Trait List
Acrobat: It’s up there? No problem! You gain Advantage when
Testing to do acrobatic tricks such as tumbling, long-distance
jumps, climbing, and maintaining balance.
Alchemist: Dragon’s blood has many uses. It’s also great on salads.
Provided the right reagents and recipes, you can mix potions,
elixirs, and poisons. You also gain Advantage when identifying
unknown liquids.
Armor Master: Your paltry weapons cannot pierce my iron hide!
You have mastered wearing armor like a second skin. When
wearing any form of armor, you have an extra 3 Hit Points that
must be lost before you take physical damage. These hit points
cannot be healed and must be restored via repairing your armor.
It takes a full 8 hours to repair all 3 Hit Points.
Barfighter: Funny how you always fancy yourself a drink, right on
Unification day. You can select Improvised Weapons as a Weapon
Group. You do not pick a Weapon to Master. Instead, when fighting
with any Improvised Weapons, you get one extra action each turn.
Beastspeaker: What is it, boy?! The king fell down a well?! You are
able to communicate with animals. This form of communication
is primitive and very simplistic.
Berserker: RAAAAAGH! You can attack with primal rage. If a
melee attack you are making does not already have Disadvantage,
you may choose to make the attack with Disadvantage. If successful,
the attack deals +1 damage.
Blacksmith: I can fix that! Once per day, you can make a Test
with Advantage. If successful, you can restore 1 Depletion point to
any object. (See Item Expenditure and Depletion Points; pg. 37)
Brawler: Everybody has a plan until they get punched in the face.
While Fighting Unarmed, your Evade action Tests with 2d6
(instead of 1d6.)
Charismatic: I can get what I want without even asking. You
gain Advantage when attempting to convince someone of
something or otherwise influence them.
Cleave: I will bathe in the blood of enemies! If your attack drops
an enemy to 0 Hit Points, you may immediately make an extra
attack with Disadvantage.
Dark-fighter: Who needs eyes, when I have all the other senses?
You do not suffer Disadvantage for having your sight impaired.
Defender: I’ve got your back. When an adjacent ally is hit,
before Evade Tests are made, you may choose to have that attack
hit you instead.
Diehard: I’m not going down that easy. When an attack would
reduce you to 0 Hit Points, it instead reduces you to 2 Hit Points.
You can do this once per day.
Drunken Master: *Urrp* While you are intoxicated, you
may Evade without spending an action. However, you have
Disadvantage on all rolls that require careful and delicate
manipulation, social grace, or might be severely impacted by
your intoxication (Game Master discretion).
Dungeoneer: We go left. I’ve seen a lot of dungeons in my time, and I
can tell by the way the moss covers this wall. You gain Advantage when
attempting to find your way through a dungeon or cave system and
when attempting to identify creatures native to dungeons or caves.
Educated: I didn’t go to academy for four years for nothing. You gain
Advantage when checking to see if you know specific information.
Eidetic Memory: You remember that guy in that city? Who did
that thing? I remember exactly what he said. When Testing to
recall information, you have seen or heard previously—even in
passing—you succeed on a roll of 4, 5, or 6.
Familiar: Your faceless shadow cat is really freaking me out, man.
For as long as you can remember, you have never truly been
alone. Another spirit has linked itself to yours, accepting you as
its friend and master. (See Magic; pg. 17)
Fleet of Foot: Running away is always a valid option. You gain
Advantage on Tests when chasing, being chased, tests of foot
speed or running. Optional: If you are using feet or gridded
squares for movement, your speed increases from 25 feet to 35
feet (or from 5 to 7 squares).
Healer: I’ve seen worse, son. You’ll pull through. As an Action,
you can Test 2d6 to heal a creature other than yourself. If the
Test is successful, the target creature is healed for 2 Hit Points.
This Trait can also be used to cure poison, disease, and other
physical ailments that are non-magical. You must be next to the
creature to heal it. (See Magic; pg. 17)
Insightful: Stop pulling my leg… You gain Advantage when Testing
to discern whether or not someone is telling the truth or lying.
Lucky: Whew! That was close. You may reroll one Test per session.
Marksman: The odds of hitting your target increase dramatically
when you aim at it. When using the Focus Action, your next attack
with a ranged weapon is successful on a Test of 3, 4, 5, or 6.
Martial Artist: Be like water, flowing through cracks. You gain
Unarmed as a Weapon Group to be proficient with (in addition
to your starting Proficiencies). You do not gain an additional
Mastered Weapon for this proficiency. Once per day, you may
reroll a failed Unarmed Attack or Evade Test.
Nimble Fingers: I could have sworn I left it right here! You gain
Advantage when Testing to pick locks, steal, or do slight-of-hand.
Opportunist: One man’s failure is another man’s opening to stab
the idiot who failed. If an enemy within range fails to hit with an
attack against you, you may immediately make an attack with
Disadvantage against that enemy.
Perceptive: What has been seen cannot be unseen. You gain Advantage
when Testing to gain information about your surroundings or find
things that may be hidden. You gain this even while asleep.
Quartermaster: I’m always prepared. When you roll for Depletion,
you can choose to reroll once per day. You must keep the second
result. (See Item Expenditure and Depletion Points; pg. 37)
Quick Shot: Pew, pew, pew! You are able to reload a Ranged
Weapon and fire it in one Action.
Resolute: I will not be a casualty of fear. You gain Advantage on
all Save Tests.
Shield Bearer: I’ve got you covered. While wielding a shield,
Test with 2d6 on Evade or Goblin Agility Actions instead of
1d6. If you choose this Trait, your Adventurer gains a shield at
Adventurer creation.
Sneaky: Hey, did you hear something? You gain Advantage when
Testing to hide or sneak around without others noticing you.
Spell Reader: P as in phylactery. You have spent years learning
the sacred language of the arcane, allowing you to read power-
laced words from magic scrolls. (See Magic; pg. 17)
Spell-Touched: It runs in the family. Your family carries magic
in the blood, and while the centuries have diluted the power, you
are still able to subtly influence the world around you by merely
willing it to happen. (See Magic; pg. 17)
Strong: Stand back, I’ll kick it in! You gain Advantage when
Testing to do something with brute force.
Survivalist: These berries are safe to eat… I think. You gain
Advantage when Testing to forage for food, find water, seek
shelter, or create shelter in the wild.
Tough: I have not journeyed all this way because I am made of
sugar candy. You gain 2 additional Hit Points.
Tracker: These prints are fresh. He went that way. You gain
Advantage when Testing to track a person, creature, or animal
in the wilderness. While outside, you can also locate true north
without Testing.
Trapmaster: It’s a trap! You gain Advantage when Testing to
create, locate, and disarm traps. You also gain Advantage on Save
Tests against traps.
Vigilant: Better to stay ready than to get ready. You gain
Advantage on Initiative Tests.