Perks (Cantalthis Supplement)

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Perks and Augmentations[edit]

Perks and augmentations are bonuses you can choose for your character. You take a perk or augmentation each level at level 2-4, a perk at levels 5 and 7, a perk at levels 10 and 12, and a perk at levels 15 and 20. They help optimize your character and shape them into what you envision them as.

  • Tank!: You may use Strength instead of Dexterity when calculating your AC. However, you move like a tank, and you lose 5 feet of your movement speed.
  • Kamikaze: Your AC is decreased by 3, but you can make an extra attack as a free action.
  • Animal Friend: As an action, you can contest your Animal Handling check with a creature that is not a humanoid or construct with a CR less than or equal to half your level of your choice within 60 feet Intelligence saving throw. On a success, that creature is charmed by you.
  • Life Giver: You gain a bonus to your maximum hit points equal to your level. You cannot take this perk after taking Fear the Reaper, and Fear the Reaper cannot be taken after taking this perk. You may take this perk up to three times.
  • Lady Killer/Black Widow: You get +1 on damage and attack rolls and have advantage on Persuasion checks against humanoids that would be attracted to you.
  • Merchant Prince: You have advantage on Persuasion checks to sell items for a higher price and to buy items for a lesser price
  • Intense Training: One ability score of your choice increases by +2, or two ability scores of your choice increase by +1, to a maximum of 20. You may take this perk up to 4 times.
  • Survival Expert: You have advantage on Survival checks.
  • Scoundrel: You have advantage on Persuasion checks against humanoids that would not be attracted to you.
  • Toughness: You have a number of points of Toughness equal to your level times your Constitution modifier. When you would take damage, you may spend points of Toughness to reduce the damage taken by an equal number. You regain all points of Toughness at the end of a long rest.
  • Friend of the Night: You gain 30 feet of Darkvision and gain +1 to attack rolls while in dim light.
  • Solar Powered: You regenerate 1 hit point at the end of each turn during initiative you spend in direct sunlight, and at the end of each minute you spend in direct sunlight outside of initiative.
  • Hunter: You may reroll damage, taking the higher roll, you would deal to Beasts.
  • Purifier: You may reroll damage, taking the higher roll, you would deal to Aberrations/Monsters.
  • Bug Smasher: You may reroll damage, taking the higher roll, you would deal to Lowlife.
  • Collect the Ears: You may reroll damage, taking the higher roll, you would deal to Fae.
  • Dragon Slayer: You may reroll damage, taking the higher roll, you would deal to Dragons.
  • Die Zombie!: You may reroll damage, taking the higher roll, you would deal to Undead.
  • Status Quid?: You may reroll damage, taking the higher roll, you would deal to Humanoids.
  • Robotics Expert: You may reroll damage, taking the higher roll, you would deal to Constructs.
  • Zeus! Your son has returned!: You may reroll damage, taking the higher roll, you would deal to Celestrials.
  • Avatar: You may reroll damage, taking the higher roll, you would deal to Elemental.
  • Fight the Power!: You may reroll damage, taking the higher roll, you would deal to creatures of one faction of your choice. You may take this perk multiple times, choosing a different faction each time.
  • Fortune Finder: At the end of a long rest, you find 1d10 x your proficiency bonus GP. At the end of a short rest, you find 1d4 x your proficiency bonus GP. You may invest another point into this perk and unlock a second effect: When killing a humanoid, roll a d8. On a roll of 8, they explode into a shower of 1d20 x your proficiency bonus GP. if this number exceeds 50, they give no other loot.
  • Pain Child: When your hit point maximum falls below half your normal maximum, you regain hit points equal to your Constitution modifier once every 2 Rounds (12 Seconds) or at the beginning of every other turn.
  • Crafter: Item creation time is halved, and you count as proficient in all sets of tools.
  • Run ‘n Gun: You have advantage on your first attack roll on the same turn after moving more than half your movement speed.
  • Travel Light: While wearing no armor with the Heavy property, your movement speed is increased by 10 feet.
  • In the Books: For every time you you take this perk you will get +3 to Arcana checks (You may take this perk 3 times)
  • Long Range Surgeon: You may add half the proficiency modifier you add to a ranged weapon’s attack roll to its damage roll.
  • Little Leaguer: You may add half the proficiency modifier you add to a melee weapon's attack roll to its damage roll.
  • Professional: When you attack a creature that is unaware of you, you may reroll your damage, taking the higher result.
  • Bound To Win: If you have more than triple advantage on an attack, and it lands, it counts as critical.
  • Rapid Reload: When you reload a weapon it costs one lower action tier (i.e. action and bonus action → action → bonus action → free action).
  • Mysterious Stranger: On a critical hit, roll a number of d6 equal to your proficiency bonus. On a roll of 5 or 6, the Mysterious Stranger shows up, makes one Multiattack against the target, then vanishes. You can not benefit from this perk again for 1 minute.
  • Light Step: You don't trigger traps.
  • Demolition Expert: When attacking with a weapon that does explosion damage that weapon does +1 on damage rolls. (You may take this perk three times up to +3)
  • Fast Walker: You may spend your bonus action to take the dash action.
  • Bush Camper: You may use your bonus action to take the hide action.
  • Coward: You may use your bonus action to take the disengage action.
  • Ninja: You become invisible while in darkness except to darkvision.
  • Silent Running: When you take the hide action, you may immediately take the dash action.
  • Concentrated Fire: When you make an attack against creature and it hits, you gain a +1 bonus to any additional attacks you make against them until the end of your turn.
  • Gunslinger: While wielding a pistol in one hand and no weapon in the other, you have an extra +2 to the attack.
  • The Kid: When you engage in two-weapon fighting while wielding two pisols, you can add your proficiency bonus to the second weapon's attack rolls
  • Mimicry: You can perfectly mimic a sound or voice after a minute of study. Additionally, you gain advantage on Deception and Nature checks related to mimicking a sound or voice you have studied.
  • Commando: While wielding a rifle, its ranges are increased by half.
  • Heave Ho!: Thrown Weapons’ ranges are doubled.
  • Night Person: You gain +4 to intelligence and wisdom when the sun is down.
  • Major League Batter: Melee Weapons count as criticals on a roll of 19 or 20.
  • Child at Heart: Intimidation, Persuasion, and Deception checks made against children are rolled with advantage.
  • Iaijutsu: While wielding a light melee weapon, you gain a +10 ft. bonus to your movement speed.
  • Super Slam!: As a bonus action immediately after a successful melee attack, you may make a shove attack against the same target.
  • Size Matters: While wielding a heavy weapon, your movement speed is reduced by ¼ instead of being halved.
  • Heavy Hitter: Your unarmed strikes deal 1d6+your Strength modifier.
  • Iron Fist: Your unarmed strikes deal an additional 1d4 damage.
  • Paralyzing Palm: As a bonus action immediately after a successful unarmed attack, you may make an additional unarmed attack, causing the target to become stunned until the beginning of your next turn on a hit.
  • Strong Back: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Long Haul: You may hold a weight of objects equal to 1/4 your total carrying capacity in each of your hands. Held objects do not count against your carrying capacity.
  • Junkie: You are immune to addiction.
  • Thief: you gain advantage in Sleight of Hand checks.
  • Mister Sandman: When you make an attack against an unconcious creature and hit, they are instantly killed and make no sound or movement.
  • Quick Draw: When you roll initiative and are wielding a pistol, you may immediately make an attack.
  • Hit the Deck: As a reaction immediately before taking explosive damage, you may become prone. While prone, you are resistant to explosive damage.
  • Stonewall: As a reaction, you can halve your movement speed on your next turn to gain resistance to Melee damage and advantage against effects that would force you to become prone.
  • Educated: You become proficient in 2 Intelligence skills. If you are already proficient in said skills, you gain expertise in them instead.
  • Cannibal: You may now, Once per Body, Eat any Humanoid dead npc, healing 15 hp score. 
  • Explorer: You gain a climbing speed equal to your movement speed.
  • Swimmer: You gain a swimming speed equal to your movement speed.
  • Master Trader: All items bought now cost 10% less.
  • Lucky: You gain 3 points of luck. You may expend 1 point to reroll any d20 roll, taking the higher result. All points are regained at the end of a long rest.
  • Sturdy: When you are reduced to 0 hit points, you may instead drop to 1. You may do this once, regaining use at the end of a long rest.
  • Assassin: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. This can be taken multiple times (5 max), increasing the additional damage by 1d6.
  • Fear the Reaper: Every time you gain a level, you gain 4 less maximum hit points (minimum 1). You can take an additional perk this level and every other level after. You cannot take the Mutation perk.
  • V.A.T.S. Enhanced: You may grant your attack disadvantage to make the attack an automatic critical of the attack hits anyway. 
  • Swashbuckler: When you engage in two-weapon fighting while wielding a single range weapon and a melee weapon together, you may add your proficiency bonus to attack rolls to the secondary weapon. Additionally, you gain a swimming and climbing speed equal to your move speed as long as you're not wearing heavy armor.
  • Center of Mass: When you have disadvantage on an attack roll, but either of your rolls would be a critical hit, you may use that die regardless of disadvantage.
  • Gourmet: Consuming alcohol causes you to regain 1d8 hit points.
  • Home on the Range: Your short rests can be as short as 30 minutes, and your long rests can be as short as 4 hours long.
  • Action Hero: When you engage in two-weapon fighting, you may add your ability modifier to your second attack’s damage.

5th-level Perks[edit]

  • Animal Companion 5th level, Animal Friend perk: One creature affected by Animal Friend acts on your turn and is controlled by you. Only one creature may be under this feature at a time, though you may switch which creature is affected at the end of a short rest you spend with the new companion.
  • Bloody Mess 5th level: You gain a bonus to damage rolls equal to half your proficiency bonus.
  • Deep Sleep 5th level: After taking a long rest, you gain 10% more xp for 4 hours afterward.
  • Cautious Nature 5th level: Immediately before you roll for initiative, you may move and take the hide action.
  • Covering Fire 5th level: You may make opportunity attacks with ranged weapons at disadvantage.
  • Infiltrator 5th level: When you fail a Sleight of Hand check, you may immediately retry it, and any creatures of your choice do not notice the failed attempts. You may do so a number of times equal to your Dexterity modifier, regaining all uses at the end of a long rest.
  • Whiz! 5th level: When you fail an Arcana check, you may immediately retry it, and any creatures of your choice do not notice the failed attempts. You may do so a number of times equal to your Intelligence modifier, regaining all uses at the end of a long rest.
  • Covert Ops 5th level: When a creature is unaware of your location, your attack rolls against them automatically hit and count as having advantage.
  • Fast Shot 5th level: As a reaction, you can take the attack action with disadvantage.
  • Here and Now 5th level: You immediately gain your next Level.
  • Field Medic 5th level: You may add your Charisma modifier to any healing or rad reduction you do.
  • Medic 5th level: When you heal yourself, you may choose to heal any creatures within 5 feet of yourself for half as much (rounded down).
  • Fast Metabolism 5th level: When you heal yourself with a potion of healing they heal you an additional 2d8 hp
  • More Criticals 5th level: You score a critical hit on a roll of 19-20.
  • Return to Sender 5th level: When you are targeted with a thrown attack, you may contest a Dexterity saving throw against the attack roll. On a success, you may make a thrown attack with that weapon.
  • Mutation 5th level: Your hit die increases by 1 tier. You can take this perk until your hit die is a d20.
  • Skilled 5th level: When you make a skill check with a skill you do not have proficiency in, you may add half your proficiency bonus rounded down.

10th-level Perks[edit]

  • Adamantium Skeleton 10th level: When a critical hit is made against you, you may roll 1d20. On a roll of 10 or lower, it instead counts as a regular hit.
  • Extra Attack 10th level: When you take the Attack action, you may attack an additional time.
  • Grim Reaper’s Sprint 10th level: When you reduce a creature to 0 hit points, you may immediately make an additional attack.
  • Melee Slayer 10th level: You may take the Attack action as a bonus action, but only while wielding Melee Weapons.
  • In Shining Armor 10th level: You gain +2 AC against energy attacks.
  • Tag! 10th level: You gain expertise in 1 skill that you already have proficiency in. (This perk may be picked 3 times).
  • Just That Good 10th level: You gain proficiency in 1 saving throw of your choice.
  • Nerves of Steel 10th level: You can no longer be frightened or charmed.
  • Nerd Rage 10th level: You may use Intelligence instead of Dexterity or Strength for weapon attack and damage rolls while below half your maximum hit points.
  • Lightly Armored 10th level: While wearing no heavy armor, you gain 10 feet of movement speed.
  • Return Fire 10th level: When you take damage, you can use your reaction to make an attack against the source of it.
  • Trigger Discipline 10th level: If you did not attack on your previous turn, your first attack has advantage.

15-level Perks[edit]

  • Finesse 15th level: Your critical hit range increases by 2 (20 → 18-20 → 16-20, etc.)
  • And Stay Back 15th level: As a bonus action after successfully attacking a creature with a firearm, you can force them to succeed a DC 10+your Strength modifier Dexterity saving throw or become prone.
  • Gray Matters 15th level: You are immune to critical hits. You must have Adamantium Skeleton to gain this perk.
  • Constant Vigilance 15th level: You have advantage on initiative rolls, and you can’t be surprised.
  • Lord Death of Murder Mountain 15th level: When you take the attack action and hit with a melee attack, you may attack with the same weapon an additional time, attacking 2 times.
  • Stalwart Defender 15th level: If you end your turn without having moved, any damage you dealt on that turn is doubled
  • Unstoppable Force 15th level: You gain a +4 bonus to your melee attack and damage rolls.

Augenmentations[edit]

Augmentations are implants and modifications derived from ancient Prothean technology. The Protheans were masters at perfecting and modifying the physical form. There are many today that have adapted these "Cybernetics" to fit their form.

  • Implant Y-7 5th level: You regain 5 hit points and gain 5 temporary hit points whenever you consume a potion of healing.
  • Wired Reflexes 5th level: may take an additional reaction per round.
  • Implant Y-3 5th level: You can take an additional reaction.
  • Monocyte Breeder 5th level: You regain 1 hit point at the beginning of each of your turns.
  • Implant GRX 5th level: On your turn, you may take an additional action and potential bonus action. You may use this feature once, regaining use at the end of a long rest.
  • Implant M-5 5th level: You gain a +10 ft. bonus to your movement speed.
  • Implant C-13 5th level: You deal twice as much damage to Aberrations.
  • CH-17 5th level: Your Charisma score increases by +2.
  • ST-17 5th level: Your Strength score increases by +2.
  • DX-17 5th level: Your Dexterity score increases by +2.
  • IT-17 Implant 5th level: Your Intelligence score increases by +2.
  • CN-17 5th level: Your Constitution score increases by +2.
  • WS-17 5th level: Your Wisdom score increases by +2.
  • LK-17 5th level: When you make a d20 roll, you may reroll it until the roll is higher than the initial roll. You may use this feature once, regaining use at the end of a long rest.
  • Sub-Dermal Armor 5th level: You gain a +1 bonus to your AC.

10th-level Augemtations[edit]

  • Semi-Brainless 10th level: You gain immunity to the stunned condition, and your Intelligence score increases by +1.
  • Reinforced Spine 10th level: You may have 1 level of exhaustion before suffering any of its effects, and your Constitution score increases by +1.
  • Psychic Emitter 10th level: You gain 60 ft. of telepathy and can cast mage hand.
  • Steel Heart 10th level: Your maximum hit points increase by twice your level, and your Constitution score increases by +1. Whenever you subsequently level up, you receive an additional 2 hp.

15th-level Augmentations[edit]

  • Phoenix Protocol 15th level: You may return to your maximum hit points at will. This feature may be used while you are dead so long as you have not been so for longer than 10 minutes. You may use this feature once, regaining 1/10th x your Constitution modifier uses at the end of a long rest.
  • Horrigan Gambit 15th level: Your size category increases by 1, your Strength and Constitution scores increase by +2, and you gain advantage on Intimidation checks.
  • Synthetic Transplant 15th level: Your Intelligence and Wisdom scores are increases by +2.
  • Courser Courage 15th level: You can cast the shocking grasp cantrip as a bonus action, and you may cast misty step as a reaction to being targeted by an attack.
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