One never knows what skills, talents, and abilities will come in handy in the future, and different lives have led people to learn things they might not otherwise have learned. This knowledge is often jealously guarded, protected, passed down only to those who have earned the right to it.

For some professions, the skill, craft, art, or knowledge is considered useful, if not critical, and so in some professions it is common to teach a particular bit of knowledge.

However, not all knowledge is seen as useful, and the vagaries of need change over the times, and sometimes one chooses not to learn a bit of secret skills in favor of a different sort.

Precepts can be traded for other Precepts in many cases that depend on the profession. One Veiled Aspect is earned at each of 3rd Level, 7th Level, 11th Level, 15th Level, and 19th Level. Thus, a character will have five bits of Veiled Knowledge that they may be called upon to pass on or to share with those who are deserving of it.

Some professions have default Precepts. These are always optional and can be traded for a different veiled Aspect; but the choice must be made and cannot be taken back. A character can learn a Veiled Aspect from any level equal to or lower than their own whenever they gain a slot.

Precepts can include proficiencies, secret arts, and subtle gifts; some may require mana, some may not, but none are considered magical unless explicitly stated.

Postulant (3rd)

Bloodlust

You can make a melee attack on a creature within 10 feet of you; if you hit and do damage, you gain your action back.

If you miss, you must make a Rage saving throw or bloodlust dominates the next turn and you will attack the nearest creature to you.

You can only do this 2 times between long rests.

Born to the Saddle

Requirement: Riding Skill.

Your mastery as a rider becomes apparent. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

You have advantage on any Riding DC checks, and can add a +1 per slot invested.

You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

Martial Training

You can learn one new Training of your choice:

Basic Armor

Standard Armor

Light Armor

Medium Armor

Heavy Armor

Adept Melee

Adept Ranged

Arm Weapon

Basic Melee

Basic Ranged

Combat Wheelchair

Common Melee

Common Ranged

Expert Melee

Expert Ranged

Leg Weapon

Simple Melee

Simple Ranged

Specialist Melee

Specialist Ranged

Canny

Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

Detect Portal

You gain the ability to sense the presence of a dimensional rift. As an action, you detect the distance and direction to the closest dimensional rift within 1 mile of you.

Once you use this feature, you can’t use it again until you finish a long rest.

Know Your Foe

You can engage in sparring or combat to intuit crucial information about a foe. When you hit a creature with two consecutive attacks, you can analyze it.

When you analyze a creature, you may learn any one of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities for each level of mastery.

Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature if it’s within your reach.

This benefit lasts until you finish a short or long rest.

Hypnotic Gaze

Your soft words and enchanting gaze can magically enthrall another creature. It requires 1 point of Mana per CR of the creature to do this.

As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your spell save DC or be charmed by you until the end of your next turn.

The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.

Increase Proficiency

You can increase your proficiency in a chosen skill by 1.

Additional Save

You can add an additional Saving Throw.

Jack of All Trades

You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Portent

When you have this knowledge, glimpses of the future begin to press in on your awareness.

When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls.

You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Resistance to X Damage

By learning this secret knowledge, you can start to develop a resistance to a certain kind of damage.

Each kind of damage must be taken as a resistance separately.

This grants Advantage on any rolls made against that kind of damage, and Saves are for half or none on failure.

The kinds of damages possible are:

Elements

Acid

Fire/Heat

Frost/Cold

Sand

Stone

Thunder

Air

Force

Lightning

Smoke

Sun

Water

Planar Energies

Celestial

Radiant

Infernal

Necrotic

Nethic

Shadow

Spectral

Abstract Energies

Corruption

Heart

Manic

Pain

Psychic

Concrete Energies

Bludgeoning

Crushing

Piercing

Slashing

Poisoning

Resistance to X Condition

By learning this secret knowledge, you can start to develop a resistance to a certain kind of Condition.

Each kind of damage must be taken as a resistance separately.

This grants Advantage on any rolls made against that kind of condition, and Saves are for half or none on failure.

Conditions possible are:

Befuddled

Choking

Confused

Coughing

Exhausted

Fatigued

Fevered

Frightened

Frostbite

Heatstroke

Horrified

Immobilized

Maddened

Numbed

Obscured

Poisoned

Raging

Restrained

Sightless

Sleep Deprivation

Sneezing

Soundless

Stunned

Stupefied

Note: On Wyrlde, Blindness, Deafness, and Paralysis are not conditions. The equivalents for them are Sightless, Soundless, and Numbed.

Umbral Sight

You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Warrior of the Gods

Your soul is now marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.

Initiate (7th)

Bonus Proficiency

You can learn one new proficiency of your choice:

Athletics

Acrobatics

Block

Sleight o’ Hand

Discipline

Brawl

Contortion

Stress

Deceive

Martial

Climb

Deftness

Survive

Distract

Counsel

Ride

Stealth

Breath

Insight

Affray

Swim

Evasion

Hold

  

Nature

Tracking

Survival

Husbandry

 

Notice

Investigate

Eavesdrop

Detect

Identify

Intimidate

Etiquette

Diplomacy

Persuade

Perform

Air Piloting

Sea Piloting

Land Piloting

Sand Piloting

Navigate

Arcana

Mysticism

Theology

Metaphysics

Primalism

Learn Spell

Craft Spell

Ingraining

Imbuing

 

Culture

History

Medical

Faith

 

Basic / Typical Armor

Standard Armor

Light Armor

Medium Armor

Heavy Armor

Adept Melee

Adept Ranged

Arm Weapon

Basic Melee

Basic Ranged

Combat Wheelchair

Common Melee

Common Ranged

Expert Melee

Expert Ranged

Leg Weapon

Simple Melee

Simple Ranged

Specialist Melee

Specialist Ranged

Crafting

 

Mekaniks

 

Gaming

Alchemist’s Supplies

Artisan’s Kit

Brewer’s Supplies

Calligrapher’s Supplies

Carpenter’s Kit

Cartographer’s Kit

Cobbler’s Kit

Cook’s Supplies

Disguise Kit

Explosives Kit

Firearms Kit

Forgery kit

Glassblower’s Kit

Herbalism Kit

Jeweler’s Kit

Leatherworker’s Kit

Mason’s Kit

Navigator’s Kit

Painter’s Supplies

Poisoner’s Kit

Potter’s Kit

Sailing Kit

Smith’s Kit

Teamster Kit

Thieves’ Kit

Tinker’s Kit

Weaver’s Kit

Woodcarver’s Kit

Weaponry Kit

 

Bagpipes

Drum

Dulcimer

Flute

Lute

Lyre

Horn

Pan flute

Shawm

Viol

Tambour

Cithar

Harp

Mandolin

Vielle

Zither

Buisine

Mouth Harp

Harmonica

Castanet

Clave

Bellcoat

Triangle

Handpan

Accordion

Trumpet

Bugle

Clarinet

Recorder

Ocarina

Oboe

Banjo

Sitar

Clavichord

Pipa

Manic Ward

You learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. This costs 5 points of Mana.

When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

Extort Truth

You can precisely strike a hidden cluster of nerves on a creature, temporarily preventing it from masking its true thoughts and intent.

When you hit a creature with a strike, you can spend 1 mana point to force it to make a Charisma saving throw. On a failed save, the creature is unable to tell a deliberate lie, and all Charisma checks directed at the creature are made with advantage for up to 10 minutes. You know if it succeeded or failed on its saving throw.

An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.

If you wish to impose this effect on a creature without injuring it, you can attack the creature to simply touch it, dealing no damage on a hit.

Flash of Genius

You gain the ability to come up with solutions under pressure.

When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Knowledge modifier to the roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Increase Saving Throw

You can add a +1 to an existing Saving Throw.

Increase Proficiency

You can increase your proficiency in a chosen skill by 1.

Member (11th)

Arcane Jolt

Requirement: Arcane Affinity

You’ve learned new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack, you can channel magical energy through the strike to create one of the following effects:

The target takes an extra 1d6 force damage per degree of Mastery.

Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.

You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Expertise

Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Alternatively, you can apply 2 additional slots to any Skill you are not already a Master in.

Increase Proficiency

You can increase your proficiency in a chosen skill by 1.

Insightful Manipulator

If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Knowledge score
  • Wisdom score
  • Charisma score
  • Class levels (if any) or CR.

At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.

The Third Eye

You can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated, or you take a short or long rest. You can’t use the feature again until you finish a rest.

Darkvision. You gain darkvision out to a range of 60 feet.

Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.

See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

Use Magic Device

You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all profession, heritage, and level requirements on the use of magic items.

Hieros (15th)

Cleansing Touch

You can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Mana modifier (a minimum of once). You regain expended uses when you finish a long rest.

Expertise

Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Increase Proficiency

You can increase your proficiency in a chosen skill by 1.

Greater Portent

You have intense visions in your dreams that paint an accurate picture in your mind of what is to come.

When you finish a long rest, roll three d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls.

You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Alumni (19th)

Expertise

At 19th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Increase Proficiency

You can increase your proficiency in a chosen skill by 1.

Tranquility

You can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

Spread the Word: