Plot hooks.
I'm late to this conversation, but I'll throw in a couple of copper.
As it seems to be written, it's a plot hook for the party, but is of no real benefit to the PC, and possibly a hindrance if it's one of those that will get you hunted down.
Now if it was some kind of secret that gave you an advantage of some kind, even if rather dubious, but you can't really explain to people properly, then it might be different.
Some off the top of my head examples:
I'm late to this conversation, but I'll throw in a couple of copper.
As it seems to be written, it's a plot hook for the party, but is of no real benefit to the PC, and possibly a hindrance if it's one of those that will get you hunted down.
Now if it was some kind of secret that gave you an advantage of some kind, even if rather dubious, but you can't really explain to people properly, then it might be different.
Some off the top of my head examples:
*You've learned the root of certain bestial communications, you can now talk to house cats, and the occasional lion or leopard if you can keep them from eating you first.
*You've learned the secrets of detecting leylines and can douse out a nearby one when needed. Once per week you may spend 10 minutes to learn the location of one. It will be within 1d12 miles, and will remain in that location for 2d6 hours. If characters take a short rest in it, any charged items with recharging will receive an additional recharge, but no more than once per day, and all spellcasters can recharge spells as if they'd just used the wizard ability of Arcane Recovery, even if they don't have it or have used it already.
*You've learned the secret of clarifying gems. Working for a day using an alchemy kit you can double the value of up to 500gp of gems. Any particular gem may only be treated once, it must have an original value of 10-100gp, it will use up half of the original value of the gems in ingredients, and won't work on pearls at all.
*You've learned the forgotten lore of the Lords of Reincarnation. You add your Charisma mod to your stabilization rolls, and if you are close enough (range touch)to another character you can whisper to guide their soul as an action, allowing them to use your Charisma mod to their stabilization rolls.
Not sure those are balanced, but like I mentioned, they're just something off the top of my head. Come to think of it, with that last one, if you were close enough to guide their soul and give them a bonus on stabilization, I think it would be better to go for a medicine check and stabilize them directly. *You've learned the secret of clarifying gems. Working for a day using an alchemy kit you can double the value of up to 500gp of gems. Any particular gem may only be treated once, it must have an original value of 10-100gp, it will use up half of the original value of the gems in ingredients, and won't work on pearls at all.
*You've learned the forgotten lore of the Lords of Reincarnation. You add your Charisma mod to your stabilization rolls, and if you are close enough (range touch)to another character you can whisper to guide their soul as an action, allowing them to use your Charisma mod to their stabilization rolls.
