Rook Wed Oct 19, 2016 10:51 pm
Talent Powers
Healing as a first choice (Primary)
Healing touch - (Wisdom modifier x level) + proficiency bonus (so, 5 at start, then 8, 11, and 18)
Protective ward - bonus equal to Wisdom modifier (so, +3 at start, and +4 at 4th level)
Healing as a second choice (Secondary)
Healing touch - (Wisdom modifier x level) + proficiency bonus (so, 4 at start, then 6, 8, and 14)
Protective ward - bonus equal to Wisdom modifier (so, +2 at start, and +3 at 4th level)
Healing touch can be used once per long rest. It requires touch and costs an action. Any amount of hit points can be healing in a single action. It requires no additional components.
Protective ward is a bonus to armor class and saving throws. As a default, the character with the Healing Talent receives the benefit of the protective ward, but as an action and by touch they can give it to another character, and it stays with them until they choose to end it.
Magic as a first choice (Primary)
4 cantrips - Light, Fire Bolt, Mage Hand, and Minor Illusion
Sense magic
Proficiency in Perception (so, +2 at start and +3 at 4th level)
Magic as a second choice (Secondary)
2 cantrips - Fire Bolt and Mage Hand
Sense magic
Proficiency in Perception (so, +2 at start and +3 at 4th level)
Cantrips can be cast any number of times. It costs an action. The range, damage, etc. are as per the Player's Handbook.
Sense magic is a continual detect magic within a 30' radius. It does not reveal school but can reveal relative strength of magic.
Proficiency in Perception gives Magic Talent characters a chance to notice things by simply being around them. Perception is a Wisdom-based skill, so this will vary considerably across characters (Healing-Magic types will have +5, while some (Weapons-Magic?) will only have +2).
Nature as a first choice (Primary)
Speak with all animals
Camping skills
d8 hit dice (instead of d6)
Begin game with a cat, dog, or bird animal companion
Nature as a second choice (Secondary)
Speak with one type of animals (cats, dogs, birds, reptiles, horses, etc.)
Camping skills
Speak with animals works on all non-magical creatures and may have limited success on animal-like monsters (e.g., Worgs, Pegasi, Unicorns).
Camping skills include being able to start a fire, forage for food and water, create/find shelter, and determine North with no meaningful tools.
The animal companion (for Nature Primary's only) is a normal cat, dog, or bird with no special abilities but a unwavering loyalty to the character.
Sneaking as a first choice (Primary)
See in the (non-magical) dark
Stealth expertise - double proficiency bonus + Dexterity modifier (so, +7 at 1st level, +10 at 4th level)
In combat, Sneaking characters act first each round
Sneaking as a second choice (Secondary)
See in the (non-magical) dark
Stealth expertise - double proficiency bonus + Dexterity modifier (so, +6 at 1st level, +8 at 4th level)
In combat, Sneaking characters add their Dexterity modifier twice to initiative (so, +4 at 1st level)
See in the dark is darkvision (pg 183 of Player's Handbook).
The "act first" modifier only applies in the first round when the Sneaking Talent character is not surprised. (Initiative in 5th edition is rolled once and then play continues in that order. I may revert to older edition rule of roll each round for Apprentice.) If two Sneaking Talent characters are in the same group, they roll initiative against each other but they are still ahead of all non-Sneaking Talent characters.
Weapons as a first choice (Primary)
One melee weapon that does d6 damage and one ranged weapon that does d6 damage
Damage advantage on each attack action
Use of a shield (+2 to AC)
d8 hit dice (instead of d6)
Weapons as a second choice (Secondary)
EITHER one melee weapon that does d6 damage OR one ranged weapon that does d6 damage
Damage advantage on each attack action
Damage advantage only applies to attack action and not surge (which they'll get at 2nd level)
Both ranged and melee weapon will use Strength bonus modifier for to hit and damage.
[DESIGNER NOTE - I don't think Secondary Weapons is good enough, but I'm not sure how to balance. As is, Primary Weapons will get +5 to attack and deal d6+3 damage with advantage on the roll, and Secondary Weapons will get +4 to attack and deal either d6+2 or d4+2 damage with advantage on the roll. This is compared to any non-Weapons Talent which will be d4+0 or d4+1 damage. Maybe it is enough.]