Difference between revisions of "Backgrounds (5A)"
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# '''Trusting''' No-one ever lied to me, why would these people? | # '''Trusting''' No-one ever lied to me, why would these people? | ||
# '''Secretive''' Every detail about my homeland is a precious secret! | # '''Secretive''' Every detail about my homeland is a precious secret! | ||
+ | |} | ||
+ | |||
+ | == 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 refugee. | ||
+ | |||
+ | '''Skill Proficiencies: | ||
+ | Insight, Stealth. | ||
+ | |||
+ | '''Tool Proficiencies: | ||
+ | One musical instrument or set of tools. | ||
+ | |||
+ | '''Languages: | ||
+ | Thieves' Cant. You can speak a dialect of the underground language used by thieves. | ||
+ | |||
+ | '''Equipment: | ||
+ | Worn traveler's clothes, one set of tools 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 | ||
+ | {| class="wikitable" | ||
+ | |valign="top"| '''Personality Traits | ||
+ | # '''Proud''' They keep you down, but they can't break you. | ||
+ | # '''Roamer''' You love the open road! | ||
+ | # '''Fanciful''' You are full of stories of adventures real and imagined. | ||
+ | # '''Subtle''' Listen before you speak. | ||
+ | # '''Explorer''' There are always new lands beyond the horizon. | ||
+ | # '''Clannish''' You know your own. | ||
+ | |||
+ | |valign="top"| '''Ideals | ||
+ | # '''Freedom''' The world is there to be explored! (Chaotic) | ||
+ | # '''Seeker''' You search for a home at the end of your travels. (Lawful) | ||
+ | # '''Thief''' It ain't locked when no-one's around. (Evil) | ||
+ | # '''Accepting''' Accept events as they are to find peace. (Good) | ||
+ | # '''Helpful''' You travel to find people to help. (Good) | ||
+ | # '''Sightseer''' There are such amazing things to see! (Any) | ||
+ | |- | ||
+ | |||
+ | |valign="top"| '''Bonds | ||
+ | # ''' Memento''' You have a memento from the time before your travels. | ||
+ | # ''' Pet''' You have a small pet to pour your kindness on. | ||
+ | # ''' Rights''' Many look down on drifters, but we are people too! | ||
+ | # ''' Companions ''' Lands are things you pass by, friends are what you bring along. | ||
+ | # ''' Fate ''' Each day brings wondrous new strangeness. | ||
+ | # ''' Love of the hour ''' You give your heart freely and fully, then move on. | ||
+ | |||
+ | |valign="top"| '''Flaws | ||
+ | # ''' Callous ''' Why care for people I will likely never meet again? | ||
+ | # ''' Sacrilegious''' The gods care nothing for you, why should you care for them? | ||
+ | # ''' Drunkard''' Drink eases the weary. | ||
+ | # ''' Spendthrift''' Who knows if you will lose all your money tomorrow? Better spend it today! | ||
+ | # ''' 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. | ||
|} | |} | ||
Revision as of 09:48, 4 October 2021
Starfox's 5th Edition Fan Page |
Additional backgrounds suited to my version of Greyhawk.
Defender of the Pristine
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, Cobbler’s tools, Cook’s utensils, Leatherworker’s tools, Potter’s tools, Woodcarver’s tools, any one musical instrument, or vehicles (water).
Language or Tool: Language of one 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 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 refugee.
Skill Proficiencies: Insight, Stealth.
Tool Proficiencies: One musical instrument or set of tools.
Languages: Thieves' Cant. You can speak a dialect of the underground language used by thieves.
Equipment: Worn traveler's clothes, one set of tools 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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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 be a bad horse. This gives you 50% discount when buying horses as you pick the undervalued ones.
Suggested Characteristics
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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 are either 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 instrument or set of crafter's 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. Addicted You are addicted to a recreational drug like alcohol. This is a cinematic adaptation of addiction.
- You are able to function normally in combat and similar stressful situations. Whenever you are not in danger, you suffer the Poisoned condition, either from the effects of your addiction, or from withdrawal.
- Your addiction can be recognized with a Wisdom (Medicine) check against your passive Charisma (Deception). Any Charisma skill used against you that involves your addiction has advantage.
- Your addiction doubles your living expenses.
- The thing you are addicted to has no harmful effect on you, and you are immune to further addiction of any kind.
- Your blood is mildly toxic. Creatures draining your blood never gain any benefit and you are immune to drugs, poison, and parasitic infection.
Blind You permanently suffer the Blinded condition. You gain blindsight with a range of 30 ft. Your blindsight can perceive things in the Ethereal Plane.
Blind Eye You are blind in one eye. Halve the range of any weapon or spell you use. You see invisible creatures and objects within 30 ft. as if they were visible.
Deaf You permanently suffer the Deafened condition. You have learned to lip-read any language you know as long as you can see the speaker and is within 30 ft.
Hoarse You cannot speak in more than a whisper. You cannot make yourself understood to a creature more than 5 ft. away or be heard at all beyond 15 ft. This restricts your social interactions and the range of spells that require targets to hear you, but also makes it easy for you to cast spells without being noticed.
Hook Hand One of your hands is severed and has been replaced with a hook. You cannot wield a weapon in this hand or use a two-handed weapon, but you can do the following with the hook.
- You can satisfy the somatic components of spells and it counts as a spell focus.
- You can reload a one-handed weapon with the ammunition property held in your other hand.
- You can use the hook as a dagger and make an attack as a bonus action without counting it as an off-hand attack.
- You can make a Strength (Athletics) check to grapple as a bonus action.
Crippled Arms Your arms are severed or useless. You have trained your feet to overcome these limitations, when you are prone you can use your feet as if they were hands. You do not suffer or give disadvantage on attack rolls when prone. You learn the Mage Hand cantrip and can cast it using your normal spellcasting ability. If you are not a spellcaster, use Dexterity as the spellcasting ability of your Mage Hand.
Lame Your legs are maimed or paralyzed. You need a wheelchair or similar conveyance to move around. Double the movement penalties for difficult ground. You suffer disadvantage on most Acrobatics and Athletics checks, as determined by the DM. Your steady position increases the range of any ranged attack or spell you use by half (+50%).
Missing Leg You cannot walk without using a crutch, and even then your land speed is halved. If you do not constantly use one arm to hold yourself upright when standing, you fall prone. You have developed your upper-body muscles to compensate, gaining a +2 bonus to Strength.
Limp You have a leg injury that reduces your land speed to 20 ft. This speed cannot be reduced by encumbrance or armor. You are immune to caltrops, Grease spells, and similar floor hazards.
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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 asked to help out.
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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: Carpenter’s, navigator's, smith's, weaver’s, or woodcarver tools, vehicles (water)
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. But of you push too hard, you are seen as a reaver and the military may intervene.
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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 tried to avoid notice (neither of these).
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 a friend, parent, or mentor, 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.
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Ideals
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