Talent Reference

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Talents

Special abilities that define your character

Talents represent special training and abilities that set your character apart. Each talent has three degrees: Novice, Journeyman, and Master.

Novice
Journeyman
Master
1d6 = Dice
+2 = Modifier

Talent

Arcane Lance

Requirement: Magic 2 or higher, Mage class

You can project bolts of magical energy

Benefit:

You can use your magic to attack at range. Novice: Basic Arcane Lance spell. Journeyman: Improved damage. Master: Extended range and damage.

Archery Style

Requirement: Bows Weapon Group

You are a skilled archer

Benefit:

You must be using a bow. Novice: You can reload as a free action. Journeyman: Activate the Knock Prone stunt for 2 SP. Master: Activate the Knock Prone stunt for 1 SP.

Armor Training

Requirement: None

You have learned to fight while wearing armor

Benefit:

You only take the strain of armor that is heavier than your training allows. Novice: Leather armor. Journeyman: Mail armor. Master: Plate armor.

Chirurgy

Requirement: Cunning (Healing) focus

You are skilled at mundane healing

Benefit:

You can treat injuries. Novice: Restore -400 font-semibold">1d6 Health. Journeyman: Restore -400 font-semibold">2d6 Health. Master: Restore -400 font-semibold">3d6 Health and treat diseases.

Command

Requirement: Communication 2 or higher

You can lead others in battle

Benefit:

You can inspire your allies. Novice: Grant +1 to an ally's next action (major action). Journeyman: Affect 2 allies. Master: Affect 3 allies and grant +2.

Contacts

Requirement: Communication 2 or higher

You have useful contacts in various places

Benefit:

You know people who can help. Novice: You have contacts in your home city. Journeyman: You have contacts in most major cities. Master: You have contacts across Thedas.

Dual Weapon Style

Requirement: None

You can fight with a weapon in each hand

Benefit:

You can attack with two weapons as a single major action. Novice: You can use the Dual Strike stunt for 3 SP. Journeyman: You gain +1 to Defense. Master: You can use the Dual Strike stunt for 2 SP.

Horsemanship

Requirement: Dexterity (Riding) focus

You are skilled at fighting from horseback

Benefit:

You can ride and fight effectively. Novice: No penalties when mounted. Journeyman: You inflict +1 damage when charging. Master: You inflict +2 damage when charging and gain +1 Defense while mounted.

Intrigue

Requirement: Communication (Deception) or (Etiquette) focus

You are skilled at political maneuvering

Benefit:

You can navigate social intrigue. Novice: You gain +2 to detect lies. Journeyman: You can uncover plots. Master: You can manipulate political situations.

Linguistics

Requirement: Cunning 2 or higher

You have a gift for languages

Benefit:

You can learn languages easily. Novice: You know 2 additional languages. Journeyman: You know 4 additional languages. Master: You know 6 additional languages.

Lore

Requirement: Cunning 2 or higher

You are well-educated and knowledgeable

Benefit:

You have broad knowledge. Novice: You gain +2 to any one Cunning (Lore) focus. Journeyman: You gain +2 to two Cunning (Lore) focuses. Master: You gain +2 to three Cunning (Lore) focuses.

Music

Requirement: Communication 2 or higher

You can play musical instruments

Benefit:

You can perform music. Novice: You can play one instrument. Journeyman: You can play three instruments. Master: You can play any instrument and grant +1 to social tests when performing.

Observation

Requirement: Perception 3 or higher

You are highly perceptive

Benefit:

You notice things others miss. Novice: +2 to Perception (Seeing). Journeyman: +2 to Perception (Hearing). Master: +2 to all Perception tests.

Oratory

Requirement: Communication 3 or higher

You are a powerful public speaker

Benefit:

You can sway crowds. Novice: You gain +2 to Communication (Leadership). Journeyman: You can affect 10 people with a speech. Master: You can affect 100 people with a speech.

Performance

Requirement: Communication 2 or higher

You are a skilled entertainer

Benefit:

You can entertain audiences. Novice: You gain +2 to Communication (Performance). Journeyman: You can earn money performing. Master: You can become famous through performance.

Poison-Making

Requirement: Cunning (Brewing) focus

You can create and identify poisons

Benefit:

You can make poisons. Novice: Create basic poisons. Journeyman: Create moderate poisons. Master: Create deadly poisons.

Quick Reflexes

Requirement: Dexterity 3 or higher

You have lightning-fast reactions

Benefit:

You act quickly in combat. Novice: +1 to initiative. Journeyman: +2 to initiative. Master: +3 to initiative and you can take a minor action before initiative is rolled.

Scouting

Requirement: Perception 2 or higher

You are skilled at reconnaissance and moving ahead of the group

Benefit:

You can scout ahead safely. Novice: You can scout as a major action. Journeyman: You gain +2 to Perception (Seeing). Master: Allies gain +2 to initiative based on your scouting.

Single Weapon Style

Requirement: None

You are a fencer or duellist who fights with a single one-handed weapon

Benefit:

You must use a one-handed weapon and have your other hand free. Novice: You gain +1 to Defense. Journeyman: Activate the Lightning Attack stunt for 3 SP. Master: Activate the Lightning Attack stunt for 2 SP.

Tactics

Requirement: Cunning 2 or higher

You understand the art of warfare

Benefit:

You can analyze tactical situations. Novice: You gain +2 to Cunning (Military Lore). Journeyman: You can grant +1 to initiative to your group. Master: You grant +2 to initiative to your group.

Thievery

Requirement: Dexterity 2 or higher

You are skilled at stealth and larceny

Benefit:

You can perform roguish activities. Novice: You gain +2 to Dexterity (Stealth). Journeyman: You gain +2 to Dexterity (Lock Picking). Master: You gain +2 to Dexterity (Legerdemain).

Throwing Style

Requirement: None

You are skilled at throwing weapons

Benefit:

You must be using a thrown weapon. Novice: You gain +1 to attack. Journeyman: Activate the Pierce Armor stunt for 3 SP. Master: Activate the Pierce Armor stunt for 2 SP.

Two-Handed Style

Requirement: None

You fight with heavy, two-handed weapons

Benefit:

You must be using a two-handed weapon. Novice: You inflict +1 damage. Journeyman: Activate the Mighty Blow stunt for 3 SP. Master: Activate the Mighty Blow stunt for 1 SP.

Unarmed Style

Requirement: Brawling Weapon Group

You are skilled at fighting without weapons

Benefit:

You must be fighting unarmed. Novice: Your unarmed damage is -400 font-semibold">1d6. Journeyman: Activate the Disarm stunt for 3 SP. Master: Activate the Disarm stunt for 2 SP and your damage is -400 font-semibold">1d6+1.

Weapon and Shield Style

Requirement: None

You are expert at using a shield in combat

Benefit:

You must be using a shield. Novice: You gain +1 to Defense. Journeyman: Activate the Shield Bash stunt for 3 SP. Master: Activate the Shield Bash stunt for 1 SP.

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