Keystone Features are a essential part of building your character in Lucerne. They represent skills and abilities they have picked up and learned along the way. Consider your character's development and progress as you choose your Keystone Features, as well as what may help them on their adventures.
You may choose a new keystone at level 4, 8, 12, 16, and 20.
You can choose to not take a Keystone as soon as you reach level 4, 8, 12, 16, and 20. Instead, you can take it during a Rest any time after.
Below is an example keystone feature.
Example Feature of Disarming
Requirements: 11 Strength
“This is an example keystone feature. This is its flavor line. Many examples have been made, but none like this.”
Whenever you make an attack against a target with an example weapon, you can spend 1 AP to attempt to disarm them.
You and the target each contest each other, and may choose to use either their Strength or Dexterity attributes for the roll. If you win this contest, the target is disarmed, and their weapon is dropped, being flung up to 10 feet away from them.
Optional Rule: Swapping Keystone Features
Sometimes, the events of your adventure will invalidate your Keystone choices. If you wish to change one keystone feature for another, there is a means to do so, if your DM allows.
You can swap one Keystone Feature out for another during any Rest in which you level up, but once you do so, you cannot change that keystone again.