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Dragonix - Monster Manual Expanded II v1.06

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Published by mhilsmier240, 2020-08-27 09:29:30

Dragonix - Monster Manual Expanded II v1.06

Dragonix - Monster Manual Expanded II v1.06

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Dragonix

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Cover and Interior Illustrator

Sandeson Gonzaga

Arcana Games' Character Stock Art

Playtesters About this Book

Mycko David Character Options: Talents offers variant rules for
Kirby Gonzaga your 5th edition gaming. It does not change any of
Teddy Gonzaga the existing rules. Instead, it offers you addition-
Marky Erquiza al options for character development. It contains
James Manansala over 200 talents to choose from that you can use
Marco Pasamba to customize your character and make them more
Jeff Quilala unique, specialized, and dynamic.
Raffy San Antonio The 5th edition core rules has been an amazing
TJ Sese set but it has left me a little more wanting in char-
Teejay Suaring acter options. In particular, the Feats and character
Michael Tiongson archetypes. Do not get me wrong, they are both
Dave Young well written, balanced, and fun. However, I would
Rowell Zaragoza have liked to have been able to decide more on how
Rowena Zaragoza I develop my character as I gained levels.
Character Options: Talents harkens back to the
Acknowledgement days of 3rd edition gaming where you always look
forward to that extra feat you can acquire at 3rd
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten level, and every three levels thereafter. The talents
Realms, the dragon ampersand, Player’s Handbook, Monster Manual, you will see within this book are like mini-feats.
Dungeon Master’s Guide, D&D Adventurers League, all other Wizards Most do not bring as many features as a standard
of the Coast product names, and their respective logos are trade- feat. Instead, they either help shape and add flavor
marks of Wizards of the Coast in the USA and other countries. All to your character, improve your specializations, or
characters and their distinctive likenesses are property of Wizards of address your opportunities. You do not need to use
the Coast. This material is protected under the copyright laws of the all of them if you think some are not balanced. Feel
United States of America. Any reproduction or unauthorized use of free to modify them as you see fit. And most impor-
the material or artwork contained herein is prohibited without the tantly, have fun!
express written permission of Wizards of the Coast.

“The result is ... that there’s no
room left in the world for the weird
– though plenty for crude, con-
temptuous, wisecracking, fun-pok-
ing imitations of it.”

― Fritz Leiber, Heroes and Horrors

1

Introduction of their faction are allowed to have. Finally, there
are class talents. These comprise the majority
What are Talents? of the talents, and most have specific class level
requirements.
Talents are extraordinary aspects of a
character’s abilities, background, personality, Game Balance
physique, proficiencies, and features.
They are similar to, but not always as powerful The introduction of talents may result in
as, standard Feats. They offer a means for you to some game imbalance issues in favor of the
improve your current existing abilities, slightly or players.
temporarily shift game mechanics into your favor, To address this, you can use some or all of the
provide you with a new capability, or build your following options:
character’s background and personality for a richer • Reduce the starting total ability scores of players
roleplaying experience. by 2-4 and/or set a maximum starting ability score
of 14 after racial bonuses.
Acquiring Talents • Assign talents to NPCs or even humanoid
monsters. As a standard, monsters can have
Each character begins with one talent at one talent for every three CR they have plus one,
1st level. At 3rd level and every three rounded down. Class talents can also be applied to
levels thereafter (6th, 9th, 12th, 15th, and monsters who have classes or class-like features.
18th), they gain another talent. Talents are The book DM Options: Monster Talents extensively
gained according to character level, regardless of provides more details about providing talents to
individual class levels. monsters.
• Increase the average level of the party by 1 for
You can only acquire a specific talent once. every 3 levels when calculating CR.
However, certain talents can be retaken more than
once as detailed in their description. The Talents
You may also choose not to acquire a talent when
you reach a level where you are eligible to do so. Talent Descriptions
You can save this acquisition for later on (perhaps
when you have met the prerequisites). Below is the format for talent descriptions:
If you do not wish to use the variant rules of
acquiring talents, you can instead just acquire them Talent Name
as Half Feats. Each time you are eligible to take a
new Feat, you can opt to select two Talents instead. Description of what the talent does or represents
in plain language.
Prerequisites
Prerequisite: A minimum ability score, another
Some talents have prerequisites. Your character talent or talents, member of a race or faction, or a
must have the indicated ability score, class class level that a character must have in order to
level, faction, feature, feat, race, skill, or other acquire this talent. This entry is absent if a talent
quality designated in order to select or use that has no prerequisite. A talent may have more than
talent. one prerequisite.

You cannot use or gain the benefit of a talent if you
lose the prerequisite.

Types of Talents Benefit: What the talent enables the character
(“you” in the talent description) to do. If a character
Some talents are general, meaning that no has the same talent more than once, its benefits
special rules govern them as a group. do not stack unless indicated otherwise in the
Others are racial, which means that those
talents are only available to members of that race. description.
Faction talents are talents which only members

2

Table of Talents

General Talents Tool Focus Fortunate
Witchcraft Nimble Reaction
Ability Second Chance
Racial Talents Strongheart
Agile
Astute Dragonborn Human
Brilliant Mind
Built Breath Weapon Focus Human Aptitude
Commanding Presence Deadly Breath Weapon Human Ingenuity
Cunning Dragonborn Fury Human Resolve
Great Fortitude Dragonborn Heritage
Indomitable Potent Breath Weapon Tiefling
Iron Will
Lightning Reflexes Dwarf Bloodhunt
Vigorous Greater Infernal Legacy
Winsome Dwarven Bullheadedness Infernal Fortitude
Dwarven Racial Foe Infernal Wrath
Background Dwarven Weapon Expert
Improved Dwarven Armor Training Class Talents
Ascetic Missionary Last Stand
Brilliant Academic Barbarian
Crafty Dealer Elf
Cunning Spy Brutal Strikes
Daring Explorer Arcane Knowledge Deadly Rage
Dashing Scoundrel Elven Accuracy Extra Rage
Gallant Hero Elven Focus Greater Rage
Grizzled Veteran Elven Racial Foe Expertise Improved Unarmored Defense
Rugged Outdoorsman Elven Vigilance Invigorating Rage
Shady Operator Sunlight Adaptation Mighty Rage
Shrewd Investigator Uncanny Senses Savagery
Summon Twin Totem Spirits
Combat Gnome Summon Totem Spirit

Cleave Arcane Inclination Bard
Great Cleave Conservator
Improved Dodge Fade Bardic Prodigy
Improved Initiative Gnome Furtiveness Extra Bardic Inspiration
Improved Taunt Gnomish Racial Foe Extra Expertise
Mighty Cleave Improved Bardic Inspiration
Point Blank Shot Half-Elf Improved Cutting Words
Power Attack Improved Song of Rest
Spell Attack Focus Elven Senses Instinctive Bardic Inspiration
Taunt Elven Weapon Training Inspiring Strike
Two-Weapon Rend Natural Diplomat Galvanizing Strike
Weapon Focus
Half-Orc Cleric
Miscellaneous
Furious Assault Blinding Strike
Armor Focus Orcish Brute Ancestry Channel Divinity Focus
Bloodline of Fire Orcish Resilience Divine Fortune
Elemental Focus Orcish Rush Divine Recovery
Extra Attunement Orcish Weapon Familiarity Divine Sneak Attack
Multitasker Elemental Shape
Skill Focus Halfling Extra Channel Divinity

Born Sneaky

3

Extra Domain Knowledge Extra Fighting Style Warlock
Extra Knowledge of Magic Extra Sacred Oath Channel Divinity
Gift of Lightning Improved Aura Dark Forte
Knowledge of Magic Improved Lay on Hands Distracting Intrusion
Improved Blinding Strike Improved Abjure Enemy Extra Invocation
Improved Cloak of Shadows Improved Nature’s Wrath Extra Dark One’s Own Luck Extra
Improved Gift of Lightning Improved Sacred Weapon Extra Entopic Ward
Improved Swift Cure Wounds Improved Turn the Faithless Fey Presence
Improved Turn Undead Improved Turn the Unholy Improved Dark One’s Blessing
Improved War God’s Blessing Improved Vow of Enmity Improved Misty Escape
Swift Cure Wounds Potent Divine Smite Pernicious Magic
War Strike
Ranger Wizard
Druid
Beast Combo Strike Arcane Tradition Focus
Extra Circle Beast Intercept Arcane Tradition Prodigy
Extra Wild Shape Druidic Lore Improved Arcane Recovery
Imbued Wild Shape Extra Defensive Tactics Improved Arcane Ward
Improved Conjuration Extra Favored Enemy Improved Grim Harvest
Improved Natural Recovery Extra Favored Terrain Improved Instinctive Charm
Instinctive Wild Shape Extra Fighting Style Improved Portent
Plant Form Extra Hunter’s Prey Improved Sculpt Spell
Nature Sense Favored Enemy Slayer Instinctive Benign Transposition
Rejuvenate Greater Ranger’s Companion Swift Illusion Spell
Improved Favored Enemy Swift Transmutation Spell
Fighter Improved Multiattack
Improved Ranger’s Companion Faction Talents
Called Strike Nature's Sense
Eldritch Weapon Emerald Enclave, The
Extra Action Surge Rogue
Extra Combat Maneuver Blessing of Sylvanus
Extra Fighting Style Arcane Exploit Naturalist
Extra Superiority Die Deadly Sneak Attack Preserve the Natural Order
Impairing Critical Deft Sneak Attack
Improved Second Wind Extra Expertise Harpers, The
Weapon Specialization Gouge
Vicious Critical Hamstring Harper Favored Foes
Impairing Strike Harper Knowledge
Monk Improved Uncanny Dodge Tymora’s Smile
Master Assassin
Abundant Step Poisoncraft Lord’s Alliance, The
Drunken Mongoose Sap
Elemental Combo Thief Acrobat Best Defense is a Strong Offense
Extra Elemental Discipline Glory and Honor
Extra Ki Unite Against the Dark
Greater Ki-Empowered Strikes
Improved Ki-Empowered Strikes Sorcerer Order of the Gauntlet, The
Improved Unarmored Defense
Instinctive Shadow Step Double Wing Strike Faith Against Evil
Ki Focus Dragon Wing Shield Strength and Honor
Shadow Strike Extra Metamagic Punish the Evil
Extra Sorcery Points
Paladin Improved Bend Luck Zhentarim, The
Improved Control Chaos
Blessed Divine Smite Improved Draconic Resilience Cheap Shot
Deadly Divine Smite Improved Elemental Affinity Zhentarim Agent
Divine Lore Improved Flexible Casting Zhentarim Thug
Selected Chaos
4

General Talents result of the second roll, even if it is lower.
Once you use this feature, you cannot use it again
until you finish a long rest.

Ability Brilliant Mind

Agile You are extraordinarily smarter than normal.

You are more nimble and quick to react than Prerequisite: Intelligence 10 or higher.
normal. Benefit: You have a +1 bonus to Intelligence saving
throws.
Benefit: You can reroll a Dexterity ability check or
Dexterity saving throw. You must use the result of Built
the second roll, even if it is lower.
Once you use this feature, you cannot use it again You are stronger than normal.
until you finish a long rest.
Benefit: You can reroll a Strength ability check or
Astute Strength saving throw. You must use the result of
the second roll, even if it is lower.
You are smarter than normal. Once you use this feature, you cannot use it again
until you finish a long rest.
Benefit: You can reroll an Intelligence ability check
or Intelligence saving throw. You must use the

5

Commanding Presence the second roll, even if it is lower.
Once you use this feature, you cannot use it again
You have a greater personality than normal. until you finish a long rest.
Prerequisite: Charisma 10 or higher.
Benefit: You have a +1 bonus to Charisma saving Great Fortitude
throws.
You are extraordinarily healthier than normal.
Cunning Prerequisite: Constitution 10 or higher.
Benefit: You have a +1 bonus to Constitution saving
You are more shrewd and headstrong than normal. throws.
Benefit: You can reroll a Wisdom ability check or
Wisdom saving throw. You must use the result of

6

Indomitable throws.

You are extraordinarily stronger than normal. Vigorous
Prerequisite: Strength 10 or higher.
Benefit: You have a +1 bonus to Strength saving You are healthier than normal.
throws. Benefit: You can reroll a Constitution ability check
or Constitution saving throw. You must use the
Iron Will result of the second roll, even if it is lower.
Once you use this feature, you cannot use it again
You are extraordinarily more strong-willed than until you finish a long rest.
normal.
Prerequisite: Wisdom 10 or higher. Winsome
Benefit: You have a +1 bonus to Wisdom saving
throws. You have a stronger personality than normal.
Benefit: You can reroll a Charisma ability check or
Lightning Reflexes Charisma saving throw. You must use the result of
the second roll, even if it is lower.
You are extraordinarily quicker than normal. Once you use this feature, you cannot use it again
Prerequisite: Dexterity 10 or higher. until you finish a long rest.
Benefit: You have a +1 bonus to Dexterity saving

Background

Ascetic Missionary

You live a devout and disciplined life, abstaining
from wordly pleasures in order to order to pursue
spiritual goals, help the weak, or achieve supreme
martial prowess.

Benefit: You have 3 Ascetic Missionary points.
Whenever you make an ability check that involves
the skill Insight, History, Medicine, Perception, or
Religion, you can spend one Ascetic Missionary
point to roll a d12 and add it to the result. You can
choose to spend one of your Ascetic Missionary
points after you roll the die, but before the outcome
is determined.
You regain your expended Ascetic Missionary
points when you finish a long rest.

Brilliant Academic

You are a young prodigy, a well-travelled professor,
or an accomplished historian. Knowledge is your
tool to gain the attention of everyone around you
when you explain your points.

7

Benefit: You have 3 Brilliant Academic points. Daring Explorer
Whenever you make an ability check that involves
the skill Arcana, History, Investigate, Nature, or You are a bold, well-travelled adventurer always on
Persuasion, you can spend one Brilliant Academic the hunt for secret treasure or undiscovered areas.
point to roll a d12 and add it to the result. You can You deftly avoid traps and natural hazards. There
choose to spend one of your Brilliant Academic is hardly any place you cannot reach or find a way
points after you roll the die, but before the outcome into or any puzzle you cannot solve.
is determined.
You regain your expended Brilliant Academic Benefit: You have 3 Daring Explorer points.
points when you finish a long rest. Whenever you make an ability check that involves
the skill Acrobatics, Athletics, History, Investigation,
Crafty Dealer or Survival, you can spend one Daring Explorer
point to roll a d12 and add it to the result. You can
You have uncanny knowledge of the prices and choose to spend one of your Daring Explorer points
trends of commodities. You can easily recognize an after you roll the die, but before the outcome is
opportunity to earn a profit, sometimes exploiting determined.
the ignorance of others. You are very rarely taken You regain your expended Daring Expolorer points
advantage of, and you can spot a con or trick a mile when you finish a long rest.
away.

Benefit: You have 3 Crafty Dealer points.
Whenever you make an ability check that involves
the skill Deception, Insight, Persuasion, or Sleight
of Hand, or an Intelligence check to appraise an
item, you can spend one Crafty Dealer point to roll
a d12 and add it to the result. You can choose to
spend one of your Crafty Dealer points after you
roll the die, but before the outcome is determined.
You regain your expended Crafty Dealer points
when you finish a long rest.

Cunning Spy

You are trained in the arts of subterfuge. You can
blend into the crowd or assume the identity of
others. You have a knack of finding ways to gain
information or reach an objective without getting
detected.

Benefit: You have 3 Cunning Spy points. Whenever
you make an ability check that involves the skill
Deception, Investigation, or Stealth, or the tool
Disguise Kit, Forgery Kit, or Thieves’ Tools, you
can spend one Cunning Spy point to roll a d12 and
add it to the result. You can choose to spend one of
your Cunning Spy points after you roll the die, but
before the outcome is determined.
You regain your expended Cunning Spy points
when you finish a long rest.

8

Dashing Scoundrel Whenever you make an ability check that involves
the skill History, Insight, Intimidation, Perception,
You are a rakish knave, a charming rascal, a or Survival, you can spend one Grizzled Veteran
dauntless warrior with a wit. You face challenges point to roll a d12 and add it to the result. You
with bravado and always find humor in every dire can choose to spend one of your Grizzled Veteran
situation. You are popular with the opposite sex points after you roll the die, but before the outcome
and hardly anyone hates you, even if they cannot is determined.
trust you. You regain your expended Grizzled Veteran points
when you finish a long rest.
Benefit: You have 3 Dashing Scoundrel points.
Whenever you make an ability check that involves Rugged Outdoorsman
the skill Acrobatics, Athletics, Performance,
Persuasion, or Sleight of Hand, you can spend one You have dedicated your life and work in the
Dashing Scoundrel point to roll a d12 and add it frontier and harsh wilderness. Your skill as a guide,
to the result. You can choose to spend one of your a tracker, or a hunter is extraordinary. There is
Dashing Scoundrel points after you roll the die, but hardly anyone better at what you do and thus you
before the outcome is determined. are often sought after.
You regain your expended Dashing Scoundrel
points when you finish a long rest. Benefit: You have 3 Rugged Outdoorsman points.
Whenever you make an ability check that involves
Gallant Hero the skill Animal Handling, Athletics, Nature,
Perception, or Survival, you can spend one Rugged
You are the people’s champion, the brave knight, Outdoorsman point to roll a d12 and add it to the
or the humble ronin. You know how to carry and result. You can choose to spend one of your Rugged
present yourself to people of different walks of life. Outdoorsman points after you roll the die, but
You are often the first to charge in a battle. There before the outcome is determined.
is nothing more important to you than defending You regain your expended Rugged Outdoorsman
the weak, oppressed, and the occassional damsel in points when you finish a long rest.
distress.

Benefit: You have 3 Gallant Hero points. Whenever
you make an ability check that involves the skill
Animal Handling, Athletics, or Persuasion, an
Intelligence check to recall information about
proper etiquette and customs, or an initiative roll,
you can spend one Gallant Hero point to roll a d12
and add it to the result. You can choose to spend
one of your Gallant Hero points after you roll the
die, but before the outcome is determined.
You regain your expended Gallant Hero points
when you finish a long rest.

Grizzled Veteran

You are a retired soldier, former guard captain,
or ex-mercenary. You have survived too many
wars and served under too many banners. You
may gruff and prefer not to be bothered, but you
bring experience and wisdom to any group you
accompany.

Benefit: You have 3 Grizzled Veteran points.

9

Shady Operator Combat

You were born in the streets, surviving the Cleave
harshness of poverty and the cruelty of society. You
learned how to become resourceful, shrewd, and The follow through from your melee weapon
opportunistic. You rose from the ranks of common strikes can sometimes fell another enemy within
thieves and thugs. You built a network of spies and range.
informants through extortion, deals, and favors.
You are the person to reach out to when someone Prerequisite: Strength 13 or higher.
need information or a job done discreetly.
Benefit: On your turn, when your melee attack
Benefit: You have 3 Shady Operator points. reduces a creature to 0 hit points, any excess
Whenever you make an ability check that involves damage from that attack might carry over to
the skill Persuasion, Sleight of Hand, Stealth, or another creature nearby. You can select another
Survival (urban areas only), or any Intelligence creature within reach and, and if your original
check to recall local information or identify a attack roll can hit it, apply any remaining damage
source of information, you can spend one Shady to it. You cannot move while you perform Cleave.
Operator point to roll a d12 and add it to the You can only use this ability once per turn.
result. You can choose to spend one of your Shady
Operator points after you roll the die, but before Great Cleave
the outcome is determined.
You regain your expended Shady Operator points You can deal your full damage when you Cleave.
when you finish a long rest.
Prerequisite: Cleave, Strength 15 or higher.

Shrewd Investigator Benefit: As Cleave, but you deal your full normal
damage to the additional creature you selected to
From a young age you have always been highly attack.
observant. You notice things that most others do
not. You can spot clues and significant details that Improved Dodge
others will simply find as irrelevant. You can often
tell when a person is lying and can easily draw out You can attack while dodging.
or leverage information from others. You can track Benefit: When you take the Dodge action, you can
even the most elusive of quarries. make one weapon attack with disadvantage.

Benefit: You have 3 Shrewd Investigator points. Improved Initiative
Whenever you make an ability check that involves
the skill Insight, Intimidation, Investigation, You are quicker to react than normal.
Perception, or Survival, you can spend one Shrewd Benefit: You have advantage on initiative rolls.
Investigator point to roll a d12 and add it to the
result. You can choose to spend one of your Shrewd Improved Taunt
Investigator points after you roll the die, but before
the outcome is determined. You hurl a string of insults and slurs at a group of
You regain your expended Shrewd Investigator creatures you can see, distracting them and trying
points when you finish a long rest. to gain their attention.

Prerequisite: Taunt.

Benefit: As Taunt, except you can choose a number
of creatures equal to your Charisma, Intelligence, or
Wisdom modifier (your choice).

10

Mighty Cleave a Wisdom saving throw equal to 8 plus your
profienciency modifier plus your Charisma
You can Cleave more often than normal. modifier or Intelligence modifier or Wisdom mo
difier (your choice). If it fails its saving throw, it
Prerequisite: Great Cleave, Strength 17 or higher. gains disadvantage to all attacks not made against

Benefit: As Great Cleave, but there is no limit to you. The creature can continue to make saving
the number of creatures you can attack. As long
as your melee attack reduces a creature to 0 hit throws at the end of each of its turns.
points, you can keep on choosing another creature
within reach and apply your full damage to it. Once you use this feature, you cannot use it again
You can only use this ability once per turn. until you finish a short or long rest.

Point Blank Shot Two-Weapon Rend

You are skilled at making well-placed shots with You deliver a vicious double slash after hitting a
ranged weapons at close range. creature with both your weapons at the same time.

Benefit: You have +1 bonus to ranged weapon Prerequisite: Two-Weapon Fighting.
damage rolls against creatures you hit within 30
feet. Benefit: When performing two-weapon fighting
and you hit a creature with both your left and right
Power Attack hand weapons in the same turn, you can choose to
deal an extra weapon damage equal to 2d6 + your
You can make exceptionally deadly melee attacks
by sacrificing accuracy for strength.

Benefit: On your turn, before you make a strength-
based melee weapon attack, you can choose to take
a -5 penalty to the attack roll. If the attack hits, you
add +5 to the attack’s damage.
This talent does not stack with the Great Weapon
Mastery feat.

Spell Attack Focus

You are more accurate in the use of a melee or
ranged spell attack.

Benefit: Choose either a melee or ranged spell
attack. You gain a +1 bonus to attack rolls made
with the spell attack chosen.
You can retake this talent one more time only to
select the other type of spell attack.

Taunt

You cause a ruckus or hurl a string of insults and
slurs at a creature you can see, distracting it and
trying to gain its attention.

Benefit: As a bonus action, choose a creature
you can see within 30 feet that can hear and
understand you. That creature must make

11

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