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Talents

Talents are unique dispositions, experiences, or characteristics your character has picked up due to their time working in their profession. This is represented by allowing characters to add their Profession Die in unique situations that highlight the skills gained through their profession. A character may select a Talent from their corresponding Talent list when they select their profession, and select an additional Talent whenever they rank up within a profession.   Applied Leverage – When you make a Strength (Athletics) check to force open a door or container, you may add your profession die to the roll.   Camper – When you make a Wisdom (Survival) check to construct a temporary shelter, you may add your profession die to the roll.   Charity Case – When you make a Charisma (Performance) check to fake an illness, injury, or other condition, you may add your profession die to the roll.   Looter – When you make an Intelligence (Investigation) roll to find hidden valuables, you may add your profession die to the roll.   Pitiable – When 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 may add your profession die to the roll.   Solidarity – When you make a Charisma (Persuasion) check and you are interacting with members of your background, you may add your profession die to the roll.   Sticky Fingers – When you make a Dexterity (Sleight of Hand) check to snatch something quickly, you may add your profession die to the roll.   Temperature Tolerance – When you make a Constitution saving throw to avoid exhaustion due to extreme temperatures, you may add your profession die to the roll.   Tree Springer – When you make a Dexterity (Acrobatics) check to ascend, descend, or travel between trees, you may add your profession die to the roll.   Vacant Expression – When you make a Charisma (Deception) check to feign ignorance and you are interacting with an Academic, Aristocrat, Clergy, or Militarist, you may add your profession die to the roll.   Astute Intuition - 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.   Beast Whisperer - 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.   Biologist - Whenever you make an Intelligence (Nature) check to determine the properties of animals, you can add your Profession Die to the roll.   Born In the Saddle- 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.   Botanist - Whenever you make an Intelligence (Nature) check to determine the properties of plants, you can add your Profession Die to the roll.   Bounty Hunter- Whenever you make a Wisdom (Survival) to track Criminals, you can add your Profession Die.   Cabal Lorekeeper - 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.   Calloused Hands - Whenever you make a Strength (Athletics) check to lift, drag, or shove a heavy object, you can add your Profession Die to the roll.   Confessor - Whenever you make a Charisma (Persuasion) check to reveal a secret or ask a favor of anyone who follows the same religion or deity as you, you can add your Profession Die to the roll.   Contortionist - 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.   Copycat - 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.   Court Schemer - Whenever you make a Charisma (Deception) check when conversing with Aristocrats, you can add your Profession Die.   Diligent Researcher- Whenever you make an Intelligence check to research a subject, you can add your Profession Die to the roll.   Disciplinarian- 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.   Drunkard- 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.   Elusive- Whenever you make a Dexterity (Stealth) check to hide or blend into a crowd of humanoids that share your background, you can add your Profession Die to the roll.   Figure of Authority- Whenever you make a Charisma (Persuasion) check while interacting with Common Folk, you  may add your Profession Die to the roll.   Flamboyant Presentation- Whenever you make a Charisma (Performance) check to entertain Aristocrats, Common Folk, or Seafarers, you can add your Profession Die to the roll.   Forecaster- 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.   Gambler- 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   Grifter- 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.   Gut Feeling- Whenever you make a Wisdom (Insight) check to detect if an Aristocrat or Criminal is lying, you can add your Profession Die to the roll.   Hard-Working- 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.   Heister- Whenever you make a Wisdom (Perception) check to spot traps, sentries, and other security measures, you can add your Profession Die to the roll.   Idolist- 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.   Impressionist- 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.   Interrogator- 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.   Local Historian- 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.   Menacing Presence- 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.   Mystical Scholar- Whenever you make an Intelligence (Arcana) check to recall information on Aberrations, Constructs, or Elementals, you can add your Profession Die to the result.   Navigator- Whenever you make a vehicle check, you can add your Profession Die to the roll.    Nimble Fingers- Whenever you make a Dexterity (Thieves’ Tools) check to pick a lock, you can add your Profession Die to the roll.   Passionate Orator- Whenever you make a Charisma (Performance) check to influence an Academic, Military, or Clergy member, you can add your Profession Die to the roll.   Pathologist- Whenever you make a Wisdom (Medicine) check to diagnose or treat a disease, add your Profession Die to the roll.   Problem Solver- Whenever you make an Intelligence (Investigation) check to decipher a coded message or puzzle, you can add your Profession Die to the roll.   Quick Fingers- 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.   Recruiter- Whenever you make a Charisma (Persuasion) check to recruit people into a role, you can add your Profession Die to the roll.   Renowned- Whenever you make a Charisma (Persuasion) check, and are interacting with Military, Outlanders, or Criminals, you may add your Profession Die.   Ropesman- Whenever you make a Strength (Athletics) or Dexterity (Acrobatics) check to climb, move along, or jump onto ropes, you can add your Profession Die.   Runekeeper- 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.   Sawbones- Whenever you make a Wisdom (Medicine) check dealing with Grievous Wounds, you can add your Profession Die to the roll.    Sea Dog- Whenever you make a Strength (Athletics) check to swim in water, you can add your Profession Die to the roll.   Sentry- Whenever you make a Wisdom (Perception) check while on watch duty or defending a fortification, you can add your Profession Die to the roll.   Shrewd Deduction- Whenever you make an Intelligence (Investigation) check to investigate a crime scene, you can add your Profession Die to the roll.   Translator- 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.   Urban Sprinter- 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.   Wayfarer- 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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