Traits

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.