Through service, ascendance… (Minor)

You understand the value of teamwork, and the importance of helping others as it relates to helping yourself. When you give the Aid action, the ally you are aiding gains an additional bonus to their roll equal to your proficiency modifier; if you are using it to provide disadvantage on an attack roll against them, their defense is increased by your proficiency modifier for the attack you aided.

For the Mist (Minor)

Your destiny started elsewhere, but The Land is in your blood. Once per Long Rest, as an Action, you may surround yourself with a dense fog, which lasts for 1 minute. This effect mimics the effects of a Blur spell, cast at 2nd level. To add this to your character on D&D Beyond, use this link and add it as a “Custom Feat”. https://www.dndbeyond.com/feats/1214396-minor-trait-for-the-mist-other

Veteran’s Rage (Minor)

In your time before The Land, you have seen a lot of things that would make even the darkest soul quake in anger. It has scarred you, and you have learned to use it to your advantage. Whenever you enter a Barbarian’s rage, you gain a +1 bonus to damage, in addition to the normal +2. If your rage damage bonus increases to +4, this bonus increases to +2.

Unlimited Breadsticks (Minor)

For whatever reason, a small bag of breadsticks appears in your inventory each morning. They are light and fluffy, and taste of butter and garlic, and remain warm all day. While these breadsticks have no nutritional value, they certainly improve your spirit. Eating these breadsticks as an action will give you 1d10 Temporary Hit Points, which to not expire until used, or until the end of a Long Rest.

Strong Natural Fiber

Dense hairs are sought after by tailors and armor smiths as they can greatly aid in the crafting of fine clothing and protective armors. Some may be enchanted for special purposes. These items can be used as a common Binding for Tailoring, Leatherworking, or Smithing (Armor Only); or as a Base for Jewelling. Weight: 0.1 lbs. Cost: 3 SP. Rarity: Uncommon

Ivory Claws

Claws from Bay Gulls are exceptionally strong, and can be fashioned into Boneshard Arrows, which shatter once they’ve pierced a target, leaving damaging shards embedded in their unfortunate victim. When creating a basic arrow, a Fletcher may instead substitute one unit of Ivory Claws to produce Boneshard Arrows. Weight: 0.1 lbs. Cost: 1 GP. Rarity: Uncommon. Sell Value: N/A

Black Star Salt

This salt that comes from deep within the Sea of Fallen Stars is renown for this sharp taste and overwhelming flavor. This is a Seasoning, which can be added to any Cooking recipe. When added to a recipe of at least Rank 1, the food grants a +1 bonus to Saving Throws against Poison effects for the duration of the recipe. Weight: 0.1 lbs. Cost: 2 SP. Rarity: Uncommon. Sell Price: N/A

Forest Sage

This small green herb tends to grow in the shadow of larger trees, feeding off roots. If chewed as an action, it gives the target Regeneration (1) for 10 Rounds. Regeneration stacks from different sources, but eating multiple Forest Sage plants at the same time will simply increase the duration of the regeneration. When a target receives Forest Sage (which counts as an Item Activation), the character heals one Hit Point immediately, then the Regeneration Read more

Lesser Acidbomb

This sticky, adhesive fluid melts its target when it is comes in contact with most materials. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the Lesser Acidbomb as an improvised weapon. On a hit, the target takes 1d4 acid damage at the start of each of its turns. A creature can end this damage by using its Read more

Haldir Moss

Haldir Moss, also known as a variety of “Glow Moss”, is a pungent purple moss that grows deep underground, feeding on the Red Venom powder. It had a bright purple glow and natural adhesion properties, and is often applied to armor or weapons as a source of light. Fresh off the wall, Haldir Moss gives off light at range of 30 Bright Light, and an additional 30 Dim Light. This light will fade by 10′ Read more

Caveweed

This underground plant feeds off the Red Venom minerals, absorbing moisture from the air and minerals from the water. Depending on what it has been feeding off of, Caveweed is a nutritious meal that alleviates both hunger and thirst, but has the taste of old paper mush. Caveweed can be used as a Dense Vegetable Paste for multiple cooking recipes. Weight: 0.1 lbs. Cost: 2 SP. Rarity: Common

Powdered Crystal

Powdered Crystal is the most commonly used binder in the Enchanting Skill. This powder is necessary for forcing magical enchantments to bond to items, such as Armor, Weapons, or Rings. Some might say, it’s the glue that bonds magic to non-magic. Weight: 0.1 lbs. Cost: 1 GP. Rarity: Uncommon. Sell Value: N/A

Scragnic Acid

This lesser acid can be harvested from many creatures, and is generally naturally occurring in insects (although several monstrosities can produce it as well). Depending on its density, it will generally stick to a target and cause damage every round, mimicking a bleeding effect. Rarity: Uncommon Type: Organic Ingredient (Acid) Weight: 1 lbs. Cost: 5 SP (Sell Price: No Value)

Dungeoneering (Survival)

The catacombs and caverns that run below the surface world are as varied as its surface, but there are common traits within its walls that can be observed. This Subskill increases your chance of finding the basics of life when travelling though the subterranean world. A Dungeoneering Subskill check can be substituted for a Survival check while you are at least half a mile from any cave entrance, or otherwise completely underground. Additionally, if you Read more

Trap Disarming (Sleight of Hand)

You have studied the inner mechanics of traps, and are cool and collected when disarming them. You may substitute this Subskill for a Sleight of Hand check when you are attempting to disarm a trap or other mechanical device. Not that this Subskill does not detect traps; it is intended for what you do with them after you find them. At Rank 2 of this Subskill or higher, once per trap, you may reroll a Read more