Difference between revisions of "Backgrounds (5A)"
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# ''' Rolling Stone''' I can always run from trouble. | # ''' Rolling Stone''' I can always run from trouble. | ||
# ''' Absent''' When I have an obligation to support, such as family, I leave what I can and go on my way. | # ''' Absent''' When I have an obligation to support, such as family, I leave what I can and go on my way. | ||
+ | |} | ||
+ | |||
+ | == Elven Paragon == | ||
+ | {{wip}} | ||
+ | This background is only available to elves. | ||
+ | Certain elves express the ideals of elven culture more than others. | ||
+ | Known as paragons, these elves are highly regarded in elven culture, but little known among outsiders. | ||
+ | |||
+ | '''Skill Proficiencies: | ||
+ | Acrobatics, Perform. | ||
+ | |||
+ | '''Instrument Proficiencies: | ||
+ | You are proficient with one musical instrument and one set of artisan's tools. | ||
+ | |||
+ | '''Equipment: | ||
+ | Fine clothes in elven style, a musical instrument, a tinderbox, a waterskin, pouch with 5 gp. | ||
+ | |||
+ | '''Elven Gift: | ||
+ | You have a gift from your elven nature. Chose or randomly generate a gift from this list. | ||
+ | |||
+ | # ''' Beast Friend.''' You have lived your life in harmony with animals and creatures of all kinds. You have advantage on Wisdom (Animal Handling) checks made to [[Skill_Examples_(5A)#Placate_Beast|placate beasts]]. | ||
+ | # ''' Child of the Bow.''' You are one with the bow. You must be proficient in woodcarver's tools and any bow you start with is assumed to be of your own making. Wielding a bow of your own making, you do not have disadvantage on ranged weapon attacks wielding it when you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated. | ||
+ | # ''' Child of the Sword.''' You have studied the art of sword fighting throughout your long life. Over the course of a long rest, you can attune to any sword as though it were a magic item that required attunement. This uses up one of your attunement slots, whether the sword normally requires attunement or not. While wielding a sword that you are attuned to, you can use your reaction to try to parry a melee attack that would hit you. To do so, you must see the attacker and succeed on a melee attack roll against an AC equal to your attacker’s attack roll. On a success, you take no damage from the attack. You cannot parry a critical hit. | ||
+ | # ''' Farseer.''' Your eyes are far beyond the ken of other races, even most elves. You never have disadvantage on vision-based Perception checks due to distance, and your first attack roll each round made at long range does not have disadvantage from distance. | ||
+ | # ''' Historical. ''' You have met historical figures of other races, and you learned and studied with them. You have advantage on Intelligence checks made to recall information about the past. | ||
+ | # ''' Plantshaping.''' Your connection with nature allows you to coax living plants into useful shapes. As an action, you can touch a living plant and draw material from it to create a simple functional wooden item with no moving parts that weighs no more than 5 pounds. The plant is unharmed by the process. You can’t use this feature again until you finish a long or short rest. You must be proficient in woodcarver's tools, and your Wisdom (woodcarver's tools) check determines the quality of items you create. | ||
+ | # ''' Premonitions ''' You are attuned to the tangle of fate and able to predict future events. This does not apply to immediate events, it concerns fate and destiny. At certain times you make prophetic utterances (provided by the DM) that foreshadow future events that may take years or even centuries to come to realization. | ||
+ | # ''' Skilled. ''' With centuries to study, learn, and train, elves achieve mastery over skills that humans can only dream of. You have mastery of one skill, musical instrument, or artisan's tool you are proficient in. Whenever you make an ability check using a mastered skill, before rolling you may instead choose to have rolled a 10 on the d20. | ||
+ | # ''' Spellwise. ''' Your society’s long reliance on magic informed your upbringing. You know one cantrip of your choice. You use this cantrip with Intelligence, Wisdom or Charisma, selected when you gain the ability. | ||
+ | # ''' Unearthly Beauty.''' Your beauty is more akin to the supernatural beauty of celestials or fey, manifesting your inner nature through your appearance. You have advantage on Charisma (Persuasion) checks against creatures who do not have an alignment opposed to yours on either the law-chaos or good-evil axis. | ||
+ | |||
+ | ''' Suggested Characteristics | ||
+ | {| class="wikitable" | ||
+ | |valign="top"| '''Personality Traits | ||
+ | # '''Serene''' You don't show unnecessary emotion. | ||
+ | # '''Musical''' You express yourself in song and poetry. | ||
+ | # '''Direct''' You express yourself in action more than words. | ||
+ | # '''Aloft''' Unless you have something to say, you remain quiet. | ||
+ | # '''Elated''' Your constant optimism is contagious. | ||
+ | # '''Generous''' Honor and glory lies in providing for friends and guests. | ||
+ | |||
+ | |valign="top"| '''Ideals | ||
+ | # '''Benevolence''' You genuinely care for others, tough you know that its dangerous to make them dependent on you. (Good) | ||
+ | # '''Gracious''' You are polite and caring of those you meet. (Good) | ||
+ | # '''Freedom''' The world should be free for all creatures to enjoy! (Chaotic) | ||
+ | # '''Pride''' You have to maintain your freedom and independence! (Chaotic) | ||
+ | # '''Cavalier''' You know in your heart that you and your people are superior. (Evil) | ||
+ | # '''Loyalty''' You reward loyalty with loyalty on a personal level. (Any) | ||
+ | |- | ||
+ | |||
+ | |valign="top"| '''Bonds | ||
+ | # ''' Ring ''' You have a ring that represents who you are. This could be a gift or an heirloom. | ||
+ | # ''' Land''' You are colored by your homeland, and see things by how they differ from that. | ||
+ | # ''' Companion''' You have a bond with another creature and follow them through the world. | ||
+ | # ''' Doom''' There is a decisive event in your future. You have a general idea, but no specifics. | ||
+ | # ''' Love''' You are questing to become worthy of the one you love. | ||
+ | # ''' Love of the hour ''' You give your heart freely and fully, then move on. | ||
+ | |||
+ | |valign="top"| '''Flaws | ||
+ | # ''' Haughty''' Other races are just boorish. | ||
+ | # ''' Absent-minded''' You tend to forget everyday events. | ||
+ | # ''' Engrossed''' When performing, crafting, or meditating, you lose focus on the world and suffer disadvantage on Wisdom (Perception) checks. | ||
+ | # ''' Eternal''' You have seen many of the short-lived races come and go. You find it hard to take them seriously. | ||
+ | # ''' Abiding''' When things change fast and dramatically, you find it hard to keep up. | ||
+ | # ''' Spoiled''' Other elves have always provided for you. You find it hard to provide for yourself. | ||
|} | |} | ||
Revision as of 23:38, 9 February 2022
Starfox's 5th Edition Fan Page |
Additional backgrounds suited to my version of Greyhawk.
Crazed
You defy expectations to such a degree that you were banished to a crazy-house or hidden in the attic. You grew up in a closed world, but your dreams reached out. Somehow you developed abilities that let you escape this world and find friends among adventurers, all odd and exceptional, if nor as much as you.
Skill Proficiencies: Arcana, Deception.
Tool Proficiencies: Pick one tool, gaming set, or musical instrument.
Language or Tool: Aklo, Celestial, Draconic, Infernal, Primodial, Shadow Tongue, or Sylvan or another tool option as above.
Equipment: Worn common clothes, bell, blanket, candle, manacles, 10 gp secreted in your clothes.
Strange Signs There is something that sets you apart from others, and this is the reason you are seen as crazed. Select one Strange Sign.
Suggested Characteristics
Personality Traits
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Ideals
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Bonds
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Flaws
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Defender of the Wild
You live in the wilderness, in a tribe or order dedicated to defending your lands from the encroachments of both monsters and civilization.
Skill Proficiencies: Stealth, Survival.
Tool Proficiencies: Pick one of Brewer’s supplies, Carpenter’s tools, Cook’s utensils, Leatherworker’s tools, Woodcarver’s tools, any one musical instrument, or vehicles (water).
Language or Tool: Choose between Druidic, another language of a neighboring people, or another tool option as above.
Equipment: Traveler's clothes, skinning knife, hand axe, one set of tools, instrument, or a canoe, fishing rod, pouch with 50 sp.
Signs of the Wild: You recognize the signs people in the wilderness use to mark their territory. You know when you enter the lands of a people or tribe. You can approach such people to parlay without causing a confrontation. You and your companions will generally be allowed to travel through such territories, but you are responsible for the actions of yourself and your companions while there.
Suggested Characteristics
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Ideals
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Bonds
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Flaws
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Drifter
The road is your home. You grew up a transient, never staying long in one place. You may be a Rhenne, a hobo, or a refugee.
Skill Proficiencies: Insight, Stealth.
Tool Proficiencies: One musical instrument, gaming set, or set of tools.
Languages: Thieves' Cant. You can speak the underground language used by thieves.
Equipment: Worn traveler's clothes, one set of tools, gaming set, or a musical instrument, tinderbox, pouch with 5 gp.
Hobo Signs: Transients use subtle signs to mark places like homesteads, campsites, and places of employment. These warn of dangers and give hints on how to behave to find favor in a new place.
Suggested Characteristics
Personality Traits
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Ideals
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Bonds
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Flaws
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Elven Paragon
- This is a work in progress.
This background is only available to elves. Certain elves express the ideals of elven culture more than others. Known as paragons, these elves are highly regarded in elven culture, but little known among outsiders.
Skill Proficiencies: Acrobatics, Perform.
Instrument Proficiencies: You are proficient with one musical instrument and one set of artisan's tools.
Equipment: Fine clothes in elven style, a musical instrument, a tinderbox, a waterskin, pouch with 5 gp.
Elven Gift: You have a gift from your elven nature. Chose or randomly generate a gift from this list.
- Beast Friend. You have lived your life in harmony with animals and creatures of all kinds. You have advantage on Wisdom (Animal Handling) checks made to placate beasts.
- Child of the Bow. You are one with the bow. You must be proficient in woodcarver's tools and any bow you start with is assumed to be of your own making. Wielding a bow of your own making, you do not have disadvantage on ranged weapon attacks wielding it when you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated.
- Child of the Sword. You have studied the art of sword fighting throughout your long life. Over the course of a long rest, you can attune to any sword as though it were a magic item that required attunement. This uses up one of your attunement slots, whether the sword normally requires attunement or not. While wielding a sword that you are attuned to, you can use your reaction to try to parry a melee attack that would hit you. To do so, you must see the attacker and succeed on a melee attack roll against an AC equal to your attacker’s attack roll. On a success, you take no damage from the attack. You cannot parry a critical hit.
- Farseer. Your eyes are far beyond the ken of other races, even most elves. You never have disadvantage on vision-based Perception checks due to distance, and your first attack roll each round made at long range does not have disadvantage from distance.
- Historical. You have met historical figures of other races, and you learned and studied with them. You have advantage on Intelligence checks made to recall information about the past.
- Plantshaping. Your connection with nature allows you to coax living plants into useful shapes. As an action, you can touch a living plant and draw material from it to create a simple functional wooden item with no moving parts that weighs no more than 5 pounds. The plant is unharmed by the process. You can’t use this feature again until you finish a long or short rest. You must be proficient in woodcarver's tools, and your Wisdom (woodcarver's tools) check determines the quality of items you create.
- Premonitions You are attuned to the tangle of fate and able to predict future events. This does not apply to immediate events, it concerns fate and destiny. At certain times you make prophetic utterances (provided by the DM) that foreshadow future events that may take years or even centuries to come to realization.
- Skilled. With centuries to study, learn, and train, elves achieve mastery over skills that humans can only dream of. You have mastery of one skill, musical instrument, or artisan's tool you are proficient in. Whenever you make an ability check using a mastered skill, before rolling you may instead choose to have rolled a 10 on the d20.
- Spellwise. Your society’s long reliance on magic informed your upbringing. You know one cantrip of your choice. You use this cantrip with Intelligence, Wisdom or Charisma, selected when you gain the ability.
- Unearthly Beauty. Your beauty is more akin to the supernatural beauty of celestials or fey, manifesting your inner nature through your appearance. You have advantage on Charisma (Persuasion) checks against creatures who do not have an alignment opposed to yours on either the law-chaos or good-evil axis.
Suggested Characteristics
Personality Traits
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Ideals
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Bonds
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Flaws
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Horse Nomad
The Paynim horse nomads rule much of the north. You were once one of them, but left that world to see even wider pastures.
Skill Proficiencies: Animal Handling, Nature.
Tool Proficiencies: Vehicles (land) and one instrument or set of crafter's tools.
Languages: Ordai.
Equipment: Riding horse, traveler's clothes made of leather, skinning knife, one set of tools or a musical instrument, pouch with 5 gp.
Eye for Horses: You can recognize the capacities of what looks to others to be a bad horse. This gives you 50% discount when buying horses as you pick the undervalued ones.
Suggested Characteristics
Personality Traits
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Ideals
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Bonds
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Flaws
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Invalid
You suffer some handicap or ailment that has shaped your background. You have had to rely on the help of others until you learned to overcome most of your handicap. You might be eternally grateful to those who helped you grow up, or embittered at those who would not help you as much as you needed.
Skill Proficiencies: Insight, Perception.
Tool Proficiencies: Vehicles (land) and one musical instrument or set of tools.
Equipment: The aids or prosthetics listed to overcome your infirmity, traveler's clothes, one set of tools or a musical instrument, pouch with 15 gp.
Infirmity: You have a handicap that restricts your abilities in some way, but you have learnt to use prosthetics and skill to overcome most of your disability, allowing you to be an adventurer. Some infirmities even give you minor magical abilities. Select one or more of the following impairments. The listed penalties assume you are using a simple prosthetic (such as a peg leg) when possible.
Suggested Characteristics
Personality Traits
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Ideals
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Bonds
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Flaws
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Slave
There is a strong abolitionist movement in Greyhawk, but slaves and former slaves still exist throughout the south and most of all in the Lordship of the Isles. Various humanoids also keep slaves, especially in the Empire of Iuz. You were such a slave. You were either born into slavery or have only vague memories of a time before you were captured. You may wear both physical and metal scars of abuse and likely harbor extreme resentment against slavers everywhere.
Skill Proficiencies: Athletics and either Insight or Survival.
Tools You have proficiency with one set of tools or a musical instrument.
Languages: Pick one language appropriate to either your background or to your former owners.
Equipment: A set of manacles, a memento of a loved one or enemy, a set of poor clothes, a sash holding 100 sp.
Underground Railway There are secret havens for escaped slaves in and around regions where slavery exist. As a former slave and exemplar of the abolitionist movement, you are greeted as a hero in such places. You know how to find these places even when they are hidden. You will be offered simple room and board and told all the latest rumors, but you may also be asked to help out.
Suggested Characteristics
Personality Traits
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Ideals
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Bonds
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Flaws
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Touched
You grew up among people who doted on you because you have a touch of the supernatural.
Skill Proficiencies: Deceit, Persuasion.
Tool Proficiencies: One musical instrument, gaming set, or vehicles (land).
Languages: Choose one of Aklo, Celestial, Draconic, Infernal, Primordial, Shadowtongue, or Sylvan.
Equipment: Fine clothes, one gaming set or musical instrument, alms bowl, silver holy symbol, small idol (artwork worth 10 gp), hidden purse with 25 gp.
Sign of the Supernatural: You suffer some kind of handicap, which is seen as being touched by the supernatural. You gain both advantages and disadvantages from this sign.
Suggested Characteristics
Personality Traits
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Ideals
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Bonds
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Flaws
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Viking
You are a naval raider from the Thillonrian Peninsula in the utter north-east of the Flanaess. Originally a farmer, huntsman, or herder, you joined a group of raiders and went south in search of a better future as a raider, mercenary, or merchant.
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Vehicles (water) and one of carpenter’s, navigator's, smith's, weaver’s, or woodcarver tools,
Languages: Cold Tounge or Diembri.
Equipment: A fur cloak, a set of fine clothes, 25gp.
Reputation: As long as you maintain the swaggering style of a viking, people will keep their distance from you and are very polite when you approach them. This allows you to get away with minor misdemeanors. Push too hard, you will be seen as a reaver and the military may intervene.
Suggested Characteristics
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Ideals
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Bonds
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Flaws
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War Orphan
You grew up in an orphanage for children of war, usually a lawful religious institution. Brought up under strict discipline, you either adjusted to this (lawful), rebelled (chaotic), or just stayed out of trouble (neither).
Skill Proficiencies: Insight, Religion
Armor and Weapon Proficiencies: Any one armor or shield proficiency you fulfill the prerequisites for. If you already know all armor proficiencies, you instead gain proficiency with smith's tools.
Tool Proficiencies: Any one type of crafting tools or vehicles (land)
Languages: None
Equipment: A wooden holy symbol, a memento of the time before the war, a warm blanket, a wooden bowl and spoon, a set of common clothes, and a pouch containing 5 gp.
Order's Respect Your manners indicate your background to those of militant orders everywhere. You can find room, board, and companionship with lawful militant and religious institutions across the land.
Suggested Characteristics
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Ideals
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Bonds
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Flaws
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