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Special Features Deck

IndexNameTypeDescription
0Absentee LandlordLandYour have inherited a piece of land, rented out to tenants, which nets you an income of 50gp each month.
1Already Died OnceHPThe 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.
2Angelic BlessingSpellsThe 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.
3Axe MasteryProficiencyYou 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.
4Backup WeaponProficiencyYou 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.
5Blood DivinationRerollYou 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.
6Born CollectorSkillYou 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.
7Bow MasteryProficiencyYou learn some fancy new techniques from a veteran Welshman, and from now on you gain +1 to hit and damage with a War Bow.
8BrawlerCombatYou can inflict 1d4 points of damage when fighting with your fists.
9Building a ToleranceResistanceBy 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.
10Cloud DivinationRerollYou 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.
11Cottage in the WoodsLandYou own a sturdy cottage nestled in the woods, near to the action.
12Dagger ManCombatYou get a +1 to hit and damage when using a dagger.
13DauntlessResistanceYou can keep moving even under the most trying physical conditions. You may make any checks to avoid Exhaustion at advantage.
14Devil for the DrinkHPA 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).
15EmpathSkillLately, 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.
16EnduringResistanceYou can keep moving even under the most trying physical conditions. You may make any checks to avoid Exhaustion at advantage.
17Expert HorsemanProficiencyWhile 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.
18Eye for the StonesSkillYou can reliably appraise the market value of gem stones and jewelry.
19Family HeirloomStuffYou 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.
20Far-SightedCombatYou get a +2 bonus on his ranged weapon attacks made at Far Range (which are still at Disadvantage nonetheless).
21Father ConfessorHenchYour 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.
22FearlessResistanceYou are immune to any spell or monster-effect that causes fear or panic, and you never need to make a morale check.
23Frontier PostLandYou inherit a fortified farm stead or trading post right on the border, with 2 hides of land in title.
24Ghostly TwinRerollAfter 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.
25God Owes You a FavorStuffDue 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.
26Good ConnectionsHenchWhen you sell stolen goods, double the usual fence's price (typically raising 10% price to 20%).
27Good Judge of HorsefleshStuffAny horse that you buy will have 1 extra hit point per die.
28Great BalanceCombatYou can leap to your feet from a prone position as a quick action with no chance of failure.
29GutsResistanceYou have seen it all. You make any checks to avoid Stress at advantage.
30Healing HeartSkillYou'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.
31Hero's LegacyStuffYou inherit a magical or blessed sword, chosen by the DM.
32HideoutLandYou've found an abandoned cave near civilization you can make into your secret hideout.
33Holy BourbonStuffYou receive 4 Greater Blessed Healing Potions (each heals all lost hit points of damage).
34Horse KillerCombatWhen 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.
35Huntsman's LegacyStuffYou inherit 25 magic arrows chosen by the DM.
36I See Dead PeopleSpellsAs 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.
37Imaginary FriendSpellsGrowing 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.
38In Tune With the Oneness of the UniverseSpellsAfter 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.
39Iron StomachResistanceYou can eat spoiled food without ill effect and you get advantage on any checks vs. poisons that have been eaten or drunk.
40It Suddenly All Makes SenseSkillYou gain one skill of his choice.
41Just Can't Keep You DownHPRumored 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.
42Keen MindResistanceYou'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.
43Knightly LegacyStuffYou inherit a heavy warhorse with maximum hit points and a regular riding horse. Saddle and all other trappings included.
44Lance MasteryProficiencyYou learn some fancy new techniques from an errant Norman knight, and from now on you gain +1 to hit and damage with a lance.
45LeperAttributesDuring 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.
46Lifestyle ChangeAttributesFor 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).
47Little BrotherHenchYou 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.
48Lordly LegacyLandYou 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.
49Loyal SquireHenchYou 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.
50Master ChuckerCombatYou 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.
51Medieval NerdStuffIn a pile of your family's old stuff, you discover a book randomly chosen from the uncommon magic books.
52Mighty War CryCombatOnce 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.
53Mind Over MatterSpellsAfter 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.
54Musical GeniusSkillYou can play all known musical instruments. Once per day, you can use a musical instrument to cast a Charm Spell.
55Mysterious BlessingAttributesOn 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.
56Mystic TroveStuffYou have discovered 4 random Arcane Scrolls.
57Natural Born AlchemistSkillHaving 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.
58Naturally SuspiciousResistanceYou 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.
59Pixie ProtectorHenchYou 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.
60Property in TownLandYou receive a townhouse in a nearby town or city. The townhouse is fully furnished and a housekeeper is already employed.
61PugilistCombatYou've dabbled in street fighting. You can inflict 1d4 points of damage when fighting with your fists.
62Pure of HeartResistanceAny attempt by demons to inflict or increase your Corruption is done at disadvantage.
63Roid RageAttributesYou'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).
64Room at the InnLandYou inherit or win a working inn at the gambling table.
65Ruh-RohHenchFor some reason, you have been best friends with an otherwise normal talking dog for your whole life.
66Shield BusterCombatEvery time you score a critical hit, with weapon or damage spell, you destroy the target's shield if he has one.
67Showy FighterProficiencyYou 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.
68Sickly AttributesYou'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).
69Sneaky BastardSkillAny stealth related check you make receives a double proficiency bonus.
70Spear CatcherCombatIf 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.
71Spiritual AncestorsCraftingYour 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.
72SprinterCombatAdd 5' to your movement rate.
73Superior EducationAttributesIncrease your Intelligence and Wisdom by one point each.
74Sword BrothersHenchYou 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.
75Terrifying GlareCombatOnce 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.
76The KavorkaSkillDespite your appearance, or unpleasant habits, you are strangely magnetic. You gain advantage at any CHA skill checks. You are truly a dangerous person.
77Time Enough for the Earth in the GraveResistanceHaving 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.
78Totally Trustworthy CompanionHenchYou 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.
79Tough UpbringingHPAdd 3 hit points as a one-time bonus to your hit point total.
80Trace of the True CrossResistanceYou were born in the presence of a fragment of the True Cross. Your defense against any Spiritual Attack is improved by +5.
81Treasure MapStuffYou 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.
82Weapon MasterProficiencyPick 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.
83WilyCombatYou always have advantage in an attempt to avoid or escape being grappled by man or beast.
84WindfallStuffYou receive an unexpected gift, inheritance, award or settlement of 500gp.
85Wise MentorHenchYou 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.
86Wolf HunterStuffYou 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.
87Workout MontageAttributesYou redouble your efforts at physical fitness. Increase your Strength and Constitution by one.
88WrestlerCombatYou always have advantage in an attempt to avoid or escape being grappled by man or beast.
89Wrong CrowdHenchYou 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