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Hiraeth Experimental Rules - Heroic Experiences

This playtest document presents a new rule: Heroic Experiences. This system is designed to give characters a distinct narrative identity beyond their class and background, allowing players to define unique facets of their hero’s story and bring them to bear in moments of need.

These rules are in draft form, and not yet refined by full game development and public feedback.

These rules are inspired and taken from Critical Roles Daggerheart.


A character is more than a collection of statistics and abilities. They are the sum of their triumphs, their failures, their training, and their deepest beliefs. The Heroic Experiences system provides a framework for defining these core truths and giving them a tangible, yet flexible, impact on the game.

This system is an addition, not a replacement. It sits alongside your character’s background, feats, and class features to add a unique layer of narrative depth and mechanical expression.

Creating Your Experiences

During character creation, you choose two Experiences for your character. An Experience is a short, descriptive phrase that embodies something specific about who your character is or what they can do.

Work with your Dungeon Master (DM) to ensure your Experiences fit the tone of the campaign. Once chosen, designate one as your Primary Experience and the other as your Secondary Experience. Your Primary Experience should represent the most defining aspect of your character’s story. These can be based off Background or based off your backstory to give your PC its own flavor.

Guidelines for Experiences

When creating your Experiences, follow these three principles:

  • Be Specific, Not Broad. An Experience like “Brave” or “Skilled” is too general. Instead, choose something that points to a specific area of expertise or a distinct personality trait. Consider “Battle-Hardened Veteran of the Great Wars” or “Unflinching Courage in the Face of Political Evil.”
  • Be Narrative, Not Mechanical. Your Experience should not grant a specific game ability. “Cast Fireball” or “Extra Attack” are not valid Experiences. Instead, focus on the narrative truth behind such an ability, like “Unleashed Evocation Prodigy” or “Master of the Whirling Blades.”
  • Add Flavor. Adding a specific detail, like a faction, location, or motto, makes an Experience more versatile and gives your DM story hooks to weave into the campaign. Instead of “Thief,” consider “Thief of the Ruby Hand.” Instead of “I’ve Got Your Back,” try “No One Gets Left Behind.”

Category

Experience

Example Uses

Background

Bodyguard to a Fallen King

Protect VIPs, recognize court protocols, spot assassins

Background

Con Artist of the Silk Markets

Forge identities, read marks, spot scams

Background

Noble Scion of a Ruined House

Leverage pedigree, navigate noble etiquette

Background

Pirate of the Thalassia

Seamanship, pirate codes, hidden coves

Background

Scholar of the Forbidden Vaults

Obscure lore, research shortcuts, restricted archives

Background

Assassin of the Crimson Wood

Silent takedowns, poisons, assassin hand-signs

Background

Sellsword of the Acrana Chain

Mercenary contacts, battlefield tactics, camp etiquette

Background

Blacksmith of Saltwards

Appraise metalwork, quick repairs, craftsmen’s guilds

Background

World Traveler of the The Trade Lines

Local customs, travel routes, border smuggling

Background

Bounty Hunter of the Argentum Compact

Track fugitives, legal warrants, bounty networks

Characteristic

Intimidating Presence

Coerce compliance, break morale, stare down threats

Characteristic

Stubborn to a Fault

Resist persuasion, persist in grueling tasks

Characteristic

Silver Tongue

Smooth talk, fast bargains, calm tempers

Characteristic

Battle Hardened

Keep cool under fire, read a melee, shrug off fear

Characteristic

Friend to the Downtrodden

Earn trust in slums, navigate underclass networks

Characteristic

Wolf in Sheep’s Clothing

Conceal intentions, blend as harmless

Characteristic

Observant to a Fault

Spot patterns, notice tells, catch inconsistencies

Characteristic

Loyal to the Last

Hold formation, refuse bribes, protect allies

Characteristic

Lone Wolf

Operate solo, avoid detection, minimize noise

Characteristic

Prankster with a Purpose

Disarm tension, create distractions, sleight-of-hand gags

Specialty

Magical Historian

Identify arcane traditions, decipher rituals

Specialty

Master of Disguise

Create personas, mimic mannerisms, stage makeup

Specialty

Navigator of the Sunless Sea

Chart subterranean routes, read echoes

Specialty

Survivalist of the Frozen Wastes

Shelter, forage, whiteout navigation

Specialty

Tactician of the Iron Legion

Battle plans, unit drills, flanking schemes

Specialty

Sharpshooter of the Ember Range

Long shots, wind calls, ambush prep

Specialty

Healer of the Field

Triage, stabilize under fire, improvised splints

Specialty

Inventor of Clockwork Oddities

Jury-rig devices, diagnose mechanisms

Specialty

Acrobat of the Sapphire Circus

Tumbling, tightropes, crowd movement

Specialty

Mapmaker of the Old Empire

Secret paths, landmarks, map forgeries

Skill/Knack

Barter Savant

Spot value, haggle hard, trade networks

Skill/Knack

Repair on the Fly

Field-fix weapons/armor, improvise parts

Skill/Knack

Tracker of Cold Trails

Read old signs, urban tracking, scent masking

Skill/Knack

Quick Hands

Palm items, fast draws, swift knots

Skill/Knack

Incredible Strength (Showman)

Feats of might, lift obstacles, bend bars

Skill/Knack

Deadly Aim (Patient)

Take time to line the perfect shot

Skill/Knack

Silvered Liar

Maintain lies under scrutiny, layered cover stories

Skill/Knack

Steel-Nerved Negotiator

High-stakes deals, hold firm on terms

Skill/Knack

Light Feet

Silent movement, balance, pressure plates

Skill/Knack

Animal Whisperer

Calm beasts, simple commands, read behavior

Phrase/Motto

I Won’t Let You Down

Rally allies, push through when someone’s counting on you

Phrase/Motto

This Is Not a Negotiation

Project finality, shut down haggling

Phrase/Motto

Knowledge Is Power

Recall key facts, leverage research, cite precedent

Phrase/Motto

The Show Must Go On

Perform under pressure, cover mistakes publicly

Phrase/Motto

Fake It Till You Make It

Bluff competence, operate unfamiliar tools

Phrase/Motto

No One Left Behind

Risk to extract allies, carry someone out

Phrase/Motto

Hold the Line

Defensive stands, anchor chokepoints, orderly retreats

Phrase/Motto

Pick on Someone Your Own Size

Draw aggro, protect the weak, duel challenges

Phrase/Motto

Catch Me If You Can

Escapes, chase scenes, misdirection routes

Phrase/Motto

First Time’s the Charm

Bold first attempts, cold reads, untested tactics

Using Your Experiences

Experiences are fiction-first tools. They reward players for describing methods that authentically leverage their character’s story. Invoking an Experience When you face a challenge where one of your Experiences is clearly relevant:

  1. Describe your method. Explain how the Experience changes your approach. If the DM agrees it’s central and meaningful, you invoke it.
  2. Choose an effect. Pick one of the following benefits. A DM can limit each benefit can be used no more than once per scene per Experience per Player - prolonged RP or other circumstances may change this.
    1. Advantage on a Relevant Test: Gain advantage on one ability check, attack roll, or saving throw that directly leverages your Experience.
    2. Aid an Ally: Use your reaction to grant advantage to an ally’s d20 test within 30 feet when you describe how your Experience helps them.
    3. Introduce a Story Detail: Establish a minor, fitting narrative fact related to your Experience (a contact, a procedural insight, a known signal, a hidden route). The DM has final say and may adjust the detail to fit established lore.
    4. Adjust Fictional Positioning: The DM may ease a DC, waive a minor check, or shift an NPC’s initial attitude by one step when your Experience provides credible leverage (e.g., “Pirate of the Thalassia” among corsairs).

Frequency and Limits To minimize bookkeeping and keep play fast:

  • Per Scene Guideline: Each Experience can meaningfully affect play once per scene. If a scene is long and shifts context (e.g., from parley to chase), the DM may allow a second use if it’s justified in the new context.
  • Non-Stacking: If you already have advantage on a roll, invoking an Experience instead grants a +1 bonus to that roll, or allows you to reroll one die (DM’s choice).
  • Compatibility: You can’t combine an Experience’s advantage with Bardic Inspiration/Guidance on the same roll to create excessive stacking. Choose which benefit to apply after you roll but before outcomes are declared.
    • This might be revoked depending on playtest.

Optional Design Note: Focus Points (Not Used by Default) Early drafts considered “Focus points” tied to each Experience to regulate frequency and scaling by proficiency bonus. While this provides clear pacing, many tables prefer fewer resources to track. For this HE, Experiences use the per-scene guideline above to stay lightweight. DMs who want stricter pacing can adopt Focus-style tracking as a variant.

Examples in Play

  • Battle-Hardened (Primary): In a chaotic melee, you describe locking shields and calling tempo. Gain advantage on a Wisdom (Perception) check to read the flow, or let an ally reroll a 1 on their next attack by steadying their strike - consumes reaction.
  • Master of Disguise (Primary): Entering a noble gala, you establish a minor detail: your persona once served the vintner. The DM adjusts initial attitude to Friendly after RP and waives the first Deception check to gain kitchen access.
  • No One Left Behind (Secondary): During a retreat, use your reaction to grant an ally advantage on an Athletics check to escape a grappling vine as you heave them free.
  • Navigator of the Dark Sea (Secondary): In the Underdark, you choose to introduce a story detail—a half-flooded lava tube that connects two caverns—cutting travel time and bypassing a posted guard.
Balance Notes
  • Keep Experiences narrow and evocative. They should open doors in certain situations, not grant blanket power.
  • Advantage is strong but self-limiting when tied to narrative fit and per-scene use.
  • The “non-stacking” rule preserves bounded accuracy and keeps Bardic Inspiration and Guidance meaningful.

Playtest Feedback Needed

Thanks for reading over Heroic Experiences. We’re looking for impressions that help us tune clarity, pacing, and balance.

Tell us how easy it was to create and use Experiences at the table. Did the “specific, narrative, flavored” guidance make sense? Did you and your DM agree quickly on when an Experience applied? Let us know if the “once per scene” guideline felt natural or if another pace (per encounter/rest/day) worked better.

Share how impactful the options felt without overshadowing game mechanics. Which effects saw the most use—advantage, aiding an ally, introducing a story detail, or adjusting positioning—and why? Did our non-stacking guidance keep numbers in check?

Describe the flow of play. Did invoking Experiences speed decisions and inspire better roleplay, or add friction?

We’re also interested in narrative integration. Did Experiences reliably create hooks, relationships, and spotlight moments? Which formats (Background, Characteristic, Specialty, Phrase) produced the best scenes, and did adding qualifiers (faction, region, mentor, motto) help?

Comment on frequency. Did “once per scene per Experience” feel right, too frequent, or too rare—especially in long, multi-phase scenes?

Call out edge cases, unclear wording, or unintended combos, and how you resolved them. If you tested a resource-based variant (like Focus tied to proficiency bonus), tell us whether it improved pacing or just added bookkeeping.

Close with your overall verdict: keep as-is, tweak, or dropand why. Your feedback will guide the next iteration toward a fiction-first tool that enhances identity and creativity without extra complexity.