus.

Sniper

Prerequisites: Level 4+, DEX +1 or higher
Cost: 1 TP

You ignore Half Cover and treat Three-Quarter Cover as Half Cover when you take the Attack action with a Ranged Weapon.

Additionally, you gain the Steady Aim feature:

  • As a Bonus Action, you can spend 1 EP and you give yourself Advantage on your next attack roll on the current turn.
  • You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn. You can ignore this limitation by spending 1 EP.
  • You can use this feature a number of times equal to your Proficiency Bonus or by spending 1 EP. You regain all expended uses when you finish a Long Rest.

Spellswap

Prerequisites: Level 6+, INT or CHA +1 or higher
Cost: 1 TP

You can replace one single Tiered spell you have prepared with a different Tiered one:

  • When you finish a Short Rest.
  • Once per Long Rest, as a Bonus Action on your turn, by spending a number of Empowering Points equal to half the Tier of the spell you want to prepare (rounded up).

Stored Spell

Prerequisites: Level 2+, INT or CHA +1 or higher
Cost: 1 TP

When you finish a Long Rest, you can set aside the energy required to cast a Tiered spell:

  • You have to know and prepare the spell you want to store.
  • You can have at most one spell stored at any given time.
  • The spell's tier must be lower than your Proficiency Bonus.

You can cast this spell once without expending Empowering Points.

Strategic Movement

Prerequisites: Level 2+, DEX +1 or higher
Cost: 2 TP

Each Round, you can reposition yourself on the battlefield, either as a:

  • Bonus Action. During your turn, you can use your Bonus Action to move up to half your speed.
  • Reaction. At the End of another entity's turn, you can use your Reaction to move up to half your speed.

Additionally, you can gain the following benefits by spending 1 EP for each:

  • Full Speed. The speed for this movement increases to your full speed.
  • Disengage. This movement does not provoke Opportunity Attacks.

You can use this feature a number of times equal to your Proficiency Bonus or by spending 1 EP. You regain all expended uses when you finish a Long Rest.

Superior Movement I

Prerequisites: Level 4+, STR or DEX +1 or higher
Cost: 1 TP

Your movement speed increases as follows:

  • Unarmored. While you are not wearing Armor or wielding a Heavy Shield, your Speed increases by 5 ft times your Proficiency Bonus.
  • Light/Medium Armor. While you are not wearing Heavy Armor, your Speed increases by 5 ft times Half your Proficiency Bonus (rounded down).

Superior Movement II

Prerequisites: Superior Movement I, Level 8+, STR or DEX +2 or higher
Cost: 2 TP

You can spend 1 EP when you finish a Short or Long Rest to activate one of the following effects:

  • Acrobat. You have Advantage on Acrobatics check, and you can use either STR or DEX as its ability modifier. Additionally, if you are Unarmored, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.
  • Rover. You have a Climb Speed and Swim Speed equal to your Speed. Additionally, if you are Unarmored, you can determine your Jump distance using your DEX rather than yor STR.
  • Amphibian. You can breathe underwater, and you gain a Swim Speed equal to your Speed. Additionally, if you are Unarmored and succeed on a DC 15 Athletics check, you can swim in rough water without suffering from Difficult Terrain. For the purposes of this check, you can use either STR or DEX as its ability modifier.

The chosen effect ends when you want as a free action, when replaced, or at the end of a Long Rest.

Sway the Odds

Requirements: CHA +1 or higher
Cost: 1 TP

This feature provides you with a pool of Gambit dice equal to your Proficiency Bonus. You can use these dice for either Inspiration or Distraction. A Gambit die is expended when it's rolled. If you have no Gambit dice left, you can spend 1 EP instead.

Inspiration. As a Bonus Action, you can inspire another entity within 60 feet of yourself who can see or hear you. That entity gains one of your Gambit dice, which they can roll when they fail a D20 Test, potentially turning it into a success.

  • An entity can have only one Gambit die at a time.
  • Entities lose unspent Gambit dice when you complete a Long Rest.

Distraction. As a Reaction, when an entity that you can see within 60 feet of yourself succeeds on an ability check or attack roll, you can impose a malus. Roll one of your Gambit dice and subtract the result from the entity's roll, potentially turning the success into a failure.

Self Confidence. Starting at level 12, if you are not Incapacitated, you can use your Reaction to you can inspire yourself when you fail a D20 Test.

You regain all expended Gambit dice when you finish a Long Rest.

Level 1 5 9 13 17
Gambit Die 1d4 1d6 1d8 1d10 1d12

Third Eye

Prerequisites: Level 6+
Cost: 1 TP

You can spend Empowering Points when you finish a Short or Long Rest to activate one of the following effects:

  • Darksight (1 EP). You can see normally in Dim Light and Darkness—both magical and nonmagical—in a 30 feet range. You can be blinded.
  • Blindsight (2 EP). Starting at level 12, you gain the effect of Blindsight in a 30 feet range.
  • Truesight (3 EP). Starting at level 18, you gain the effect of Truesight in a 30 feet range.

The chosen effect ends when you want as a free action, when replaced, or at the end of a Long Rest.

Tracker

Prerequisites: DEX +1 or higher
Cost: 1 TP

You gain the following benefits:

  • Survivor. You gain Proficiency on Survival checks. If you already have Proficiency, you gain Expertise.
  • Favored Enemy. Starting at level 2, you always have the Hunter's Mark spell prepared.

Additionally, for a number of times equal to your Proficiency Bonus, you can activate one of the following features:

  • Know Your Prey. You can take Study as a Bonus Action to know whether an entity you are fighting has any Immunities, Resistances, or Vulnerabilities, and if the entity has any, you know what they are. If your Study check fails, you can spend 1 EP to succeed instead.
  • Tremorsense. As a Bonus Action you gain Tremorsense for 10 minutes. Additionally, you can double the range to 120 ft by spending 1 EP.
  • Innate Mark. You can cast Hunter's Mark at Tier 1 without spending Empowering Points. Additionally, you can gain Advantage on CON saving throws to maintain Concentration on the spell by spending 1 EP.
  • Track Object. Starting at level 5, as a Bonus Action you gain the benefits of the Locate Object spell for 1 minute without requiring Concentration. You don't learn the spell itself. Additionally, you can extend the range to 5 miles (8 km) by spending 1 EP.
  • Track Creature. Starting at level 10, as a Bonus Action you gain the benefits of the Locate Creature spell for 1 minute without requiring Concentration. You don't learn the spell itself. Additionally, you can extend the range to 5 miles (8 km) by spending 1 EP.

You regain all expended uses when you finish a Long Rest.

Unarmored Defense

Prerequisites: CON or WIS +1 or higher
Cost: 1 TP

While you aren't wearing any armor, your base Armor Class is increased by either your Constitution or Wisdom, whichever is the highest:

Base AC = 10 + DEX + Max(CON, WIS)

You can wield a Light Shield and still gain this benefit.

Weapon Mastery

Cost: 1 TP
Repeatable: Yes

Choose two weapon Mastery Properties among: Cleave, Graze, Nick, Push, Sap, Slow, Topple, Vex.

Before taking the Attack action with a weapon that you are proficient with and that matches the property you mastered, you can activate its Master Property.

You can use this feature a number of times equal to your Proficiency Bonus or by spending 1 EP. You regain all expended uses when you finish a Long Rest.

Additionally, you can spend 1 EP to activate a property you mastered on a weapon that you are proficient with but that doesn't match that property.

Wild Shape

Prerequisite: Level 4+
Cost: 2 TP

The power of nature allows you to assume the form of an animal. As a Bonus Action, you can shape-shift into a Beast form that you have learned for this feature (see Known Forms below). You stay in that form for a number of hours equal to your Proficiency Bonus or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.

Number of Uses. You can use this feature a number of times equal to your Proficiency Bonus or by spending 1 EP. You regain all expended uses when you finish a Long Rest.

Known Forms. You know a number of Beast forms for this feature equal to your Proficiency Bonus, chosen from among Beast stat blocks (consult the SRD 5.2 appendix B for stat block options or discuss further options with your GM). Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.

The maximum Challenge Rating for those forms depends on you level, as shown in the Beast Shapes table. Additionally, you cannot adopt a form that has a Fly Speed until you reach level 8.

Level 4 8 12 16
Max CR 1 2 3 4
Fly Speed No Yes Yes Yes

Rules While Shape-Shifted

While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:

  • Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points twice your level.
  • Game Statistics. Your game statistics are replaced by the Beast's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; background traits; languages; and talents. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the Beast. If a skill or saving throw modifier in the Beast's stat block is higher than yours, use the one in the stat block.
  • No Spellcasting.
    • You can't cast spells and you cannot use your Mystic talents if they require an Action, Bonus Action or Reaction to perform.
    • Shape-shifting doesn't break your Concentration or otherwise interfere with a spell you've already cast or passive benefits from your Mystic talents.
  • Objects. Your ability to handle objects is determined by the form's limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it's practical for the new form to wear a piece of equipment based on the creature's size and shape. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you're in that form.

Elemental Strike

Starting at level 8, you can spend 2 EP when you wild shape and gain the following effect:

Once per turn when you hit an entity with an attack roll using your Beast form's attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit). The extra damage increases to 2d8 starting at level 16.