Wizard
Arcane Tradition Focus
The spells from the school of your chosen Arcane Tradition
is harder to resist than normal.
Prerequisite: Wizard level 3.
Benefit: Increase the DC of the spells from the school of
your chosen Arcane Tradition by 1.
Arcane Tradition Prodigy
You are more practiced and naturally talented in the school
of your Arcane Tradition. You can cast more spells from
your school of tradition more often than
normal.
Prerequisite: Wizard level 9.
Benefit: Choose a spell of 3rd level or
below from your spellbook that is under
your school of your Arcane Tradition. You
always have this spell prepared, it does
not count against the number of spells you
have prepared, and you can cast it once at
its standard level without expending a spell slot. When
you do so, you can not do so again until you finish a
short or long rest.
Greater Arcane Recovery
You can regain higher magical energy than normal
when studying your spellbook.
Prerequisite: Wizard level 12, Improved
Arcane Recovery.
Benefit: You can use Arcane Recovery to
recover spell slots of up to 6th level.
Improved Arcane Recovery Improved Grim Harvest
You regain more of your magical energy than normal You gain more benefits from your Grim Harvest than
when studying your spellbook. normal.
Prerequisite: Wizard level 3. Prerequisite: Wizard level 6, School of Necromancy
Arcane Tradition.
Benefit: The spell slots you can recover
is increased to two-thirds of your wizard’s Benefit: Aside from the temporary hit points you gain when
level. you kill a creature with a spell of 1st level or higher, your
proficiency bonus is also temporarily increased by 1 until
Improved Arcane Ward the end of your next turn. This effect does not stack.
Your Arcane Ward is more potent than normal.
Prerequisite: Wizard level 6, School of Abjuration Arcane
Tradition.
Benefit: The hit points of your Arcane Ward is increased to
thrice your Wizard’s level + twice your Intelligence modifier.
5500 Class Talents
Improved Instinctive Charm
Your Instinctive Charm is more potent
than normal.
Prerequisite: Wizard level 6, School of
Enchantment Arcane Tradition.
Benefit: You can choose the attacker’s
target when there are multiple creatures
closest.
Improved Portent
You are better in reading the future
compared to others.
Prerequisite: Wizard level 6, School of
Divination Arcane Tradition.
Benefit: Increase the number of d20s you roll by
1. When you gain Greater Portent at 14th level,
you roll four d20s.
Improved Sculpt Spell Swift Illusion Spell
You can choose more creatures than normal when you use You are an expert in the school of illusion that you can
Sculpt Spell. sometimes cast certain low level illusion spells without
effort.
Prerequisite: Wizard 6, School of Evocation Arcane
Tradition. Prerequisite: Wizard level 6, School of Illusion.
Benefit: Increase the number of creatures you can choose Benefit: You can take a bonus action to cast a cantrip or a
to 1 + your Intelligence modifier + the spell’s level. 2nd level spell or below from the school of Illusion.
Instinctive Benign Transposition Once you use this feature, you cannot use it again until you
finish a short or long rest.
You can use Benign Transposition even if it is not your turn.
Swift Transmutation Spell
Prerequisite: Wizard level 6, School of Conjuration Arcane
Tradition. You are an expert in the school of transmutation that you
can sometimes cast certain low level transmutation spells
Benefit: When you see a creature move within 5 feet of you, without effort.
targeted by an attack from a creature that you can see, or
forced to make a Dexterity saving throw, you can use your Prerequisite: Wizard level 6, School of Transmutation.
reaction to invoke Benign Transposition.
Benefit: You can take a bonus action to cast a cantrip or a
Once you use this feature, you can’t use it again until you 2nd level spell or below from the school of Transmutation.
finish a short or long rest.
Once you use this feature, you cannot use it again until you
finish a short or long rest.
Class Talents 51
Faction Talents Preserve the Natural Order
The Emerald Enclave The natural order must be respected and preserved. You
fight well against fiends and undead that threaten that
Initiate of the Enclave order.
You have earned the favor of the druids and priests of the Prerequisite: The Emerald Enclave faction membership.
Emerald Enclave and have been given special privileges.
You gain the ability to cast certain spells. Benefit: You can reroll an attack roll made against a fiend
or undead creature or you can reroll a saving throw made
Prerequisite: The Emerald Enclave faction membership. against a fiend or undead creature's attack or spell. In both
cases, you must use the result of the second roll, even if it is
Benefit: You know the druidcraft cantrip. Starting at 3rd lower.
level, you can also cast entangle or goodberry with this
talent. Once you cast either spell with this talent, you can't Once you use either feature, you cannot use any of them
cast it with this talent again until you finish a long rest. again until you finish a short or long rest.
Wisdom or Charisma (your choice) is your spellcasting
ability for these spells.
Blessing of SIlvanus
You channel the aid of Silvanus through your
fingertips. You can cure a creature suffering from
wounds or an affliction.
Prerequisite: The Emerald Enclave faction
membership, Character level 6.
Benefit: On your turn, you can use an action and
touch a creature. Choose from either of the two
effects:
Regenerate Wounds. This creature regains 1d4
hit points at the start of each of its turns for a
number of rounds equal to your Charisma or
Wisdom modifier (your choice).
Cure Affliction. You end one disease or one
condition afflicting the creature. The condition must
be blinded, deafened, paralyzed, or poisoned.
Once you use either feature, you cannot use it again
until you finish a long rest.
Naturalist
You can survive in the harsh wilderness more
effortlessly than others.
Prerequisite: The Emerald Enclave faction membership.
Benefit: You gain proficiency with the Herbalism Kit. After
you roll for an ability check that involves the skill Animal
Handling, Nature, Medicine, Perception (wilderness areas
only), or Survival (wilderness areas only) but before the
outcome is determined, you can roll a d10 and add it to the
result.
Once you use this feature, you cannot use it again until
you finish a short or long rest.
5522 Class Talents
The Harpers Tymora’s Smile
Harp Aspirant You call upon Lady Luck to bestow upon you good fortune
for a short period of time, or until your luck runs out.
You have earned the favor of the High Harpers and have
been given special privileges. You gain the ability to cast Prerequisite: Harper faction membership, Character level
certain spells. 6.
Prerequisite: The Harpers faction membership. Benefit: As a bonus action, you gain advantage on all saving
throws. The benefit lasts for 1 minute or until you fail a
Benefit: You know the friends cantrip. Starting at 3rd level, saving throw.
you can also cast disguise self or heroism with this talent.
Once you cast either spell with this talent, you can't cast it Once you use this feature, you cannot use it again until
with this talent again until you finish a long rest. Wisdom or you finish a long rest.
Charisma (your choice) is your spellcasting ability for these
spells.
Harper Favored Foes Specialist
You have trained against and carefully studied two specific
evil organizations. You are very knowledgeable of their
groups and can identify their members. You are often
tapped to infiltrate their ranks and spy on them.
Prerequisite: The Harpers faction membership.
Benefit: Choose two evil organizations (Cult of the Dragon,
Red Wizards, Zhentarim, etc.). You have advantage on
Wisdom (Perception), Wisdom (Survival), Charisma
(Deception), and Charisma (Intimidation) ability checks
made against them, as well as on Intelligence checks to
recall information about them.
You can retake this talent as many times you want. Each
time you take it, it must be two different evil organizations.
Harper Knowledge
The life of a Harper has provided you with the opportunity
to pick up odds and ends of knowledge.
Prerequisite: The Harpers faction membership.
Benefit: You gain proficiency in one of the following tools:
the Disguise kit, Forgery kit, Gaming Set, an Instrument,
or Thieves’ Tools. After you roll for any Intelligence
ability check but before the outcome is determined, you
can roll a d10 and add the result.
Once you use this feature, you cannot use it again
until you finish a short or long rest.
Faction Talents 53
The Lords' Alliance Unite Against the Dark
Agent of the Council You inspire your allies, uniting them to fight back against
the dark forces that threaten you.
As an agent of the Council of Lords, you gain certain
privileges while spending time within the territories that Prerequisite: The Lords' Alliance faction membership.
are part of the Lords' Alliance.
Benefit: Use an action to choose a number of creatures
Prerequisite: The Lords' Alliance faction membership. other than yourself within 30 feet of you that you can see
equal to 3 plus your Charisma modifier (a minimum of
Benefit: While within the borders of Amphail, Baldur's three). The creatures gain advantage on their next saving
Gate, Berdusk, Elturel, Goldenfields, Gundarlun Island, throw forced on them by an evil creature. The benefit lasts
Iriaebor, Leilon, Longsaddle, Mirabar, Neverwinter, Silver for 1 minute.
Marches, Silverymoon, Sundabar, and Waterdeep, you
gain advantage on Intelligence (Investigation), Wisdom Once you use this feature, you cannot use it again until
(Perception), Wisdom (Insight), Wisdom (Survival), you finish a long rest.
Charisma (Persuasion), and Charisma (Deception) ability
checks.
Best Defense is a Strong Offense
You are trained to strike first at a creature that is attacking
you, potentially making the creature miss.
Prerequisite: The Lords' Alliance faction membership,
Character level 6.
Benefit: When you are attacked by a creature with a melee
weapon attack but before the outcome is determined and
that creature is within reach of your melee weapon attack,
you can use your reaction to make a single melee weapon
attack against that creature. If your attack hits, you
impose disadvantage to the creature’s attack.
Once you use this feature, you cannot use it again
until you finish a long rest.
Glory and Honor
You call your allies into action, inspiring them to
fight and perform better for the glory and honor
of your alliance.
Prerequisite: The Lords' Alliance faction
membership.
Benefit: Use an action to choose a number of creatures
other than yourself within 30 feet of you that you can
see equal to 3 plus your Charisma modifier (a minimum of
three). The creatures gains advantage on their next attack
roll or ability check until the start of your next turn.
Once you use this feature, you cannot use it again until
you finish a long rest.
5544 Class Talents
The Order of the Gauntlet Strength and Bravery
Deputy of the Order You have extraordinary strength of will when battling evil.
You have earned the favor of the military clergy of the Prerequisite: Order of the Gauntlet faction membership.
Church of Helm, Hoar, Torm, or Tyr and have been given
special privileges. You gain the ability to cast certain spells. Benefit: After you roll an attack roll against an evil
creature, Strength ability check, or a saving throw against
Prerequisite: Order of the Gauntlet faction membership. being frightened but before the outcome is determined, you
can roll an additional d8 and add it to the result.
Benefit: You can cast heroism with this talent. Starting at
3rd level, you can also cast branding smite with it. Once Once you use this feature, you cannot use it again until
you cast either spell with this talent, you can't cast a spell you finish a short or long rest.
with this talent again until you finish a long rest. Wisdom or
Charisma (your choice) is your spellcasting ability for these
spells.
Faith Against Evil
You call upon your faith to resist evil spells and effects.
Prerequisite: Order of the Gauntlet faction membership.
Benefit: As a bonus action, you utter a quick prayer and
gain advantage on all saving throws made against an evil
creature's attack, ability, or spell. The benefit lasts for a
number of turns equal to 1 plus your Wisdom or Charisma
modifier (your choice, minimum of one).
Once you use this feature, you cannot use it again until you
finish a long rest.
Punish the Evil
Driven by a sense of justice, you can impose your will on an
evil creature, reducing its capabilities to fight and perform.
Prerequisite: Order of the Gauntlet faction membership,
Character level 6.
Benefit: As a bonus action, choose an evil-aligned creature
you can see within 60 feet that you have dealt damage to
or has failed a saving throw against your spell or class
feature within the previous turn. The creature is allowed
a saving throw to negate the effect. The DC is equal to 8
+ your proficiency bonus + your main ability modifier. If
the creature fails its saving throw, the creature becomes
frightened and its speed becomes 0 until the end of your
next turn.
If you have successfully used this feature, you cannot use it
again until you finish a long rest.
Class Talents 55
The Zhentarim Benefit: You gain proficiency with the Disguise Kit, Forgery
Kit, Gaming Set, or Thieves’ Tools (your choice). After
Acolyte of the Black Network you roll an ability check that involves the skill Deception,
Investigation (urban areas only), Perception (urban areas
You have earned the favor of the high priests of the Church only), Sleight of Hand, or Survival (urban areas only)
of Bane or Cyric and have been given special privileges. You but before the outcome is determined, you can roll an
gain the ability to cast certain spells. additional d12 and add it to the result.
Prerequisite: The Zhentarim faction membership. Once you use this feature, you cannot use it again until
you finish a short or long rest.
Benefit: You can cast bane with this talent. Starting at
3rd level, you can also cast hold person with it. Once you Zhentarim Thug
cast either spell with this talent, you can't cast a spell with
this talent again until you finish a long rest. Wisdom or You are a ruthless thug working for the Zhentarim
Charisma (your choice) is your spellcasting ability for these Organization. You are the muscle that does the dirty work.
spells.
Prerequisite: The Zhentarim faction membership.
Cheap Shot
Benefit: You gain proficiency with the Poisoner’s Kit. After
You can exploit a creature’s momentary distraction when it you roll an ability check that involves the skill Athletics,
is hit by an attack, takes damage, or fails a saving throw. Intimidation, Survival (urban areas only), Stealth, or a
Dexterity (Thieves’ Tools) check, but before the outcome is
Prerequisite: The Zhentarim faction membership, determined, you can roll an additional d12 and add it to the
Character level 6. result.
Benefit: When a creature within 5 feet of you is hit by an Once you use this feature, you cannot use it again until
attack, takes damage, or fails a saving throw from a spell you finish a short or long rest.
or ability made by a creature other than you,
you can use your reaction to make a melee
weapon attack against that creature.
Once you use this feature, you cannot
use it again until you finish a long rest.
Zhentarim Agent
You are a secret operative
under the employ of the Black
Network. Your primary
objective is to infiltrate
and gather information in
urban areas and territories
normally hostile to the
Zhentarim.
Prerequisite: The
Zhentarim faction
membership.
5566 Class Talents
CHARACTER OPTIONS
TALENTS II
Available Now!
Mannix "Dragonix" Manansala 57
The 2nd Book From The Platinum Best Selling Debut!
Over 275+ New Talents to Choose From!Class Talents
CHARACTER OPTIONS
TALENTS III
Available Now!
Mannix 'Dragonix' Manansala
The 3rd Book From The Platinum Best Selling Series!
Over 375+ New Talents to Choose From!
MONSTER MANUAL EXPANDED
Available Now!
Mannix 'Dragonix' Manansala
a 325+ page supplement to the monster manual
that adds over 475 creature stat blocks!
MONSTER MANUAL EXPANDED II
Available Now!
Mannix 'Dragonix' Manansala
an incredible 300+ page supplement to the monster manual,
volo's guide to monsters, and mordenkainen's tome of foes!
MONSTER MANUAL EXPANDED III
Available Now!
Mannix 'Dragonix' Manansala
DM OPTIONS
MONSTER TALENTS
Preview
Mannix 'Dragonix' Manansala
Design About this Book (v1.01)
Dragonix DM Options: Monster Talents is the third book
about the Talents concept. The first two books
Facebook Home Page (Character Options: Talents and Character Options:
Talents II) have been successful and made a huge
Cover Art impact to a lot of players' gaming experience.
However, it did have balance issues that a DM had
Sandeson Gonzaga to address. And this book will finally help the
DM do that. This time, the talents are not for the
Interior Art players (well, most of it, see Chapter 3). This time,
it's the DM who gets to have the fun choosing and
Sandeson Gonzaga playing around with feat-like options for monsters.
Arcana Games' Character Stock Art This book covers the creatures from the Monster
The Homebrewery Manual book, providing several talents to choose
DMG Creator Resource Art from for each critter, depending on their CR. The
higher the creature's CR, the more talents they can
Playtesters have and the bigger their selection. As a result,
you'll have plenty of options to make the tired
Mycko David, Kirby Gonzaga, Teddy Gonzaga, Marky Erquiza, James Manan- and typical encounters your players have gone
sala, Marco Pasamba, Jeff Quilala, Raffy San Antonio, TJ Sese, Teejay Suaring, accustomed to dealing with suddenly fresh and
Michael Tiongson, Dave Young, Rowell Zaragoza, Rowena Zaragoza exciting. With talents like the Stirge's insidious
Anesthetic Bite, the Beholder's obnoxious Redirect
About the Cover Central Eye, the Balor's destructive Meteor Strike,
the Tarrasque's terrifying Disintegration Breath,
I wanted the cover for this book to be special, and at and the truly horrifying rage-quit inducing Potent
the same time, wanted to pay tribute to the classic D&D Antennae of the Rust Monster to arm your monsters
books. This was about monsters so I looked at the with, you'll have a delightful time tormenting and
classic Monster Manual covers. Nothing jumped at me shocking your players.
until I saw the classic Players Handbook cover by David If you didn't purchase the Character Options:
Trampier. I thought, what if the devil statue was actual- Talents books, don't fret. This book can still
ly a golem? So I commissioned Sandy Gonzaga as usual provide you with ideas on how to create or
and asked him, if that statue is a golem and it is about customize your monsters. To help with this, take
to come alive to deal with the interlopers, what would it a look at the Elite Monster template provided in
look like 5 seconds later? The result is what you see. Chapter 4 and some elite creature samples. With
over 150 pages of talents, you'll find a lot you can
use here! Enjoy!
Acknowledgement
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten
Realms, the dragon ampersand, Player’s Handbook, Monster Manual,
Dungeon Master’s Guide, D&D Adventurers League, all other Wizards
of the Coast product names, and their respective logos are trade-
marks of Wizards of the Coast in the USA and other countries. All
characters and their distinctive likenesses are property of Wizards of
the Coast. This material is protected under the copyright laws of the
United States of America. Any reproduction or unauthorized use of
the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.
Table of Contents
Chapter 1 Stalker. U
Monster Manual Creatures J Umber Hulk, Unicorn.
A Jackalware. V
Aarakocra, Aboleth, Angels, K Vampires.
Animated Objects, Ankheg, Azer.
Kenku, Kobolds, Kraken, Kuo-toa. W
B
L Water Weird, Wight, Will-o'-wisp,
Banshee, Basilisk, Behir, Wraith, Wyvern.
Beholders, Blights, Bugbears, Lamia, Lich, Lizardfolk,
Bulette. Lycanthropes. X
C M Xorn.
Cambion, Carrion Crawler, Magmin, Manticore, Medusa, Y
Centaur, Chimera, Chuul, Cloaker, Mephits, Merfolk, Merrow, Mimic,
Cockatrice, Couatl, Cyclops. Mind Flayer, Minotaur, Modrons, Yetis, Yuan-ti, Yugoloths.
Mummies, Myconids.
D Z
N
Darkmantle, Death Knight, Zombies.
Demilich, Demons, Devils, Nagas, Nightmare, Nothic.
Dinosaurs, Displacer Beast, Chapter II
Doppleganger, Dracolich, Dragon, O
Shadow, Dragons, Dragon Turtle, Miscellaneous Monsters
Drider, Dryad, Duergar. Ogres, Oni, Oozes, Orcs, Otyugh,
Owlbear. Death Dog, Dire Wolf, Giant Ape,
E Giant Boar, Giant Hyena, Giant
P Crocodile, Giant Scorpion, Giant
Elementals, Elves: Drow, Shark, Lion/Tiger, Mammoth,
Empyrean, Ettercap, Ettin, Faerie Peryton, Piercer, Pixie, Phase Spider, Polar Bear, Sabre-
Dragon, Flameskull, Fomorian, Pseudodragon, Purple Worm. toothed Tiger, Winter Wolf, Wolf/
Fungi. Worg.
Q
G Chapter III
Quaggoth.
Galeb Duhr, Gargoyle, Genies, Character Races
Ghost, Ghouls, Giants, Gibbering R
Mouther, Githyanki, Githzerai, Aasimar, Firbolg, Goliath, Kenku,
Gnolls, Gnome, Deep, Goblins, Rakshasa, Remorhazes, Revenant, Lizardfolk, Tabaxi, Triton.
Golems, Gorgon, Grell, Grick, Roc, Roper, Rust Monster.
Griffon, Grimlock. Chapter IV
S
H Elite Monster Template
Sahuagin, Salamanders,
Hags, Harpy, Hellhound, Helmed Satyr, Scarecrow, Shadow, Balor, Chimera, Ettin, Frost Giant,
Horror, Hippogriff, Hobgoblins, Shambling Mound, Shield Goblin, Manticore, Mind Flayer.
Homunculus, Hook Horror, Guardian, Skeleton, Slaadi,
Hydra. Spectre, Sphinxes, Sprite, Stirge,
Succubus/Incubus.
I
T
Intellect Devourer, Invisible
Tarrasque, Thri-Kreen, Treant,
Troglodyte, Troll.
Chapter 1. Monster Manual Creatures
This chapter covers every creature listed in Improved Dive Attack
the Monster Manual. Under each creature's
name is the number of talents it has followed Type: Trait.
by a list of available talents the creature can have.
If the aarakocra is flying and dives at least 30 feet
Aarakocra straight toward a target and then hits it with a
melee weapon attack, the target takes an extra
The aarakocra (CR 1/4) can have 1 talent. 3 (1d6) damage and must succeed on a DC 10
Strength saving throw or be knocked prone.
Flyby Multiattack
Type: Trait. Type: Trait.
The aarakocra doesn't provoke an opportunity The aarakocra makes two attacks: one with its
attack when it flies out of an enemy's reach. javelin and one with its talon.
Aboleth attacks: three with its tentacles and one with its
tail.
The aboleth (CR 10) can have 4 talents.
Extra Legendary Action Innate Spellcaster (Psionics)
Type: Trait. Type: Action.
The aboleth can take 1 additional legendary action
before the start of its next turn. The aboleth can Talent Cost: 2 (Counts as 2 Talents).
retake this talent up to two additional times. The
additional legendary action stacks. The aboleth's innate spellcasting ability is
Intelligence (DC 16). It can innately cast the
Improved Enslave following spells requiring no material components:
3/day (each): hypnotic pattern, phantasmal force
Type: Trait. 2/day (each): hallucinatory terrain, major image
The aboleth can target up to two creatures it can 1/day: project image
see within 30 feet with its Enslave feature.
Slime Orb
Improved Multiattack
Type: Legendary Action.
Type: Trait.
When the aboleth uses Multiattack, it makes four Slime Orb. Ranged Spell Attack: +9 to hit, range
120ft., one target. Hit: 14 (4d6) acid damage and
the target must make a DC 14 Strength saving
throw or be restrained until the end of the aboleth's
next turn.
Slime Sphere
Type: Legendary Action (Costs 2 Actions).
Slime Sphere. The aboleth conjures a ball of acidic
slime that explodes at a point it can see within 120
feet of it. Each creature in a 20-foot-radius sphere
centered on that point must make a DC 14 Strength
saving throw. On a failed save, the target takes 14
(4d6) acid damage and is restrained, or half as
much damage and isn't restrained on a successful
one. A restrained creature takes 10 (3d6) acid
damage at the start of each of the Aboleth's turns.
A restrained creature can use an action to
perform a DC 14 Strength (Athletics) or Dexterity
(Acrobatics) check, ending the effect on itself on a
success.
Tail Bash
Type: Trait.
If the aboleth's tail attack roll against a target
succeeds by 5 or more, the target must make a DC
14 Constitution saving throw or be stunned until
the end of the aboleth's next turn.
Angel Prerequisite: Solar.
The solar can take 1 additional legendary action
before the start of its next turn. The solar can
retake this talent up to two additional times. The
additional legendary action stacks.
Flyby
Type: Trait.
Angelic Presence The angel doesn't provoke an opportunity attack
when it flies out of an enemy's reach.
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents). Guardian Angel
While the angel has more than half of its hit points,
all melee and ranged attacks made against the Type: Reaction.
angel have disadvantage.
The angel designates a creature as its ward. It can
Aura of Radiance use its reaction to move up to half its flying speed
and add 6 to the AC of the ward against one attack
Type: Trait. that would hit it. To do so, the angel must be within
5 feet of its ward, see the attacker, and be wielding
a melee weapon.
A hostile creature that starts its turn within 5 feet Improved Angelic Weapons
of the Angel takes 4 (1d8) radiant damage.
Type: Trait.
Angel of Vengeance The radiant damage dealt by the angel's weapon is
increased by 9 (2d8).
Type: Trait.
Once per short or long rest, the angel can take a
bonus action to mark a target hostile creature it can
see within 10 feet of it. The angel gains advantage
on attack rolls against the creature for 1 minute or
until it drops to 0 hit points or is incapacitated.
Burst of Healing
Type: Action.
The angel expends three uses of its Healing Touch
and each creature within 20 feet of the angel
regains hit points and is freed of any curse, disease,
poison, blindness, or deafness, as if targeted by the
angel's Healing Touch feature.
Extra Legendary Action
Type: Trait.
Improved Aura of Radiance The animated object has advantage to Initiative
rolls and Wisdom (Perception) checks.
Type: Trait.
Prerequisite: Aura of Radiance. Magic Weapons
A hostile creature that starts its turn within 10 feet
of the angel takes 9 (2d8) radiant damage. Type: Trait.
The animated object's weapon attacks are magical.
Regeneration ___________________________________________________________
Type: Trait. Ankheg
The angel regains 10 hit points at the start of its
turn if it has at least 1 hit point. lf the angel takes The ankheg (CR 2) can have 1 talent.
necrotic damage, this trait doesn't function at the
start of the angel's next turn.
Spell Reflection (3/day) Hardened Carapace
Type: Reaction. Type: Trait.
Talent Cost: 2 (Counts as 2 Talents). The ankheg is resistant to piercing and slashing
damage from nonmagical weapons that aren't
If the angel makes a successful saving throw against adamantine.
a spell, or a spell attack misses it, the angel can use
its reaction to choose another creature (including
the spellcaster) it can see within 30 feet of it. The
spell targets the chosen creature instead of the
angel. If the spell forced a saving throw, the chosen
creature makes its own save. If the spell was an
attack, the attack roll is rerolled against the chosen
creature.
Swift Spellcaster (3/day)
Type: Trait.
Talent Cost: 3 (Counts as 3 Talents).
The angel can take a bonus action to cast a spell
that has a casting time of 1 action.
___________________________________________________________
Animated Objects
An animated object can have 1 talent.
Ever Vigilant
Type: Trait.
Rising Burst (Recharge 6) range 10 ft., one target. Hit: 6 (1d6+3) bludgeoning
damage and 3 (1d6) fire damage and the target
Type: Action. must succeed on a DC 13 Strength saving throw or
become restrained until the end of the azer's next
The ankheg bursts out from underneath its victims. turn.
This sprays rock and dirt into the air and causes the
ground around it to shake violently. Each creature Hurl Flame
standing within that 20-foot cube area centered
on the ankheg must make a DC 13 Strength saving Type: Action.
throw. A creature takes 11 (2d10) bludgeoning The azer can use Hurl Flame.
damage and is knocked prone on a failed save, or Hurl Flame. Ranged Spell Attack: +5 to hit, range
half as much damage and isn't knocked prone on 60 ft., one target. Hit: 4 (1d8) fire damage. If the
a successful one. Additionally, the ground in that target is a flammable object that isn't being worn or
area becomes difficult terrain until cleared. Each carried, it also catches fire.
5-foot-square portion of the area requires at least
one minute to clear by hand.
Spiked Carapace Improved Heated Weapons
Type: Trait. Type: Trait.
A creature that hits the ankheg with a melee attack The fire damage dealt by the Azer's weapon is
while within 5 feet of it takes 3 (1d6) piercing increased by 3 (1d6).
damage.
Vitriolic Acid Spray Banshee
Type: Trait. The banshee (CR 4) can have 2 talents.
If a creature fails its saving throw against the
ankheg's acid spray, it takes 7 (2d6) acid damage at Deathly Whispers (3/day)
the start of ankheg's next turn.
Type: Action.
Azer
The banshee whispers a baleful melody that only
The azer (CR 2) can have 1 talent. one creature of its choice within 30 feet can hear,
wracking it with terrible pain and grief. The target
Aura of Fire must make a DC 13 Wisdom saving throw. On a
failed save, it takes 10 (3d6) psychic damage and
Type: Trait. must immediately use its reaction, if available,
A creature that starts its turn within 5 feet of the to move as far as its speed allows away from the
Azer takes 5 (1d10) fire damage. banshee. The creature doesn't move into obviously
dangerous ground, such as a fire or a pit. On a
successful save, the target takes half as much
damage and doesn't have to move away. A deafened
creature automatically succeeds on the save.
Chains of Flame (Recharge 6) Groaning Spirit
Type: Action. Type: Trait.
The azer can use Chains of Flame. The Banshee produces and maintains a series
of eerie, mournful groans and cries that can be
Chains of Flame. Ranged Melee Attack: +5 to hit,
heard up to 120 feet. A creature that can hear it reduced to 0 by this effect , the creature dies. A
and is concentrating on a spell must make a DC 13 creature's hit point maximum can be restored with
Constitution saving throw each turn to maintain the greater restoration spell or similar magic.
concentration. In addition, a creature that can
hear it must make a DC 13 Wisdom saving throw Kiss of Death
or become frightened for as long as it can hear the
banshee. A creature can repeat the saving throw Type: Action.
at the end of each of its turns, ending the effect on
itself on a success. A creature that successfully Talent Cost: 2 (Counts as 2 Talents).
saves against the effect is immune to the banshee’s
groaning spirit for the next 24 hours. The banshee can use kiss of death.
Hypnotic Glare (3/day) Kiss of Death. Melee Spell Attack; +5 to hit, reach
5 ft., one charmed or frightened male humanoid
Type: Reaction. creature. Hit: The target must make a DC 13
Constitution saving throw. On failed save, the
target’s hit points is reduced to 0. On a success, the
creature takes 12 (3d6 + 2) necrotic damage.
When a creature the banshee can see targets the Basilisk
banshee with an attack and the creature is within
30 feet of the banshee, the banshee can use its The basilisk (CR 3) can have 2 talents.
reaction and glare at the creature. The target must
succeed on a DC 13 Wisdom saving throw against Multi-Claw Rake
this magic or be charmed until the end of the
banshee's next turn. The charmed target is stunned. Type: Trait.
If the target's saving throw is successful, the target If the basilisk hits a target creature with its bite,
is immune to the banshee's Hypnotic Glare for the it can take a bonus action to immediately target it
next 24 hours. with its multi-claw rake attack.
Improved Wail Multi-Claw Rake. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 13 (4d4+3) slashing
Type: Trait. damage.
Talent Cost: 2 (Counts as 2 Talents).
As Wail, except that a creature that fails its saving
throw has its hit point maximum magically reduced
by 10 (3d6). If a creature's hit point maximum is
CHARACTER OPTIONS
TALENTS
Available Now!
Mannix 'Dragonix' Manansala
Over 230 Perks and Features
To Spice Up Your Characters!
INTO THE
DRAGON’S MAW
Available Now!
Mannix 'Dragonix' Manansala
An Exciting Adventure with a Twist
for Characters of 4th to 6th level
Index
Abundant Step, 38 Elven Precision, 18 Improved Arcane Ward, 50 Master Assassin, 45
Acolyte of the Black Network, Elven Racial Foe Expertise, 19 Improved Aura, 40 Mighty Cleave, 14
56 Elven Senses, 21 Improved Bardic Inspiration, 28 Mighty Rage, 26
Agent of the Council, 54 Elven Vigilance, 19 Improved Bend Luck, 46 Multitasker, 15
Agile, 7 Elven Weapon Training, 21 Improved Blinding Strike, 32 Natural Diplomat, 21
Arcane Exploit, 44 Extra Action Surge, 36 Improved Cloak of Shadows, 32 Naturalist, 52
Arcane Inclination, 20 Extra Attunement, 15 Improved Conjuration, 34 Nature Sense, 35, 43
Arcane Knowledge, 18 Extra Bardic Inspiration, 28 Improved Control Chaos, 46 Nimble Reaction, 23
Arcane Tradition Focus, 50 Extra Channel Divinity, 31 Improved Cutting Words, 28 Orcish Brute Ancestry, 22
Arcane Tradition Prodigy, 50 Extra Circle Spells, 34 Improved Dark One’s Blessing, Orcish Resilience, 22
Armor Focus, 15 Extra Combat Maneuver, 36 49 Orcish Rush, 22
Ascetic Missionary, 9 Extra Dark One’s Luck, 48 Improved Dodge, 13 Orcish Weapon Familiarity, 22
Astute, 7 Extra Defensive Tactics, 42 Improved Draconic Resilience, Pernicious Magic, 49
Bardic Prodigy, 28 Extra Domain Knowledge, 31 46 Plant Form, 35
Beast Combo Strike, 42 Extra Elemental Discipline, 38 Improved Dwarven Armor Point Blank Shot, 14
Beast Intercept, 42 Extra Entropic Ward, 49 Training, 18 Poisoncraft, 45
Best Defense is a Strong Extra Expertise, 28, 44 Improved Elemental Affinity, 46 Potent Breath Weapon, 17
Offense, 54 Extra Favored Enemy, 42 Improved Favored Enemy, 43 Potent Divine Smite, 41
Blessed Divine Smite, 40 Extra Favored Terrain, 42 Improved Flexible Casting, 47 Power Attack, 14
Blessing of SIlvanus, 52 Extra Fey Presence, 49 Improved Gift of Lightning, 32 Preserve the Natural Order, 52
Blinding Strike, 30 Extra Fighting Style, 36, 40, 42 Improved Grim Harvest, 50 Punish the Evil, 55
Bloodhunt, 24 Extra Hunter’s Prey, 42 Improved Initiative, 13 Rejuvenate, 35
Bloodline of Fire, 15 Extra Invocation, 49 Improved Instinctive Charm, 51 Rugged Outdoorsman, 11
Born Sneaky, 22 Extra Ki, 38 Improved Ki-Empowered Sap, 45
Breath Weapon Focus, 16 Extra Metamagic, 46 Strikes, 38 Savagery, 26
Brilliant Academic, 9 Extra Rage, 25 Improved Knowledge of Magic, Second Chance, 23
Brilliant Mind, 7 Extra Sacred Oath Channel 32 Selected Chaos, 47
Brutal Strikes, 25 Divinity, 40 Improved Lay on Hands, 41 Shadow Strike, 39
Built, 7 Extra Sorcery Points, 46 Improved Misty Escape, 49 Shady Operator, 11
Called Strike, 36 Extra Superiority Die, 36 Improved Multiattack, 43 Skill Focus, 15
Channel Divinity Focus, 30 Extra Wild Shape, 34 Improved Natural Recovery, 34 Spell Attack Focus, 14
Cheap Shot, 56 Fade, 21 Improved Nature’s Wrath, 41 Strength and Bravery, 55
Cleave, 13 Faith Against Evil, 55 Improved Portent, 51 Strongheart, 23
Commanding Presence, 7 Favored Enemy Slayer, 43 Improved Ranger’s Companion, Summon Totem Spirit, 27
Conservator, 20 Fortunate, 22 43 Sunlight Adaptation, 19
Crafty Dealer, 9 Furious Assault, 22 Improved Sacred Weapon, 41 Swift Cure Wounds, 33
Cunning, 8 Gallant Hero, 10 Improved Sculpt Spell, 51 Swift Illusion Spell, 51
Cunning Spy, 9 Galvanizing Strike, 29 Improved Second Wind, 37 Swift Transmutation Spell, 51
Daring Explorer, 10 Gift of Lightning, 32 Improved Song of Rest, 28 Taunt, 14
Dark Forte, 48 Glory and Honor, 54 Improved Swift Cure Wounds, Thief Acrobat, 45
Dashing Scoundrel, 10 Gnomish Furtiveness, 21 32 Tool Focus, 15
Deadly Breath Weapon, 16 Gnomish Racial Foe Expertise, Improved Taunt, 13 Two-Weapon Rend, 14
Deadly Divine Smite, 40 21 Improved Turn the Faithless, 41 Tymora’s Smile, 53
Deadly Rage, 25 Gouge, 44 Improved Turn the Unholy, 41 Uncanny Senses, 20
Deadly Sneak Attack, 44 Great Cleave, 13 Improved Turn Undead, 32 Unite Against the Dark, 54
Deft Sneak Attack, 44 Great Fortitude, 8 Improved Unarmored Defense, Vicious Critical, 37
Deputy of the Order, 55 Greater Arcane Recovery, 50 26, 38 Vigorous, 8
Distracting Intrusion, 48 Greater Infernal Legacy, 24 Improved Uncanny Dodge, 45 War Strike, 33
Divine Fortune, 30 Greater Ki-Empowered Strikes, Improved Vow of Enmity, 41 Weapon Focus, 14
Divine Lore, 40 38 Improved War God’s Blessing, Weapon Specialization, 37
Divine Recovery, 31 Greater Rage, 26 33 Winsome, 8
Divine Sneak Attack, 31 Greater Ranger’s Companion, Indomitable, 8 Witchcraft, 15
Double Wing Strike, 46 43 Infernal Fortitude, 24 Zhentarim Agent, 56
Dragon Wing Shield, 46 Grizzled Veteran, 11 Infernal Wrath, 24 Zhentarim Thug, 56
Dragonborn Fury, 16 Hamstring, 44 Initiate of the Enclave, 52
Dragonborn Heritage, 17 Harp Aspirant, 53 Inspiring Strike, 29
Druidic Lore, 42 Harper Favored Foes Specialist, Instinctive Bardic Inspiration,
Drunken Mongoose, 38 53 29
Dwarven Bullheadedness, 17 Harper Knowledge, 53 Instinctive Benign
Dwarven Racial Foe Expertise, Human Aptitude, 23 Transposition, 51
17 Human Ingenuity, 23 Instinctive Shadow Step, 39
Dwarven Weapon Expert, 18 Human Resolve, 23 Instinctive Wild Shape, 35
Eldritch Weapon, 36 Imbued Wildshape, 34 Invigorating Rage, 26
Elemental Combo, 38 Impairing Critical, 37 Iron Will, 8
Elemental Focus, 15 Impairing Strike, 44 Ki Focus, 39
Elemental Shape, 31 Improved Abjure Enemy, 40 Knowledge of Magic, 32
Elven Focus, 18 Improved Arcane Recovery, 50 Last Stand, 18
Lightning Reflexes, 8
THANKS FOR PURCHASING THIS BOOK! IF
YOU ENJOYED IT, PLEASE LEAVE A REVIEW!