Traits
Rules
During character creation, you get
- 1 good story trait
- 1 good standard trait
- 12 interest traits
You can also get up to 2 more good traits by taking a bad trait for each.
Good Traits
Good traits improve your character in some way.
Story Traits
You get one of these traits during character creation. They usually cannot be earned after character creation.Prodigy
You start with mastery of any 100 level course (but you do not start with Extra Credit for it).
You have credit for it, so it satisfies prerequisite requirements.
You have credit for it, so it satisfies prerequisite requirements.
Flexible
You start with mastery of any course you qualify for.
At the end of each long rest, you may change this course to another you qualify for.
You do not have credit for this course, it cannot be used to qualify for other courses.
At the end of each long rest, you may change this course to another you qualify for.
You do not have credit for this course, it cannot be used to qualify for other courses.
Relic Bearer
You start with an artifact of incredible power or importance of the Headmaster's design (Grade SSS or above, which can have custom abilities).
Standard Traits
You get one of these traits during character creation. You can get up to two more by taking a bad trait for each. You might be able to earn more during play, with enough investment and the right circumstances.Accurate
Blessing
Choose one buff from the following list:
Bless, Ward, Salvation, Nature's Sustenance, Regeneration, Stone Skin, Invisible Hand, Mage Armor.
You permanently have the chosen buff (as if it were cast with full mastery), and it cannot be dispelled.
Bless, Ward, Salvation, Nature's Sustenance, Regeneration, Stone Skin, Invisible Hand, Mage Armor.
You permanently have the chosen buff (as if it were cast with full mastery), and it cannot be dispelled.
Blindsight
+5 ft. shapesense
Brutal Critical
When you critically hit with a weapon, add your weapon's base damage die to your critical damage.
Credentials
You start with credit for completing any 100 level course, and 15 effort in that course.
Deadly
+1 to critical threat range with weapon attacks
Devastating
+1 damage with weapons.
+1 damage with heavy weapons.
Once per encounter, you may add 10 damage when you hit, and ignore physical resistance and treat physical immunity as resistance until the end of that turn.
+1 damage with heavy weapons.
Once per encounter, you may add 10 damage when you hit, and ignore physical resistance and treat physical immunity as resistance until the end of that turn.
Enhanced Vision
+300 ft. darkvision
+300 ft. heatsense
Advantage on tests of seeking
Advantage on vision-related tests of skill (ex: tracking with Survival)
+300 ft. heatsense
Advantage on tests of seeking
Advantage on vision-related tests of skill (ex: tracking with Survival)
Evasive
Fast Worker
Increase the size of your base effort dice by 1 step.
(2d4->2d6->2d8->2d10->2d12)
Once per month, you get a free downtime slot which may only be used on crafting.
You only get one slot from this ability during each vacation.
(2d4->2d6->2d8->2d10->2d12)
Once per month, you get a free downtime slot which may only be used on crafting.
You only get one slot from this ability during each vacation.
Favored
Grit
Healing Touch
You get a pool of 10 HP per seniority worth of healing energy, which refils when you take a long rest.
As an action, you may heal an adjacent creature by spending points from this pool.
As an action, you may heal an adjacent creature by spending points from this pool.
Heirloom
Start with a magic item of the Headmaster's design (SS grade).
Inspired
+1 to all tests of skill
+1 to critical threat range for all tests of skill
Once per long rest, you may reroll your roll on a test of skill, and keep the preferable result.
+1 to critical threat range for all tests of skill
Once per long rest, you may reroll your roll on a test of skill, and keep the preferable result.
Lively
Roll priority rolls twice and take the higher total.
You may reroll all triple minuses that you roll on priority rolls.
You may reroll all triple minuses that you roll on priority rolls.
Lucky
Whenever you roll a natural 1, you may reroll it.
When you take a long rest, you gain one luck point, which may be spent at any time to reroll and keep the preferable result on any roll to hit, test of skill, or save which you roll, or any roll to hit you.
Luck points cannot be used during downtime or for studying.
You may only have a maximum of one luck point from this ability at a time.
When you take a long rest, you gain one luck point, which may be spent at any time to reroll and keep the preferable result on any roll to hit, test of skill, or save which you roll, or any roll to hit you.
Luck points cannot be used during downtime or for studying.
You may only have a maximum of one luck point from this ability at a time.
Unlucky
When something particularly bad happens to you (you critically fail, get critically hit, fail a particularly nasty save, or are defeated), you gain one bad luck point, which you may use (even from beyond the grave) to force a target to reroll a roll to hit, test of skill, save, damage roll, effort roll, supply roll, chaos roll, or spellburn roll, and take the worse result.
You also gain one Bad Luck Point at the start of every adventure.
You may only have one bad luck point at a time.
Bad luck points and luck points cancel out, it is impossible to have both at the same time.
You also gain one Bad Luck Point at the start of every adventure.
You may only have one bad luck point at a time.
Bad luck points and luck points cancel out, it is impossible to have both at the same time.
Mobile
Pack Mule
You can carry 8 more weight.
People Person
Advantage on rolls to befriend others.
Advantage on rolls to improve your relationship with others.
When you roll a natural 1 on a roll to ask for help studying from a study buddy or mentor, reroll it.
Once per month, you get a free downtime slot which may only be used to befriend a new contact or improve an existing relationship. You only get one slot from this ability during each vacation.
Advantage on rolls to improve your relationship with others.
When you roll a natural 1 on a roll to ask for help studying from a study buddy or mentor, reroll it.
Once per month, you get a free downtime slot which may only be used to befriend a new contact or improve an existing relationship. You only get one slot from this ability during each vacation.
Potent
+1 spell damage.
+1 spell damage for spells cast using a heavy weapon.
Once per encounter, you may reroll damage on a spell you cast deal the maximum possible damage (as if all the damage dice had rolled as high as possible), and ignore resistance and treat immunity and absorbtion as resistance.
+1 spell damage for spells cast using a heavy weapon.
Once per encounter, you may reroll damage on a spell you cast deal the maximum possible damage (as if all the damage dice had rolled as high as possible), and ignore resistance and treat immunity and absorbtion as resistance.
Pressure
+1 to the save DCs of all your abilities
Resourceful
Once per adventure, you may roll to acquire an item or supplies retroactively, explaining the acquisition as a flashback. This does not cost a downtime slot.
The size of the supply die for items you craft or buy is increased by one size, except for items that have a supply size of one (d4 -> d6 -> d8 -> d10 -> d12).
This ignores the normal limit on the maximum supply die size which is available, and does not cause the item to weigh more.
The size of the supply die for items you craft or buy is increased by one size, except for items that have a supply size of one (d4 -> d6 -> d8 -> d10 -> d12).
This ignores the normal limit on the maximum supply die size which is available, and does not cause the item to weigh more.
Scholar
Advantage on written exam rolls.
Natural 1's on your study rolls are normal failures instead of critical failures.
You never get misunderstandings on courses.
Know it all: Advantage on tests of skill using academics to identify things or recall knowledge.
Natural 1's on your study rolls are normal failures instead of critical failures.
You never get misunderstandings on courses.
Know it all: Advantage on tests of skill using academics to identify things or recall knowledge.
Spellweaver
Once per encounter, you may reroll a spellburn, control, or chaos roll.
If you roll a 1 while attempting to exceed your limits, you suffer a normal burnout and backfire instead of catastropic arcane failure.
If you roll a 1 while attempting to exceed your limits, you suffer a normal burnout and backfire instead of catastropic arcane failure.
Talent
Start with mastery of any 100 level course (but you do not start with extra credit for it).
However, you do NOT have credit for this course, so it cannot be used to satisfy prerequisite requirements.
(You may still take this course to get credit for it (but why would you do that?). If you do, you must pass one study roll for it before you will get credit.)
However, you do NOT have credit for this course, so it cannot be used to satisfy prerequisite requirements.
(You may still take this course to get credit for it (but why would you do that?). If you do, you must pass one study roll for it before you will get credit.)
Tough
+5 maximum HP
Whenever you roll growth, gain 1 extra maximum HP (Which should be +2 max HP per semester).
Once per adventure, when you would be reduced to 0 HP, you may stay at 1 HP instead.
Whenever you roll growth, gain 1 extra maximum HP (Which should be +2 max HP per semester).
Once per adventure, when you would be reduced to 0 HP, you may stay at 1 HP instead.
Wealth
Advantage on shopping rolls.
Once per month, you get a free downtime slot which may only be spent shopping. You only get one slot from this ability during each vacation.
You may also have access to better transportation, communications, and vacation destinations.
Once per month, you get a free downtime slot which may only be spent shopping. You only get one slot from this ability during each vacation.
You may also have access to better transportation, communications, and vacation destinations.
Bad Traits
Bad Traits make your character worse at something, or limit them in some way.
You may take up to two bad traits during character creation. If you do, you may start with an additional good trait for each bad trait.
You may take up to two bad traits during character creation. If you do, you may start with an additional good trait for each bad trait.
Alien Communication
Something about your background prevents you from directly communicating in the common language.
Without some solution to this problem, you will encounter great difficulties in social situations, will be unable to go to office hours, get mentoring, use study buddies, or otherwise cooperate.
If you lose your communication solution, you lose the ability to verbally communicate of communicate through written words with your teammates until it is restored.
Without some solution to this problem, you will encounter great difficulties in social situations, will be unable to go to office hours, get mentoring, use study buddies, or otherwise cooperate.
If you lose your communication solution, you lose the ability to verbally communicate of communicate through written words with your teammates until it is restored.
Awkward
-1 to tests of Presence
-1 to tests of Expression
-1 to tests of Intrigue
Disadvantage on rolls to befriend new people.
Disadvantage on rolls to improve relationships with characters you do not have a relationship of at least grade C with.
Disadvantage on all social tests of skill with characters you do not have a relationship of at least C grade with.
Disadvantage on any test of skill to judge intentions.
-1 to tests of Expression
-1 to tests of Intrigue
Disadvantage on rolls to befriend new people.
Disadvantage on rolls to improve relationships with characters you do not have a relationship of at least grade C with.
Disadvantage on all social tests of skill with characters you do not have a relationship of at least C grade with.
Disadvantage on any test of skill to judge intentions.
Bibliophobe
-1 to tests of Artifice
-1 to tests of Alchemy
-1 to tests of Spellcraft
-1 to tests of Monster Lore
-1 to tests of Intrigue
-1 to study rolls if your academics is F or above.
Disadvantage on written exam rolls.
-1 to tests of Alchemy
-1 to tests of Spellcraft
-1 to tests of Monster Lore
-1 to tests of Intrigue
-1 to study rolls if your academics is F or above.
Disadvantage on written exam rolls.
Big Target
-2 AC
Binding Rejection
You cannot use as many magic items.
-1 binding slot.
-1 binding slot.
Boring
-6 interest points
Bumbling
City Slicker
Disadvantage on tests of Survival
You must pass a DC 10 social save when you take a long rest in an uncomfortable place, or you only receive the benefits of a short rest, and are fatigued.
You only get one save every 8 hours.
Speed -5 ft. in "wilderness".
You must pass a DC 10 social save when you take a long rest in an uncomfortable place, or you only receive the benefits of a short rest, and are fatigued.
You only get one save every 8 hours.
Speed -5 ft. in "wilderness".
Clumsy
-1 to hit
-1 to all tests of strength, agility, or endurance
-1 to tests of Thievery
-1 to tests of Hiding
Disadvantage on tests of hiding.
-1 to all tests of strength, agility, or endurance
-1 to tests of Thievery
-1 to tests of Hiding
Disadvantage on tests of hiding.
Dead Inside
-1 to tests of Healing
-1 to tests of Expression
-1 to tests of Presence
-1 to tests of Intrigue
-1 to social saves
You receive no benefit from buffs from the Communications and Theology departments.
-1 to tests of Expression
-1 to tests of Presence
-1 to tests of Intrigue
-1 to social saves
You receive no benefit from buffs from the Communications and Theology departments.
Destined for Nothing
-1 to your critical threat range for everything.
If this means you don't crit on a 20, you can no longer crit.
Natural 20's remain automatic successes (when the Headmaster decides a roll is appropriate).
If this means you don't crit on a 20, you can no longer crit.
Natural 20's remain automatic successes (when the Headmaster decides a roll is appropriate).
Healing Resistant
You resist healing.
(Healing only heals you for half the normal amount, rounded up).
Healing from long rests is unaffected.
(Healing only heals you for half the normal amount, rounded up).
Healing from long rests is unaffected.
Non-Magical
You cannot cast any spells, except those cast by using an item.
Poor Reflexes
You cannot act or react when it is not your turn.
Disadvantage on health (reflex) saves
(You cannot hold actions)
(You will be extremely vulnerable to stealthy attackers)
Disadvantage on health (reflex) saves
(You cannot hold actions)
(You will be extremely vulnerable to stealthy attackers)
Reckless
Rolls to hit you have advantage.
Righteous
-1 to tests of Intrigue
-1 to tests of Roguery
-1 to tests of Poisons
You cannot act during surprise rounds or ambush an enemy.
You must pass a DC 15 social save to do anything underhanded (as determined by the Headmaster).
-1 to tests of Roguery
-1 to tests of Poisons
You cannot act during surprise rounds or ambush an enemy.
You must pass a DC 15 social save to do anything underhanded (as determined by the Headmaster).
Side Character
You are no longer a main character.
Your baseline priority stat total is now 0 instead of +3.
(ex: Your baseline priority stats could go from BBB to CCC)
Your baseline priority stat total is now 0 instead of +3.
(ex: Your baseline priority stats could go from BBB to CCC)
Slow Going
Speed -10 ft.
Bonuses to your speed are halved.
(Bonuses to your movement are unaffected.)
(ex: Speed +30 ft. becomes Speed +15 ft.)
(ex: Dashing still adds your speed to your movement.)
Disadvantage on tests of agility.
Bonuses to your speed are halved.
(Bonuses to your movement are unaffected.)
(ex: Speed +30 ft. becomes Speed +15 ft.)
(ex: Dashing still adds your speed to your movement.)
Disadvantage on tests of agility.
Space Cadet
Squishy
-5 maximum HP.
You gain less HP. If your health is F or above, roll growth as if your health was one grade lower.
You gain less HP. If your health is F or above, roll growth as if your health was one grade lower.
Truant
You must waste one time slot of your choice each month while school is in session.
This slot does nothing mechanically beneficial to you or your contacts.
You do not lose slots during vacation.
This slot does nothing mechanically beneficial to you or your contacts.
You do not lose slots during vacation.
Wasteful
Whenever you use a consumable item which has more than one use, you use up an extra use of that consumable.
Whenever anyone else uses a consumable item which has more than one use on you or your gear, they use up an extra use of that consumable.
Whenever anyone else uses a consumable item which has more than one use on you or your gear, they use up an extra use of that consumable.
Weak
Your carrying weight limit is 10. It cannot go above 10.
Disadvantage on tests of strength.
-1 damage with melee weapons.
-1 damage with heavy melee weapons.
Disadvantage on tests of strength.
-1 damage with melee weapons.
-1 damage with heavy melee weapons.
Wet Noodle
Your attacks and abilities deal half damage, rounded up.
(This does not affect healing)
(This does not affect healing)
Interest Traits
Interest traits represent your character's interests, and make them better at skills and other things.
You get 12 interest traits to spend on these traits at character creation.
You gain 1 more interest point for every semester you complete.
Each of these traits costs 1 interest point.
You get 12 interest traits to spend on these traits at character creation.
You gain 1 more interest point for every semester you complete.
Each of these traits costs 1 interest point.
Artifice
+1 on tests of Artifice. You may take this trait up to 3 times.
Magic
+1 on tests of Spellcraft. You may take this trait up to 3 times.
Alchemy
+1 on tests of Alchemy. You may take this trait up to 3 times.
Monster Lore
+1 on tests of Monster Lore. You may take this trait up to 3 times.
Survival
+1 on tests of Survival. You may take this trait up to 3 times.
Intrigue / History
+1 on tests of Intrigue. You may take this trait up to 3 times.
Arts / Theater / Dance / Creative Writing
+1 on tests of Expression. You may take this trait up to 3 times.
Student Government
+1 on tests of Presence. You may take this trait up to 3 times.
Seeking
+1 on tests of Seeking. You may take this trait up to 3 times.
Economics / Entrepreneurship
+1 on tests of Roguery. You may take this trait up to 3 times.
Poisons
+1 on tests of Poisons. You may take this trait up to 3 times.
Sports
+1 on tests of strength, endurance, or agility. You may take this trait up to 3 times.
Caring
+1 on tests of Healing. You may take this trait up to 3 times.
Fitness
+2 maximum HP. You may take this trait up to 3 times.
Language
You know an additional language. You may take this trait multiple times.
Swimming
Swimming does not cost you extra movement.
You have advantage on tests of strength and endurance to swim.
You have advantage on tests of strength and endurance to swim.
Rock Collecting
When you participate in an adventure, you get an extra D tier treasure by its end.
Cards
You have a battle icons deck.
You have advantage on card game rolls.
You have advantage on card game rolls.
Brewing (Alchemy)
At the start of every adventure, you get one unstable Alchemy Vial (B).
If it is not used by the end of the adventure, it turns into water.
If it is not used by the end of the adventure, it turns into water.
Brewing (Healing)
At the start of every adventure, you get one unstable Healing Vial (B).
If it is not used by the end of the adventure, it turns into water.
If it is not used by the end of the adventure, it turns into water.
Brewing (Poison)
At the start of every adventure, you get one unstable Poison Vial (B).
If it is not used by the end of the adventure, it turns into water.
If it is not used by the end of the adventure, it turns into water.
Special Traits
These traits are special rewards or mixed blessings with story hooks. Your Headmaster may give you or allow you to take one of these, or come up with your own.
Overbearing Patron
You have a patron who is overbearing and causes complications for you, which may include restricting vacations, course selections, or giving you mandatory missions.
This contact is important to your character (which explains why they put up with them), and may be the reason you can attend the academy.
On the upside, they may be influential and able to provide you with resources or contacts.
This contact is important to your character (which explains why they put up with them), and may be the reason you can attend the academy.
On the upside, they may be influential and able to provide you with resources or contacts.
Locked Trait
You would normally have another positive trait, but your current circumstances make it inaccesible until they are resolved.
Work with your Headmaster to determine the trait and situation, and what needs to be done to unlock the trait.
Work with your Headmaster to determine the trait and situation, and what needs to be done to unlock the trait.
Spirit of the Champion
Earned by winning a difficult contest or tournament.
You win ties in contests of skill.
You win ties in contests of skill.