Player Character Perks
Player Character Perks are additional optional traits, similar to Feats, that any player character or companion NPC can choose while leveling up.
- Any character can have a maximum of 10 perks at 20th level.
- Any perk can be substituted for a lower-level perk.
- Whenever you reach 5th, 8th, 11th, 14th, 17th, 19th, and 20th level, you may re-configure what perks your character has.
1st Level Perks
[edit | edit source]Choose two:
Baggler
[edit | edit source]You gain a Bag of Holding in whatever style you wish.
Blacksmith
[edit | edit source]You gain proficiency on any checks that have to do with smithing.
Bloody Mess
[edit | edit source]Every creature you kill explodes into a mess of viscera and gore, regardless of what you used to kill them with. This explosion does not damage other creatures, structures, or objects. You gain this ability at the cost of only ever being able to deal lethal damage.
Built to Destroy
[edit | edit source]Any time you make a weapon attack roll and you roll a 19 or 20, you score a critical hit. On a 1, your weapon explodes into a fine powder that disintegrates instantaneously. This weapon is destroyed regardless of what it is, including artifacts.
Chameleon
[edit | edit source]Each time you finish a long rest, you can choose what color your hair and/or eyes have changed to while resting.
Contract Giller
[edit | edit source]You become vulnerable to Poison damage, but you gain the ability to breathe underwater as well as a swimming speed equal to double your base walking speed.
Empath
[edit | edit source]You can use an action or bonus action to determine a creature’s alignment. A successful Wisdom (Insight) check may help reveal the creature’s true intentions.
Fence Sitter (Requires Neutral Alignment)
[edit | edit source]You must admit, both sides do make good points. For as long as you have a neutral alignment, you gain proficiency in Persuasion, or expertise if you’re already proficient in Persuasion.
Gifted
[edit | edit source]Roll 1d4. This number is subtracted from your highest ability score, but you are granted a permanent +2 to all Skills in return.
Hitman, with an S
[edit | edit source]Your base walking speed increases by 10 feet, and you gain a +1 to all weapon and spell attack rolls, but every time you roll a critical failure in any check, you shit yourself.
Insufferable
[edit | edit source]Your Intelligence ability score increases by 2, but your Charisma ability score decreases by 2.
Jinxed!
[edit | edit source]You roll critical failures on 1, 2, 3, 4, and 5, but your enemies also do.
Large Frame.
[edit | edit source]You gain a +2 to Strength at the cost of a -2 to Dexterity.
Mad Bomber.
[edit | edit source]You learn how to craft explosives at the cost of your Wisdom Score being permanently capped at 8. You also become unable to gain proficiency in Wisdom saving throws.
Molerat.
[edit | edit source]You gain Blindsight of 30 feet, but your vision also only extends to 30 feet.
Small Frame.
[edit | edit source]You gain a +2 to Dexterity at the cost of -2 to Strength.
Swaggler.
[edit | edit source]You gain a +2 to Charisma at the cost of -2 to Intelligence.
5th Level Perks
[edit | edit source]Afterburn
[edit | edit source]All of your fire spells that deal damage deal an extra 1d4 fire damage.
Enchanter
[edit | edit source]Each time you make an Intelligence (Arcana) check that has to do with enchanting items, you can double your proficiency bonus when making this check.
Escape Plan
[edit | edit source]Any time you drop below half of your maximum HP, your base walking speed is doubled.
First Aid
[edit | edit source]You can roll a medicine check to try to heal another creature. You must beat their armor class to heal 1d8 plus your medicine modifier.
Haggler
[edit | edit source]Any time you encounter a traveling merchant, you can refresh their inventory once per long rest.
Intense Training
[edit | edit source]You gain proficiency in another skill of your choice.
Life Giver
[edit | edit source]Each time you level up after taking this perk, you gain an additional 4 maximum hit points.
Looter
[edit | edit source]Each time you open a random container (such as a chest or bottle), you are given the ability to choose to re-roll that container’s contents before taking anything out of it. Once you use this ability, you cannot do so again for the next in-game week.
A Most Distinguished Guest
[edit | edit source]Once per long rest, you can cast the Arcane Lock and Knock spells. Neither count against any of your known spells.
Salacious (Requires 13 Charisma)
[edit | edit source]Each time you make a Charisma check (Deception, Intimidation, Performance, or Persuasion) against a creature of the opposite sex as you and similar species as you, you roll with advantage. For example, a human would gain this benefit with Elves of the opposite sex.
Sanity Assassin
[edit | edit source]Once per long rest, you can use an action to cast the Crown of Madness spell.
Silent Death
[edit | edit source]When you make a successful sneak attack with an unarmed or simple weapon, you deal an additional damage die of that weapon. If your unarmed attacks do flat damage, you instead double that damage.
Snake Eater (Requires 18 Constitution)
[edit | edit source]You become immune to poison.
Sticky Fingers
[edit | edit source]You gain a +1 to your Stealth and Sleight of Hand skills.
Strong-Willed (Requires 13 Constitution or Wisdom)
[edit | edit source]You gain proficiency in Constitution saving throws.
Transmutation
[edit | edit source]You can use a bonus action to change 1 cubic foot of non-magical liquid on touch to another non-magical liquid of the same volume. You can use this ability a number of times equal to your proficiency bonus.
Web Whisperer
[edit | edit source]Once per long rest, you can summon a giant wolf spider to aid you in your battles. It rises out of the ground and is unable to be damaged while arriving or leaving. The spider will obey your every command and will let you ride it. The spider stays for 12 hours or until it’s killed or banished.
Whizard (Requires knowing at least one Cantrip)
[edit | edit source]You gain an extra cantrip of your choice from your class spell list.
8th Level Perks
[edit | edit source]And One More Thing…
[edit | edit source]You become proficient in the Insight and Perception skills. If you were already proficient in either, choose one to gain expertise in.
Animal Friend (Requires Animal Handling proficiency and 16 Wisdom)
[edit | edit source]Beasts and animals no longer attack you without you provoking them first. They may still attack if your companions provoke them, however.
Locked In
[edit | edit source]Each time you make a Constitution saving throw to maintain concentration on a spell, you do so with advantage.
Living Sonar
[edit | edit source]Once per long rest, you can use a bonus action to determine what’s on the hook of a fishing line.
Master Trader (Requires 13 Charisma)
[edit | edit source]You have advantage on any Charisma checks to do with bartering, selling, or purchasing.
Nasty Like That
[edit | edit source]While you are not wearing armor, your armor class increases by 2. Additionally, you gain proficiency with Simple and improvised weapons and can add your Strength modifier to all damage rolls made with them.
Negotiator
[edit | edit source]You gain a +2 to your Persuasion and Deception skills.
Stonewall (Requires 16 Strength)
[edit | edit source]Your physical fortitude is quite impressive. You can no longer be knocked prone by another creature. You can still be knocked prone if you cause yourself to be knocked prone or you choose to be.
Snake Eyes
[edit | edit source]You gain proficiency in the Sleight of Hand skill and you have an advantage on all gambling-related checks.
Terrifying Presence (Requires 15 Strength or 13 Charisma)
[edit | edit source]You have advantage on all Intimidation checks.
11th Level Perks
[edit | edit source]Choose Two:
Area of Expertise
[edit | edit source]You gain proficiency in an additional skill of your choice and expertise in a skill you are already proficient in.
Droll Duel
[edit | edit source]All weapon attacks made with your melee weapons deal an additional 1d4 psychic damage. Additionally, you can cast the Vicious Mockery cantrip as a bonus action.
Educated
[edit | edit source]Your Intelligence ability score increases by 2.
Enhanced Angling Techniques
[edit | edit source]Your Strength ability score increases by 1, and you gain an advantage on any Strength checks related to reeling in a fish or object. Additionally, each time you finish a short rest, you can choose to gain an advantage on any casting roll (Nature or Survival) to fish.
Heavy Handed
[edit | edit source]You gain an additional damage die for all melee weapons or unarmed strikes, but your critical hits only deal one extra damage die, rather than max damage multiplied by two.
Kleptomaniac
[edit | edit source]You gain a +2 to the Stealth and Sleight of Hand skills, and you become proficient with thieves’ tools. If you are already proficient in Stealth or Sleight of Hand, choose one to gain expertise in.
Lethal Weapons
[edit | edit source]If you roll more than 12 points above a target’s armor class on any attack roll, that attack becomes a critical hit.
Lightning Round
[edit | edit source]Each time you take an action or bonus action to throw an improvised weapon or other small object, the throw deals an additional 2d6 Thunder damage if the target is within 60 feet of you.
Magnetic Personality
[edit | edit source]Your Charisma ability score increases by 2.
Paralyzing Palm
[edit | edit source]If you roll a critical hit with an unarmed strike, your target becomes stunned until the start of your next turn.
Sharpened Head
[edit | edit source]Your Wisdom ability score increases by 2.
Snap Shot
[edit | edit source]You can cast the True Strike cantrip as a bonus action.
Super Slam! (Requires 14 Strength).
[edit | edit source]If you roll a critical hit using a melee or unarmed attack, you knock your target prone until the start of their next turn.
Spider Kin (Requires 16 Dexterity)
[edit | edit source]You can now move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. Webbing no longer counts as difficult terrain for you, and climbing doesn’t cost you extra movement.
Terrifying Presence (Requires Intimidation proficiency)
[edit | edit source]Once per long rest, you can use an action to force up to 8 creatures that are both aware of you and within 60 feet of you to make a Wisdom saving throw. On a failure, that creature becomes frightened for 5 rounds. The DC is equal to your Intimidation modifier plus 10.
14th Level Perks
[edit | edit source]Adrenaline Surge
[edit | edit source]Once per long rest, if you reduce a creature to 0 hit points, you are granted an additional action on your turn.
Complex Spells
[edit | edit source]Your Spell Save DC and Spell Attack modifier both increase by an amount equal to half your proficiency bonus, rounded down.
Hustle
[edit | edit source]Whenever you are below 50% hit points, you can take an additional action on each of your turns for as long as you remain below 50% hit points. If you are knocked to 0 hit points after taking an additional action, you receive one death failure.
Eidetic
[edit | edit source]You develop a photographic memory. Only your own experiences can be totally recalled: Memories you experience that are not your own (e.g. gained through magical means like reading a creature’s mind) cannot be recalled to you perfectly.
Living Anatomy (Requires 13 Intelligence)
[edit | edit source]You can determine the current health and armor class of a creature by using a bonus action.
Magic Quick Draw
[edit | edit source]You can cast any of your known cantrips that have a casting time of 1 action as a bonus action.
17th Level Perks
[edit | edit source]Flick of the Wrist
[edit | edit source]You can cast any of your known spells of 3rd level or lower that have a casting time of 1 action as a bonus action.
Improved Critical Hits
[edit | edit source]The number you need to roll to score a Critical Hit is reduced by 1.
Portent
[edit | edit source]Your Perception skill increases by 2. Additionally, while you aren’t incapacitated, you receive premonitions of danger and cannot be surprised.
Glass Bones
[edit | edit source]Each time you receive healing, roll a die. On an even number, you gain the maximum amount of hit points from that healing source possible.
Lethal Criticals
[edit | edit source]Your critical hits now do 2.25 times max damage.
Magic Savant
[edit | edit source]Once per long rest, you can choose to cast any of your known spells of 8th level or lower without expending a spell slot.
Ricochet
[edit | edit source]While making a ranged weapon attack, you ignore all cover.
Psychopath (Requires Deception proficiency)
[edit | edit source]You gain expertise in the Deception skill. Additionally, once per long rest, you can choose to replace the number you roll on any Deception check with a 15, as though you had cast the Glibness spell. No matter what you say on this check, any magic that determines whether or not you are telling the truth indicates that you are being truthful.
19th Level Perks
[edit | edit source]Ability Score Improvement
[edit | edit source]You gain an additional Ability Score Improvement.
Ain’t Like that Now
[edit | edit source]You can change your alignment to any other alignment.
Fair Trade
[edit | edit source]Once per long rest, you can add half of your maximum hit points to the damage of an attack roll, also reducing your hit point maximum by half until you take a long rest.
Resistor
[edit | edit source]You become immune to any type of non-magical damage you choose.
Sharpshooter (Requires 20 Dexterity)
[edit | edit source]You gain a +5 bonus to attack and damage rolls on all ranged attacks.
Watcher at the Threshold
[edit | edit source]You gain resistance to Necrotic and Radiant damage. In addition, while you aren’t incapacitated, any ally within 30 feet of you has advantage on death saving throws.
20th Level Perks
[edit | edit source]Reflective Complexion (Requires 20 Charisma)
[edit | edit source]Each time you are the target of a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, you are unaffected. On a 6, the effect is reflected back at the caster as though it originated from you, turning the caster into the target.
Dualcast
[edit | edit source]If you are attuned to this item and you use an action to cast a spell, you can choose to cast any two spells during your action instead of only one (except for Time Stop and/or Wish). The spells do not have to target the same creature, and you can specify for the spells to occur one after the other or simultaneously.
Recovery
[edit | edit source]You can use a bonus action to recover five spell slots of any levels that you choose. You can only recover all five spell slots back at once and not sequentially. You cannot use this feature again until you finish a long rest.
Microport (Requires a Spellcasting Ability Score of 20 or Higher)
[edit | edit source]You can use an action to teleport yourself and up to eight other willing creatures within 60 feet of you to a point that you can see in a 120 foot range. You cannot use this feature again until you finish a long rest.