Talents
Talent Options by Background
AcademicBiologist
Botanist
Copycat
Diligent Researcher
Disciplinarian
Drunkard
Forecaster
Gambler
Local Historian
Mystical Scholar
Passionate Orator
Pathologist
Pitiable
Problem Solver
Runekeeper
Sawbones
Translator
Botanist
Copycat
Diligent Researcher
Disciplinarian
Drunkard
Forecaster
Gambler
Local Historian
Mystical Scholar
Passionate Orator
Pathologist
Pitiable
Problem Solver
Runekeeper
Sawbones
Translator
Born in the Saddle
Copycat
Court Schemer
Disciplinarian
Drunkard
Elusive
Figure of Authority
Gambler
Impressionist
Local Historian
Problem Solver
Quick Fingers
Translator
Copycat
Court Schemer
Disciplinarian
Drunkard
Elusive
Figure of Authority
Gambler
Impressionist
Local Historian
Problem Solver
Quick Fingers
Translator
Applied Leverage
Beast Whisperer
Biologist
Botanist
Calloused Hands
Camper
Disciplinarian
Drunkard
Gambler
Hard-Working
Local Historian
Looter
Menacing Presence
Solidarity
Temperature Tolerance
Tree Springer
Wayfarer
Beast Whisperer
Biologist
Botanist
Calloused Hands
Camper
Disciplinarian
Drunkard
Gambler
Hard-Working
Local Historian
Looter
Menacing Presence
Solidarity
Temperature Tolerance
Tree Springer
Wayfarer
Astute Intuition
Cabal Lorekeeper
Confessor
Copycat
Diligent Researcher
Disciplinarian
Drunkard
Figure of Authority
Idolist
Interrogator
Local Historian
Menacing Presence
Mystical Scholar
Passionate Orator
Pathologist
Sawbones
Shrewd Deduction
Solidarity
Cabal Lorekeeper
Confessor
Copycat
Diligent Researcher
Disciplinarian
Drunkard
Figure of Authority
Idolist
Interrogator
Local Historian
Menacing Presence
Mystical Scholar
Passionate Orator
Pathologist
Sawbones
Shrewd Deduction
Solidarity
Applied Leverage
Beast Whisperer
Biologist
Botanist
Calloused Hands
Camper
Charity Case
Disciplinarian
Drunkard
Elusive
Flamboyant Presentation
Forecaster
Gambler
Gut Feeling
Hard-Working
Navigator
Pitiable
Solidarity
Vacant Expression
Wayfarer
Beast Whisperer
Biologist
Botanist
Calloused Hands
Camper
Charity Case
Disciplinarian
Drunkard
Elusive
Flamboyant Presentation
Forecaster
Gambler
Gut Feeling
Hard-Working
Navigator
Pitiable
Solidarity
Vacant Expression
Wayfarer
Applied Leverage
Bounty Hunter
Charity Case
Contortionist
Copycat
Disciplinarian
Drunkard
Elusive
Gambler
Grifter
Heister
Impressionist
Interrogator
Looter
Menacing Presence
Nimble Fingers
Quick Fingers
Renowned
Ropesman
Sentry
Sticky Fingers
Urban Sprinter
Vacant Expression
Bounty Hunter
Charity Case
Contortionist
Copycat
Disciplinarian
Drunkard
Elusive
Gambler
Grifter
Heister
Impressionist
Interrogator
Looter
Menacing Presence
Nimble Fingers
Quick Fingers
Renowned
Ropesman
Sentry
Sticky Fingers
Urban Sprinter
Vacant Expression
Applied Leverage
Astute Intuition
Beast Whisperer
Born in the Saddle
Bounty Hunter
Calloused Hands
Copycat
Disciplinarian
Drunkard
Figure of Authority
Forecaster
Gambler
Hard-Working
Interrogator
Looter
Menacing Presence
Navigator
Passionate Orator
Recruiter
Renowned
Sentry
Shrewd Deduction
Urban Sprinter
Wayfarer
Astute Intuition
Beast Whisperer
Born in the Saddle
Bounty Hunter
Calloused Hands
Copycat
Disciplinarian
Drunkard
Figure of Authority
Forecaster
Gambler
Hard-Working
Interrogator
Looter
Menacing Presence
Navigator
Passionate Orator
Recruiter
Renowned
Sentry
Shrewd Deduction
Urban Sprinter
Wayfarer
Calloused Hands
Camper
Charity Case
Drunkard
Elusive
Flamboyant Presentation
Forecaster
Gambler
Gut Feeling
Hard-Working
Menacing Presence
Pitiable
Solidarity
Sticky Fingers
Urban Sprinter
Vacant Expression
Camper
Charity Case
Drunkard
Elusive
Flamboyant Presentation
Forecaster
Gambler
Gut Feeling
Hard-Working
Menacing Presence
Pitiable
Solidarity
Sticky Fingers
Urban Sprinter
Vacant Expression
Calloused Hands
Camper
Charity Case
Drunkard
Elusive
Flamboyant Presentation
Forecaster
Gambler
Gut Feeling
Hard-Working
Menacing Presence
Pitiable
Solidarity
Sticky Fingers
Urban Sprinter
Vacant Expression
Camper
Charity Case
Drunkard
Elusive
Flamboyant Presentation
Forecaster
Gambler
Gut Feeling
Hard-Working
Menacing Presence
Pitiable
Solidarity
Sticky Fingers
Urban Sprinter
Vacant Expression
Applied Leverage
Calloused Hands
Charity Case
Copycat
Disciplinarian
Drunkard
Forecaster
Gambler
Gut Feeling
Hard-Working
Menacing Presence
Navigator
Recruiter
Renowned
Ropesman
Sea Dog
Sentry
Temperature Tolerance
Wayfarer
Calloused Hands
Charity Case
Copycat
Disciplinarian
Drunkard
Forecaster
Gambler
Gut Feeling
Hard-Working
Menacing Presence
Navigator
Recruiter
Renowned
Ropesman
Sea Dog
Sentry
Temperature Tolerance
Wayfarer
Beast Whisperer
Calloused Hands
Camper
Disciplinarian
Drunkard
Forecaster
Hard-Working
Local Historian
Navigator
Solidarity
Temperature Tolerance
Wayfarer
Calloused Hands
Camper
Disciplinarian
Drunkard
Forecaster
Hard-Working
Local Historian
Navigator
Solidarity
Temperature Tolerance
Wayfarer
Talent List
Applied LeverageWhen you make a Strength (Athletics) check to force open a door or container, you may add your profession die to the roll.
Whenever you make a Wisdom (Insight) check while trying to detect a lie from Aristocrats, Criminals, or Common Folk, you can add your Profession Die to the roll.
Whenever you make a Wisdom (Animal Handling) check to train or direct orders to a beast, you can add your Profession Die to the roll.
Whenever you make an Intelligence (Nature) check to determine the properties of animals, you can add your Profession Die to the roll.
Whenever you make a Wisdom (Animal Handling) check while riding an animal or interacting with your mount, you can add your Profession Die to the roll.
Whenever you make an Intelligence (Nature) check to determine the properties of plants, you can add your Profession Die to the roll.
Whenever you make a Wisdom (Survival) to track Criminals, you can add your Profession Die.
Whenever you make an Intelligence (Religion) check to recall information about Celestials, Fiends, Fey, or Undead, you can add your Profession Die to the roll.
Whenever you make a Strength (Athletics) check to lift, drag, or shove a heavy object, you can add your Profession Die to the roll.
Whenever you make a Wisdom (Survival) check to construct a temporary shelter, you can add your Profession Die to the roll.
Whenever you make a Charisma (Performance) check to fake an illness, injury, or other condition, you may add your Profession Die to the roll.
Whenever you make a Charisma (Persuasion) check to reveal a secret or ask a favour of anyone who follows the same religion or deity as you, you can add your Profession Die to the roll.
Whenever you make a Dexterity or Dexterity (Acrobatics) check to squeeze through a small space or escape bonds, you can add your Profession Die to the roll.
Whenever you make an Intelligence or Intelligence (Forgery Kit) check to forge or create a document, you can add your Profession Die to the roll.
Whenever you make a Charisma (Deception) check when conversing with Aristocrats, you can add your Profession Die.
Whenever you make an Intelligence check to research a subject, you can add your Profession Die to the roll.
Whenever you make a Charisma (Intimidation) check while issuing a command to an individual of lower rank within your background, you can add your Profession Die to the roll.
Whenever you make a Constitution check to determine if you will throw up, pass out, or how severe a hangover is, you can add your Profession Die to the roll.
Whenever you make a Dexterity (Stealth) check to hide or blend in to a crowd of humanoids that share your background, you can add your Profession Die to the roll.
Whenever you make a Charisma (Persuasion) check while interacting with Common Folk, you may add your Profession Die to the roll.
Whenever you make a Charisma (Performance) check to entertain Aristocrats, Common Folk, or Seafarers, you can add your Profession Die to the roll.
Whenever you make a Wisdom (Survival) check to determine the weather for the next 48 hours, you can add your Profession Die to the roll.
Whenever you make a Dexterity (Sleight of Hand) or Wisdom (Perception) check to cheat at a game or catch someone else cheating, you can add your Profession Die to the roll.
Whenever you make a Charisma (Deception) check, and are attempting to pass off a fake object as authentic, you can add your Profession Die to the roll.
Whenever you make a Wisdom (Insight) check to deter if an Aristocrat or Criminal is lying, you can add your Profession Die to the roll.
Whenever you make a Constitution check for a repetitive task such as marching or labouring for hours without rest, you can add your Profession Die to the roll.
Whenever you make a Wisdom (Perception) check to spot traps, sentries, and other security measures, you can add your Profession Die to the roll.
Whenever you make an Intelligence (Religion) check to recall information on religious or cult-related symbols, you can add your Profession Die to the roll.
Whenever you make a Charisma (Performance) or Charisma (Deception) check to mimic the mannerisms, voice, or appearance of another humanoid, you can add your Profession Die to the roll.
Whenever you make a Charisma (Intimidation) check to extract information from an enemy who is restrained, you can add your Profession Die to the roll.
Whenever you make an Intelligence (History) check to determine the history of an item, location, or cultural phenomenon from the same region as you, you can add your Profession Die to the roll.
Whenever you make an Intelligence (Investigation) check to find hidden valuables you can add your Profession Die to the roll.
Whenever you make a Charisma (Intimidation) check, and are interacting with Academics, Common Folk, or Seafarers, you can add your Profession Die to the roll.
Whenever you make an Intelligence (Arcana) check to recall information on Aberrations, Constructs, or Elementals, you can add your Profession Die to the result.
Whenever you make a vehicle check, you can add your Profession Die to the roll.
Whenever you make a Dexterity (Thieves' Tools) check to pick a lock, you can add your Profession Die to the roll.
Whenever you make a Charisma (Performance) check to influence an Academic, Military, or Clergy member, you can add you Profession Die to the roll.
Whenever you make a Wisdom (Medicine) check to diagnose or treat a disease, you can add your Profession Die to the roll.
Whenever you make a Charisma (Persuasion) check to convince an Aristocrat, Criminal, Militarist, or Clergy that you are not a threat or beneath their notice, you can add your Profession Die to the roll.
Whenever you make an Intelligence (Investigation) check to decipher a coded message or puzzle, you can add your Profession Die to the roll.
Whenever you make a Dexterity (Sleight of Hand) check to place a small object on a humanoid or sneak something into their food or beverage, you can add your Profession Die to the roll.
Whenever you make a Charisma (Persuasion) check to recruit people into a role, you can add your Profession Die to the roll.
Whenever you make a Charisma (Persuasion) check, and are interacting with Military, Outlanders, or Criminals, you can add your Profession Die to the roll.
Whenever you make a Strength (Athletics) or Dexterity (Acrobatics) check to climb, move along, or jump onto ropes, you can add your Profession Die to the roll.
Whenever you make an Intelligence (Arcana) check to uncover the properties and uses of magical runes, glyphs, or other symbols, you can add your Profession Die to the roll.
Whenever you make a Wisdom (Medicine) check dealing with Grievous Wounds, you can add your Profession Die to the roll.
Whenever you make a Strength (Athletics) check to swim in water, you can add your Profession Die to the roll.
Whenever you make a Wisdom (Perception) check while on watch duty or defending a fortification, you can add your Profession Die to the roll.
Whenever you make an Intelligence (Investigation) check to investigate a crime scene, you can add your Profession Die to the roll.
Whenever you make a Charisma (Persuasion) check whilst interacting with members of your background, you can add your Profession Die to the roll.
Whenever you make a Dexterity (Sleight of Hand) check to snatch something quickly, you can add your Profession Die to the roll.
Whenever you make a Constitution saving throw to avoid exhaustion due to extreme temperatures, you can add your Profession Die to the roll.
Whenever you make an Intelligence check to communicate with a creature who doesn't share a language with you, you can add your Profession Die to the result.
Whenever you make a Dexterity (Acrobatics) check to ascend, descend, or travel between trees, you may add your Profession Die to the roll.
Whenever you make a Strength (Athletics) or Dexterity (Acrobatics) check while running away from a pursuer, or pursuing someone else, you can add your Profession Die to the roll.
Whenever you make a Charisma (Deception) check to feign ignorance and you are interacting with an Academic, Aristocrat, Clergy, or Militarist, you can add your Profession Die to the roll.
Whenever you make a Wisdom (Survival) check to find a path or avoid getting lost, you can add your Profession Die to the roll.
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