special_features
Special Features Deck
Index | Name | Type | Description |
---|---|---|---|
0 | Absentee Landlord | Land | Your have inherited a piece of land, rented out to tenants, which nets you an income of 50gp each month. |
1 | Already Died Once | HP | The next time you fall to zero hit points, you immediately regain 1D8 hit points on your next round as you immediately return from the dead. When mortally injured in the future, you may roll twice on the injury table and take the better roll. |
2 | Angelic Blessing | Spells | The Archangel Michael appeared over your head at your birth and blessed you in the name of the Lord. If you choose the Cleric archetype, you gain 1 extra level-1 spell known. |
3 | Axe Mastery | Proficiency | You learn some fancy new techniques from a wandering Icelandic axe master, and from now on you gain +1 to hit and damage with a Dane Axe. |
4 | Backup Weapon | Proficiency | You receive a new crossbow for free through gambling or a gift. If you aren't already proficient, you gain proficiency with the crossbow to back up your comrades if and when your magic fails. |
5 | Blood Divination | Reroll | You have no patience or taste for magic, but you have learned to read your fortune in the splatter of blood and the contour of entrails. Every day once you help kill something that bleeds, you may reroll one D20 check until you forfeit the reroll at your next rest. |
6 | Born Collector | Skill | You come from a long line of artisans, and take pride in your collections. You gain the Lore (History) skill, and may reroll any checks to identify the value of the three categories of items you collect. |
7 | Bow Mastery | Proficiency | You learn some fancy new techniques from a veteran Welshman, and from now on you gain +1 to hit and damage with a War Bow. |
8 | Brawler | Combat | You can inflict 1d4 points of damage when fighting with your fists. |
9 | Building a Tolerance | Resistance | By exposing yourself to small doses of venoms, you've built a tolerance - but at a price. You are now permanently resistant to poison damage, but any healing potions you consume are only half as effective. |
10 | Cloud Divination | Reroll | You have learned to do a little bit of divination for yourself by looking at the clouds. You may reroll one D20 check per rest that includes time outside during the day to read the clouds. |
11 | Cottage in the Woods | Land | You own a sturdy cottage nestled in the woods, near to the action. |
12 | Dagger Man | Combat | You get a +1 to hit and damage when using a dagger. |
13 | Dauntless | Resistance | You can keep moving even under the most trying physical conditions. You may make any checks to avoid Exhaustion at advantage. |
14 | Devil for the Drink | HP | A notorious drinker, after a battle, if you drink a pint of alcoholic liquid, he is immediately heals 1d6 hit points of damage (once per fight). |
15 | Empath | Skill | Lately, in your nightmares you hear dark whispered secrets of failures and desires others tell only themselves. Sometimes, you can hear these whispers during the day. These whispers give you advantage on any Persuasion checks because you can almost taste what it is that others want out of a social interaction. |
16 | Enduring | Resistance | You can keep moving even under the most trying physical conditions. You may make any checks to avoid Exhaustion at advantage. |
17 | Expert Horseman | Proficiency | While riding a horse, you add 10' to the horse's movement speed in combat. If you don't already have Knightly Combat proficiency, you get it. |
18 | Eye for the Stones | Skill | You can reliably appraise the market value of gem stones and jewelry. |
19 | Family Heirloom | Stuff | You inherit a permanent magic item, chosen at random. It can't be arms or armor, and must be a kind that does not expend charges. |
20 | Far-Sighted | Combat | You get a +2 bonus on his ranged weapon attacks made at Far Range (which are still at Disadvantage nonetheless). |
21 | Father Confessor | Hench | Your childhood parish priest moves nearby, he is a 4th level cleric and you can count on him for help and advice. He won't participate in adventurous quests, as he has a bad back. |
22 | Fearless | Resistance | You are immune to any spell or monster-effect that causes fear or panic, and you never need to make a morale check. |
23 | Frontier Post | Land | You inherit a fortified farm stead or trading post right on the border, with 2 hides of land in title. |
24 | Ghostly Twin | Reroll | After your friend/mentor/henchman died, you've found that you could continue to hear their voice whisper in your ear giving you timely advice and keeping you safe. You may reroll one D20 check per safe rest. |
25 | God Owes You a Favor | Stuff | Due to a major service done by your father to the Church, if you are present at an Archbishop's cathedral on the first Sunday of any month, you are given a free healing potion. |
26 | Good Connections | Hench | When you sell stolen goods, double the usual fence's price (typically raising 10% price to 20%). |
27 | Good Judge of Horseflesh | Stuff | Any horse that you buy will have 1 extra hit point per die. |
28 | Great Balance | Combat | You can leap to your feet from a prone position as a quick action with no chance of failure. |
29 | Guts | Resistance | You have seen it all. You make any checks to avoid Stress at advantage. |
30 | Healing Heart | Skill | You've helped to tend to those ill and close to death, and did everything in your power to keep your patients alive. You may reroll any Medicine skill checks. |
31 | Hero's Legacy | Stuff | You inherit a magical or blessed sword, chosen by the DM. |
32 | Hideout | Land | You've found an abandoned cave near civilization you can make into your secret hideout. |
33 | Holy Bourbon | Stuff | You receive 4 Greater Blessed Healing Potions (each heals all lost hit points of damage). |
34 | Horse Killer | Combat | When using any martial slashing weapon, if you score a critical hit against a horse, you cut its head clean off and it immediately goes to zero hit points. |
35 | Huntsman's Legacy | Stuff | You inherit 25 magic arrows chosen by the DM. |
36 | I See Dead People | Spells | As a young man, your responsibilities included raising barns, mining for iron, and climbing down wells. You never told anyone about the spirits of the dead you experienced while digging, but you were uncomfortable with them staring blankly at you while you did your work. Lately, you've gained the ability to see ghosts and spirits of the mundane world, but not demons of the Second World or angels of the Realm of Light. |
37 | Imaginary Friend | Spells | Growing up poor and alone, you would often play with your “imaginary friend”. They would tell you stories and scare the bullies away. Now that you study magic, you realize that this being you knew growing up was not imaginary after all when they help you in a time of need. You may re-roll a spell mishap once per safe rest. |
38 | In Tune With the Oneness of the Universe | Spells | After a strange encounter with forest mushrooms, you now see how the forces of the universe are largely illusion. You can use the Ghostly Hand cantrip at will, regardless of whether you normally use arcane magic or not. |
39 | Iron Stomach | Resistance | You can eat spoiled food without ill effect and you get advantage on any checks vs. poisons that have been eaten or drunk. |
40 | It Suddenly All Makes Sense | Skill | You gain one skill of his choice. |
41 | Just Can't Keep You Down | HP | Rumored to be sired by a black bear in the dark of the moon, you refuse to die. The first time in every fight that you are brought to 0 hit points, roll a Constitution check (with proficiency bonus) to immediately leap up and regain 1d4+1 hit points. |
42 | Keen Mind | Resistance | You've sharpened your senses enough that you notice the little details that would be missed when dealing with magical illusions. If you take a moment to really study something, the GM will immediately reveal any illusionary elements of the situation, and you gain advantage on any checks to oppose illusion magic. |
43 | Knightly Legacy | Stuff | You inherit a heavy warhorse with maximum hit points and a regular riding horse. Saddle and all other trappings included. |
44 | Lance Mastery | Proficiency | You learn some fancy new techniques from an errant Norman knight, and from now on you gain +1 to hit and damage with a lance. |
45 | Leper | Attributes | During your travels' you've managed to contracted leprosy. This curse has hardened your heart, but it has strengthened your resolve. Rather than find a cure, you've turned away from polite society to serve a power higher than yourself. You have disadvantage to all Persuasion checks in the future, but you may remove two CHA and add them to any other attributes and raise them no higher than 18. You are also immune to any further diseases. |
46 | Lifestyle Change | Attributes | For the past few months, you've changed your lifestyle to embrace the finer things. You've slowed down, but now you can appreciate more of God's work in tne natural world. Permanently add one point of WIS (not to exceed 18) and remove one point of DEX (not to go lower than 3). |
47 | Little Brother | Hench | You gain a new henchman who has identical attributes as your character, has the same class and archetype, but is first level. He is either a long lost relative, or a brother in spirit. He does not require a retainer's salary, and does not count toward the number of Retainers or Henchmen the character can command. |
48 | Lordly Legacy | Land | You have inherited a ruined keep and the lordship of “hundred” of vacant land just over the border. The area is accessible, but the land is empty of population and the keep requires some repair. |
49 | Loyal Squire | Hench | You gain the service of Squire (first level warrior) with his own Riding Horse, light armor, shield and mace. Each time you advance in level, the squire advances as well. When the squire reaches 3rd level, he will ask to be knighted. When the squire is knighted, you must make a CHA check. Success indicates that the squire wishes to remain in the character's service as a household knight. This squire does not require a retainer's salary, and does not count toward the number of Retainers or Henchmen the character can command. |
50 | Master Chucker | Combat | You have learned an old Viking technique of throwing two spears or javelins simultaneously from each hand. You must throw both weapons at the same target, but do get two attacks. To keep this up, you must have a bunch of them planted in the ground or be wearing a javelin quiver. |
51 | Medieval Nerd | Stuff | In a pile of your family's old stuff, you discover a book randomly chosen from the uncommon magic books. |
52 | Mighty War Cry | Combat | Once per fight you can make a mighty shout as a quick action, causing all within 10' to make a Morale check or lose their next turn, stunned by the noise. |
53 | Mind Over Matter | Spells | After studying with a strange foreigner in your off hours as a youth, you can, once a day, if you concentrate for 10 minutes, levitate up to 20' off the earth for as long as you maintain concentration. |
54 | Musical Genius | Skill | You can play all known musical instruments. Once per day, you can use a musical instrument to cast a Charm Spell. |
55 | Mysterious Blessing | Attributes | On the way to meet your comrades at an adventure, a luminous man with his face shrouded by a cloak appears in front of you and makes a sign of blessing, raising one of your Attribute Scores (rolled randomly) by 1d4 points, but not to exceed 18. |
56 | Mystic Trove | Stuff | You have discovered 4 random Arcane Scrolls. |
57 | Natural Born Alchemist | Skill | Having spent too much time among the hidden gnomes and fairies of the garden and forest, you have learned to identify any magic potion or alchemical concoction with a simple sniff. |
58 | Naturally Suspicious | Resistance | You can never be charmed. Any hypnosis spells that roll a magical attack against you are at disadvantage, and any checks you roll against hypnosis spells are at advantage. |
59 | Pixie Protector | Hench | You have become friends with a powerful Pixie, Fairy or Sidhe in the forest nearby. He will do you favors as long as you don't make a pig of yourself. If you do, he will make a pig of you. |
60 | Property in Town | Land | You receive a townhouse in a nearby town or city. The townhouse is fully furnished and a housekeeper is already employed. |
61 | Pugilist | Combat | You've dabbled in street fighting. You can inflict 1d4 points of damage when fighting with your fists. |
62 | Pure of Heart | Resistance | Any attempt by demons to inflict or increase your Corruption is done at disadvantage. |
63 | Roid Rage | Attributes | You've been training, lifting heavy things to improve your might. However, your constant yelling and annoying motivational platitudes have dulled your intellect. Permanently add one point of STR (not to exceed 18) and remove one point of INT (not to go lower than 3). |
64 | Room at the Inn | Land | You inherit or win a working inn at the gambling table. |
65 | Ruh-Roh | Hench | For some reason, you have been best friends with an otherwise normal talking dog for your whole life. |
66 | Shield Buster | Combat | Every time you score a critical hit, with weapon or damage spell, you destroy the target's shield if he has one. |
67 | Showy Fighter | Proficiency | You are adept at fancy footwork and weapon speed displays. You may use your Charisma bonus to attack in place of Strength or Dexterity bonus for one handed melee weapons. |
68 | Sickly | Attributes | You've changed recently. You used to spend more time outdoors, but now you seem to spend each and every waking minute studying and experimenting. Once you worried you were becoming more sickly, but now you are beyond caring. Permanently add one point of INT (not to exceed 18) and remove one point of CON (not to go lower than 3). |
69 | Sneaky Bastard | Skill | Any stealth related check you make receives a double proficiency bonus. |
70 | Spear Catcher | Combat | If you have one hand free, you can make a DEX check to catch a single spear or javelin thrown at you during a turn. You can either hold onto it or throw it at someone as a Quick Action. |
71 | Spiritual Ancestors | Crafting | Your powerful spiritual ancestors have returned from death to continue their magical experiments from the grave. They have chosen you to be their hand in creating magic items, guiding your eyes and hands as you experiment on yourself. You may choose three sets of instructions for crafting magic items to learn automatically for free, and the cost to craft those items are 50% of the regular cost. |
72 | Sprinter | Combat | Add 5' to your movement rate. |
73 | Superior Education | Attributes | Increase your Intelligence and Wisdom by one point each. |
74 | Sword Brothers | Hench | You have sworn an oath of loyalty with a group of 5 warriors, any of you can call on the others for help when in real trouble. |
75 | Terrifying Glare | Combat | Once per fight, you can cause one enemy within 30', who can see you clearly, to make a morale check or flee in terror for 1d6 combat rounds, just by looking at him. |
76 | The Kavorka | Skill | Despite your appearance, or unpleasant habits, you are strangely magnetic. You gain advantage at any CHA skill checks. You are truly a dangerous person. |
77 | Time Enough for the Earth in the Grave | Resistance | Having saved an air-spirit from doom, you get +4 to saves vs. being turned to stone and take half damage from all attacks by Earth Elementals and their earthy kin. |
78 | Totally Trustworthy Companion | Hench | You gain the service of a first level thief, with his own light armor and club. He gains 1 level each time your character advances in level, until he reaches 3rd level, when he makes a morale check and either leaves or agrees to keep working for the character. There's something you don't trust about him though. He does not count toward your total of retainers or henchmen and doesn't require a retainer's wage. |
79 | Tough Upbringing | HP | Add 3 hit points as a one-time bonus to your hit point total. |
80 | Trace of the True Cross | Resistance | You were born in the presence of a fragment of the True Cross. Your defense against any Spiritual Attack is improved by +5. |
81 | Treasure Map | Stuff | You come across a map to a fortune hidden in the wilderness by an infamous highwayman. You think there could be as much as 1000gp work of lot there, but something else may have inhabited the locale in the meantime. |
82 | Weapon Master | Proficiency | Pick one specific weapon (e.g. Arming Sword, Dane Axe, Lance) and from now on you gain +1 to hit and damage with examples of that weapon. |
83 | Wily | Combat | You always have advantage in an attempt to avoid or escape being grappled by man or beast. |
84 | Windfall | Stuff | You receive an unexpected gift, inheritance, award or settlement of 500gp. |
85 | Wise Mentor | Hench | You have acquired the good friendship with a learned sage in a nearby town, hermitage or monastery. Details of location and fields of knowledge will be worked out with you and DM. |
86 | Wolf Hunter | Stuff | You have been initiated into a secret society dedicated to wiping out Werewolves. you have a silver dagger, marked with glyphs of the order. You can get a set of 10 silver arrows whenever you go hunting werewolves. If you refuse to pursue and destroy werewolves the order becomes your enemy. |
87 | Workout Montage | Attributes | You redouble your efforts at physical fitness. Increase your Strength and Constitution by one. |
88 | Wrestler | Combat | You always have advantage in an attempt to avoid or escape being grappled by man or beast. |
89 | Wrong Crowd | Hench | You have 4 childhood friends who have moved to a town nearby. All 4 are thieves of the same level as you. They can always be counted on to take part in robberies or burglaries in that town, for a fair share of the take. |
special_features.txt · Last modified: 2020/02/03 16:43 by andrew