TEXT: TALENTS III
  CHARACTER OPTIONS
  Mannix "Dragonix" Manansala 
  The 3rd Book From The Platinum Best Selling Series!
  Over 375+ New Talents to Choose From! 
  
  Credits
  Design and Development
  Andrew Mannix "Dragonix" Manansala
  https://twitter.com/DM_Dragonix
  Email: nix_hobbystop@yahoo.com
  Cover Illustrator
  Sandeson Gonzaga
  Email: 3deson@gmail.com
  Interior Illustrators
  DMG Creator Resource Art/WoTC Various Artists,
  Elite Design Elements © Rising Phoenix Games, 
  Some artwork © 2015 Dean Spencer, used with per-
  mission. All rights reserved., Louis Porter, Jr. Design, 
  Forrest Imel, Matt Morrow, Brett Neufeld, Jonathan 
  Elliot.
  Editors
  Justin M. Cole, Marco Pasamba 
  Playtesters
  Mycko David, Kirby Gonzaga, Teddy Gonzaga, Marky 
  Erquiza, James Manansala, Marco Pasamba, Jeff 
  Quilala, Raffy San Antonio, TJ Sese, Teejay Suaring, 
  Michael Tiongson, Dave Young, Rowell Zaragoza, 
  Wena Zaragoza
  About this Book
  It's been a quite a while since I did another Talents 
  book, and it's been a very humbling experience.  
  Never have I thought all Talents books would become 
  Platinum best-sellers.  I felt I owe it to those who 
  made that possible to probably do one more and 
  finally cover all the standard 5e races that came out.  
  Another reason was I wanted to make multiclass a 
  bit more fun to do.  I loved multiclassing, especially 
  in 3rd edition.  Unfortunately, I felt 5e generally 
  made multiclassing not as competitive as a solo 
  class, especially for characters that rely on features 
  that improve as they level.  Hopefully, the talents 
  you will in Chapter 3 will coax you to experiment on 
  multiclassing again.
  About the Cover
  Once again, I wanted to pay homage to another classic 
  cover.  This time around, it's for Larry Elmore's 1983 classic 
  Basic Red Box set.  Around that time I was also reading 
  the Dragonlance books, so each time I would see the cover, 
  I always thought that was Caramon squaring off with the 
  red dragon.  So I asked my hardworking cover artist Sands 
  Gonzaga to create one, but had him add two more charac-
  ters to make it more even-sided. Hope you liked it!
  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 trademarks 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 mate-
  rial 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.   
  
  Chapter 1. Boon Talents
  Lawful Good
  Bahamut's Boon, 4
  Berronar's Boon, 4
  Clangeddin's Boon, 5
  Gaerdal's Boon, 5
  Glittergold's Boon, 5
  Ilmater's Boon, 5
  Moradin's Boon, 5
  Torm's Boon, 5
  Yondalla's Boon, 6
  Neutral Good
  Baervan's Boon, 6
  Baravar's Boon, 6
  Deneir's Boon, 6
  Eldath's Boon, 6
  Flandal's Boon, 7
  Gwaeron's Boon, 7
  Lathander's Boon, 7
  Marthammor's Boon, 7
  Mielikki's Boon, 7
  Milil's Boon, 8
  Chaotic Good
  Corellon's Boon, 8
  Haela's Boon, 8
  Eilistraee's Boon, 8
  Lliira's Boon, 9
  Selune's Boon, 9
  Sune's Boon, 9
  Tymora's Boon, 9
  Lawful Neutral
  Azuth's Boon, 10
  Helm's Boon, 10
  Hoar's Boon, 10
  Kelemvor's Boon, 10
  Red Knight's Boon, 10
  Savras's Boon, 11
  Urogalan's Boon, 11
  Neutral
  Brandobaris's Boon, 11
  Dumathoin's Boon, 11
  Gond's Boon, 11
  Kossuth's Boon, 12
  Oghma's Boon, 12
  Silvanus's Boon, 12
  Sheela's Boon, 12
  Tempus's Boon, 12
  Waukeen's Boon, 13
  Chaotic Neutral
  Leira's Boon, 13
  Mask's Boon, 13
  Shaundakul's Boon, 13
  Shevarash's Boon, 14
  Lawful Evil
  Asmodeus's Boon, 14
  Bahgtru's Boon, 14
  Bane's Boon, 14
  Gargauth's Boon, 15
  Loviatar's Boon, 15
  Neutral Evil
  Auril's Boon, 15
  Bhaal's Boon, 15
  Myrkul's Boon, 15
  Shar's Boon, 16
  Shargaas's Boon, 16
  Yurtrus's Boon, 16
  Chaotic Evil
  Beshaba's Boon, 16
  Cyric's Boon, 16
  Demogorgon's Boon, 17
  Garagos's Boon, 17
  Gruumsh's Boon, 17
  Lolth's Boon, 17
  Malar's Boon, 18
  Orcus's Boon, 18
  Talona's Boon, 18
  Talos's Boon, 18
  Tiamat's Boon, 18
  Umberlee's Boon, 19
  Urdlen's Boon, 19
  Chapter 2. Racial Talents
  Aasimar
  Celestial Resilience, 20
  Gift of Telepathy, 20
  Radiant Burst, 20
  Revitalizing Soul, 21
  Vampiric Shroud, 21
  Bugbear
  Brute, 21
  Bugbear Weapon Training, 21
  Padded Feet, 21
  Improved Surprise Attack, 21
  Centaur
  Charge Knockdown, 22
  Equine Mobility, 22
  Lancer, 22
  Slashing Gallop, 22
  Firbolg
  Built like a Giant, 22
  Brute Strength, 22
  Druidic Inclination, 23
  Druidic Lore, 23
  Goblin
  Born Sneaky, 23
  Gang Up, 23
  Goblin Tactics, 23
  Surprise Attack, 23
  Goliath
  Adaptable Nature, 24
  Improved Stone Grip, 24
  Mountain's Tenacity, 24
  Stone Grip, 24
  Hobgoblin
  Formation, 24
  Hobgoblin Resilience, 24
  Martial Advantage, 25
  Martial Discipline, 25
  Loxodon
  Agile Trunk, 25
  Perfect Memory, 25
  Stomp, 25
  Trumpet of Terror, 25
  Kalashtar
  Improved Spirit Connection, 26
  Mental Fortitude, 26
  Mind Bond, 26
  Mind Shield, 26
  Kenku
  Born Sneaky, 26
  Hollow-Boned, 26
  Opportunity Strike, 26
  Slippery, 27
  Lizardfolk
  Bold, 27
  Quick Bite, 27
  Swampwalker, 27
  Tail Strike, 27
  Orc
  Furious Assault, 27
  Orcish Weapon Training, 28
  Monstrous Athleticism, 28
  Relentless Endurance, 28
  Simic Hybrid
  Chameleon Skin, 28
  Extra Animal Enhancement I, 28
  Extra Animal Enhancement II, 28
  Electricity Discharger, 28
  Tabaxi
  Deft Claws, 29
  Naturally Inquisitive, 29
  Nine Lives, 29
  Pounce, 29
  Tortle
  Collected, 29
  Instinctive Shell Defense, 29
  Sharp Claws, 29
  Tough Shell, 30
  Triton
  Aquan Telepathy, 30
  Aquatic Sense, 30
  Friend of the Seas, 30
  Tough Skin, 30
  Vedalken
  Amphibious, 30
  Stoic Logic, 30
  Dedicated Perfectionist, 31
  Zealous Precision, 31
  Verdan
  Improved Black Blood Healing, 31
  Improved Telepathy, 31
  Naturally Compelling, 31
  Telepathic Shield, 31
  Yuan-ti
  Deceitful, 32
  Poisoncraft, 32
  Serpentine Flexibility, 32
  Tongue Sense, 32
  Chapter 3. Class Talents
  Barbarian
  Controlled Rage, 33
  Magic-Fueled Rage, 33
  Rage-Fueled Magic, 33
  Bard
  Arcane Knight, 34
  Table of Contents
  Arcane Defender, 34
  Arcanist, 34
  Inspired Arcana, 34
  Master Arcanist, 35
  Magic-Fueled Inspiration, 35
  Mystic, 35
  Mystic Theurge, 36
  Ridicule Miss, 36
  Spell Strike, 36
  Spell Sword, 36
  Cleric
  Holy Smite, 37
  Holy Knight, 37
  Holy Warrior, 37
  Hierophant, 37
  Immaculate, 38
  Mystic, 38
  Mystic Theurge, 38
  Sanctified Magic, 39
  Spell Strike, 39
  Templar, 39
  Druid
  Hierophant, 39
  Immaculate, 40
  Mystic, 40
  Mystic Theurge, 41
  Spell Strike, 41
  Verdant Knight, 41
  Verdant Warrior, 41
  Warden, 42
  Fighter
  Arcane Surge, 42
  Muscle Memory, 42
  Versatile Warrior, 42
  Monk
  Deflect Spell, 42
  Enlightened Fist, 42
  Mixed Martial Artist, 43
  Mixed Martial Arts Master, 43
  Ki-Fueled Arcana, 43
  Ki-Empowered Spell, 44
  Ki-Focused Spell, 44
  Mystic Fist, 44
  Rogue
  Versatile Killer, 44
  Sorcerer
  Arcane Knight, 45
  Arcane Defender, 45
  Arcanist, 45
  Master Arcanist, 45
  Mystic, 45
  Mystic Theurge, 46
  Spell Strike, 46
  Spell Sword, 46
  Warlock
  Black Blade, 47
  Eldritch Academic, 47
  Eldritch Mage, 47
  Wizard
  Arcane Knight, 48
  Arcane Defender, 48
  Arcanist, 48
  Master Arcanist, 48
  Mystic, 49
  Mystic Theurge, 49
  Spell Strike, 49
  Spell Sword, 49
  Barbarian/Bard
  Inspiring Brutality, 50
  Inspiring Rage, 50
  Skald, 50
  Barbarian/Cleric
  Channel Divinity: Inner Rage, 51
  
  Rage-Fueled Divinity, 51
  Sacred Fury, 51
  Barbarian/Druid
  Earthstride, 51
  Primal-Fueled Rage, 51
  Primal Fury, 51
  Primal Roar, 51
  Rage-Fueled Shapeshifter, 51
  Barbarian/Fighter
  Battle Rager, 52
  Fury Warrior, 52
  Rampaging Champion, 52
  Rejuvenating Rage, 52
  Surging Rage, 52
  Barbarian/Monk
  Fist of Fury, 52
  Fist of the Wild Boar, 53
  Furious Strike, 53
  Martial Fury, 53
  Barbarian/Paladin
  Channel Divinity: Inner Rage, 53
  Channel Divinity: Retribution Aura, 53
  Furious Smite, 53
  Rage-Fueled Divinity, 54
  Barbarian/Ranger
  Mortal Enemy, 54
  Rage with the Beast, 54
  Barbarian/Rogue
  Graceful Rage, 54
  Marauder, 54
  Barbarian/Sorcerer
  Rage-Fueled Sorcery, 55
  Sorcery-Fueled Rage, 55
  Sorcerous Fury, 55
  Sorcerous Rage, 55
  Barbarian/Warlock
  Eldritch Fury, 55
  Eldritch Rage, 55
  Bard/Cleric
  Channel Divinity: Exaltation, 56
  Devoted Specialist, 56
  Gospel, 56
  Hymn of Rest, 56
  Hymnist, 56
  Inflame the Righteous, 57
  Inspired Divinity, 57
  Evangelism, 57
  Bard/Druid
  Inspired Shapeshift, 57
  Lark, 57
  Nature's Harmony, 58
  Nature's Grace, 58
  Primal Inspiration, 58
  Bard/Fighter
  Inspiring Brutality, 58
  Inspiration Surge, 58
  Poised Tactician, 58
  Renaissance, 58
  Bard/Monk
  Fist of the Crane, 58
  Inspired Ki, 59
  Inspiring Stunning Strike, 59
  Ki-Fueled Inspiration, 59
  Ki-Empowered Inspiration, 59
  Ridicule Attack, 59
  Bard/Paladin
  Channel Divinity: Exaltation, 60
  Inspired Divinity, 60
  Inspiring Aura, 60
  Inspiring Grace, 60
  Inspiring Hands, 60
  Inspiring Smite, 61
  Bard/Ranger
  Harmony with the Beast, 61
  My Enemy is your Enemy, 61
  Nature's Harmony, 61
  Nature's Grace, 61
  Bard/Rogue
  Add Insult to Injury, 61
  Cunning Inspiration, 62
  Cunning Remark, 62
  Inspiring Sneak Attack, 62
  Ridicule Strike, 62
  Bard/Sorcerer
  Arcane-Empowered Inspiration, 63
  Arcane-Fueled Inspiration, 63
  Inspired Sorcery, 63
  Inspiring Metamagic, 63
  Sorcerous Talent, 63
  Bard/Warlock
  Compelling Fey Presence, 63
  Dark One's Inspiration, 63
  Disrupt Mind, 64
  Inspiring Healing, 64
  Jinx, 64
  Mage of the Unseelie Court, 64
  Bard/Wizard
  Arcane Harmony, 65
  Arcane Tradition Versatility, 65
  Deceptive Magic, 65
  Enlightened Magic, 65
  Erudite Mage, 65
  Cleric/Druid
  Channel Divinity: Beast Form, 65
  Primal-Fueled Divinity, 65
  Sanctified Creatures, 66
  Sanctified Form, 66
  Cleric/Fighter
  Channel Divinity: Renewal, 66
  Stamina-Fueled Divinity, 66
  Cleric/Monk
  Channel Divinity: Recover Ki, 66
  Ki-Fueled Divinity, 67
  Sacred Fist, 67
  Sacred Flames, 67
  Cleric/Paladin
  Blessed Hands, 67
  Execute the Condemned, 67
  Hospitaler, 67
  Judgement, 68
  Purge the Faithless, 68
  Sanctify Weapons, 68
  Cleric/Ranger
  Consecrated Harrier, 68
  Divine Beast Companion, 68
  Channel Divinity: Sanctified Sight, 69
  Channel Divinity: Sacred Enemy, 69
  Undead Slayer, 69
  Cleric/Rogue
  Ardent Scoundrel, 69
  Cunning Divinity, 69
  Devoted Specialist, 69
  Channel Divinity: Alter Fate, 69
  Channel Divinity: Find Weakness, 70
  Zealous Assassin, 70
  Cleric/Sorcerer
  Arcane-Fueled Divinity, 70
  Channel Divinity: Recover Sorcery, 70
  Channel Divinity: Fatespin, 70
  Cleric/Warlock
  Arcane-Fueled Divinity, 71
  Channel Divinity: Recover Arcana, 71
  Cleric/Wizard
  Doctrinist, 71
  Dogmatist, 71
  Mystic Theurge, 71
  Spiritual Counter, 72
  Theologist, 72
  Druid/Fighter
  Primal Rejuvenation, 72
  Wildblood, 72
  Druid/Monk
  Fist of the Elements, 72
  Fist of the Tempest, 72
  Mountain Lion Step, 72
  Primal Fist, 73
  Ki-Fueled Transformation, 73
  Druid/Paladin
  Aura of Vigor, 73
  Earthstrength, 73
  Invigorating Hands, 73
  Primal-Fueled Divinity, 74
  Druid/Ranger
  Divine Beast Companion, 74
  Tree Stride, 74
  Wildblood, 74
  Druid/Rogue
  Cunning Beast, 74
  Cunning Transformation, 74
  Primal Assassin, 75
  Tree Stride, 75
  Druid/Sorcerer
  Arcane-Fueled Transformation, 75
  Call Spirit Companion, 75
  Primal-Fueled Sorcery, 75
  Shaman, 75
  Verdant Sorcerer, 75
  Druid/Warlock
  Primal-Fueled Arcana, 76
  Mage of the Unseelie Court, 76
  Recover Eldritch Magic, 76
  Druid/Wizard
  Natural Arcana, 76
  Primal Lore, 76
  Transmogrifist, 77
  Witch Doctor, 77
  Fighter/Monk
  Fist of the Tiger, 77
  Ki Surge, 77
  Inner Ki, 77
  Sudden Wind, 77
  Fighter/Paladin
  Channel Divinity: Renewal, 78
  Channel Divinity: Heroic Surge, 78
  Stamina-Fueled Divinity, 78
  Fighter/Ranger
  Battle Hunter, 78
  Eldritch Hunter, 78
  Hunter Champion, 79
  Fighter/Rogue
  Arterial Strike, 79
  Superior Strike, 79
  Unfettered Defense, 79
  Fighter/Sorcerer
  Sorcerous Blood, 79
  Sorcerous Surge, 80
  Sorcerous Stamina, 80
  Fighter/Warlock
  Spell Surge, 80
  Stamina-Fueled Arcana, 80
  Monk/Paladin
  Fist of the Golden Dragon, 80
  Mystical Hands, 80
  Monk/Ranger
  Fist of the Leopard, 80
  Versed in the Enemy, 81
  Monk/Rogue
  Fist of the Snake, 81
  Ki Vanish, 81
  Monk/Sorcerer
  Draconic Fist, 81
  Greater Draconic Fist, 82
  Ki-Fueled Sorcery, 82
  Sorcerous Ki, 82
  Monk/Warlock
  Devour Magic, 82
  Hungry Darkness, 82
  Ki-Fueled Arcana, 83
  Monk/Wizard
  Fist of the Elements, 83
  Paladin/Ranger
  Smite Favored Enemy, 83
  Abjure Favored Enemy, 83
  Sacred Bane Weapon, 84
  Nature's Fury, 84
  Paladin/Sorcerer
  Arcane-Fueled Divinity, 84
  Channel Divinity: Recover Sorcery, 84
  Paladin/Warlock
  Arcane-Fueled Divinity, 84
  Channel Divinity: Recover Arcana, 85
  Paladin/Wizard
  Spiritual Counter, 85
  Ranger/Rogue
  Specialist Killer, 85
  Ranger/Sorcerer
  Call Spirit Companion, 85
  Ranger/Warlock
  Stalker of the Unseelie Court, 86
  Ranger/Wizard
  Archer of the Arcane Order, 86
  Rogue/Sorcerer
  Arcane Vanish, 86
  Rogue/Warlock
  Eldritch Assassin, 86
  Stalker of the Unseelie Court, 87
  Sorcerer/Warlock
  Mage of the Unseelie Court, 87
  
  4
  Chapter 1. Boon Talents
  you can't cast a spell with this talent again until 
  you finish a long rest. Wisdom or Charisma (your 
  choice) is your spellcasting ability for these spells.
  Berronar's Boon
  You have earned the favor of Berronar, the dwarven 
  deity of life and light.  You gain the ability to cast 
  certain spells.
  Prerequisite: Dwarf, Lawful Good. 
  Benefit: You can cast cure wounds with this talent. 
  Starting at 3rd level, you can also cast continual 
  flame with it.  Once you cast either spell with this 
  talent, you can't cast a spell with this talent again 
  until you finish a long rest. Wisdom or Charisma 
  (your choice) is your spellcasting ability for these 
  spells.
  T
  his chapter contains the boon talents that 
  require specific character alignments, and in 
  some cases, races.  
  Lawful Good
  Bahamut's Boon
  You have earned the favor of Bahamut, the dragon 
  deity of justice and law.  You gain the ability to cast 
  certain spells.
  Prerequisite: Dwarf, Lawful Good. 
  Benefit: You can cast command with this talent. 
  Starting at 3rd level, you can also cast zone of truth 
  with it.  Once you cast either spell with this talent, 
  Chapter 1. Boon Talents
  
  5
  Chapter 1. Boon Talents
  bond with this talent. Starting at 5th level, you 
  can also cast life transference with it.  Once you 
  cast either spell with this talent, you can't cast a 
  spell with this talent again until you finish a long 
  rest. Wisdom or Charisma (your choice) is your 
  spellcasting ability for these spells.
  Moradin's boon
  You have earned the favor of Moradin, the dwarven 
  deity of forge and knowledge.  You gain the ability 
  to cast certain spells.
  Prerequisite: Dwarf, Lawful Good. 
  Benefit: You can cast identify with this talent. 
  Starting at 3rd level, you can also cast magic 
  weapon with it.  Once you cast either spell with this 
  talent, you can't cast a spell with this talent again 
  until you finish a long rest. Wisdom or Charisma 
  (your choice) is your spellcasting ability for these 
  spells. 
  Torm's boon
  You have earned the favor of Torm, deity of courage, 
  duty, loyalty, and self-sacrifice. You gain the ability 
  to cast certain spells.
  Prerequisite: Lawful Good. 
  Benefit: You can cast heroism with this talent.  
  Clangeddin's boon
  You have earned the favor of Clangeddin, the 
  dwarven deity of war and valor.  You gain the ability 
  to cast certain spells.
  Prerequisite: Dwarf, Lawful Good. 
  Benefit: You can cast bless with this talent. Starting 
  at 3rd level, you can also cast divine favor with it.  
  Once you cast either spell with this talent, you can't 
  cast a spell with this talent again until you finish 
  a long rest. Wisdom or Charisma (your choice) is 
  your spellcasting ability for these spells.
  Gaerdal's boon
  You have earned the favor of Gaerdal Ironhand, the 
  gnome deity of combat, vigilance and protection. 
  You gain the ability to cast certain spells.
  Prerequisite: Gnome, Lawful Good. 
  Benefit: You can cast shield of faith with this talent. 
  Starting at 3rd level, you can also cast warding bond 
  with it.  Once you cast either spell with this talent, 
  you can't cast a spell with this talent again until 
  you finish a long rest. Wisdom or Charisma (your 
  choice) is your spellcasting ability for these spells.
  Glittergold's boon
  You have earned the favor of Garl Glittergold, the 
  gnome deity of gemcraft, humor, and trickery. You 
  gain the ability to cast certain spells.
  Prerequisite: Gnome, Lawful Good. 
  Benefit: You can cast grease with this talent. 
  Starting at 3rd level, you can also cast shatter 
  with it.  Once you cast either spell with this talent, 
  you can't cast a spell with this talent again until 
  you finish a long rest. Wisdom or Charisma (your 
  choice) is your spellcasting ability for these spells.
  Ilmater's boon
  You have earned the favor of Ilmater, the One 
  Who Endures and deity of endurance, suffering, 
  martyrdom, and life. You gain the ability to cast 
  certain spells.
  Prerequisite: Lawful Good, Class level 3. 
  Benefit: Starting at 3rd level, you can cast warding 
  
  6
  Chapter 1. Boon Talents
  with it.  Once you cast either spell with this talent, 
  you can't cast a spell with this talent again until 
  you finish a long rest. Wisdom or Charisma (your 
  choice) is your spellcasting ability for these spells.
  Deneir's boon
  You have earned the favor of Deneir, Lord of all 
  Glyphs and Images and deity of arcana, scribes, 
  and knowledge. You gain the ability to cast certain 
  spells.
  Prerequisite: Neutral Good. 
  Benefit: You can cast comprehend languages with 
  this talent. Starting at 5th level, you can also cast 
  glyph of warding with it.  Once you cast either spell 
  with this talent, you can't cast a spell with this 
  talent again until you finish a long rest. Wisdom or 
  Charisma (your choice) is your spellcasting ability 
  for these spells.
  Eldath's boon
  You have earned the favor of Eldath the Green 
  Goddess, deity of life, nature, peace, and serenity. 
  You gain the ability to cast certain spells.
  Starting at 3rd level, you can cast warding bond 
  with this talent. Once you cast either spell with this 
  talent, you can't cast a spell with this talent again 
  until you finish a long rest. Wisdom or Charisma 
  (your choice) is your spellcasting ability for these 
  spells.
  Yondalla's boon
  You have earned the favor of Yondalla, the Protector 
  and Provider. You gain the ability to cast certain 
  spells.
  Prerequisite: Halfling, Lawful Good. 
  Benefit: You can cast goodberry with this talent. 
  Starting at 3rd level, you can also cast aid with it.  
  Once you cast either spell with this talent, you can't 
  cast a spell with this talent again until you finish 
  a long rest. Wisdom or Charisma (your choice) is 
  your spellcasting ability for these spells.
  Neutral Good
  Baervan's boon
  You have earned the favor of Baervan 
  Wildwanderer, the gnome deity of nature and 
  travel. You gain the ability to cast certain spells.
  Prerequisite: Gnome, Neutral Good. 
  Benefit: You can cast longstrider with this talent. 
  Starting at 3rd level, you can also cast misty step 
  with it.  Once you cast either spell with this talent, 
  you can't cast a spell with this talent again until 
  you finish a long rest. Wisdom or Charisma (your 
  choice) is your spellcasting ability for these spells.
  Baravar's boon
  You have earned the favor of Baravar Cloakshadow, 
  the gnome deity of deception and illusion. You gain 
  the ability to cast certain spells.
  Prerequisite: Gnome, Neutral Good. 
  Benefit: You can cast silent image with this talent. 
  Starting at 3rd level, you can also cast mirror image 
  
  7
  Chapter 1. Boon Talents
  Starting at 5th level, you can also cast daylight 
  with it.  Once you cast either spell with this talent, 
  you can't cast a spell with this talent again until 
  you finish a long rest. Wisdom or Charisma (your 
  choice) is your spellcasting ability for these spells.
  Marthammor's boon
  You have earned the favor of Marthammor Duin, 
  the dwarven deity of nature and trickery.  You gain 
  the ability to cast certain spells.
  Prerequisite: Dwarf, Neutral Good. 
  Benefit: You can cast entangle with this talent. 
  Starting at 3rd level, you can also cast spike growth 
  with it.  Once you cast either spell with this talent, 
  you can't cast a spell with this talent again until 
  you finish a long rest. Wisdom or Charisma (your 
  choice) is your spellcasting ability for these spells.
  Mielikki's boon
  You have earned the favor of Mielikki the Forest 
  Queen, deity of forests and nature. You gain the 
  ability to cast certain spells.
  Prerequisite: Neutral Good. 
  Benefit: You can cast speak with animals with this 
  Prerequisite: Neutral Good. 
  Benefit: You can cast sanctuary with this talent. 
  Starting at 3rd level, you can also cast healing spirit 
  with it.  Once you cast either spell with this talent, 
  you can't cast a spell with this talent again until 
  you finish a long rest. Wisdom or Charisma (your 
  choice) is your spellcasting ability for these spells.
  Flandal's boon
  You have earned the favor of Flandal Steelskin, the 
  gnome deity of forge, metal, and knowledge. You 
  gain the ability to cast certain spells.
  Prerequisite: Gnome, Neutral Good. 
  Benefit: You can cast locate object (metal only) 
  with this talent. Starting at 3rd level, you can also 
  cast heat metal with it.  Once you cast either spell 
  with this talent, you can't cast a spell with this 
  talent again until you finish a long rest. Wisdom or 
  Charisma (your choice) is your spellcasting ability 
  for these spells.
  Gwaeron's boon
  You have earned the favor of Gwaeron Windstrom 
  the Master Tracker, the deity of tracking, 
  knowledge, and nature.  You gain additional 
  features.
  Prerequisite: Neutral Good. 
  Benefit: You can reroll one Intelligence (Nature) 
  or Wisdom (Survival) ability check.  You must use 
  the result of the second roll, even if it is lower.  
  Starting at 3rd level, you can cast locate animal or 
  plants with this talent.  Wisdom or Charisma (your 
  choice) is your spellcasting ability for this spell.  
  Once you cast a spell or rerolled an ability check 
  with this talent, you can't use either feature with 
  this talent again until you finish a long rest.
  Lathander's boon
  You have earned the favor of Lathander the 
  Morninglord and deity of dawn, light, and life. You 
  gain the ability to cast certain spells.
  Prerequisite: Neutral Good. 
  Benefit: You can cast cure wounds with this talent. 
  
  8
  Chapter 1. Boon Talents
  features.
  Prerequisite: Dwarf, Chaotic Good. 
  Benefit: You can cast bless with this talent. Wisdom 
  or Charisma (your choice) is your spellcasting 
  ability for this spell.  Starting at 3rd level, you can 
  reroll one attack roll.  You must use the result of 
  the second roll, even if it is lower.  Once you cast a a 
  spell with this talent or rerolled an attack roll, you 
  can't use either feature with this talent again until 
  you finish a long rest. 
  Eilistraee's Boon
  You have earned the favor of Eilistraee, the elven 
  deity of joy, happiness, life, festival, song and dance.  
  You gain the ability to cast certain spells.
  Prerequisite: Chaotic Good. 
  Benefit: You can cast faerie fire with this talent. 
  Starting at 3rd level, you can also cast dissonant 
  whispers with it.  Once you cast either spell with 
  this talent, you can't cast a spell with this talent 
  again until you finish a long rest. Wisdom or 
  talent. Starting at 5th level, you can also 
  cast conjure animals with it.  Once you cast 
  either spell with this talent, you can't cast a 
  spell with this talent again until you finish 
  a long rest. Wisdom or Charisma (your 
  choice) is your spellcasting ability for these 
  spells.
  Milil's Boon
  You have earned the favor of Milil, Lord 
  of Song, the deity of bards, light, and 
  entertainers.  You gain additional features.
  Prerequisite: Neutral Good. 
  Benefit: You have advantage on Charisma 
  (Performance) checks when you play a 
  musical instrument.  Starting at 3rd level, 
  you can cast dissonant whispers with this 
  talent.  Wisdom or Charisma (your choice) 
  is your spellcasting ability for this spell.  
  Once you cast a spell with this talent, you 
  can't cast with this talent again until you 
  finish a long rest.
  Chaotic Good
  Corellon's boon
  You have earned the favor of Corellon Larethian, 
  the elven deity of arcana, life, light, and war.  You 
  gain the ability to cast certain spells.
  Prerequisite: Elf, Chaotic Good. 
  Benefit: You can cast healing word with this talent. 
  Starting at 3rd level, you can also cast magic 
  weapon with it.  Once you cast either spell with this 
  talent, you can't cast a spell with this talent again 
  until you finish a long rest. Wisdom or Charisma 
  (your choice) is your spellcasting ability for these 
  spells.  
  Haela's boon
  You have earned the favor of Haela Brightaxe, the 
  dwarven deity of luck and war.  You gain additional 
  
  9
  Chapter 1. Boon Talents
  3rd level, you can cast enthrall with this talent.  
  Wisdom or Charisma (your choice) is your 
  spellcasting ability for this spell.  Once you cast a 
  spell or rerolled an ability check with this talent, 
  you can't use either feature with this talent again 
  until you finish a long rest.
  Tymora's Boon
  You have earned the favor of Tymora, the Lady who 
  Smiles and deity of good fortune and trickery. You 
  gain the ability to alter someone's luck.
  Prerequisite: Chaotic Good, Class level 6
  Benefit: When a creature that you can see within 
  60 feet of you makes an attack roll, an ability
  check, or a saving throw roll, you can use your 
  reaction to have it roll an additional d20 and add it 
  to the result. 
    Once you use this feature, you can't use it again 
  until you finish a long rest.
  Charisma (your choice) is your spellcasting ability 
  for these spells.
  Lliira's Boon
  You have earned the favor of Lliira the Joybringer, 
  the deity of life, light, nature, and song and dance.  
  You gain the ability to inspire joy in others.
  Prerequisite: Chaotic Good, Class level 3.
  Benefit: You can you use a bonus action on your 
  turn to choose up to 3 creatures other than yourself 
  within 60 feet of you who can hear and see you. 
  That creature gains one Joy die, a d6.  Until the end 
  of your next turn, the creature can roll the die and 
  add the number rolled to one ability check, attack 
  roll, or saving throw it makes. The creature can 
  wait until after it rolls the d20 before deciding to 
  use the Joy die, but must decide before the DM says 
  whether the roll succeeds ar fails. Once the Joy die 
  is rolled, it is lost. A creature can have only one Joy 
  die at a time.
    Once you use this feature, you can't use it again 
  until you finish a long rest.
  Selune's Boon
  You have earned the favor of Selune, Our Lady of 
  Silver, the Moonmaiden, and the deity of the moon, 
  knowledge, and light.  You gain the ability to cast 
  certain spells.
  Prerequisite: Chaotic Good. 
  Benefit: You can cast guiding bolt with this talent. 
  Starting at 3rd level, you can also cast moonbeam 
  with it.  Once you cast either spell with this talent, 
  you can't cast a spell with this talent again until 
  you finish a long rest. Wisdom or Charisma (your 
  choice) is your spellcasting ability for these spells.
  Sune's Boon
  You have earned the favor of Sune, Lady Firehair, 
  the deity of the love, beauty, and passion.  You gain 
  additional features.
  Prerequisite: Chaotic Good. 
  Benefit: You can reroll one Charisma (Performance 
  or Persuasion) check.  You must use the result 
  of the second roll, even if it is lower.  Starting at 
  
  10
  Chapter 1. Boon Talents
  spells.
  Prerequisite: Lawful Neutral. 
  Benefit: You can cast gentle repose with this talent. 
  Starting at 5th level, you can also cast revivify 
  with it.  Once you cast either spell with this talent, 
  you can't cast a spell with this talent again until 
  you finish a long rest. Wisdom or Charisma (your 
  choice) is your spellcasting ability for these spells.
  Red Knight's Boon
  You have earned the favor of the Red Knight, the 
  Lady of Strategy and deity of strategy, planning, and 
  war.  You gain the ability to help manuever your 
  allies in combat.
  Prerequisite: Lawful neutral, Class level 3.
  Benefit: You can you use an action on your turn to 
  choose up to 3 creatures other than yourself within 
  60 feet of you who can hear and see you.  The target 
  can each use its reaction to move up to half its 
  Lawful Neutral
  Azuth's boon
  You have earned the favor of Azuth the High One, 
  the deity of arcana and knowledge, and patron of 
  wizards.   You gain a special feature.
  Prerequisite: Wizard, Lawful Neutral. 
  Benefit: When you cast a wizard spell, you can 
  cast it as if using a spell slot one level higher.  Once 
  you use this feature, you can't use it again until you 
  finish a long rest.  
  Helm's boon
  You have earned the favor of Helm, He of the 
  Unsleeping Eyes and deity of life, light, and 
  vigilance.  You gain additional features.
  Prerequisite: Lawful Neutral. 
  Benefit: You can reroll one Wisdom (Perception) 
  ability check.  You must use the result of the second 
  roll, even if it is lower.  Starting at 3rd level, you 
  can cast warding bond with this talent.  Wisdom or 
  Charisma (your choice) is your spellcasting ability 
  for this spell.  Once you cast a spell or rerolled an 
  ability check with this talent, you can't use either 
  feature with this talent again until you finish a long 
  rest.
  Hoar's boon
  You have earned the favor of Hoar the 
  Doombringer, the deity of revenge and retribution. 
  You gain the ability to cast certain spells.
  Prerequisite: Lawful Neutral. 
  Benefit: You can cast hellish rebuke with this talent. 
  Starting at 3rd level, you can also cast hold person 
  with it.  Once you cast either spell with this talent, 
  you can't cast a spell with this talent again until 
  you finish a long rest. Wisdom or Charisma (your 
  choice) is your spellcasting ability for these spells.
  Kelemvor's boon
  You have earned the favor of Kelemvor the Lord 
  of the Dead, Judge of the Damned, and the deity of 
  death and grave. You gain the ability to cast certain 
  
  11
  Chapter 1. Boon Talents
  you can't cast a spell with this talent again until 
  you finish a long rest. Wisdom or Charisma (your 
  choice) is your spellcasting ability for these spells.  
  Dumathoin's boon
  You have earned the favor of Dumathoin, the 
  dwarven deity of death and knowledge.  You gain 
  the ability to cast certain spells.
  Prerequisite: Dwarf, Neutral. 
  Benefit: You can cast identify with this talent. 
  Starting at 5th level, you can also cast speak with 
  the dead with it.  Once you cast either spell with 
  this talent, you can't cast a spell with this talent 
  again until you finish a long rest. Wisdom or 
  Charisma (your choice) is your spellcasting ability 
  for these spells.
  Gond's boon
  You have earned the favor of Gond the 
  Wonderbringer, the deity of blacksmiths, forge, 
  and knowledge.  You gain the ability to cast certain 
  spells.
  Prerequisite: Neutral. 
  Benefit: You can cast searing smite with this 
  talent. Starting at 3rd level, you can also cast magic 
  speed without provoking opportunity attacks to a 
  space of your choice.
    Once you use this feature, you can't use it again 
  until you finish a long rest.
  Savras's boon
  You have earned the favor of Savras the All-Seeing,  
  deity of divination, knowledge, and fate.   You gain 
  the ability to cast certain spells.
  Prerequisite: Lawful Neutral. 
  Benefit: You can cast augury with this talent. 
  Starting at 5th level, you can also cast clairvoyance 
  with it.  Once you cast either spell with this talent, 
  you can't cast a spell with this talent again until 
  you finish a long rest. Wisdom or Charisma (your 
  choice) is your spellcasting ability for these spells.
  Urogalan's boon
  You have earned the favor of Urogalan, the halfling 
  deity of earth, grave, knowledge, and death. You 
  gain the ability to cast certain spells.
  Prerequisite: Halfling, Lawful Neutral. 
  Benefit: You can cast earth tremor with this talent. 
  Starting at 5th level, you can also cast speak with 
  the dead with it.  Once you cast either spell with 
  this talent, you can't cast a spell with this talent 
  again until you finish a long rest. Wisdom or 
  Charisma (your choice) is your spellcasting ability 
  for these spells.
  Neutral
  Brandobaris's boon
  You have earned the favor of Brandobaris, the 
  halfling deity of trickery.  You gain the ability to cast 
  certain spells.
  Prerequisite: Halfling, Neutral. 
  Benefit: You can cast disguise self with this talent. 
  Starting at 3rd level, you can also cast invisibility 
  with it.  Once you cast either spell with this talent, 
  
  12
  Chapter 1. Boon Talents
  check.  You must use the result of the second roll, 
  even if it is lower.  Starting at 3rd level, you can 
  cast identify with this talent.  Starting at 5th level, 
  you can cast augury with this talent.  Wisdom or 
  Charisma (your choice) is your spellcasting ability 
  for these spells.  Once you cast a spell or rerolled an 
  ability check with this talent, you can't use either 
  feature with this talent again until you finish a long 
  rest.
  Silvanus's Boon
  You have earned the favor of Silvanus the Oak 
  Father, deity of nature.  You gain the ability to cast 
  spells.
  Prerequisite: Neutral. 
  Benefit: You can cast entangle with this talent. 
  Starting at 5th level, you can also cast plant growth 
  with it.  Once you cast either spell with this talent, 
  you can't cast a spell with this talent again until 
  you finish a long rest. Wisdom or Charisma (your 
  choice) is your spellcasting ability for these spells.
  Sheela's boon
  You have earned the favor of Sheela Peryroyl, 
  the halfling deity of nature, song and dance, and 
  tempest. You gain the ability to cast certain spells.
  Prerequisite: Halfling, Neutral. 
  Benefit: You can cast entangle with this talent. 
  Starting at 3rd level, you can also cast misty step 
  with it.  Once you cast either spell with this talent, 
  you can't cast a spell with this talent again until 
  you finish a long rest. Wisdom or Charisma (your 
  choice) is your spellcasting ability for these spells.
  Tempus's boon
  You have earned the favor of Tempus, the Lord of 
  Battles, the deity of war.  You gain the ability to 
  inspire ferocity in battle.
  Prerequisite: Neutral, Class level 3.
  Benefit: You can you use a bonus action on your 
  turn to choose up to 3 creatures including yourself 
  within 60 feet of you who can hear and see you. 
  That creature gains one War die, a d6.  Until the 
  end of your next turn, the creature can roll the die 
  weapon with it.  Once you cast either spell with this 
  talent, you can't cast a spell with this talent again 
  until you finish a long rest. Wisdom or Charisma 
  (your choice) is your spellcasting ability for these 
  spells.
  Kossuth's boon
  You have earned the favor of Kossuth the Firelord, 
  the deity of fire and light.  You gain the ability to 
  cast certain spells.
  Prerequisite: Neutral. 
  Benefit: You can cast burning hands with this 
  talent. Starting at 3rd level, you can also cast 
  scorching ray with it.  Once you cast either spell 
  with this talent, you can't cast a spell with this 
  talent again until you finish a long rest. Wisdom or 
  Charisma (your choice) is your spellcasting ability 
  for these spells.
  Oghma's Boon
  You have earned the favor of Oghma the Binder, the 
  deity of knowledge.  You gain additional features.
  Prerequisite: Neutral. 
  Benefit: You can reroll one Intelligence ability 
  
  13
  Chapter 1. Boon Talents
  use either feature with this talent again until you 
  finish a long rest.
  Chaotic Neutral
  Leira's Boon
  You have earned the favor of Leira, the Lady of 
  Deception and deity of lies, illusion, and trickery.  
  You gain the ability to cast certain spells.
  Prerequisite: Chaotic Neutral. 
  Benefit: You can cast disguise self with this talent. 
  Starting at 5th level, you can also cast major image 
  with it.  Once you cast either spell with this talent, 
  you can't cast a spell with this talent again until 
  you finish a long rest. Wisdom or Charisma (your 
  choice) is your spellcasting ability for these spells.
  Mask's Boon
  You have earned the favor of Mask, the Lord of 
  Shadows and deity of thievery and trickery.  You 
  gain additional features.
  Prerequisite: Chaotic Neutral. 
  Benefit: You can reroll one Dexterity (Sleight of 
  Hand or Stealth) ability check.  You must use the 
  result of the second roll, even if it is lower.  Starting 
  at 3rd level, you can cast misty step with this 
  talent.  Wisdom or Charisma (your choice) is your 
  spellcasting ability for this spell.  Once you cast a 
  spell or rerolled an ability check with this talent, 
  you can't use either feature with this talent again 
  until you finish a long rest.
  Shaundakul's Boon
  You have earned the favor of Shaundakul, the Rider 
  of the Winds and deity of air, chaos, and travel.  You 
  gain the ability to cast certain spells.
  Prerequisite: Chaotic Neutral. 
  Benefit: You can cast expeditious retreat with this 
  talent. Starting at 3rd level, you can also cast gust 
  of wind with it.  Once you cast either spell with this 
  talent, you can't cast a spell with this talent again 
  and add the number rolled to one melee attack 
  roll or melee weapon damage roll it makes. For 
  attack rolls, the creature can wait until after it rolls 
  the d20 before deciding to use the War die, but 
  must decide before the DM says whether the roll 
  succeeds or fails. Once the War die is rolled, it is 
  lost. A creature can have only one War die at a time.
    Once you use this feature, you can't use it again 
  until you finish a long rest.
  Waukeen's Boon
  You have earned the favor of Waukeen, the 
  Merchant's Friend, the deity of trade, knowledge, 
  and trickery.  You gain additional features.
  Prerequisite: Neutral. 
  Benefit: You can reroll one Intelligence ability 
  check made to determine the value of an object 
  or a Charisma (Persuasion) ability check made to 
  bargain.  You must use the result of the second roll, 
  even if it is lower.  Starting at 3rd level, you can also 
  cast suggestion with it.  Once you cast a spell or 
  rerolled an ability check with this talent, you can't 
  
  14
  Chapter 1. Boon Talents
  spell with this talent again until you finish a long 
  rest. Wisdom or Charisma (your choice) is your 
  spellcasting ability for these spells.
  Bane's boon
  You have earned the favor of Bane the Black Lord, 
  the deity of tyranny, order, and war. You gain the 
  ability to create an aura of murder.
  Prerequisite: Lawful Evil. 
  Benefit: You can use an action to create an aura 
  of terror that lasts for 1 minute.   When a hostile 
  creature within 5 feet of you makes an attack roll 
  or a saving throw, it has disadvantage on the roll.  
  Once a creature has missed an attack roll or failed 
  a saving throw due to your aura of terror, the effect 
  ends.  Creatures that are immune to the frightened 
  condition are immune to this trait.
    Once you use this feature, you can't use it again 
  until you finish a long rest.
  until you finish a long rest. Wisdom or Charisma 
  (your choice) is your spellcasting ability for these 
  spells.
  Shevarash's Boon
  You have earned the favor of Shevarash, the elven 
  deity of hatred, loss, and vengeance.  You gain the 
  ability to cast certain spells.
  Prerequisite: Elf, Chaotic Neutral. 
  Benefit: You can cast hellish rebuke with this talent. 
  Starting at 3rd level, you can also cast hunter's 
  mark with it.  Once you cast either spell with this 
  talent, you can't cast a spell with this talent again 
  until you finish a long rest. Wisdom or Charisma 
  (your choice) is your spellcasting ability for these 
  spells.
  Lawful Evil
  Asmodeus's boon
  You have earned the favor of Asmodues the 
  Archfiend, the deity of knowledge, order, and 
  trickery. You gain the ability to cast certain spells.
  Prerequisite: Lawful Evil. 
  Benefit: You can cast command with this talent. 
  Starting at 3rd level, you can also cast suggestion 
  with it.  Once you cast either spell with this talent, 
  you can't cast a spell with this talent again until 
  you finish a long rest. Wisdom or Charisma (your 
  choice) is your spellcasting ability for these spells.
  Bahgtru's boon
  You have earned the favor of Bahgtru, the orcish 
  deity of strength and war. You gain the ability to 
  cast certain spells.
  Prerequisite: Half-Orc, Orc, Lawful Evil. 
  Benefit: You can cast compelled duel with this 
  talent. Starting at 3rd level, you can also cast 
  enhance ability (Strength only) with it.  Once you 
  cast either spell with this talent, you can't cast a 
  
  15
  Chapter 1. Boon Talents
  Bhaal's boon
  You have earned the favor of Bhaal, the Lord of 
  Murder and deity of assassination, death, and 
  murder. You gain the ability to create an aura of 
  murder.
  Prerequisite: Neutral Evil. 
  Benefit: You can use a bonus action to create an 
  aura of murder that lasts until the end of your next 
  turn.   As long as you are not incapacitated, hostile 
  creatures within 5 feet of you gain vulnerability 
  to piercing damage unless they have resistance or 
  immunity to such damage.
    Once you use this feature, you can't use it again 
  until you finish a long rest.
  Myrkul's boon
  You have earned the favor of Myrkul the Reaper, 
  deity of death and necromancy. You gain the ability 
  to cast certain spells.
  Prerequisite: Neutral Evil. 
  Benefit: You can cast ray of sickness with this 
  talent. Starting at 3rd level, you can also cast ray 
  of enfeeblement with it.  Once you cast either spell 
  with this talent, you can't cast a spell with this 
  talent again until you finish a long rest. Wisdom or 
  Charisma (your choice) is your spellcasting ability 
  for these spells.
  Gargauth's boon
  You have earned the favor of Gargauth, the 
  Lord Who Watches and deity of avarice, charm, 
  corruption, envy, and trickery. You gain the ability 
  to cast certain spells.
  Prerequisite: Lawful Evil. 
  Benefit: You can cast charm person with this talent. 
  Starting at 3rd level, you can also cast suggestion 
  with it.  Once you cast either spell with this talent, 
  you can't cast a spell with this talent again until 
  you finish a long rest. Wisdom or Charisma (your 
  choice) is your spellcasting ability for these spells.
  Loviatar's boon
  You have earned the favor of Loviatar, the Maiden 
  of Pain and the deity of pain, torture, sadism, and 
  death. You gain the ability to cast certain spells.
  Prerequisite: Lawful Evil. 
  Benefit: You can cast hex with this talent. Starting 
  at 3rd level, you can also cast cloud of daggers 
  with it.  Once you cast either spell with this talent, 
  you can't cast a spell with this talent again until 
  you finish a long rest. Wisdom or Charisma (your 
  choice) is your spellcasting ability for these spells.
  Neutral Evil
  Auril's boon
  You have earned the favor of Auril the Frostmaiden, 
  the deity of nature, tempest, and winter. You gain 
  the ability to cast certain spells.
  Prerequisite: Neutral Evil. 
  Benefit: You can cast armor of Agathys with 
  this talent. Starting at 3rd level, you can also 
  cast Snilloc's snowball swarm with it.  Once you 
  cast either spell with this talent, you can't cast a 
  spell with this talent again until you finish a long 
  rest. Wisdom or Charisma (your choice) is your 
  spellcasting ability for these spells.
  
  16
  Chapter 1. Boon Talents
  Benefit: You can cast sleep with this talent. Starting 
  at 3rd level, you can also cast darkness with it.  
  Once you cast either spell with this talent, you can't 
  cast a spell with this talent again until you finish 
  a long rest. Wisdom or Charisma (your choice) is 
  your spellcasting ability for these spells.
  Yurtrus's boon
  You have earned the favor of Yurtrus, the orcish 
  deity of death and disease. You gain the ability to 
  cast certain spells.
  Prerequisite: Half-Orc, Orc, Neutral Evil. 
  Benefit: You can cast ray of sickness with this 
  talent. Starting at 5th level, you can also cast 
  contagion (filth fever only) with it.  Once you 
  cast either spell with this talent, you can't cast a 
  spell with this talent again until you finish a long 
  rest. Wisdom or Charisma (your choice) is your 
  spellcasting ability for these spells.
  Chaotic Evil
  Beshaba's Boon
  You have earned the favor of Beshaba, the Lady of 
  Misfortune and deity of bad luck and misery. You 
  gain the ability to alter someone's luck.
  Prerequisite: Chaotic Evil, Class level 6
  enefit: When a creature that you can see within 60 
  feet of you makes an attack roll, an ability
  check, or a saving throw roll, you can use your 
  reaction to roll a d20 and deduct the die rolled from 
  the creature's result. 
    Once you use this feature, you can't use it again 
  until you finish a long rest.
  Cyric's boon
  You have earned the favor of Cyric the Prince 
  of Lies, the deity of lies and trickery. You gain 
  additional features.
  Prerequisite: Chaotic Evil. 
  Shar's boon
  You have earned the favor of Shar, the Mistress of 
  the Night and deity of darkness, death, and trickery. 
  You gain the ability to cast certain spells.
  Prerequisite: Neutral Evil. 
  Benefit: You can cast ray of sickness with this 
  talent. Starting at 3rd level, you can also cast 
  darkness with it.  Once you cast either spell with 
  this talent, you can't cast a spell with this talent 
  again until you finish a long rest. Wisdom or 
  Charisma (your choice) is your spellcasting ability 
  for these spells.
  Shargaas's boon
  You have earned the favor of Shargaas the Night 
  Lord, the orcish deity of darkness, night, and 
  trickery. You gain the ability to cast certain spells.
  Prerequisite: Orc, Neutral Evil. 
  
  17
  Chapter 1. Boon Talents
  Benefit: You can cast thunderwave with this talent. 
  Starting at 3rd level, you can also cast thunderous 
  smite with it.  Once you cast either spell with this 
  talent, you can't cast a spell with this talent again 
  until you finish a long rest. Wisdom or Charisma 
  (your choice) is your spellcasting ability for these 
  spells.
  Lolth's boon
  You have earned the favor of Lolth, the Queen of 
  Spiders and the drow deity of arachnids, trickery, 
  and war. You gain the ability to cast certain spells.
  Prerequisite: Drow, Chaotic Evil. 
  Benefit: You can cast disguise self with this talent. 
  Starting at 3rd level, you can also cast web with it.  
  Once you cast either spell with this talent, you can't 
  cast a spell with this talent again until you finish 
  Benefit: You can reroll one Charisma (Deception) 
  ability check.  You must use the result of the second 
  roll, even if it is lower.  Starting at 3rd level, you 
  can cast suggestion with this talent.  Wisdom or 
  Charisma (your choice) is your spellcasting ability 
  for this spell.  Once you cast a spell or rerolled an 
  ability check with this talent, you can't use either 
  feature with this talent again until you finish a long 
  rest.
  Demogorgon's boon
  You have earned the favor of Demogorgon, the 
  Prince of Demons. You gain the ability to cast 
  certain spells.
  Prerequisite: Chaotic Evil. 
  Benefit: You can cast cause fear with this talent. 
  Starting at 3rd level, you can also cast crown of 
  madness with it.  Once you cast either spell with 
  this talent, you can't cast a spell with this talent 
  again until you finish a long rest. Wisdom or 
  Charisma (your choice) is your spellcasting ability 
  for these spells.
  Garagos's boon
  You have earned the favor of Garagos the Reaver, 
  the Lord of War, the deity of slaughter and war.  You 
  gain the ability to inspire ferocity in battle.
  Prerequisite: Chaotic Evil, Class level 6.
  Benefit: When you slay a creature with your 
  melee attack, you can use a bonus action to 
  move up to half your speed and make one melee 
  weapon attack.  This attack does not count against 
  the maximum number of extra attacks you can 
  make when you take the attack action and your 
  movement during this action does not count 
  against your maximum move speed per turn.
    Once you use this feature, you can't use it again 
  until you finish a long rest.
  Gruumsh's boon
  You have earned the favor of Gruumsh One-Eye, the 
  orcish deity of destruction, storms, and war. You 
  gain the ability to cast certain spells.
  Prerequisite: Orc, Half-orc, Chaotic Evil. 
  
  18
  Chapter 1. Boon Talents
  talent again until you finish a long rest. Wisdom or 
  Charisma (your choice) is your spellcasting ability 
  for these spells.
  Talos's boon
  You have earned the favor of Talos the Stormlord, 
  the deity of chaos, storms, lightning, and 
  destruction. You can generate bolts of lightning.
  Prerequisite: Chaotic Evil, Class level 3. 
  Benefit: You can magically project three bolts of 
  lightning from your fingertips and strike at targets 
  within 60 feet of you. You can shoot them at one 
  target or several.  Wisdom or Charisma (your 
  choice) is your spellcasting ability for this feature.
    Make a ranged spell attack for each ray. On a hit, 
  the target takes 2d8 lightning damage.
    Once you use this feature, you can't use it again 
  until you finish a long rest.
  Tiamat's boon
  You have earned the favor of Tiamat the Dragon 
  Queen, the dragon deity of evil dragons and 
  trickery. You gain the ability to cast certain spells.
  a long rest. Wisdom or Charisma (your choice) is 
  your spellcasting ability for these spells.
  Malar's boon
  You have earned the favor of Malar the Beastlord, 
  the deity of hunting, nature, and lycanthropy. You 
  can transform your head into a bestial form.
  Prerequisite: Chaotic Evil, Class level 6. 
  Benefit: You can use an action to transform 
  your facial features into a bestial form. You gain 
  adventage on Wisdom (Perception) checks that 
  rely on smell and your bite deals 1d6 piercing 
  damage on a hit.  When you take the Attack action 
  on your turn, you can make one additional attack 
  using your bite as part of the same action.  Your 
  transformation and its benefits last for 1 minute, 
  or until you use a bonus action to end it.  When 
  your transformation ends, you suffer two levels of 
  exhaustion.
    Once you use this feature, you can't use it again 
  until you finish a long rest.
  Orcus's boon
  You have earned the favor of Orcus, the Demon 
  Prince of Undeath. You gain the ability to cast 
  certain spells.
  Prerequisite: Chaotic Evil. 
  Benefit: You can cast cause fear with this talent. 
  Starting at 3rd level, you can also cast ray of 
  enfeeblement with it.  Once you cast either spell 
  with this talent, you can't cast a spell with this 
  talent again until you finish a long rest. Wisdom or 
  Charisma (your choice) is your spellcasting ability 
  for these spells.
  Talona's boon
  You have earned the favor of Talona, Lady of Poison,  
  deity of poison, death, and disease. You gain the 
  ability to cast certain spells.
  Prerequisite: Chaotic Evil 
  Benefit: You can cast ray of sickness with this 
  talent. Starting at 3rd level, you can also cast ray 
  of enfeeblement with it.  Once you cast either spell 
  with this talent, you can't cast a spell with this 
  
  19
  Chapter 1. Boon Talents
  this talent, you can't cast a spell with this talent 
  again until you finish a long rest. Wisdom or 
  Charisma (your choice) is your spellcasting ability 
  for these spells.
  Urdlen's boon
  You have earned the favor of Urdlen the Crawler 
  Below, the gnome deity of bloodlust, death, greed, 
  murder, and war. You gain the ability to cast certain 
  spells.
  Prerequisite: Gnome, Chaotic Evil 
  Benefit: You can cast cause fear with this talent. 
  Starting at 3rd level, you can also cast shadow blade 
  with it.  Once you cast either spell with this talent, 
  you can't cast a spell with this talent again until 
  you finish a long rest. Wisdom or Charisma (your 
  choice) is your spellcasting ability for these spells.
  Prerequisite: Chaotic Evil. 
  Benefit: You can cast cause fear with this talent. 
  Starting at 3rd level, you can also cast dragon's 
  breath with it.  Once you cast either spell with this 
  talent, you can't cast a spell with this talent again 
  until you finish a long rest. Wisdom or Charisma 
  (your choice) is your spellcasting ability for these 
  spells.
  Umberlee's boon
  You have earned the favor of Umberlee the Queen 
  of the Depths, deity of the destruction, seas, and 
  tempest. You gain the ability to cast certain spells.
  Prerequisite: Chaotic Evil 
  Benefit: You can cast thunderwave with this 
  talent. Starting at 5th level, you can also cast water 
  breathing with it.  Once you cast either spell with 
  
  20
  Chapter 1. Boon Talents
  20
  Chapter 2. Racial Talents
  Benefit: You gain telepathy with a range of 30 ft.
  Radiant Burst
  You can unleash a blinding flash of searing radiant 
  energy while using your Radiant Consumption 
  feature.  
  Prerequisite: Scourge Aasimar, Class level 6.
  Benefit: While your Radiant Consumption 
  transformation is active, you can use an action 
  to emit a bright, radiant energy pulse.  You and 
  each creature within 20 feet must succeed on a 
  Constitution saving throw.  The DC is equal to 8 + 
  your proficiency bonus + your Charisma modifier.  
  On a failed save, the target takes radiant damage 
  equal to your level and if the target is a creature 
  other than you, it is also blinded until the end of 
  your next turn.  On a successful one, the target 
  takes half the damage and is not blinded.
    Using radiant burst immediately ends your 
  T
  his chapter contains the talents that require 
  specific character races. 
  Aasimar
  Celestial Resilience
  Your angelic lineage enables you to shake off being 
  charmed and frightened.
  Benefit: You have advantage on saving throws 
  against being charmed and frightened made at the 
  end of your turn.
  Gift of Telepathy
  Your angelic lineage grants you telepathy at a 
  limited range.  
  Chapter 2. Racial Talents
  
  21
  Chapter 1. Boon Talents
  21
  Chapter 2. Racial Talents
  Padded Feet
  You can move stealthily with ease.
   Benefit: You have advantage on Dexterity (Stealth) 
  checks while moving.
  Improved Surprise Attack
  You can deliver more damage with your surprise 
  attacks than normal.
  Prerequisite: Dexterity 18 or higher.
  Benefit: If you surprise a creature and hit it with
  an attack during the first round of combat, the 
  attack deals an extra 3d6 damage to it, instead of 
  just 2d6 damage.
  Radiant Consumption transformation.
  Revitalizing Soul
  You can heal an ally while using your Radiant Soul 
  feature.  
  Prerequisite: Protector Aasimar, Class level 6.
  Benefit: While your Radiant Soul is active, you can 
  use a bonus action to cause one creature you can 
  see within 30 feet to regain hit points equal to your 
  Charisma modifier.
  Vampiric Shroud
  You can regain hit points when you deal necrotic 
  damage to your foes.  
  Prerequisite: Fallen Aasimar, Class level 6.
  Benefit: While your Necrotic Shroud is active, you 
  regain hit points equal to the necrotic damage you 
  deal.  
  Bugbear
  Brute
  You focused on building your strength when 
  growing up, at the expense of developing your 
  intellect and wisdom.
  Prerequisite: Strength 20 or higher, Intelligence and 
  Wisdom 8 or lower (ability scores can be increased 
  normally after the talent is taken).
  Benefit: A melee weapon deals one extra die of its 
  damage when you hit with it.
  Bugbear Weapon Training
  You grew up learning the use of your tribal 
  weapons.  
  Benefit: You gain proficiency with the battleaxe, 
  greataxe, maul, and morningstar.
  
  22
  Chapter 1. Boon Talents
  22
  Chapter 2. Racial Talents
  Lancer
  You grew up learning the use of polearms.  
  Benefit: You gain proficiency with the glaive, 
  halberd, pike, and quarterstaff.
  Slashing Gallop
  You are able to attack targets while you move by 
  them.
  Prerequisite: Strength 20 or higher, Extra Attack.
  Benefit: You use your action to move up to your 
  speed in a straight line and target each creature 
  within range of your melee weapon during your 
  movement. Each target must succeed on a Dexterity 
  saving throw equal to 8 + your proficiency bonus 
  + your Strength modifier.  On a failed save, the 
  creature takes damage as if hit by your melee 
  weapon attack.
    Once you use this feature, you cannot use it again 
  until you finish a Long rest.
  Firbolg
  Built like a Giant
  Your large build enables you to shrug off most 
  attempts to push, knock you prone, or wrestle with 
  you.
   Benefit: You have advantage on your saving 
  throws and checks when you are the target of a 
  shove, push, or getting knocked prone by a Medium 
  or smaller creature.  In addition, you are treated as 
  two sizes larger if you are targeted by a grapple.
  Brute Strength 
  Being powerfully built enables you to handle and 
  strike with your weapons effortlessly.
  Prerequisite: Strength 20 or higher.
  Benefit: Your strength-based melee weapon 
  attacks deal one extra die of its damage.
  Centaur
  Charge Knockdown 
  You can knock down a foe when you hit it with your 
  hooves after a charge.
  Benefit: When you hit a creature with your hooves 
  attack as a bonus action after performing a charge, 
  the target must make a Strength saving throw 
  equal to 8 + your proficiency bonus + your Strength 
  modifier.  On a failed save, the creature is knocked 
  prone.
  Equine Mobility
  Your equine ancestry allows you to be more mobile 
  than normal.
   Benefit: You can take a bonus action to use a Dash 
  or Disengage action or use your reaction to move 
  up to half your speed.
     Once you use either feature, you cannot use it 
  again until you finish a short or long rest.
  
  23
  Chapter 1. Boon Talents
  23
  Chapter 2. Racial Talents
  Druidic Inclination
  You have a natural ability to cast a druid cantrip.
  Benefit: You learn one Druid cantrip.   Your 
  spellcasting ability for this is Wisdom.
  Druidic Lore
  You gain access to one spell from the Druid spell 
  list. 
  Prerequisite: Any spellcaster class of 6th level or 
  higher.
  Benefit: You learn one spell of your choice from the 
  Druid’s spell list. The spell you choose must be of 
  a level you can cast, as shown on your spellcasting 
  class table. The chosen spell counts as a spell of 
  your spellcasting class but doesn’t count against 
  the number of spells you know.  
    You can retake this talent one additional time only.
  Goblin
  Born Sneaky
  Your heritage allows you to be more catlike in 
  movement, craftier, and more deceptive than most. 
  Benefit: You can reroll an ability check that 
  involves the skills Deception, Sleight of Hand, or 
  Stealth.  You must use the result of the second roll, 
  even if it is lower. 
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Gang Up
  You know how to take advantage of situations 
  where you outnumber your foe.
   Benefit: You have advantage on an attack roll 
  against a creature if at least two of your allies are 
  within 5 feet of the target and your allies aren't 
  incapacitated.
  Goblin Tactics
  You deftly reposition yourself after an attack misses 
  you.  
  Benefit: When a creature attacks you with a melee 
  attack and misses, you can use your reaction 
  to move 5 feet. This movement will not trigger 
  opportunity attacks.
  Surprise Attack
  You can deliver a vicious attack against a target you 
  get the drop on.
  Prerequisite: Dexterity 20 or higher.
  Benefit: If you surprise a creature and hit it with
  an attack during the first round of combat, the 
  target takes an extra 7 (2d6) damage from the 
  attack.
  
  24
  Chapter 1. Boon Talents
  24
  Chapter 2. Racial Talents
  Prerequisite: Stone Grip, Strength 20 or higher.
  Benefit: You can wield a two-handed melee 
  weapon in each hand at the same time.  
  Mountain's Tenacity
  You have tenacious strength of will. 
  Benefit: You can choose to gain advantage on any 
  Intelligence, Wisdom, or Charisma saving throw.  
  You must decide before making the roll.
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Stone Grip
  You can wield with one hand weapons that 
  normally require two hands to properly use.
  Prerequisite: Goliath, Strength 18 or higher.
  Benefit: You can wield a two-handed melee 
  weapon in one hand.  However, you cannot wield 
  a two-handed melee weapon in each hand at the 
  same time.
  Hobgoblin
  Formation
  You know how to safely move back into your 
  group's formation.
  Benefit: When you are not within 5 feet of an ally, 
  you can use your reaction to move up to half your 
  speed to a space within 5 feet of an ally that isn't 
  incapacitated.  This movement does not provoke 
  opportunity attacks.
  Hobgoblin Resilience
  Your heritage enables you to to be more resistant 
  than others. 
  Benefit: You have advantage on saving throws you 
  make at the end of your turn.
  Goliath
  Adaptable Nature
  You can adapt quickly when faced with adversity.
  Benefit: Whenever you gain disadvantage on an 
  attack roll, saving throw, or ability check, you can 
  choose to gain advantage, effectively cancelling 
  each other.
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Improved Stone Grip
  You can wield up to two two-handed weapons at 
  the same time.
  
  25
  Chapter 1. Boon Talents
  25
  Chapter 2. Racial Talents
  Stomp
  Your feet are natural melee weapons which you can 
  use to make unarmed strikes.
  Benefit: You can use a bonus action to make an 
  unarmed strike with your foot against a prone 
  target.  If you hit with it, you deal bludgeoning 
  damage equal to ld4 + your Strength modifier, 
  instead of the bludgeoning damage normal for an 
  unarmed strike.
  Trumpet of Terror
  You can frighten foes with a loud roar.
  Prerequisite: Class level 6.
  Benefit: As an action, you unleash a terrifying 
  bellow through your trunk.  Each creature within 
  30 feet of you and can hear you must make a 
  Wisdom saving throw equal to 8 + your proficiency 
  bonus + your Constitution modifier.  On a failed 
  save, the creature is frightened until the end of your 
  next turn.
    Once you use this feature, you cannot use it again 
  until you finish a Long rest.
  Martial Advantage
  You know how to strike more effectively against 
  foes who are engaged with your allies.  
  Prerequisite: Class level 6. 
  Benefit: Once per turn, you can deal an extra 1d6 
  damage to a creature you hit with a weapon attack 
  if that creature is within 5 feet of your ally that isn't 
  incapicated.  The extra damage does not stack with 
  Sneak Attack.
  Martial Discipline
  You are steadfast and unwavering for as long as you 
  stand together with your allies.
  Benefit: You have advantage on saving throws 
  against being charmed and frightened as long as 
  you are within 5 feet of an ally and that ally isn't 
  incapacitated.
  Loxodon
  Agile Trunk
  You can sometimes make an extra attack with 
  your trunk.
  Benefit: You can use a bonus action to 
  lift, drop, hold, push, or pull an object or a 
  creature; open or close a door or a container; 
  grapple someone; or make an unarmed 
  strike.
    Once you use this feature, you cannot use it 
  again until you finish a short or long rest.
  Perfect Memory
  You have an amazing ability to recall lore and 
  recognize stimulus.
  Benefit: You have advantage on all 
  Intelligence ability checks made to accurately 
  recall all types of lore and Wisdom 
  (Perception) checks made to recognize sights, 
  sounds, smells, tastes, and other phenomena 
  you've already experienced.
  
  26
  Chapter 1. Boon Talents
  26
  Chapter 2. Racial Talents
  the creature you are telepathically linked to have 
  advantage on Wisdom (Perception) checks.  
  Mind Shield
  You and a creature you are telepathically linked 
  have increased mental senses. 
  Prerequisite: Mind Bond.
  Benefit: While you are using Mind Link, the 
  creature you are telepathically linked to has 
  advantage on Wisdom saving throws and is 
  resistant to psychic damage. 
  Kenku 
  Born Sneaky
  Your heritage allows you to be more catlike in 
  movement, craftier, and more deceptive than most. 
  Benefit: You can reroll an ability check that 
  involves the skills Deception, Sleight of Hand, or 
  Stealth.  You must use the result of the second roll, 
  even if it is lower. 
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Hollow-Boned
  Your bones are hollow but fitted with struts like a 
  bird's, giving you the ability to lift off and land with 
  ease despite not being able to fly.
  Benefit: You have advantage on Strength 
  (Athletics) checks and Dexterity (Acrobatics) 
  checks made when jumping, maintaining balance, 
  and landing safely on your feet.  
    In addition, If you take falling damage, you can 
  make a Dexterity saving throw.  The DC is equal to 
  8 plus 1 per 10 feet fallen.  If you succeed, you take 
  only half the falling damage.
  Opportunity Strike
  You can exploit a creature’s momentary distraction 
  when it is hit by an attack. 
  Kalashtar 
  Improved Spirit Connection
  Your can connect with your linked spirit and draw 
  from its memories to help guide your instincts and 
  decisions.
  Benefit: You can reroll an Intelligence or Wisdom 
  ability check. Roll d8 and add it to the result.  You 
  must use the 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.
  Mental Fortitude
  You are more resistance to psychic damage than 
  normal.  
  Benefit: When you are subjected to psychic 
  damage that allows you to make a saving throw to 
  take only half damage, you instead take no damage 
  if you succeed on the saving throw. 
  Mind Bond
  You and a creature you are bonded to share senses. 
  Benefit: While you are using Mind Link, you and 
  
  27
  Chapter 1. Boon Talents
  27
  Chapter 2. Racial Talents
  Prerequisite: Strength 16 or higher.
  Benefit: When a creature you can see starts its turn 
  within 5 feet of you, you can use your reaction to 
  make an unarmed attack with your tail.   If you hit 
  with it, you deal blugeoning damage equal to 1d4 + 
  your Strength modifier.  If the target is Medium or 
  smaller, it must make a Strength saving throw.  The 
  DC is equal to 8 + your proficiency bonus + your 
  Strength modifier.  On a failed save, the target is 
  knocked prone.
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Orc
  Furious Assault
  Wrath burns within you, fueling  your attacks with 
  ferocity. 
  Benefit: Choose a creature that has dealt damage 
  you or an ally since your last turn.  Once per turn 
  for 1 minute, when you hit that creature with a 
  melee attack, you deal extra damage equal to your 
  proficiency bonus.  
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Prerequisite: Dexterity 20 or higher.
  Benefit: Whenever a creature within 5 feet of you 
  is hit by an opportunity attack, you can use your 
  reaction to make a  against that creature.  
   
  Slippery
  You are adept in slipping away and avoiding 
  attention during combat. 
  Benefit: You can take a bonus action on each of 
  your turns in combat. This action can be used only 
  to take the Disengage or Hide action.
  Lizardfolk 
  Bold
  As long as you fight with your allies, you are 
  fearless. 
  Benefit: If you have an ally you can see and 
  is within 30 feet of you and the ally is not 
  incapacitated, you are immune to being frightened.
  Quick Bite
  You can take advantage of a helpless or prone 
  creature by taking quick bites out of it. 
  Prerequisite: Dexterity 16 or higher.
  Benefit: You can use a bonus action to make a bite 
  attack against a target that is incapacitated, prone, 
  or restrained.
  Swampwalker
  You move effortlessly in your natural surroundings. 
  Benefit: Moving through nonmagical difficult 
  terrain in marshy, jungle, or swamp surroundings 
  does not cost you extra movement.
  Tail Strike
  You can attack and possibly knock a nearby target 
  prone with your tail. 
  
  28
  Chapter 1. Boon Talents
  28
  Chapter 2. Racial Talents
  Benefit: Your body evolves further. Choose any one 
  of the Animal Enhancement options given to you at 
  1st level.  
  Extra Animal Enhancement II
  Your body has maximized its ability to incorporate 
  animal characteristics.
  Prerequisite: Class level 9, Constitution 20 or higher, 
  Extra Animal Enhancement I
  Benefit: Your body evolves even further. Choose 
  any one of the Animal Enhancement options given 
  to you at 5th level.
  Electricity Discharger 
  Your body can generate electricity that shocks foes.
  Benefit: When a creature within 5 feet of you hits 
  you with a melee attack, you can use your reaction 
  to cause your body to discharge electricity.  The 
  attacking creature must make a Dexterity saving 
  throw equal to 8 + your proficiency bonus + your 
  Constitution modifier.  The creature takes lightning 
  damage equal to 1d4 + your Class level on a failed 
  save, or half as much damage on a successful one.
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Orcish Weapon Training
  You grew up learning the use of your tribe's 
  traditional weapons. 
  Benefit: You gain proficiency with the club, spear, 
  greatclub, greataxe, and maul.
  Monstrous Athleticism
  You are more athletic and stronger than others. 
  Benefit: You have advantage on Strength 
  (Athletics) checks.  When you make a Long Jump, 
  you cover a number of feet up to your Strength 
  score + twice your proficiency bonus.  When you 
  make a High Jump, you leap into the air a number 
  of feet equal to 3 + your Strength modifier + your 
  proficiency bonus if you move at least 5 feet on foot 
  immediately before the jump.  When you make a 
  standing high jump, you can jump only half that 
  distance.
  Relentless Endurance
  Your lineage makes you difficult to bring down. 
  Benefit: When your hit points is reduced to 0 but 
  not killed outright, you can drop to 1 hit point 
  instead.  
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Simic Hybrid
  Chameleon Skin
  Your skin is biologically enhanced to mimic the 
  appearance of surfaces around you.
  Benefit: You have advantage on Dexterity (Stealth) 
  checks made to hide.
  Extra Animal Enhancement I
  Your body has incorporated more animal 
  characteristics than normal.
  Prerequisite: Constitution 18 or higher. 
  
  29
  Chapter 1. Boon Talents
  29
  Chapter 2. Racial Talents
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Pounce
  You rush toward a target like a pouncing cat and 
  possibly knock it down.
  Benefit: If you move at least 30 feet straight toward 
  a creature and then hit it with your unarmed attack 
  on the same turn, that target must succeed on a 
  Strength saving throw.  The DC is equal to 8 + your 
  proficiency bonus + your Strength modifier.  On 
  a failed save, the target is knocked prone.   If the 
  target is prone, you can make one melee weapon 
  attack against it as a bonus action.
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Tortle 
  Collected 
  You are unflappable in the face of danger and can 
  stay calm and collected under pressure.  
  Benefit: You have advantage on saving throws 
  against being frightened and to maintain 
  concentration.
  Instinctive Shell Defense
  You are able to withdraw into your shell in the 
  blink of an eye.  
  Benefit: When you are hit by an attack and you can 
  see the attacker but before you take damage, you 
  can use your reaction to use Shell Defense.  
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Sharp Claws
  Your claws are longer and sharper than normal.
  Benefit: You deal slashing damage equal to 1d6 
  + your Strength modifier, instead of 1d4 + your 
  Strength modifier.
  Tabaxi 
  Deft Claws
  You can strike with your claws with more subtlety 
  and finesse. 
  Benefit: You can treat your claws as finesse 
  weapons when making unarmed strikes.
  Naturally Inquisitive
  Your insatiable quest for knowledge and secrets 
  have made you a great barterer and finder of lore. 
  Benefit: When you make an Intelligence 
  (Investigate), Wisdom (Perception), and Charisma 
  (Persuasion) check, you can roll a d4 and add the 
  number rolled to the ability check.  
  Nine Lives
  You can escape death, but just barely.
  Benefit: If you take damage that reduces your hit 
  points to 0 or less, you can use your reaction to 
  make a Dexterity saving throw with a DC equal to 
  the damage taken, unless the damage is from a 
  critical hit. On a success, your hit points drop to 1 
  instead.
  
  30
  Chapter 1. Boon Talents
  30
  Chapter 2. Racial Talents
  Benefit: While you are not wearing any armor, your 
  Armor Class equals 11 + your Dexterity modifier + 
  your Constitution modifier. You can use a shield and 
  still gain this benefit.
  Vedalken 
  Amphibious
  Through extensive study or by means of Simic 
  bioengineering, you have gained the natural ability 
  to breathe water.
  Benefit: You can breathe air and water.  
  Stoic Logic
  You are an astute analyst but you come out cold, 
  Tough Shell
  Your shell is harder and tougher than normal. 
  Benefit: While you are in your shell, you have 
  resistance against bludgeoning, piercing, and 
  slashing attacks.  In addition, you can add +4 to any 
  Dexterity saving throw you make against a spell or 
  other harmful effect that targets only you.
  Triton 
  Aquan Telepathy
  You are able to magically communicate with sea 
  life.  
  Benefit: You gain telepathy with a range of 120 
  ft., but you can only communicate with beasts and 
  monstrosities that have a swimming speed with 
  this trait.  
  Aquatic Sense
  You are highly attuned with the seas and oceans. 
  Benefit: You have advantage on ability checks that 
  involve the skills Investigate, Nature, Perception, 
  and Survival while in an underwater environment.
  Friend of the Seas
  You have a natural ability to befriend sea life.
  Prerequisite: Charisma 16 or higher.
  Benefit: You learn the animal friendship spell but 
  you can only target beasts and monstrosities that 
  have a swimming speed.   Your spellcasting ability 
  for this is Charisma.  You cast it as at spell level 
  equal to one third your Class level, rounded down.
  Tough Skin
  Decades of exposure to intense underwater 
  pressure has made your skin tougher than normal.  
  Prerequisite: Constitution 16 or higher.
  
  31
  Chapter 1. Boon Talents
  31
  Chapter 2. Racial Talents
  Naturally Compelling
  You are easily liked due to your trustworthiness 
  and humility.
  Benefit: When you make a Charisma (Persuasion) 
  check but before the outcome is determined, you 
  can roll a d8 and add it to the ability check roll's 
  result.  
  Telepathic Shield
  You have a natural defense against telepathic 
  attacks.
  Benefit: You have resistance to psychic damage.
  direct, and insensitive when you communicate your 
  thoughts.
  Benefit: You have advantage on all Intelligence 
  ability checks but have disadvantage on Charisma 
  (Persuasion) checks.
  Dedicated Perfectionist
  You constantly try to improve yourself in anything 
  you do.
  Benefit: For 1 hour after you miss with an attack 
  roll or fail an ability check or a saving throw, you 
  can choose to gain advantage the next time you 
  make the same attack roll, ability check, or saving 
  throw. 
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Zealous Precision
  You are more determined and focused than normal.  
  Benefit: Whenever you make an ability check with 
  the chosen skill or tool from Tireless Precision, roll  
  2d4 instead of just 1d4, and add the number rolled 
  to the check's total.
  Verdan 
  Improved Black Blood Healing
  Your natural healing is better than normal.
  Benefit: When you roll a 1, 2, or 3 on any Hit Die 
  you spend at the end of a short rest, you can reroll 
  the die and must use the new roll.
  Improved Telepathy
  Your telepathy is more potent.
  Benefit: You can telepathically speak to any 
  creature within 60 feet of you.  You don't need to 
  see the contacted creature.
  
  32
  Chapter 1. Boon Talents
  32
  Chapter 2. Racial Talents
  Yuan-ti 
  Deceitful
  You are naturally duplicitous.
  Benefit: You have advantage on Charisma 
  (Deception) and Charisma (Persuasion) checks 
  when trying to pass yourself as a different person.
  Poisoncraft
  The use and application of poison is almost second 
  nature to you. 
  Benefit: You can take a bonus action to apply 
  poison to your weapon.
  Serpentine Flexibility
  Your body is incredibly flexible and you have the 
  ability to dislocate your bones temporarily in order 
  to squeeze in and out of tight spaces.
  Benefit: You have advantage on Dexterity checks 
  made to escape being grappled and wriggle free 
  from bonds.  In addition, you can squeeze through 
  spaces that are 21/2 by 21/2 feet wide.
  Tongue Sense
  You can smell and taste the air with your tongue. 
  Benefit: You have advantage on Wisdom 
  (Perception) checks that rely on smell and taste.  In 
  addition, you have advantage on Wisdom (Survival) 
  checks to follow tracks of creatures that haven't 
  bathed in 24 hours.
  
  33
  Chapter 1. Class Talents
  Benefit: You are able to cast spells or concentrate 
  while raging.  In addition, your rage doesn't end 
  even if you haven't attacked a hostile creature or 
  taken damage since your last the turn that you cast 
  a spell that turn.
  Magic-Fueled Rage
  You can fuel your rage with magic.
  Prerequisite: Multiclassed Barbarian level 1/
  spellcasting class level 1.
  Benefit: You can expend two spell slots to regain 
  one use of your rage.  
  Rage-Fueled Magic
  You can regain spells by expending rage.
  Prerequisite: Multiclassed Barbarian level 1/
  spellcasting class level 1.
  T
  his chapter contains the talents that require 
  specific character classes or class combinations.   
  Almost all of the talents in this section require a 
  multiclass combination.  You will note that such 
  talents are significantly above average in their 
  power levels.  These were intended to offset the 
  potent high level features a multiclassed character 
  would lose if they focus on a single class. 
  Barbarian
  Controlled Rage
  Raging doesn't prevent you from casting spells or 
  concentrating.
  Prerequisite: Multiclassed Barbarian level 1/
  spellcasting class level 1.
  Chapter 3. Class Talents
  
  34
  Chapter 3. Class Talents
  class table.  
    For example, if you are a bard 6/sorcerer 3, 
  you will count as a 7th-level bard and a 5th level 
  sorcerer in determining what bard spells and 
  sorcerer spells you can prepare, respectively.  With 
  a Charisma of 16, your list of prepared bard spells 
  can include ten bard spells of 1st, 2nd, 3rd, and 
  4th-level, in any combination. Your list of prepared 
  sorcerer spells can include eight sorcerer spells of 
  1st, 2nd, and 3rd-level, in any combination.  Note, 
  however, that you are still a 9th-level spellcaster 
  when determining your available spell slots. 
  Inspired Arcana
  You can fuel your arcane abilities through inner 
  inspiration.
  Prerequisite: Bard. 
  Benefit: You can expend a number of uses of your 
  Bardic Inspiration. As a bonus action, you play 
  a tune, recite a poem, or sing a hymn and regain 
  You can expend one use of your rage to regain one 
  spell slot of 3rd-level or below.  Expending 2 uses of 
  your rage allows you to regain one spell slot from 
  the 4th, 5th, or 6th-level.  Expending three uses of 
  your rage allows you to regain one spell slot of 7th-
  level or higher.
  Bard 
  Arcane Knight
  You are able to attack after casting a bard spell.
  Prerequisite: Multiclassed Bard level 5/Fighter 
  level 5 or Paladin level 5 or Ranger level 5, Arcane 
  Defender.
  Benefit: When you use your action to cast a bard 
  spell, you can make one melee weapon attack as a 
  bonus action.
  Arcane Defender
  You are able to attack after casting a bard cantrip.
  Prerequisite: Multiclassed Bard level 3/Barbarian 
  level 3 or Fighter level 3 or Monk level 3 or Paladin 
  level 3 or Ranger level 3 or Rogue level 3.
  Benefit: When you use your action to cast a bard 
  cantrip, you can make one melee weapon attack as 
  a bonus action.
  Arcanist
  You learn new arcane spells faster as you gain 
  levels in all of your arcane classes.
  Prerequisite: Multiclassed Bard level 3/Sorcerer 
  level 3 or Wizard level 3.  
  Benefit: When determining the bard spells you 
  know and can prepare, you add a third of your 
  sorcerer and wizard levels (rounded down) to your 
  bard levels and treat the total as your bard level, as 
  shown in the Bard table.   You then add a third of 
  your bard levels (rounded down) to your sorcerer 
  and wizard levels and treat the total as your 
  sorcerer class level, as shown in their respective 
  
  35
  Chapter 1. Class Talents
  level 3/Bard level 3.
  Benefit: When determining the arcane and divine 
  spells you know and can prepare, you add a third 
  of your arcane class levels (rounded down) to your 
  divine class levels and treat the total as your arcane 
  level, as shown in their respective class table.   
  You then add a third of your arcane class levels 
  (rounded down) to your divine spellcaster class 
  levels and treat the total as your divine spellcaster 
  class level, as shown in their respective class table.   
    For example, if you are a bard 3/cleric 3/sorcerer 
  3, you will count as both a 4th-level bard and a 
  4th level sorcerer in determining what bard and 
  sorcerer spells you can prepare, and a 5th-level 
  cleric in determining what cleric spells you can 
  prepare, instead of just being a 3rd-level cleric.  
  With a Charisma of 16, your lists of prepared bard 
  an expended spell slot.  The level of the spell slot 
  regained is equal to the number of uses of Bardic 
  Inspiration you expended.
  Master Arcanist
  You learn new arcane spells faster as you gain 
  levels in all of your arcane classes.
  Prerequisite: Multiclassed Bard level 6/Sorcerer 
  level 6 or Wizard level 6, Arcanist.
  Benefit: When determining the bard spells you 
  know and can prepare, you add half of your 
  sorcerer and wizard levels (rounded down) to 
  your bard levels and treat the total as your bard 
  level, as shown in the Bard class table.   You then 
  add a half of your bard levels (rounded down) to  
  your sorcerer and wizard levels and treat the total 
  as your sorcerer class and wizard class levels, as 
  shown in their respective class tables.  
    For example, if you are a bard 9/sorcerer 6, you 
  will count as a 12th-level bard and a 9th level 
  sorcerer in determining what bard spells and 
  sorcerer spells you can prepare, respectively.  With 
  a Charisma of 20, your list of prepared bard spells 
  can include seventeen bard spells of 1st, 2nd, 3rd, 
  4th, 5th, and 6th-level, in any combination. Your list 
  of prepared sorcerer spells can include fourteen 
  sorcerer spells of 1st, 2nd, 3rd, 4th, and 5th-level, 
  in any combination.  Note, however, that you are 
  still a 15th-level spellcaster when determining your 
  available spell slots. 
  Magic-Fueled Inspiration
  You can fuel your Bardic Inspiration with magic.
  Prerequisite: Bard.
  Benefit: As a bonus action, you expend a spell slot 
  and regain uses of your Bardic Inspiration.  The 
  number of uses of Bardic Inspiration you regain is 
  equal to the level of the spell slot expended.
  Mystic
  You continue to learn new arcane and divine spells 
  as you gain levels in both arcane and divine class 
  levels.
  Prerequisite: Multiclassed Cleric level 3 or Druid 
  
  36
  Chapter 3. Class Talents
  (whichever comes first), roll a Bardic Inspiration 
  die and add your Charisma modifier, then subtract 
  the total number rolled from the creature's roll.  
  The creature is immune if it can't hear you or it is 
  immune to being charmed.
  Spell Strike
  You can channel your melee spells through your 
  weapon.
  Prerequisite: Multiclassed Bard level 4/Barbarian 
  level 4 or Fighter level 4 or Paladin level 4 or Ranger 
  level 4 or Rogue level 4, Arcane Defender.
  Benefit: When you cast a spell that requires a 
  melee spell attack against a target, you can make a 
  melee weapon attack instead to deliver the spell to 
  the target.  You must use your Strength or Dexterity 
  ability modifier to make the attack.  If it hits, you 
  deal your normal melee damage in addition to the 
  spell's damage and other effects it may have.
  Spell Sword
  You gain more spell slots as you gain levels in the  
  martial classes.
  Prerequisite: Multiclassed Bard level 3/Barbarian 
  3 or Fighter level 3 or Paladin 3 or Monk level 3 or 
  Ranger 3.
  Benefit: When determining your available spell 
  slots in the Multiclass Spellcaster: Spell Slots Per 
  Spell Level table, you add three-fourths of your 
  paladin and ranger levels (rounded down), half 
  your class levels (rounded down) if you have 
  Eldritch Knight or Arcane Trickster feature, or a 
  third of your class levels (rounded down) if you 
  have a non-spellcasting class archetype to your 
  total spellcaster level.  
    For example, if you are a bard 3/paladin 4, you 
  count as a 6th-level character when determining 
  your spell slots: you have four 1st-level slots, three 
  2nd-level slots, and three 3rd-level slots.  However, 
  you don't know any 3rd-level spells, nor do you 
  know any 2nd-level paladin spells.  You can use the 
  spell slots of those levels to cast the spells you do 
  know - and potentially enhance their effects.
  and sorcerer spells can each include seven spells 
  of 1st and 2nd-level, in any combination.  With a 
  Wisdom of 16, your list of prepared cleric spells 
  can include eight cleric spells of 1st, 2nd, and 3rd, 
  in any combination.  Note, however, that you are 
  still a 9th-level spellcaster when determining your 
  available spell slots.
  Mystic Theurge
  You learn new arcane and divine spells faster as 
  you gain levels in both of your arcane and divine 
  classes.
  Prerequisite: Multiclassed Cleric level 6 or Druid 
  level 6/Bard level 6, Mystic.
  Benefit: When determining the arcane and cleric 
  spells you know and can prepare, you add half 
  of your arcane spellcaster class levels (rounded 
  down) to your cleric class levels and treat the total 
  as your cleric level, as shown in the Cleric table.   
  You then add half of your cleric levels (rounded 
  down) to your arcane spellcaster class levels and 
  treat the total as your arcane spellcaster class 
  level, as shown in their respective class table.  This 
  feature supercedes the Mystic talent.
    For example, if you are a cleric 6/wizard 6, you 
  will count as both a 9th-level cleric and 9th level 
  wizard in determining what cleric and wizard 
  spells you can prepare, instead of just being a 
  6th-level spellcaster.  With a Wisdom of 16 and 
  Intelligence of 16, your lists of prepared cleric and 
  wizard spells can each include twelve spells of 1st, 
  2nd, 3rd, 4th, and 5th-level, in any combination.   
  Note, however, that you are still a 12th-level 
  spellcaster when determining your available spell 
  slots.
  Ridicule Miss
  You are able to insult a foe after it misses you with a 
  melee attack.
  Prerequisite: Bard level 3.
  Benefit: When a creature attacks you with a melee 
  attack and misses, you can expend one use of your 
  Bardic Inspiration and throw a witty insult at the 
  creature, sapping its confidence.  Until the end of 
  your next turn, when the creature makes an ability 
  check, attack roll, damage roll, or saving throw 
  
  37
  Chapter 1. Class Talents
  Holy Knight
  You are able to attack after casting a cleric spell.
  Prerequisite: Multiclassed Cleric level 5, Barbarian 
  level 5 or Fighter 5 or Paladin 5 or Ranger level 5, 
  Holy Warrior
  Benefit: When you use your action to cast a cleric 
  spell, you can make one melee weapon attack as a 
  bonus action.
  Holy Warrior
  You are able to attack after casting a cleric cantrip.
  Prerequisite: Multiclassed Cleric level 3/Barbarian 
  level 3 or Fighter 3 or Paladin 3 or Ranger level 3.
  Benefit: When you use your action to cast a 
  cantrip, you can make one melee weapon attack as 
  a bonus action.
  Hierophant
  You learn new cleric and druid spells faster as you 
  gain levels in both of your classes.
  Prerequisite: Multiclassed Cleric level 6/Druid level 
  6, Immaculate
  Benefit: When determining the cleric spells you 
  know and can prepare, you add half of your druid 
  levels (rounded down) to your cleric levels and 
  treat the total as your cleric level, as shown in the 
  Cleric table.   You then add half of your cleric levels 
  (rounded down) to your druid levels and treat the 
  total as your druid class level, as shown in their 
  respective class table.  This feature supercedes the 
  Immaculate talent.
    For example, if you are a cleric 6/druid 6, you will 
  count as a 9th-level spellcaster for both classes 
  in determining what cleric and druid spells you 
  can prepare, instead of just being a 6th-level 
  spellcaster.  With a Wisdom of 18, your lists of 
  prepared cleric and druid spells can each include 
  thirteen spells of 1st, 2nd, 3rd, 4th, and 5th-level, 
  in any combination.   Note, however, that you are 
  still a 12th-level spellcaster when determining your 
  available spell slots.  
  Cleric
  Holy Smite
  You can channel divine energy to empower your 
  melee attacks with radiant energy.
  Prerequisite: Multiclassed Cleric level 3/Barbarian 
  level 3 or Fighter 3 or Ranger level 3.
  Benefit: When you hit a creature with a weapon 
  attack, you can expend one spell slot to deal radiant 
  damage to the target, in addition to the weapon's 
  damage.  The extra damage is equal to 1d8 for each 
  level of the spell slot, to a maximum of 4d8.  The 
  damage increases by 1d8 if the target is an undead 
  or a fiend.
  
  38
  Chapter 3. Class Talents
  Wisdom of 16, your list of prepared cleric spells 
  can include eight cleric spells of 1st, 2nd, and 3rd, 
  in any combination.  Note, however, that you are 
  still a 9th-level spellcaster when determining your 
  available spell slots.
  Mystic Theurge
  You learn new arcane and divine spells as you gain 
  levels in both of your arcane and divine classes.
  Prerequisite: Multiclassed Cleric level 6/Bard level 
  6 or Sorcerer level 6 or Wizard level 6, Theurge.
  Benefit: When determining the arcane and cleric 
  spells you know and can prepare, you add half 
  of your arcane spellcaster class levels (rounded 
  down) to your cleric class levels and treat the total 
  as your cleric level, as shown in the Cleric table.   
  You then add half of your cleric levels (rounded 
  down) to your arcane spellcaster class levels and 
  Immaculate
  You learn new cleric and druid spells as you gain 
  levels in both of your classes.
  Prerequisite: Multiclassed Cleric level 3/Druid level 
  3.
  Benefit: When determining the cleric spells you 
  know and can prepare, you add a third of your 
  druid levels (rounded down) to your cleric levels 
  and treat the total as your cleric level, as shown in 
  the Cleric table.   You then add a third of your cleric 
  levels (rounded down) to your druid levels and 
  treat the total as your druid class level, as shown in 
  their respective class table.  
    For example, if you are a cleric 6/druid 3, you will 
  count as a 7th-level cleric and a 5th level druid in 
  determining what cleric spells and druid spells you 
  can prepare, respectively.  With a Wisdom of 16, 
  your list of prepared cleric spells can include ten 
  cleric spells of 1st, 2nd, 3rd, and 4th-level, in any 
  combination. Your list of prepared druid spells can 
  include eight druid spells of 1st, 2nd, and 3rd-level, 
  in any combination.  Note, however, that you are 
  still a 9th-level spellcaster when determining your 
  available spell slots.  
  Mystic
  You learn new arcane and divine spells as you gain 
  levels in both of your arcane and divine classes.
  Prerequisite: Multiclassed Cleric level 3/Bard level 
  3 or Sorcerer level 3 or Wizard level 3.
  Benefit: When determining the arcane and divine 
  spells you know and can prepare, you add a third 
  of your arcane class levels (rounded down) to your 
  divine class levels and treat the total as your arcane 
  level, as shown in their respective class table.   
  You then add a third of your arcane class levels 
  (rounded down) to your divine spellcaster class 
  levels and treat the total as your divine spellcaster 
  class level, as shown in their respective class table.   
    For example, if you are a bard 3/cleric 3/sorcerer 
  3, you will count as both a 4th-level bard and a 
  4th level sorcerer in determining what bard and 
  sorcerer spells you can prepare, and a 5th-level 
  cleric in determining what cleric spells you can 
  prepare, instead of just being a 3rd-level cleric.  
  With a Charisma of 16, your lists of prepared bard 
  and sorcerer spells can each include seven spells 
  of 1st and 2nd-level, in any combination.  With a 
  
  39
  Chapter 1. Class Talents
  Benefit: When determining your available spell 
  slots in the Multiclass Spellcaster: Spell Slots Per 
  Spell Level table, you add three-fourths of your 
  paladin and ranger levels (rounded down), half 
  your class levels (rounded down) if you have 
  Eldritch Knight or Arcane Trickster feature, or a 
  third of your class levels (rounded down) if you 
  have a non-spellcasting class archetype to your 
  total spellcaster level.  
    For example, if you are a Cleric 3/Monk 6, you 
  count as a 5th-level character when determining 
  your spell slots: you have four 1st-level slots, three 
  2nd-level slots, and two 3rd-level slots.  However, 
  you don't know any 3rd-level spells.  You can use 
  the spell slots of those levels to cast the spells you 
  do know - and potentially enhance their effects.
  Druid
  Hierophant
  You learn new cleric and druid spells faster as you 
  gain levels in both classes.
  Prerequisite: Multiclassed Cleric level 6/Druid level 
  9, Immaculate
  Benefit: When determining the cleric spells you 
  know and can prepare, you add half of your druid 
  levels (rounded down) to your cleric levels and 
  treat the total as your cleric level, as shown in the 
  Cleric table.   You then add half of your cleric levels 
  (rounded down) to your druid levels and treat the 
  total as your druid class level, as shown in their 
  respective class table.  This feature supercedes 
  Immaculate.
    For example, if you are a cleric 6/druid 9, you will 
  count as a 10th-level cleric and a 12th level druid 
  in determining what cleric and druid spells you can 
  prepare, respectively.  With a Wisdom of 18, your 
  list of prepared cleric spells can include fourteen 
  spells of 1st, 2nd, 3rd, 4th, and 5th-level, in any 
  combination. Your list of prepared druid spells 
  can include sixteen spells of 1st, 2nd, 3rd, 4th, 5th, 
  and 6th-level, in any combination. Note, however, 
  that you are still a 15th-level spellcaster when 
  determining your available spell slots.  
  treat the total as your arcane spellcaster class level, 
  as shown in their respective class table.
    For example, if you are a cleric 6/wizard 6, you 
  will count as a 9th-level spellcaster for both classes 
  in determining what cleric and wizard spells you 
  can prepare, respectively.  With a Wisdom of 16 and 
  Intelligence of 16, your lists of prepared cleric and 
  wizard spells can each include twelve spells of 1st, 
  2nd, 3rd, 4th, and 5th-level, in any combination.   
  Note, however, that you are still a 12th-level 
  spellcaster when determining your available spell 
  slots.
  Sanctified Magic 
  Your arcane spells are enhanced with divine magic.
  Prerequisite: Multiclassed Cleric level 3/Arcane 
  Spellcaster class level 3.
  Benefit: When you cast an arcane spell that deals 
  damage, you can expend one use of your Channel 
  Divinity to infuse it with divine energy.   Your spell 
  will deal half its normal damage and the other half 
  of its damage will be radiant (if you're good or 
  neutral) or necrotic (if you're neutral or evil).
  Spell Strike
  You can channel your melee spells through your 
  weapon.
  Prerequisite: Multiclassed Cleric level 4/Barbarian 
  level 4 or Fighter level 4 or Paladin level 4 or Ranger 
  level 4 or Rogue level 4, Holy Warrior.
  Benefit: When you cast a spell that requires a 
  melee spell attack against a target, you can make a 
  melee weapon attack instead to deliver the spell to 
  the target.  You must use your Strength or Dexterity 
  ability modifier to make the attack.  If it hits, you 
  deal your normal melee damage in addition to the 
  spell's damage and other effects it may have.
  Templar
  You gain more spell slots as you gain levels in the 
  barbarian, fighter, paladin, monk, or ranger classes.
  Prerequisite: Multiclassed Cleric level 3/Barbarian 
  3 or Fighter level 3 or Paladin 3 or Monk level 3 or 
  Ranger 3 or Rogue 3.
  
  40
  Chapter 3. Class Talents
  still a 9th-level spellcaster when determining your 
  available spell slots.  
  Mystic
  You learn new arcane and divine spells as you gain 
  levels in both arcane and divine classes.
  Prerequisite: Multiclassed Druid level 3/Bard level 
  3 or Sorcerer level 3 or Wizard level 3.
  Benefit: When determining the arcane and divine 
  spells you know and can prepare, you add a third 
  of your arcane class levels (rounded down) to your 
  divine class levels and treat the total as your arcane 
  level, as shown in their respective class table.   
  You then add a third of your arcane class levels 
  (rounded down) to your divine spellcaster class 
  levels and treat the total as your divine spellcaster 
  class level, as shown in their respective class table.   
    For example, if you are a druid 3/sorcerer 3, you 
  will count as both a 4th-level druid and a 4th level 
  sorcerer in determining what druid and sorcerer 
  Immaculate
  You learn new cleric and druid spells as you gain 
  levels in both classes.
  Prerequisite: Multiclassed Cleric level 3/Druid level 
  3.
  Benefit: When determining the cleric spells you 
  know and can prepare, you add a third of your 
  druid levels (rounded down) to your cleric levels 
  and treat the total as your cleric level, as shown in 
  the Cleric table.   You then add a third of your cleric 
  levels (rounded down) to your druid levels and 
  treat the total as your druid class level, as shown in 
  their respective class table.  
    For example, if you are a cleric 3/druid 3, you will 
  both count as a 4th-level cleric and a 4th level druid 
  in determining what cleric spells and druid spells 
  you can prepare, respectively.  With a Wisdom of 
  16, your list of prepared cleric and divine spells can 
  each include seven spells of 1st, 2nd, and 3rd-level, 
  in any combination.  Note, however, that you are 
  
  41
  Chapter 1. Class Talents
  Verdant Knight
  You are able to attack after casting a druid spell.
  Prerequisite: Multiclassed Druid level 5/Barbarian 
  5 or Fighter 5 or Paladin 5 or Ranger 5, Verdant 
  Warrior
  Benefit: When you use your action to cast a druid 
  spell, you can make one melee weapon attack as a 
  bonus action.
  Verdant Warrior
  You are able to attack after casting a druid cantrip.
  Prerequisite: Multiclassed Druid level 3/Barbarian 
  3 or Fighter 3 or Paladin 3 or Ranger 3
  Benefit: When you use your action to cast a druid 
  cantrip, you can make one melee weapon attack as 
  a bonus action.
  spells you can prepare, instead of just both being 
  a 3rd-level spellcaster.  With a Charisma of 16 and 
  Wisdom of 16, your lists of prepared druid and 
  sorcerer spells can each include seven spells of 1st 
  and 2nd-level, in any combination.  Note, however, 
  that you are still a 6th-level spellcaster when 
  determining your available spell slots.
  Mystic Theurge
  You learn new arcane and divine spells faster as 
  you gain levels in both arcane and divine classes.
  Prerequisite: Multiclassed Druid level 6/Bard level 
  6 or Sorcerer level 6 or Wizard level 6, Mystic
  Benefit: When determining the arcane and druid 
  spells you know and can prepare, you add half 
  of your arcane spellcaster class levels (rounded 
  down) to your druid class levels and treat the total 
  as your druid level, as shown in the Druid table.   
  You then add half of your druid levels (rounded 
  down) to your arcane spellcaster class levels and 
  treat the total as your arcane spellcaster class level, 
  as shown in their respective class table.
    For example, if you are a druid 6/wizard 6, you 
  will count as both a 9th-level druid and 9th level 
  wizard in determining what druid and wizard 
  spells you can prepare, respectively.  With a 
  Wisdom of 16 and Intelligence of 16, your lists of 
  prepared druid and wizard spells can each include 
  twelve spells of 1st, 2nd, 3rd, 4th, and 5th-level, in 
  any combination.   Note, however, that you are still 
  a 12th-level spellcaster when determining your 
  available spell slots.
  Spell Strike
  You can channel your melee spells through your 
  weapon.
  Prerequisite: Multiclassed Druid level 4/Barbarian 
  level 4 or Fighter level 4 or Paladin level 4 or Ranger 
  level 4 or Rogue level 4, Verdant Warrior.
  Benefit: When you cast a spell that requires a 
  melee spell attack against a target, you can make a 
  melee weapon attack instead to deliver the spell to 
  the target.  You must use your Strength or Dexterity 
  ability modifier to make the attack.  If it hits, you 
  deal your normal melee damage in addition to the 
  spell's damage and other effects it may have.
  
  42
  Chapter 3. Class Talents
  your Second Wind to regain a spell slot.  The level 
  of the spell slot regained can be no higher than a 
  third of your fighter level (rounded down).
  Versatile Warrior
  You continue to improve your fighting abilities as 
  you gain levels in other martial classes.
  Prerequisite: Fighter level 5/Barbarian level 5 or 
  Monk level 5 or Paladin 5 or Ranger level 5.
  Benefit: Benefit: When determining the number 
  of extra attacks you can make when you take 
  the Attack action, you add half the total of your 
  other martial class's levels (rounded down) to 
  your fighter levels and you treat the total as your 
  fighter level, as shown in the features column of the 
  Fighter table.
    For example, if you are a Barbarian5/Fighter5/
  Ranger7, you will count as an 11th level fighter and 
  can make three attacks when you take the Attack 
  action.
  Monk
  Deflect Spell
  You can deflect and sometimes even redirect spell 
  attacks.
  Prerequisite: Multiclassed Monk level 3/Spellcaster 
  class level 3.
  Benefit: You can spend up to 5 ki points and use 
  your reaction to deflect or redirect a spell when 
  you are hit by a ranged spell attack.  When you do 
  so, the damage you take from the attack is reduced 
  by 1d10 + your Dexterity modifier + twice the ki 
  points you spent + your monk level.
    If you reduce the damage to 0, you can choose 
  another creature you can see within 30 feet of you 
  to be the new target of the spell.  You must make a 
  ranged spell attack to hit.
  Enlightened Fist
  You gain more spell slots as you gain levels in the  
  monk class.
  Warden
  You gain more spell slots as you gain levels in the 
  barbarian, fighter, paladin, monk, ranger, or rogue 
  classes.
  Prerequisite: Multiclassed Druid level 3/Barbarian 
  3 or Fighter level 3 or Paladin 3 or Monk level 3 or 
  Ranger 3 or Rogue 3.
  Benefit: When determining your available spell 
  slots in the Multiclass Spellcaster: Spell Slots Per 
  Spell Level table, you add three-fourths of your 
  paladin and ranger levels (rounded down), half 
  your class levels (rounded down) if you have the 
  Eldritch Knight or Arcane Trickster feature, or a 
  third of your class levels (rounded down) if you 
  have a non-spellcasting class archetype.  
    For example, if you are a Druid 3/Ranger 4, you 
  count as a 6th-level character when determining 
  your spell slots: you have four 1st-level slots, three 
  2nd-level slots, and three 3rd-level slots.  However, 
  you don't know any 3rd-level spells, nor do you 
  know any 2nd-level ranger spells.  You can use the 
  spell slots of those levels to cast the spells you do 
  know - and potentially enhance their effects.
  Fighter
  Arcane Surge
  You can use your Action Surge to empower a spell.
  Prerequisite: Fighter level 3 (Eldritch Knight 
  archetype) or Multiclassed Fighter level 3/
  Spellcasting class level 1.
  Benefit: When you cast a spell, you can expend 
  a use of your Action Surge.  The spell is cast as if 
  using a spell slot three levels higher.
  Muscle Memory
  You can use your Second Wind to recall a spell slot.
  Prerequisite: Fighter level 3 (Eldritch Knight 
  archetype) or Multiclassed Fighter level 3/
  Spellcasting class level 1.
  Benefit: As a bonus action, you can expend a use 
  
  43
  Chapter 1. Class Talents
  talent supercedes Mixed Martial Artist.
    For example, if you are a Monk 6/Fighter 2/
  Paladin 6, you will count as a 10th level monk in 
  determining your unarmed strike damage (1d6), ki 
  points (10) and your unarmored movement (+20 
  ft.).
  Ki-Fueled Arcana
  You can fuel your spells with mystical energy.
  Prerequisite: Multiclassed Monk level 4/Spellcaster 
  class level 4.
  Benefit: As a bonus action, you can spend up to 4 ki 
  points and focus on your inner ki to regain a spell 
  slot of a level equal to the ki points spent.
  Prerequisite: Multiclassed Monk level 6/ Bard level 
  6 or Sorcerer level 6 or Wizard level 6, Spell Sword.
  Benefit: When determining your available spell 
  slots in the Multiclass Spellcaster: Spell Slots Per 
  Spell Level table, you add half of your monk levels 
  to your total spellcaster level.  
    For example, if you are a monk 6/wizard 6, you 
  count as a 9th-level wizard when determining 
  your spell slots: you have four 1st-level slots, three 
  2nd-level slots, three 3rd-level slots, three 4th-level 
  slots, and one 5th-level slot.  However, you don't 
  know any 4th-level or 5th-level spells.  You can use 
  the spell slots of those levels to cast the spells you 
  do know - and potentially enhance their effects.
  Mixed Martial Artist
  You continue to learn new monk abilities as you 
  gain levels in other classes.
  Prerequisite: Multiclassed Monk level 3/Any other 
  class level 3, Wisdom 16 or higher.
  Benefit: When determining the normal damage 
  of the your unarmed strike or monk weapon, 
  ki points, and the speed of your unarmored 
  movement, you add a third of the total of your 
  other class's levels (rounded down) to your monk 
  levels and you treat the total as your monk level in 
  the Martial Arts column of the Monk table.
    For example, if you are a Monk4/Rogue6, you will 
  count as a  6th level monk in determining your 
  unarmed strike damage (1d6), ki points (6) and 
  your unarmored movement (+15 ft.).
  Mixed Martial Arts Master
  You continue to learn new monk abilities as you 
  gain levels in other classes.
  Prerequisite: Multiclassed Monk level 6/Barbarian 
  level 6 or Fighter level 6 or Paladin level 6 or Ranger 
  level 6, Wisdom 20 or higher, Mixed Martial Artist
  Benefit: When determining the normal damage 
  of the your unarmed strike or monk weapon, 
  ki points, and the speed of your unarmored 
  movement, you add half of the total of your other 
  martial class's levels (rounded down) to your monk 
  levels and you treat the total as your monk level 
  in the Martial Arts column of the Monk table.  This 
  
  44
  Chapter 3. Class Talents
  class level 3.
  Benefit: When determining the amount of extra 
  damage you do with your Sneak Attack, you add a 
  third of your other class levels (rounded down) to 
  your rogue levels and you treat the total as your 
  rogue level in the Sneak Attack column of the Rogue 
  table.
    For example, if you are a Cleric 3/Rogue 5/
  Monk 3, you will count as a 7th-level rogue in 
  determining your Sneak Attack damage (+4d6).
  Ki-Empowered Spell
  You can enhance your spells with mystical energy.
  Prerequisite: Multiclassed Monk level 2/Spellcaster 
  class level 2 or Pact Magic class level 4.
  Benefit: When you cast a spell that deals damage 
  or allows a creature to regain hit points, you can 
  use a bonus action to spend up to 3 ki points 
  and increase the spell's damage to or hit points 
  regained by one target by an amount equal to three 
  times the ki points spent.
  Ki-Focused Spell
  You can enhance your spells' potency with mystical 
  energy.
  Prerequisite: Multiclassed Monk level 3/Spellcaster 
  class level 3 or Pact Magic class level 3.
  Benefit: When you cast a spell, you can use a bonus 
  action to spend 3 ki points and increase the spell's 
  saving throw DC by 2.
  Mystic Fist
  You can channel your melee spells through your 
  unarmed strikes or monk weapon.
  Prerequisite: Multiclassed Monk level 4/Spellcaster 
  level 4 or Pact Magic class level 4.
  Benefit: When you cast a spell that requires a 
  melee spell attack against a target, you can use your 
  unarmed strike or monk weapon instead to attack 
  the target and deliver the spell.  You must use your 
  Strength or Dexterity ability modifier to make 
  the attack.  If it hits, you deal your normal melee 
  damage in addition to the spell's damage and other 
  effects it may have.
  Rogue 
  Versatile Killer
  You continue to improve your Sneak Attack as you 
  gain levels in other classes.
  Prerequisite: Multiclassed Rogue level 3/Any other 
  
  45
  Chapter 1. Class Talents
  still a 7th-level spellcaster when determining your 
  available spell slots.
  Master Arcanist
  You learn new arcane spells faster as you gain 
  levels in all of your arcane classes.
  Prerequisite: Multiclassed Bard level 6/Sorcerer 
  level 6 or Wizard level 6, Arcanist.
  Benefit: When determining the sorcerer spells you 
  know and can prepare, you add a half of your bard 
  and wizard levels (rounded down) to your sorcerer 
  levels and treat the total as your sorcerer level, as 
  shown in the Sorcerer class table.   You then add 
  a half of your sorcerer levels (rounded down) to 
  your bard and wizard levels and treat the total as 
  your bard and wizard class levels, as shown in their 
  respective class tables.   
    For example, if you are a bard 9/sorcerer 6, you 
  will count as a 12th-level bard and a 9th level 
  sorcerer in determining what bard spells and 
  sorcerer spells you can prepare, respectively.  With 
  a Charisma of 20, your list of prepared bard spells 
  can include seventeen bard spells of 1st, 2nd, 3rd, 
  4th, 5th, and 6th-level, in any combination. Your list 
  of prepared sorcerer spells can include fourteen 
  sorcerer spells of 1st, 2nd, 3rd, 4th, and 5th-level, 
  in any combination.  Note, however, that you are 
  still a 15th-level spellcaster when determining your 
  available spell slots. 
  Mystic
  You continue to learn new arcane and divine spells 
  as you gain levels in both arcane and divine class 
  levels.
  Prerequisite: Multiclassed Cleric level 3 or Druid 
  level 3/Sorcerer level 3.
  Benefit: When determining the arcane and divine 
  spells you know and can prepare, you add a third 
  of your arcane class levels (rounded down) to your 
  divine class levels and treat the total as your arcane 
  level, as shown in their respective class table.   
  You then add a third of your arcane class levels 
  (rounded down) to your divine spellcaster class 
  levels and treat the total as your divine spellcaster 
  class level, as shown in their respective class table.   
    For example, if you are a sorcerer 3/cleric 3/
  Sorcerer 
  Arcane Knight
  You are able to attack after casting a sorcerer spell.
  Prerequisite: Multiclassed Sorcerer level 5/Fighter 
  level 5 or Paladin level 5 or Ranger level 5, Arcane 
  Defender
  Benefit: When you use your action to cast a 
  sorcerer spell, you can make one melee weapon 
  attack as a bonus action.
  Arcane Defender
  You are able to attack after casting a sorcerer 
  cantrip.
  Prerequisite: Multiclassed Sorcerer level 3/
  Barbarian level 3 or Fighter level 3 or Monk level 3 
  or Paladin level 3 or Ranger level 3 or Rogue level 3.
  Benefit: When you use your action to cast a 
  sorcerer cantrip, you can make one melee weapon 
  attack as a bonus action.
  Arcanist
  You learn new arcane spells as you gain levels in all 
  of your arcane classes.
  Prerequisite: Multiclassed Bard level 3/Sorcerer 
  level 3 or Wizard level 3.  
  Benefit: When determining the sorcerer spells you 
  know and can prepare, you add a third of your bard 
  and wizard levels (rounded down) to your sorcerer 
  levels and treat the total as your sorcerer level, as 
  shown in the Sorcerer class table.   You then add 
  a third of your sorcerer levels (rounded down) to 
  your bard and wizard levels and treat the total as 
  your bard and wizard class levels, as shown in their 
  respective class tables.    
    For example, if you are a bard 3/sorcerer 4, 
  you will count as a 4th-level bard and a 5th level 
  sorcerer in determining what bard spells and 
  sorcerer spells you can prepare, respectively.  With 
  a Charisma of 16, your list of prepared bard spells 
  can include seven spells of 1st and 2nd-level, in any 
  combination. Your list of prepared sorcerer spells 
  can include eight spells of 1st, 2nd, and 3rd-level, 
  in any combination.  Note, however, that you are 
  
  46
  Chapter 3. Class Talents
  or Ranger level 4 or Rogue level 4, Arcane Defender
  Benefit: When you cast a spell that requires a 
  melee spell attack against a target, you can make a 
  melee weapon attack instead to deliver the spell to 
  the target.  You must use your Strength or Dexterity 
  ability modifier to make the attack.  If it hits, you 
  deal your normal melee damage in addition to the 
  spell's damage and other effects it may have.
  Spell Sword
  You gain more spell slots as you gain levels in the  
  martial classes.
  Prerequisite: Multiclassed Sorcerer level 3/
  Barbarian 3 or Fighter level 3 or Paladin 3 or Monk 
  level 3 or Ranger 3 or Rogue level 3.
  sorcerer 3, you will count as both a 4th-level 
  sorcerer and a 4th level sorcerer in determining 
  what sorcerer and sorcerer spells you can prepare, 
  and a 5th-level cleric in determining what cleric 
  spells you can prepare, instead of just being a 
  3rd-level cleric.  With a Charisma of 16, your lists 
  of prepared sorcerer and sorcerer spells can each 
  include seven spells of 1st and 2nd-level, in any 
  combination.  With a Wisdom of 16, your list of 
  prepared cleric spells can include eight cleric spells 
  of 1st, 2nd, and 3rd, in any combination.  Note, 
  however, that you are still a 9th-level spellcaster 
  when determining your available spell slots.
  Mystic Theurge
  You learn new arcane and divine spells faster as 
  you gain levels in both of your arcane and divine 
  classes.
  Prerequisite: Multiclassed Cleric level 6 or Druid 
  level 6/Sorcerer level 6, Mystic.
  Benefit: When determining the arcane and cleric 
  spells you know and can prepare, you add half 
  of your arcane spellcaster class levels (rounded 
  down) to your cleric class levels and treat the total 
  as your cleric level, as shown in the Cleric table.   
  You then add half of your cleric levels (rounded 
  down) to your arcane spellcaster class levels and 
  treat the total as your arcane spellcaster class 
  level, as shown in their respective class table.  This 
  feature supercedes the Mystic talent.
    For example, if you are a cleric 6/wizard 6, you 
  will count as both a 9th-level cleric and 9th level 
  wizard in determining what cleric and wizard 
  spells you can prepare, instead of just being a 
  6th-level spellcaster.  With a Wisdom of 16 and 
  Intelligence of 16, your lists of prepared cleric and 
  wizard spells can each include twelve spells of 1st, 
  2nd, 3rd, 4th, and 5th-level, in any combination.   
  Note, however, that you are still a 12th-level 
  spellcaster when determining your available spell 
  slots.
  Spell Strike
  You can channel your melee spells through your 
  weapon.
  Prerequisite: Multiclassed Sorcerer level 4/
  Barbarian level 4 or Fighter level 4 or Paladin level 4 
  
  47
  Chapter 1. Class Talents
  spell slots and invocations you know, you add a 
  third of your other spellcaster class levels (rounded 
  down) to your warlock levels and treat the total as 
  your warlock level, as shown in the Warlock table.  
    For example, if you are a Bard 6/Warlock 5, you 
  count as a 7th-level warlock when determining 
  your spell slots: you know up to 8 spells, have two 
  4th-level spell slots, and know 4 invocations.  
  Eldritch Mage
  Taking warlock levels continue to improve your 
  knowledge of spellcasting.
  Prerequisite: Multiclassed Warlock level 3/
  Spellcaster class level 3.
  Benefit: When determining your available spell 
  slots in the Multiclass Spellcaster: Spell Slots Per 
  Spell Level table, you add a third of your warlock 
  levels (rounded down) to your total spellcaster 
  level.
  Benefit: When determining your available spell 
  slots in the Multiclass Spellcaster: Spell Slots Per 
  Spell Level table, you add three-fourths of your 
  paladin and ranger levels (rounded down), half 
  your class levels (rounded down) if you have 
  Eldritch Knight or Arcane Trickster feature, or a 
  third of your class levels (rounded down) if you 
  have a non-spellcasting class archetype to your 
  total spellcaster level.  
    For example, if you are a paladin 4/sorcerer 3, you 
  count as a 6th-level character when determining 
  your spell slots: you have four 1st-level slots, three 
  2nd-level slots, and three 3rd-level slots.  However, 
  you don't know any 3rd-level spells, nor do you 
  know any 2nd-level paladin spells.  You can use the 
  spell slots of those levels to cast the spells you do 
  know - and potentially enhance their effects.
  Warlock 
  Black Blade
  You gain more spell slots as you gain levels in the  
  martial classes.
  Prerequisite: Multiclassed Warlock level 3/
  Barbarian 3 or Fighter level 3 or Monk level 3 or 
  Rogue level 3.
  Benefit: When determining your available warlock 
  spell slots in the Warlock class table, you add a 
  third of your other classes (rounded down) to your 
  total Warlock level.  
    For example, if you are a Fighter 6/Warlock 5, you 
  count as a 7th-level warlock when determining 
  your spell slots: you have two 4th-level slots.  
  However, you only know 6 warlock spells of up to 
  3rd level and only know 3 invocations.
  Eldritch Academic
  You have more knowledge of warlock spells than 
  normal.
  Prerequisite: Multiclassed Warlock level 3/
  Spellcaster class level 3.
  Benefit: When determining the number of warlock 
  
  48
  Chapter 3. Class Talents
  Arcane Defender
  You are able to attack after casting a wizard cantrip.
  Prerequisite: Multiclassed Wizard level 3/
  Barbarian level 3 or Fighter level 3 or Monk level 3 
  or Paladin level 3 or Ranger level 3 or Rogue level 3.
  Benefit: When you use your action to cast a wizard 
  cantrip, you can make one melee weapon attack as 
  a bonus action.
  Arcanist
  You learn new arcane spells as you gain levels in all 
  of your arcane classes.
  Prerequisite: Multiclassed Bard level 3/Wizard level 
  3 or Wizard level 3.  
  Benefit: When determining the wizard spells you 
  know and can prepare, you add a third of your bard 
  and sorcerer levels (rounded down) to your bard 
  levels and treat the total as your wizard level, as 
  shown in the Wizard class table.   You then add a 
  third of your wizard levels (rounded down) to your 
  bard and sorcerer levels and treat the total as your 
  bard and sorcerer class levels, as shown in their 
  respective class tables.   
    For example, if you are a bard 3/wizard 4, you will 
  count as a 4th-level bard and a 5th level wizard in 
  determining what bard spells and wizard spells 
  you can prepare, respectively.  With a Charisma 
  of 16, your list of prepared bard spells can 
  include seven spells of 1st and 2nd-level, in any 
  combination. Your list of prepared wizard spells 
  can include eight spells of 1st, 2nd, and 3rd-level, 
  in any combination.  Note, however, that you are 
  still a 7th-level spellcaster when determining your 
  available spell slots.
  Master Arcanist
  You learn new arcane spells faster as you gain 
  levels in all of your arcane classes.
  Prerequisite: Multiclassed Bard or Sorcerer level 6/
  Wizard level 6 or Wizard level 6, Arcanist.
  Benefit: When determining the wizard spells you 
  know and can prepare, you add half of your bard 
  and sorcerer levels (rounded down) to your wizard 
  levels and treat the total as your wizard level, as 
  shown in the Wizard class table.   You then add a 
  Wizard 
  Arcane Knight
  You are able to attack after casting a wizard spell.
  Prerequisite: Multiclassed Wizard level 5/Fighter 
  level 5 or Paladin level 5 or Ranger level 5, Arcane 
  Defender
  Benefit: When you use your action to cast a wizard 
  spell, you can make one melee weapon attack as a 
  bonus action.
  
  49
  Chapter 1. Class Talents
  Mystic Theurge
  You learn new arcane and divine spells faster as 
  you gain levels in both of your arcane and divine 
  classes.
  Prerequisite: Multiclassed Cleric level 6 or Druid 
  level 6/Wizard level 6, Mystic.
  Benefit: When determining the arcane and cleric 
  spells you know and can prepare, you add half 
  of your arcane spellcaster class levels (rounded 
  down) to your cleric class levels and treat the total 
  as your cleric level, as shown in the Cleric table.   
  You then add half of your cleric levels (rounded 
  down) to your arcane spellcaster class levels and 
  treat the total as your arcane spellcaster class 
  level, as shown in their respective class table.  This 
  feature supercedes the Mystic talent.
    For example, if you are a cleric 6/wizard 6, you 
  will count as both a 9th-level cleric and 9th level 
  wizard in determining what cleric and wizard 
  spells you can prepare, instead of just being a 
  6th-level spellcaster.  With a Wisdom of 16 and 
  Intelligence of 16, your lists of prepared cleric and 
  wizard spells can each include twelve spells of 1st, 
  2nd, 3rd, 4th, and 5th-level, in any combination.   
  Note, however, that you are still a 12th-level 
  spellcaster when determining your available spell 
  slots.
  Spell Strike
  You can channel your melee spells through your 
  weapon.
  Prerequisite: Multiclassed Wizard level 4/
  Barbarian level 4 or Fighter level 4 or Paladin level 4 
  or Ranger level 4 or Rogue level 4, Arcane Defender
  Benefit: When you cast a spell that requires a 
  melee spell attack against a target, you can make a 
  melee weapon attack instead to deliver the spell to 
  the target.  You must use your Strength or Dexterity 
  ability modifier to make the attack.  If it hits, you 
  deal your normal melee damage in addition to the 
  spell's damage and other effects it may have.
  Spell Sword
  You gain more spell slots as you gain levels in the  
  martial classes.
  Prerequisite: Multiclassed Wizard level 3/
  half of your wizard levels (rounded down) to your 
  bard and sorcerer levels and treat the total as your 
  bard and sorcerer class levels, as shown in their 
  respective class tables.   
    For example, if you are a bard 9/wizard 6, you will 
  count as a 12th-level bard and a 9th level wizard 
  in determining what bard spells and wizard spells 
  you can prepare, respectively.  With a Charisma of 
  20, your list of prepared bard spells can include 
  seventeen bard spells of 1st, 2nd, 3rd, 4th, 5th, 
  and 6th-level, in any combination. Your list of 
  prepared wizard spells can include fourteen wizard 
  spells of 1st, 2nd, 3rd, 4th, and 5th-level, in any 
  combination.  Note, however, that you are still a 
  15th-level spellcaster when determining your 
  available spell slots. 
  Mystic
  You continue to learn new arcane and divine spells 
  as you gain levels in both arcane and divine class 
  levels.
  Prerequisite: Multiclassed Cleric level 3 or Druid 
  level 3/Wizard level 3.
  Benefit: When determining the arcane and divine 
  spells you know and can prepare, you add a third 
  of your arcane class levels (rounded down) to your 
  divine class levels and treat the total as your arcane 
  level, as shown in their respective class table.   
  You then add a third of your arcane class levels 
  (rounded down) to your divine spellcaster class 
  levels and treat the total as your divine spellcaster 
  class level, as shown in their respective class table.   
    For example, if you are a wizard 3/cleric 3/wizard 
  3, you will count as both a 4th-level wizard and a 
  4th level wizard in determining what wizard and 
  wizard spells you can prepare, and a 5th-level cleric 
  in determining what cleric spells you can prepare, 
  instead of just being a 3rd-level cleric.  With a 
  Charisma of 16, your lists of prepared wizard 
  and wizard spells can each include seven spells 
  of 1st and 2nd-level, in any combination.  With a 
  Wisdom of 16, your list of prepared cleric spells 
  can include eight cleric spells of 1st, 2nd, and 3rd, 
  in any combination.  Note, however, that you are 
  still a 9th-level spellcaster when determining your 
  available spell slots.
  
  50
  Chapter 3. Class Talents
  Skald 
  When you rage, you throw mocking taunts, insults, 
  and jeers at a creature, distracting it.  
  Prerequisite: Multiclassed Barbarian level 2/Bard 
  level 2. 
  Benefit: While raging, you can use a bonus action 
  to expend one use of your Bardic Inspiration.  
  Choose a creature you can see within 60 feet of 
  you.  The target must succeed on a Wisdom saving 
  throw.  The DC is equal to your Bard spell save DC 
  plus your Rage Damage, as shown in the the Rage 
  Damage column of the Barbarian table. On a failed 
  save, the creature has disadvantage on all attack 
  rolls against targets other than you.  The target 
  can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success.  
  The creature is immune if it can't hear you or it is 
  immune to being charmed.  
  Barbarian 3 or Fighter level 3 or Paladin 3 or Monk 
  level 3 or Ranger 3 or Rogue level 3.
  Benefit: When determining your available spell 
  slots in the Multiclass Spellcaster: Spell Slots Per 
  Spell Level table, you add three-fourths of your 
  paladin and ranger levels (rounded down), half 
  your class levels (rounded down) if you have 
  Eldritch Knight or Arcane Trickster feature, or a 
  third of your class levels (rounded down) if you 
  have a non-spellcasting class archetype to your 
  total spellcaster level.  
    For example, if you are a paladin 4/wizard 3, you 
  count as a 6th-level character when determining 
  your spell slots: you have four 1st-level slots, three 
  2nd-level slots, and three 3rd-level slots.  However, 
  you don't know any 3rd-level spells, nor do you 
  know any 2nd-level paladin spells.  You can use the 
  spell slots of those levels to cast the spells you do 
  know - and potentially enhance their effects.
  Barbarian / Bard
  Inspiring Brutality
  Performing a brutal strike can inspire your allies.
  Prerequisite: Multiclassed Barbarian level 3/Bard 
  level 3.
  Benefit: When you score a critical hit with a 
  melee attack, you can expend a number of uses of 
  Bardic Inspiration and choose the same number 
  of creatures within 60 feet of you who can see and 
  hear you.  Each creature gains a Bardic Inspiration 
  die and can add your Strength modifier to the die 
  roll.
  Inspiring Rage 
  You can inspire others as you enter into a rage.  
  Prerequisite: Multiclassed Barbarian level 1/Bard 
  level 1.
  Benefit: When you enter a rage as a bonus action, 
  you can also use Bardic Inspiration as part of that 
  bonus action.  
  
  51
  Chapter 1. Class Talents
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Primal-Fueled Rage 
  You can fuel your rage with primal energy.
  Prerequisite: Multiclassed Barbarian level 2/Druid 
  level 2.
  Benefit: You can expend one use of your Wild 
  Shape feature to regain one use of your rage.  
  Primal Fury
  Your druid spells are more potent when you rage.
  Prerequisite: Multiclassed Barbarian level 3/Druid 
  level 3, Controlled Rage.
  Benefit: While raging, the saving throw DC of your 
  druid cantrips and spells is increased by an amount 
  equal to half your Rage Damage, as shown in the 
  the Rage Damage column of the Barbarian table, 
  rounded down.
  Primal Roar 
  You can unleash a blood-curdling roar while in 
  beast form.
  Prerequisite: Multiclassed Barbarian level 4/Druid 
  level 4.
  Benefit: As an action while in beast form, you 
  expend one use of your rage and unleash a savage 
  bestial roar.  Each enemy creature within 60 feet of 
  you and can hear you must make a Wisdom saving 
  throw equal to 8 + your proficiency bonus + your 
  Constitution modifier.  On a failed save, the creature 
  is frightened for 1 minute.   The target can repeat 
  the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  Rage-Fueled Shapeshifter
  You can channel your rage to use Wild Shape.
  Prerequisite: Multiclassed Barbarian level 2/Druid 
  level 2.
  Benefit: You can expend one use of your Rage 
  feature to regain one use of your Wild Shape 
  feature.
  Barbarian / Cleric
  Channel Divinity: Inner Rage 
  You can fuel your rage with divine energy.
  Prerequisite: Multiclassed Barbarian level 2/Cleric 
  level 2.
  Benefit: You can expend one use of your Channel 
  Divinity to regain one use of your Rage.  
  Rage-Fueled Divinity
  You can channel your rage into divine energy.
  Prerequisite: Multiclassed Barbarian level 2/Cleric 
  level 2.
  Benefit: You can expend one use of your Rage 
  feature to regain one use of your Channel Divinity.
  Sacred Fury
  Your cleric spells are more potent when you rage.
  Prerequisite: Multiclassed Barbarian level 3/Cleric 
  level 3, Controlled Rage. 
  Benefit: While raging, the saving throw DC of 
  your cleric cantrips and spells are increased by an 
  amount equal to half your Rage Damage, as shown 
  in the the Rage Damage column of the Barbarian 
  table, rounded down.
  Barbarian / Druid
  Earthstride
  You can move quicker than normal, even over 
  difficult terrain.
  Prerequisite: Multiclassed Barbarian level 1/Druid 
  level 1.
  Benefit: As a bonus action, you can take the Dash 
  action.  Until the end of your turn, moving through 
  nonmagical difficult terrain costs you no extra 
  movement. You can also pass through nonmagical 
  plants without being slowed by them and without 
  taking damage from them if they have thorns, 
  spines, or a similar hazard.
  
  52
  Chapter 3. Class Talents
  treat the total as your barbarian level in the Rages 
  column of the Barbarian table.
  Rampaging Champion
  Performing a brutal strike can inspire your allies.
  Prerequisite: Multiclassed Barbarian level 3/
  Fighter level 3 (Champion archetype).
  Benefit: When you score a critical hit with a melee 
  attack, you can use a bonus action to take a Dash 
  action.
  Rejuvenating Rage 
  You can regain hit points when you enter into rage.
  Prerequisite: Multiclassed Barbarian level 2/
  Fighter level 2.
  Benefit: When you enter a rage as a bonus action, 
  you can also use Second Wind as part of that bonus 
  action.   In addition, you can add your Barbarian 
  level to the hit points regained.
  Surging Rage 
  You can regain a use of your rage when you use 
  your Action Surge.
  Prerequisite: Multiclassed Barbarian level 5/
  Fighter level 5.
  Benefit: When you use Action Surge, you can use a 
  bonus action to regain one use of your rage.  
  Once you use this feature, you can't use it again 
  until you finish a long rest.
  Barbarian / Monk
  Fist of Fury
  You can strike immediately after you enter a rage.
  Prerequisite: Multiclassed Barbarian level 1/Monk 
  level 1.
  Benefit: When you enter a rage as a bonus action, 
  you can make one unarmed strike as part of that 
  bonus action.  
  Barbarian / Fighter
  Battle Rager
  Your Battle Master maneuvers are more potent 
  than normal when you rage.
  Prerequisite: Multiclassed Barbarian level 3/
  Fighter level 3 (Battle Master archetype).
  Benefit: While raging, the saving throw DC of your 
  Battle Master maneuvers is increased by an amount 
  equal to half your Rage Damage, as shown in the 
  the Rage Damage column of the Barbarian table, 
  rounded down.
  Fury Warrior
  You can channel divine energy to empower your 
  melee attacks with radiant energy.
  Prerequisite: Multiclassed Barbarian level 2/
  Fighter level 2.
  Benefit: When determining the number of times 
  you can rage before taking a long rest, you add half 
  your fighter level to your barbarian level and you 
  
  53
  Chapter 1. Class Talents
  Channel Divinity: Retribution Aura
  Allies near you can strike back at those that hit 
  them.
  Prerequisite: Multiclassed Barbarian level 6/
  Paladin level 6 (Oath of Vengeance archetype).
  Benefit: While raging, you can you can use an 
  action to expend one use of your Channel Divinity 
  to create an aura of retribution that lasts for 1 
  minute.  When a creature hits an ally that is within 
  your Aura of Protection, that ally can use a reaction 
  to make a melee weapon attack against the creature 
  that hit it.
  Furious Smite
  Your divine smite is more potent than normal.
  Prerequisite: Multiclassed Barbarian level 2/
  Paladin level 2.
  Fist of the Wild Boar   
  You are an expert in the Wild Boar style of martial 
  arts, which is characterized by berseker style of 
  fighting and willingness to exchange blows.
  Prerequisite: Multiclassed Barbarian level 4/Monk 
  level 4
  Benefit: While raging and you are hit by a melee 
  attack by a creature within 5 feet of you, you can 
  spend 1 ki point and use your reaction to make 
  an unarmed strike or a melee attack with a monk 
  weapon against that creature.  
  Furious Strike
  Your Stunning Strike is more potent than normal.
  Prerequisite: Multiclassed Barbarian level 3/Monk 
  level 5.
  Benefit: While raging, the Constitution saving 
  throw DC of your Stunning Strike is increased by an 
  amount equal to half your Rage Damage, as shown 
  in the the Rage Damage column of the Barbarian 
  table, rounded down.
  Martial Fury 
  You can increase your rage with ki energy.
  Prerequisite: Multiclassed Barbarian level 2/Monk 
  level 2.
  Benefit: While raging, you can spend a number 
  of ki points no greater than your barbarian level.  
  Until the end of your turn, your Rage Damage is 
  increased by the number of ki points you spent.
  Barbarian / Paladin
  Channel Divinity: Inner Rage 
  You can fuel your rage with divine energy.
  Prerequisite: Multiclassed Barbarian level 3/
  Paladin level 3.
  Benefit: You can expend one use of your Channel 
  Divinity to regain one use of your Rage.  
  
  54
  Chapter 3. Class Talents
  Mortal Enemy 
  Your rage is stronger against favored enemies.
  Prerequisite: Multiclassed Barbarian level 1/
  Ranger level 1.
  Benefit: While raging, you apply twice your Rage 
  Damage bonus to your melee weapon damage rolls 
  when you hit a favored enemy.
  Rage with the Beast
  Upon raging, your beast companion can 
  immediately attack.
  Prerequisite: Multiclassed Barbarian level 3/
  Ranger level 3 (Beast Master archetype).
  Benefit: When you enter a rage as a bonus action, 
  you can also have your beast make one melee 
  weapon attack as part of that bonus action.  In 
  addition, your Rage Damage (as shown in the the 
  Rage Damage column of the Barbarian table) is 
  added to your beast's melee weapon damage rolls.
  Barbarian / Rogue
  Graceful Rage 
  You gain the benefits of rage while using a finesse 
  or ranged weapon.
  Prerequisite: Multiclassed Barbarian level 1/Rogue 
  level 1.
  Benefit: While raging and you make a weapon 
  attack using Dexterity, you gain a bonus to the 
  damage roll that increases as you gain levels as 
  a barbarian, as shown in the the Rage Damage 
  column of the Barbarian table.
  Marauder 
  You can move faster than normal when you enter 
  into rage.
  Prerequisite: Multiclassed Barbarian level 2/Rogue 
  level 2.
  Benefit: When you enter a rage as a bonus action, 
  you can also take a Dash action part of that bonus 
  action.
  Benefit: While raging and you use your Divine 
  Smite feature, you can expend one use of your rage 
  to add 2d8 radiant damage to the total damage 
  dealt by your Divine Smite.  
  Rage-Fueled Divinity
  You can channel your rage into divine energy.
  Prerequisite: Multiclassed Barbarian level 3/
  Paladin level 3.
  Benefit: You can expend one use of your Rage 
  feature to regain one use of your Channel Divinity.
  Barbarian / Ranger
  
  55
  Chapter 1. Class Talents
  Barbarian / Warlock
  Eldritch Fury
  Your warlock spells are more potent when you 
  rage.
  Prerequisite: Multiclassed Barbarian level 3/
  Warlock level 3, Controlled Rage.
  Benefit: While raging, the saving throw DC of 
  your warlock cantrips, invocations, and spells are 
  increased by an amount equal to half your Rage 
  Damage, as shown in the the Rage Damage column 
  of the Barbarian table, rounded down.
  Eldritch Rage
  Your spells deal more damage when you rage.
  Barbarian / Sorcerer
  Rage-Fueled Sorcery
  You can channel your rage into sorcerous energy.
  Prerequisite: Multiclassed Barbarian level 2/Cleric 
  level 2.
  Benefit: You can expend one use of your Rage 
  feature to regain 2 sorcery points.
  Sorcery-Fueled Rage 
  You can fuel your rage with sorcerous energy.
  Prerequisite: Multiclassed Barbarian level 2/Cleric 
  level 2. 
  Benefit: You can spend 2 sorcery points to regain 
  one use of your Rage.  
  Sorcerous Fury
  Your sorcerer spells are more potent when you 
  rage.
  Prerequisite: Multiclassed Barbarian level 3/
  Sorcerer level 3, Controlled Rage.
  Benefit: While raging, the saving throw DC of your 
  sorcerer cantrips and spells are increased by an 
  amount equal to half your Rage Damage, as shown 
  in the the Rage Damage column of the Barbarian 
  table, rounded down.
  Sorcerous Rage
  Your spells deal more damage when you rage.
  Prerequisite: Multiclassed Barbarian level 2/
  Warlock level 2, Controlled Rage.
  Benefit: While raging, your sorcerer cantrips and 
  spells that deal damage deal an additional damage 
  equal to your Rage Damage, as shown in the the 
  Rage Damage column of the Barbarian table.
  
  56
  Chapter 3. Class Talents
  Prerequisite: Multiclassed Bard level 2/Cleric level 
  2.
  Benefit: You can expend one use of your Channel 
  Divinity to regain 2 uses of your Bardic Inspiration.
  Devoted Specialist
  Taking bard levels help improve the number of 
  times you can use your Channel Divinity and Turn 
  Undead ability.
  Prerequisite: Multiclassed Bard level 4/Cleric level 
  4.
  Benefit: When determining the number of times 
  you can use Channel Divinity between rests and the 
  effectiveness of your Turn Undead feature, you add 
  half your bard levels to your cleric levels and you 
  treat the total as your Cleric level.
  Gospel 
  You can increase the effectiveness of your cleric 
  spells.
  Prerequisite: Multiclassed Bard level 1/Cleric level 
  1.
  Benefit: When you cast a cleric spell that deals 
  damage or allows a creature to regain hit points, 
  you can add your Charisma modifier to the spell's 
  damage or the number of hit points regained.
  Hymn of Rest
  Your Song of Rest is enhanced with divine energy, 
  making it more potent than normal.
  Prerequisite: Multiclassed Bard level 2/Cleric level 
  2.
  Benefit: When a creature regain hit points at the 
  end of the short rest, it regains an extra number of 
  hit points equal to your Wisdom modifier, on top of 
  the extra hit points provided by your Song of Rest.
  Hymnist 
  You can increase the potency of your bard spells.
  Prerequisite: Multiclassed Bard level 2/Cleric level 
  2.
  Benefit: When you cast a bard spell, you can add 
  Prerequisite: Multiclassed Barbarian level 2/
  Warlock level 2, Controlled Rage.
  Benefit: While raging, warlock cantrips, 
  invocations, and spells that deal damage deal an 
  additional damage equal to your Rage Damage, 
  as shown in the the Rage Damage column of the 
  Barbarian table.
  Bard / Cleric
  Channel Divinity: Exaltation
  You can fuel your bardic inspiration with divine 
  energy.
  
  57
  Chapter 1. Class Talents
  Bard / Druid
  Inspired Shapeshift
  You can channel inspiration into your 
  shapechanging abilities.
  Prerequisite: Multiclassed Bard level 2/Druid level 
  2.
  Benefit: You can expend 2 uses of your Bardic 
  Inspiration feature to regain one use of your Wild 
  Shape.
  Lark 
  You can increase the potency of your bard spells.
  Prerequisite: Multiclassed Bard level 2/Druid level 
  2.
  Benefit: When you cast a bard spell, you can add 
  your Wisdom modifier to the saving throw DC of 
  the spell.  
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  your Wisdom modifier to the saving throw DC of 
  the spell.  
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Inflame the Righteous
  You can provoke rage and inspire courage in your 
  allies when you get hurt.
  Prerequisite: Multiclassed Bard level 5/Cleric level 
  5.
  Benefit: When you take damage from an enemy 
  attack, you can expend a number of uses of Bardic 
  Inspiration and use your reaction to choose the 
  same number of creatures within 60 feet of you 
  who can see and hear you.  Each creature gains a 
  Bardic Inspiration die and can add your Wisdom 
  modifier to the die roll.
  Inspired Divinity
  You can channel inspiration into divine energy.
  Prerequisite: Multiclassed Bard level 2/Cleric level 
  2.
  Benefit: You can expend 2 uses of your Bardic 
  Inspiration feature to regain one use of your 
  Channel Divinity.
  Evangelism 
  You can increase the potency of your cleric 
  spells.
  Prerequisite: Multiclassed Bard level 2/Cleric 
  level 2.
  Benefit: When you cast a cleric spell, you can 
  add your Charisma modifier to the saving throw 
  DC of the spell.  
    Once you use this feature, you cannot use it 
  again until you finish a short or long rest.
  
  58
  Chapter 3. Class Talents
  Inspiration Surge
  Performing an Action Surge can inspire your allies.
  Prerequisite: Multiclassed Bard level 2/Fighter level 
  2.
  Benefit: When you use Action Surge, you can 
  use a bonus action to expend a number of uses of 
  Bardic Inspiration and choose the same number 
  of creatures within 60 feet of you who can see and 
  hear you.  Each creature gains a Bardic Inspiration 
  die.
  Poised Tactician
  You can make your Battle Master maneuvers more 
  efficient and graceful than normal.
  Prerequisite: Multiclassed Bard level 3/Fighter level 
  3 (Battle Master archetype).
  Benefit: When you perform a Battle Master 
  maneuver,  you can add your Charisma modifier to 
  the saving throw DC of the maneuver.  
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Renaissance  
  You regain the use of your Bardic Inspiration when 
  you use Second Wind.
  Prerequisite: Multiclassed Bard level 1/Fighter level 
  1.
  Benefit: When you use Second Wind, you regain 
  one use of your Bardic Inspiration.
  Bard / Monk
  Fist of the Crane
  You are an expert in the Crane style of martial arts, 
  which is characterized by elegant movement and 
  efficient and precise attacks targeting vital points.
  Prerequisite: Multiclassed Bard level 4/Monk level 
  4.
  Nature's Harmony 
  You can increase the effectiveness of your druid 
  spells.
  Prerequisite: Multiclassed Bard level 1/ Druid level 
  1.
  Benefit: When you cast a druid spell that deals 
  damage or allows a creature to regain hit points, 
  you can add your Charisma modifier to the spell's 
  damage or hit points regained.
  Nature's Grace 
  You can increase the potency of your druid spells.
  Prerequisite: Multiclassed Bard level 2/Druid level 
  2.
  Benefit: When you cast a druid spell, you can add 
  your Charisma modifier to the saving throw DC of 
  the spell.  
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Primal Inspiration 
  You can fuel your rage with divine energy.
  Prerequisite: Multiclassed Bard level 2/Druid level 
  2.
  Benefit: You can expend one use of your Wild 
  Shape to regain two uses of your Bardic Inspiration.
  Bard / Fighter
  Inspiring Brutality
  Performing a brutal strike can inspire your allies.
  Prerequisite: Multiclassed Fighter level 3 
  (Champion archetype)/Bard level 3.
  Benefit: When you score a critical hit with a 
  melee attack, you can expend a number of uses of 
  Bardic Inspiration and choose the same number 
  of creatures within 60 feet of you who can see and 
  hear you.  Each creature gains a Bardic Inspiration 
  die and can add your Strength modifier to the die 
  roll.
  
  59
  Chapter 1. Class Talents
  2.
  Benefit: You can spend 1 ki point when you use 
  Bardic Inspiration.  The Bardic Inspiration die 
  created is equivalent to as if your bard level is 10 
  levels higher (maximum of d12).
  Ridicule Attack
  You are able to mock your foe after you successfully 
  avoid all damage from its attack.
  Prerequisite: Multiclassed Bard level 2/Monk level 
  7.
  Benefit: When you use your Flurry of Blows 
  feature,  you can add your Charisma modifier to the 
  melee attack rolls and damage rolls you make with 
  your unarmed strike.  
  Inspired Ki
  You can fuel your ki through inner inspiration.
  Prerequisite: Multiclassed Bard level 2/Monk level 
  2.
  Benefit: You can expend a number of uses of your 
  Bardic Inspiration. As a bonus action, you play 
  a tune, recite a poem, or sing a hymn and regain  
  expended ki points.  The number of ki points 
  regained is equal to twice the number of Bardic 
  Inspiration uses you expended.
  Inspiring Stunning Strike
  Performing a successful Stunning Strike can inspire 
  your allies.
  Prerequisite: Multiclassed Bard level 5/Monk level 
  5.
  Benefit: When a creature fails its saving throw 
  from your Stunning Strike, you can expend a 
  number of uses of Bardic Inspiration and choose 
  the same number of allies within 60 feet of you 
  who can see and hear you.  Each ally gains a Bardic 
  Inspiration die.  It can add your Wisdom modifier 
  to the die roll.
  Ki-Fueled Inspiration
  You can fuel your Bardic Inspiration uses with 
  mystical energy.
  Prerequisite: Multiclassed Bard level 2/Monk level 
  2.
  Benefit: You can spend 1 ki point. As a bonus 
  action, you focus on your inner ki to regain one use 
  of your Bardic Inspiration.
  Ki-Empowered Inspiration
  You can enhance your Bardic Inspiration with 
  mystical energy.
  Prerequisite: Multiclassed Bard level 2/Monk level 
  
  60
  Chapter 3. Class Talents
  level 6.
  Benefit: As a bonus action, you sing an inspiring 
  hymn and expend 3 uses of your Bardic Inspiration.  
  Until the end of your next turn, a creature that 
  starts its turn within your Aura of Protection gains 
  a Bardic Inspiration die and temporary hit points 
  equal to 1d6 + your Charisma modifier.
  Inspiring Grace
  Your presence instills serendipity upon your allies.
  Prerequisite: Multiclassed Bard level 4/Paladin 
  level 4.
  Benefit: A creature that uses your Bardic 
  Inspiration die while within 30 feet of you, can see 
  and hear you, and you aren't incapacitated can add 
  your Charisma modifier to the result of the die roll.
  Inspiring Hands
  You inspire creatures you fully heal with your Lay 
  Benefit: When you use your Evasion feature and 
  take no damage from an effect that allows you to 
  make a Dexterity saving throw, you can expend one 
  use of your Bardic Inspiration and scoff and ridicule 
  the creature's weak attack.  The target 
  must succeed on a Wisdom saving throw.  
  The DC is equal to 8 + your proficiency 
  bonus + your Charisma modifier.  On a 
  failed save, the creature is infuriated and 
  attacks you recklessly with Strength-based 
  attacks.  Until the end of your next turn, 
  all attacks of the creature against you have 
  advantage while all attacks against the 
  creature have advantage.  The creature is 
  immune if it can't hear you or it is immune 
  to being charmed.
  Bard / Paladin
  Channel Divinity: Exaltation
  You can fuel your bardic inspiration with 
  divine energy.
  Prerequisite: Multiclassed Bard level 3/
  Paladin level 3.
  Benefit: You can expend one use of your 
  Channel Divinity to regain 2 uses of your 
  Bardic Inspiration.
  Inspired Divinity
  You can channel inspiration into divine energy.
  Prerequisite: Multiclassed Bard level 2/Cleric level 
  2.
  Benefit: You can expend 2 uses of your Bardic 
  Inspiration feature to regain one use of your 
  Channel Divinity.
  Inspiring Aura
  Your Aura of Protection can sometimes inspires 
  allies.
  Prerequisite: Multiclassed Bard level 6/Paladin 
  
  61
  Chapter 1. Class Talents
  check, attack roll, or damage roll it makes against 
  your favored enemy.  
  Nature's Harmony 
  You can increase the effectiveness of your ranger 
  spells.
  Prerequisite: Multiclassed Bard level 2/Ranger level 
  2.
  Benefit: When you cast a ranger spell that deals 
  damage or allows a creature to regain hit points, 
  you can add your Charisma modifier to the spell's 
  damage or hit points regained.
  Nature's Grace 
  You can increase the potency of your ranger spells.
  Prerequisite: Multiclassed Bard level 3/Ranger level 
  3.
  Benefit: When you cast a ranger spell, you can add 
  your Charisma modifier to the saving throw DC of 
  the spell.  
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Bard / Rogue
  Add Insult to Injury
  You are able to distract and confuse a foe after you 
  deliver a sneak attack.
  Prerequisite: Multiclassed Bard level 1/Rogue level 
  1.
  Benefit: When a creature takes damage from your 
  Sneak Attack, you can expend one use of your 
  Bardic Inspiration and throw a witty insult at the 
  creature, sapping its confidence.  Until the end of 
  your next turn, when the creature makes an ability 
  check, attack roll, damage roll, or saving throw 
  (whichever comes first), roll a Bardic Inspiration 
  die and add your Charisma modifier, then subtract 
  the total number rolled from the creature's roll.  
  The creature is immune if it can't hear you or it is 
  on Hands feature.
  Prerequisite: Multiclassed Bard level 1/Paladin 
  level 1.
  Benefit: A creature that regains all of its hit points 
  after being the recipient of your Lay on Hands 
  feature gains a Bardic Inspiration die.  This does 
  not consume a use of your Bardic Inspiration.
  Inspiring Smite
  Performing a Divine Smite can inspire your allies.
  Prerequisite: Multiclassed Bard level 2/Paladin 
  level 2.
  Benefit: When you hit a creature and use Divine 
  Smite, you can use a bonus action to expend a 
  number of uses of Bardic Inspiration and choose 
  the same number of creatures within 60 feet of you 
  who can see and hear you.  Each creature gains a 
  Bardic Inspiration die.
  Bard / Ranger
  Harmony with the Beast
  You are able to command your beast companion to 
  attack after casting a spell.
  Prerequisite: Multiclassed Bard level 5/Ranger level 
  5 (Beast Master archetype).
  Benefit: When you use your action to cast a bard 
  spell, you can use a bonus action to command 
  your beast companion to make one melee weapon 
  attack.  If the attack hits, you add your Charisma 
  modifier to the beast's weapon damage roll.
  My Enemy is your Enemy  
  You can inspire hate against a favored enemy.
  Prerequisite: Multiclassed Bard level 1/Ranger level 
  1.
  Benefit: A creature that uses your Bardic 
  Inspiration die can choose to add the die roll and 
  your Charisma modifier and add them to one ability 
  
  62
  Chapter 3. Class Talents
  Prerequisite: Multiclassed Bard level 2/Rogue level 
  5.
  Benefit: When you use your Uncanny Dodge 
  feature after taking damage from a creature's 
  melee attack, you can expend one use of your 
  Bardic Inspiration and scoff at and ridicule the 
  creature's weak attack.  The target must succeed on 
  a Wisdom saving throw.  The DC is equal to 8 + your 
  proficiency bonus + your Charisma modifier.  On a 
  failed save, the creature is infuriated and attacks 
  you recklessly with Strength-based attacks.  Until 
  the end of your next turn, all attacks of the creature 
  against you have advantage while all attacks against 
  the creature have advantage.  The creature is 
  immune if it can't hear you or it is immune to being 
  charmed.
  immune to being charmed.
  Cunning Inspiration
  You are able to able to inspire others when you 
  perform a Cunning Action.
  Prerequisite: Multiclassed Bard level 2/Rogue level 
  2.
  Benefit: When you use a bonus action to take the 
  Dash, Disengage, or Hide action, you can also spend 
  one use of your Bardic Inspiration to choose one 
  creature other than yourself within 60 feet of you 
  who can hear you.  That creature gains one Bardic 
  Inspiration die.
  Cunning Remark
  You are able to able to taunt or distract an enemy 
  with a quick insult.
  Prerequisite: Multiclassed Bard level 2/Rogue level 
  2.
  Benefit: You can use a bonus action to taunt or 
  distract a foe with a quick and witty insult.  You 
  spend one use of your Bardic Inspiration to choose 
  one creature within 60 feet of you who can hear 
  you.  Until the end of your next turn, the creature 
  has disadvantage on all ability checks and attack 
  rolls against targets other than you. The creature is 
  immune if it can't hear you or it is immune to being 
  charmed.
  Inspiring Sneak Attack
  Performing a sneak attack can inspire your allies.
  Prerequisite: Multiclassed Bard level 5/Rogue level 
  5.
  Benefit: When you deal Sneak Attack damage, you 
  can expend a number of uses of Bardic Inspiration 
  and choose the same number of creatures within 
  60 feet of you who can see and hear you.  Each 
  creature gains a Bardic Inspiration die and can add 
  your Dexterity modifier to the die roll.
  Ridicule Strike
  You are able to mock your foe after you avoid half of 
  the damage it dealt.
  
  63
  Chapter 1. Class Talents
  see and hear you.  Each creature gains a Bardic 
  Inspiration die.  It can add the amount of sorcery 
  points you spent on the Metamagic option to the 
  die roll.
  Sorcerous Talent
  Taking bard levels help increase the wellspring of 
  magic within yourself.
  Prerequisite: Multiclassed Bard level 2/Sorcerer 
  level 2.
  Benefit: When determining the total number of 
  sorcery points you have, you add a third of your 
  bard levels to your sorcerer levels and you treat the 
  total as your sorcerer level, as shown in the Sorcery 
  Points column of the Sorcerer table.
    For example, if you are a bard 3/sorcerer 3, you 
  will count as a 4th-level sorcerer, giving you 4 
  sorcery points.
  Bard / Warlock
  Compelling Fey Presence
  Your Fey Presence lasts longer than normal.
  Prerequisite: Multiclassed Bard level 3/Warlock 
  level 3 (The Archfey Patron).
  Benefit: When you use Fey Presence, you can 
  expend 2 uses of your Bardic Inspiration.  Creatures 
  that fail their saving throws are all charmed or 
  frightened by you (you choice) for a number of 
  rounds equal to your Charisma modifier.  A creature 
  can repeat its saving throw at the end of each its 
  turns, ending the effect on itself on a success.   
  Dark One's Inspiration
  Slaying a foe can fuel your Bardic Inspiration.
  Prerequisite: Multiclassed Bard level 3/Warlock 
  level 3 (The Fiend Patron).
  Benefit: When you reduce a hostile creature to 
  0 hit points, you regain one use of your Bardic 
  Inspiration.  You can only regain up to three Bardic 
  Bard / Sorcerer
  Arcane-Empowered Inspiration
  You can enhance your Bardic Inspiration with 
  arcane energy.
  Prerequisite: Multiclassed Bard level 2/Sorcerer 
  level 2.
  Benefit: You can spend 1 sorcery point when you 
  use Bardic Inspiration.  The Bardic Inspiration die 
  is treated as if your bard level is 10 levels higher 
  (maximum of d12).
  Arcane-Fueled Inspiration
  You can fuel your Bardic Inspiration uses with 
  arcane energy.
  Prerequisite: Multiclassed Bard level 2/Sorcerer 
  level 2.
  Benefit: You can spend 1 sorcery point. As a bonus 
  action, you channel arcane energy to regain one use 
  of your Bardic Inspiration.
  Inspired Sorcery
  You can fuel your arcane abilities through inner 
  inspiration.
  Prerequisite: Multiclassed Bard level 2/Sorcerer 
  level 2.
  Benefit: You can expend a number of uses of your 
  Bardic Inspiration. As a bonus action, you play 
  a tune, recite a poem, or sing a hymn and regain  
  expended sorcery points.  The number of sorcery 
  points regained is equal to the number of Bardic 
  Inspiration uses you expended.
  Inspiring Metamagic
  Using a Metamagic option on a spell can inspire 
  your allies.
  Prerequisite: Multiclassed Bard level 3/Sorcerer 
  level 3. 
  Benefit: When you use a metamagic option on a 
  spell when you cast it, you can expend a number 
  of uses of Bardic Inspiration and choose the same 
  number of creatures within 60 feet of you who can 
  
  64
  Chapter 3. Class Talents
  telepathically speak to within 30 feet of you.  The 
  target must succeed on a Wisdom saving throw.  
  The DC is equal to 8 + your proficiency bonus 
  + your Charisma modifier.  On a failed save, the 
  creature can't take reactions until the start of its 
  next turn and rolls a d10 to determine what it does 
  during that turn. On a 1 to 4, the creature does 
  nothing. On a 5 to 7, the creature takes no action 
  but uses all its movement to move in a random 
  direction. On a 8 to 10, the creature makes one 
  melee attack against a random creature, or it does 
  nothing if no creature is within reach.
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Inspiring Healing
  You can inspire creatures you fully heal with your 
  Healing Light feature.
  Prerequisite: Multiclassed Bard level 3/Warlock 3 
  (The Celestial Patron).
  Benefit: A creature that regains all of its hit points 
  after being the recipient of your Healing Light 
  feature gains a Bardic Inspiration die.  This does 
  not consume a use of your Bardic Inspiration.
  Jinx
  Your Hexblade's Curse is more potent than normal.
  Prerequisite: Multiclassed Bard level 3/Warlock 
  level 3 (Hexblade).
  Benefit: When a creature under the effect of your 
  Hexblade's Curse takes damage from you, you can 
  expend one use of your Bardic Inspiration and 
  throw a witty insult at the creature, sapping its 
  confidence.  Until the end of your next turn, when 
  the creature makes an ability check, attack roll, 
  damage roll, or saving throw (whichever comes 
  first), roll a Bardic Inspiration die and add your 
  Charisma modifier, then subtract the total number 
  rolled from the creature's roll.  The creature is 
  immune if it can't hear you or it is immune to being 
  charmed.
  Mage of the Unseelie Court
  You have a patron from the Unseelie Court that has 
  bestowed upon you a boon.  
  Inspiration uses through this feature between rests.
  Disrupt Mind
  You can play tricks on a foe you have a telepathic 
  link with.
  Prerequisite: Multiclassed Bard level 3/Warlock 
  level 3 (The Great Old One Patron).
  Benefit: As an action, choose a creature you can 
  
  65
  Chapter 1. Class Talents
  Enlightened Magic 
  You can increase the potency of your bard spells.
  Prerequisite: Multiclassed Bard level 3/Wizard level 
  3.
  Benefit: When you cast a bard spell, you can add 
  your Intelligence modifier to the saving throw DC 
  of the spell.  
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
    
  Erudite Mage
  You can recover more spells than normal.
  Prerequisite: Multiclassed Bard level 2/Wizard level 
  2.
  Benefit: The combined level of spell slots you can 
  recover from Arcane Recovery is equal to or less 
  than half your Bard level + half your Wizard level 
  (rounded up), and none of the spell slots can be of 
  6th-level or higher.
  Cleric / Druid
  Channel Divinity: Beast Form
  You can fuel your Wild Shape feature with divine 
  energy.
  Prerequisite: Multiclassed Cleric level 2/Druid level 
  2.
  Benefit: You can expend one use of your Channel 
  Divinity to regain one use of your Wild Shape.
  Primal-Fueled Divinity 
  You can harness primal energy into divine energy.
  Prerequisite: Multiclassed Cleric level 2/Druid level 
  2.
  Benefit: You can expend one use of your Wild 
  Shape to regain one use of your Channel Divinity.
  Prerequisite: Multiclassed Bard level 3/Warlock 
  level 3 (The Archfey Patron).
  Benefit: When you cast an enchantment or illusion 
  spell that forces a creature to make a saving throw 
  to resist its effects, you can choose to give the 
  creature disadvantage on their first saving throw 
  made against the spell.
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Bard / Wizard
  Arcane Harmony 
  You can increase the effectiveness of your wizard 
  spells.
  Prerequisite: Multiclassed Bard level 1/Wizard level 
  1.
  Benefit: When you cast a wizard spell that deals 
  damage, you can add your Charisma modifier to the 
  spell's damage.
  Arcane Tradition Versatility
  You can learn more than one arcane tradition.
  Prerequisite: Multiclassed Bard level 5/Wizard level 
  5.
  Benefit: You can choose one additional arcane 
  tradition.  
  Deceptive Magic 
  You can increase the potency of your wizard spells.
  Prerequisite: Multiclassed Bard level 3/Wizard level 
  3.
  Benefit: When you cast a wizard spell, you can add 
  your Charisma modifier to the saving throw DC of 
  the spell.  
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
    
  
  66
  Chapter 3. Class Talents
  Benefit: When you use your Wild Shape feature, 
  you can expend one use of your Channel Divinity 
  to infuse yourself with divine energy.   Your melee 
  attacks will deal an extra radiant (if you're good 
  or neutral) or necrotic (if you're neutral or evil) 
  damage equal to half your Wisdom modifier 
  (rounded up).  The effect ends when you revert to 
  your normal form.
  Cleric / Fighter
  Channel Divinity: Renewal
  You can fuel your Second Wind with divine energy.
  Prerequisite: Multiclassed Cleric level 2/Fighter 2.
  Benefit: As a bonus action, you can expend a use 
  of your Channel Divinity to regain one use of your 
  Second Wind.
  Stamina-Fueled Divinity
  You can channel your stamina into divine energy.
  Prerequisite: Multiclassed Cleric 2 / Fighter level 2.
  Benefit: As a bonus action, you can expend a use of 
  your Second Wind feature to regain one use of your 
  Channel Divinity.
  Cleric / Monk
  Channel Divinity: Recover Ki
  You can fuel your ki by harnessing divine power.
  Prerequisite: Multiclassed Cleric level 3/Monk level 
  3.
  Benefit: You can expend a use of your Channel 
  Divinity to fuel your ki. As a bonus action, you touch 
  your holy symbol, utter a prayer, and regain 3 ki 
  points.  
  Sanctified Creatures 
  Creatures you summon are blessed by your deity.
  Prerequisite: Multiclassed Cleric level 5/Druid level 
  5.
  Benefit: When you cast a druid spell that summons 
  creatures, you can expend one use of your Channel 
  Divinity.  Each summoned creature's melee attacks 
  deal an extra radiant (if you're good) or necrotic 
  (if you're evil) damage equal to half your Wisdom 
  modifier (rounded up).
  Sanctified Form 
  Your attacks while in beast form are enhanced with 
  divine magic.
  Prerequisite: Multiclassed Cleric level 2/Druid level 
  2.
  
  67
  Chapter 1. Class Talents
  Execute the Condemned
  Your Vow of Enmity Channel Divinity feature can 
  allow your allies to instantly strike your foes.
  Prerequisite: Multiclassed Cleric level 5/Paladin 
  level 5 (Oath of Vengeance archetype).
  Benefit: When you use your Vow of Enmity 
  Channel Divinity feature, choose a number of 
  creatures equal to your Wisdom modifier within 30 
  feet of you.  Each creature gains advantage on their 
  attack rolls against your Vow of Enmity's target 
  until the start of your next turn.
  Hospitaler
  Your Lay on Hands' pool of healing is larger than 
  normal.
  Prerequisite: Multiclassed Cleric level 1/Paladin 
  level 1.
  Benefit: When determining your total pool of 
  healing, you can restore a number of hit points 
  equal to your cleric level x 3, in addition to your 
  paladin level x 5.
  Ki-Fueled Divinity
  You can fuel your Channel Divinity with mystical 
  energy.
  Prerequisite: Multiclassed Cleric 3/Monk level 3.
  Benefit: You can spend 3 ki points. As a bonus 
  action, you focus on your inner ki to regain one use 
  of your Channel Divinity.
  Sacred Fist
  You are able to make an unarmed strike after 
  casting a cleric cantrip or spell.
  Prerequisite: Multiclassed Cleric level 3, Monk 3.
  Benefit: When you use your action to cast a cleric 
  cantrip or spell, you can spend 1 ki point to make 
  one unarmed strike as a bonus action.
  Sacred Flames
  Your unarmed strikes can deal extra divine fire 
  damage.
  Prerequisite: Multiclassed Cleric level 4, Monk 4.
  Benefit: You can spend 2 ki points and use a bonus 
  action to invoke divine flames around your hands 
  and feet.  For a number of turns equal to your cleric 
  level, your unarmed strikes deal 1d2 fire damage 
  and 1d2 radiant damage.
  Cleric / Paladin
  Blessed Hands
  Your Lay on Hands feature provides an additional 
  benefit.
  Prerequisite: Multiclassed Cleric level 1/Paladin 
  level 1.
  Benefit: When you touch a creature and use your 
  Lay on Hands feature on it, you can choose to 
  bestow upon it an effect similar to a bless spell.
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  
  68
  Chapter 3. Class Talents
  creatures equal to your Wisdom modifier within 30 
  feet of you.  Each creature can use their reaction to 
  make one weapon attack against a fey or fiend.
  Sanctify Weapons  
  Your Sacred Weapon Channel Divinity feature can 
  also temporarily bestow the same benefit to your 
  allies.
  Prerequisite: Multiclassed Cleric level 5/Paladin 
  level 5 (Oath of Devotion archetype).
  Benefit: When you use your Sacred Weapon 
  Channel Divinity feature, choose a number of 
  creatures equal to your Wisdom modifier within 30 
  feet of you.  Each creature's weapon gains the same 
  benefit until the start of your next turn.
  Cleric / Ranger
  Consecrated Harrier
  You can designate a foe as an enemy of your faith, 
  enabling you to hunt and strike it with ease.
  Prerequisite: Multiclassed Cleric level 2/Ranger 
  level 2.
  Benefit: Choose a creature you can see within 60 
  feet and mystically mark it as your quarry.  For 1 
  minute, you have advantage on weapon attack rolls 
  made against it, and any Wisdom (Perception) or 
  Wisdom (Survival) check made to find it.
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Divine Beast Companion
  You are able to command your beast companion to 
  attack after casting a spell.
  Prerequisite: Multiclassed Cleric level 5/Ranger 
  level 5 (Beast Master archetype).
  Benefit: When you use your action to cast a cleric 
  spell, you can use a bonus action to command 
  your beast companion to make one melee weapon 
  attack.   If the attack hits, you add your Wisdom 
  modifier to the beast's weapon damage roll.
  Judgement 
  You can increase the effectiveness of your cleric 
  spells.
  Prerequisite: Multiclassed Cleric level 2/Paladin 
  level 2.
  Benefit: When you cast a cleric spell that deals 
  damage, you can add your Charisma modifier to the 
  spell's damage.
  Purge the Faithless
  Your Turn the Faithless Channel Divinity feature 
  can allow your allies to instantly strike your foes.
  Prerequisite: Multiclassed Cleric level 5/Paladin 
  level 5 (Oath of Ancient archetype).
  Benefit: When you use your Turn the Faithless 
  Channel Divinity feature, choose a number of 
  
  69
  Chapter 1. Class Talents
  Cleric / Rogue
  Ardent Scoundrel
  Taking rogue levels help improve your knowledge 
  of spells faster than normal.
  Prerequisite: Multiclassed Cleric level 3/Rogue level 
  3.
  Benefit: When determining your available spell 
  slots in the Multiclass Spellcaster: Spell Slots Per 
  Spell Level table, you add half your rogue level if 
  you have Arcane Trickster feature, or a third if you 
  have a non-spellcasting rogue archetype.
  Cunning Divinity
  You can channel divine energy faster than normal.
  Prerequisite: Multiclassed Cleric level 2/Rogue level 
  2.
  Benefit: You can use a bonus action to use a 
  Channel Divinity feature that requires an action.
  Devoted Specialist
  Taking rogue levels help improve the number of 
  times you can use your Channel Divinity and Turn 
  Undead ability.
  Prerequisite: Multiclassed Cleric level 4/Rogue level 
  4.
  Benefit: When determining the number of times 
  you can use Channel Divinity between rests and the 
  effectiveness of your Turn Undead feature, you add 
  half your rogue levels to your cleric levels and you 
  treat the total as your Cleric level.
  Channel Divinity: Alter Fate
  You can channel divine energy to find an opening in 
  your opponent's defenses.
  Prerequisite: Multiclassed Cleric level 2/Rogue level 
  2.
  Benefit: You can use your Channel Divinity to reroll 
  an ability check or saving throw roll and add your 
  Wisdom modifier to the result.  You must use the 
  result of the second roll, even if it is lower.
  Channel Divinity: Sanctified Sight  
  You can channel divine energy to improve your 
  senses and tracking abilities.
  Prerequisite: Multiclassed Cleric level 1/Ranger 
  level 1.
  Benefit: As an action, you can use your Channel 
  Divinity to heighten your senses.  You have 
  advantage on Intelligence (Investigate) checks, 
  Wisdom (Perception) checks, and saving throws 
  made against illusions.   The effect lasts for 1 hour.
  Channel Divinity: Sacred Enemy  
  You can channel divine energy into your attacks 
  when fighting against a favored enemy.
  Prerequisite: Multiclassed Cleric level 3/Ranger 
  level 3.
  Benefit: As a bonus action, you can expend one use 
  of your Channel Divinity to empower your attacks 
  against a favored enemy.  For 1 minute, when you 
  hit a favored enemy with a weapon attack, you deal 
  an extra 1d6 radiant (if you're good or neutral) 
  or necrotic (if you're evil or neutral) damage, in 
  addition to the weapon damage.
  Undead Slayer  
  Your Turn Undead ability is more potent against 
  undead if they are your favored enemy.
  Prerequisite: Multiclassed Cleric level 2/Ranger 
  level 2.
  Benefit: An undead creature has disadvantage on 
  its saving throw against your Channel Divinity: 
  Turn Undead feature if your favored enemy 
  includes undead.  In addition, when determining 
  the CR of undead creatures destroyed, you add your 
  ranger levels to your total cleric level, as seen in 
  Cleric level column of the Destroy Undead table.  
    For example, if you are Cleric 5/Ranger 6, you 
  count as an 11th-level cleric and you can destroy 
  CR 2 or lower undead creatures when you use your 
  Channel Divinity: Turn Undead feature.
  
  70
  Chapter 3. Class Talents
  Channel Divinity: Fatespin
  You can channel divine energy to alter probability.
  Prerequisite: Multiclassed Cleric level 4/Sorcerer 
  level 4 (Wild Magic archetype).
  Benefit: When a creature you can see within 30 
  feet of you makes an ability check, attack roll, or 
  saving throw but before the outcome is determined, 
  you can use your reaction and expend one use of 
  your Channel Divinity to have the creature reroll.  
  You can spend any number of sorcery points and 
  add it to the result.  You can do this even after the 
  die was rolled.  
  Channel Divinity: Find Weakness
  You can channel divine energy to find an opening in 
  your opponent's defenses.
  Prerequisite: Multiclassed Cleric level 2/Rogue level 
  2.
  Benefit: You can use your Channel Divinity to gain 
  advantage on your next attack.  If you hit, you add 
  your Wisdom modifier to the damage rolled.
  Zealous Assassin
  Taking cleric levels help improve your Sneak 
  Attack.
  Prerequisite: Multiclassed Cleric level 3/Rogue level 
  3.
  Benefit: When determining the amount of extra 
  damage you do with your Sneak Attack, you add a 
  third of your cleric levels to your rogue levels and 
  you treat the total as your rogue level in the Sneak 
  Attack column of the Rogue table.
  Cleric / Sorcerer
  Arcane-Fueled Divinity
  You can fuel your Channel Divinity uses with arcane 
  energy.
  Prerequisite: Multiclassed Cleric level 4/Sorcerer 
  level 4.
  Benefit: You can spend 4 sorcery points. As a 
  bonus action, you channel arcane energy to regain 
  one use of your Channel Divinity.
  Channel Divinity: Recover Sorcery
  You can fuel your arcane abilities with divine 
  energy.
  Prerequisite: Multiclassed Cleric level 4/Sorcerer 
  level 4.
  Benefit: As an action, you use your Channel 
  Divinity and present your holy symbol and recite a 
  prayer. You regain 4 sorcery points.  
  
  71
  Chapter 1. Class Talents
  Cleric / Wizard
  Doctrinist 
  You can increase the effectiveness of your cleric 
  spells.
  Prerequisite: Multiclassed Cleric level 1/Wizard 
  level 1.
  Benefit: When you cast a cleric spell that deals 
  damage or allows a creature to regain hit points, 
  you can add your Intelligence modifier to the spell's 
  damage or the number of hit points regained.
  Dogmatist 
  You can increase the potency of your wizard spells.
  Prerequisite: Multiclassed Cleric level 2/Wizard 
  level 2.
  Benefit: When you cast a wizard spell, you can add 
  your Wisdom modifier to the saving throw DC of 
  the spell.  
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Mystic Theurge
  You have more knowledge of arcane and divine 
  spells than normal.
  Prerequisite: Multiclassed Cleric level 6/Wizard 
  level 6, Theurge, Mystic.
  Benefit: When determining the cleric spells you 
  know and can prepare, you add half of your wizard 
  levels (rounded down) to your cleric levels and 
  treat the total as your cleric level, as shown in the 
  Druid table.   When determining the wizard spells 
  you know and can prepare, you add half of your 
  cleric levels (rounded down) to your wizard levels 
  and treat the total as your wizard level, as shown in 
  the Druid table. This feature supercedes Mystic.
    For example, if you are a cleric 6/wizard 6, you 
  count as a 9th-level cleric and 9th-level wizard 
  in determining what cleric and wizard spells you 
  can prepare, instead of just being 6th-level in 
  both.  With a Wisdom of 18, your list of prepared 
  spells for each class can include a total of thirteen 
  1st, 2nd, 3rd, 4th, and 5th-level spells, in any 
  combination.  Note, however, that you are still a 
  Cleric / Warlock
  Arcane-Fueled Divinity
  You can fuel your Channel Divinity uses with arcane 
  energy.
  Prerequisite: Multiclassed Cleric level 2/Warlock 
  level 2.
  Benefit: You can expend one spell slot. As a bonus 
  action, you channel arcane energy to regain one use 
  of your Channel Divinity.
  Channel Divinity: Recover Arcana
  You can fuel your arcane abilities with divine 
  energy.
  Prerequisite: Multiclassed Cleric level 5/Warlock 
  level 5.
  Benefit: As an action, you use your Channel 
  Divinity and present your holy symbol and recite a 
  prayer. You regain one Warlock spell slot.  
  
  72
  Chapter 3. Class Talents
  level 1.
  Benefit: While you are wearing light or no armor, 
  your AC equals 10 + your Dexterity modifier + your 
  Wisdom modifier.
  Druid / Monk
  Fist of the Elements
  You can channel elemental energy to empower your 
  melee attacks with radiant energy.
  Prerequisite: Multiclassed Druid level 3/Monk level 
  3.
  Benefit: When you hit a creature with a weapon 
  attack, you can expend one spell slot to deal cold, 
  fire, lightning, poison, or thunder (your choice) 
  damage to the target, in addition to the weapon's 
  damage.  The extra damage is equal to 1d8 for each 
  level of the spell slot, to a maximum of 4d8.  
  Fist of the Tempest
  You can channel elemental energy to make yourself 
  move blindingly quick and strike multiple targets 
  twice.
  Prerequisite: Multiclassed Druid level 5/Monk level 
  5.
  Benefit: As an action, you spend up to 3 ki points.  
  Choose a number of creatures equal to twice the 
  ki points spent within 20 feet of you.  Make an 
  unarmed strike or monk weapon attack against 
  each target twice.    
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Mountain Lion Step
  You can move quicker than normal, even over 
  difficult terrain.
  Prerequisite: Multiclassed Druid 2/Monk level 2.
  Benefit: You can spend 1 ki point. As a bonus 
  action, you can take the Dash action.  Until the end 
  of the turn, moving through nonmagical difficult 
  12th-level spellcaster when determining your 
  available spell slots.
  Spiritual Counter
  You can counter spells using with divine energy.
  Prerequisite: Multiclassed Cleric level 3/Wizard 
  level 3.
  Benefit: You can expend a use of your Channel 
  Divinity to cast counter spell.  You cast it as if 
  you use a spell slot equal to half your cleric level 
  (minimum of 3, maximum of 5).
  Theologist 
  You can increase the potency of your cleric spells.
  Prerequisite: Multiclassed Cleric level 2/Wizard 
  level 2.
  Benefit: When you cast a cleric spell, you can add 
  your Intelligence modifier to the saving throw DC 
  of the spell.  
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Druid / Fighter
  Primal Rejuvenation 
  You continue to regain hit points after you use 
  Second Wind.
  Prerequisite: Multiclassed Druid level 2/Fighter 
  level 2.
  Benefit: At the start of each of your turns after you 
  use Second Wind, you regain hit points equal to 
  your Constitution modifier.  This lasts a number of 
  rounds equal to your druid level.
  Wildblood 
  You can defend yourself better wearing light or no 
  armor. 
  Prerequisite: Multiclassed Druid level 1/Fighter 
  
  73
  Chapter 1. Class Talents
  Ki-Fueled Transformation
  You can fuel your Wild Shape with mystical energy.
  Prerequisite: Multiclassed Druid 3/Monk level 3.
  Benefit: You can spend 3 ki points. As a bonus 
  action, you focus on your inner ki to regain one use 
  of your Wild Shape.
  Druid / Paladin
  Aura of Vigor
  You can channel primal energy to heal allies within 
  your Aura of Protection.
  Prerequisite: Multiclassed Druid level 6/Paladin 
  level 6.
  Benefit: As an action, you touch your holy symbol 
  and utter an prayer.  For 1 minute, an allied 
  creature that starts its turn within your Aura 
  of Protection regains hit points equal to your 
  Charisma modifier.
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Earthstrength 
  You can defend yourself better wearing light or no 
  armor. 
  Prerequisite: Multiclassed Druid level 1/Paladin 
  level 1.
  Benefit: While you are wearing light or no armor, 
  your AC equals 10 + your Dexterity modifier + your 
  Constitution modifier.
  Invigorating Hands
  Your Lay on Hands feature also heals wounds over 
  time.
  Prerequisite: Multiclassed Druid level 1/Paladin 
  level 1.
  Benefit: When you touch a creature and use your 
  Lay on Hands feature on it, you can choose to have 
  the creature regain 1d4 hit points for 1 minute.
  terrain costs you no extra movement. You can also 
  pass through nonmagical plants without being 
  slowed by them and without taking damage from 
  them if they have thorns, spines, or a similar 
  hazard.
  Primal Fist
  You are able to make an unarmed strike after 
  casting a druid cantrip or spell.
  Prerequisite: Multiclassed Druid level 3, Monk 3.
  Benefit: When you use your action to cast a druid 
  cantrip or spell, you can spend 1 ki point to make 
  one unarmed strike as a bonus action.
  
  74
  Chapter 3. Class Talents
  Prerequisite: Multiclassed Druid level 1/Ranger 
  level 1.
  Benefit: While you are wearing light or no armor, 
  your AC equals 10 + your Dexterity modifier + your 
  Wisdom modifier.
  Druid / Rogue
  Cunning Beast
  You can use your Sneak Attack feature while 
  transformed.
  Prerequisite: Multiclassed Druid level 2/Rogue level 
  2.
  Benefit: You can use your Sneak Attack feature 
  when using your beast form's natural weapons, 
  such as a claw or bite.
  Cunning Transformation
  You can channel divine energy faster than normal.
  Prerequisite: Multiclassed Druid level 2/Rogue level 
  2.
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Primal-Fueled Divinity 
  You can harness primal energy into divine energy.
  Prerequisite: Multiclassed Druid level 2/Paladin 2..
  Benefit: You can expend one use of your Wild 
  Shape to regain one use of your Channel Divinity.
  Druid / Ranger
  Divine Beast Companion
  You are able to command your beast companion to 
  attack after casting a spell.
  Prerequisite: Multiclassed Druid level 5/Ranger 
  level 5 (Beast Master archetype).
  Benefit: When you use your action to cast a druid 
  spell, you can use a bonus action to command 
  your beast companion to make one melee weapon 
  attack.   If the attack hits, you add your Wisdom 
  modifier to the beast's weapon damage roll.
  Tree Stride
  You can magically enter a tree and leave from 
  another.
  Prerequisite: Multiclassed Druid level 4/Ronger 
  level 4.
  Benefit: Once on your turn, you can use 10 feet of  
  your movement to step magically into one living 
  tree within your reach and emerge from a second 
  living tree within 60 feet of the first tree, appearing 
  in an unoccupied space within 5 feet of the second 
  tree. Both trees must be Large or bigger.
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Wildblood 
  You can defend yourself better wearing light or no 
  armor. 
  
  75
  Chapter 1. Class Talents
  Call Spirit Companion
  You can summon a creature that does not require 
  concentration to control.
  Prerequisite: Multiclassed Druid level 5/Sorcerer 
  level 5.
  Benefit: When you cast Conjure Animals, Conjure 
  Elemental, Conjure Minor Elementals, or Conjure 
  Woodland Beings, you can spend a number of 
  sorcery points equal to the spell's level. The 
  summoned creature is always under your control 
  and does not require concentration to control or 
  maintain. Only one creature can be summoned 
  when you use this feature and it lasts for 8 hours. 
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Primal-Fueled Sorcery
  You can fuel your arcane abilities with divine 
  energy.
  Prerequisite: Multiclassed Druid level 4/Sorcerer 
  level 4.
  Benefit: As an action, you spend one use of your 
  Wild Shape and touch your druidic focus. You 
  regain 4 sorcery points.  
  Shaman
  You can increase the effectiveness of both your 
  druid and sorcerer spells.
  Prerequisite: Multiclassed Druid level 6/Sorcerer 
  level 6.
  Benefit: When you cast a druid spell that allows 
  a creature to regain hit points, you can add your 
  Charisma modifier to the number of hit points 
  regained.  When you cast a sorcerer spell that deals 
  damage, you can add your Wisdom modifier to the 
  spell's damage.
  Verdant Sorcerer
  Taking druid levels help you attain higher level 
  sorcerer features.
  Prerequisite: Multiclassed Druid level 3/Sorcerer 
  level 3.
  Benefit: When determining the amount of sorcery 
  Benefit: You can use a bonus action to use your 
  Wild Shape feature.
  Primal Assassin
  Taking druid levels help improve your Sneak 
  Attack.
  Prerequisite: Multiclassed Druid level 3/Rogue level 
  3.
  Benefit: When determining the amount of extra 
  damage you do with your Sneak Attack, you add a 
  third of your druid levels (rounded down) to your 
  rogue levels and you treat the total as your rogue 
  level in the Sneak Attack column of the Rogue table.
  Tree Stride
  You can magically enter a tree and leave from 
  another.
  Prerequisite: Multiclassed Druid level 4/Rogue level 
  4.
  Benefit: Once on your turn, you can use 10 feet of  
  your movement to step magically into one living 
  tree within your reach and emerge from a second 
  living tree within 60 feet of the first tree, appearing 
  in an unoccupied space within 5 feet of the second 
  tree. Both trees must be Large or bigger.
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Druid / Sorcerer
  Arcane-Fueled Transformation
  You can fuel your Wild Shape uses with arcane 
  energy.
  Prerequisite: Multiclassed Druid level 4/Sorcerer 
  level 4.
  Benefit: You can spend 4 sorcery points. As a 
  bonus action, you channel arcane energy to regain 
  one use of your Wild Shape.
  
  76
  Chapter 3. Class Talents
  Mage of the Unseelie Court
  You have a patron from the Unseelie Court that has 
  bestowed upon you a boon.  
  Prerequisite: Multiclassed Druid level 3/Warlock 
  level 3 (The Archfey Patron).
  Benefit: When you cast an enchantment or illusion 
  spell that forces a creature to make a saving throw 
  to resist its effects, you can choose to give the 
  creature disadvantage on their first saving throw 
  made against the spell.
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Recover Eldritch Magic
  You can fuel your arcane abilities with primal 
  energy.
  Prerequisite: Multiclassed Druid level 5/Warlock 
  level 5.
  Benefit: As an action, you use your Wild Shape and 
  present your druidic focus and recite a prayer. You 
  regain one Warlock spell slot.  
  Druid / Wizard
  Natural Arcana
  You can increase the potency of your wizard spells.
  Prerequisite: Multiclassed Druid level 2/Wizard 
  level 2.
  Benefit: When you cast a wizard spell, you can add 
  your Wisdom modifier to the saving throw DC of 
  the spell.  
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Primal Lore 
  You can increase the potency of your druid spells.
  Prerequisite: Multiclassed Druid level 2/Wizard 
  level 2.
  Benefit: When you cast a druid spell, you can add 
  points and Sorcerous Origin features you have, you 
  add a third of your druid levels (rounded down) to 
  your sorcerer levels and you treat the total as your 
  sorcerer level in the Sorcerer table.
  Druid / Warlock
  Primal-Fueled Arcana
  You can fuel your Wild Shape uses with arcane 
  energy.
  Prerequisite: Multiclassed Druid level 2/Warlock 
  level 2.
  Benefit: You can expend one spell slot. As a bonus 
  action, you channel arcane energy to regain one use 
  of your Wild Shape.
  
  77
  Chapter 1. Class Talents
  Fighter / Monk
  Fist of the Tiger   
  You are an expert in the Tiger style of martial arts, 
  which is characterized by sudden burst of ferocity 
  and movement and followed with concentrated, 
  paralyzing attacks that target nerve and joint 
  points.
  Prerequisite: Multiclassed Fighter level 4/Monk 
  level 4
  Benefit: When you use Action Surge and you 
  hit a creature with an unarmed strike or a monk 
  weapon, you can spend 2 ki points.  The target 
  must succeed on a Constitution saving throw or 
  be paralyzed for 1 minute.  The DC is equal to 8 + 
  your proficiency bonus + your Wisdom modifier.  
  A creature can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a 
  success. 
  Ki Surge
  You can regain your Action Surge by harnessing 
  mystical power.
  Prerequisite: Multiclassed Fighter level 5/Monk 
  level 5.
  Benefit: You can spend 5 ki points to fuel your 
  Action Surge. As a bonus action, you touch your 
  holy symbol, utter a prayer, and regain a use of your 
  Action Surge.
  Inner Ki  
  You regain ki energy when you use Second Wind.
  Prerequisite: Multiclassed Fighter level 2/Monk 
  level 2
  Benefit: When you use your Second Wind feature, 
  you also regain 1 ki point.
  Sudden Wind  
  You can use Second Wind quickly.
  Prerequisite: Multiclassed Fighter level 2/Monk 
  level 2
  Benefit: You can spend 2 ki points and take a bonus 
  action to use your Second Wind feature.
  your Intelligence modifier to the saving throw DC 
  of the spell.  
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Transmogrifist
  You can imbue yourself with magical abilities while 
  in beast form.
  Prerequisite: Multiclassed Druid level 4/Wizard 
  level 4 (Transmuter archetype)
  Benefit: While in beast form, you can use a bonus 
  action to expend a spell slot (up to 5th level ) to 
  give youself enhanced abilities and features:
  Energy Breath. Until the end of the turn, you can 
  use an action to exhale destructive energy in a 
  30-foot line that is 5-wide or a 15-foot cone (your 
  choice).  Each creature in that area must succeed 
  on a Dexterity saving throw equal to your spell 
  save DC, taking 2d8 energy damage per level of the 
  spell slot expended on a failed save, or half as much 
  on a successful one.  You can choose the type of 
  energy (acid, cold, fire, lightning, poison) when you 
  breathe.
  Extended Limbs. Your melee reach extends by 5 
  feet for a number of turns equal to the level of the 
  spell slot expended.
  Mystical Strike. Until the end of the turn, your 
  melee attacks deal 1d8 force damage per level of 
  the spell slot expended.
  Sprout Wings. Your body sprouts bat-like or 
  feathered wings (your choice) and you gain a fly 
  speed of 40 feet for or a number of turns equal to 
  the level of the spell slot expended.
  Witch Doctor
  You can increase the effectiveness of both your 
  druid and wizard spells.
  Prerequisite: Multiclassed Druid level 5/Wizard 
  level 5.
  Benefit: When you cast a druid spell that allows 
  a creature to regain hit points, you can add your 
  Intelligence modifier to the number of hit points 
  regained.  When you cast a wizard spell that deals 
  damage, you can add your Wisdom modifier to the 
  spell's damage.
  
  78
  Chapter 3. Class Talents
  Channel Divinity: Heroic Surge
  You can regain your Action Surge by harnessing 
  divine power.
  Prerequisite: Multiclassed Fighter level 5/Paladin 
  level 5.
  Benefit: You can expend a use of your Channel 
  Divinity to fuel your Action Surge. As a bonus 
  action, you touch your holy symbol, utter a prayer, 
  and regain a use of your Action Surge.
  Stamina-Fueled Divinity  
  You regain divine energy when you use Second 
  Wind.
  Prerequisite: Multiclassed Fighter level 2/Paladin 
  level 2
  Benefit: As a bonus action, you can expend a use 
  of your Second Wind to regain one use of your 
  Channel Divinity feature.
  Fighter / Ranger
  Battle Hunter
  Your battle master maneuvers are more effective 
  against favored enemies.
  Prerequisite: Multiclassed Fighter level 3 (Battle 
  Master archetype) / Ranger level 3.
  Benefit: When you use a maneuver against 
  a favored enemy that allows you to add the 
  superiority die rolled to the damage roll, you add 
  the superiority die twice instead of just once.
  Eldritch Hunter
  Your spells are more effective against favored 
  enemies.
  Prerequisite: Multiclassed Fighter level 3 (Eldritch 
  Knight archetype) / Ranger level 3.
  Benefit: When a favored enemy takes damage 
  from an arcane spell you cast, it takes extra damage 
  equal to your Intelligence modifier.
  Fighter / Paladin
  Channel Divinity: Renewal
  You can fuel your bardic inspiration with divine 
  energy.
  Prerequisite: Multiclassed Fighter level 2 / Paladin 
  level 2.
  Benefit: As a bonus action, you can expend a use 
  of your Channel Divinity to regain one use of your 
  Second Wind.
  
  79
  Chapter 1. Class Talents
  Unfettered Defense 
  You can anticipate attacks and make yourself 
  harder to hit if you are wearing no armor. 
  Prerequisite: Multiclassed Fighter level 3 (Eldritch 
  Knight archetype)/Rogue level 3.
  Benefit: While you are wearing no armor, your 
  AC equals 10 + your Dexterity modifier + your 
  Intelligence modifier.
  Fighter / Sorcerer
  Sorcerous Blood  
  You regain sorcery points when you use Second 
  Hunter Champion
  You can deal more damage when you critically hit a 
  favored enemy.
  Prerequisite: Multiclassed Fighter level 3 
  (Champion archetype) / Ranger level 3.
  Benefit: When you score a critical hit against a 
  favored enemy, you roll all of the attack's damage 
  dice three times, instead of just twice, and then 
  add them all together.  In addition, when you make 
  a saving throw against a favored enemy's attack, 
  spell, or feature, your proficiency bonus is doubled 
  if you used a saving throw that you are proficient 
  in, or half your proficiency bonus if you are not.
  Fighter / Rogue
  Arterial Strike
  Your slashing or piercing attacks can sever arteries 
  and cause bleeding. 
  Prerequisite: Multiclassed Fighter level 3 
  (Champion archetype) / Rogue level 3.
  Benefit: When you successfully hit and damage 
  a creature with a Sneak Attack, you can choose to 
  cause its wound to bleed profusely.  At the start 
  of each of your turns, the creature takes damage 
  equal to 1d6 + your fighter level.  The creature can 
  use a Healer's Kit to end the bleeding.  Regaining 
  hit points through any type of magical healing also 
  ends the bleeding.  Constructs and undead are 
  immune to this effect.
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Superior Strike
  Your Sneak Attack can be more effective.
  Prerequisite: Multiclassed Fighter level 3 (Battle 
  Master archetype) / Rogue level 3.
  Benefit: When you hit a creature with a Sneak 
  Attack, you can expend one superiority die and add 
  twice the die rolled to the attack's damage roll.
  
  80
  Chapter 3. Class Talents
  Benefit: As a bonus action, you can expend a use of 
  your Second Wind feature to regain a spell slot.
  Monk / Paladin
  Fist of the Golden Dragon   
  You are an expert in the divine Dragon style 
  of martial arts, which is characterized by the 
  majestic and smooth swaying and curving smooth 
  movements to unite defense and offense in a single 
  pattern.
  Prerequisite: Multiclassed Monk level 4/Paladin 
  level 4
  Benefit: When an attacker you can see hits you 
  with an attack, you can spend a use of your Channel 
  Divinity and reduce the attack’s damage to 0. You 
  can then use your reaction to make one unarmed 
  strike or melee attack with a monk weapon against 
  the attacker.   If you hit, you can add your Wisdom 
  modifier to the damage rolled.
  Mystical Hands
  You channel ki energy into your Lay on Hands 
  feature to make it more effective.
  Prerequisite: Multiclassed Monk level 2/Paladin 
  level 2.
  Benefit: When you use your Lay on Hands feature, 
  you can spend up to 3 ki points to increase the 
  number of hit points restored by 10 per 1 ki point 
  spent.  This extra amount does not count as part of 
  your pool of healing.
  Monk / Ranger
  Fist of the Leopard   
  You are an expert in the Leopard style of martial 
  arts, which is characterized by explosive speed 
  Wind.
  Prerequisite: Multiclassed Fighter level 2/Sorcerer 
  level 2
  Benefit: When you use your Second Wind feature, 
  you also regain 1 sorcery point.
  Sorcerous Surge
  You can regain your Action Surge by harnessing 
  mystical power.
  Prerequisite: Multiclassed Fighter level 5/Sorcerer 
  level 5.
  Benefit: You can spend 5 sorcery points to fuel 
  your Action Surge. As a bonus action, you touch 
  your arcane focus and regain a use of your Action 
  Surge.
  Sorcerous Stamina  
  You can use Second Wind quickly.
  Prerequisite: Multiclassed Fighter level 2/Monk 
  level 2
  Benefit: You can spend 2 sorcery points and take a 
  bonus action to use your Second Wind feature.
  Fighter / Warlock
  Spell Surge  
  You can use your Action Surge to fuel your arcane 
  abilities.
  Prerequisite: Multiclassed Fighter level 2/Warlock 
  level 2
  Benefit: As a bonus action, you can expend one use 
  of your Action Surge to regain two spell slots.
  Stamina-Fueled Arcana
  You can use your stamina to fuel your arcane 
  abilities.
  Prerequisite: Multiclassed Fighter level 2/Warlock 
  level 2.
  
  81
  Chapter 1. Class Talents
  any equipment you are wearing or carrying, until 
  the start of your next turn, or until you attack or 
  cast a spell.
  Monk / Sorcerer
  Draconic Fist
  Your unarmed strikes can deal extra damage.
  Prerequisite: Multiclassed Monk 3/Sorcerer 3 
  (Draconic Bloodline archetype).
  Benefit: You can a expend spell slot.  Until the end 
  of the turn, your unarmed strikes deal 1d4 damage 
  followed by multiple strikes.
  Prerequisite: Multiclassed Monk level 4/Ranger 
  level 4.
  Benefit: When you take the Dash action on your 
  turn, you can spend 2 ki points and make three 
  unarmed strikes or melee weapon attacks with a 
  monk weapon as a bonus action.
  Versed in the Enemy    
  You are an expert in fighting your favored enemy 
  and know its pressure points and weaknesses well.
  Prerequisite: Multiclassed Monk level 5/Ranger 
  level 5
  Benefit: When you hit a favored enemy with an 
  unarmed strike or a melee weapon attack with a 
  monk weapon, you can add your Wisdom modifier 
  to the damage roll.
  Monk / Rogue
  Fist of the Snake   
  You are an expert in the Snake style of martial arts, 
  which is characterized by maneuverability followed 
  by direct, targeted attacks.
  Prerequisite: Multiclassed Monk level 4/Rogue level 
  4.
  Benefit: When you take the Disengage action on 
  your turn and move at least 20 feet, you can spend 
  2 ki points and make two unarmed strikes or melee 
  weapon attacks with a monk weapon as a bonus 
  action.  You have advantage on these attack rolls.
  Ki Vanish   
  You can channel mystical energy to cause yourself 
  to disappear temporarily.
  Prerequisite: Multiclassed Monk level 3/Rogue level 
  3.
  Benefit: As a bonus action, you can spend 2 ki 
  points and magically become invisible, along with 
  
  82
  Chapter 3. Class Talents
  hit a creature, object, or a magical effect with your 
  unarmed strike, any spell of a level equal or lower 
  to the ki points spent ends.  You gain temporary hit 
  points equal to the total level of spells dispelled.
  Hungry Darkness
  Your unarmed strike can absorb magic.
  Prerequisite: Multiclassed Monk level 5 (Way of 
  Shadow archetype)/Warlock level 5.
  Benefit: You can spend 3 ki points.  As an action, 
  you create a magical darkness identical to the 
  darkness spell.  A creature that starts its turn 
  within the area takes 2d4 necrotic damage.  When a 
  creature moves into or within the area, it takes 2d4 
  necrotic damage for every 5 feet it travels.  You are 
  immune to the hungry darkness's damage.
  per level of the spell slot spent, up to a maximum 
  of 5d4.  The type of damage is associated with your 
  draconic ancestry, as shown in the Damage type 
  column of the Dragonic Ancestry table.
  Greater Draconic Fist
  Your unarmed strikes project energy.
  Prerequisite: Multiclassed Monk 4/Sorcerer 4 
  (Draconic Bloodline archetype), Draconic Fist.
  Benefit: As Draconic Fist, but you can also spend 
  1 ki point to have energy flames extend from your 
  fists when you strike.  Until the end of the turn, 
  your unarmed strikes have a reach of 15 feet. 
  Ki-Fueled Sorcery
  You can fuel your font of magic with mystical 
  energy.
  Prerequisite: Multiclassed Monk level 2/Sorcerer 
  level 2.
  Benefit: You can spend 2 ki points. As a bonus 
  action, you focus on your inner ki to regain 1 
  sorcery point.
  Sorcerous Ki
  You can fuel your ki by harnessing sorcerous power.
  Prerequisite: Multiclassed Monk level 2/Sorcerer 
  level 2.
  Benefit: You can spend 1 sorcery point. As a bonus 
  action, you touch your arcane focus, and regain 2 ki 
  points.  
  Monk / Warlock
  Devour Magic
  Your unarmed strike can absorb magic.
  Prerequisite: Multiclassed Monk level 5/Warlock 
  level 5.
  Benefit: You can spend up to 5 ki points.  When you 
  
  83
  Chapter 1. Class Talents
  Paladin / Ranger
  Smite Favored Enemy
  Your Divine Smite feature is more effective against 
  favored enemies.
  Prerequisite: Multiclassed Paladin level 2/Ranger 
  level 2.
  Benefit: When you use your Divine Smite feature 
  when you hit a favored enemy, the extra damage is 
  2d10 for a 1st-level spell slot, plus 1d10 for each 
  spell level higher than 1st, to a maximum of 5d10.  
  The damage increases by 1d10 if the target is an 
  undead or a fiend.
  Abjure Favored Enemy  
  Your Abjure Enemy feature is more potent against 
  favored enemies.
  Prerequisite: Multiclassed Paladin level 3 (Oath of 
  Vengeance archetype)/Ranger level 3.
  Ki-Fueled Arcana
  You can fuel your eldrtich magic with mystical 
  energy.
  Prerequisite: Multiclassed Monk level 3/Warlock 
  level 3.
  Benefit: You can spend up to 5 ki points. As a 
  bonus action, you focus on your inner ki to regain 
  one spell slot.  The ki points spent must equal your 
  current slot level, as seen in the Slot Level column 
  of the Warlock table.  For example, if you are a 
  Monk 5/Warlock 5, you must spend 3 ki points to 
  regain a spell slot (of 3rd level).
  Monk / Wizard
  Fist of the Elements
  You can transform your fists into elemental matter, 
  imbuing it with additional abilities.
  Prerequisite: Multiclassed Monk level 3/Wizard 
  level 3 (Transmuter archetype)
  Benefit: As a bonus action, you can expend 
  a spell slot (up to 5th level ) to give youself 
  enhanced abilities and features that last while you 
  concentrate, up to a number of rounds equal to the 
  spell slot level expended:
  Earth. Your fists transform into a granite-like 
  composition.  Your unarmed strikes deal twice 
  your unarmed strike normal damage, as seen in the 
  Martial Arts column of the Monk Table.  In addition, 
  your unarmed strikes count as adamantine 
  weapons. 
  Fire. Your fists transform into a lava-like 
  composition.  Your unarmed strikes deal an 
  additional 1d8 fire damage.  Your touch ignites 
  flammable objects not being worn or carried, and 
  your fists shed bright light in a 20-foot radius and 
  dim light in an additional 20 feet. 
  Ice. Your fists transform into an icy-hard 
  composition.  Your unarmed strikes deal an 
  additional 1d6 cold damage.  A creature that takes 
  cold damage from your unarmed strike gains 
  disadvantage on its next attack roll.  This effect 
  does not stack.  
  
  84
  Chapter 3. Class Talents
  Prerequisite: Multiclassed Paladin level 4/Sorcerer 
  level 4.
  Benefit: As an action, you use your Channel 
  Divinity and present your holy symbol and recite a 
  prayer. You regain 4 sorcery points.  
  Paladin / Warlock
  Arcane-Fueled Divinity
  You can fuel your Channel Divinity uses with arcane 
  energy.
  Prerequisite: Multiclassed Paladin level 2/Warlock 
  level 2.
  Benefit: You can expend one spell slot. As a bonus 
  action, you channel arcane energy to regain one use 
  of your Channel Divinity.
  Benefit: After using your Channel Divinity: Abjure 
  Enemy against a favored enemy, you can use a 
  bonus action to make a weapon attack against that 
  enemy.
  Sacred Bane Weapon  
  Your Sacred Weapon feature is more 
  potent against favored enemies.
  Prerequisite: Multiclassed Paladin level 3 
  (Oath of Devotion archetype)/Ranger level 
  3.
  Benefit: While Sacred Weapon is in effect, 
  your weapon attacks deal an extra 1d8 
  radiant damage when you hit a favored 
  enemy.
  Nature's Fury  
  Your Nature's Wrath feature is more 
  potent against favored enemies.
  Prerequisite: Multiclassed Paladin level 3 
  (Oath of the Ancients archetype)/Ranger 
  level 3.
  Benefit: Favored enemies have 
  disadvantage on their saving throws 
  against your Channel Divinity: Nature's 
  Wrath feature.
  Paladin / Sorcerer
  Arcane-Fueled Divinity
  You can fuel your Channel Divinity uses with arcane 
  energy.
  Prerequisite: Multiclassed Paladin level 4/Sorcerer 
  level 4.
  Benefit: You can spend 4 sorcery points. As a 
  bonus action, you channel arcane energy to regain 
  one use of your Channel Divinity.
  Channel Divinity: Recover Sorcery
  You can fuel your arcane abilities with divine 
  energy.
  
  85
  Chapter 1. Class Talents
  Ranger / Sorcerer
  Call Spirit Companion
  You can summon a summon a creature that does 
  not require concentration to control.
  Prerequisite: Multiclassed Ranger level 5/Sorcerer 
  level 5.
  Benefit: When you cast Conjure Animals and 
  Conjure Woodland Beings, you can spend a number 
  of sorcery points equal to the spell's level.  The 
  summoned creature is always under your control 
  and does not require concentration to control or 
  maintain.   Only one creature can be summoned 
  when you use this feature and it lasts for 8 hours. 
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Channel Divinity: Recover Arcana
  You can fuel your arcane abilities with divine 
  energy.
  Prerequisite: Multiclassed Paladin level 5/Warlock 
  level 5.
  Benefit: As an action, you use your Channel 
  Divinity and present your holy symbol and recite a 
  prayer. You regain one Warlock spell slot.  
  Paladin / Wizard
  Spiritual Counter
  You can counter spells using with divine energy.
  Prerequisite: Multiclassed Paladin level 3/Wizard 
  level 3.
  Benefit: You can expend a use of your Channel 
  Divinity to cast counter spell.  You cast it as if 
  you use a spell slot equal to half your cleric level 
  (minimum of 3, maximum of 5).
  Ranger / Rogue
  Specialist Killer
  Your sneak attacks are deadlier against favored 
  enemies.
  Prerequisite: Multiclassed Ranger level 3/Rogue 
  level 3.
  Benefit: When you hit a favored enemy with a 
  Sneak Attack, your Sneak attack damage die is 1d8 
  instead of just 1d6. 
  
  86
  Chapter 3. Class Talents
  Ranger / Wizard
  Archer of the Arcane Order
  You can imbue your arrows with arcane spells.  
  Prerequisite: Multiclassed Ranger level 3/Wizard 
  level 3.
  Benefit: When you cast a spell that requires a 
  ranged spell attack against a target, you can make a 
  ranged weapon attack instead to deliver the spell to 
  the target.  You must use your Strength or Dexterity 
  ability modifier to make the attack.  If it hits, you 
  deal your normal weapon damage in addition to 
  the spell's damage and other effects it may have.
   
  Rogue / Sorcerer
  Arcane Vanish    
  You can channel arcane energy to cause yourself to 
  disappear temporarily.
  Prerequisite: Multiclassed Rogue level 3/Sorcerer 
  level 3.
  Benefit: As a bonus action, you can spend 1 sorcery 
  point and magically become invisible, along with 
  any equipment you are wearing or carrying, until 
  the start of your next turn, or until you attack or 
  cast a spell.
  Rogue / Warlock
  Eldritch Assassin   
  You know how to strike subtly with your eldritch 
  blast and exploit a foe's distraction .
  Prerequisite: Multiclassed Rogue level 3/Warlock 
  level 3.
  Benefit: When you cast edritch blast and have 
  advantage on the attack roll, you can add your 
  Sneak attack damage to the spell's damage roll.
  Ranger / Warlock
  Stalker of the Unseelie Court
  You have a patron from the Unseelie Court that has 
  bestowed upon you a boon.  
  Prerequisite: Multiclassed Ranger level 4/Warlock 
  level 4 (The Archfey Patron).
  Benefit: As a bonus action, you can expend a spell 
  slot to magically become invisible, along with 
  any equipment you are wearing or carrying.  The 
  invisibility lasts for as long as you concentrate or 
  up to 1 minute. 
  
  87
  Chapter 1. Class Talents
  Stalker of the Unseelie Court
  You have a patron from the Unseelie Court that has 
  bestowed upon you a boon.  
  Prerequisite: Multiclassed Rogue level 4/Warlock 
  level 4 (The Archfey Patron).
  Benefit: As a bonus action, you can expend a spell 
  slot to magically become invisible, along with 
  any equipment you are wearing or carrying.  The 
  invisibility lasts for as long as you concentrate or 
  up to 1 minute. 
  Sorcerer / Warlock
  Mage of the Unseelie Court
  You have a patron from the Unseelie Court that has 
  bestowed upon you a boon.  
  Prerequisite: Multiclassed Sorcerer level 3/Warlock 
  level 3 (The Archfey Patron).
  Benefit: When you cast an enchantment or illusion 
  spell that forces a creature to make a saving throw 
  to resist its effects, you can choose to give the 
  creature disadvantage on their first saving throw 
  made against the spell.
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  
  88
  Other Dragonix Products
  AVAILABLE NOW!
  MONSTER TALENTS
  DM OPTIONS
  Mannix 'Dragonix' Manansala
  
  89
              Other Dragonix Products
  a 325+ page supplement to the monster manual
  that adds over 475 creature stat blocks!
  Mannix 'Dragonix' Manansala
  MONSTER MANUAL EXPANDED
  AVAILABLE NOW!
  
  90
  Other Dragonix Products
  an incredible 300+ page supplement to the monster manual,
  volo's guide to monsters, and mordenkainen's tome of foes!
  Mannix 'Dragonix' Manansala
  MONSTER MANUAL EXPANDED II
  AVAILABLE NOW!
  
  91
              Other Dragonix Products
  INTO THE
  DRAGON’S MAW
  AVAILABLE NOW!
  An Exciting Adventure with a Twist
  for Characters of 4th to 6th level
  Mannix 'Dragonix' Manansala
  
  92
  Other Dragonix Products
  THANK YOU FOR PUCHASING
  THIS BOOK! IF YOU ENJOYED IT, 
  PLEASE LEAVE A REVIEW!
  
  Abjure Favored Enemy, 83
  Adaptable Nature, 24
  Add Insult to Injury, 61
  Agile Trunk, 25
  Amphibious, 30
  Aquan Telepathy, 30
  Aquatic Sense, 30
  Arcane Defender, 34
  Arcane Defender, 45
  Arcane Defender, 48
  Arcane Harmony, 65
  Arcane Knight, 34
  Arcane Knight, 45
  Arcane Knight, 48
  Arcane Surge, 42
  Arcane Tradition Versatility, 
  65
  Arcane Vanish, 86
  Arcane-Empowered 
  Inspiration, 63
  Arcane-Fueled Divinity, 70
  Arcane-Fueled Divinity, 71
  Arcane-Fueled Divinity, 84
  Arcane-Fueled Divinity, 84
  Arcane-Fueled Inspiration, 
  63
  Arcane-Fueled 
  Transformation, 75
  Arcanist, 34
  Arcanist, 45
  Arcanist, 48
  Archer of the Arcane Order, 
  86
  Ardent Scoundrel, 69
  Arterial Strike, 79
  Asmodeus's Boon, 14
  Aura of Vigor, 73
  Auril's Boon, 15
  Azuth's Boon, 10
  Baervan's Boon, 6
  Bahamut's Boon, 4
  Bahgtru's Boon, 14
  Bane's Boon, 14
  Baravar's Boon, 6
  Battle Hunter, 78
  Battle Rager, 52
  Berronar's Boon, 4
  Beshaba's Boon, 16
  Bhaal's Boon, 15
  Black Blade, 47
  Blessed Hands, 67
  Bold, 27
  Born Sneaky, 23
  Born Sneaky, 26
  Brandobaris's Boon, 11
  Brute Strength, 22
  Brute, 21
  Bugbear Weapon Training, 
  21
  Built like a Giant, 22
  Call Spirit Companion, 75
  Call Spirit Companion, 85
  Celestial Resilience, 20
  Chameleon Skin, 28
  Channel Divinity: Alter Fate, 
  69
  Channel Divinity: Beast 
  Form, 65
  Channel Divinity: Exaltation, 
  56
  Channel Divinity: Exaltation, 
  60
  Channel Divinity: Fatespin, 
  70
  Channel Divinity: Find 
  Weakness, 70
  Channel Divinity: Heroic 
  Surge, 78
  Channel Divinity: Inner 
  Rage, 51
  Channel Divinity: Inner 
  Rage, 53
  Channel Divinity: Recover 
  Arcana, 71
  Channel Divinity: Recover 
  Arcana, 85
  Channel Divinity: Recover 
  Ki, 66
  Channel Divinity: Recover 
  Sorcery, 70
  Channel Divinity: Recover 
  Sorcery, 84
  Channel Divinity: Renewal, 
  66
  Channel Divinity: Renewal, 
  78
  Channel Divinity: 
  Retribution Aura, 53
  Channel Divinity: Sacred 
  Enemy, 69
  Channel Divinity: Sanctified 
  Sight, 69
  Charge Knockdown, 22
  Clangeddin's Boon, 5
  Collected, 29
  Compelling Fey Presence, 
  63
  Consecrated Harrier, 68
  Controlled Rage, 33
  Corellon's Boon, 8
  Cunning Beast, 74
  Cunning Divinity, 69
  Cunning Inspiration, 62
  Cunning Remark, 62
  Cunning Transformation, 74
  Cyric's Boon, 16
  Dark One's Inspiration, 63
  Deceitful, 32
  Deceptive Magic, 65
  Dedicated Perfectionist, 31
  Deflect Spell, 42
  Deft Claws, 29
  Demogorgon's Boon, 17
  Deneir's Boon, 6
  Devoted Specialist, 56
  Devoted Specialist, 69
  Devour Magic, 82
  Disrupt Mind, 64
  Divine Beast Companion, 68
  Divine Beast Companion, 74
  Doctrinist, 71
  Dogmatist, 71
  Draconic Fist, 81
  Druidic Inclination, 23
  Druidic Lore, 23
  Dumathoin's Boon, 11
  Earthstrength, 73
  Earthstride, 51
  Eilistraee's Boon, 8
  Eldath's Boon, 6
  Eldritch Academic, 47
  Eldritch Assassin, 86
  Eldritch Fury, 55
  Eldritch Hunter, 78
  Eldritch Mage, 47
  Eldritch Rage, 55
  Electricity Discharger, 28
  Enlightened Fist, 42
  Enlightened Magic, 65
  Equine Mobility, 22
  Erudite Mage, 65
  Evangelism, 57
  Execute the Condemned, 67
  Extra Animal Enhancement 
  I, 28
  Extra Animal Enhancement 
  II, 28
  Fist of Fury, 52
  Fist of the Crane, 58
  Fist of the Elements, 72
  Fist of the Elements, 83
  Fist of the Golden Dragon, 
  80
  Fist of the Leopard, 80
  Fist of the Snake, 81
  Fist of the Tempest, 72
  Fist of the Tiger, 77
  Fist of the Wild Boar, 53
  Flandal's Boon, 7
  Formation, 24
  Friend of the Seas, 30
  Furious Assault, 27
  Furious Smite, 53
  Furious Strike, 53
  Index
  Fury Warrior, 52
  Gaerdal's Boon, 5
  Gang Up, 23
  Garagos's Boon, 17
  Gargauth's Boon, 15
  Gift of Telepathy, 20
  Glittergold's Boon, 5
  Goblin Tactics, 23
  Gond's Boon, 11
  Gospel, 56
  Graceful Rage, 54
  Greater Draconic Fist, 82
  Gruumsh's Boon, 17
  Gwaeron's Boon, 7
  Haela's Boon, 8
  Harmony with the Beast, 61
  Helm's Boon, 10
  Hierophant, 37
  Hierophant, 39
  Hoar's Boon, 10
  Hobgoblin Resilience, 24
  Hollow-Boned, 26
  Holy Knight, 37
  Holy Smite, 37
  Holy Warrior, 37
  Hospitaler, 67
  Hungry Darkness, 82
  Hunter Champion, 79
  Hymn of Rest, 56
  Hymnist, 56
  Ilmater's Boon, 5
  Immaculate, 38
  Immaculate, 40
  Improved Black Blood 
  Healing, 31
  Improved Spirit Connection, 
  26
  Improved Stone Grip, 24
  Improved Surprise Attack, 
  21
  Improved Telepathy, 31
  Inflame the Righteous, 57
  Inner Ki, 77
  Inspiration Surge, 58
  Inspired Arcana, 34
  Inspired Divinity, 57
  Inspired Divinity, 60
  Inspired Ki, 59
  Inspired Shapeshift, 57
  Inspired Sorcery, 63
  Inspiring Aura, 60
  Inspiring Brutality, 50
  Inspiring Brutality, 58
  Inspiring Grace, 60
  Inspiring Hands, 60
  Inspiring Healing, 64
  Inspiring Metamagic, 63
  Inspiring Rage, 50
  
  Inspiring Smite, 61
  Inspiring Sneak Attack, 62
  Inspiring Stunning Strike, 
  59
  Instinctive Shell Defense, 29
  Invigorating Hands, 73
  Jinx, 64
  Judgement, 68
  Kelemvor's Boon, 10
  Ki Surge, 77
  Ki Vanish, 81
  Ki-Empowered Inspiration, 
  59
  Ki-Empowered Spell, 44
  Ki-Focused Spell, 44
  Ki-Fueled Arcana, 43
  Ki-Fueled Arcana, 83
  Ki-Fueled Divinity, 67
  Ki-Fueled Inspiration, 59
  Ki-Fueled Sorcery, 82
  Ki-Fueled Transformation, 
  73
  Kossuth's Boon, 12
  Lancer, 22
  Lark, 57
  Lathander's Boon, 7
  Leira's Boon, 13
  Lliira's Boon, 9
  Lolth's Boon, 17
  Loviatar's Boon, 15
  Mage of the Unseelie Court, 
  64
  Mage of the Unseelie Court, 
  76
  Mage of the Unseelie Court, 
  87
  Magic-Fueled Inspiration, 35
  Magic-Fueled Rage, 33
  Malar's Boon, 18
  Marauder, 54
  Marthammor's Boon, 7
  Martial Advantage, 25
  Martial Discipline, 25
  Martial Fury, 53
  Mask's Boon, 13
  Master Arcanist, 35
  Master Arcanist, 45
  Master Arcanist, 48
  Mental Fortitude, 26
  Mielikki's Boon, 7
  Milil's Boon, 8
  Mind Bond, 26
  Mind Shield, 26
  Mixed Martial Artist, 43
  Mixed Martial Arts Master, 
  43
  Monstrous Athleticism, 28
  Moradin's Boon, 5
  Mortal Enemy, 54
  Mountain Lion Step, 72
  Mountain's Tenacity, 24
  Muscle Memory, 42
  My Enemy is your Enemy, 61
  Myrkul's Boon, 15
  Mystic Fist, 44
  Mystic Theurge, 36
  Mystic Theurge, 38
  Mystic Theurge, 41
  Mystic Theurge, 46
  Mystic Theurge, 49
  Mystic Theurge, 71
  Mystic, 35
  Mystic, 38
  Mystic, 40
  Mystic, 45
  Mystic, 49
  Mystical Hands, 80
  Natural Arcana, 76
  Naturally Compelling, 31
  Naturally Inquisitive, 29
  Nature's Fury, 84
  Nature's Grace, 58
  Nature's Grace, 61
  Nature's Harmony, 58
  Nature's Harmony, 61
  Nine Lives, 29
  Oghma's Boon, 12
  Opportunity Strike, 26
  Orcish Weapon Training, 28
  Orcus's Boon, 18
  Padded Feet, 21
  Perfect Memory, 25
  Poised Tactician, 58
  Poisoncraft, 32
  Pounce, 29
  Primal Assassin, 75
  Primal Fist, 73
  Primal Fury, 51
  Primal Inspiration, 58
  Primal Lore, 76
  Primal Rejuvenation, 72
  Primal Roar, 51
  Primal-Fueled Arcana, 76
  Primal-Fueled Divinity, 65
  Primal-Fueled Divinity, 74
  Primal-Fueled Rage, 51
  Primal-Fueled Sorcery, 75
  Purge the Faithless, 68
  Quick Bite, 27
  Radiant Burst, 20
  Rage with the Beast, 54
  Rage-Fueled Divinity, 51
  Rage-Fueled Divinity, 54
  Rage-Fueled Magic, 33
  Rage-Fueled Shapeshifter, 
  51
  Rage-Fueled Sorcery, 55
  Rampaging Champion, 52
  Recover Eldritch Magic, 76
  Red Knight's Boon, 10
  Rejuvenating Rage, 52
  Relentless Endurance, 28
  Renaissance, 58
  Revitalizing Soul, 21
  Ridicule Attack, 59
  Ridicule Miss, 36
  Ridicule Strike, 62
  Sacred Bane Weapon, 84
  Sacred Fist, 67
  Sacred Flames, 67
  Sacred Fury, 51
  Sanctified Creatures, 66
  Sanctified Form, 66
  Sanctified Magic, 39
  Sanctify Weapons, 68
  Savras's Boon, 11
  Selune's Boon, 9
  Serpentine Flexibility, 32
  Shaman, 75
  Shargaas's Boon, 16
  Sharp Claws, 29
  Shar's Boon, 16
  Shaundakul's Boon, 13
  Sheela's Boon, 12
  Shevarash's Boon, 14
  Silvanus's Boon, 12
  Skald, 50
  Slashing Gallop, 22
  Slippery, 27
  Smite Favored Enemy, 83
  Sorcerous Blood, 79
  Sorcerous Fury, 55
  Sorcerous Ki, 82
  Sorcerous Rage, 55
  Sorcerous Stamina, 80
  Sorcerous Surge, 80
  Sorcerous Talent, 63
  Sorcery-Fueled Rage, 55
  Specialist Killer, 85
  Spell Strike, 36
  Spell Strike, 39
  Spell Strike, 41
  Spell Strike, 46
  Spell Strike, 49
  Spell Surge, 80
  Spell Sword, 36
  Spell Sword, 46
  Spell Sword, 49
  Spiritual Counter, 72
  Spiritual Counter, 85
  Stalker of the Unseelie 
  Court, 86, 87
  Stamina-Fueled Arcana, 80
  Stamina-Fueled Divinity, 66
  Stamina-Fueled Divinity, 78
  Stoic Logic, 30
  Stomp, 25
  Stone Grip, 24
  Sudden Wind, 77
  Sune's Boon, 9
  Superior Strike, 79
  Surging Rage, 52
  Surprise Attack, 23
  Swampwalker, 27
  Tail Strike, 27
  Talona's Boon, 18
  Talos's Boon, 18
  Telepathic Shield, 31
  Templar, 39
  Tempus's Boon, 12
  Theologist, 72
  Tiamat's Boon, 18
  Tongue Sense, 32
  Torm's Boon, 5
  Tough Shell, 30
  Tough Skin, 30
  Transmogrifist, 77
  Tree Stride, 74, 75
  Trumpet of Terror, 25
  Tymora's Boon, 9
  Umberlee's Boon, 19
  Undead Slayer, 69
  Unfettered Defense, 79
  Urdlen's Boon, 19
  Urogalan's Boon, 11
  Vampiric Shroud, 21
  Verdant Knight, 41
  Verdant Sorcerer, 75
  Verdant Warrior, 41
  Versatile Killer, 44
  Versatile Warrior, 42
  Versed in the Enemy, 81
  Warden, 42
  Waukeen's Boon, 13
  Wildblood, 72
  Wildblood, 74
  Witch Doctor, 77
  Yondalla's Boon, 6
  Yurtrus's Boon, 16
  Zealous Assassin, 70
  Zealous Precision, 31
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Dragonix/Dragonix - Character Options, Talents III.pdf