From 569cb5226fe1e1829eba5acaf3465f3110e92d5c Mon Sep 17 00:00:00 2001 From: Kyle Date: Sun, 17 Sep 2023 14:03:35 +0200 Subject: [PATCH] Added prereqs --- Talents/Skill/Other/index.md | 74 ++++++++++++++++++++++++++++++++++- Talents/Tool/Other/index.md | 32 ++++++++++++++- Talents/Weapon/Focus/index.md | 40 ++++++++++++++++++- 3 files changed, 141 insertions(+), 5 deletions(-) diff --git a/Talents/Skill/Other/index.md b/Talents/Skill/Other/index.md index 9de126958..cf5a0707e 100644 --- a/Talents/Skill/Other/index.md +++ b/Talents/Skill/Other/index.md @@ -7,55 +7,127 @@ grand_parent: Talents # Other Skill Talents ## Acrobat + +
+ +#### **Cost:** 5 Character Points
**Prerequisite:** Athletics Proficiency You become more nimble. As an action, you can make a DC 15 [Athletics](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Athletics/) check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn. ## Animal Handler + +
+ +#### **Cost:** 5 Character Points
**Prerequisite:** Animal Handling Proficiency You master the techniques needed to train and handle animals. You can use an action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area. ## Arcanist + +
+ +#### **Cost:** 5 Character Points
**Prerequisite:** Arcana Proficiency You master the theory and practice of magic. You can cast the [Detect Magic](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Divination/#detect-magic) spell as a ritual. ## Brawny + +
+ +#### **Cost:** 5 Character Points
**Prerequisite:** Athletics Proficiency You become stronger and count as if you were one size larger for the purpose of determining your carrying capacity. ## Charming Persona + +
+ +#### **Cost:** 5 Character Points
**Prerequisite:** Persuasion Proficiency You've master the art of charming those around you. If you spend 1 minute talking to someone who can understand what you say, you can make a [Persuasion](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Persuasion/) check vs the creature’s passive [Insight](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Insight/). If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter. ## Empathic + +
+ +#### **Cost:** 5 Character Points
**Prerequisite:** Insight Proficiency You possess keen insight into how other people think and feel. You can use an action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make an [Insight](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Insight/) check vs the target’s passive [Deception](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Deception/) check. On a success, you have +1d on attack rolls and ability checks against the target until the end of your next turn. ## Investigator -You have an eye for detail and can pick out the smallest clues. You can take the Seek action as a free action. + +
+ +#### **Cost:** 5 Character Points
**Prerequisite:** Investigation Proficiency +You have an eye for detail and can pick out the smallest clues. Once per turn, you can take the Seek action as a free action. ## Loremaster + +
+ +#### **Cost:** 5 Character Points
**Prerequisite:** History Proficiency When you take the [Aid](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Aid/) action to support another creature’s ability check, you can make a DC 15 [History](https://stormchaserroleplaying.com/stormchaserRPG/Skills/History/) check. On a success, that creature’s check gains +1d, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you're saying. ## Medic + +
+ +#### **Cost:** 5 Character Points
**Prerequisite:** Medicine Proficiency You master the physician’s arts. During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 [Medicine](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Medicine/) check for each creature. On a success, if a creature rolls a recovery die during this rest, then that creature can forgo the roll and instead regain the maximum number of stamina that the die can restore. A creature can do so only once per rest. ## Naturalist + +
+ +#### **Cost:** 5 Character Points
**Prerequisite:** Nature Proficiency Your extensive study of nature allow you to cast the [Detect Poison and Disease](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Divination/#detect-poison-and-disease) spell as a ritual. ## Perceptive + +
+ +#### **Cost:** 5 Character Points
**Prerequisite:** Perception Proficiency You hone your senses until they become razor sharp. Being in a lightly obscured area doesn't impose -1d on your [Perception](https://stormchaserroleplaying.com/stormchaserRPG/General/Perception/) checks, if you can both see and hear. ## Performer + +
+ +#### **Cost:** 5 Character Points
**Prerequisite:** Performance Proficiency You master performance so that you can command any stage. While performing, you can try to distract one humanoid you can see who can see and hear you. Make a [Performance](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Performance/) check vs the humanoid’s passive [Insight](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Insight/) check. If your check succeeds, you grab the humanoid’s attention enough that it makes [Perception](https://stormchaserroleplaying.com/stormchaserRPG/General/Perception/) and [Investigation](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Investigation/) checks with -1d until you stop performing. ## Quick-Fingered + +
+ +#### **Cost:** 5 Character Points
**Prerequisite:** Sleight of Hand Proficiency Your nimble fingers and agility let you perform sleight of hand. As an action, you can make a [Sleight of Hand](https://stormchaserroleplaying.com/stormchaserRPG/Skills/SleightofHand/) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket. ## Silver-Tongued + +
+ +#### **Cost:** 5 Character Points
**Prerequisite:** Deception Proficiency You develop your conversational skill to better deceive others. As an action, you can attempt to deceive one humanoid that you can see within 30 feet of you, provided that it can also see and hear you. Make a [Deception](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Deception/) check vs the target's passive [Insight](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Insight/). On a success, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have +1d; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, then the target can’t be deceived by you in this way for 1 hour. ## Stealthy + +
+ +#### **Cost:** 5 Character Points
**Prerequisite:** Stealth Proficiency You know how best to hide. If you are hidden, you can move up to 10 feet in the open without revealing yourself, if you end the move in a position where you’re not clearly visible. ## Survivalist + +
+ +#### **Cost:** 5 Character Points
**Prerequisite:** Survival Proficiency You master wilderness lore. You learn the [Alarm](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Warding/#alarm) spell. You can cast it once per long rest. ## Theologian + +
+ +#### **Cost:** 5 Character Points
**Prerequisite:** Theology Proficiency You master the theory and practice of theology. You can cast the [Ceremony](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Warding/#ceremony) spell as a ritual. ## Threatening + +
+ +#### **Cost:** 5 Character Points
**Prerequisite:** Intimidation Proficiency You become fearsome to others. As an action, you can attempt to demoralise one humanoid that you can see within 30 feet of you, provided that it can also see and hear you. Make an [Intimidation](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Intimidation/) check vs the target's passive [Insight](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Insight/). On a success, the target is [Frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) until the end of your next turn. If your check fails, the target can’t be [Frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) by you in this way for 1 hour. diff --git a/Talents/Tool/Other/index.md b/Talents/Tool/Other/index.md index 9c5a210d2..bc345c5b4 100644 --- a/Talents/Tool/Other/index.md +++ b/Talents/Tool/Other/index.md @@ -7,32 +7,60 @@ grand_parent: Talents # Other Tool Talents ## Bypasser + +
+ +#### **Cost:** 5 Character Points
**Prerequisite:** Thieves' Tools Proficiency You pride yourself on your quickness and your close study of certain clandestine activities. You have +1d whenever you make an [Investigation](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Investigation/) or [Perception](https://stormchaserroleplaying.com/stormchaserRPG/General/Perception/) check to detect the nature of a lock. ## Crafter -You have a knack for crafting; you work with greater efficiency and produce goods of higher quality. Select one type of artisan’s tools. You gain the following benefits whilst using it: + +
+ +#### **Cost:** 5 Character Points
**Prerequisite:** Artisans' Tools Proficiency +You have a knack for crafting; you work with greater efficiency and produce goods of higher quality. Select one type of artisans' tools with which you are proficient. You gain the following benefits whilst using it: * When you craft something with the tool you've selected, the total market value you can craft increases by your level in gp/hour. If you have expertise with them, the market value instead increases by 2 times your level in gp/hour. * If you use the tool you've selected to practice a profession during downtime, you can support a lifestyle one higher than you would normally be able to. You can select this talent multiple times. Each time you do so, you must choose a different set of artisan’s tools. ## Entertaining Competitor -You have a natural gift for performing and competing. Select one gaming set or musical instrument. While playing your chosen instrument or game, you can always readily read the emotions of those paying attention to you. During this time, and for up to one minute after completing, you have +1d on [Insight](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Insight/) checks to read the emotions of those you performed for or competed against. + +
+ +#### **Cost:** 5 Character Points
**Prerequisite:** Gaming Set or Musical Instrument Proficiency +You have a natural gift for performing and competing. Select one gaming set or musical instrument with which you are proficient. While playing your chosen instrument or game, you can always readily read the emotions of those paying attention to you. During this time, and for up to one minute after completing, you have +1d on [Insight](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Insight/) checks to read the emotions of those you performed for or competed against. You can select this talent multiple times. Each time you do so, you must choose a different gaming set or musical instrument. ## Gourmand + +
+ +#### **Cost:** 5 Character Points
**Prerequisite:** Cooks' Utensil Proficiency You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits: * As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it. * During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, chef’s kit, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, diseases have disadvantage to attack the Constitution defence of those who partake in the meal for the next 24 hours. ## Herbalist + +
+ +#### **Cost:** 5 Character Points
**Prerequisite:** Herbalism Kit Proficiency You are adept at harnessing the useful properties of herbs and other plants. You gain the following benefits: * As an action, you can inspect a plant within 5 feet of you and determine whether it is edible or poisonous, provided that you can see and smell it. * You can apply herbal remedies to help yourself or your allies recover from maladies. Over the course of a short rest, you can remove one poison or disease from a friendly creature within reach. You must have an herbalism kit and access to local herbs to use this benefit. ## Master of Disguise + +
+ +#### **Cost:** 5 Character Points
**Prerequisite:** Disguise Kit Proficiency You have honed your ability to shape your personality and to read the personalities of others. If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action. ## Vehicle Expert + +
+ +#### **Cost:** 5 Character Points
**Prerequisite:** Vehicle Proficiency You're experienced both on land and sea, be it from time in a navy, as a mercenary, or perhaps even piracy. You have +1d whenever you make an [Investigation](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Investigation/) or [Perception](https://stormchaserroleplaying.com/stormchaserRPG/General/Perception/) check related to vehicles or ships. diff --git a/Talents/Weapon/Focus/index.md b/Talents/Weapon/Focus/index.md index 4c6809331..50532cdad 100644 --- a/Talents/Weapon/Focus/index.md +++ b/Talents/Weapon/Focus/index.md @@ -7,49 +7,85 @@ grand_parent: Talents # Weapon Focus Talents ## Blade Specialist + +
+ +#### **Cost:** 10 Character Points
**Prerequisite:** Martial Blade Proficiency You master blade-type weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it: * As a bonus action, you can take a parrying stance. While you are in this stance and you aren’t wielding a shield, you gain a bonus to Strength or Dexterity defence equal to half your proficiency bonus (rounded up) until the start of your next turn. * You score a critical hit on a roll of 19 or 20. ## Bludgeoning Weapon Specialist + +
+ +#### **Cost:** 10 Character Points
**Prerequisite:** Martial Bludgeoning Weapon Proficiency You master the bludgeoning-type weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it: * Whenever you have advantage on an attack roll and hit, and the lower of the two d20 rolls would also hit, you can attempt to knock the target prone. If the target is no more than one size larger than you (your size or smaller if your weapon has the light property), make a Strength (Athletics) check vs. the higher of the target’s Strength or Dexterity defence. On a hit, the target is knocked prone. * Each round, the first time that you make an opportunity attack, the target has disadvantage on their check to avoid it. ## Crossbow Specialist + +
+ +#### **Cost:** 10 Character Points
**Prerequisite:** Crossbow Proficiency Thanks to extensive practice with the crossbow, you gain the following benefits: * When reloading a crossbow, you can expend your bonus action to reduce the time it takes to load a crossbow by 1 attack. * Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. * When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding. ## Firearm Specialist + +
+ +#### **Cost:** 10 Character Points
**Prerequisite:** Firearm Proficiency You are an expert in the way of the gun. * When reloading a firearm, you can expend your bonus action to reduce the time it takes to load a gun by 1 attack. * If your gun has the caliber property, the distance is extended to 30 feet and the defence threshold for the additional damage die is reduced to 2. * You are proficient in the sacred art of hitting someone with your gun if they get too close. One-handed Firearms gain Bashing (1d4 bludgeoning) and two-handed firearms gain bashing (1d8 bludgeoning), but both still face the Misfire chance on the attack roll. ## Grappling Specialist + +
+ +#### **Cost:** 10 Character Points
**Prerequisite:** Martial Unarmed Weapon Proficiency You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: -* You have advantage on attack rolls against a creature you are grappling. +* You have +1d on attack rolls against a creature that you are grappling. * Failed grapple checks do not result in loss of the grapple or opportunity attacks. * While you are grappling an opponent, you can choose not to roll one of your attacks and deal damage equal to your Strength ability modifier. Each round, the first time that an opponent that you are grappling an opponent, attempts to escape your grapple and fails, you deal damage to them equal to your Strength ability modifier. ## Polearm Specialist + +
+ +#### **Cost:** 10 Character Points
**Prerequisite:** Martial Polearm Proficiency You master polearm-type weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it: * When you take the Attack action, 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 primary attack. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage. If the weapon has the reach property, the bonus action attack does not benefit from this property. * When you take the Attack action, you can choose to forgo one of your attacks. If you do so, your reach increases by 5 feet until the start of your next turn. ## Rifle Specialist + +
+ +#### **Cost:** 10 Character Points
**Prerequisite:** Firearm Proficiency You master the use of firearms with the two-handed property. You gain the following benefits while wielding any of these weapons, if you are proficient with it: -* Whenever you have advantage on an attack roll and hit, and the lower of the two d20 rolls would also hit, you can attempt to snare the target. If the target is no more than one size larger than you (your size or smaller if your weapon has the light property), you may make a Dexterity attack roll vs its Dexterity defence. On a hit, its movement speed is reduced by half until the end of it's next turn. If it's speed was already reduced by half, it is instead reduced to 5 feet. +* Whenever you have a situational +1d on an attack roll and hit, and the lower of the two d20 rolls would also hit, you can attempt to snare the target. If the target is no more than one size larger than you (your size or smaller if your weapon has the light property), you may make a Dexterity attack roll vs its Dexterity defence. On a hit, its movement speed is reduced by half until the end of it's next turn. If it's speed was already reduced by half, it is instead reduced to 5 feet. * Each round, the first time that a creature that you can see misses you with a melee attack roll, you disengage as a free action and move up to half your speed directly away from them. If you encounter an obstacle or hazard, you take the shortest route around it. If this is not possible then you stop. ## Sidearm Specialist + +
+ +#### **Cost:** 10 Character Points
**Prerequisite:** Crossbow or Firearm Proficiency You master weapons with the point-blank property. You gain the following benefits while wielding any of these weapons, if you are proficient with it: * You learn to load and fire your weapon more efficiently. You can now reload these weapons using your object interaction. You must have one free hand to reload. * Whenever you score a critical hit against a living creature that has a head, you can attempt to daze the target. If the target is no more than one size larger than you (your size or smaller if your weapon has the light property), you may make a Dexterity attack roll vs its Constitution defence. On a hit, it is stunned until the end of its next turn. ## Trip Weapon Specialist + +
+ +#### **Cost:** 10 Character Points
**Prerequisite:** Proficiency in Any Weapon with the Trip Property You master weapons with the tripping property. You gain the following benefits while wielding any of these weapons: * As a bonus action on your turn, you can extend your weapon to sweep around and pull down an opponent’s shield. Until the end of that creature’s next turn, it gains no benefit from its shield. * When you score a critical hit with the weapon or hit with an opportunity attack using the weapon, you can attempt to trip the opponent as well. If the target is no more than one size larger (your size or smaller if your weapon has the light property), you may make a Strength or Dexterity attack roll vs its Strength defence. On a hit, it is knocked prone.