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0% found this document useful (0 votes)
45 views3 pages

Untitled 1

Uploaded by

Paul Schaefer
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
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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.
Arbiter
Armor Master: Your paltry weapons cannot pierce my iron hide! You have mastered wearing armor
like a second skin. When wearing any form of armor, you have an extra 3 Hit Points that must be lost
before you take physical damage. These hit points cannot be healed and must be restored via repairing
your armor. It takes a full 8 hours to repair all 3 Hit Points.
Backstabber: Only fools fight fair. When using the Focus Action, your next attack on a surprised
opponent inflicts 2 points of damage.
Barfighter: Funny how you always fancy yourself a drink, right on Unification day. You can select
Improvised Weapons as a Weapon Group. You do not get to pick a Weapon to Master. Instead, when
fighting with any Improvised Weapons, you get one extra action each turn.
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.
Berserker: RAAAAAGH! You can attack with primal and furious rage. You can choose to make an
attack with Disadvantage. If you do and succeed, you deal 2 damage instead of 1.
Blacksmith: I can fix that! Once per day, you can make a Test with Advantage. If successful, you can
restore 1 Depletion point to any object. (See Item Expenditure and Depletion Points; pg. 37)
Brawler: Everybody has a plan until they get punched in the face. While Fighting Unarmed, your
Evade action Tests with 2d6 (instead of 1d6.)
Charismatic: I can get what I want without even asking. You gain Advantage when attempting to
convince someone of something or otherwise infuence them.
Cleave: I will bathe in the blood of enemies! If your attack drops an enemy to 0 Hit Points, you may
immediately make an extra attack with Disadvantage.
Connected: I know a guy. You have connections to a powerful person or organization. This could be a
local government official, a criminal syndicate, or another contact of your choice. You gain Advantage
when Testing to gain a favor from this person or group. If your Test is successful, the person or
organization will grant you access to equipment, share information, remove red tape, etc.
Dark-fighter: Who needs eyes, when I have all the other senses? You do not suffer Disadvantage for
having your sight impaired.
Defender: I’ve got your back. When an adjacent ally is hit, before Evade Tests are made, you may
choose to have that attack hit you instead.
Diehard: I’m not going down that easy. When an attack would reduce you to 0 Hit Points, it instead
reduces you to 2 Hit Point. You can do this once per day.
Drunken Master: *Urrp* While you are intoxicated, you may Evade without spending an action.
However, you have Disadvantage on all rolls that require careful and delicate manipulation, social
grace, or might be severely impacted by your intoxication (Game Master discretion).
Dungeoneer: We go left. I’ve seen a lot of dungeons in my time, and I can tell by the way the moss
covers this wall. 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 caves.
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? I remember exactly what he
said. When Testing to recall information, you have seen or heard previously—even in passing—you
succeed on a roll of 4, 5, or 6.
Entomancer
Escape Artist: No chains can hold me! You gain Advantage when attempting to slip out of restraints.
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. (See Magic; pg. 15)
Fleet of Foot: Running away is always a valid option. Your speed increases from 25 feet to 30 feet.
You gain Advantage on Tests when chasing or running.
Gadgeteer: Need to get that door open? No problem. You can Test with Advantage to quickly make a
one-use item to solve a current problem using the materials immediately available. You can also Test to
repair Cogor Battle Armor. If you choose this Trait, your Adventurer gains a bag o’ parts at Adventurer
Creation. The optional rule for Item Expenditure & Depletion Points in Tiny Dungeon Second Edition
should be used with this bag o’ parts.
Golemoid
Haggler: Let’s make a deal. You can Test with Advantage when negotiating a financial transaction and
other deals. If your test is successful, you make a great deal—saving or earning more significantly
more than normal.
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. (See Magic; pg. 15)
Insightful: Stop pulling my leg… You gain Advantage when Testing to discern whether or not
someone is telling the truth or lying.
Inspiring: Win just one for the Gipper. Your inspirational words can bring out the greatness in others.
With a successful Test, nearby allies gain Advantage on all Tests for a number of rounds equal to the
number of dice with a success on your Test.
Lucky: Whew! That was close. You may reroll one Test per session.
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.
Martial Artist: Be like water, flowing through cracks. You can select Unarmed as a Weapon Group to
be proficient with. You must select a particular martial arts attack as your Mastered Weapon.
Mechamage
Nimble Fingers: I could have sworn I left it right here! You gain Advantage when Testing to pick
locks, steal, or do slight-of-hand.
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 that may be hidden. You gain this even while
asleep.
Precise Attacker: It’s not the size of your weapon, it’s how you use it. When using the Focus Action,
your next attack with a light melee weapon is successful on a Test of 3, 4, 5, or 6.
Quartermaster: I’m always prepared. When you roll for Depletion, you can choose to reroll once per
day. You must keep the second result. (See Item Expenditure and Depletion Points; pg. 37)
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.
Seer
Sharpshooter: I once hit an ogre’s eye from a hundred paces. When using the Focus Action, you may
Test to make a called shot with a Ranged Attack. You can pin a target to a wall, knock an item out of
their hand, etc. This does not kill unless your opponent loses their last Hit Point.
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 power laced words from magic scrolls. (See Magic; pg. 15)
Spell-Touched: It runs in the family. Your family carries magic in the blood, 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. (See Magic; pg. 15)
Steamwright
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.
Thaumaturge
Thunder Scout
Tough: I have not journeyed all this way because I am made of sugar candy. You gain 2 additional Hit
Points.
Tracker: These prints are fresh. He went that way. You gain Advantage when Testing to track a person,
creature, or 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.
Well-Trained: Just give me a long sword and get out of my way. You gain Advantage when fighting
with one specific type of weapon, like daggers, for example. This weapon is chosen at Adventurer
Creation, and you start with one of these weapons. This is in addition to the Mastered weapon chosen at
Adventure Creation.

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