Requires: +3 in Athletics or Arcana
Twice per event, necrotic runes infuse each strike of your weapon with unholy energies, count 18-20 as critical attacks.
Requires: +3 in Arcana or Athletics
Once per event, you can summon an antimagic shell as a reaction to deflect a spell cast upon you. The effect fades after 1 round.
Require: +3 in Intimidation or Insight, or Arcana
Once per event, you bolster your own defenses by draining lifeforce from an enemy, inflicting 10 damage to your target, to gain 10 temporary HP.
Require: +2 Athletics or Insight or Medicine
Three times per event, you may choose to purge a yourself or a nearby creature suffering from a debuff or poison. (Whether that is magical or otherwise) The chosen effect is dispelled and then you both gain +8hp and you may elect to spend a (1) spellslot to gain advantage on your next attack.
Requires: +3 in Intimidation or Arcana
At the cost of one (1) spell slot, you can tap the unholy energies inside your rune weapon to empower it. You gain +5 to your damage roll that turn and infuse it with a rune.
Frost Rune : Give your target disadvantage on it's first attack next turn.
Unholy Rune : Cause your next attack against your target to be at advantage.
Blood Rune : Heal yourself for +5hp
Requires: +4 Arcana or Insight
Once per event, you can spend two (2) spell slots to invoke an invisible field of despair, causing all hostile enemies within 5ft of you to roll all checks with disadvantage for two turns.
Requires: +3 in Acrobatics or Athletics
Once per event when an allied creature lands a critical blow on an enemy, you can react with an additional attack to that enemy, even if you already attacked that turn.
Requires: +3 in Perception or Insight or Investigation
Twice per event, as an action, you can detect all magic around you and see through stealth and invisibility in a 60ft radius.
Requires: +3 in Arcana or Athletics
Twice per event, you quench the thirst for power, after landing an attack you can decide to feed your hunger, allowing you to heal for half of the damage you dealt. (Rounded up).
Require: +4 Arcana or Athletics
Once per event, you can unleash the demon within for (2) rounds, while metamorphosis is active you gain +2 to attack rolls made, and you regain +15 hp instantaneously.
Requires: +3 in Acrobatics or Athletics
Once per event, you can utilize your supernatural speed to strike your target several times. Instead of rolling d20 for damage, roll four seven sided dice (4d7).
Requires: +3 in Arcana or Perception
Once per event you can use one (1) spell slot to overcharge your eye beam, allowing you to use two d20s for damage in a single turn, you may manipulate the damage done to a singular or multiple opponents normally.
Requires: +3 in Nature or Insight or Religion
Twice per event, you can add your Nature, Insight or Religion skill to Acrobatic checks when in avian, feline or travel forms; or you can add your Nature, Insight or Religion skill to Athletic checks when in bear or wildkin forms.
Requires: +4 in Nature or Arcana
Once per event after you land a damaging spell you can choose to invoke Starfall by consuming one spell slot, causing a creature near the target you struck to suffer half of the damage you inflicted on them. If you land a critical blow on your target while in this state, Starfall hits up to two creatures near your original target.
Requires: +3 Arcana or Medicine
If 2 or more allies K.O. near you, you become as calm as spring, soothing your allies. As a reaction, you evoke a healing energy that can stabilize up to four (4) allies and grant them 1 HP. You can sacrifice additional spell slots to bolster the heal, stabilizing two wounded targets at 5 HP instead of 1 HP, at the cost of one (1) spell slot.
Requires: +5 in Nature or Religion or Arcana
Twice per event, when you first shapeshift into your animal form you gain the associated effects respective to the form you take.
Bear : Increase your total HP by 10 temporarily and gain 10 HP.
Feline : Add your Nature, Religion or Arcana bonus to your first attack roll made.
Flight : Add your Nature, Religion or Arcana bonus to all Perception rolls.
Travel : Suffer no penalties for traversing harsh terrain, extend this bonus to 1 other ally you carry.
Moonkin/Astral : Gain two (2) additional spell-slots in this form once per event, you lose these upon exiting the form.
Requires: +3 in Medicine or Nature
You can use one (1) spell slot to unleash the wild power of nature’s wrath, for your attack you deal 3d20, however, you must make every d20 roll at disadvantage (rolling twice and taking the lower roll).
Requires: +3 in Acrobatics or Athletics
Once per event, if you successfully land a strike twice in a row against a foe, your third strike against it will be a guaranteed critical, (no roll required) as long as the intended target has taken a total of -10 damage from you across the previous 2 rounds.
Requires: +3 in Perception or Insight or Acrobatics
Twice per event you may forfeit your turn to aim your attack on a specific target of your choice. On your next turn you roll with Advantage and add your Perception, Insight or Acrobatics bonus to the next attack you make. If your aimed attack results in a critical attack, you may consider the critical to be 30 instead of 25.
Requires: +4 in Animal Handling or Nature
Twice per event your animal companion obeys your commands in combat, and deals half the total damage you deal on an attack, but your pet sustains half of the damage you receive throughout the event.
If you K.O. before your pet does, your pet will go into a rampage, and you can continue to attack for it until it reaches 0 HP or until combat ends.
Requires: +3 Persuasion or Athletics or Insight
Once per event, when fighting a large creature, you can invoke pack tactics for two (2) rounds, granting you advantage on attack rolls if at least one of your allies is within 5ft of the large creature.
Requires: +3 in Nature or Athletics
Once per event you can mark a single target as your quarry. For the duration of two turns, any damage that target deals to you is resisted by half, and any damage you deal to your quarry may include your Nature or Athletics bonus.
Requires: +4 Persuasion or Performance
At the cost of all your remaining spell slots, you can elect to ‘Play Dead’ the first time you hit 0 HP in an event. In lieu of dropping to 0 HP, you fall prone for 1 round, then get back up with 5 hp the next round. This does not work if you willingly succumb to fire, caustic traps, or other volatile terrain elements.
Requires: +3 Insight or Animal Handling
Twice per event, and at the cost of one (1) spell slot, you can coordinate a Flanking Strike with your allies on a single target. You and allies within 5 feet of you receive Advantage and your Insight AND Animal Handling bonus on their next attack, if they attack the same target as you.
Requires: +3 in Arcana or Religion
Magic surges through you and helps to ward off harm. Once per event, you may reroll a failed saving throw and apply your Arcana bonus to the check.
Requires: +4 in Arcana or History or Insight
You are able to have glimpses in the future as you look down the river of time at the cost of 1 spellslot. Roll one d20 at the start of every event, and record the number rolled. You can replace any roll made by you or a creature within your line of sight with your foretelling roll.
Requires: +2 in Arcana or Animal Handling
Once per event, you can summon your magic familiar to [Help] you without the need to make a check for it.
Requires: +2 in Arcana or +2 in Performance
Once per Event, you can create a perfect mirror image of yourself when attacked, avoiding the attack completely. The mirror image will break after receiving the blow for you.
Requires: +4 in Arcana or Perception
At the cost of one (1) spell slot, add one d20 to your next roll. You can do this as many times as you want, as long as you have spell slots left to spend.
Requires: +4 in Arcana or Nature
At the cost of two (2) spell slots, you can call down a torrent of arcane energy (frost/fire/arcane) down from the skies. Roll two d20s for damage instead of only one. All foes within 5 feet of your enemy will receive half of the total damage inflicted to your target.
Requires: +3 in Religion or Arcana
Once per event, as part of an attack, you can steal Chi from the enemy you struck removing 1 spell slot from an enemy target, you can then choose to give this stolen spell slot to a nearby ally transferring the Chi.
Requires: +4 in Acrobatics or Athletics
Twice per event, when you roll a natural 20 in combat at the cost of one spell slot you can magnify the force of your blows using your chi, dealing an additional 10 points of damage turning 25 damage into 35.
Requires: +2 in Insight or Persuasion
Once per event, you can tap into your chi to reach a Zen state of mind in order to discern truth from lies or to persuade someone to your cause, granting yourself advantage to one Insight check or one Persuasion check.
Require: +4 in Athletics or Acrobatics
Once per event, you choose to forestall an action on your turn, on your next turn you may unleash 3 attacks on any opponent. On the turn following this flurry of blows, you suffer disadvantage to attack.
Requires: +4 in Athletics or Religion
Once per event you can use two (2) spell slots to link your chi with a willing ally lasting for the duration of combat. Any damage taken is halved and the resulting number is then shared between you and this ally. Likewise any healing done is also shared in this manner add +2 to any healing received, the bonus is not halved.
Requires: +3 in Acrobatics or Insight
If you strike an enemy against which you landed an attack in the previous turn, you can choose to spend one (1) spell slot to perform a combo and increase the damage dealt by adding both your Acrobatic AND Insight modifiers to the attack.
Requires: +3 in Religion or Arcana
You are so suffused with the might of your respective faith that your very presence radiates a holy aura. Whenever an ally is within 5 feet of you, they are more easily healed by you. And whenever an undead, demonic, or void enemy is within 5 feet of you, they are more easily damaged by you. Twice per event you can add your Religion or Arcana bonus to either heal a nearby friendly target or harm a nearby enemy target.
Requires: +3 in Insight or Medicine or Religion
Whenever you roll a natural 20 to attack in combat, you may also cast a healing spell as a reaction without spending a spell slot, but only heal for the total amount of your Insight or Medicine or Religion bonus.
Requires: +3 in Insight or Arcana
Once per event you can imbue your weapon with positive energy. For two turns in a row, you can add either your Insight or Arcana bonus to your attack rolls made with that weapon against humanoid, demonic or undead targets.
Require: +4 Religion or +4 Insight
Once per event, choose a target and cloak them in divine protection, whenever the target takes damage the target instead takes half and the attacker suffers half of their attack. Once this effect has been triggered the effect ends.
Requires: +3 in Insight or Perception
Whenever an ally's health is reduced to 0, you can spend one (1) spell slot to guarantee a critical for your next attack.
Requires: +3 in Insight or Medicine
You can spend one (1) spell slot to wrap a single ally in divine energy for (3 Rounds), causing your healing on other allies to also heal that ally for 50% of the amount healed, rounded down. Only one person can be affected by Beacon of Faith at a time.
Requires: +3 in Persuasion or Insight
Once per event, when you make a successful Insight check to read a target, you can choose to compel the target to reveal the truth by rolling an additional Persuasion check as a bonus action. If you are successful, the target must reveal the truth to your next question.
Requires: +4 in Religion or Arcana
Once per event, you can sacrifice your turn to invoke a plea to the divine to rapidly recover your mana by invoking powers from beyond, restoring two spell slots to either yourself or a friendly target.
Requires: +3 in Insight
Once per event, after making a successful healing check, you channel the tenants of balance, balancing the forces of Light and Shadow within you. Your next D20 check, attack or heal will count 1-3 as a failure and 15-20 as a critical success.
Requires: +2 Religion or +2 Athletics
Once per event, as a reaction to being attacked, you channel your courage and fortitude to resist half the total damage you receive for two turns.
Requires: +3 in Insight or Persuasion
At the cost of one (1) spell slot, you can give one target two advantage rolls, or two targets one advantage roll each, these remain for the duration of an event and can be used when the target chooses.
Requires: +2 in Religion or Arcana
When you attack a new target, you may spend one (1) spell slot to deal half your total damage to your last target.
Requires: +3 in Insight or Investigation
You gain the ability to decipher an opponent’s tactics and develop a counter to them. You can apply your Insight skill bonus to your attacks up to two times during an event
Requires: +3 in Street-Savvy or Persuasion or History
When in a town or city you can apply your Street-Savvy skill bonus to a History skill check about the city and to all Persuasion skill checks having to do with disguising or forgery attempts.
Requires: +3 in Acrobatics or Performance
Your quick thinking and agility allow you to move and act swiftly. Once per event, as a bonus action, you can roll and apply your Acrobatic skill bonus to Disengage, Hide, or Evade an enemy attack. Or, after failing an Acrobatics skill check, you may choose to immediately roll a second Acrobatics skill check to attempt to regain your balance.
Require: +2 Performance or Arcana or Athletics
Once per event you can cheat death, when you become incapacitated after hitting 0 hp you can get back up at 5 hp.
Requires: +2 in Street-Savvy or Performance
Whenever you roll a critical strike, you can spend one (1) spell slot to gain advantage for your next two attacks. You can’t gain this effect from rolls made with advantage gained through this perk.
Requires: +4 in Stealth or Acrobatics
Once per event, when you land a successful attack, you can spend two (2) spell slots to deploy a Secret Technique. Clones made from your shadows will extend through the floor to all foes within 5 feet of your target and deal 8 damage to them. All of the foes affected are dazed.
Requires: +3 in Nature or Persuasion
You call on the elements to intervene on your behalf when your need is great. Imploring the elements’ aid requires you to use your action. Describe the assistance you seek in your emote, and roll a D10. If you roll a number equal to or lower than your level, the elements intervene. The DM chooses the nature of the intervention.
Requires: +3 in Nature or History or Arcana
Twice per event you can choose to call forth the power of elements and summon one of the following special totems alongside your normal action roll:
Searing Totem: Roll 1d10+Nature, to deal fire damage to your target on your next turn.
Mana Tide Totem: DC 10 to restore one (1) spell slot to a target of your choice.
Stoneskin Totem: One target of your choice will resist the half the total damage they receive the next attack.
Windfury Totem: Give Advantage to one target of your choice for their next turn.
Requires: +3 in History or Medicine
Once per event, as a bonus action, you can roll and apply your History skill bonus to any healing or utility spell check, or to any other skill check.
Require: +3 Nature or Persuasion or Arcana
You summon a totem with to partition the elements to share the injuries and wounds of an ally with you, aiding them by burdening part of their suffering. You and your chosen ally will add both of your current Health Points together, and then each will receive one half of that total. You can expend one spell slot to spirit link an additional character in the same manner.
Requires: +3 in Nature or Arcana
At the cost of two (2) spell slots, you may choose (3) allies and roll for healing with advantage and add your nature or arcana to the roll (Whichever is Higher), instead of splitting the number rolled all of your targets get the same amount of healing.
Requires: +2 in Medicine or Insight
Whenever you successfully cast a healing roll, you can spend one (1) spell slot to unleash the forces of the Elements, increasing the effect of your roll by +10 and your next spell has advantage.
Requires: +2 in Arcana or Intimidation or Persuasion
You tap into the deep and forbidden magic of fel and souls to create a dark bond. Once per event, you can force an enemy or friendly target to roll with disadvantage. If the target fails its check, you regain 2 spell slots.
Requires: +3 in Performance or Intimidation
All of your critical attacks have a chance to inflict fear. After making a successful critical attack, you can make an intimidation check as a bonus action and apply either your Performance or Intimidation skill bonus, whichever is higher.
Requires: +3 in History or Insight
Your demonic studies and consorting with demons has awarded you with knowledge of many eldritch secrets. Once per event, you can sacrifice a spell slot to cast Eldritch Lore and learn a secret about a friendly or enemy target.
Requires: +2 Arcana or Persuasion
Once per event, you can choose to sacrifice one spell slot to give an allied caster an additional spell attack on their turn.
Requires: +3 in Arcana or Insight
You can spend one (1) spell slot to mark one enemy with Havoc, causing your next two (2) attacks on other targets to also damage the enemy with Havoc for half of the damage caused.
Requires: +3 in Arcane or Intimidation
Once per event you can use (2) spell slots to attack twice for the next (two) turns, these attacks are made with advantage and you may add your Arcana AND Intimidation bonus together to the rolls, at the end of your 2nd turn you drop to 0hp and make a wounds roll with disadvantage (taking the higher wounds roll).
Requires: +2 in Athletics or Intimidation
You can push yourself beyond your normal limits for a moment. Once per event, you can double your Athletics skill bonus and add it to your next skill check or attack. This cannot be used for healing.
Requires: +3 History or Acrobatics or Athletics
Your tactical knowledge has prepared you to assist an ally at a moment’s notice. Once per event, you may reroll any Athletics or Acrobatics check for a single nearby ally. If you fail, you suffer the negative effects instead of the targeted ally.
Requires: +3 in Athletics or Insight or Medicine
Once per event, you can draw upon your well of stamina to recover from harm received. On your turn, you can choose to regain hit points equal to 1d10+ your Athletics or Insight or Medicine skill bonus.
Requires: +3 in Athletics or Acrobatics
Once per event you can unleash your fury in a series of reckless strikes or stunts. For two turns you gain advantage to any Athletic checks and Attack rolls made, but you also lose 7 HP.
Requires: +4 in Acrobatics or Intimidation
Twice per event, you can spend one (1) spell slot to become an unstoppable storm of destructive force as long as there are two foes in range. You add +10 to the damage roll, and the damage will be split between all foes within 5 ft of you.
Requires: +3 in Athletics or Perception
At the cost of one (1) spell slot, you amplify a melee attack with precision and power to break your foe defenses. Add your Athletics AND Perception skill bonus to your damage, and if your total damage roll is 10 or more, your target is dazed. If your foe is ‘shielded’, you can instead spend one (1) additional spell slot to break the shield, fully exposing your foe to attack and forfeiting the bonus damage and daze.
Requires: +4 Persuasion or Intimidation
Once per event, you inspire faith and confidence in your allies. You may assist a nearby friendly target on an Acrobatics or Athletics check by adding your Persuasion or Intimidation skill bonus to their roll.
Requires: +3 Street-Savvy or Insight
After making a successful Street-Savvy check your next Perception, Investigation or Performance check receives your Street-Savvy skill bonus on top of its respective skill bonus.
Good fortune is on your side. Once per event, you may activate this skill to reroll a failed check even if that check was made with Disadvantage.
Requires: +1 Street-Savvy or Persuasion
Your time as a craftsman has awarded you with a network of trade contacts and knowledge. Once per event you are able to identify rare, historical, and magical items or materials that are unique to your given profession without the need to make a check.
Requires: +2 Medicine or Nature
You use your knowledge of medicine to bolster a healing check. Once per event, add your Medicine or Nature skill bonus to one of your healing checks.
Requires: +3 in Medicine or Nature
Twice per event you may imbibe or give away a potion of your choosing from the list below.
Thorns: For two rounds any time you are hit your attacker receives damage equal to your Medicine or Nature skill bonus.
Rejuvenation: For two rounds at the start of each of your turns you regain HP equivalent to your Medicine or Nature skill bonus.
Enhanced Vision: For one round you can add your Medicine or Nature skill bonus to any Perception or Investigation checks made, in addition to their associated bonuses.
Wyrmskin: You resist half the total damage for two rounds against either Frost, Fire or Lightning damage (choose only one).
Once per event, if you receive 20 or more damage from a single source, you can half the damage received.
Requires: +3 Athletics or History
Once per event you can spend one (1) turn and one (1) spell slot to draw upon the strength and inspiration of past heroes. On your next turn, your attack is guaranteed to have advantage, and do double the damage of what you rolled. However, you are also guaranteed to draw the ire of your target, if they survive the attack.
Requires: +4 Performance
Once per event, you can spend one (1) spell slot to sing a rhyme or lyric intended to bolster the morale of your allies within hearing range, granting up to three (3) allies advantage on their next turn.
Requires: +3 Acrobatics or Street-Savvy
Twice per event, when an enemy lands a melee attack for 10 or more damage on you, you can spend one (1) spell slot to retaliate; blocking up to half the total damage and deflecting the remaining damage back on your opponent. This does not work on critical attacks.
Requires: +2 in Religion, Arcana or Nature
Full Moon Attunement: Once per event, you may add your Religion, Arcana or Nature bonus (whichever is highest) to your next healing spell.
New Moon Attunement: Once per event, you may add your Religion, Arcana or Nature bonus (whichever is highest) to your next attack.
Requires: +3 in Athletics or Acrobatics
Full Moon Attunement: Once per event, you may reroll any failed check made in response to an enemy ability, and add your Athletics or Acrobatics bonus.
New Moon Attunement: Once per event, you may reroll any failed attack made against an enemy, and add your Athletic or Acrobatics bonus.
Requires: +2 in Animal Handling or Religion
Full Moon Attunement: Once per event, you may spend your turn to channel the aspect of Mother Moon’s grace to calm a creature within 30 feet of you.
New Moon Attunement: Once per event, you may spend your turn to channel the aspect of the Night Warrior’s wrath to compel a creature within 30 feet of you to attack an enemy of the Goddess.
Requires: +2 Religion or +2 Insight
Twice per event, you can spend one (1) spell slot as a reaction to half the incoming damage toward you or an ally you can see near you, you or that ally then get advantage on their next attack roll.
Requires: +3 Insight or Street-Savvy
Once per event, at the cost of one (1) spell slot and your turn, you reflect on an attack made by your enemy during their last turn. On your next turn you call upon the Flame of Elune to replicate the attack, with Elune’s wrath, and deal the same amount of damage your enemy dealt, plus your Insight or Street-Savvy skill bonus. This does not work with special boss moves, or double attacks.