PhoenixPhyre
2022-09-02, 11:27 PM
This is an expansion of the Weapon Talent thing I've been working on for a while. The full document is here (google doc) (https://docs.google.com/document/d/10_-Jh32QinqyekT3qPcI68KSqk0mG7yMdvVxtAQ2tms/edit?usp=sharing).
The idea is that everyone gains "Talents" at particular class levels. These Talents can be used to climb (very short) chains for either weapon groups or ability scores/skills. The benefits are mostly passive and/or "once per turn" (for the combat talents). The number gained is inversely proportional to the amount of casting your class+subclass grants--people without any Spellcasting (or Pact Magic) feature gain enough talents to fill out two talent chains and start a third (7 total over 20 levels, roughly 1/3 levels). Proper full casters (other than war cleric, valor bard, swords bard, and blade-boon warlocks) only gain 1 talent at level 7. Talents in a chain must be taken in order--the number is the number of talents that must be invested to gain that benefit. Benefits are cumulative within a chain.
Class-based spell-slots (including sub-class and mystic arcana)
Class levels at which you gain talents
None
1, 4, 7, 10, 13, 16, 19
Up to 4th level spells (1/3 caster) + ranger
1, 5, 9, 13, 17
Up to 5th level spells (1/2 caster other than ranger)
3, 8, 13, 18
War cleric, valor bard, swords bard, Warlock (pact boon: blade only)
6, 12, 18
Up to 9th level spells (full caster + other warlocks)
7
Reasoning--casters get spells. Non-casters have more time/energy to learn other nifty things. Plus...non-casters deserve nice things.
Note: These replace the weapon feats in their entirety--CBE, SS, PAM, GWM, Dual-Wielder. Mage Slayer is superseded by Mage Bane talent group.
The full list of weapon groups is in the document. Not going to put it here.
Chopping Weapons
1. Once per turn when you hit with an attack from a chopping weapon, you can choose to reroll the damage dice and take the higher result.
2. When you attack a creature with a chopping weapon and have advantage on the attack, you score a critical hit on a 19 or 20. If you have the Improved Critical feature, the range for critical hits increases by one instead.
3. Once per turn when you take the Attack action and hit with a chopping weapon, you can cause an additional creature within your weapon reach to take damage equal to twice the ability modifier used for the attack.
Bow
1. You are no longer at disadvantage on attacks up to the far range or against prone targets when you use a bow.
2. Once per turn when you hit with a bow, you can force the target to make a CON save against a DC of 8 + your Dexterity modifier + Proficiency. On a failed save the target takes 1 damage for every 5 feet they move until the end of their next turn.
3. Once per turn when you take the attack action with a bow you can choose to attempt to strike a vital area. If you do so, make the attack as normal but the target’s AC increases by 5 against this attack. If it hits, choose one of the following effects:
3a.The damage dealt increases by two of the weapon’s damage dice.
3b. The target cannot take any actions or reactions until the end of its next turn.
3c. The target’s speed is zero until the end of its next turn.
Crossbow
1 You are no longer at disadvantage when making ranged weapon attacks with a crossbow when an enemy is within 5 feet of you.
2 You ignore the loading property of crossbows. Once per turn when you attack with a crossbow, the bolt pierces many targets. Make an attack roll and compare it individually against the AC of all creatures on the line connecting you and a target within range. Targets that are hit take the normal damage from the attack.
3 Cover is reduced by one step-- ¾ cover to half-cover, and half cover to no cover when you use a crossbow.
Crushing
1. Once per turn when you hit with a crushing weapon, the target’s movement speed is reduced by half of its original value until the end of your next turn. This speed reduction does not stack if the target is hit by multiple people with this talent or with itself. Additionally, one-handed crushing weapons count as finesse weapons for you and you can apply sneak attack damage (if you have that from a class feature) to attacks made with them.
2. Once per turn when you hit an enemy with a crushing weapon you can take the Shove action against them without using an action and without the normal size restrictions. The target has disadvantage on the opposed ability check to resist this action.
3. Once per turn when you hit an enemy with a crushing weapon, you can force them to make a Constitution saving throw against a DC of 8 + your attack modifier for the attack. On a failure, the target is dazed (see Conditions) until the end of their next turn.
Polearm
1 When you wield a polearm you can use features and spells that involve a melee weapon attack out to the full reach of your weapon.
2. While wielding a polearm, you can use two-weapon fighting with the back end of the polearm as if it were a club.
3. If you have moved on the same turn before hitting a target with an attack using a polearm, the target takes 1 additional damage for every 5’ you moved. Movement does not stack between attacks for determining the additional damage–only consider the movement since the last attack.
Heavy Blade
1 Whenever you score a critical hit with a heavy blade, you can use your bonus action to make an attack against another creature within your reach.
2 Whenever you make an opportunity attack with a heavy blade, you have advantage on the attack roll.
3 When you hit with an attack using a heavy blade and deal less than half of the maximum damage (before applying resistance or immunity), you instead deal half the maximum damage (before applying resistance or immunity).
Light Blade
1 You gain +1 AC while two-weapon fighting with light blades and can use two-weapon fighting with any light blades.
2. Once per turn when you hit with a light blade and had advantage on the attack, you can choose to maximize the weapon damage dealt.
3. Once per turn when you attack with a light blade, you can choose to have advantage on the attack roll and the damage dealt increases by an amount equal to the ability modifier used for the attack. This stacks with rank 2.
Throwing
1 Both normal and far ranges of any Thrown weapon are doubled and you may draw any number of thrown weapons in conjunction with the action used to throw them. You ignore the loading property of slings. Additionally, you may attack an extra time when you take the Attack action with thrown weapons.
2 You are no longer at disadvantage when making weapon attacks with thrown weapons when an enemy is within 5 feet of you.
3 Thrown weapons deal double the damage dice. Nets deal 2d4 damage.
Assassin
1 You gain proficiency with the poisoner’s kit. You can create poisons for 1/4 the cost (25gp for a basic vial) and can apply it as a bonus action. A single vial of poison can coat 1 non-throwing weapon, 3 throwing weapons or arrows/bolts, or up to 10 blowgun darts. The DC of your poisons increases by your proficiency modifier.
2 Your dagger’s sheath and blowdart’s quiver now contain clever poison dispensing mechanisms. When you hit an enemy with a melee attack with a poisoned dagger, roll a d20. The poison only dissipates on a roll of 10 or lower. You can coat up to 20 blowgun darts with a single dose of poison. All poisons you apply now last until used.
3 When you score a critical hit with a poisoned assassin weapon, also double the dice of the poison damage dealt.
Gladiator
1 The damage dealt by gladiator weapons increase by one die size; nets deal 1d4 bludgeoning damage and no longer have disadvantage on the attack roll if made from within 5 feet of the target. Shields count as 1d4 bludgeoning weapons with the light property as long as your other hand is not carrying a weapon or has a gladiator weapon in it.
2 When you are targeted by a weapon attack from within 5 feet and are armed with a gladiator weapon, you can use your reaction to try to trap the weapon. Your AC against that attack increases by 5; if this causes the attack to miss, you can immediately attempt to disarm the opponent by making a Strength (Athletics) check against their attack roll. If it succeeds, the weapon (if held in a hand) lands five feet away in a random direction; if it was a natural weapon, the target has disadvantage on attacks until the end of its next turn.
3. The attempt to trap the weapon only consumes your reaction if it succeeds
Mage Bane
1. Enemies within your reach have disadvantage on Concentration checks.
2. When a creature within your reach casts a spell, you can use your reaction to attempt to disrupt the spell. Make a weapon attack against them. If the attack hits, the caster takes the normal damage and must make a Concentration check even if the spell being cast did not require it. On a failed check, the spell fails.
3. When you hit with the disrupting attack and the target fails the saving throw, they suffer an additional effect based on the damage type your weapon deals:
Piercing: The target takes additional damage equal to the level of spell being cast.
Slashing: The target loses use of the limb that proved the material or somatic components of the disrupted spell until the end of their next turn.
Bludgeoning: the target cannot cast spells with verbal components or speak until the end of their next turn
Natural
1 Your natural weapons and unarmed strikes can use either Strength or Dexterity.
2 You can use natural weapons as if they were light weapons held in your hands for two-weapon fighting. Your unarmed strikes count for spells and abilities that require attacks with weapons (e.g. Improved Divine Smite).
3 Once on each of your turns when you hit with an unarmed strike or natural weapon attack, you can add your proficiency bonus to the damage dealt.
Conditions:
Dazed: A dazed creature can either take an action or bonus action or move on their turn. If they take an action that involves making an attack, they can make only one attack no matter how many they would normally be able to make.
These replace the feats Resilient, Skill Expert, Actor, and Keen Mind in their entirety. If a talent grants “proficiency//expertise”, that means that if you don’t already have proficiency, you gain proficiency. If you do have proficiency, you gain expertise. If you have expertise from your class, you must choose another skill under that same ability; you cannot stack expertise.
Strength
Skills: Athletics.
1 You gain proficiency//expertise in Athletics. Additionally, you count as one size larger for determining how much you can carry and lift. This stacks with Powerful Build and similar features.
2 You gain proficiency in Strength saving throws. If you already have it, you make Strength saving throws at advantage. Additionally, you make Strength (Athletics) checks to grapple and resist/escape grapples at advantage.
3 You gain the following benefits:
a You gain a swim speed and a climb speed equal to your walking speed and can climb and swim without making checks in more extreme circumstances than normal. When you jump, the base distance you can cover is doubled. You count as having a running start after moving only 5’ instead of 10’.
b You also count as one size larger for grappling and shoving.
Dexterity
Skills: Acrobatics, Stealth, Sleight of Hand
1 You gain proficiency//expertise in a Dexterity skill of your choice.
2 You gain proficiency in Dexterity saving throws. If you already have it, you make Dexterity saving throws at advantage.
3 You gain the following benefits:
a At the beginning of combat before taking your turn in initiative, you can move up to your speed. This movement does not provoke opportunity attacks.
b You have resistance to falling damage and no longer fall prone after falling any distance.
Constitution
Skills: None
1 You are proficient in death saving throws.
2 You gain proficiency in Constitution saving throws. If you already have it, you make Constitution saving throws at advantage.
3 You gain the following benefits
a You are immune to the poisoned condition.
b You recover all levels of exhaustion on a short rest.
Intelligence
Skills: Arcana, History, Investigation, Nature, Religion
1 You gain proficiency//expertise in an Intelligence skill of your choice. Additionally, you learn a language of your choice.
2 You gain proficiency in Intelligence saving throws. If you already have it, you make Intelligence saving throws at advantage. Additionally, you gain proficiency//expertise in another Intelligence skill of your choice.
3 You gain the following benefits
a Given 10 minutes of study, you can understand the gist of any written language, even if you don’t understand the details. After listening to a spoken language for 10 minutes, you can make yourself understood and understand the basics of the language.
b You can accurately recall anything you have seen or heard within the past month.
c You have advantage on Intelligence (Investigation) checks.
Wisdom
Skills: Animal Handling, Insight, Medicine, Perception, Survival
1 You gain proficiency//expertise in a Wisdom skill of your choice.
2 You gain proficiency in Wisdom saving throws. If you already have it, you make Wisdom saving throws at advantage.
3 You gain the following benefits:
a You make Wisdom (Perception) checks to avoid being surprised at advantage, as do allies within 30’ of you that can hear you.
b If you spend 30 seconds studying a crowd or gathering of people, you gain a sense of their mood and intuit what approach to conversation will either not work well (land mines) or will work especially well (weak points)
c After your first turn in combat, you learn the vulnerabilities and resistances/immunities (if any) of the foe you are facing as long as you can see them.
Charisma
Skills: Deception, Intimidation, Performance, Persuasion
1 You gain proficiency//expertise in a Charisma skill of your choice.
2 You gain proficiency in Charisma saving throws. If you already have it, you make Charisma saving throws at advantage. In addition, when you make a Charisma check to socially influence someone and roll a 1 on the d20, you can reroll the die but must take the second result.
3 You gain the following benefits:
a After talking to someone for one minute, they are treated as one step friendlier (hostile -> indifferent -> friendly) for the duration of the conversation. Afterwards, they return to whatever attitude they would have had as a result of the conversation.
b Failing a Charisma check to socially influence someone no longer causes them to potentially dislike you more. You still fail (don’t get what you want), but otherwise aren’t penalized. Limit one such teflon coating per person interacted with. For example, imagine that trying to persuade the king to give up his crown for a copper is an automatic failure and will, under normal conditions, cause him to become hostile to you. With this talent, you still automatically fail, but he brushes it off as a bad joke instead of trying to have you imprisoned. The first time. After that, on your head be it if you try again.
c You can mimic anyone’s voice you’ve heard for more than 1 minute, as well as their mannerisms.
Changelog v2 (9/4/2022):
-- total rewrite of chopping, crushing (including working in the Thug talents as core), and light blade. Rewrote Bow substantially. Reworded Crossbow #2. Reordered Polearm #2 and #3, rewrote the new #3.
-- slight nerf of Heavy Blade #2.
-- buff of thrown
-- reworded assassin #3
-- Split gladiator into Trapper and Mage Bane. The latter is not weapon group dependent, but is basically Mage Slayer+++. Because Mage Slayer sucks.
-- Tweak and reordering of Strength, adding an "additionally" to the first rank.
-- Reworked Intelligence #2 (the additionally clause) and #3a
The idea is that everyone gains "Talents" at particular class levels. These Talents can be used to climb (very short) chains for either weapon groups or ability scores/skills. The benefits are mostly passive and/or "once per turn" (for the combat talents). The number gained is inversely proportional to the amount of casting your class+subclass grants--people without any Spellcasting (or Pact Magic) feature gain enough talents to fill out two talent chains and start a third (7 total over 20 levels, roughly 1/3 levels). Proper full casters (other than war cleric, valor bard, swords bard, and blade-boon warlocks) only gain 1 talent at level 7. Talents in a chain must be taken in order--the number is the number of talents that must be invested to gain that benefit. Benefits are cumulative within a chain.
Class-based spell-slots (including sub-class and mystic arcana)
Class levels at which you gain talents
None
1, 4, 7, 10, 13, 16, 19
Up to 4th level spells (1/3 caster) + ranger
1, 5, 9, 13, 17
Up to 5th level spells (1/2 caster other than ranger)
3, 8, 13, 18
War cleric, valor bard, swords bard, Warlock (pact boon: blade only)
6, 12, 18
Up to 9th level spells (full caster + other warlocks)
7
Reasoning--casters get spells. Non-casters have more time/energy to learn other nifty things. Plus...non-casters deserve nice things.
Note: These replace the weapon feats in their entirety--CBE, SS, PAM, GWM, Dual-Wielder. Mage Slayer is superseded by Mage Bane talent group.
The full list of weapon groups is in the document. Not going to put it here.
Chopping Weapons
1. Once per turn when you hit with an attack from a chopping weapon, you can choose to reroll the damage dice and take the higher result.
2. When you attack a creature with a chopping weapon and have advantage on the attack, you score a critical hit on a 19 or 20. If you have the Improved Critical feature, the range for critical hits increases by one instead.
3. Once per turn when you take the Attack action and hit with a chopping weapon, you can cause an additional creature within your weapon reach to take damage equal to twice the ability modifier used for the attack.
Bow
1. You are no longer at disadvantage on attacks up to the far range or against prone targets when you use a bow.
2. Once per turn when you hit with a bow, you can force the target to make a CON save against a DC of 8 + your Dexterity modifier + Proficiency. On a failed save the target takes 1 damage for every 5 feet they move until the end of their next turn.
3. Once per turn when you take the attack action with a bow you can choose to attempt to strike a vital area. If you do so, make the attack as normal but the target’s AC increases by 5 against this attack. If it hits, choose one of the following effects:
3a.The damage dealt increases by two of the weapon’s damage dice.
3b. The target cannot take any actions or reactions until the end of its next turn.
3c. The target’s speed is zero until the end of its next turn.
Crossbow
1 You are no longer at disadvantage when making ranged weapon attacks with a crossbow when an enemy is within 5 feet of you.
2 You ignore the loading property of crossbows. Once per turn when you attack with a crossbow, the bolt pierces many targets. Make an attack roll and compare it individually against the AC of all creatures on the line connecting you and a target within range. Targets that are hit take the normal damage from the attack.
3 Cover is reduced by one step-- ¾ cover to half-cover, and half cover to no cover when you use a crossbow.
Crushing
1. Once per turn when you hit with a crushing weapon, the target’s movement speed is reduced by half of its original value until the end of your next turn. This speed reduction does not stack if the target is hit by multiple people with this talent or with itself. Additionally, one-handed crushing weapons count as finesse weapons for you and you can apply sneak attack damage (if you have that from a class feature) to attacks made with them.
2. Once per turn when you hit an enemy with a crushing weapon you can take the Shove action against them without using an action and without the normal size restrictions. The target has disadvantage on the opposed ability check to resist this action.
3. Once per turn when you hit an enemy with a crushing weapon, you can force them to make a Constitution saving throw against a DC of 8 + your attack modifier for the attack. On a failure, the target is dazed (see Conditions) until the end of their next turn.
Polearm
1 When you wield a polearm you can use features and spells that involve a melee weapon attack out to the full reach of your weapon.
2. While wielding a polearm, you can use two-weapon fighting with the back end of the polearm as if it were a club.
3. If you have moved on the same turn before hitting a target with an attack using a polearm, the target takes 1 additional damage for every 5’ you moved. Movement does not stack between attacks for determining the additional damage–only consider the movement since the last attack.
Heavy Blade
1 Whenever you score a critical hit with a heavy blade, you can use your bonus action to make an attack against another creature within your reach.
2 Whenever you make an opportunity attack with a heavy blade, you have advantage on the attack roll.
3 When you hit with an attack using a heavy blade and deal less than half of the maximum damage (before applying resistance or immunity), you instead deal half the maximum damage (before applying resistance or immunity).
Light Blade
1 You gain +1 AC while two-weapon fighting with light blades and can use two-weapon fighting with any light blades.
2. Once per turn when you hit with a light blade and had advantage on the attack, you can choose to maximize the weapon damage dealt.
3. Once per turn when you attack with a light blade, you can choose to have advantage on the attack roll and the damage dealt increases by an amount equal to the ability modifier used for the attack. This stacks with rank 2.
Throwing
1 Both normal and far ranges of any Thrown weapon are doubled and you may draw any number of thrown weapons in conjunction with the action used to throw them. You ignore the loading property of slings. Additionally, you may attack an extra time when you take the Attack action with thrown weapons.
2 You are no longer at disadvantage when making weapon attacks with thrown weapons when an enemy is within 5 feet of you.
3 Thrown weapons deal double the damage dice. Nets deal 2d4 damage.
Assassin
1 You gain proficiency with the poisoner’s kit. You can create poisons for 1/4 the cost (25gp for a basic vial) and can apply it as a bonus action. A single vial of poison can coat 1 non-throwing weapon, 3 throwing weapons or arrows/bolts, or up to 10 blowgun darts. The DC of your poisons increases by your proficiency modifier.
2 Your dagger’s sheath and blowdart’s quiver now contain clever poison dispensing mechanisms. When you hit an enemy with a melee attack with a poisoned dagger, roll a d20. The poison only dissipates on a roll of 10 or lower. You can coat up to 20 blowgun darts with a single dose of poison. All poisons you apply now last until used.
3 When you score a critical hit with a poisoned assassin weapon, also double the dice of the poison damage dealt.
Gladiator
1 The damage dealt by gladiator weapons increase by one die size; nets deal 1d4 bludgeoning damage and no longer have disadvantage on the attack roll if made from within 5 feet of the target. Shields count as 1d4 bludgeoning weapons with the light property as long as your other hand is not carrying a weapon or has a gladiator weapon in it.
2 When you are targeted by a weapon attack from within 5 feet and are armed with a gladiator weapon, you can use your reaction to try to trap the weapon. Your AC against that attack increases by 5; if this causes the attack to miss, you can immediately attempt to disarm the opponent by making a Strength (Athletics) check against their attack roll. If it succeeds, the weapon (if held in a hand) lands five feet away in a random direction; if it was a natural weapon, the target has disadvantage on attacks until the end of its next turn.
3. The attempt to trap the weapon only consumes your reaction if it succeeds
Mage Bane
1. Enemies within your reach have disadvantage on Concentration checks.
2. When a creature within your reach casts a spell, you can use your reaction to attempt to disrupt the spell. Make a weapon attack against them. If the attack hits, the caster takes the normal damage and must make a Concentration check even if the spell being cast did not require it. On a failed check, the spell fails.
3. When you hit with the disrupting attack and the target fails the saving throw, they suffer an additional effect based on the damage type your weapon deals:
Piercing: The target takes additional damage equal to the level of spell being cast.
Slashing: The target loses use of the limb that proved the material or somatic components of the disrupted spell until the end of their next turn.
Bludgeoning: the target cannot cast spells with verbal components or speak until the end of their next turn
Natural
1 Your natural weapons and unarmed strikes can use either Strength or Dexterity.
2 You can use natural weapons as if they were light weapons held in your hands for two-weapon fighting. Your unarmed strikes count for spells and abilities that require attacks with weapons (e.g. Improved Divine Smite).
3 Once on each of your turns when you hit with an unarmed strike or natural weapon attack, you can add your proficiency bonus to the damage dealt.
Conditions:
Dazed: A dazed creature can either take an action or bonus action or move on their turn. If they take an action that involves making an attack, they can make only one attack no matter how many they would normally be able to make.
These replace the feats Resilient, Skill Expert, Actor, and Keen Mind in their entirety. If a talent grants “proficiency//expertise”, that means that if you don’t already have proficiency, you gain proficiency. If you do have proficiency, you gain expertise. If you have expertise from your class, you must choose another skill under that same ability; you cannot stack expertise.
Strength
Skills: Athletics.
1 You gain proficiency//expertise in Athletics. Additionally, you count as one size larger for determining how much you can carry and lift. This stacks with Powerful Build and similar features.
2 You gain proficiency in Strength saving throws. If you already have it, you make Strength saving throws at advantage. Additionally, you make Strength (Athletics) checks to grapple and resist/escape grapples at advantage.
3 You gain the following benefits:
a You gain a swim speed and a climb speed equal to your walking speed and can climb and swim without making checks in more extreme circumstances than normal. When you jump, the base distance you can cover is doubled. You count as having a running start after moving only 5’ instead of 10’.
b You also count as one size larger for grappling and shoving.
Dexterity
Skills: Acrobatics, Stealth, Sleight of Hand
1 You gain proficiency//expertise in a Dexterity skill of your choice.
2 You gain proficiency in Dexterity saving throws. If you already have it, you make Dexterity saving throws at advantage.
3 You gain the following benefits:
a At the beginning of combat before taking your turn in initiative, you can move up to your speed. This movement does not provoke opportunity attacks.
b You have resistance to falling damage and no longer fall prone after falling any distance.
Constitution
Skills: None
1 You are proficient in death saving throws.
2 You gain proficiency in Constitution saving throws. If you already have it, you make Constitution saving throws at advantage.
3 You gain the following benefits
a You are immune to the poisoned condition.
b You recover all levels of exhaustion on a short rest.
Intelligence
Skills: Arcana, History, Investigation, Nature, Religion
1 You gain proficiency//expertise in an Intelligence skill of your choice. Additionally, you learn a language of your choice.
2 You gain proficiency in Intelligence saving throws. If you already have it, you make Intelligence saving throws at advantage. Additionally, you gain proficiency//expertise in another Intelligence skill of your choice.
3 You gain the following benefits
a Given 10 minutes of study, you can understand the gist of any written language, even if you don’t understand the details. After listening to a spoken language for 10 minutes, you can make yourself understood and understand the basics of the language.
b You can accurately recall anything you have seen or heard within the past month.
c You have advantage on Intelligence (Investigation) checks.
Wisdom
Skills: Animal Handling, Insight, Medicine, Perception, Survival
1 You gain proficiency//expertise in a Wisdom skill of your choice.
2 You gain proficiency in Wisdom saving throws. If you already have it, you make Wisdom saving throws at advantage.
3 You gain the following benefits:
a You make Wisdom (Perception) checks to avoid being surprised at advantage, as do allies within 30’ of you that can hear you.
b If you spend 30 seconds studying a crowd or gathering of people, you gain a sense of their mood and intuit what approach to conversation will either not work well (land mines) or will work especially well (weak points)
c After your first turn in combat, you learn the vulnerabilities and resistances/immunities (if any) of the foe you are facing as long as you can see them.
Charisma
Skills: Deception, Intimidation, Performance, Persuasion
1 You gain proficiency//expertise in a Charisma skill of your choice.
2 You gain proficiency in Charisma saving throws. If you already have it, you make Charisma saving throws at advantage. In addition, when you make a Charisma check to socially influence someone and roll a 1 on the d20, you can reroll the die but must take the second result.
3 You gain the following benefits:
a After talking to someone for one minute, they are treated as one step friendlier (hostile -> indifferent -> friendly) for the duration of the conversation. Afterwards, they return to whatever attitude they would have had as a result of the conversation.
b Failing a Charisma check to socially influence someone no longer causes them to potentially dislike you more. You still fail (don’t get what you want), but otherwise aren’t penalized. Limit one such teflon coating per person interacted with. For example, imagine that trying to persuade the king to give up his crown for a copper is an automatic failure and will, under normal conditions, cause him to become hostile to you. With this talent, you still automatically fail, but he brushes it off as a bad joke instead of trying to have you imprisoned. The first time. After that, on your head be it if you try again.
c You can mimic anyone’s voice you’ve heard for more than 1 minute, as well as their mannerisms.
Changelog v2 (9/4/2022):
-- total rewrite of chopping, crushing (including working in the Thug talents as core), and light blade. Rewrote Bow substantially. Reworded Crossbow #2. Reordered Polearm #2 and #3, rewrote the new #3.
-- slight nerf of Heavy Blade #2.
-- buff of thrown
-- reworded assassin #3
-- Split gladiator into Trapper and Mage Bane. The latter is not weapon group dependent, but is basically Mage Slayer+++. Because Mage Slayer sucks.
-- Tweak and reordering of Strength, adding an "additionally" to the first rank.
-- Reworked Intelligence #2 (the additionally clause) and #3a