Unique Features
Some example Unique Features (class advancements at 3rd, 6th, etc) appear below. Each may be selected once only, unless the GM determines otherwise. “Crossclass” feats are only available to PCs of a different class.
Most UFs include three tiers, representing low, moderate and high power versions. Each tier accumulates upon the last. The GM decides which power level UFs operate at in their campaign (either globally or on a per ability basis, bearing in mind the specific PCs involved), or might allow players to cherry pick benefits from the list.
Tables should in no way feel constrained by these examples. GMs and players are encouraged to customise what follows to suit their game, and/or use them as guides for their own creations.
Adaptable (Crossclass)
You gain a limited version of the Fighter Adaptable ability. Learn two fighting styles (you do not gain a default style). You begin an adventure with two uses of this ability.
Alchemy & Mechanica (Crossclass)
You gain a limited version of the Artificer Alchemy & Mechanica ability. Gain one invention. You begin an adventure with two uses of this ability (if applicable).
Armour Master
| 1 | While wearing armour, you reduce all damage suffered by 2 points. |
| 2 | You may spend a Reroll die to reduce the damage of an attack by your level. |
| 3 | The PC may make a Luck save to negate a single physical attack that reduces them to zero hp (once only, then the armour requires repair, similar to a shield p.62). |
Armour Training
| 1 | Gain proficiency in the next level of heavier armour or shields. |
| 2 | Gain proficiency in the next level of heavier armour and shields. |
| 3 | Gain proficiency in all armour and shields. |
Awakened Host
| 1 | You unlock mental powers by tapping into your corrupted bloodline (these are magical effects). Once per adventure, you may cast Telepathy. |
| 2 | Once per adventure, you may cast Charm Person. |
| 3 | Once per adventure, you may cast Suggestion. |
Borderlands Scout
| 1 | Gain a +2 bonus on Wilderness Lore checks. |
| 2 | Gain a +2 bonus on Detection checks. |
| 3 | Gain a +2 bonus on Stealth checks. |
Combat Medic
| 1 | During a short rest, you may automatically restore half of a touched target’s lost hit points (or your own). The target may not benefit from other short rest healing during the same rest. This ability requires access to a healer’s kit. You begin an adventure with one use of this ability. |
| 2 | Once per adventure, you may spend an action to grant a touched target (or yourself) another Luck save vs ongoing poison or disease. |
| 3 | Once per adventure, after combat, you may grant a touched target (or yourself) advantage on a check or save to avoid permanently losing a limb/organ. |
Dance of Dragons
| 1 | If you are unarmoured (and not grabbed or overly encumbered) add your Will bonus to your AC. |
| 2 | In response to being hit by a ranged attack, spend a Reroll die to immediately gain up to three quarters cover, possibly turning the hit into a miss (no action, but there must be sufficient cover within 10 ft). |
| 3 | If you make a successful Luck (Dex) save, and would normally take half damage, you may spend a Reroll die to take no damage instead. |
Dauntless
| 1 | You are immune to fear effects. |
| 2 | Gain advantage on Luck (Will) saves. |
| 3 | You are immune to madness effects. |
Divine Blessings (Crossclass)
You gain a limited version of the Cultist Blessings ability. Choose a god, gain its tenets (not Patron Benefits) and learn two blessings. You begin an adventure with two uses of this ability.
Elementalist
| 1 | Once per adventure, you may spend an action to magically control an element within 30 ft, generating one of the below spell effects: Air: Thunderwave (wave form). Earth/Stone: Shield. Fire: Fire Lash (as Magic Missile, but made of fire and may also target objects, in which case a ranged attack roll is required to hit a moving object). Water: Bloodbound (as Hold Person, but single target only). |
| 2 | You may use this ability twice per adventure. |
| 3 | You may use this ability three times per adventure. |
Fame or Infamy
| 1 | When you enter an outpost or village, you may make a Charisma check. On a great success, at least some of the residents recognise you, and have heard of your past deeds (choose at least one deed). The GM has right of veto for remote locations. |
| 2 | When you enter a town, you may make a Charisma check. On a great success, a significant number of the residents recognise you, and have heard of your past deeds (choose at least one deed). The GM has right of veto for remote locations. |
| 3 | When you enter a city quarter, you may make a Charisma check. On a great success, at least some of the residents recognise you, and have heard of your past deeds (along with those of close allies; choose at least one deed). The GM has a general right of veto for cities. |
Faustian Pact
| 1 | You have a magical pact with an immortal being (non-deity) beyond the Veil. Once per adventure, in exchange for a price or debt brokered with the GM, you may spend an action to invoke a spell of 2nd level or lower (cast at your level). If no agreement can be reached, your action is wasted. |
| 2 | You may invoke a spell of 3rd level, at the additional cost of 1 Luck point. |
| 3 | When you use this ability, instead of a spell, you may invoke a supernatural effect that operates like a Rescue Exploit (no action, negotiate a price/debt as normal). The usual Dex and Luck checks (p.75) are required. The Rescue may target yourself if you wish. |
Ferocious Rage (Crossclass)
You gain a limited version of the Barbarian Ferocious Rage ability. You may rage only when Staggered, and do not gain +2 to Str/Con checks, to hit, damage or Luck saves. You begin an adventure with two uses of this ability.
Signature Weapon
| 1 | Choose one weapon type. While using such treat your damage dice as exploding (ie if you roll the highest value, roll again and accumulate). |
| 2 | Once per adventure, while using your signature weapon, you may perform a Major Exploit without reducing your Luck. |
| 3 | Once per adventure, while using your signature weapon, you may spend a Reroll die to turn a missed attack into a hit instead. |
Skill Prodigy
| 1 | Gain a new skill or choose one you already know. Gain advantage whenever making checks related to that skill. |
| 2 | Your great success range when using the skill increases by 2 (halve the attribute, then add 2). |
| 3 | If you do fail a relevant skill check, the GM may choose to award a partial success, or success at a cost, instead. |
Slippery Bastard
| 1 | Gain a +3 bonus when attempting to escape bonds, manacles, webs, nets, being grabbed, etc, and Luck saves for Party Retreats. |
| 2 | When you are hit by a free attack due to your movement, you may spend a Reroll die to force the attacker to reroll. You must accept the result of the new roll. |
| 3 | Subject to GM veto, you may attempt escape even in situations where escape would normally be impossible (eg: by spitting up a tiny piece of lockpicking wire concealed in a false tooth, extreme body contortion, manipulating double jointed shoulders/elbows/wrists/knees, etc). |
Slow Burner
| 1 | While Staggered, gain a +2 bonus on attack rolls. |
| 2 | On a natural 1 attack roll, restore a Reroll die (max once per short rest). |
| 3 | While Staggered, gain adv on all Luck saves. |
Spell Casting (Crossclass)
You gain a limited version of the Magic User Spell Casting ability. Learn two 1st level spells. You begin an adventure with two 1st level spell uses of this ability, and a DDM tally of 4.
Thieves' Grace
| 1 | Gain a +2 bonus on Sleight of Hand checks. |
| 2 | Gain a +2 bonus on Traps & Locks checks. |
| 3 | If damaged by a trap, the damage you suffer is reduced to 1d100 percent (eg: on a roll of 43, you suffer 43% of the damage rolled). |
Thuel Roughrider
| 1 | Normal animals under your care (max Cha bonus, +1 per odd level) gain advantage on morale checks, and are treated as PCs for injuries, healing and death. If you direct your animals to return home or to camp, etc, they automatically find their way. |
| 2 | When riding a horse or other large mount, the creature's speed increases by 20 ft, and you gain advantage on any animal related checks (riding, jumps, coaxing action, etc). |
| 3 | Your mount gains +2 to AC and attack rolls, +2 hp per level, and uses your current Luck score (your Luck is not reduced if the mount makes a save). |
Weapons Training
| 1 | Gain proficiency in one melee weapon or one ranged weapon. |
| 2 | Gain proficiency in one melee and one ranged weapon, or two melee weapons, or two ranged weapons. |
| 3 | Gain proficiency in all melee and ranged weapons. |
Inspire Greatness (Crossclass)
You gain a limited version of the Bard Inspire Greatness ability. You begin an adventure with two uses of this ability.
IRON GRIT
| 1 | Increase your hit point maximum by 2 per level. |
| 2 | Whenever you suffer a critical hit, you may make a Will check to turn it into a normal hit instead. |
| 3 | Gain advantage on All Dead or Mostly Dead checks. |
KAROK ENVOY
| 1 | Gain a +2 bonus on Persuasion checks. |
| 2 | Gain a +2 bonus on Deception checks. |
| 3 | You own a servitor (dwarf slave from Dol-Karok in the Midlands), who accompanies you on your journeys, acting as a porter, guard, etc. Treat as a PC for death, injuries and healing. Roll twice on the Hireling Advancement table (p.162). |
MARKSMAN
| 1 | When using ranged weapons, you do not suffer disadvantage when shooting further than standard range, and never roll to see if you inadvertently hit an ally in melee with your target. |
| 2 | You reroll fumbled attacks with ranged weapons. |
| 3 | Before the first round of a new combat (assuming you are not surprised), you may make a free ranged attack against one target. |
MONK TECHNIQUES (Crossclass)
| You gain a limited version of the Monk Techniques ability. Learn two techniques. You begin an adventure with two uses of this ability. These abilities do not function if you are wearing medium or heavy armour. |
ORDO MALEFACTOS
| 1 | You automatically sense magic within 30 ft (per p.83), and gain a +2 bonus on all attribute checks and Luck saves vs magic. |
| 2 | On a natural 1 Luck save vs magic, you may reflect the attack back at the source. |
| 3 | Once per adventure, you may attempt to dispel a magical effect (treat as Dispel Magic, but cannot be interrupted like normal spell casting). |
PACK TACTICS
| 1 | On your turn, you may spend a Reroll die (no action, max once/turn) to grant an ally an immediate move or attack. The ally must be able to see or hear you. You begin an adventure with one use of this ability. |
| 2 | When you roll a critical hit, you may make a Cha check. If successful, you may spend a Reroll die per (1) above (does not count as expending a use of this ability). |
| 3 | When you are reduced to zero hp, you may immediately grant a move or attack per (1) above, without spending a Reroll die (does not count as expending a use of this ability). |
PILFER POUCH
| 1 | Your hands have a mind of their own, regularly pocketing random objects and stowing them. You may spend an action to dig through your pouches to discover a forgotten item (roll d100). You begin an adventure with one use of this ability. |
| 2 | You may use your Reroll Pool when using this ability. |
| 3 | Instead of rolling d100, you may make a Luck check to select an entry from the d100 table (GM veto applies). |
| 1-2 | Roll on the Trinkets & Curios table | 51-52 | Roll d66 on the Carry Loot table. |
| 3-4 | Ball of string | 53-54 | 10 ft silk rope |
| 5-6 | Fishing hook | 55-56 | Trip wires |
| 7-8 | Small mirror | 57-58 | Skorn tooth |
| 9-10 | Oil flask | 59-60 | Candle |
| 11-12 | Gemstone (1d6x20 gp) | 61-62 | Pipe & pipeweed |
| 13-14 | Random poison | 63-64 | Lockpicks |
| 15-16 | Iron spike | 65-66 | Spyglass |
| 17-18 | Ink bottle | 67-68 | Signal whistle |
| 19-20 | Manacles | 69-70 | Bag of flour |
| 21-22 | Firepot | 71-72 | Flask of grease |
| 23-24 | Magnifying glass | 73-74 | Silvered dagger |
| 25-26 | Box of snuff | 75-76 | Bag of caltrops |
| 27-28 | Chalk | 77-78 | Holy water |
| 29-30 | GM special | 79-80 | Roll twice |
| 31-32 | Iron tongs | 81-82 | Tin of wax |
| 33-34 | Deck of cards | 83-84 | Flint & steel |
| 35-36 | Bag of marbles | 85-86 | Wolfsbane |
| 37-38 | Signet ring (2d6+15 gp) | 87-88 | Roll 1d20 on the Valuables table |
| 39-40 | Anti-toxin | 89-90 | Salt pouch |
| 41-42 | 3 ft cold iron chain | 91-92 | Hardtack 1d6 meals |
| 43-44 | Random holy symbol | 93-94 | Ferret or similar animal |
| 45-46 | Jar of bees | 95-96 | Spices |
| 47-48 | Acid flask | 97-98 | Ale flask |
| 49-50 | Healing herbs (as potion, once per adventure) | 99- 100 | Random potion (once per year) |
Rangercraft (Crossclass)
You gain a limited version of the Rangercraft ability. Learn two talents. You begin an adventure with two uses of this ability.
Rogue Tricks (Crossclass)
You gain a limited version of the Rogue Tricks & Techniques ability. Learn two tricks. You begin an adventure with two uses of this ability.
Sea Dog
| 1 | Gain the Sailing skill, and advantage when climbing ropes and rigging, to keep your balance amid slippery or tilting surfaces, and in social interactions with boat folk. |
| 2 | Gain a loyal and highly intelligent bird, cat, monkey or similar pet, with Luck 10, +1 hp per PC level, treated as a PC for morale, death, injuries and healing. If your pet dies, you may acquire another during downtime. |
| 3 | Gain a secret treasure map. If you manage to acquire the hidden booty, it comprises 1 x Lair Treasure equal to your HD, plus 1 permanent magical item. |
Secret History
| 1 | Reveal a secret background that no-one suspected. Gain a related skill, and your extra background might also prove useful for skill related checks (p.49). |
| 2 | Gain a useful related contact who is a past ally, owes you a favour, or has goals aligned with yours. |
| 3 | Gain a powerful related benefactor whose goals are consistent with your own, for now. Your benefactor is willing to assist you with significant resources, but will expect a favour in return. |
Shieldmaiden
| 1 | If you are proficient in and using a shield, gain +2 AC (instead of +1). |
| 2 | After performing a shield punch attack, you may spend a Reroll die to avoid losing your shield benefits. |
| 3 | You may use your shield to negate two attacks instead of one before repair (p.62). |
Sign of the Silver Wolf
| 1 | When making Luck rolls, on a natural roll of 1-3, your Luck is not reduced. |
| 2 | Once every 24 hours, you may reroll a fumbled attack. |
| 3 | If your allies are within sight or hearing of you when making Luck rolls, on a natural roll of 1-3, their Luck is not reduced. |