A talent represents an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class, origin, or job might provide.
At certain levels, your class gives talents. You must meet any prerequisite specified in a talent to take that talent. If you ever lose a talent’s prerequisite, you can’t use that talent until you regain the prerequisite. You can take each talent only once unless the talent’s description says otherwise.
When you gain a talent you can take the Attribute Progression talet or one of the more specialized talent of your choice.
Attribute Progression
You can increase one Attribute of your choice by 1. You can’t increase an Attribute above 5 using this feature.
These talents are designed around increasing your ability to survive combat.
Agile Combatant
You are able to move easily, even when wearing armor. You gain the following benefits:
You add your Agility to your Passive Defense when you are Unarmored or in Light armor.
You add up to 2 from your Agility to your Passive Defense when wearing Medium armor.
You have advantage on the first dodge defense you make each turn.
Defensive Duelist
Prerequisite: Dexterity 2 or higher
When you make a Parry attempt, you may spend 1 extra Action Point to add twice your weapon skill to the defense roll.
Durable
Hardy and resilient, you gain the following benefits:
When you roll a Vitality Die to regain vitality, the minimum number of vitality you regain from the roll equals twice your Endurance modifier (minimum of 2).
You have advantage on defense rolls made to avoid gaining levels of exhaustion.
You have advantage on death saving rolls. If you would ever suffer instant death, you are instead reduced to 0 hit points with one death saving roll failure.
Light Armor Mastery
Prerequisite: Trained with light armor
You have trained to master the use of light armor.
While wearing light armor, you double your Agility when making a dodge attempt.
Medium Armor Master
Prerequisite: Trained with medium armor
You have practiced moving in medium armor. You gain the following benefits:
When you wear medium armor, you can add 1 to your active and Passive Defenses.
Medium armor doesn’t impose disadvantage on Movement skill rolls or skills that use Agility.
Heavy Armor Master
Prerequisite: Trained with heavy armor
You can use your armor to deflect strikes that would kill others.
While you are wearing heavy armor you add your skill bonus to Armor Reduction rather than your skill rank.
Tough
Your vitality maximum increases by an amount equal to twice your level when you gain this talent. Whenever you gain a level thereafter, your vitality maximum increases by an additional 2 vitality.
These talents are designed to enhance specific damage types.
Crusher
You are practiced in the art of crushing your enemies, granting you the following benefits:
Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 1 to an unoccupied space, provided the target is no more than one size larger than you.
When you score a critical hit that deals bludgeoning damage to a creature, that creature becomes Unbalanced.
Piercer
You have achieved penetrating precision in combat, granting you the following benefits:
Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll.
When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
Slasher
You’ve learned where to cut to have the greatest results, granting you the following benefits:
Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the movement of the target by 2 until the start of your next turn.
When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
These talents are designed around enhancing your ability is a specific type of weapon.
Crossbow Expert
Thanks to extensive practice with the crossbow, you gain the following benefits:
You reduce the Action Point cost of reloading a crossbow for which you have aptitude by 1.
Being within 1 movement of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one-handed weapon, you can immediately attack with a hand crossbow you are holding.
One-handed crossbows have the light property for you.
Dual Wielder
You master fighting with two weapons, gaining the following benefits:
You gain a +1 bonus to dodge and parry while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one-handed weapons you are wielding aren’t light.
You can draw, stow, or pick up two one-handed weapons for 1 Action Point for both instead of 1 Action Point each.
Great Weapon Master
You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 health with one, you can immediately make one melee weapon attack for 2 less Action Points.
Before you make a melee attack with a heavy weapon that you have aptitude with, you can choose to take a penalty to the attack roll equal to your skill rank. If the attack hits, you double the Strength bonus to the attack’s damage.
Master Thrower
You are an expert in using thrown weapons. You gain the following benefits:
The short range of your thrown weapons is increased by 10 feet, and the long range is increased by 20 feet.
Weapons with the light property have the thrown property for you with a range of 20/40.
You can spend an extra 3 Action Points as part of your attack to throw two weapons at the same time. Each weapon attack is rolled separately.
Mounted Combatant
You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:
You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
You can force an attack targeted at your mount to target you instead.
If your mount is subjected to an effect that allows it to make a Mobility defense roll or a Dodge roll, you reduce the effect by 1 step.
If your mount is subjected to an effect that allows it to make a Spirit defense, it has advantage on the roll.
Your mount increases its number of vitality dice by a third. If your mount dies or you get a new mount, you must spend a short rest training your new mount before it gains this benefit.
Polearm Master
You can keep your enemies at bay with reach weapons. You gain the following benefits:
When you take the Attack action and attack with only a Reach weapon, you can spend 3 Action Points to immediately make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
While you are wielding a reach weapon, other creatures provoke a counterattack from you when they enter the reach you have with that weapon.
Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
Before you make an attack with a ranged weapon, you can choose to take a penalty equal to your Acuity to reduce the Action Point cost of the attack by 2.
Your ranged weapon attacks ignore half cover and three-quarters cover.
The short range of your Acuity based weapons is doubled.
Shield Master
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
When performing a Maneuvers (STR) – Shove to perform a shield bash, you spend 2 less Action Point. This damage is also increased by 1d4.
If you aren’t incapacitated, you can add your shield’s armor to any Mobility defense roll you make against a spell or other harmful effect that targets only you, or you may make a Block attempt instead of Dodge.
If you are subjected to an effect that allows you to make a roll to take less damage, you can use spend 3 Action Points to lower the effect by one step, interposing your shield between yourself and the source of the effect.
Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
You have aptitude with improvised weapons.
Your unarmed strike uses a d4 for damage.
When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can immediately attempt to shove, takedown, or grapple the target for 3 Action Points.
These talents give you a variety of benefits in combat.
Careful
You are skilled at avoiding attacks and making sure that your attacks hit. You gain the following benefits:
When you Disengage as part of your move action, you can add your weapon skill to your next dodge roll.
Before you make a melee attack with a weapon that you have aptitude with, you can gain a bonus to the attack roll equal to your skill ranks. If the attack hits, you subtract your skill ranks from the attack’s damage.
Charger
You are able to move quickly to your target to gain an advantage against them in combat.
Your first movement in a turn is increased by 2.
If you move more than 2 in a straight line on a turn, you are considered charging. While you are charging all counterattacks against you are made at disadvantage, your weapon damage is increased by 5, and any Maneuvers (STR) – Shove and Maneuvers (AGL) – Takedown are made at advantage.
Once you have stopped moving, made an attack, or a maneuver, your charge ends.
Field Commander
Under your leadership, your allies fight as a cohesive unit, outmaneuvering and outflanking any enemy. You gain the following benefits:
For 6 Action Points, you can issue an order to an ally within 60 feet that can hear you. They can then spend 2 Action Points as a reaction and immediately Attack, Move, or other small interaction.
While you are within 5 feet of two or more allies who aren’t incapacitated, hostile creatures can’t have advantage on attack rolls against you.
Fierce Bond
Prerequisite: Wild Bond feature
Your beast companion has been trained for combat and is more powerful. Increase your beast companion's vitality dice by ½ your level.
Your beast companion gains 2 Beast Points that can be spent to increase its power, and another point every level. These points can be spent to increase the beast's armor, attack, damage, or defenses. This increase can only increase the beast's starting value by 1 + ¼th your level rounded up.
The beast obeys your commands as best as it can. The beast uses your Action Points, and on your turn, you can command the beast to take an action, costing 1 less Action Point than it would normally. The beast can take reactions as normal, using your Action Points. If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself.
Fighting Initiate
Prerequisite: Aptitude with advanced weapons
Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice. If you already have a style, the one you choose must be different.
Grappler
Prerequisite: Strength 1 or higher
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
You have advantage on attack rolls against a creature you are grappling with.
You can spend 2 Action Points to attempt a pin a creature grappled by you.
When you are grappling or grappeled, attacks that miss you can be redirected to the opponent that you are grappling with. Make a Maneuvers (END) – Grapple. If you succeed, the attack hits the creature that you are grappling with.
You can use a grapple attempt to put your opponent in a headlock. On a success the creature is silenced and begins choking (see Adventuring for rules on suffocation). At the start of your turn, you must spend 5 Action Points to maintain the grapple this way, and may make additional Maneuvers (END) – Grapple attempts, reducing the number of rounds before they suffocate by 1 on each success.
Mage Slayer
You have practiced techniques useful in combat against spellcasters, gaining the following benefits:
When a creature within your reach casts a spell, as a reaction, you can spend an extra 2 Action Points when making a melee weapon attack against that creature. This attack interrupts their casting, and requires them to make a target 10 Spirit (Will) defense roll or lose the spell.
When you damage a creature that is concentrating on a spell, that creature has disadvantage on the roll it makes to maintain its concentration.
You have advantage on defense rolls against spells cast by creatures within 15 feet of you.
Martial Adept
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
You learn two Techniques of your choice from among those available to the Warrior.
You gain two battle dice, which are d6 (these dice are added to any battle dice you have from another source). These dice are used to fuel your techniques. A battle die is expended when you use it. You regain your expended battle dice when you finish a short or long rest.
Precision Strike
You wait to strike until the right moment, gaining the following benefits:
All weapons without the two-handed property gain the swift property.
Before you make an attack with a swift weapon, you can choose to double the Action Point cost of the attack to double the weapon dice.
Quick
You are exceptionally speedy and agile. You gain the following benefits:
Your movement increases by 2.
When you Dash, difficult terrain doesn’t cost you extra movement on that turn.
The Dash movement doesn't cost extra Action Points until the third time you move on that turn.
When you make a melee attack against a creature, you don’t provoke counterattacks from that creature for the rest of the turn, whether you hit or not.
Savage Attacker
You’ve honed your combat skills to seize any opening that presents itself. You gain the following benefits:
Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
Your critical hit range increases by 1 with melee attacks.
Sentinel
Prerequisite: Dexterity 1 or higher
You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:
Creatures provoke counterattacks from you even if they Disengage before leaving your reach.
When a creature within reach of you makes an attack against a target other than you (and that target doesn’t have this talent), you can immediately make a melee weapon attack against the attacking creature.
When you hit a creature with a counterattack and it is no more than one size larger than you, the creature stops moving and movement costs three times the Action Points until it's next turn.
Skilled Combatant
You gain two combat skill ranks and three combat skill boosts.
These talents enhance your casting ability.
Downcaster
Prerequisite: Wizard
Thanks to study or deep introspection, you have achieved a firm grasp on spellcasting fundamentals, granting you the following benefits:
You learn 4 spells of your choice of the 3rd circle or lower from your spell list, which don’t count against your total number of spells known. These spells must be of a circle for which you have spell slots.
You can spend 4 Action Points to divide a spell slot of the 5th circle or lower into two or more lower-circle spell slots whose combined total is equal to or less than the original slot’s circle. Any spell slot you create with this talent vanishes when you recover spell slots after a short or long rest.
Eldritch Adept
Prerequisite: Spellcasting or Pact Magic feature
Studying occult lore, you learn one Infusion of your choice from the conduit class. Your spellcasting ability for the infusion is the same as your casting ability. If the Infusion has a prerequisite of any kind, you can choose that Infusion only if you’re a conduit who meets the prerequisite.
You can replace the infusion with another one from the conduit class whenever you gain a level.
Elemental Adept
When you gain this talent, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
You learn one cantrip of your choice that deals damage of the chosen type. Choose either Intelligence, Cunning, or Will as your spellcasting ability for this cantrip.
Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
You can select this talent multiple times. Each time you do so, you must choose a different damage type.
Fey Touched
Your exposure to the Feywild’s magic has changed you.
You learn the misty step spell and one 1st-circle spell of your choice. You can cast each of these spells without expending spell resources. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell resources you have of the appropriate circle. Choose either Intelligence, Cunning, or Will as your spellcasting ability for these spells.
Magic Initiate
Choose a magic source: arcane, divine, or primal. You learn two cantrips of your choice from that spell list.
In addition, choose one 1st-circle spell to learn from that same list. Using this talent, you can cast the spell once, and you must finish a long rest before you can cast it again.
Choose either Cunning or Will for the spellcasting ability for these spells.
Ritual Caster
Prerequisite: Intelligence 2 or Will 2 or higher
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this talent, you acquire a ritual book holding two 1st-circle spells of your choice. The spells must be from the arcane spell list and must have the ritual tag. Choose Intelligence or Will for the spellcasting ability for these spells.
If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the arcane spell list, the spell’s circle can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per circle of the spell and costs 50 gp per circle. The cost represents the material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Shadow Touched
Your exposure to the Shadowfell’s magic has changed you.
You learn the invisibility spell and one 1st-circle spell of your choice. You can cast each of these spells without expending spell resources. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell resources you have of the appropriate circle. Choose either Intelligence, Cunning, or Will as your spellcasting ability for these spells.
Spell Sniper
Prerequisite: The ability to cast at least one spell
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
Your ranged spell attacks ignore half cover and three-quarters cover.
You learn one cantrip that requires an attack roll. Choose the cantrip from the arcane spell list. Your spellcasting ability for this cantrip is Intelligence, Cunning or Will, your choice.
Spell Warding
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, protecting yourself from those around you. You gain the following benefits:
You have advantage on rolls that you make to maintain your concentration on a spell when you take damage.
You can perform the gestures of spells even when you have weapons or a shield in one or both hands.
When you are the target of a damage dealing spell, you can attempt to block it. You may use either your Body defense skill or your Spirit defense skill plus your Will when you make the attempt.
Spellweave Adept
Prerequisite: Spellcasting or Pact Magic feature
You’ve learned how to exert your will on your spells to alter how they function:
You learn two Spellweaves of your choice from the mage class. You can use only one weave on a spell when you cast it unless the option says otherwise. Whenever you reach a level that grants an Attribute Progression, you can replace one of these weaves with another one from the mage class.
You gain 2 mana or your Threshold increases by 1.
Upcaster
Prerequisite: Wizard
You can expend two spell slots of the same circle to create a spell slot that is one circle higher and immediately use this spell slot to cast a spell that you know or have prepared.
War caster
Prerequisite: Spellcaster
You have learned how to use magic more offensively, learning techniques that grant you the following benefits:
When you cast a damage dealing cantrip, you may increase the Action Point cost by 3 to increase the damage dice by 1. You may do this multiple times before you cast the spell, increasing the cost and damage dice, up to your skill rank and boosts in your casting skill per damage dice.
When a hostile creature’s movement provokes a counterattack from you, you can use a reaction to cast a spell at the creature, rather than making a melee attack. The spell must have a casting time of 1 action and must target only that creature.
These talents are generally used out of combat.
Actor
Skilled at mimicry and dramatics, you gain the following benefits:
You have an advantage on Speechcraft (INT) – Deception and Stealth (CUN) – Impersonation rolls when trying to pass yourself off as a different person or mimic the sounds of another creature.
You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking or heard the creature make the sound, for at least 1 minute. A successful Awareness (CUN) – Insight roll contested by a Speechcraft (INT) – Deception roll allows the listener to determine that the effect is faked.
You can take the feint maneuver from 30 feet away.
Alert
Always on the lookout for danger, you gain the following benefits:
You can’t be surprised while you are conscious.
You gain an additional 1d4 to your Action Point rolls.
Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
Athlete
You have undergone extensive physical training to gain the following benefits:
Your movement increases by 2.
When you are prone, standing up uses only 1 of your movement.
You may add your Strength to your Climbing speed and you may add your Endurance to your Swimming speed.
You can make a running long jump or a running high jump without any previous movement, rather than 10 feet.
Bounty Hunter
When there’s a price on someone’s head, you aim to collect. You gain the following benefits:
You perfectly remember the name and face of every person you’ve ever met.
You can spend 4 Action Points to mark a creature you can see within 120 feet of you for 24 hours. You have advantage on any Awareness (ACU) – Perception or Survival (ACU) – Tracking rolls you make to find the marked creature. Additionally, as long as the creature is marked, you can discern whether or not the creature has passed through a location. You can have only one creature marked at a time. This may be combined with the Hunter's Mark class feature.
Chef
Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:
You gain a skill boost in Alchemy – (Cooking) if you don’t already have it.
As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your skill bonus. At the end of the short rest, any creature who eats the food and spends one or more Vitality Dice to regain vitality regains an extra 1d8 vitality.
With one hour of work or when you finish a long rest, you can cook a number of treats equal to your skill bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary vitality equal to your skill bonus.
Dungeon Delver
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
You have advantage on Awareness rolls made to detect the presence of secret doors and hidden pathways.
You have advantage on defense rolls made to avoid or resist traps.
You have resistance to the damage dealt by traps.
You always know which way is north and you have advantage on Survival (INT) – Navigation rolls.
Your darkvision range is increased by 30 feet, if you don’t have darkvision, you gain Darkvision 30.
Early Riser
By following a strict routine, you’ve become accustomed to resting less than others. You gain the full benefit of taking a long rest in only 4 hours, and you gain the full benefit of taking a short rest in only 30 minutes. Additionally, you regain all your expended Vitality Dice, rather than half of them, when you finish a long rest.
Healer
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
You have advantage on all Medicine rolls.
When you use a healer’s kit to stabilize a dying creature in combat, that creature also regains 1d6 vitality per point of health.
For 6 Action Points , you can use a healer’s kit to tend to a creature allowing it to spend 1 vitality dice.
Inspiring Leader
Prerequisite: Cunning 2 or higher
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary vitality equal to your level + your Cunning. A creature can’t gain temporary vitality from this talent again until it has finished a short or long rest.
Keen Mind
You have a mind that can track and discern detail with uncanny precision. You gain the following benefits:
You can accurately recall anything you have seen or heard within the past month and have advantage on intelligence rolls to remember or discern such details.
You have advantage on defense rolls against illusions as well as any Awareness rolls to disbelieve an illusion or see through a disguise.
Observant
Quick to notice details of your environment, you gain the following benefits:
If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
You have a +5 bonus to your passive Awareness checks.
Skilled
You gain one general skill rank and two general skill boosts. These can be used for Physical, Mental, or Profession skills.
Skulker
Prerequisite: Agility 2 or higher
You are an expert at slinking through shadows. You gain the following benefits:
The Action Point cost of the Hide action is reduced by 1.
You can try to hide when you are lightly obscured from the creature from which you are hiding.
When you are hidden from a creature and miss it with an attack, you don’t reveal your position.
Dim light doesn’t impose disadvantage on your Awareness rolls.
These talents enhance the physical abilities of a specific origin.
Advanced Flying
Prerequisite: Ingoni
You are a paragon of the Ingonyi and have mastered flight.
You can hover.
Your fly speed increases by 2.
Beetle Wings
Prerequisite: Nasekostvo
All Nasekostvo have wings, though for most they are vestigial. During your last molt, your wings have become strong enough to support your weight. You gain the following benefits:
Gain flight with a movement of 3.
Gain the hover ability.
Big Boned
Prerequisite: Remade
You are made up of bigger bones than your undead brothers, or as time has gone on, your bones have been replaced with larger bones.
Your size is now Large.
You can swap your bones around during a long rest to switch between Large and Medium sized.
Clockwerk Upgrades
Prerequisite: Clockwerk
You have spent some time tinkering and adjusting your body to fit your adventuring needs.
You gain 5 upgrade points.
Dragon-like
Prerequisite: Draconian
Your body begins to take on a more dragon-like form. You grow wings and your claws become more powerful.
You flight with a movement of 6.
Your claws become natural weapons that deal 1d6 slashing damage.
Sturdy Limbs
Prerequisite: Nasekostvo
During your last molt, your secondary arms have become more powerful and are as strong as your primary arms. You gain the following benefits:
You can wield a two-handed weapon with two arms on one side of you body
You can gain the benefit of up to 2 shields.
When wielding a weapon in every hand, you can reduce the Action Point cost of 1 attack per round.
Earth Walker
Prerequisite: Nasekostvo
You have spent enough time in the ground and soil that you can feel the vibrations in the earth. You gain tremorsense 2.
Gnarled limbs
Prerequisite: Tuatha
You have grown large knots over your body, increasing your body and limbs. You gain the following benefits:
Increase your size by one.
Your armor increases by 1
Dragon Blood
Prerequisite: Draconian lineage
The blood of dragons runs strong in your veins, you gain a breath weapon based on your lineage. For 5 Action Points, you can unleash a blast of powerful elemental energy from your mouth. Your Lineage determines the size, shape, and damage of your breath weapon.
Your breath weapon has a number of charges equal to your Endurance plus half your level (rounded up). When you use your breath weapon you can release a number of charges, up to half your level (rounded up) as d6’s. The target of the attack makes a defense roll against a target number equal to 8 + your Endurance + half your level. You regain all spent charges after a long rest.
Bird Flight
Prerequisite: Ingonyi lineage
Your bones are less dense than that of your normal Ancestry, and your feathers are slightly larger than other non-ingonyi. You gain flight with a movement of 5.
You can spend your upgrade points on the following upgrades.
Agile
Your body was designed to traverse terrain with ease. You can select this upgrade more than once, each time you do so you must pick a different option.
Swimming. You gain a swimming speed equal to your movement.
Climbing. You gain a climbing speed equal to your movement.
Walking. Your movement increases by 1.
Each option costs 2 points.
Internal Storage Compartments
You were created with one or more internal storage compartments of varying sizes.
Objects can be stored and retrieved for 1 Action Point, as long as they could reasonably fit within you. You have advantage on Stealth (Dexterity) – Concealing rolls made to hide the existence of these compartments, and they can’t be forced open while you are conscious. You can retrieve ammunition from your storage compartments as part of your attack action with a ranged weapon.
This upgrade costs 1 point. You can spend 1 additional point to select the Integrated Armaments option.
Integrated Armaments. When you retrieve an object from your storage compartments, you can instead retrieve up to two objects, placing up to one in each hand. When you do so you can store any objects held in one or both hands.
You cannot be disarmed of either of these retrieved objects while conscious if they are either a weapon without the heavy property or a shield, and they cannot be dropped.
Lantern
You are capable of emitting light like a lantern. The source of light within you could be emitted from an area such as your eyes, palm, chest, or the general cracks between the armor plating that covers your body.
You can shine a wide bright light in a 30-foot radius, and dim light for an additional 30 feet. You can switch to shining a focused bright light in a 60-foot cone, and dim light for an additional 30 feet. You can control your lights during your turn without using an action, such as dimming them, turning them off, or switching between wide and focused. This light is innate and does not require fuel.
This upgrade costs 2 points.
Magical Construct
You were built with the innate ability to perform incredible feats which can only be described as magic. You can select this upgrade more than once, up to a maximum of two times.
You learn one of the following cantrips: Lightning Lure, Mending, Message, Shocking Grasp, or Thunderclap. Inteligence is your spellcasting ability for these cantrips.
This upgrade costs 2 points.
Powerful
Your body was constructed for great feats of strength. You are medium sized.
This upgrade costs 1 point.
For an additional point, you will count as one size larger for the purpose of carrying, lifting, pushing, and dragging.
Resistant
Your body was enhanced to be resistant to a specific type of damage. Pick one damage resistance from the following options. You can select this upgrade more than once, up to a maximum of two times.
Uncommon. You gain resistance to Acid, Cold, Lightning, or Necrotic damage. This option costs 3 points.
Common. You gain resistance to Fire or Poison damage. This option costs 4 points.
Trained Mind
During your creation, you had your mind trained to be skilled in a particular area or fluent in a particular language. You can select this upgrade more than once, up to a maximum of four times.
Skill. You gain 2 general skill boosts. This option costs 3 points the first time it is chosen. Whenever you select this option thereafter you only gain 1 general skill boost and the cost is 2 points.
Language. You gain fluency in one language of your choice. This option costs 1 point.