Anvil Vale HR Hero Points Social Traits
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Hero Points
- A character starts with 5 hero points at 1st level. Each time the character gains a level, he or she loses any unspent hero points and gains a new total equal to 5 + half the character’s level.
- Gain Advantage: A player can spend a hero point whenever he or she makes an attack roll, an ability check, or a saving throw to make that check at advantage.
- Gain a Reroll: On a failed roll, the player may spend a hero point to re-roll.
- Healing Surge: As an action, you may spend a Hero point to roll a number of your Hit Dice (maximum equal to your Proficiency bonus), and add your Constitution bonus to each die result. You recover that many hit points.
- Heroes can gain additional Hero Points through Social Traits.
Social Traits
- Personality Traits: These are simply quirks and habits of the character. They do not gain Hero Points.
- Bonds: These are the entities, places, and things that that character holds dear.
- Ideals: These are the personal beliefs and philosophies that drive the character's decision making.
- Flaws: These are the limitations, weaknesses, vices, and phobias that inhibit the character in some way.
Player-Generated Difficulties
- When you roleplay your character's decision making with these in mind, you can gain additional Hero Points.
- You must make a decision that is unwise, tactically unsound, or otherwise causes difficulties for you or the other PCs.
- If this decision is motivated by one of your Social Traits, the DM may grant you an extra Hero Point.
- Bonds can motivate decisions in order to preserve or assist your Bonds.
- Ideals can motivate decisions as part of upholding that belief or philosophy.
- Flaws can motivate decisions because of the character's limitations or weaknesses.
- If you make such a choice, inform the DM of your doing so, and indicate which Social Trait you are motivated by.
- If the DM agrees, they will award you 1 Hero Point. You may only gain 1 Hero Point in this way per encounter.