Martial Talents
Martial talents affect a character’s combat abilities, including enhancements to overall fitness and the ability to wield weaponry.
Armor Training
You have trained to master the use of armor. You gain Proficiency with light armor. If you are already proficient with light armor when you select this talent, you gain Proficiency with medium armor and shields. If you are already proficient with medium armor when you select this talent, you gain Proficiency with heavy armor.
You can select this talent multiple times.
Armored Combatant
Prerequisites: Proficiency with heavy armor
While you are wearing armor, you gain a +1 bonus to AC and each instance of bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by your PB.
Combat Conditioning
You have endured extensive training to withstand the physical rigors of combat, making you harder to cut down.
- Your HP maximum increases by 2 for each level you currently have.
- Whenever you gain a level (including the level at which you gain this talent, if applicable), your new Hit Die is one size larger than your class typically grants. For example, a wizard with this talent would gain a d8 for their new Hit Die instead of a d6.
If you already use d12 Hit Die when you gain this talent, this feature has no effect.
Hand-to-Hand
Through regular practice wrestling, boxing, or engaging in some other form of martial arts, you have mastered techniques that allow you to efficiently fight without the use of weapons. You gain the following benefits:
- You are proficient with your unarmed strikes.
- If you are a Medium-sized creature, your unarmed strikes deal bludgeoning damage equal to 1d6 + your STR. If you are a Small-sized creature, your unarmed strikes deal bludgeoning damage equal to 1d4 + your STR.
- You have advantage on ability checks made to initiate or escape a grapple.