User:Guy/Splat/Perks
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General perks[edit]
Actor
Talented with mimicry and dramatics, you gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- Gain proficiency in either Deception or Performance. If already proficient in both, you can instead gain proficiency in any skill.
- You have advantage on any Charisma check made to pass yourself off as a different person or creature.
- You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Apprentice Magician
Choose one magic source from Arcane, Draconic, Eldritch, Jotun, Ki, and Sylvan. You learn basic spellcasting drawn from that source, and thus gain the following benefits:
- Learn two cantrips or tricks from your chosen source's spell list.
- Learn a single 1-point spell from the same source's spell list. Using this perk, you can cast that spell once without expending magic points, and you regain the ability to cast it in this way whenever you finish downtime. If you have a Spellcasting feature from your class, you can also cast this spell using that feature.
Apprentice Shaman
You exercise basic spiritual spellcasting, and thus gain the following benefits:
- Learn two cantrips or tricks drawn from the spiritual spell list.
- Learn a single 1-point spell from the same spell list. Using this perk, you can cast that spell once without expending magic points, and you regain the ability to cast it in this way whenever you finish downtime. If you have a Spellcasting feature from your class, you can also cast this spell using that feature.
Astute
You are exceptionally cunning in mentally distinguishing the natural from the supernatural, and you gain the following benefits:
- Gain proficiency in Intelligence saving throws, or in another saving throw if you're already proficient.
- You can't be charmed, and spells can't put you to sleep.
- You can Search as a bonus action, but only to locate something you suspect to be invisible, to determine the true nature of a potential illusion, or to determine if something is magically transformed.
- You have advantage on any Intelligence, Wisdom, or Charisma check imposed on you by any spell, including any Search action taken in regards to a spell.
Bounty Hunter
You excel at tracking down and capturing your quarry, and gain the following benefits:
- Gain proficiency in the Survival skill, or another skill of your choice if you're already proficient.
- Add your Strength or Wisdom modifier to the escape DC of any net weapon you wield. You can't add more than one ability modifier to this DC.
- You remember the name and face of everyone you've ever met.
- As a bonus action, you can mentally highlight a creature you can see. For 1 hour, you have advantage on any Wisdom or Intelligence check made to locate that creature. Within this duration, you can also use your bonus action to Search for that creature.
Linebacker
You can hold your ground, and repel even fearsome monsters. Gain the following benefits:
- Gain proficiency in Strength saving throws, or in another saving throw if you're already proficient.
- Gain proficiency in the Athletics skill, or in another skill (including the Engineering skill) if you're already proficient.
- You have advantage on any check or save to avoid being grappled, knocked prone, or moved.
- When you are hit by a melee attack, you can use your reaction to shove the attacking creature if it is within your reach.
Polyglot
As a studied linguist, you have mastered many tongues and scripts. Gain the following benefits.
- Increase your Intelligence, Wisdom, or Charisma score by 1 to a maximum of 20.
- You can speak, read, and write three more languages of your choice.
- As an enterprise you can undertake during downtime, you create a cipher for any written language you know. No one can decipher a cipher you've created this way without using magic or a linguistic key you can provide.
- You have advantage on any ability check made to understand or translate any language, whether written or spoken.
- When you hear someone speak a language you know, you can instantly tell if they are a native speaker, a learned speaker, or are only able to speak that language due to a spell or magic effect. You can also read lips.
Spry
The plight of your allies inspires you to better dodge or push through a shared burden.
- Gain proficiency in Dexterity saving throws, or in another saving throw if you're already proficient.
- When you and another ally you can see are simultaneously damaged by one creature's action, you have resistance to that damage.
- If you and an ally are both under the effect of the same spell, you have advantage on any save made to end that spell's effect on yourself.
Stalwart
You have exceptional stamina and physical resilience, and gain the following benefits:
- Gain proficiency in Constitution saving throws, or in another saving throw if you're already proficient.
- You have resistance to poison damage.
- You have advantage on any saving throw to prevent or stop yourself from being poisoned or diseased.
- Treat your Constitution score being 30 (and your Constitution modifier being +10) for suffocation, for going without food or water, and for enduring extreme climates.
Telepath
You can psychically communicate, and have psychic insight into the minds of others.
- You can speak telepathically to any or all creatures you can see within 60 feet of you. This telepathic speech must be in a language you know, and the creature(s) only understand your message if they understand this language. The creature(s) are not provided any means of responding telepathically.
- A creature can normally tell it was you who spoke to them telepathically. To obscure this fact, you must succeed on a Charisma (Deception) check opposed by the creature's Wisdom (Insight) check.
- You have advantage on any Wisdom (Insight) check made to determine the true intentions of a creature, but only if you've sent a telepathic message to that creature which it understood.
Valiant
You are courageous even in the face of overwhelming odds, and your valor can inspire your allies. You thus gain the following benefits:
- Gain proficiency in Charisma saving throws, or in another saving throw if you're already proficient.
- You have advantage on any saving throw to avoid being frightened.
- When you succeed on a saving throw, allies who can see you have advantage on saves against the same effect for 1 minute.
- If an attack misses you while you are flanked, melee attack rolls have disadvantage against you until the end of your next turn.
Vigilant
Your sharp senses and keen instincts help protect you from sneaky attacks and mind-muddling spells. You gain the following benefits:
- Gain proficiency in Wisdom saving throws, or in another saving throw if you're already proficient.
- Gain proficiency in the Perception skill, or in another skill (including the Engineering skill) if you're already proficient.
- A creature doesn't gain advantage on attack rolls against you as a result of being unseen, and doesn't gain a bonus to its attack rolls if you are flanked.
Weapon Master
You are thoroughly trained with all conventional weapons, and gain the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- You are proficient with all simple and martial weapons.
- Your unarmed strike uses a d6 damage die if it would otherwise be lower.
- When you attack with a simple weapon, if its damage die would d4, d6, or d8 the damage die increases one step—becoming d6, d8, or d10 respectively. There is no increase if the weapon's damage die is already increased by another effect or feature.
Perks with prerequisites[edit]
You must meet a perk's listed prerequisite before you can take that perk.
Apprentice Alchemist
Prerequisite: Proficiency with alchemist's tools
You learn basic alchemical spellcasting, and thus gain the following benefits:
- Learn two cantrips or tricks drawn from the alchemy spell list.
- Learn a single 1-point spell from the same spell list. Using this perk, you can cast that spell once without expending magic points, and you regain the ability to cast it in this way whenever you finish downtime. If you have a Spellcasting feature from your class, you can also cast this spell using that feature.
Apprentice Fighter
Prerequisite: Strength of at least 11, or proficiency in the Athletics skill
You've mastered advanced fighting moves or techniques you adopt as your specialty. Gain one Fighting Style or Fighting Defense of your choice, chosen from those normally available to a champion at 1st level. You can't benefit from more than one Fighting Defense at a time.
Apprentice Minstrel
Prerequisite: Proficiency with at least one musical instrument
You practice basic melodic spellcasting, and thus gain the following benefits:
- Learn two cantrips or tricks drawn from the melodic spell list.
- Learn a single 1-point spell from the same spell list. Using this perk, you can cast that spell once without expending magic points, and you regain the ability to cast it in this way whenever you finish downtime. If you have a Spellcasting feature from your class, you can also cast this spell using that feature.
Apprentice Scout
Prerequisite: Dexterity of at least 11, or proficiency in the Perception skill
You've learned and adopted the cunning skills and strikes normally associated with scout. Gain the following benefits:
- Gain proficiency in one skill, tool, or language of your choice. Alternatively, you can gain one Doublespeak option normally available to a scout at 1st level.
- You can perform a Scouted Strike normally available to scout at 1st level. If you are otherwise able to perform a Scouted Strike, this benefit adds another 1d6 to its damage. Once you use this feature, you can't use it again until you next roll initiative (or otherwise initiate combat).
Blindseer
Prerequisite: Proficiency in Acrobatics, Athletics, or Perception
You've learned to make up for a lack of vision with other senses. While you are able to hear, you have blindsight out to a range of 10 feet. You can effectively see out to this range, even if you're blind or your vision would be obstructed by darkness or even solid objects. You can also see any invisible object or creature within this range.
Chef
Prerequisite: Proficiency with cook's tools
You can whip up meals so delicious they provide seemingly supernatural benefits. If you have access to cook's tools, you can spend 1 hour whipping up a number of dishes equal to double your proficiency bonus. Once you do, you must resupply your tools by finishing downtime before you can do this again. Any creature can enjoy one of your dishes during a rest to gain benefits based on the dish you prepared. The dishes you can prepare with this feat include the following:
- Savory Supper. The creature gains temporary hit points equal to double your proficiency bonus.
- Spicy Noodles. The creature gains resistance to cold damage for 10 hours.
- Minty Snack. The creature gains resistance to fire damage for 10 hours.
- Hearty Soup. The creature has advantage on saving throws against being frightened, poisoned, or diseased for 10 hours.
- Comfort Food. The creature has advantage on the first saving throw it makes within the next 10 hours, unless that save otherwise has advantage.
- Sweet Treat. The creature has advantage on the first ability check it makes within the next 10 hours, unless that check otherwise has advantage.
While a creature is eating one of your dishes, it is charmed by you (but can stop eating whenever it likes). Once a creature gains the benefits of a chef's dish, that creature can't gain the benefits of another until it finishes downtime. If a dish you've prepared goes uneaten for a day, it spoils and becomes inedible.
Dilettante
Prerequisite: Charisma 11 or higher
You quickly pick up new skills and hobbies, but forget them just as quickly. Gain one of the following benefits:
- Gain proficiency in any skill (including the Engineering skill).
- Gain proficiency in any musical instrument or gaming set.
- Gain proficiency in any weapon.
- Learn one trick normally afforded to you by your class.
Whenever you finish downtime, you can change the benefit provided to you by this perk.
Erudite
Prerequisite: Intelligence 11 or higher
Gain any three of the following benefits. You can choose the same benefit multiple times.
Mixmaster
Prerequisite: Proficiency with brewer's tools
You can whip up drinks so marvelous they can provide seemingly supernatural benefits. If you have access to brewer's tools, you can spend 1 minute whipping up a number of drinks equal to your proficiency bonus. Once you do, you must resupply your tools by finishing downtime before you can do this again. The batch of drinks you whip up must all be the same type, but can be any one of the following types. A creature can scarf down one of your drinks with its Use an Object action, or drink it more slowly over time; the drink's effect triggers when the drink is finished.
- Healing Tonic. The creature regains a number hit points equal to its Constitution modifier + double your proficiency bonus.
- Hot Cocoa. The creature gains resistance to cold damage for 1 hour.
- Cold Elixir. The creature gains resistance to fire damage for 1 hour.
- Fizz Pop. The creature can hold its breath indefinitely until 1 hour from when it finishes the drink.
- Energy Drink. The target's speed increases by 10 feet for 1 hour. For this duration the creature has advantage on any save against being dazed, stunned, or rendered unconscious.
- Intoxicating Beverage. The creature becomes dazed for 1 hour. While dazed in this way, it has disadvantage on any save against being charmed or nauseated, has advantage on any save against being frightened, and any Charisma check made to influence it in a non-threatening way has advantage.
If a drink you've prepared with this perk goes unfinished for a day, it loses its potency and becomes no different than ordinary water.
Trapper
Prerequisite: Proficiency with tinker's tools
You are an expert when it comes to all kinds of traps, giving you the following benefits:
- Choose three types of traps which each cost 10 gp or less. With access to tinker's tools, you can spend 10 minutes constructing any one of your chosen traps, and setting one of these traps requires you to only use a bonus action. A trap constructed this way is destroyed after it is triggered, or after 10 hours have passed. Once you construct a trap this way you must finish downtime to resupply your tools before you can construct another.
- You have advantage on any ability check made to craft, repair, or disable a trap.
- You have advantage on any ability check made to detect traps or secret doors.
- You have advantage on any saving throw made to avoid or resist traps, and have resistance to damage dealt by traps.