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Patch Up

Patch Up You are used to coping with any situation and getting by with the scarce means at your disposal. You gain the following benefits: Increase your Constitution or Wisdom score by 1, to a maximum of 20. You can ignore the shoddiness of a piece of equipment, service, animal, or component for 1 hour. Once you use this feature, you can't use it again until you finish a short rest.

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Pantagruel’s Heritage

Pantagruel’s Heritage Prerequisite: Morgant You are a descendant of an incredibly ancient and imposing lineage of morgants and, willy-nilly, this characteristic emerges clearly. You gain the following benefits: Increase your Constitution or Strength score by 1, to a maximum of 20. When completing a long rest you can recover one additional level of fatigue. Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level

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Peasant Soul

Peasant Soul You have a strong connection with your past as a farmer, you know how to behave with animals and you know how to use even the humblest tools to defend yourself. You gain the following benefits: Increase your Strength or Constitution score by 1, to a maximum of 20. You gain proficiency in the Animal Handling skill. When using a sickle, martial mattock, or martial pitchfork, your attacks score a critical hit on a roll of 19 or 20.

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Seasoned Wood

Seasoned Wood Prerequisite: Marionette All sentient marionettes are made from triflewood and its variants. However, the best puppeteers know how to properly treat the stumps and strips of this magical material to optimize its performance. In other cases, seasoning is a natural process that can occur even a long time after the marionette's creation. In these cases, you gain the following benefits: Increase an ability score of your choice by 1, to a maximum of 20. Darkvision. You

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Shieldance

Shieldance Trained in the ancient art of the buckler, you are a true master when it comes to defending yourself with a shield. You gain the following benefits: Increase your Constitution or Strength score by 1, to a maximum of 20. You gain proficiency with shields. Whenever you take the Dodge action in combat, you gain an additional +2 bonus to your AC, and you ignore the shoddiness of the shield.

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Stars and Stables Child

Stars and Stables Child Prerequisite: Human You are able to sleep literally anywhere, whether you find yourself under a starry sky or surrounded by the stinking smell of an old stable. You gain the following benefits: Increase an ability score of your choice by 1, to a maximum of 20. When you spend one or more Hit Dice at the end of a short rest, you can re-roll those dice that show a result lower than your Constitution modifier. You can spend 2 Hit Dice to recover one le

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Throwance

Throwance You have become a master of throwing objects of all kinds with absolute precision. You gain the following benefits: When you make a ranged attack using a weapon that doesn't have the thrown property, consider it to have thrown (range 10/20) instead. When you make a ranged attack with a weapon with the thrown property, you can treat the weapon as if it had the finesse property. When you make a ranged attack with a weapon with the thrown property, increase its norm

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Viperwolf Blood

Viperwolf Blood You have endured and survived the effects of the most fearsome poisons to the point of becoming immune to them. You gain the following benefits: Increase your Constitution score by 1, to a maximum of 20. You are immune to poison and have immunity to the poisoned condition.

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Bounceback

Bounceback Prerequisite: Wolfcat A wolfcat cultivates their catlike skill, acquiring extraordinary agility and athletic talents. You gain the following benefits: Increase your Dexterity score by 1, to a maximum of 20. Your speed increases by 30 feet. You gain a climbing speed equal to your base speed. When falling, you can use your reaction to halve any fall damage you would take.

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Forced March

Forced March You have grown used to living in the army. Pointless and exhausting tasks, broken shoes, unending marches, flea-bitten bedrolls and unsavory mush. Staying awake or sleeping badly has become routine for you, and you have learned to live with your exhaustion. You gain the following benefits: You ignore any penalty from your first 2 levels of fatigue. You can finish a short rest in half the time.

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Magicance

Magicance Prerequisite: Ability to cast spells You know how to make the most of your arcane arts and other buffooneries in combat, distinguishing yourself from your peers: charlatans, slickers, and hexers. You gain the following benefits: You don’t have disadvantage on attack rolls to hit with a ranged spell attack when there is a hostile creature within 5 feet of you. You ignore a spell’s verbal component.

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Natural Born Assault Trooper

Natural Born Assault Trooper You are a veteran who has fought many times in the front lines. You do not fear death, and you have charged well entrenched troops many times, sustained only by your faith in the Ternal Father or in your foes’ ineptitude. You gain the following benefits: Increase your speed by 10 feet. You have advantage on saving throws against the frightened condition. If you move at least 20 feet straight toward an enemy, you can use a bonus action to make a

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One Foot in the Grave

One Foot in the Grave Prerequisite: Paraghoul Paraghouls exist somewhere between life and death, and their essence can take many shades. A paraghoul with “one foot in the grave” is much closer to the worst creatures ‘differently alive’ featured in many grim legends and chronicles. You gain some arguable benefits when you face not-dead-yet creatures, but you are also losing your grasp on your humanity, and your appearance is more unsettling than ever. You gain the following benefits: In

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Rat’s Cunning

Rat’s Cunning Prerequisite: Pantegarn As a pantegan, you have been through so much, and you won’t be cheated by the first piper or charlatan you meet. You can smell a scam or a magic con. You gain the following benefits: Increase your Wisdom score by 1, to a maximum of 20. You have advantage on your Wisdom (Insight) checks. You have advantage on your saving throw against enchantment and illusion effects.

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Resistant Nonexistent

Resistant Nonexistent Prerequisite: Nonexistent As a nonexistent, you are particularly resistant, and all your components are more resilient than usual in case of accidents or bludgeoning blows. You gain the following benefits: +1 bonus to Armor Class. Your maximum hit points increase by an amount equal to your class level when you gain this feat. From then on, every time you gain a level, your maximum hit points increase by 1 additional hit point.

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Shoplifting

Shoplifting Prerequisite: Arcimboldo When arcimboldos find around them an object that they may acquire as part of their body (weapons and tools for a scrapper; plants for an orcharder; clothes and accessories for a ragpicker) they can snatch it with a quick move of “luxury expropriation” and quickly hide it among the jumbled items of their body. By then, even if they are caught red-handed, good luck in demonstrating that the object wasn’t part of their body from the beginning... You gain

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Veteran Deserter

Veteran Deserter Every army can boast of a number of loyal veterans who have survived many battles and covered themselves with glory, but the same can be said about the rabble without an ideal, gathering under the banners of renegades, fugitives, traitors, and turncoats, which form the majority of every army in the Kingdom. The veteran deserter is the most experienced and renowned among the deserters, the most cunning and admired among opportunists, double agents, and fugitives, the best at tur

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Materials

Materials The materials your gear is made from determine its effectiveness, durability, ease of repair, and aesthetic. The following are some of the materials that your gear may be made from. Material Description Weight Cost Properties Repairability Adamantine As weighty as iron, as flexible as steel, and harder than both, adamantine is the most durable material for weapons and armor, as

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Customizing Armaments

Customizing Armaments As a general rule of thumb, weapons should have no more than three properties unless one of those properties is a restriction. Shields and armor should have no more than two properties. You may also use a combination of the weapon or armor properties and the additional properties listed here to create functionally distinct gear. Particularly skilled craftspeople may be able to include the following properties when crafting standard gear, as well. Typically, such an a

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Maintenance

Maintenance Like all gear, mundane weapons and armor wear out over time, and keeping them in good working order requires maintenance and repair. Regular day-to-day maintenance is assumed—your bowstring is oiled, your blade is sharpened, and your armor is polished. However, Knaves frequently encounter unusual events that are exceptionally hard on gear that may require a DC 10 maintenance check (or DC 15 if the stress was particularly severe). If you are proficient with the tools required t

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Money

Money There are many currencies, ancient coins, chicken feed, and items of exchange circulating up and down the Kingdom’s cart tracks. A gold piece is the average day’s wage for a skilled artisan such as a tailor, carpenter, or armorer. They are commonly called "aureos" or "big pieces". A silver piece is half a day’s wages for an unskilled laborer. The most important and common exchanges are made in silver coins, and each region of the Kingdom has its own mint. In the Kingdom of the

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Trading

Trading While gold pieces and other coinage are used to describe the value of items throughout this chapter, they are not the only way wealth manifests itself in the world. Merchants and crafters accept coins, and most people will have access to coins to give as quest rewards. Other types of currency and trade are common too. Gems, information, services, and exchanged goods are useful ways for the average person to acquire what they need. Working people of every stripe may find it easier to ba

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Lifestyle Expenses

Lifestyle Expenses Living costs money, and when not out delving dungeons or exploring Knaves still need to eat, drink, and sleep to stay alive. A hot meal can be a glorious sight compared to the endless trail rations, and a room with a warm bed is a welcome respite compared to the unknown dangers on the trail. While all food and lodging provide the same mechanical benefits of rest and sustenance, a bowl of gruel and a roasted pheasant have quite different costs and are usually enjoyed by

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Fine and Masterwork

Fine and Masterwork Some weapons and armor are crafted with extreme skill, often as the crowning accomplishment of a craftsperson’s life. These pieces are visually distinctive and cost more than similar items of lower quality. Typically, only masterwork items are enchanted, as flimsier pieces tend to not be able to withstand the magical forces—a fine item can become magical junk of up to uncommon rarity, and a masterwork item can become magical junk of up to any rarity. A fine ite

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Counterfeit

Counterfeit The Kingdom is well-known for its counterfeit goods: forged documents and fake coins are almost more popular than real ones, bogus relics and works of art have entirely dedicated retail and wholesale markets, the capital of Alazia itself, Port Patacca, takes its name from the rip-offs served up to naive travelers, and any object or service that appears in the game can be counterfeit. Counterfeit equipment has 3 key features: It always seems very convenient: In fact, a

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