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Healer’s Satchel

Healer’s Satchel

This leather pouch contains medical implements used to patch up wounds. As an action, you can expend one use of this item to stabilize a creature that has 0 hit points, without needing to make a Medicine check.

Fairy Cap

Fairy Cap

Consuming this small red mushroom cap removes inhibitions and creates confidence, and after you eat it you gain an expertise die on Charisma saving throws for 1 hour.

Dried Yewclaw Bark

Dried Yewclaw Bark

Eating strips of this dried yellow bark calms and clarifies the mind, and after consuming this bark you gain an expertise die on Intelligence saving throws for 1 hour.

Bandage

Bandage

These strips of sterilized cloth staunch bleeding and cover wounds. You can use an action to apply a bandage to yourself or another creature to end ongoing piercing or slashing damage. When using improvised bandages there is a 50% chance of exposure to a disease.

Antitoxin

Antitoxin

Consuming the dark bitter liquid in this vial removes the poisoned condition and you gain advantage on saving throws against poison for 1 hour.

Adderwort Roots

Adderwort Roots

Chewing these dark roots bolsters your body’s natural defenses, and after you eat it you gain an expertise die on Constitution saving throws for 1 hour.

Urchin

Urchin

You grew up on the streets. You know where to hide and when your puppy dog eyes will earn you a hot meal.

Why were you on the streets? Were you a runaway? An orphan? Or just an adventurous kid who stayed out late?

Ability Score Increases
+1 to and one other ability score.
Suggested Equipment (Cost )
Feature:
Connection and Memento. Roll 1d10, choose, or make up your own.
D10Urchin CONNECTIONS
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D10Urchin MEMENTOS
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Trader

Trader

You served your apprenticeship among merchants and traders. You’ve traveled dusty miles and haggled under distant skies.

Why are you living a life of adventure? Are you working off your debt to the company store? Are you escorting a caravan through dangerous wilds?

Are you raising capital to start your own business, or trying to restore the fortunes of a ruined trading family? Or are you a smuggler, following secret trade routes unknown to the authorities?

Ability Score Increases
+1 to and one other ability score.
Suggested Equipment (Cost )
Feature:
Connection and Memento. Roll 1d10, choose, or make up your own.
D10Trader CONNECTIONS
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D10Trader MEMENTOS
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Soldier

Soldier

You’re a hard-bitten veteran accustomed to long marches, short supplies, and the sight of blood. A career as an adventurer seems like the logical next step.

Were you a battlefield soldier in a war between nations? A mercenary or town guard? Were you a front-line grunt, an officer, or a specialist such as a medic or a war mage? Did you retire with honor or in disgrace, or do you still serve?

Ability Score Increases
+1 to and one other ability score.
Suggested Equipment (Cost )
Feature:
Connection and Memento. Roll 1d10, choose, or make up your own.
D10Soldier CONNECTIONS
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D10Soldier MEMENTOS
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Sailor

Sailor

You’re an experienced mariner with a keen weather eye and a favorite tavern in every port. Hard voyages have toughened you and the sea’s power has made you humble.

Were you a deckhand, an officer, or the captain of your vessel? Did you crew a naval cutter, a fishing boat, a merchant’s barge, a privateering vessel, or a pirate ship? 

Ability Score Increases
+1 to and one other ability score.
Suggested Equipment (Cost )
Feature:
Connection and Memento. Roll 1d10, choose, or make up your own.
D10Sailor CONNECTIONS
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D10Sailor MEMENTOS
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