Tiny Adventures at 15th street
When creating a character you will have the ability to choose 3 to 4 traits for your character. Most Non-Player Characters will have traits of their own, some of which might not be available to the player characters.
Traits enable you to do things that most people couldn’t and are the result of genetics, magic, years of practice or past experiences. As such new traits could potentially become available to adventurers either through natural or unnatural ways…
Below is a list of preexisting traits, but new ones can be invented with the assistance of the DM so long as they can be explained as part of your character’s backstory and not be overpowered.
For instance it’s conceivable to have a character immune to cold/heat/poison or be an exceptional swimmer.
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.
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.
Brawler: Everybody has a plan until they get punched in the face. You gain Advantage hen making unarmed attacks.
Charismatic: I can get what I want without even asking. You gain Advantage when attempting to convince someone of something or otherwise influence them.
Diehard: I’m not going down that easy. When an attack would reduce you to 0 Hit Points, it instead reduces you to 1 Hit Point. You can do this once per day.
Dungeoneer: We go left. I can tell by some of the moss and from seeing a lot of dungeons in my time. 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
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? What did he say?_ 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.
Fleet of Foot:_ Running away is always a valid option._ Your speed increases from 25 feet to 30 feet.
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.
Insightful: Not sure if serious… You gain Advantage when Testing to discern whether or not someone is telling the truth or lying.
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.
Nimble Fingers:_ I could have sworn I left it right here!_ You gain Advantage when Testing to pick locks, steal, or do slight-ofhand.
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 which may be hidden. You gain this even while asleep.
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.
Spell-Touched:_ It runs in the family._ You were born with an arcane heritage, 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.
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 1 additional Hit Point.
Tracker: These prints are fresh. He went that way. You gain Advantage when Testing to track someone or an 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.