Tiny Dungeon

My Traits

All Traits

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 get to 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

Beserker

RAAAAAGH!

You can attack with primal and furious rage. You can choose to make an attack with Disadvantage. If you do and succeed, you deal 2 damage instead of 1

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. 15)

Fleet of Foot

Running away is always a valid option

Your speed increases from 25 feet to 30 feet. You gain Advantage on Tests when chasing or running

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 15)

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 can select Unarmed as a Weapon Group to be proficient with. You must select a particular martial arts attack as your Mastered Weapon

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 powerlaced words from magic scrolls. (See Magic; pg 15)

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 15)

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

Heritage Traits

Bow Mastery

You have Mastered bows and have Advantage when using them. This is in addition to the Mastered weapon chosen at Adventurer Creation.

Dark Vision

You are able to see in total darkness. However, if you are exposed to sudden bursts of light (spells, alchemist’s flash bombs), you suffer Disadvantage on your next turn.

Goblin Agility

You can Test 1d6 whenever you are successfully hit by an enemy. If your Test is successful, you evade the attack and do not take damage. Declaring Evade as an Action has no additional benefit.

Pyrothermic Healing

Any damage that would be dealt to you by a source of natural (nonmagical) fire instead heals you for that amount.

Cryothermic Healing

Any damage that would be dealt to you by a source of natural (non-magical) extreme cold instead heals you for that amount.

Ancient Heart

You cannot be healed by any means other than direct sunlight and sleep. For each Hit Point to be healed, you must be directly in the sun for an hour (moving or stationary) or use the sleeping rules.

Powerful Claws

You have Claw as a Mastered Weapon. You cannot use ranged weapons.

Cold-Blooded

Any attempt to persuade, influence, or manipulate a Lizardfolk through appeals to emotion or feelings suffers Disadvantage.