Traits #
Mastery #
Like weapon proficiencies, some traits have a path to Mastery. These traits permit a normal attempt for an action that would be at disadvantage (or worse) to the untrained. By spending another slot on these traits, they are mastered, and gain advantage.
New Traits #
- Adept - You are capable of spellcasting. This trait costs two slots.
- Agile - You gain advantage when making a reflex save, or testing balance or general mobility.
- Animal Handler - You gain advantage when attempting work with domesticated animals.
- Armor Training - You can use medium or heavy armor without disadvantage.
- Athletic - You gain advantage when testing climbing, jumping, or swimming.
- Brutal - With heavy melee weapons, critical success is 11 or above for you.
- Charming - You gain advantage when attempting to cultivate a favorable impression.
- Clever - You gain advantage when testing your intelligence.
- Craftsman - You can attempt to fashion or repair an item as a normal test. Eligible for Mastery.
- Determined - You gain advantage when making a will save.
- Dextrous - You gain advantage when testing fine motor skills.
- Duelist - With light melee weapons, critical success is 11 or above for you.
- Hard to Kill - When you are reduced to 0 HP, you get three chances to stabilize. The first is at advantage, the second is normal, and the the third is at disadvantage.
- Lockpick - You can attempt to pick locks as a normal test. Eligible for Mastery.
- Medic - On a successful normal test while attending to someone who is attempting to stabilize, they have advantage on all of their checks. On a successful normal test while attending to the sick or injured before they sleep, the number of HP that they recover while sleeping increases by 1.
- Monk - You have trained as a Monk, and have access to the Monk development path. This trait costs two slots.
- Natural Spellcaster - Your starting SP is equal to your HP.
- Performer - You gain advantage when attempting to positively influence an audience with a performance.
- Persuasive - You gain advantage when attempting to influence someone’s behavior.
- Pickpocket - You can attempt to pick pockets as a normal test. Eligible for Mastery.
- Quick Draw - Drawing a weapon in combat is a free action.
- Resilient - You heal 2 hit points per 6-hour sleep.
- Robust - You gain advantage when making a constitution save. When you are reduced to 0 HP, your first attempt to stabilize is at advantage, and the second is normal.
- Sharpshooter - With ranged weapons, critical success is 11 or above for you. With Focus, attacks with ranged weapons become one difficulty level lower for you; Trivial targets become automatic hits.
- Trapcraft - You can attempt to locate or disarm traps as a normal test. Eligible for Mastery.
- Unarmed Fighter - You are proficient at unarmed fighting. Attacks are made as a normal test. Evading a weapon is attempted at disadvantage. Successful attacks deal 1 point of damage.