Boon Companion
You’ve grown especially close to one of your traveling companions. This grants both of you several benefits:
- You always have a sense of your companion’s state, both emotionally and in terms of health.
- You can use the Help action while within 30 feet to grant your boon companion a saving throw against an effect that allows ongoing saves to resist it.
- When you roll initiative, you and your companion may swap initiatives if you both wish.
- When either of you casts a spell or uses a class feature that would benefit only themself, it also benefits the other if they are within 30 feet.
Special: This deed may be selected multiple times.
Burden Bearer
You can carry the burdens that weigh heavy on weaker shoulders. Double the maximum weight you can pull/push/lift, and increase your Equipped Item Slots by 1 and Packed Item Slots by 2.
Campaigning
You’ve learned to appraise military units, encampments, and fortifications. This requires anywhere from 1 minute to 1 hour of observation or interaction, as determined by your DM. Choose to learn a number of the following equal to your proficiency bonus:
- Name of the unit and its history.
- Name of the commanding officer and his or her reputation.
- Number of soldiers and siege equipment.
- Morale of the unit or camp.
- Overall weather and terrain readiness.
- Presence of elite fighting forces.
- Status of any supply lines/caravans.
Cohort
You’ve gained the services of a loyal cohort. Your cohort uses the Sidekick rules. When helping you don or doff armor, the time is halved. They can also use their own action to equip you with a shield.
Commanding Presence
You’ve led forces into mass combat. Creatures under your command gain advantage on morale checks, and if they’re called to make a saving throw against fear they can use your save instead of their own.
Common Touch
Everyday folk find it easy to relate to you, and their default reaction to you is Friendly unless they have a compelling reason to feel otherwise.
Destiny
You are destined to leave a lasting mark on the world, and though divinations confirm this, the exact nature of your future is always unclear. Among those who know of your destiny, your Charisma checks to convince them you are the hero they’ve been hoping for have advantage. Choose one of the following destinies, or create your own with your DM:
- Chosen One – You are destined to be imbued with power by a deity or otherworldly entity.
- Kingslayer – You are destined to slay a tyrant.
- Once and Future Sovereign – You are destined to claim a throne that is conquered, vacant, or forgotten.
- Tragic Hero – You are destined to suffer a terrible setback due to your flaw, but rise to victory after.
- The Seeker – You are destined to discover a mythical creature, land, or magic weapon.
Dragon Slayer
Prerequisite: Must have slain a dragon
You’re known for slaying a dragon, and have learned much of dragonkind since then. You have advantage on Intelligence checks to recall lore about dragons. When you roll a critical hit against a dragon, you can make a “called shot” such as a wing attack (force it to land), gullet stab (expend its breath weapon), or dazzling blow (reduce its Legendary Actions by 1 for one round).
Friend of the [race]
Choose a race of creatures besides humans – such as elves or stone giants – who you befriended or performed a great service for. Gain advantage on your Charisma checks when interacting with members of that race. If the GM is uncertain how a NPC of that race would respond to you, their default attitude is Friendly. Additionally, you learn their language.
Special: This deed may be selected multiple times.
Hero of the Games
When engaging in a prizefight or an athletic game like jousting or charioteering, you have advantage on your ability checks.
Heroic Endurance
Prerequisite: Proficiency in Endurance
You were pushed to the limits of mortal endurance and you persevered. Once per day after a short rest you may reduce your exhaustion level by your Constitution modifier. Additionally, you suffer no penalty from sleeping in light or medium armor.
Hidden Backstory
Choose a second Background. This might reflect a storied life, deep cover, dying and being resurrected, recovering from amnesia, or burying these skills due to some tragedy or personal vow.
Improvised Tool
A story is told of how, in the hour of need, you used a weapon as an improvised tool. Apply your proficiency bonus to any ability checks made with a weapon, such as hewing a door with an axe, performing a scimitar dance, or spear-hunting fish.
Martial Mentor
You helped villagers defend themselves. During a short or long rest, you can introduce the basics of handling a specific martial weapon, a specific suit of armor, or shields to one companion. That companion gains proficiency in the corresponding weapon, armor, or shield until their next short or long rest.
Master Smith
Gain proficiency in Craft (smith’s tools), or expertise if you’re already proficient. During downtime, halve the amount of time it takes you to craft arms and armor, whether they are magical or nonmagical. When inspecting arms and armor you recognize the culture it came from, and potentially the name of the smith. Additionally, when making an Intelligence check to recall lore about magical weapons or armor, and when attuning to such items, you gain advantage.
Merrymaker
The joy you spread at feast halls and taverns is sung about by bards. Gain advantage on any checks involving feasting and drinking. When carousing during downtime add your Fighter level.
Mount Care
Prerequisite: Proficiency in Animal Handling
During a short rest, you can care for up to 8 mounts, allowing the mounts to spend Hit Dice to heal during a short rest. They regain extra hit points equal to your proficiency modifier for every hit die spent.
When used during a long rest you can procure mounts for yourself and up to 7 companions.
Rejected by Death
Prerequisite: Must have been raised from the dead
You have advantage on your death saving throws, and when you would die you may challenge Death to a game of wits with your soul in the balance.
Remarkable Athlete
Prerequisite: Proficiency in Athletics
You gain a climbing and swimming speed equal to your walking speed, and your jumping distance is doubled.
Signature Item
You are known for a specific item, such as a sword, a signet, a helmet, or shield. This item becomes imbued with magic through your heroism over the course of your adventures. While you have 1-4 Fighter levels, the item is magical and gains a minor magical property (DMG 143) or sentience. While you have 5-10 Fighter levels, it also grants a +1 bonus to AC, +1 attack and damage, or another minor magical property. While you have 11-16 Fighter levels, this bonus increases to +2 or gain a +1 bonus to another of these categories. While you have 17-20 Fighter levels, this bonus increases to +3 or gain a +1 bonus to another of these categories.
Strength of Ten Men
You have an indomitable spirit and will to fight on. Against spells and effects that target a certain number of hit points (e.g.
sleep, color spray), or have an effect against creatures with a certain number of hit points or fewer (e.g.
divine word, power word kill), treat your current hit points as ten times their actual amount. Spells and effects that would outright kill you at 0 hit points leave you dying instead (e.g. Life Drain).
Trophy
You’ve acquired a knack for taking trophies from monstrous foes. When not engaged in combat, you can make a Charisma (Intimidation) check against creatures of a type similar to a trophy you’ve claimed to frighten them. A creature against whom your check succeeds becomes frightened. This lasts for one minute (or as long as your DM determines).
A trophy must be equipped (it takes up 1 slot) in order to be used in this way.
Weapons Collector
You’ve collected an array of weapons from defeated foes, and train to wield them. When you undertake training during a week of downtime, you may learn how to use a new weapon.
Woodcutter
Prerequisite: Proficiency in Survival
Wood wise and handy with an axe, you are skilled in identifying types of wood and felling trees. Wooden creatures (plants, constructs, casters benefiting from
barkskin) suffer vulnerability to damage from your axe attacks. Likewise, when using an axe to chop down a wooden door or barricade, you deal double damage. When you wield a Handaxe it gains the Vex property. When you wield a Greataxe, it gains the Cleave property.
Wound Binding
During a short rest, you can expend one use of a healer’s kit to expertly bind your wounds or the wounds of a willing creature. You or that creature gains advantage on any Hit Dice spent to heal at the end of the short rest.