Treasure Delver
Spellcast Trait: KnowledgeIf you want to be a cultural liason with a penchant for exploring ruins, finding and using interesting artifacts
Trap Sense: From your time exploring ancient ruins and temples, you have a sixth sense for traps and how they work.
When a trap is identified you can roll knowledge to learn how it works and how it can be disabled, if possible.
Warning Shot: You know when a situation is about to go from bad to worse. The first time in combat an enemy would charge you or an ally make a reaction roll using a trait of your choice against their Difficulty. If it succeeds, they mark 1 stress.
A bag of Trinkets: You have a small collection of magical items you found on your travels.
Either talk with the DM to create 3 items of low power or roll on the Loot table (DaggerHeart Corebook pg 129) 3 times. Twice with 2d12 and once with 3d12, rerolling the same number.
These are your starting trinkets.
A Sense of Familiarity: You spent so much time in temples, ruins and various other structures you've gained an understanding of who and why they have been built. Make a knowledge roll, on a success the GM will provide helpful information on the area.
You may do this action up to your spellcasting trait per rest.
Cool Under Pressure: You know how to keep your allies focused on the mission even in dire straits, taking on the worry yourself.
When an ally in close range would mark a stress while at maximum stress, you may take it instead. This triggers once per rest.
Hot Potatoe: You make a stressful situation as much your opponents problem as yours.
If you are going to mark a Stress, you may also mark a stress for a close enemy. You may do this up to your Spellcasting trait times per rest.
Seen It All: Increase your Stress cap by 2.
Always Keep an Ace Up Your Sleeve: You don't survive this long doing what you do with a great deal of luck on your side.
If an ally would make a Risk It All death move, they may use a d20 for the Hope die instead of a d12.