Name | Type | Description | Feat Reqs | Level Req | Ability | Ability req |
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Athletic | Common | When you Move with a Jump, Climb, or Swim Check you Move 5ft farther than you normally would. | - | 1 | STR | 5 |
Heavy Load | Common | Your Carrying Capacity is increased by 2 Bulk | - | 1 | STR | 5 |
Improved Climb | Common | You gain a +1 Bonus to Climb Checks. | - | 1 | - | - |
Cliff Hanger | Common | You have Advantage on Climb Checks made as Reactions to Grab onto surfaces. | - | 1 | STR | 5 |
Climber's Grip | Common | You can maintain your hold while Climbing in precarious positions without using either of your hands and can Climb with only one hand. | - | 1 | STR | 6 |
Mountain Guide | Human | While Climbing you point out the best handholds for other climbers. Once per Round you may give another Creature within 30 ft Advantage on a Climb Check as a Free Action. | - | 1 | STR | 5 |
Expert Climber | Common | Roll all Climb Checks with Advantage. | Cliff Hanger OR Climber's Grip OR Mountain Guide | 5 | STR | 7 |
Improved Jump | Common | You gain a +1 Bonus to Jump Checks. | - | 1 | - | - |
Chasm Leaper | Common | You have Advantage on Jump Checks when jumping over drops greater than 10ft. | - | 1 | STR | 5 |
High Jumper | Common | You have Advantage on Jump Checks that are no more than 10 ft horizontally. | - | 1 | STR | 5 |
Long Jump | Common | You can spend two Actions to Jump twice as far. | - | 1 | STR | 6 |
Expert Leaper | Common | Roll all Jump Checks with Advantage. | Chasm Leaper OR High Jumper OR Long Jump | 5 | STR | 7 |
Improved Swim | Common | You gain a +1 Bonus to Swim Checks. | - | 1 | - | - |
Diver | Common | You have Advantage on Swim Checks to Move up while under water. | - | 1 | STR | 5 |
Hold Breath | Common | You can hold your breath for minutes equal to your STR. | - | 1 | STR | 5 |
River Swimmer | Common | You can choose to not be affected by the current of the water you are Swimming in at the start of each Turn. | - | 1 | STR | 6 |
Expert Swimmer | Common | Roll all Swim Checks with Advantage. | Diver OR Hold Breath OR River Swimmer | 5 | STR | 7 |
Big and Scary | Common | You may use STR instead of ESS for Checks to Intimidate | - | 1 | STR | 6 |
Pilot | Human | You know how to Pilot a Vehicle (d20+DEX+Level). You can roll Helm Checks. | - | 1 | DEX | 5 |
Expert Pilot | Human | Roll all Helm Checks with Advantage. | Pilot | 5 | DEX | 7 |
Improved Conceal | Common | You gain a +1 Bonus to Conceal Checks. | - | 1 | - | - |
Camouflage | Common | You have Advantage on hiding items in their surroundings. (such as covering a Trap in leaves or hiding a Small box in the floorboards) | - | 1 | DEX | 5 |
Disguise | Common | You can use Conceal to Disguise a yourself or an Ally as someone else. If the roll is successful it also can be used as evidence when you are Lying about be the person you are disguised as. If you are disguising your target as a specific person you roll with Disadvantage. | - | 1 | DEX | 6 |
Hidden blade | Human | You have Advantage on Checks to Conceal a single Diminutive or smaller Object on your person. | - | 1 | DEX | 5 |
Expert Smuggler | Common | Roll all Conceal Checks with Advantage. | Camouflage OR Disguise OR Hidden blade | 5 | DEX | 7 |
Improved Sneak | Common | You gain a +1 Bonus to Sneak Checks. | - | 1 | - | - |
Home Turf | Common | You have Advantage sneaking in a place you've been before. | - | 1 | DEX | 6 |
Silent kill | Common | If you kill a Creature that had not yet acted in combat you may roll Sneak to do so quietly. | - | 1 | DEX | 5 |
Tail | Common | You have Advantage on Checks to Sneak when only avoiding detection from one Creature. | - | 1 | DEX | 5 |
Expert Shadow | Common | Roll all Sneak Checks with Advantage. | Home Turf OR Silent kill OR Tail | 5 | DEX | 7 |
Improved Swipe | Common | You gain a +1 Bonus to Swipe Checks. | - | 1 | - | - |
Palm | Common | You have Advantage on Checks to Swipe Objects Fine Size or smaller | - | 1 | DEX | 6 |
Parlor Tricks | Common | You have Advantage on Swipe Checks while being watched (this cancels out the Disadvantage you would normally have) | - | 1 | DEX | 5 |
Pick Pocket | Common | You can use Swipe to steal items Creatures are carrying except for Armor and items they are currently holding or to leave items on their person without them noticing. | - | 1 | DEX | 5 |
Expert Thief | Common | Roll all Swipe Checks with Advantage. | Palm OR Parlor Tricks OR Pick Pocket | 5 | DEX | 7 |
Acrobatics | Common | You may use DEX instead of STR on Checks to Jump | - | 1 | DEX | 6 |
Artificer | Human | You can roll Power Checks (d20+ESS+Level). You can create any magical item or Enchantment if given enough time and materials worth as much as the item you are trying to craft. (this includes magical Traps, Potions, and Enchantments for items, but the items to be enchanted must be provided in addition to any materials needed for the Enchantment.) | Spell Casting 1 | 1 | ESS | 5 |
Expert Artificer | Human | Roll all Power Checks with Advantage. | Artificer | 5 | ESS | 7 |
Improved Intimidate | Common | You gain a +1 Bonus to Intimidate Checks. | - | 1 | - | - |
Dominant Presence | Common | When you Intimidate a Creature their relation to you doesn't worsen until an hour later. | - | 1 | ESS | 5 |
Interrogator | Human | You have Advantage on Intimidation Checks to ask for information. | - | 1 | ESS | 6 |
Peacekeeper | Common | You have Advantage on Intimidate Checks to discourage people from fighting. | - | 1 | ESS | 5 |
Expert Bully | Common | Roll all Intimidate Checks with Advantage. | Dominant Presence OR Interrogator OR Peacekeeper | 5 | ESS | 7 |
Improved Lie | Common | You gain a +1 Bonus to Lie Checks. | - | 1 | - | - |
Alibi | Human | You have Advantage when lying to deny your Actions. | - | 1 | ESS | 6 |
Charming Liar | Human | You may use a persuasion Check in place of evidence when telling a Lie, or Lie about having the thing the other Creature wants when making a persuasion Check. | - | 1 | ESS | 5 |
Impersonator | Human | You have Advantage on Lie Checks to impersonate someone you've met or watched at length. | - | 1 | ESS | 5 |
Expert Liar | Common | Roll all Lie Checks with Advantage. | Alibi OR Charming Liar OR Impersonator | 5 | ESS | 7 |
Improved Persuasion | Common | You gain a +1 Bonus to Persuasion Checks. | - | 1 | - | - |
Friendly face | Human | You have Advantage on your first persuasion Check with strangers | - | 1 | ESS | 6 |
Inspiring Leader | Human | You have Advantage on persuasion Checks to Persuade Friendly or Loyal Creatures to give you dangerous aid. | - | 1 | ESS | 5 |
Performance | Human | You know how to play an instrument or make some other Performance with incredible Skill. This can often be used as something others may want (depending on the person) as part of a Persuade Check for Small favors or to improve their Relationship to you. | - | 1 | ESS | 5 |
Expert Negotiator | Common | Roll all Persuade Checks with Advantage. | Friendly face OR Inspiring Leader OR Performance | 5 | ESS | 7 |
Social Lubricant | Common | You may use ESS instead of MND on Checks to Investigate. | - | 1 | ESS | 6 |
Mechanic | Human | You can roll Repair Checks (d20+MND+Level). You can create any non magical item if given enough time and materials worth as much as the item you are trying to craft. You can also Repair Damaged items (but not Destroyed) at a rate of 1hp per minute. | - | 1 | MND | 5 |
Expert Mechanic | Human | Roll all Repair Checks with Advantage | Mechanic | 5 | MND | 7 |
Improved Investigate | Common | You gain a +1 Bonus to Investigate Checks. | - | 1 | - | - |
Linguistics | Human | When you Encounter a language or cypher you may make an Investigate Check (DC 15 for languages, the DC for a cypher may vary). On a success you get a vague understanding of what is said, but lose many of the details. On a Critical Success you learn the language or crack the cypher and no longer need to roll in the future to decipher its meaning. | - | 1 | MND | 5 |
Studies | Human | You study a topic extensively (such as language, history, Spells, engineering, geography, a profession, etc...). Whenever that topic comes up you may roll an investigation Check to see if you know the information. (Common Knowledge DC 10, Advanced Knowledge DC 20, Secret Knowledge DC30) | - | 1 | MND | 5 |
Tracker | Common | You have Advantage on Investigation Checks to follow a someones tracks. | - | 1 | MND | 6 |
Expert Investigator | Common | Roll all Investigate Checks with Advantage. | Linguistics OR Studies OR Tracker | 5 | MND | 7 |
Improved Tinker | Common | You gain a +1 Bonus to Tinker Checks. | - | 1 | - | - |
Careful Deactivation | Human | The first time you fail to Tinker a Trap you do not trigger the Trap or jam the lock. (if you try to Tinker the same item again and fail the device is triggered as normal) | - | 1 | MND | 5 |
Safecracker | Human | You have Advantage on Checks to Tinker against locks. (this includes all kinds of locks not just safes) | - | 1 | MND | 5 |
Unbound | Common | You can automatically succeed on Tinker Checks to free yourself from personal restraints. (this works for manacles, entangling Bombs, and rope bindings, but does not allow you to escape a prison cell) | - | 1 | MND | 6 |
Expert Saboteur | Common | Roll all Tinker Checks with Advantage. | Careful Deactivation OR Safecracker OR Unbound | 5 | MND | 7 |
Improved Medicine | Common | You gain a +1 Bonus to Medicine Checks. | - | 1 | - | - |
First Aid | Human | You have Advantage on Medicine Checks when the target is Bleeding. | - | 1 | MND | 5 |
Improvised Antitoxin | Human | You may roll a Medicine Check to end the Effects of a Poison. The DC is equal to 20+Level of the Poison. | - | 1 | MND | 6 |
Physician | Human | You can diagnose and treat illnesses. If given enough time you can automatically Heal a Creature to maximum HP without needing to roll Medicine Checks. | - | 1 | MND | 5 |
Expert Medic | Common | Roll all Medicine Checks with Advantage. | First Aid OR Improvised Antitoxin OR Physician | 5 | MND | 7 |
Careful Planning | Common | You may use MND instead of DEX on Checks to Conceal | - | 1 | MND | 6 |
Animal Handling | Common | You can use Persuade on Beasts. This can be used to get them to complete a simple task, or increase your Relationship with them (Beasts that are Friendly or Loyal to you can be commanded). Animals normally want food or other offerings based on their Level. | - | 1 | - | - |
Assistant | Human | You have someone who will do mundane tasks for you. They will not do anything dangerous and generally flee or hide in combat, but may deliver messages, run errands, carry things, keep lookout. and so on. (This Assistant is a Level 1 Human with no Feats that is Loyal to you) | - | 1 | - | - |
Beast Speech | Human | While using shape change to assume another form you can speak even if that form would not normally be able to. | Spell Effect (Shape Change) | 1 | - | - |
Dealmaker | Human | You can always find things you are looking to buy, or can find information on how to acquire them if they are especially rare. | - | 1 | - | - |
Distraction | Common | You create a Distraction as an Action. This draws everyone's attention to you (or your general Area if you are Hidden) giving you Disadvantage on Sneak, Swipe, or Conceal Checks, but everyone else Advantage on Sneak, Swipe, or Conceal Checks for the next Round. | - | 1 | - | - |
Familiar | Common | You gain a non combat Beast follower (such as a mouse, parate, or other Small pet) capable of following basic instructions. You can spend a day to acquire a new Beast to act as your Familiar. | - | 1 | - | - |
Jack of all Trades | Human | You know a little about a lot of things. When a new topic comes up you can roll an investigation Check. On a 20 or higher you know a piece of common knowledge on the topic that may be useful. Unlike Studies this cannot be used to gain advanced or secret knowledge. | - | 1 | - | - |
Local | Common | You have spent a long time in a given Area. You know some details about most people in the Area and they are more likely to be Warm or Friendly to you. | - | 1 | - | - |
Membership | Human | You are part of an important Faction in the world. The organization is considered Friendly to you by default and most of its members are Friendly or Warm to you. These Relationships can still be changed as normal from this point if you act to help or harm the organization or individual members. | - | 1 | - | - |
Oracle | Common | You occasionally receive visions of the possible future. The GM may grant these visions as they see fit, but you may also intentionally try and look into the future as an Action. When you do the GM rolls a d20 in secret. On an 11 or higher you receive a Small glimpse of a likely future. On a 6-10 you receive no clear vision at all. On a 1-5 you receive a false or misleading vision. | - | 1 | - | - |
Perfect Recall | Human | You have a near perfect memory and can easily remember most things you have Seen or heard recently. | - | 1 | - | - |
Prepared | Human | You have a bag or other container on you that is full of various useful equipment. When buying things you can say that you are buying supplies and record an amount of Gold that you spend. At any point in the future you may pull a basic item you need from your bag and deduct it's cost from the money you have spent on supplies. | - | 1 | - | - |
Reputation | Common | When you first introduce yourself to someone roll a persuasion Check against them. On a success you choose a rumor they have heard about you. On a failure or partial success the GM chooses a negative rumor they have heard about you. | - | 1 | - | - |
Spawn | Beast | You create offspring of another Creature of your Type two levels lower than you. This takes at least 10 days. | - | 3 | - | - |
Subtle Casting | Human | You can Cast a Spells with subtle gestures so no one around you notices | - | 1 | - | - |
Survival | Common | You can survive in the wild finding your own food and shelter. | - | 1 | - | - |
Ventriloquism | Common | You can throw your voice to make it sound like it is coming from somewhere else within 20 ft of you. You are also skilled at mimicry allowing you to reproduce sounds or even short phrases relatively accurately. | - | 1 | - | - |
Wayfarer | Common | You have a perfect sense of direction and always know which way is North. You can also spend an Action to get a general understanding of where you are relative to known landmarks. Between these abilities it is possible to navigate successfully over long distances as well as in unfamiliar cities, but not through completely foreign terrain. | - | 1 | - | - |