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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

1While wearing armour, you reduce all damage suffered by 2 points.
2You may spend a Reroll die to reduce the damage of an attack by your level.
3The 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

1Gain proficiency in the next level of heavier armour or shields.
2Gain proficiency in the next level of heavier armour and shields.
3Gain proficiency in all armour and shields.

Awakened Host

1You unlock mental powers by tapping into your corrupted bloodline (these are magical effects). Once per adventure, you may cast Telepathy.
2Once per adventure, you may cast Charm Person.
3Once per adventure, you may cast Suggestion.

Borderlands Scout

1Gain a +2 bonus on Wilderness Lore checks.
2Gain a +2 bonus on Detection checks.
3Gain a +2 bonus on Stealth checks.

Combat Medic

1During 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.
2Once per adventure, you may spend an action to grant a touched target (or yourself) another Luck save vs ongoing poison or disease.
3Once 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

1If you are unarmoured (and not grabbed or overly encumbered) add your Will bonus to your AC.
2In 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).
3If 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

1You are immune to fear effects.
2Gain advantage on Luck (Will) saves.
3You 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

1Once 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).
2You may use this ability twice per adventure.
3You may use this ability three times per adventure.

Fame or Infamy

1When 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.
2When 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.
3When 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

1You 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.
2You may invoke a spell of 3rd level, at the additional cost of 1 Luck point.
3When 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

1Choose one weapon type. While using such treat your damage dice as exploding (ie if you roll the highest value, roll again and accumulate).
2Once per adventure, while using your signature weapon, you may perform a Major Exploit without reducing your Luck.
3Once per adventure, while using your signature weapon, you may spend a Reroll die to turn a missed attack into a hit instead.

Skill Prodigy

1Gain a new skill or choose one you already know. Gain advantage whenever making checks related to that skill.
2Your great success range when using the skill increases by 2 (halve the attribute, then add 2).
3If you do fail a relevant skill check, the GM may choose to award a partial success, or success at a cost, instead.

Slippery Bastard

1Gain a +3 bonus when attempting to escape bonds, manacles, webs, nets, being grabbed, etc, and Luck saves for Party Retreats.
2When 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.
3Subject 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

1While Staggered, gain a +2 bonus on attack rolls.
2On a natural 1 attack roll, restore a Reroll die (max once per short rest).
3While 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

1Gain a +2 bonus on Sleight of Hand checks.
2Gain a +2 bonus on Traps & Locks checks.
3If 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

1Normal 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.
2When 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).
3Your 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

1Gain proficiency in one melee weapon or one ranged weapon.
2Gain proficiency in one melee and one ranged weapon, or two melee weapons, or two ranged weapons.
3Gain 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

1Increase your hit point maximum by 2 per level.
2Whenever you suffer a critical hit, you may make a Will check to turn it into a normal hit instead.
3Gain advantage on All Dead or Mostly Dead checks.

KAROK ENVOY

1Gain a +2 bonus on Persuasion checks.
2Gain a +2 bonus on Deception checks.
3You 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

1When 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.
2You reroll fumbled attacks with ranged weapons.
3Before 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

1You automatically sense magic within 30 ft (per p.83), and gain a +2 bonus on all attribute checks and Luck saves vs magic.
2On a natural 1 Luck save vs magic, you may reflect the attack back at the source.
3Once per adventure, you may attempt to dispel a magical effect (treat as Dispel Magic, but cannot be interrupted like normal spell casting).

PACK TACTICS

1On 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.
2When 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).
3When 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

1Your 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.
2You may use your Reroll Pool when using this ability.
3Instead of rolling d100, you may make a Luck check to select an entry from the d100 table (GM veto applies).
1-2Roll on the Trinkets & Curios table51-52Roll d66 on the Carry Loot table.
3-4Ball of string53-5410 ft silk rope
5-6Fishing hook55-56Trip wires
7-8Small mirror57-58Skorn tooth
9-10Oil flask59-60Candle
11-12Gemstone (1d6x20 gp)61-62Pipe & pipeweed
13-14Random poison63-64Lockpicks
15-16Iron spike65-66Spyglass
17-18Ink bottle67-68Signal whistle
19-20Manacles69-70Bag of flour
21-22Firepot71-72Flask of grease
23-24Magnifying glass73-74Silvered dagger
25-26Box of snuff75-76Bag of caltrops
27-28Chalk77-78Holy water
29-30GM special79-80Roll twice
31-32Iron tongs81-82Tin of wax
33-34Deck of cards83-84Flint & steel
35-36Bag of marbles85-86Wolfsbane
37-38Signet ring
(2d6+15 gp)
87-88Roll 1d20 on the
Valuables table
39-40Anti-toxin89-90Salt pouch
41-423 ft cold iron
chain
91-92Hardtack
1d6 meals
43-44Random holy
symbol
93-94Ferret or
similar animal
45-46Jar of bees95-96Spices
47-48Acid flask97-98Ale flask
49-50Healing 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

1Gain 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.
2Gain 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.
3Gain 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

1Reveal 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).
2Gain a useful related contact who is a past ally, owes you a favour, or has goals aligned with yours.
3Gain 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

1If you are proficient in and using a shield, gain +2 AC (instead of +1).
2After performing a shield punch attack, you may spend a Reroll die to avoid losing your shield benefits.
3You may use your shield to negate two attacks instead of one before repair (p.62).

Sign of the Silver Wolf

1When making Luck rolls, on a natural roll of 1-3, your Luck is not reduced.
2Once every 24 hours, you may reroll a fumbled attack.
3If 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.