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D20

PASSIVE PERKS
Passive perks are permanent and will give your character slight bonuses when chosen. When selecting from the perk library, please be mindful of the requirement, which serves as a prerequisite to obtaining the perk.


The following perks can only be obtained by characters who can be considered death knights in-character.
Purgatory
Requires: Death Knight
You do not fall unconscious when reduced to 0 hit points, but continue to fight on as normal as long as you succeed on a DC 15 saving throw at the beginning of your turn.

Blood Presence
Requires: Death Knight
You have 5 additional hit points.

Frost Presence
Requires: Death Knight
You gain +5 Athletics when in cold climates, but suffer -3 Athletics when in hot climates.



The following perks can only be obtained by characters who can be considered demon hunters in-character.
Demonic Alacrity
Requires: Demon Hunter
You can elect to automatically succeed on Acrobatics checks that have to do with crossing distances or falling.

Demonic Strength
Requires: Demon Hunter
You gain +1 Athletics and +1 Acrobatics.

Chaos Empowered Strikes
Requires: Demon Hunter
Your melee attacks count as magic damage, and deal +2 damage against demons.



The following perks can only be obtained by characters who can be considered druids in-character.
Forest Whispers
Requires: Druid
You gain advantage to perception, investigation and insight checks when in heavily wooded areas.

Ancient’s Grace
Requires: Druid
You gain +1 Athletics when in animal form and +1 Nature when in humanoid form.

Seed of Life
Requires: Druid
Your healing spells have a chance to plant a rejuvenating seed on the friendly target. Roll 1d100, if you roll 85+ your healing spell leaves behind a healing seed that heals the target for 5 hit points every round, for three rounds. This only works for single target healing.



The following perks can only be obtained by characters who can be considered hunters in-character.
Camouflage
Requires: Hunter
You may add your Nature bonus to your Stealth checks when outside.

Beastmaster
Requires: Hunter
Your Nature skill bonus is applied to your Perception and Insight skills when dealing with animals.

Sniper
Requires: Hunter
You gain a +2 to your first ranged attack of every event.



The following perks can only be obtained by characters who can be considered mages in-character.
Transmutation Mastery
Requires: Mage
You apply your Arcana bonus to any Acrobatics check.

Fount of Power
Requires: Mage
If you happen across a Fount of Power, or other source of mana, during an event, you can consume the mana from it to replenish 2 spell slots.

Quick Caster
Requires: Mage
You can cast one utility spell outside of your turn at the cost of a spell slot during any surprise round, including an enemy surprise round. This excludes movement, unless that movement is magical in nature (such as blink).



The following perks can only be obtained by characters who can be considered monks in-character.
Wise Sage
Requires: Monk
You may apply your Religion skill to your Persuasion skill checks.

Zen Training
Requires: Monk
Successful Acrobatics and Athletics checks grant +3 toward your next Perception check.

Spiritual Sense
Requires: Monk
While meditating, you gain a +4 to all Perception and sense magic checks until disturbed.



The following perks can only be obtained by characters who can be considered paladins in-character.
Divine Training
Requires: Paladin
Religion checks to do with your faith count 19 and 20 as a critical success.

Martial Prowess
Requires: Paladin
You may apply your Religion skill bonus to Acrobatics checks.

Spirit of Salvation
Requires: Paladin
You may assist on Athletics checks so long as you are within hearing range of the target.



The following perks can only be obtained by characters who can be considered priests in-character.
Devout Inspiration
Requires: Priest
A roll of 3 or higher counts as a successful [Help] check, to provide a friendly target with assistance.

Graceful Mending
Requires: Priest
You may apply your Religion skill bonus to Medicine checks.

Divine Might
Requires: Priest
You deal +2 additional damage to all attacks against Undead or Demonic creatures.



The following perks can only be obtained by characters who can be considered rogues in-character.
Opportune Feint
Requires: Rogue
You may apply your Performance skill bonus to saving throws called in order to dodge enemy melee attacks.

Expert Poisoner
Requires: Rogue
You gain +3 to all Nature checks regarding flora (plants/herbs), and you can apply your Nature skill bonus to any critical damage you deal to an enemy, as poison damage.

Deft Strikes
Requires: Rogue
Your critical hits now apply the Dazed effect to your target for a single round.



The following perks can only be obtained by characters who can be considered shamans in-character.
Totemic Senses
Requires: Shaman
You may use your totems at a range to make perception checks.

Elemental Blessings
Requires: Shaman
You have a +1 in Nature and +1 in Religion.

Acclimation
Requires: Shaman
You can elect to automatically succeed on Athletics checks that have to do with severe weather or climates.



The following perks can only be obtained by characters who can be considered warlocks in-character.
Forbidden Scholarship
Requires: Warlock
You have a +1 in Performance, +1 in Arcana and +1 in History, but at the cost of losing 5 hit points permanently from your total hit points.

Expanded Grimoire
Requires: Warlock
You have 2 additional spell slots, but at the cost of losing 5 hit points permanently from your total hit points.

Blood Pact
Requires: Warlock
Critical attacks made against you now automatically target your demon instead, but only if your demon is out.



The following perks can only be obtained by characters who can be considered warriors in-character.
Killing Spree
Requires: Warrior
After the target you most recently hit is slain, you gain +2 for your next attack.

Battle Hardened
Requires: Warrior
You gain 5 additional hit points.

Blockade
Requires: Warrior
If a shield is equipped, you can choose to use Athletics against enemy attacks that would otherwise require an Acrobatics check.



The following perks can be obtained by anyone, provided they meet the requirement.
Alert
Requires: None
If ambushed you are able to roll Acrobatics to avoid a potential attack made against you.

Excuse
Requires: +1 in Persuasion
You may reroll any failed Persuasion, Performance, Intimidation or Street-Savvy check if your character is able to verbalize an excuse.

Field Medic
Requires: +1 Medicine
Your field-medic training kicks in to save the day! Your first failed roll whilst healing (≤ 4) instead heals the target for 5 plus your Medicine skill bonus.

Master of Distraction
Requires: +1 in Performance
You may assist Stealth checks for any number of players with a Performance check, but only if you provide a decent distraction.

Pickpocket
Requires: +1 in Street-Savvy
Successful Stealth checks give you a +5 to Street-Savvy for the duration of your next turn.

Reinforced Plate
Requires: +1 Athletics
You trained to wear exceptionally heavy plate armor in combat. You gain 10 additional hit points while wearing plate armor (or plate-like armor, in appearance), but suffer -3 to all Stealth checks.

Diplomat
Requires: +1 History
Add your history bonus to your persuasion rolls.

Precise Strikes
Requires: +1 Athletics
You focus on precision blows, either from range or up close, whenever you attack and roll a 19 or 20, it is counted as a critical hit.

Spell Slinger
Requires: +1 Arcana, Nature or Religion
The mastery over your craft allows you to increase your max amount of spell slots by one (1).

First Aid
Requires: +1 Medicine
When you use Medicine to stabilize a target, that target also regains 5 HP. You have advantage attempting to heal this target on your next turn.



The following perks can only be obtained by characters who can be considered Silversworn in-character.
Bravery of the Black Moon
Requires: Silversworn
You have advantage against Fear checks and Mind altering checks.

Silver Hearted
Requires: Silversworn
For stalwart and unwavering faith in Elune, you receive +1 to Religion and +1 to Insight.

Keen Minded
Requires: Silversworn
Your time adventuring has afforded you with a mind for puzzles, problem solving, and making keen deductions, you receive +1 to Investigation and +1 to Perception.

Spiritual Bond
Requires: Silversworn
When another Silversworn is within 5ft of you both you and your ally gain a +1 in Religion and Athletics. Only one fellow Silversworn can be targeted by this bond at any given time.

Panacea
Requires: Silversworn
Your first failed roll whilst healing (≤ 4) instead invokes the Flame of Elune to heal the target for 5 plus your Religion skill bonus.

Flame Everlasting
Requires: Silversworn
While your health is below 10hp you regain +3hp at the start of each of your turns during combat until you are no longer below 10hp.