Race: Kobold - When you meet an intelligent monster, you can ask the GM for one fact about the history of that race.
Bardic Lore: Legends of Heroes Passed. When you first encounter an important creature, location, or item (your call) covered by your bardic lore you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in.
Arcane art
When you weave a performance into a basic spell, choose an ally and an effect:
• Heal 1d8 damage
• +1d4 forward to damage
• Their mind is shaken clear of one enchantment
• The next time someone successfully assists the target with aid, they get +2 instead of +1
Then roll+CHA. •On a 10+, the ally gets the selected effect. •On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets affecting them as well, GM’s choice.
Eldritch Tones
Your arcane art is strong, allowing you to choose two effects instead of one.
Vicious Cacophony
+2d4 instead of +1d4 when using Arcane Arts to boost damage.
Charming and Open
When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully).
• Whom do you serve?
• What do you wish I would do?
• How can I get you to ______?
• What are you really feeling right now?
• What do you most desire?
A Port in the Storm
When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.
A Little Help From My Friends
When you successfully aid someone you take +1 forward as well.
Metal Hurlant
When you shout with great force or play a shattering note choose a target and roll+Con. ✴On a 10+ the target takes 1d10 damage and is deafened for a few minutes. ✴On a 7–9 you still damage your target, but it’s out of control: the GM will choose an additional target nearby.
Through Death’s Eyes
When you go into battle, roll+WIS. ✴On a 10+, name someone who will live and someone who will die. ✴On a 7-9, name someone who will live or someone who will die. Name NPCs, not player characters. The GM will make your vision come true, if it’s even remotely possible. ✴On a 6- you see your own death and consequently take -1 ongoing throughout the battle.
Acorn Figurine
Whenever you Make Camp, the owner of this figurine may choose one: Your party is healed by half max HP + 1d8 when you Make Camp and you are cured of your Debilities, OR the area you have encamped in is put under a Muffle spell for the duration of your camping, preventing any sound you all make from escaping the radius of your campsite.