N

Nimble Co.

You always have up-to-date knowledge of the customs and dress of the upper classes and may even know many of their secrets. Advantage on Influence checks with the upper class.

Unnatural Resilience: You are immune to disease and do not need to eat, drink, or breathe. Children, animals, and Celestials are uneasy in your presence; many will be horrified to discover your true nature.

Requirement: 0 or negative STR at character creation

(Req. 0 or negative STR at character creation.) Reroll a failed STR-related roll (e.g., STR attack, STR save, Might check) and use another stat instead, 1/day.

School just isn't for everyone! You learn by experience in the real world (or at least that's what you tell yourself). Learn any 1 Utility Spell.

Whether it is the sticks or flowers in your hair, your smell, or the way you carry yourself, wild creatures are less frightened of you and more willing to aid you. +1 Naturecraft. While Field Resting, roll your Hit Dice with advantage while in the wild.

You never run out of your own personal rations. Anything can be food if you try hard enough! Advantage against poison saves. +1 max Hit Die.

Requirement: 0 or negative DEX at character creation

(Req. 0 or negative DEX at character creation.) Whenever you fail a DEX-related roll (e.g., DEX attack, DEX save, Stealth check, Finesse check), you may roll again. If you still fail, the consequences are BAD.

Advantage on all Lore checks related to knowledge about items, facts, or events that happened more than 100 years ago.

Recover twice as many Wounds and HP while resting on a ship or near water. You can fill in for a first mate or captain in a pinch. Advantage on water-related skill checks.

You've forgotten more than most adventurers these days know! Talk with your GM, what made you come out of retirement?

  • Let's see if I remember how to do this... You may gain 1 Wound to use an ability or cast a spell as if you were 1 level higher.
  • These old bones. Your age has long since started to show. –1 max Wounds.

Choose a profession (Baker/Cook, Smith, Stonemason, Weaver, Leatherworker, etc.). Checks you make related to that profession are made with advantage. You also retain special knowledge related to your profession.

Requirement: 0 or negative INT at character creation

(Req. 0 or negative INT at character creation.) Reroll an INT-related skill check, 1/day. Reroll a failed INT save with advantage, 1/Safe Rest.