Utilitarian (BIRTHRIGHT) Image

While not as flashy as your comrades, you’ve got a trick or seven up your sleeve for any situation.

  • Gain access to the Improvise table.
  • When checking bodies for valuables, you additionally pilfer 1d4 gold worth of loot others overlook per body.
    (Roll 1d4, then multiply that number by the number of total bodies you check.)
  • Gain Proficiency in one skill of your choice.


Improvise:  Once per short rest as an Bonus Action you can attempt to exploit a fight to your advantage.
Roll a D12 on the Improvise table, you may choose for that effect to occur.

At level 7, roll at advantage and choose which outcome you would prefer. If you roll doubles, you may choose any effect from the table.

At level 15, you may instead freely pick any effect.

1 - Fatal Flaw

You observe a fatal flaw in an enemy’s defense;
A target you can see is Marked for one minute, as if affected by a Faerie Fire spell.

2 - Lull

You observe a lull in the combat, and capitalize on it with your allies.
An ally within 30 feet that can hear you gains an additional turn at the bottom of this round.

3 - Distracted

An enemy seems overwhelmed.
The next attack roll you make against an enemy within 60 ft is made at Double Advantage.

4 - Shoddy Equipment

You notice the equipment of the closest enemy is in a horrendous condition.
If they suffer another successful attack, a piece of their equipment may break.

5 - Valuable Lesson

There was much to be learned from this fight.
You and your allies will gain 2x EXP from this combat if successful.

6 - Vantage Point

There’s a useful nook hidden away in a corner of the battlefield that may be useful.
You discover a way to traverse to a previously inaccessible location without the need for rolls.

7 - Incite

If there are nearby civilians or bystanders, you can incite them to aid you if they are not hostile towards you.

8 - Coward

You notice an enemy quaking in the midst of battle.
You or an ally you can call out to within 30 feet of the enemy can attempt an Intimidation check to cause them to flee the fight.

9 - Demoralizer

One of these enemies is not like the others.
The DM designates an enemy. If they are killed, all remaining enemies will have a chance to become Feared for a round.

10 - Invaluable Lesson

This fight was incredibly thought provoking.
You and your allies will gain 3x EXP from this combat if successful.

11 - Clarity

In a moment of clarity, you understand how to counter an aspect of your enemy.

You may seal an enemy’s ability as if you succeeded a Clash against them.

12 -Avarice

If you succeed this combat, you and your allies will each pilfer an additional 1d100 gold.

 



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Birthrights and Attunements are an expanded Feats list that may be made available by your DM. Birthrights are powerful boons your character has had since birth, whereas attunements are earned at set level thresholds just like Feats.

Birthrights are game-changingly powerful, so balance your encounters accordingly.

Attunements are similar in power to Feats, but are more geared towards unlocking specific niche playstyles, and are less game-breaking for a vanilla setting.

Gain one Birthright from Character Creation, and an Attunement at levels 5, 10, 15, and 20.

Utilitarian (BIRTHRIGHT) Image

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