

Boons and Flaws
Flaws should only be chosen at character creation, but some situations could arise where a flaw is granted at a later level. The GM has final say on such matters.
Additionally, you may only have four flaws. If the GM chooses, he/she may elect to allow players more depending on the level of play they desire.
Lastly, a player must take two flaws for every Boon
Flaws
Abrasive Personality
You are difficult, overbearing, and generally crass in social situations, causing others to dislike you.
Effect: You suffer disadvantage on all Interaction skill checks.
Absent-Minded
You are frequently preoccupied with random thoughts and find it difficult to pay attention.
Effect: You suffer disadvantage in Initiative and Perception skill checks.
Aggressive
You are hot-headed and brash, eager to rush into combat.
Effect: Opponents gain advantage on their first attack roll against you when you engage them in melee.
Animal Animosity
Animals tend to dislike you.
Effect: You suffer disadvantage on all Animal Sense checks. Additionally animals and beasts choose you as a target in preference to other targets (as long as doing so does not put the attackers in some obvious additional risk), and such creatures gain advantage on attack rolls made against you.
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Aquaphobic
You are deathly afraid of water.
Effect: You suffer disadvantage on all Athletics skill checks made to swim and on attack rolls, skill checks, and saving throws made when you are in water that is at least half your height.
Asthmatic
Harsh conditions or long exertions overtire you and you start to wheeze.
Effect: You suffer disadvantage on any effect that will cause you to gain exhaustion, and any effect with cloud, dust, fog, or smoke in its name. You can hold your breath for only half the normal duration. Additionally, sleeping in light or heavier armor causes you to gain two levels of exhaustion.
Blatant
You are terrible at being deceptive.
Effect: You suffer disadvantage on all Deception and stealth checks, as you find it difficult to conceal any aspect of your activities.
Blind
You cannot see.
Effect: You permanently have the blinded condition.
Claustrophobic
You are deathly afraid of being enclosed.
Effect: If you are underground or in an enclosed area (five feet or less), you gain the frightened condition.
Clumsy
You have a difficult time moving over and through obstacles.
Effect: When making a Body save, if you roll a natural 1s on any 2d6 check you make (attack, ability, or skill check), you fall prone.
Craven
You are not brave and are frightened easily.
Effect: You suffer disadvantage on all saves against fear and are frightened for the first round of combat against any creature whose CR is equal to or higher than your character level.
Deaf
You cannot hear.
Effect: You permanently have the deafened condition.
Easily Distracted
You find it difficult to pay attention.
Effect: You have disadvantage on Perception checks and extended skill checks.
Farsighted
You find it difficult to see things at close range.
​Effect: You have difficulty making out the details of close objects. You cannot read, and you have disadvantage on Perception checks and ranged attack rolls made for targets 10 feet and closer.
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Fear of Heights
If you climb or become more than 15’ elevated, you
become very nervous.
Effect: You suffer disadvantage on all attacks, skill checks and saving throws any time you are climbing.
Frail
You have weak physical health.
Effect: Disadvantage on all Body Checks.
Graceless
You possess no balance or agility.
Effect: Your tumble score is reduced by -1.
Hard of Hearing
Your hearing is greatly impaired.
Effect: You suffer disadvantage on hearing-based perception checks. The GM may decide you suffer disadvantage on other skill checks situationally.
Illiterate
You cannot read.
Effect: You do not begin play knowing how to read any languages. It takes you twice the time and money to ever train yourself to read any language.
Loathsome
There is something about your manners or looks that people find repulsive.
Effect: Your initial Interaction Score is reduced by -1.
Naive
You lack wisdom and experience, foolishly believing what others say as truth.
Effect: You suffer disadvantage on all Insight checks to see through deceptions.
Nearsighted
You see well close up but have difficulty farther away.
Effect: You suffer disadvantage on sight-based perception checks and ranged attacks beyond 10 feet.
Not the Brightest Torch
You are somewhat slow and dim-witted.
Effect: Your mental ability score is reduced by -1.
Obese
You are large, slow, and heavy.
Effect: You weigh +50% or more than others of your kind. Armor must be custom-made for you, costing twice the normal amount listed. In addition, your movement speed is halved.
Overly Cautious
You are extremely cautious and take great care before taking any action.
Effect: You suffer disadvantage on all Initiative checks.
Phobia
You are terrified of a certain thing or creature type.
Effect: You gain the frightened condition whenever you’re within 30’ of the object of your phobia.
Poor Defense
You are not good at defending yourself.
Effect: You suffer a -1 penalty to AC.
Puny
You are noticeably smaller and weaker than most of your race.
Effect: Your Body Score is reduced by -1.
Sickly
You are frequently ill and get exerted easily.
Effect: Your initial Body score is reduced by -3.
You easily catch a cold and fight with a runny nose, sneezing. You were a sickly child and were expected not to make it past your first birthday.
Effect: You suffer a level of exhaustion starting at the beginning of the day.
**You may choose one extra Boon at character creation.**
Uneducated
You did not have the benefit of a standard education.
Effect: You are illiterate and only have proficiency in two
Path Skills.
Unfocused Spellcaster
You are not good at spellcasting when threatened or distracted.
Effect: You suffer disadvantage on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or when grappled.
Unwise
You are imprudent and prone to making poor decisions.
Effect: Your initial Mental Score is reduced by -1.
Weakling
You are less resilient than you should be.
Effect: You always suffer disadvantage against one ability saving throw.
Boons
Adaptable
You adjust well to new environments,
Effect: Gain advantage on Survival checks and ignore one level of exhaustion once per session.
Animal Companion
You have a loyal animal companion that assists you in various tasks.
Effect: Provides advantage on related skill checks.
Artistic Talent
You possess a natural flair for the arts.
Effect: Grants advantage to performance checks and the ability to impress audiences easily.
Brave
You have a strong will and face danger head-on.
Effect: Gain +1 to Saves.
Calm Under Pressure
You maintain composure in stressful situations.
Effect: Gain advantage on saving throws against fear and stress.
Charismatic Performer
You captivate audiences with your performances
Effect: Grants a +1 to Performance and the ability to gain groupies easily.
Charming
Your charisma makes it easy to win people over.
Effect: Gives a +1 to Interaction checks. This effect can also garner a favor from an NPC once per session. This is at the discretion of the GM.
Combat Reflexes
You react quickly in combat.
Effect: Allows you to add your Acrobat Score to initiative rolls.
Courageous
You inspire bravery in others.
Effect: Grants allies within 30 feet advantage on saving throws against fear effects.
Cunning
You are quick-witted and resourceful
Effect: Gain Advantage on traps or puzzles.
Danger Sense
You can sense imminent danger.
Effect: Grants advantage on initiative rolls to react quickly to threats.
Divine Favor
You have received blessings from a higher power
Effect: Allows you to regain a prayer or recover HP equal to your Religion Score once per day.
Eagle-Eyed
Your keen vision allows you to spot hidden objects or threats easily.
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Effect: Grants a +2 bonus to Perception checks.
Eldritch Affinity
You have a connection to the arcane.
Effect: Grants you +1 to spellcasting rolls.
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Eloquent Speaker
You have a way with words.
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Effect: Gain an advantage to Persuasion checks.
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Empathic
You can sense the emotions of others.
Effect: Gain advantage to checks when dealing with NPCs in emotional situations.
Empowered Magic
You have a special connection to magic.
Effect: Allows you to cast one spell of Tier 1 or 2 at maximum hits once per day.
Exceptional Craftsmanship
You have honed your skills in crafting.
Effect: Grants a +1 to crafting checks and the ability to create superior items.
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Fearless
You are not easily intimidated
Effects: Gain advantage on saving throws against fear effects.
Fortunate
You seem to always be in the right place at the right time.
Effect: Grants advantage on one skill check per session.
Gifted
You possess an innate talent in a specific area (e.g., magic, music, or craftsmanship).
Effect: Gain advantage on one attack, skill check, or spell/prayer per day.
Healing Touch
You can heal others with a touch.
Effect: Allows you to restore 1d6 hit points once per day.
Incredible Memory
You have an exceptional memory.
Effect: Grants you advantage on Knowledge - History checks and the ability to recall obscure details
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Inspiring Leader
Your leadership motivates others.
Effect: Grants allies within 30 feet an extra 1d6 on their next attack roll once per day.
Intuitive
You have an uncanny ability to read people.
Effect: Gain advantage on Insight checks once per day.
Iron Will
Your mental fortitude allows you to reroll a failed saving throw against magical effects once per session.
Lucky
Fortune favors you.
Effect: Allows you to reroll one failed roll per session. You must take the new result.
Magical Affinity
You have a natural talent for magic.
Effect: Allows you to cast one additional cantrip or gain a +1 bonus to spell attack rolls.
Master Tracker
You can track creatures and find hidden paths easily.
Effect: You gain a +1 bonus to Survival checks related to tracking.
Natural Athlete
Your physical prowess shines through in sports and physical challenges.
Effect: Grants a +1 bonus to Acrobatics and Athletic checks.
Natural Healer
Your knowledge of healing arts allows you to recover hit points quickly.
Effect: Grants you the ability to heal an extra 1d6 HP once per day.
Natural Leader
You have a knack for leadership.
Effect: Allows you to grant allies advantage on their next attack roll after issuing a command.
Nimble Fingers
You are adept at tasks requiring fine motor skills.
Effect: Grants a +1 bonus to Sleight of Hand checks.
Physical Endurance
You have remarkable stamina.
Effect: Allows you to ignore the first level of fatigue or exhaustion once per day.
Physical Prowess
You are exceptionally strong.
Effect: Gain a +1 bonus to Athletic checks and the ability to perform feats of strength.
Protector
You feel a strong sense of duty to protect others.
Effect: Grants you the ability to take damage meant for an ally once per encounter.
Quick Learner
You can learn new skills faster.
Effect: Start with one extra story point.
**Must take one extra Flaw**
Resilient
You have a strong constitution.
Effect: Grants a +1 to Stamina.
Resourceful
You can improvise solutions to problems.
Effect: Grants a +1 bonus to all checks made to craft or repair items.
Respected
Your reputation precedes you.
Effect: Gives you a +1 bonus to Persuasion checks and favor in social situations.
Self-Reliant
You thrive on independence.
Effect: Gain advantage on checks made when attempting to survive in the wilderness alone.
Smooth Talker
Your silver tongue grants you a +1 bonus to Bluff checks and the ability to charm NPCs.
Sociable
Your friendly demeanor makes it easy to make friends.
Effect: Grants a +1 bonus to all checks related to social interactions.
Stealthy
You are adept at moving undetected.
Effect: Gain advantage on Stealth checks.
Strategist
You excel at planning and tactics.
Effect: Grant a +1 bonus to Knowledge checks related to strategy and tactics in battle.
Strong Mind
You have resistance to psychic damage and advantage on saving throws against being charmed or frightened.
Tech Savvy
You are skilled with technology and gadgets.
Effect: Gain a +1 bonus to Knowledge checks related to technology or machinery.
Veteran
You have extensive combat experience.
Effect: Grants a +1 bonus to attack rolls and damage rolls in battle once per day.
Well-Connected
You have valuable contacts in various places, providing you with information and resources when needed.
Well-Traveled
You have experience in many cultures.
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Effect: Grants advantage on Knowledge checks related to navigation and knowledge of the world.
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