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Hiraeth Experimental Rules - Heroic Experiences

This playtest document presents a new optional 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, usable in your campaign but not yet refined by full game development and public feedback. They are not legal in D&D Adventurers League events.


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.

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 Dragon Wars” or “Unflinching Courage.”
  • 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 Onyx Hand.” Instead of “I’ve Got Your Back,” try “No One Left Behind.”
CategoryExperienceExample Uses
BackgroundBodyguard to a Fallen KingProtect VIPs, recognize court protocols, spot assassins
BackgroundCon Artist of the Silk MarketsForge identities, read marks, spot scams
BackgroundNoble Scion of a Ruined HouseLeverage pedigree, navigate noble etiquette
BackgroundPirate of the Serpent IslesSeamanship, pirate codes, hidden coves
BackgroundScholar of the Forbidden VaultsObscure lore, research shortcuts, restricted archives
BackgroundAssassin of the Crimson VeilSilent takedowns, poisons, assassin hand-signs
BackgroundSellsword of the Red BannerMercenary contacts, battlefield tactics, camp etiquette
BackgroundBlacksmith of ThornhelmAppraise metalwork, quick repairs, craftsmen’s guilds
BackgroundWorld Traveler of the Old RoadsLocal customs, travel routes, border smuggling
BackgroundBounty Hunter of the Iron WritTrack fugitives, legal warrants, bounty networks
CharacteristicIntimidating PresenceCoerce compliance, break morale, stare down threats
CharacteristicStubborn to a FaultResist persuasion, persist in grueling tasks
CharacteristicSilver TongueSmooth talk, fast bargains, calm tempers
CharacteristicBattle HardenedKeep cool under fire, read a melee, shrug off fear
CharacteristicFriend to the DowntroddenEarn trust in slums, navigate underclass networks
CharacteristicWolf in Sheep’s ClothingConceal intentions, blend as harmless
CharacteristicObservant to a FaultSpot patterns, notice tells, catch inconsistencies
CharacteristicLoyal to the LastHold formation, refuse bribes, protect allies
CharacteristicLone WolfOperate solo, avoid detection, minimize noise
CharacteristicPrankster with a PurposeDisarm tension, create distractions, sleight-of-hand gags
SpecialtyMagical HistorianIdentify arcane traditions, decipher rituals
SpecialtyMaster of DisguiseCreate personas, mimic mannerisms, stage makeup
SpecialtyNavigator of the Sunless SeaChart subterranean routes, read echoes
SpecialtySurvivalist of the Frozen WastesShelter, forage, whiteout navigation
SpecialtyTactician of the Iron LegionBattle plans, unit drills, flanking schemes
SpecialtySharpshooter of the Ember RangeLong shots, wind calls, ambush prep
SpecialtyHealer of the FieldTriage, stabilize under fire, improvised splints
SpecialtyInventor of Clockwork OdditiesJury-rig devices, diagnose mechanisms
SpecialtyAcrobat of the Sapphire CircusTumbling, tightropes, crowd movement
SpecialtyMapmaker of the Old EmpireSecret paths, landmarks, map forgeries
Skill/KnackBarter SavantSpot value, haggle hard, trade networks
Skill/KnackRepair on the FlyField-fix weapons/armor, improvise parts
Skill/KnackTracker of Cold TrailsRead old signs, urban tracking, scent masking
Skill/KnackQuick HandsPalm items, fast draws, swift knots
Skill/KnackIncredible Strength (Showman)Feats of might, lift obstacles, bend bars
Skill/KnackDeadly Aim (Patient)Take time to line the perfect shot
Skill/KnackSilvered LiarMaintain lies under scrutiny, layered cover stories
Skill/KnackSteel-Nerved NegotiatorHigh-stakes deals, hold firm on terms
Skill/KnackLight FeetSilent movement, balance, pressure plates
Skill/KnackAnimal WhispererCalm beasts, simple commands, read behavior
Phrase/MottoI Won’t Let You DownRally allies, push through when someone’s counting on you
Phrase/MottoThis Is Not a NegotiationProject finality, shut down haggling
Phrase/MottoKnowledge Is PowerRecall key facts, leverage research, cite precedent
Phrase/MottoThe Show Must Go OnPerform under pressure, cover mistakes publicly
Phrase/MottoFake It Till You Make ItBluff competence, operate unfamiliar tools
Phrase/MottoNo One Left BehindRisk to extract allies, carry someone out
Phrase/MottoHold the LineDefensive stands, anchor chokepoints, orderly retreats
Phrase/MottoPick on Someone Your Own SizeDraw aggro, protect the weak, duel challenges
Phrase/MottoCatch Me If You CanEscapes, chase scenes, misdirection routes
Phrase/MottoFirst Time’s the CharmBold first attempts, cold reads, untested tactics

Using Your Experiences

Your Experiences allow you to dig deep in a crucial moment, drawing on your history and identity to influence the outcome. This is represented by a pool of **Focus points** for each Experience.

  • Primary Experience: You have a number of Focus points equal to your proficiency bonus.
  • Secondary Experience: You have a number of Focus points equal to half your proficiency bonus (rounded down, minimum of 1).

You regain all expended Focus points when you finish a long rest.

Invoking an Experience

When you face a challenge where one of your Experiences is directly relevant, you can expend one of its Focus points to invoke it. To do so, you must take these two steps:

  1. Describe Your Method. Explain to the DM how your Experience informs the way you are attempting the action. This is the most important step. A Fighter with “Hold the Line” doesn’t just make an attack; they plant their feet, set their shield, and create a bastion for their allies to rally behind.
  2. Choose an Effect. If the DM agrees that your Experience applies, you expend one Focus point from its pool and choose one of the following effects:
  • Gain Advantage. You gain advantage on one d20 test (an ability check, attack roll, or saving throw) that directly uses your Experience.
  • Introduce a Story Detail. You establish a minor narrative fact related to your Experience. You might declare that your “Assassin of the Crimson Veil” training included recognizing the secret hand-signs of a rival guild, or that as a “Pirate of the Serpent Isles,” you know a hidden cove on this coastline perfect for hiding your ship. The DM has final say on the detail and can adjust it to fit the established world.
  • Offer Aid. When an ally within 30 feet of you makes a d20 test, you can use your reaction to expend a Focus point. Describe how your Experience helps them, and grant them advantage on that roll.

The Dungeon Master's Role

This system thrives on collaboration. As the DM, your role is to facilitate creative applications and use the players’ chosen Experiences to enrich the campaign.

Adjudicating Experiences. The key to deciding if an Experience applies is the player’s description. If they can articulate a clear and compelling link between their Experience and their action, it should be rewarded. An Experience is not a passive bonus; it requires active roleplaying.

Story Hooks. A player’s Experiences are a gift to the DM. They are built-in plot hooks, factions, rivals, and allies. If a player is a “Bodyguard to a Fallen King,” perhaps loyalists (or enemies) of that king appear. If another is a “Scholar of the Forbidden Vaults,” they might be hunted by an order that protects those secrets. Weave these truths into your world to make the characters feel truly a part of it.