Talents


Combat Talents

Agile

Passive ability. Martial talent.

When you choose the agility stance, you may dash twice instead of once.

Destiny Level

Whenever you choose this stance, if you declared this stance the previous round, add 1d6 to all A/D rolls made with this round. Increase the die’s size by one for each time you chose consecutively chose this stance before that.



Assassin

Passive ability. Martial talent.

You have learned the art of killing silently. As an action, you may make a might or agility check against an adjacent humanoid’s agility challenge number. On a success, you either gag them, punch them in the throat, or in some other way remove their ability to speak or shout out. They cannot produce sound for the next minute. If the creature is surprised, you automatically succeed at this check.

Destiny Level

Once per month, you may declare a humanoid to be the target of your assassination. So long as that creature is unaware of your existence and never learns you are an assassin, they remain marked.

Given you spend one month studying the target of your assassination before attempting to kill them, you learn their weaknesses, and gain the following abilities:



Ballad of Björn

Weekly ability. Slow. Gaeic melody.

After playing your instrument for a minute or more, you may choose any number of creatures within 60 feet and in earshot. They lose all levels of frightened and charmed if they had any, and are immune to both conditions for the next 24 hours.

Destiny Level

A mere strum on your instrument is enough to reinvigorate those who can hear it. You may use this ability as an action rather than spending a minute of playing.

In addition, those effected by the spell gain hitpoints equal to the maximum of your presence die.



Backstab

Heart ability. Instant. Martial talent.

If you and another ally are opposite to each other with an enemy directly between you (you can draw a line from a single corner of your space to every corner of the ally’s space such that the line passes completely through the enemy’s space), and the enemy makes an attack roll against your ally, you may add 1d12 to your next melee attack roll against that enemy until end of turn. You must be wielding an ultralight weapon to gain the benefits of this ability.

Destiny Level

You may add 1d20 instead.



Battlefrenzy

Passive ability. Martial talent.

While there are two or more enemies adjacent to you, you have advantage on your attack roll for each enemy adjacent to you.

Destiny Level

Whenever you begin your turn with two or more enemies adjacent to you, you gain a rush point for each adjacent enemy. If this would cause you to exceed your maximum, you may immediately spend your points.



Battlescreech

Heart ability. Quick. Martial talent.

You emit a horrifying, earsplitting screech, terrifying and disturbing your enemies. Choose any number of creatures within 30 feet. Those creatures get D2 on their next A/D roll.

Destiny Level

Those creatures also don’t gain the benefit of the next stance they choose, and gain two levels of dazed.



Battleweave

Passive ability. Martial talent.

Whenever you dash, if you end your dash 10 or more feet away from where you started, you deal damage to an adjacent creature at your new location equal to twice the number of enemies you began your turn adjacent to.

Destiny Level

You may choose to either deal twice as much damage to the target of this ability, or the same amount of damage to every adjacent enemy.



Beast Companion

Passive ability. Handmagic.

Choose an animal. It has a d6/d4/d2/d2 stat block, 20 hitpoints, and a d6 heart die. You can communicate simple ideas with it from a distance using verbal and somatic commands, and can spend an action to magically communicate with it when it is within an arm’s reach. The animal obeys all your commands, and takes its turn at the same time you take yours during combat.

Your companion can only enter engagements that you are already part of. Rather than choosing a stance and rolling a separate attack for your companion, add 2 to your attack rolls when you are in an engagement together.

If your companion dies, you can either perform a major ritual to bring it back to life, as dictated by the GM, or spend a week in the wild hunting and searching for a new animal companion.

Destiny Level

You can see through your companion’s eyes, and hear through its ears. While doing so, you lose the senses on your own body.



Beastmaster

Passive ability. Cognitive talent.

You have advantage on all checks to tame or befriend animals. Wild animals will never target you to hunt if they are only seeking food.

Destiny Level

For each allied creature fighting for you, you get +1 to all A/D rolls.



Beckon

Heart ability. Quick. Handmagic.

Choose a creature within 30 feet. It teleports to a free space in which it can stand that is adjacent to you.

Destiny Level

The range extends to 90 feet instead.



Heart ability. Instant. Handmagic.

When you dash, you may instead teleport to an unoccupied space that you can see within 90 feet.

Destiny Level

So long as you are holding on to someone, they may come with you if they are willing. You can bring up to two creatures at once while using this ability.



Bloodblade

Passive ability. Oath.

Whenever you make an attack roll, you may choose to lose 2 hitpoints and add 3 to your roll.

Destiny Level

You lose 3 hitpoints and add 5 instead.



Bloodoath

Major ability. Slow. Oath.

As an action, you may cut open your hand, taking 20 damage, and utter an oath, swearing vengeance against any creature that you believe has wronged you. You can only have a bloodoath against one creature at a time. While you have sworn vengeance against a creature you always know where the creature is, and whenever you engage with or make an opportunity attack against the creature you gain a rush point at the beginning of the next round.

Destiny Level

You have advantage on A/D rolls against your sworn enemy. In addition, you do not need to use your action to use this ability.



Bloodlust

Passive ability. Martial talent.

Whenever you make an attack roll against an enemy that is not at its maximum heart die, you may give it three levels of dazed, off-balanced, or weakened.

Destiny Level

If that creature is also dazed, off-balanced, or weakened, you have advantage on your attack, and gain 4 hitpoints.



Boundless Fury

Passive ability. Martial talent.

Whenever your melee attack causes a creature’s heart die to fall, you may make an opportunity attack against a different, adjacent creature in range after all other attack rolls in the engagement have been made. You cannot attack a creature you have already attacked this round. You gain three levels of weakened.

Destiny Level

Whenever you reduce a creature to 0 hitpoints, your next attack roll deals an additional 1d10 damage.



Brutal Criticals

Heart ability. Instant. Martial talent.

Whenever you roll the maximum result on any two dice in an attack roll, you may halve the result of the enemy’s defense roll, rounded down. Both dice must be a d6 or higher.

Destiny Level

This ability becomes a passive ability instead.



Burst of Speed

Passive ability. Martial talent.

You may choose to move 50 more feet each turn. If you do, you gain two levels of slowed at the end of your turn.

Destiny Level

So long as you end your movement on the ground, you can run on walls and ceilings while using this talent. Additionally, you don’t provoke opportunity attacks from creatures you pass, so long as you do not pause or interact with the creature while within its melee range.



Careful Shot

Passive ability. Martial talent.

If you haven’t moved since the beginning of your last turn, you may apply two levels of dazed, off-balanced, or weakened with your ranged attacks. Your range is doubled, and you may ignore cover.
Destiny Level

You may instead apply two levels of each condition.



Cat’s Feet

Passive ability. Martial talent.

When rolling agility to avoid fall damage, double your roll. If a creature would be knocked into you, you may instead dodge and have that creature continue past you.
Destiny Level

You automatically succeed any check to avoid falling prone. So long as you are not restrained, you may immediately stand up if you are knocked prone, at no cost of movement, and even during another creature’s turn.



Charge

Passive ability. Martial talent.

Whenever you move 20 feet or more in a straight line towards the enemy and immediately engage them with a heavy melee weapon, they are knocked prone regardless of if they are hit. The enemy must be no greater than one size larger than you. For every 20 feet of distance you charge, you deal an additional 1d6 damage, up to 3d6 damage.

Destiny Level

If they are hit as well as knocked prone, you may make an opportunity attack as well.



Child of Shadows

Passive ability. Handmagic.

While in dim light or darkness, you gain 2 hitpoint at the beginning of each of your turns. You gain darkvision out to 5 feet.

Destiny Level

You gain 4 hitpoints at the beginning of each turn instead.



Choke

Passive ability. Martial talent.

If you would make an attack against an adjacent, restrained creature, you may instead attempt to choke that creature. Make a might or agility check versus the creatures agility or might challenge number (it gets to choose). If the creature is larger, you have disadvantage for each level of size difference. If the creature is smaller, you have advantage for each level of size difference. On a success, you begin choking the creature, dealing 1d6 damage at the start of each of the creature’s turns, or whenever it moves or takes an action.

The creature may attempt to break free of the grapple by spending an action to make a might or agility check versus your might or agility challenge number (your choice). Size has the same effects on advantage and disadvantage, but in reverse. On a success, they are no longer being choked.

You cannot choke creatures that do have a throat.

Destiny Level

You have advantage on checks to choke. When it attempts to break free, it has disadvantage.



Clobber

Passive ability. Martial Talent.

Add 2d4 to your attack roll instead. They gain two levels of slowed.



Cruelty

Passive ability. Martial talent.

Whenever a creature within 10 feet of you takes damage, you may increase that damage by 1.

Destiny Level
Whenever you increase damage in this way, you regain 1 hitpoint.

Cunning

Passive ability. Cognitive talent.

When you choose the cunning stance, they take four levels of dazed, off-balanced, or weakened, instead of two.

Destiny Level

Whenever you choose this stance, if you declared this stance the previous round, add 1d6 to all A/D rolls made with this round. Increase the die’s size by one for each time you chose consecutively chose this stance before that.



Curseweaver

Heart ability. Instant. Oath.

You curse a creature, at the cost of your own life. Choose a creature within 45 feet. You may choose to curse that creature. If you do, take 10 damage, and then choose any number of other creatures within 45 feet. Whenever the cursed creature attacks you or any of the other chosen creatures, it takes 1d4 damage.

Destiny Level

The damage increases to 1d8.



Debts Repaid

Heart ability. Handmagic. Instant.

If you would kill a creature that has given you a lingering injury, remove that lingering injury. You must be the one to deliver the killing blow.

Destiny Level

asdfasdfa sd



Death mark

Major ability. Instant. Handmagic.

Whenever you make an attack roll against an adjacent creature, you may choose to instead reach out a hand to mark the creature for death. The creature remains marked for the next hour. So long as the creature is marked for death, any creature may add 1d4 to its attack rolls against the marked creature.

Destiny Level

When you use this ability, the effect lasts 24 hours. Then choose one:



Destined for Glory

Passive ability. Martial talent.

Whenever any two dice on an A/D roll are the same, add 1d8 to the roll. This cannot trigger more than once per A/D roll.

Destiny Level

Add 2d8 to the roll instead.



Divine Weapon

Major ability. Quick.

Through the favor you hold with your patron, you may channel their power into your weapon, granting it magical properties for the next minute. You may spend a minute in prayer to activate this ability to double its effect. Whenever you use this ability, your weapon takes on features that resemble the values of the patron you worship, and you get +2 on all of your attack rolls.

Destiny Level

You may forgo the +2 bonus that this talent provides, and instead work with your GM to develop a custom weapon ability fitting to your patron. You may take this destiny level multiple times, working with your GM each time you do so.



Dodge and Weave

Passive ability. Martial talent.

Whenever you dash, you get +2 to your next defense roll before the start of your next turn. This can stack multiple times.

Destiny Level

You gain +5 for each dash instead.



Down with the Weak

Passive ability. Martial talent.

Whenever you deal damage in an engagement to an enemy that is weakened you may add 1d6 to your attack roll. The creature takes three more levels of weakened

Destiny Level

You have A3 to hit weakened characters.



Dual Wielder

Passive ability. Martial talent.

You may wield two different weapons simultaneously, allowing you to gain the benefits from attacking with either one. If the weapons deal the same type of damage, you instead gain +2 to attack rolls.

Destiny Level

You gain the bonus from a stance even when attacking someone who chose the same stance as you.



Elaborate Footwork

Passive ability. Martial talent.

Whenever you make an A/D roll against a creature that is dazed, if you chose the agility stance, you get A3 on your roll.

Destiny Level

Your attack also deals an additional 1d6 damage.



First Strike

Passive ability. Martial talent.

Whenever you make an attack roll against a creature with maximum hitpoints, add 1d6 to your attack roll. If you are the very first person to enter an engagement in an encounter, you may make an opportunity attack.

Destiny Level

Whenever you make an attack roll against a creature with maximum hitpoints, they take your choice of three levels of dazed, weakened, or off-balanced.



Focused Fire

Heart ability. Slow. Cognitive talent.

By entering a more meditated state, you can become even more efficient at taking out a creature, at the cost of your skill at attacking others. Choose a creature. For the next hour, you have A2 on attacking that creature, and D2 on attacking all other creatures.

Destiny Level

When you use this ability, you may increase the bonus and penalty to A4 and D4 respectively.



Gambit

Passive ability. Martial talent.

You may declare a non-defensive stance before everyone reveals (allowing other people to change theirs in response). Anyone who attacks you has D2 on their defense rolls during this engagement. You have advantage on your attack roll.

Destiny Level

You have A2 on attack rolls instead, and may add 1d6 to your attack roll.



Grasping Growth

Major ability. Quick. Handmagic.

You cause plants to grow up from the ground, clutching at the legs of those above. Chose a point within 45 feet. Creatures of your choice within 5 feet of that point gain two levels of restrained. They may break free by succeeding in a might check contested by your heart challenge number.

Destiny Level

You may increase the radius by 25 feet, increase the levels of restrained by one, or increase the difficulty of the check by two.



Haphazard

Passive ability. Martial talent.

Whenever you roll a 1 in an A/D roll, the enemy takes 4 damage.

Destiny Level

The enemy instead takes 8 damage.



Hands of the Healer

Weekly ability. Slow. Oath.

True magical healing has a steep cost. You may spend one minute with your hands on another creature with a wound, causing that creature to automatically treat and remove five ranks from any wound. You take 20 damage.

Destiny Level

You may use this ability as an action, rather than spending a minute to perform the ability. Remove all ranks of a single wound instead of just five.



Harass

Passive ability. Martial talent.

Whenever you enter an engagement with one or more enemies that are adjacent to a wall or another piece of impassable terrain, you may choose one of those creatures. That creature cannot take the dash action until the end of the next round, and if that creature attacks anyone besides you in that engagement, you may make an opportunity attack against it.

Destiny Level

The opportunity attack does not cost an action.



Hit ’Em Where It Counts

Passive ability. Martial talent.

You may forgo any number of levels of advantage on an attack roll to instead get +1 to your attack roll for each level you forgo.

Destiny Level

If you have advantage on an attack roll, you gain an additional two levels of advantage.



Hotter Flames

Passive ability. Cognitive talent. Elemental attunement: Fire.

Fire you create uses a d8 to deal damage, rather than a d6. You may continue to take this talent again to increase the die size by one until it has reached a d12.

Destiny Level

By focusing your channeling of heat, you can even melt non-flammable materials. If your damage die is a d8, you can melt non-magical metals at a rate of 1 cubic foot per 10 minutes. If your damage die is a d10, you may also melt non-magical stone at the same rate. If your damage die is a d12, you may melt the same amount of material in only a minute.



Hulking

Passive ability. Martial talent.

You count as one size larger than you are. If you are now size large or larger, you can wield a heavy melee weapon in just one hand. Heavy ranged weapons have their range increased by 30 feet.

Destiny Level

Increasing your maximum hitpoints costs 1 less XP. When you take this destiny level, you gain 1 XP for each time you have increased your maximum hitpoints with XP.



Inspiring

Passive ability. Cognitive talent.

Whenever an ally has a clear line of sight and hearing towards you, they cannot be enraged or frightened unless you suffer one of those conditions as well. Additionally, whenever you are in an engagement, allies in the same engagement take 1 less damage from all sources.

Destiny Level

Once per turn, you may call out encouragement, granting a create within 30 feet one of the following benefits.



Intimidating

Heart ability. Instant. Cognitive talent.

If you reduce an enemy to 0 hitpoints, all enemies within 5 feet of you gain a level of frightened.

Destiny Level

Enemies that are frightened of you cannot enter an engagement with you unless they are joined by at least two other creatures.



It’s Over…

Passive ability. Martial talent.

You have A2 on attack rolls against creatures for every 10 feet of height difference you have over them, up to 30 feet.

Destiny Level

You have A3 on attack rolls for every 10 feet instead.



Juggernaut

Passive ability. Martial talent.

Your move speed cannot be reduced below 40 by nonmagical means. Additionally, your encumbrance score increases to 10 times your might die, and your maximum carrying capacity increase to double that. You must choose the disadvantage on athletics and A/D rolls option when you take penalties for being over-encumbered.

Destiny Level

When you are forced to move, you may instead choose to move half as far. Whenever you are slowed, you are slowed by half as much. Your move speed cannot be reduced below 40.



Last Stand

Passive ability. Martial talent.

You get +1 to your defense rolls for each wound you have. Whenever you gain a wound, gain an additional rush point at the beginning of the next round.

Destiny Level

Whenever you take a wound while using a d4 heart die, you may make an opportunity attack.



Light Footed

Passive ability. Martial talent.

While not wearing any armor or shield, you get +2 on all defense rolls.

Destiny Level

You get +4 instead.



Lucky

Passive ability. Handmagic.

If you would roll in a tie in a contested skill check or A/D roll, add 5 to your result.

Destiny Level

Once per engagement, you may increase or decrease the result of an A/D roll by 1.



Master Wrestler

Passive ability. Martial talent.

Make a might or agility check versus the creatures agility or might challenge number (it gets to choose). If the creature is larger, you have disadvantage for each level of size difference. If the creature is smaller, you have advantage for each level of size difference. On a success, the creature gains a level of restrained. Your movement is decreased by half of its move speed so long as you are grappling it.

The creature may attempt to break free of the grapple by spending an action to make a might or agility check versus your might or agility challenge number (your choice). Size has the same effects on advantage and disadvantage, but in reverse. On a success, they are no longer restrained. You may let go of them at any time. You must have at least one hand free to use this ability.

Destiny Level

They gain two levels of restrained on a successful grapple instead.



Methodical Attacker

Passive ability. Cognitive talent.

If every other creature in an encounter has already been in an engagement this round, or is currently in an engagement, your attacks deal an additional 1d4 damage until the end of the round.

Destiny Level

Your attacks deal an additional 1d8 damage instead.



Mighty

Passive ability. Martial talent.

When you choose the might stance, the defending creature is pushed back an additional 10 feet.

Destiny Level

Whenever you choose this stance, if you declared this stance the previous round, add 1d6 to all A/D rolls made with this round. Increase the die’s size by one for each time you chose consecutively chose this stance before that.



Nimble

Passive ability. Martial talent.

You gain the following abilities:

Destiny Level

If you leave someone’s melee range by dashing, it does not provoke an opportunity attack. You cannot gain the off-balanced from any source.



Quick

Passive ability. Martial talent.

Your movement speed increases by 20 feet.

Destiny Level

You moment speed increases by 20 more feet.



Perfect Defense

Passive ability. Martial talent.

Whenever you roll the maximum result on one of the dice for a defense roll, you may double the result of the other die.

Destiny Level

You have advantage on defense rolls.



Phalanx

Passive ability. Martial talent.

While you have one or more allies adjacent to you, you have A2 on your defense rolls.

Destiny Level

You and one other ally each get A3 on your defense rolls while you remain adjacent.



Predator

Major ability. Quick. Handmagic.

As an action, you may snap your fingers to teleport to a creature you have dealt damage to in the last minute.

Destiny Level

So long as you have dealt damage to them in the last 24 hours, you may use this ability.



Poisoner

Passive ability. Cognitive talent.

So long as you can disguise it as another action, you automatically succeed on any check to slip poison into someone’s food or drink, even while in plain sight of them. This does not guarantee that they will not notice there is poison in their food, only that they will not realize that you are poisoning the food as you do it.

For every 10 times you digest a single type of poison, you develop a slightly higher tolerance for it, and take 10 damage less from every instance of damage it deals.

Destiny Level

You know your poisons. You immediately know if any food or drink you eat contains any poison, as well as all of its properties.



Poisonblade

Passive ability. Martial talent.

You automatically succeed at the application check whenever you attempt to apply a contact poison (or any other substance) to a weapon.

By combining different contact substances, you have found you can combine their effects, for increased potency. If you apply a dose of two or more different types of contact poisons, you may combine their non-damaging effects, and take the damaging effect from any one component poison.

Destiny Level

You have developed the weapon technique to deliver poison more efficiently. Whenever you apply contact poison (or any substance with a contact effect) to a weapon, you may use two doses of each substance used to have the substance take effect possibly beyond the first strike. After each attack, roll 1d6. On a 4, 5, or 6, the poison stays on your blade. On a 1, 2, or 3, the poison is used up.



Push Off

Passive ability. Martial talent.

Whenever you start your turn adjacent to a wall or other piece of impassable terrain you can immediately take the dash action for free. Whenever you use this ability, you get advantage on your next A/D roll made in the same round.

Destiny Level

Whenever you are adjacent to a wall during a round, you may use this ability up to two times.



Rapid Shot

Passive ability. Martial talent.

You can choose to fire your ranged weapon rapidly, at the cost of your accuracy. Whenever you are in an engagement with a ranged weapon and you have multiple valid targets, you may make your first attack roll with an additional 2d6. If you do, treat half of your result, rounded up, as the attack roll against each of two different valid targets. Any penalties for attacking one of them individually apply to your entire roll.

Destiny Level

Roll an additional 4d6 instead.



Reckless Attack

Passive ability. Martial talent.

Upon entering an engagement or making an opportunity attack, but before choosing stances, you may declare this to be a reckless attack. You may add 1d4 to each of your attack rolls until the end of the round. Enemies have advantage on their next attack roll against you until the beginning of your next turn.

Destiny Level

Add 1d8 to your attacks instead.



Reflect

Major ability. Instant. Handmagic.

You bind your stamina to another creature’s. Choose a creature within 30 feet. The next time you take damage, the chosen creature takes half as much damage, rounded down.

Destiny Level

The creature takes as much damage as you take, instead.



Rejuvenate

Heart ability. Slow. Oath.

As an object interaction, you may lay your hands on someone, causing some of their wounds to close up, at the cost of your own health. Choose an adjacent creature. As an object interaction, you lose 10 hitpoints and they gain 10 hitpoints.

Destiny Level

That creature also gains two rush points at the beginning of the next round.



Savage Attacker

Passive ability. Martial talent.

Whenever you push a creature back with a heavy weapon using the might stance, they take an 1d8 damage for every 5 feet of movement blocked by a wall, rather than 1d6.

Destiny Level

This damage increases to 1d10 instead of 1d8.



Searing Blood

Passive ability. Handmagic.

Your blood is infused with eldritch power. Whenever you take a wound, whatever creature wounded you takes 2d6 psychic damage.

Destiny Level

This damage increases to 4d6.



Shield Master

Passive ability. Martial talent.

You have learned how to attack with your shield and use it as a proper weapon itself. Your shield becomes a bludgeoning weapon of weight equal to the weight of the shield. If you would push a creature while attacking with your shield, the target is pushed 5 additional feet.

Destiny Level

You may choose to hunker behind your shield, to increases your defenses. When you take the defensive stance, you take one fourth as much damage, rather than half.



Should Have Thought Twice

Heart ability. Instant. Cognitive talent.

You may use this ability once stances are revealed, but before attack and defense rolls have begun to be made. Everyone must secretly choose a new stance. They may choose the same stance again.

Destiny Level

If a creature chooses the same stance a second time, that creature has disadvantage on AD rolls.



Slippery

Passive ability. Martial talent.

Whenever you make a skill check or saving throw to try to physically dodge a trap or an area effect, you may choose to first dash and fall prone. Whenever you make a skill check or saving throw to avoid or escape being restrained, you may choose to replace the result of either die with its maximum, after rolling.

Destiny Level

Once per round, if you roll doubles on a defense roll, you may choose to move 5 feet. If you are no longer a valid target for your attacker, you do not take damage. This movement does not provoke opportunity attacks from your attacker.



Staggering Blows

Passive ability. Martial talent.

Whenever you roll the maximum on one of the dice in your attack roll, the defending creature takes three levels of off-balanced.

Destiny Level

The target is also knocked prone.



Sundering Blows

Passive ability. Martial talent.

If you deal 10 damage or more with a heavy melee weapon, you may apply two levels of sundered to the enemy.

Destiny Level

This ability affects enemies that have natural armor as well. If the creature has no more defense bonus, your attack instead deals 1 additional damage.



Take Advantage

Passive ability. Cognitive talent.

Whenever an enemy has two or more levels of weakened, dazed, or off-balanced, or has two or more conditions affecting it, you have A2 on your attacks against them.

Destiny Level

You instead get a number of levels of advantage on your attack rolls equal to the total number of conditions affecting the defending creature, or the maximum number of levels of any one condition the creature has, whichever is greater.



Target the weakness

Heart ability. Instant. Cognitive talent.

After entering an engagement, but before anyone declares stances, you may use this ability. Announce a stance, and a creature in the engagement. Once stances are revealed, any attack roll against the creature made using the announced stance ignores half of the target’s defense roll.

Destiny Level

Ignore the creature’s entire defense roll instead.



Trip

Heart ability. Quick. Martial talent.

If you are adjacent to a creature that is no more than one size larger than you and has two or more levels of off-balanced, you may trip the creature, knocking it prone.

Destiny Level

The creature only requires one level of off-balanced to be tripped. It takes 2d6 damage when it falls.



Tumble

Heart ability. Martial talent. Instant.

When you choose the agility stance, if you are allowed to dash, you may do so before those who chose the cunning stance attack.

Destiny Level

Whenever you dash in this manner, you can dash through another creature’s space. If you do, you may add 1d8 to your attack roll if you then attack that creature.



Unarmed Combatant

Passive ability. Martial talent.

Your fists count as light weapons.

Destiny Level

You may use your fists as heavy weapons.



Whirlwind Strike

Major ability. Instant. Martial talent.

When you make an attack roll against an enemy using a melee slashing weapon, you may make the attack a whirlwind attack. If you do, creatures of your choice within melee range must make a defense roll against your attack roll and take the damage as well. This only counts as making one attack.

Destiny Level

This ability becomes a heart ability instead.



Whispers of Madness

Heart ability. Slow. Handmagic.

As an action, you may lace otherworldly whispers into the mind of your target. They gain a level of dazed and shaken for the next minute as they try to remain focused.

Destiny Level

You may repeat this action each consecutive turn after using this ability, up to three times total. Each time you do so, the target creature gains another level of dazed and shaken.



Noncombat Talents

Ancient Visions

Weekly ability. Slow. Handmagic.

You may touch an object to see its past. Choose one:

Destiny Level

In addition, you may ask the object any question about its past. The object will answer the question truthfully.



Deoric Linguist

Passive ability. Cognitive talent.

You have A2 on checks to learn Deoric domains, cast Deoric spells, and interact with the Deoric language in any way.

Destiny Level

You may use books that include spells consisting of domains of any level that is higher than your existing rank in order to learn those domains.



Call of Delorn

Monthly ability. Slow. Gaeic melody.

You play a song, making a plea to the wilds for their help. After playing your instrument for an hour or more, a friendly, non-sentient animal comes to your aid. The animal is not your servant, but will do its best to help you in any way that does not put itself in danger. You may communicate with it through your song, though the animal cannot communicate back. The animal remains in your aid for the rest of the day.

Destiny Level

You may choose for a sentient creature, including other humanoids, will answer your call instead. They feel a strong compulsion to help you for reasons they cannot identify, so long as you do not drive them away with your words or actions.



Cast Thoughts

Passive ability. Handmagic.

By pointing your index finger at a person, you can project your voice into their mind. They hear the words as if spoken in your voice. They know the voice is not being spoken aloud.

Destiny Level

You may make the words come out in any voice you’ve heard before, and you do not have to point. They may communicate back in the same way if you choose to allow them to.



Cold Read

Major ability. Cognitive talent.

You can suss out information from someone even without them knowing. If you spend 10 minutes talking with someone, you may ask the GM one thing about them that they aren’t trying to hide from the following list:

If you wish, you may press further and make a presence check contested by their cunning challenge number. This check is made with disadvantage if they are unfriendly or hostile towards you. On a success, you learn any one specific piece of information that the target knows and is not actively hiding. On a fail, they know that you are fishing for information about your topic.

Destiny Level

You do not make this check with disadvantage against unfriendly creatures, and you make the check with advantage if it’s against a friendly or neutral creature. In addition, if you fail, the creature does not know that you were probing for details on your topic.



Cryomancy

Passive ability. Cognitive talent.

Elemental attunement: Water. You may freeze and melt water up to a quantity and range equal to your water creation and manipulation limitations. You cannot freeze water in the same space as another creature.

Destiny Level

Your attacks inflict one level of slowed.



Dancing Fingers

Passive ability. Handmagic.

As an action, you can make a small object (less than a couple pounds, no bigger than your hand) disappear on your person so long as you are wearing clothes and your hands are free. You can carry up to 20 slots of items in this way. In addition, once per day, you may produce any non-unique, inexpensive item from upon your person.

Destiny Level

You have A4 on all attempts to perform any sort of sleight of hand.



Divine Consult

Monthly ability. Slow. Cognitive talent.

You are capable of limited communication with the daemon you worship. You may ask one yes or no question of the daemon. The GM must either answer it truthfully, or you may put 1 XP into the experience bowl. You cannot use this ability more than once per session, and you cannot ask the same question again, regardless of if the GM answered your question.

Destiny Level

Rather than ask a yes or no question, you can ask any question, and get no more than a couple of words in answer.



Dream Thief

Passive ability. Handmagic.

By spending one minute concentrating on the mind of someone else within 10 feet, you can pull thoughts from their mind. Make a contested cunning check against another character. On a success, you may ask one yes or no question about what they are thinking. On a failure, they know that you tried to break into their mind. You cannot steal dreams from the same character more than once a day.

Destiny Level

You only require a few seconds of concentration in order to use this ability. Additionally, on a success, you may ask a follow up question.



Druid’s Step

Passive ability. Handmagic.

So long as you are walking on unaltered, natural terrain, you may ignore difficult terrain, you cannot be tracked if you do not wish to be, and your move speed increases by 20 feet.

Destiny Level

Your move speed bonus increases by another 20 feet. You gain a 20 foot swim speed, and can climb any tree with a 10 foot climb speed.

Whenever you move, you may move directly through trees and other large plants.

If you have the destiny level of the Druid’s Touch talent, you gain a move speed of 20 feet so long as you are transformed as a plant.



Druid’s Touch

Passive ability. Handmagic.

As an action, by touching a plant, you can cause it to grow as much as it would in one year over the span of one minute. You may direct its growth, so long as growing in such a way would not kill the plant.

You can cause a plant you are touching to slowly change its shape as you command, so long as its new shape would not hurt the plant.

Destiny Level

As an action, you can meld with a tree, or other, equally large plant. By doing so, your body and gear disappears, and your spirit inhabits the wood of the tree. You can sense your surroundings out to a range of 45 feet.

While transformed as a tree, you maintain the stats of your untransformed character, though your defense becomes 8, and you may double your current and maximum hitpoints. You are also incapacitated, and cannot speak. You may transform back to your original form as an action.



Druid’s Voice

Passive ability. Handmagic.

You can communicate with plants, so long as you are touching them. Plants recognize you as an ally, and will generally be willing to help in any way they can.

Destiny Level

If you speak in an area of dense vegetation, such as a forest, plains, or garden, you may choose for your voice to carry as whispers in the blade of grass or leaves on the trees to everywhere within the reaches of that vegetation, up to a 100 mile radius. Likewise, you may choose to listen to any sounds or voices within 100 miles, so long as you are both in the same larger body of dense vegetation.

If you have the destiny level of the Druid’s Touch talent, you may speak while transformed as a plant.



Elemental Affinity

Passive ability. Cognitive talent.

Choose an element. You gain a basic level of attunement with that element, or gain an advanced level of attunement with an element you already have a basic attunement with. You may take this talent multiple times.

Destiny Level

You may wait one fewer long rest before casting a spell from this element again. You cannot take this destiny level multiple times for the same element.



Everything has a price

Monthly ability. Slow. Handmagic.

If you touch someone, you may force them to be willing to sell any item to you. They will not necessarily be willing to sell it for a price that you desire, but if they would not have otherwise been willing to sell the item, they are now.

Destiny Level

When you touch someone, you know with certainty for the next 24 hours when they are bluffing about anything related to prices, markets, risk, and gambling.



Explorer

Passive ability. Cognitive talent.

Adventuring and unexpected difficulty has taught you how to prepare for any situation. Allocating free slots of inventory does not cost destiny points.

In addition, at any time, you may choose to allocate 10 slots of inventory space as “adventuring gear”. When you do so, choose one from the following list of benefits. You can only choose each benefit once, and the slots remain allocated until you reach a location where you can resupply and change out your equipment.

Destiny Level

You may choose each option more than once, to grant additional levels of advantage on navigation checks, or give other people the benefits of shelter and a straw bed.

Additionally, you have finely tuned your sense for where there may be more to discover, and what you might find. Once per month, while exploring a location unfamiliar to you, you may declare that there is more to be discovered. Then name either ruin, settlement, or natural wonder, and choose a direction that you have not been in before. Whatever you named is located somewhat closely in the named direction. The GM may ask you to choose a different direction, or a different discovery.



Fast Friends

Heart ability. Quick. Handmagic.

Choose two creatures. They have D2 on attack rolls against each other for the next 10 minutes.

Destiny Level

Instead, only one of those creatures of your choice has disadvantage on its attack rolls.



Fate’s Mercy

Passive ability. Handmagic.

At the start of each day, roll 1d4. On evens, you are lucky for the day, and may add half of your result to all rolls you make today. On odds, you are unlucky, and must subtract half of your result, rounded up, from all rolls you make today.

Destiny Level

Each day, you may choose between rolling 1d4, 1d6, or 1d8.



Glassy Touch

Passive ability. Handmagic.

By molding and sculpting the air, you can create and shape intricate, small objects out of glass from thin air. These objects must be no greater than a 1-foot cube, and they will evaporate into air again if you create another object. You can achieve nearly any level of detail with the objects, but with more complexity, the object will take more time to make.

Destiny Level

The size limit on the object increases to a 5-foot cube.



Grip of the Kraken

Heart ability. Slow. Handmagic.

While holding a single, non-living object of homogenous material in your hand, you can choose to make it immovable. It remains transfixed in space in relation to the nearest ground beneath it until you let go of it.

Destiny Level

You may choose whether the object remains fixed in relation to you, or your immediate surroundings.



Hand Sight

Passive ability. Handmagic.

When you touch an inanimate object, you may choose to mark it. While marked, you can see, hear, and smell from the point on the object that you touched. While sensing through the object, you cannot sense through your own senses. The object remains marked until you mark another object.

Destiny Level

You may mark up to three objects at a time, and the source of your senses can originate from any point on the object within 5 feet of where you touched it.



Hate

Passive ability. Cognitive talent.

You feel a deep loathing towards a certain type of creature or individual. You have A2 on all checks to find and learn more information about this type of creature or individual, and you have advantage on attack rolls against them if they are an individual. If the creature is an individual, you may exchange this talent for any other talent when you kill the individual. You may take this talent any number of times, though you must choose a different target each time.

Destiny Level

You have advantage on all checks related to hindering your target, and you gain advantage on defense rolls if the target of your hate is a specific individual. If the creature is an individual, you may replace this talent with a new talent and a destiny level for any talent you already have.



Holmesian Logic

Passive ability. Cognitive talent.

Whenever you spend 10 minutes examining a creature, object, or location, you can produce a random fact about the thing, pertinent to a topic of your choice. You cannot identify anything more using this talent until a significant amount of new information presents itself. You do not forget the knowledge contained in any information you read or hear.

Destiny Level

When you use this ability, you may also ask one yes or no question about the thing you see, which the GM must answer. It must be something factual, rather than a question about an opinion or belief.



Hymn of Peace

Monthly ability. Slow. Gaeic melody.

As an action, you may begin playing this song. So long as you are playing this song, no creature within 120 feet and in earshot can intentionally harm another creature. You may continue playing up to one hour. When you stop playing, the effect takes 1 minute to wear off.

Destiny Level

If creatures effected by this spell were not already attacking each other, then those effected by the spell cannot attack each other for the rest of the week.



Hypnotic tune

Weekly ability. Slow. Gaeic melody.

As an action, you may begin playing this song. So long as you are playing this song, creatures within 120 feet and in earshot cannot move or take actions, so long as they are are not being attacked, and are not in obvious danger. You may continue playing up to one hour. When you stop playing, the effect takes 1 minute to wear off.

Destiny Level

Even if a creature is being attacked, or is in danger, it still cannot move more than half of its speed each turn, so long as it is within the effects of the spell. In addition, you may play this song for up to twelve hours.



Ideological Leader

Passive ability. Cognitive talent.

You have a cause, and you are good at rallying those around you to it. If you spend ten minutes talking to a crowd of ten or more, you convert 1/10th of the people who are at least one level of influence lower than you into followers. You have advantage when trying to persuade your followers to take an action that aligns with your ideology.

Destiny Level

Your rhetoric is so strong, you can convert 1/4th of a crowd to followers, rather than 1/10th.

When you take this destiny levl, you may also choose and describe how you gain one devotee to your ideology. You may take this destiny level multiple times.



Keen Eye

Monthly ability. Slow. Cognitive talent.

When you make a perception check, you may declare one thing that is unusual but nearly unnoticeable about the current scene. It must be an addition to the scene, not a change to what’s already happening. The GM may then declare one additional thing, modifying your stated fact.

Destiny Level

You may add one detail to whatever thing you notice.



Medic

Passive ability. Handmagic.

You have advantage when making cunning checks to treat wounds. Whenever you successfully treat a wound, reduce its rank by one.

Destiny Level

Reduce a successfully treated wound’s rank by two instead of one upon treatment. Even if you fail to treat a wound, its rank does not increase that night.



Memories Fading

Weekly ability. Slow. Handmagic.

You may alter the thoughts and memories of a non-hostile creature that you touch. You may replace up to one minute’s worth of memories made by that creature from the last ten minutes with whatever memories you wish. You gain 3 levels of dazed until you take a long rest. They are unaware of any magic occurring.

Destiny Level

You may instead replace one hour’s worth of memories from the last day.



Metallurgy

Passive ability. Cognitive talent. Elemental attunement: Earth.

You may add iron and steel to the list of materials you can sense and manipulate through your earth attunement abilities.

Destiny Level

Whenever you are hit with a melee weapon made of iron or steel, you may catch the blade in your hand, warping and bending it in your grip. All future uses of the weapon deal 1 less damage. This ability stacks.



Misty Illusions

Passive ability. Cognitive talent. Elemental attunement: Water.

You can manipulate the water in the air to create realistic illusions. As an action, you may make an illusion of a single object up to a range and total amount of space equal to the restraints on your ability to create and manipulate fog through your water attunement. It cannot be seen through, and creatures will not realize that it is an illusion until they have interacted with it in some way, at which point the illusion fades from their sight. Illusions can be hidden behind if the illusion is of another object; they cannot be illusions of darkness, or empty space.

If a creature has reason to suspect it is an illusion, such as if something suddenly appears or disappears, they may make a cunning check contested by your cunning challenge number. On a success, they see through the illusion.

Destiny Level

By agitating the molecules in the air, you can also cause the illusion to emit realistic sounds of your choice. You may manipulate the image and sounds with an object interaction.



Nature’s Child

Passive ability. Handmagic.

You can sense basic intentions and communicate simple ideas with wild animals. When you take this talent, you may choose to limit this ability to only one type of wild animal, such as ravens, spiders, or wolves. If you do, those creatures will never attack you and you have A3 on all interactions with those creatures.

Destiny Level

As an action, you can summon forth wild animals in a mile radius. If you have chosen a specific animal, you gain exclusively that animal instead.



Necromancy

Major ability. Slow. Oath.

Through ritual magic, you know how to raise the undead. By sacrificing a creature, you can reanimate another creature of the same type. The ritual takes one hour, and at the end you have a creature with stats identical to the dead creature, with the same might die, d2 cunning, agility, and presence dice, half as many hitpoints, and no ability to communicate. It loses any special combat abilities it had, and obeys any orders you give it to the best of its ability. You can have no more than one undead creature under your control.

Destiny Level

You may create up to three undead servants with this talent.



Observant

Passive ability. Cognitive talent.

You have A4 on cunning checks to notice things.

In addition, so long as you can see someone’s lips and understand the language they are speaking, you know what they are saying, even if you can’t hear them.

Destiny Level

Hidden attackers cannot make opportunity attacks against you, you do not suffer any penalty from attacking an obscured enemy, and obscured enemies gain no advantage when attacking you.

In addition, if you spend your action watching a creature fight for there rounds or more, you learn the creature’s strengths and weaknesses, and have advantage on all A/D rolls made against that creature.



Oracle

Weekly ability. Slow. Handmagic.

As an action, you may choose creature other than yourself. That creature’s next roll is replaced with the maximum result on each of the dice, and a complication occurs. At any time, the GM may replace any one of your next rolls with the minimum possible result. The GM may not do so again until you use this ability again.

Destiny Level

This no longer takes an action.



Pinky Swear

Passive ability. Handmagic.

While the smallest finger of your hand is interlocked with the smallest finger of another person’s hand, neither you nor that person can knowingly utter a lie.

Destiny Level

While your fingers are intertwined, both people are compelled to speak truthfully. They cannot withhold information.



Planestep

Weekly ability. Slow. Oath.

You may teleport to another plane. You take 90 damage. If this causes you to take a lingering injury, your lingering injury is “Planar dizziness” at rank five, and it affects your ability to concentrate and think straight. Should you get this same lingering injury again, increase its rank to five, and reroll the d6 to determine how long the aspect takes to decay.

Destiny Level

You take 50 damage instead.



Precognition

Major ability. Instant. Cognitive talent. Elemental attunement: Time

For a moment, you see the action of a creature right before it makes it. Choose one:



Rope Servant

Passive ability. Handmagic.

If a single, contiguous piece of rope is held in your hands, it can be controlled in any way you wish, as if it were an extension of your arm, including floating straight up. It is not strong or dexterous enough to wield a weapon. The control persists only while you hold the rope. The rope can be of length up to 50 feet.

Destiny Level

The rope becomes unbreakably strong while being held, and it can extend up to 200 feet long.



Runescribe

Passive ability. Cognitive talent.

If you have aspect 4 or higher in runescribing or a similar aspect, you may now begin making handmagic signs. If you spend a week studying and practicing with a sign that you can readily see, you can memorize that sign and tattoo hands with that sign in the future. It requires 1 oz of titan blood and titan bone, which equates to about half the price of getting a new handmagic sign.

Destiny Level

If you have aspect 5 or higher in runescribing or a similar aspect, you may make the additional modifications to a handmagic sign to make its destiny level upgrade. You must spend a week studying and practicing before memorizing and inscribing the destiny level version of a sign.



Siren’s Song

Weekly ability. Slow. Gaeic melody.

After playing your instrument for a minute or more, all creatures within 60 feet and in earshot are enthralled with your performance, and struggle to pull their gaze away. So long as you play and they are not in obvious danger, they will approach you up to 10 feet, and will not pull their gaze from you. They have D3 on checks to notice their surroundings.

Destiny Level

The range of your song increases to 120 feet. In addition, you may choose to exclude individuals from the collection of creatures you enthrall.



Smooth Talker

Passive ability. Cognitive talent.

Whenever you speak, your words come out like smooth butter. You have A2 on presence skill checks to persuade, intimidate, and deceive.

Destiny Level

Choose persuasion, intimidation, or deception. Whenever you make a skill check in that category, before you roll, you may choose to instead use the maximum result of your presence die rather than rolling.



Song of Rage

Weekly ability. Slow. Gaeic melody.

After playing your instrument for a minute or more, you may choose a creature within 60 feet and in earshot. It feels an inexplicable dislike towards a creature of your choice. If they were close, they become neutral. If they were friendly, they become unfriendly. If they were neutral or unfriendly, they become hostile, and potentially violent. This effect lasts for the rest of the day.

Destiny Level

That creature gains three levels of enraged towards that creature until the end of the day.



Song of Desire

Weekly ability. Slow. Gaeic melody.

After playing your instrument for a minute or more, you may choose a creature within 60 feet and in earshot. It feels an inexplicable amiability towards a creature of your choice. They cannot willingly attack that creature unless that creature acts with hostility towards it. If they were hostile, they become neutral. If they were unfriendly, they become friendly. If they were neutral, they become close. This effect lasts for the rest of the day.

Destiny Level

That creature gains three levels of charmed towards that creature until the end of the day.



Song of Rest

Monthly ability. Slow. Gaeic melody.

After playing your instrument for an hour or more, creatures that can hear you gain the benefits of a successful long rest.

Destiny Level

Those creatures gain the benefit of two long rests, instead.



The Spider

Passive ability. Influence.

You have a network of spies and informants at your fingertips. Once per day while within a city within the range of your influence, you may meet with your informants to learn what is going on around town. You may ask two unique questions of the GM. If you meet with them again after a day or more, your spies return with answers. The GM answers one of your questions truthfully, and either gives false information about the other, or else doesn’t answer it at all. Any information that fewer than 25 people know about cannot be answered by your spy network.

Destiny Level

You may ask up to three questions, and may ask questions with answers that are known by no fewer than five people. The GM must truthfully answer two of the three questions.



Smell something Fishy

Heart ability. Cognitive talent.

When investigating the location of a mystery or crime, you may ask the GM if there are any undiscovered clues related to a question of your choice about whatever event occurred in your location. The GM must answer truthfully.

Destiny Level

When investigating a mystery or crime, or when interrogating a suspect, you may posit a hypothesis about what happened to the GM. Then, the GM rolls a d4. On a 2, 3, or 4, the GM must nod their head if you are right, and shake their head if you are wrong. On a 1, the GM must do the opposite.



Stargazer

Weekly ability. Slow. Oath.

As an action, if you can see the stars, you may use this ability. You may ask one yes or no question about the past, present, or future. You take 20 damage, and the GM will do their best to answer your question.

Destiny Level

You may choose to take three wounds instead. If you do, you may ask any question that has a one word answer.



Still Fresh

Passive ability. Martial talent.

If you are at your maximum heart die size, you may reduce the number of levels of dazed, off-balanced, or weakened applied to you by two each turn, rather than one.

Destiny Level

You cannot be dazed, off-balanced, or weakened while your heart die is still at its maximum.



Two-faced

Passive ability. Handmagic.

You have a second face that you can switch in between by passing a hand over your face. Its features are up to you to describe. It is always the same face, and it requires an action to perform this ability.

Destiny Level

Your face can change to any face you’ve seen before when you use this ability.



Voice actor

Passive ability. Cognitive talent.

You can imitate voices nearly perfectly. Additionally, you can produce any sound you have heard before, so long as it is within your normal vocal volume. A CN 12 cunning check will reveal imperfections in your imitation.

Destiny Level

You can speak and produce sound without moving your mouth or lips. You can throw your voice up to 15 feet. The CN for identifying your mimicry increases to a 14.



Waltz of the Weissenkauer

Weekly ability. Slow. Gaeic melody.

You play a macabre and sinister tune. After playing your instrument for a minute or more, all creatures within 60 feet and in earshot gain one level of frightened towards you for the rest of the day.

Destiny Level

You may choose for them to gain three levels of frightened instead, and you may choose to exempt creatures from the effects.



Witch Brewing

Major ability. Cognitive talent.

By mashing up bark, roots, some berries, and other ingredients from the wilderness, you can create pastes and potions with variable effects. Brewed items go bad after one day, at which point they have no effect. Brewing a potion requires a fire and 10 uninterrupted minutes of preparation. When you forage, you may forgo a day’s worth of rations gathered to instead gather ingredients for your potions.

When you brew, choose one - Misty Sights: This paste will incites a visions when chewed up and eaten. Upon consumption, choose one subject. You then have a series of three visions, one from the past, one from the present, and one of the future. One of those vision will be of your chosen subject. Those visions may be vague or ambiguous. - Ghost Brew: If you consume this potion, you take three levels of dazed and can see onto the ethereal plane for the rest of the day. The levels of dazed end when the day ends. Consuming this once every day for seven consecutive days transports you to the ethereal plane. - Crow’s Breakfast: When poured out into a bowl, any crows in the area will come to drink over the course of the next hour. Crows that drink gain the ability to speak common until midnight or noon, whichever is soonest.

Destiny Level

You may brew the additional, following potions:



Worldly Traveler

Occasional ability. Slow. With GM approval.

You have traveled the world and met many, many people. When you meet someone who the GM describes as someone you’ve never met, you may choose to claim some connection to them. If you do, the GM will explain how you recognize them, and the nature of your connection. This connection may be as distant as “you saw them drinking in a bar in a neighboring country”, or as close as, “this woman bears a strong resemblance to the thief you killed earlier today, and you suspect she is his sister”. It is possible there is no feasible connection between you and this person. In this case, you may either regain the use of this ability, or take three destiny points. You cannot use this ability to claim connections with people more influential than yourself.

Destiny Level

Rather than claim a connection to someone you meet, you may use this ability before actually running into someone. For example, while at a bar in a foreign country, you could claim that you knew a weapon enchanter who lived in this area. If the GM also believes this to be plausible, your connection becomes real (though their location and condition may have changed since the last time you talked with them). If the GM doesn’t believe this to be reasonable, you may choose not to use this ability.




Last modified: Mon Oct 21 05:04:02 2024