I've been plotting away on my upcoming Dark Sun campaign. It's probably horribly premature given we've only seen one playtest for D&D Next but I can't help myself. I'm excited.
I found myself dissatisfied with the way Wild Talents work in 4th ed as I don't like that they're at will abilities. As such I've hearkened back to something closer to 2nd edition with the write up below.
Wild Talents
Every character begins the game knowing a single wild talent. Some characters, such as psions or thri-kreen, have additional psionic abilities. These are detailed under the race or class that grants those abilities.
Using wild talents requires a wisdom check with the DC depending on the wild talent. Failure to make this check results in you losing HP equal to your hit die. This represents the mental strain it takes to use your psionic abilities untrained and doesn’t actually mean you’ve taken physical damage. If your HP reach 0 it means that you have passed out. Any damage taken this way can be restored through rest and spending hit die, magick or potions.
Attraction
This wild talent helps you in dealing with other people. It is a DC 10 wisdom check to use this ability. If you succeed you gain advantage on the next roll you make to affect someone’s mood towards you. Every additional time you use this ability the DC increases by +2. The DC resets to DC 10 after you have an extended rest.
Barrier
This wild talent protects you from psionic attacks. It is a DC 10 wisdom check to erect the barrier initially which lasts for 10 minutes. After 10 minutes you must make another wisdom check with +1 to the DC or lose the barrier. The DC resets to 10 after you have an extended rest.
If you’re attacked with a psionic attack while you have the barrier running, you and the attacker must make opposed wisdom checks to see if the attack succeeds (automatically causing you to lose the barrier). You have advantage on this check.
Contact
This ability allows you to communicate psionically with someone else. The table below determines the DC depending on how far away they are from you:
- DC 10: 100 feet.
- DC 15: 1 mile
- DC 20: 18 miles
This contact lasts for 10 minutes during which time you can communicate with them one way. After 10 minutes you must sever the link or make an additional wisdom check with +2 to the base DC. The DC resets after an extended rest.
Danger Sense
This wild talent warns you when danger is coming. When you roll initiative you can make a DC 10 wisdom check to either avoid being surprised or to gain advantage on the initiative roll.
Heightened Hearing
This wild talent allows you to overhear other conversations much more easily. When you make a listen check you can gain advantage be beating a separate DC 10 wisdom check. This DC increases by +2 every additional time you use it. The DC resets to 10 after an extended rest.
Heightened Smell
This wild talent allows you to track someone by scent. Make a DC 10 wisdom check and you gain the ability to follow someone based on their scent. This ability lasts for 10 minutes at a time, after which you must make another wisdom check with +2 to the DC before or lose this ability. The DC resets to 10 after you have an extended rest.
Mind Over Body
This wild talent allows you to go without food and water for 24 hours without suffering any negative effects. The initial wisdom check is a DC 10. Every day you make an additional check without eating or drinking the DC increases by +1. You cannot attempt to use this ability if you are suffering from the effects of dehydration or starvation.
Know Direction
This wild talent helps you avoid becoming lost. You can imagine a place that you are quite familiar with and then make a DC 10 wisdom check to work out which direction it is. Every time you make another check before resting for the day, the DC increases by +2.
Object Reading
This allows you to pick up impressions left on an object by its previous owner. Listed below are the DCs you must meet to get the relevant information. When attempting to gain particular information you must declare the DC you’re attempting to meet. If you fail this check then you take damage as normal:
- DC 10: Last owner’s race
- DC 13: Last owner’s sex.
- DC 16: Last owner’s age.
- DC 19: How the last owner came to gain the item and how they lost it.
- DC 22: All this information about all past owners.
Retrospection
This ability allows you to try harder to recollect a lost memory. If you make a DC 10 wisdom check you can reroll a failed lore check. If you beat the wisdom check by 5 or more you can reroll the failed lore check with advantage.
Each time you use this ability in a day the DC increases by +2. The DC resets to 10 after an extended rest.
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Let me know what you think!