Knacks

Knacks are simple little things that don't really make one significantly more effective, just small bonuses appropriate to a strange quirk(Hence why these are called Knacks.) They might be tied to skills, but usually they're little standalone abilities. Usually, you get one as a starting character, and that's about it. You might get some, as appropriate to what happens in the game.

### Cat Napper

You have a tendency to nap a lot, leading to less sleeping overall. It's just nice. When you sleep during the day, you count that sleep towards the sleep required for your next long rest, and if you nap for an hour or more, you reduce your level of exhaustion by one. For most creatures, 6 hours of sleep are necessary, thus napping for a total of 6 hours through your day would reduce the time of a long rest to 2 hours(Though it cannot be below this, unless you sleep through your entire long rest inherently).

### Cultish

You pray to a deity or idol which is... Not common, to say the least. This means that they're weaker, and people might judge you when they find out. But, they have more time for you. You can gain Favour with your deity at an increased rate(An additional 2d6 Favour each time you gain favour, upto doubling the amount you gained).

### Detached

Whether you, or others, view this as a good thing or not, you are more separated from your emotions than most. You gain a +5 bonus on checks and saving throws to resist charm and fear, both mundane and magical.

### Enchanting

You have a particularly wonderful appearance, ranging from simply beautiful to awe-inspiring. You gain a +10 bonus on charisma checks made to establish first impressions and similar tasks, assuming the other parties may see and hear you.

### Fast Healing

You naturally heal a bit faster than most. If you take no action on your turn, you may spend and roll a hit die, adding your level and your constitution modifier to the die, then regain that many hit points. In addition, when you finish a short rest, you regain hit points as though you finished a long rest.

### Fey Fluidity

You have been touched by the feywild in a unique way. When you finish a long rest, you may choose your sex and appearance. Your appearance must fall within the bounds of your race, but you can be plenty extraordinary within those bounds.

### Green Thumb

Perhaps through an affinity for the world, a strange Jungle Dwarf ancestry, or just plain luck, you grow and interact with plants on a phenomenal level. You ignore difficult terrain and other movement-impeding effects caused by plantlife(Such as Entangle), and when you nurture a plant through an extended period of growth, it becomes a magical plant with supernatural vitality and function.

### Guardian Angel

You've got something looking out for you. They can't(Or won't) do much directly, but if nothing else, they'll help you in a pinch. Once per long rest, when you fail a skill check or saving throw, you may instead choose to succeed, as your guardian angel tips the scales in your favour.

### Huge

Perhaps, like Gallahaut, your mother was a giantess. Or maybe you're just big. Either way, you are ~20% taller than most of your species, and about twice as heavy. You add your Tier to your strength modifier for gaining benefits for a high strength score.

### Hypermobile

You are unbound by most mortal standards of mobility. You add your level to all checks and saves based on balance, flexibility, or escape artistry, and you ignore nonmagical difficult terrain. In addition, you may dual-wield with any weapons, not just light weapons.

### Inscrutable

It may be natural, or it might be learned directly from a sphinx, but you are incredibly hard to read. You are immune to any effect that allows other creatures to sense your emotions or read your thoughts, and checks made to ascertain your intentions or sincerity have disadvantage.

### Klepto

Welp, there's no easy way to say this. You're a total klepto. If you aren't stealing something, you're probably planning it. You have a +5 bonus on rolls to pickpocket, case a joint(As the kids say), and rolls to remain undetected while stealing objects. Or hearts, if you're attempting to impress another Klepto. In addition, you cannot be frightened or intimidated into not commiting theft(Though you may decide not to, due to dangers).

### Loner

You aren't antisocial, just selectively social. When performing long-term tasks with minimal association with other creatures(Such as spending your day enchanting or working on a project), you gain a +5 bonus to any rolls associated with that project.

### Magic Deaf

For some reason, you just don't get magic, on any level. On the bright side, magic also doesn't get you. You gain advantage on all checks and saves made against magic. For somewhat obvious reasons, you can't cast spells if you have this Knack, unless through a simple-enough magic item, or your body's inherent magic(Tactile means, usually).

### Magic Sensitive

You are able to sense when a magical effect is used within 15 feet of you. Perhaps this is a magical boon, or a unique physiology. You are not able to ascertain the nature of the effect or the exact location, only the direction and "vibe" of the magic.

### Mused

You choose a Muse in the world. It can be a creature, concept, or object. If you spend a short rest around this muse, interacting as appropriate/as needed, you gain a special Inspiration die, which is the size of your proficiency modifier. It may be used as normal.

### Paranoid

You aren't NOT trusting, you just know the world to be... Well, not trustworthy. That makes it totally okay. While resting, you gain a +10 bonus to checks and saves made to detect a potential threat. In addition, you cannot be surprised by conventional means, and you increase your level of proficiency in Initiative checks by one.

### Providence

The fates smile upon you, just as they did the ancient heroes of old. You possess Luck points equal to your proficiency modifier, to be used as normal. You regain these points at the end of a short or long rest.

### Pyromaniac

On fire damage rolls, you add +1 per die rolled(Or a bonus equal to your level if no damage dice were rolled). In addition, while you are within 5 feet of an open flame at least the size of a torch, you gain a +5 bonus to checks and saves against fear.

### Tiny

You're short and small, kid. You're about 30% shorter than average for your race, and about half the weight. You add your Tier to your dexterity modifier for the purposes of gaining boons from the high ability score.

### Unaging

Not necessarily immortal, though it could very well be. Whatever the cause, this Knack prevents you from suffering any penalties of old age, and most likely extends your lifespan. As part of this, you are immune to aging effects(Such as the touch of a ghost), and as an added bonus you gain a +5 on saves and checks made against poison.

### Unbreaking

Your body is incredibly hardy. You are proficient in Death Saving Throws, and must fail death saves equal to your proficiency modifier before you die. In addition, you do not gain Lingering Injuries if you take damage while at 0 hit points; The wounds left are superficial, easily healed, and don't even scar.