Difference between revisions of "Backgrounds (5A)"
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Additional backgrounds suited to my version of Greyhawk. | Additional backgrounds suited to my version of Greyhawk. | ||
+ | |||
+ | Each background always has two skill proficencies, two other proficencies, one special ability, and a set of starting equipment. | ||
+ | There is also a special ability. This is important to the background, but can be exchanged for a [[Talents_(5A)|Talent]] with the Background tag, as long as the DM agrees. | ||
+ | |||
+ | == Arcane == | ||
+ | You grew up in a magically advanced environment. This can be in an area where magic is common, or it can be in a major arcane guild or university. You lived surrounded by magic as an everyday occurrence, and you lack the superstitions that most people have towards the supernatural. | ||
+ | |||
+ | ''Source: | ||
+ | En5ider #18. | ||
+ | |||
+ | '''Skill Proficiencies: | ||
+ | Arcana, Investigation. | ||
+ | |||
+ | '''Languages: | ||
+ | Two of your choice. | ||
+ | |||
+ | ''' Equipment: | ||
+ | A set of fine clothes, a vial of black ink, a quill, traveling journal, dagger, copy of your favorite book, and a belt pouch containing 15 gp | ||
+ | |||
+ | '''Arcane Network | ||
+ | Commoners and nobility alike expect you to master magical lore and might seek you out as a middleman. Whether you possess arcane talents or not, you have professional cachet among arcane spellcasters. You know how to behave around magicians and can request favors, such as advice on magical problems, research concerning magic items and relics, and translation of sigils or runes. If you ask an extensive favor, however, you must repay it in a reasonable time or risk alienating your peers. | ||
+ | |||
+ | '''Suggested Characteristics | ||
+ | Growing up in an Arcane Dominion formed many of your attitudes towards magic and spellcasters, as well as your opinions regarding people without magical ability. If you possessed arcane talent, you enjoyed the good life as one of your nation’s most valued citizens. Thanks to your upbringing, you find magic familiar and even comforting, and pity those who fear magic or refuse to benefit from its use. | ||
+ | {| class="wikitable" | ||
+ | |valign="top"| '''Personality Traits | ||
+ | # '''Chauvinist''' I belong to the most advanced society in the world, and so I must represent my people in the best possible light. | ||
+ | # '''Magic Identity''' I feel comfortable around magic, and I feel anxious anywhere magic is unwelcome. | ||
+ | # '''Explorer''' I travel and explore the world to avoid becoming complacent. | ||
+ | # '''Jaded''' I yearn for novel experiences and travel to avoid boredom. | ||
+ | # '''Proud''' I like to show off my knowledge. | ||
+ | # '''Disdainful''' Strangers asking me for help is annoying. | ||
+ | |valign="top"| '''Ideals | ||
+ | # '''Knowledge''' The acquisition of knowledge is the noblest pursuit. (Lawful) | ||
+ | # '''Discovery''' I will do anything to uncover magical secrets. (Chaotic) | ||
+ | # '''Mastery''' I must become the most powerful arcanist in the world. (Any) | ||
+ | # '''Destiny''' Doom threatens this world, and only magic can save us! (Good) | ||
+ | # '''Ruthless''' There is no such things as evil magic (Evil) | ||
+ | # '''Ambition''' My ambition is to create some new magic, such as a new magic item or spell (Neutral) | ||
+ | |- | ||
+ | |valign="top"| '''Bonds | ||
+ | # '''Magic''' Magic itself is the most important thing! | ||
+ | # '''Spell''' I have a particular spell I wish to study and master | ||
+ | # '''Letters''' I carry on a mail correspondence with my peers at home, writing letters that may someday be delivered. | ||
+ | # '''Books''' Books are portals to knowledge! | ||
+ | # '''Study''' I wish to study the native magics of this foreign land | ||
+ | # '''Completist''' Spells? Got to catch them all! | ||
+ | # '''Rivalry''' My family must recover the lost arcane secrets of our ancestors before our enemies do. | ||
+ | # '''Amnesia''' My memories have been lost to me, and something tells me my life depends on getting them back. | ||
+ | |valign="top"| '''Flaws | ||
+ | # '''Overconfident''' I don’t make mistakes, even when I do. | ||
+ | # '''Jingoist''' I must bring civilization to these barbarians. | ||
+ | # '''Callous''' Magic has its price, and I’m willing to pay it— or let someone else pay. | ||
+ | # '''Superior''' I look down on those who lack understanding of magic. | ||
+ | # '''Regret''' I betrayed my master for knowledge, and I must atone for what I’ve done. | ||
+ | # '''Cursed''' Thanks to a youthful indiscretion, I fell under an ancient curse and now must find a way to remove it. | ||
+ | |} | ||
+ | |||
+ | == Artifact Carrier == | ||
+ | You have an artifact. This is an almost indestructible item linked to you because of your backstory. | ||
+ | The reason you have this item is up to you and your DM to work out together. | ||
+ | |||
+ | ''This background requires that the campaign uses magic item prices like [https://docs.google.com/spreadsheets/d/1VS44WfbK0WJ2cFh084XxDBY4eDSb5qYyxMdyv0r3Dk0/edit 5A Magic Item prices]. | ||
+ | |||
+ | ''Source: | ||
+ | Original. | ||
+ | |||
+ | '''Skill Proficiencies: | ||
+ | Arcana, History. | ||
+ | |||
+ | '''Languages: | ||
+ | Two of your choice. | ||
+ | |||
+ | ''' Equipment: | ||
+ | An artifact (see below), a set of traveler’s clothes, a dagger, and a belt pouch containing 15 gp. | ||
+ | |||
+ | '''Artifact | ||
+ | You possess an artifact somehow linked to your destiny, usually bestowed by your ancestry or a great power such as royalty or a divine agent. | ||
+ | This artifact comes in the form of a specific item of equipment, usually a weapon, staff, shield, or set of armor. It is never a consumable. It is a minor artifact and can only be destroyed in special dramatic ways. | ||
+ | You can sacrifice wealth and magic items to power your artifact. | ||
+ | |||
+ | This item has the magical abilities of one or several items whose total worth cannot exceed the price of a [[Gear_(5A)#Item_Prices_and_Levels | magic item created by a character one level above your level]]. | ||
+ | It starts as an item with a worth appropriate to your starting level. | ||
+ | You can sacrifice wealth and magic items to your artifact, adding the full value of such sacrifices to the value of your item, up to the highest value allowed for your level. Magic items sacrificed this way add their full value, not the half value would get if the item was sold. | ||
+ | You get to choose the abilities of the item, with GM approval. | ||
+ | The item can combine the effects of several magic items into one by simply adding the cost of each individual item together. | ||
+ | Only one of the combined items can require attunement. | ||
+ | If the item has several abilities that confers the same or very similar effect, only the best such ability applies. | ||
+ | An item can only have one enhancement bonus and a weapon can only add one type of damage. | ||
+ | |||
+ | If you and the DM agree, your artifact can be a major artifact with a role in the plot of the campaign. | ||
+ | This allows the DM to add powers to your item, powers that might only work under certain circumstances and might even be detrimental in certain circumstances. | ||
+ | The DM can add any powers of choice, with a recommended budget equal to what you have invested is reasonable. | ||
+ | |||
+ | '''Artifact Origin (1d10) | ||
+ | How did you acquire your artifact? Invent your own, roll, or choose from the table below. | ||
+ | |||
+ | # A gift from a mysterious stranger. | ||
+ | # A gift from a god, temple, or holy person. | ||
+ | # Found on the site of a historical event, such as a battle. | ||
+ | # Found in a graveyard. | ||
+ | # Inherited from your immediate family. | ||
+ | # A gift from a master of the arcane. | ||
+ | # You made a deal with a fiend or aberration. | ||
+ | # An unexpected inheritance from ancient ancestors. | ||
+ | # A gift from a lord, king, or queen. | ||
+ | # You don not remember, it was just suddenly there. | ||
+ | |||
+ | '''Suggested Characteristics | ||
+ | How did you acquire your artifact and how has it it inspired your goals and the means you use to achieve them? | ||
+ | {| class="wikitable" | ||
+ | |valign="top"| '''Personality Traits (d6) | ||
+ | # I carry a great secret, that needs to be kept. | ||
+ | # I am bewildered, I have this power, but I do not know why. | ||
+ | # I try to live my life normally and not let it be all about my artifact. | ||
+ | # I enjoy the attention I get from being selected to wear the artifact. | ||
+ | # I don't like how the artifact gets more attention than I do. | ||
+ | # I want to discover all my artifact's history and powers. | ||
+ | |valign="top"| '''Ideals (1d6) | ||
+ | # '''Power.''' I must explore and use my artifact's power! (Any) | ||
+ | # '''Exploration.''' I must learn all I can about this power I hold. (Any) | ||
+ | # '''Exceptionalism.''' I have been selected, and deserve all things good. (Evil) | ||
+ | # '''Rebel.''' My fate have already been set in motion, and I hate it! (Chaotic) | ||
+ | # '''Responsibility'''. With great artifacts comes great responsibility! (Good) | ||
+ | # '''Duty'''. I was bestowed with this artifact for a great purpose! (Lawful) | ||
+ | |- | ||
+ | |valign="top"| '''Bonds (d6) | ||
+ | # Nothing comes between me and my artifact! | ||
+ | # I long to meet and get to know whoever gave me my artifact. | ||
+ | # I want to know how to destroy my artifact, just in case. | ||
+ | # Friends helped me, and I will remain friends with them forever. | ||
+ | # New places give new insights. | ||
+ | # Wherever i go, I know I will return home one day. | ||
+ | |valign="top"| '''Flaws (d6) | ||
+ | # I talk to my artifact, it is the best listener there is. | ||
+ | # I cannot resist using my artifact to its fullest extent. | ||
+ | # I avoid other powerful magic items, they make my artifact jealous. | ||
+ | # Showing off my artifact should make everyone realize I am great! | ||
+ | # My focus on my artifact makes me ignore other material objects. | ||
+ | # I have been selected by fate. As long as I carry my artifact I am invincible. | ||
+ | |} | ||
+ | |||
+ | == Changeling == | ||
+ | You were kidnapped as a child and grew up among the fey. Somehow you have returned to normal society, but your background colors you and makes you something of an alien to your own kind | ||
+ | |||
+ | '''Skill Proficiencies. | ||
+ | Insight, Nature. | ||
+ | |||
+ | '''Language. | ||
+ | Aklo and Sylvan. | ||
+ | |||
+ | '''Equipment. | ||
+ | Two trinkets (one is a memento of your original family, the other a memento of your fey family), fine clothes in outlandish style, a week's rations, a waterskin filled whith fey wine, a pouch with 20 gp. | ||
+ | |||
+ | '''Second Sight | ||
+ | You are aware whenever a fey is within 60 feet. You have advantage on Wisdom checks to recognize fey tricks and lies and to penetrate a fey's stealth and disguise. | ||
+ | |||
+ | '''Suggested Characteristics | ||
+ | Growing up among the fey has given you a sense of wonder, but also made you deeply suspicious of anything that seems to good to be true. | ||
+ | You lack experience with humanoid culture, relations and emotions, such things are likely to confuse you but also impress you with how genuine they are compared to the many masks of the fey. | ||
+ | {| class="wikitable" | ||
+ | |valign="top"| '''Personality Traits | ||
+ | # '''Suspicious.''' I don’t like leaving my back exposed, ever. | ||
+ | # '''Distrust.''' I assume everyone has a secret. | ||
+ | # '''Deep.''' I try to find hidden motivations even in casual actions, making me socially awkward. | ||
+ | # '''Impressionable.''' I am amazed when people truly mean what they say. | ||
+ | # '''Sensitive.''' Genuine emotions are strange but also attractive. | ||
+ | # '''Credulous.''' Everyday objects impress me with how predictable they are. | ||
+ | |||
+ | |valign="top"| '''Ideals | ||
+ | # '''Truth.''' In a world of illusion, only what is true can be your guide. (Lawful) | ||
+ | # '''Humor'''. Comedy and humor is a way to friendship and even respect (Chaotic) | ||
+ | # '''Wonder''' I am distracted by the wonders of the world. (Neutral) | ||
+ | # '''Cruelty'''. If nothing is real I can be casually cruel without consequence. (Evil) | ||
+ | # '''Challenge'''. I know the game and can play with the best! (Chaotic) | ||
+ | # '''Kindness'''. If anything can be alive, you cannot harm anyone or anything! (Good) | ||
+ | |- | ||
+ | |valign="top"| '''Bonds | ||
+ | # '''Belonging.''' I treasure a link to my original family. | ||
+ | # '''Nostalgia.''' I treasure a link to my fey family. | ||
+ | # '''Obligation.''' I seek the savior who rescued me from the fey. | ||
+ | # '''Trust.''' In an uncertain world my companions have proved they are real. | ||
+ | # '''Artistry.''' Beauty in nature or works of art is more than accidental. | ||
+ | # '''Land.''' When all creatures and object are suspect, the land itself is real. | ||
+ | |||
+ | |valign="top"| '''Flaws | ||
+ | # '''Disbeliever.''' I find it hard to take things seriously. | ||
+ | # '''Immediacy.''' Don't plan ahead, the world constantly changes. | ||
+ | # '''Shallow.''' What is pretty is also good. | ||
+ | # '''Prejudiced.''' What is ugly is also evil. | ||
+ | # '''Paranoid.''' Don't trust anyone. | ||
+ | # '''Incredulous.''' Objects are not what they seem; any object might be a monster. | ||
+ | |} | ||
+ | |||
+ | === Shadowseized === | ||
+ | A variant of Changeling where you were abducted into the shadow plane. Creatures there want your body and life and might have fed off you even while they were raising and protecting you. | ||
+ | |||
+ | '''Skill Proficiencies. | ||
+ | Insight, Religion. | ||
+ | |||
+ | '''Language. | ||
+ | Aklo and Shadowtounge. | ||
+ | |||
+ | '''Spirit Sight | ||
+ | You are aware whenever an undead is within 60 feet. You have advantage on Wisdom checks and saves to resist an undead creature's Intimidation or attempt to make you Frightened. | ||
+ | |||
+ | === Netherworlder === | ||
+ | You were kidnapped by creatures of the netherworld, perhaps an Aberration. | ||
+ | They were studying you, potentially to use you as an infiltrator or some truly weird experiment, but you somehow survived. | ||
+ | |||
+ | '''Skill Proficiencies. | ||
+ | Arcana, Insight. | ||
+ | |||
+ | '''Language. | ||
+ | Aklo and Undercommon. | ||
+ | |||
+ | '''Insane Insights | ||
+ | You are aware whenever an aberration or monstrosity is within 60 feet. You have advantage on Constitution saves against the abilities of aberrations. | ||
+ | |||
+ | == Conspirator == | ||
+ | You understand the value of allegiance above all else. You grew up in an area splintered into dozens of factions, each one vying for power and wealth. You learned to watch for hidden daggers and poisoned food at an early age, and your first lessons taught you how to read people and manipulate them for your faction's benefit. Perhaps you belonged to a lesser faction—one forced to serve a larger and more infamous one. Or you could have belonged to one of the great houses, living a life surrounded by both luxury and the constant threat of betrayal. Regardless, you understand the complexities and allure of courtly intrigue. | ||
+ | |||
+ | ''Source: | ||
+ | En5ider #18. | ||
+ | |||
+ | '''Skill Proficiencies. | ||
+ | Deception, Persuasion | ||
+ | |||
+ | '''Tool Proficiencies. | ||
+ | Forgery kit, poisoner’s kit | ||
+ | |||
+ | '''Equipment. | ||
+ | A steel mirror, a signet ring (with hidden compartment), a set of traveler’s clothes, a dagger, and a belt pouch containing 15 gp | ||
+ | |||
+ | '''The Black Market | ||
+ | When you enter a town or city, you only need a few conversations with locals to find the best dealers in illegal goods and services. Whether you want to buy poisons, hire an assassin, or purchase classified information, you can uncover whom to talk to, where to go, and how best to approach them. | ||
+ | |||
+ | '''Suggested Characteristics | ||
+ | A character who lived his life among the feuding factions may prove slow to trust and difficult to decipher. When they speak, they seem incapable of giving a straightforward answer. Although these folk appreciate the value of allies and friends, they understand the dangers of lowering one’s defenses. They guard their words and actions, even around friends. | ||
+ | {| class="wikitable" | ||
+ | |valign="top"| '''Personality Traits | ||
+ | # I don’t like leaving my back exposed in public places. | ||
+ | #Until I know someone, I watch them for signs of betrayal. | ||
+ | # I try to uncover the secrets of both friends and enemies. Such information always proves invaluable. | ||
+ | # I’m constantly searching for an angle or leverage over everyone I meet. | ||
+ | |||
+ | |valign="top"| '''Ideals | ||
+ | # '''Rank'''. Never forget your place, and make certain your inferiors remember theirs. (Lawful) | ||
+ | # '''Faction'''. Nothing is more important than my faction. I would die for them, and I would kill for them. (Any) | ||
+ | # '''Clues'''. Never enter a fight or negotiation without proper information, and always have an escape plan. (Neutral) | ||
+ | # '''Vengeance'''. If you hurt my friends or faction, your parents will wish you were never born. (Evil) | ||
+ | # '''Challenge'''. I know the game and can play with the best! (Chaotic) | ||
+ | # '''Compromise'''. The intrigue is killing us all! (Good) | ||
+ | |- | ||
+ | |valign="top"| '''Bonds | ||
+ | # I escaped an arranged marriage, so now two furious families and one determined betrothed hunt for me. | ||
+ | # I’ve lived my life serving others. Now I seek the freedom to make my own choices. | ||
+ | # I will return my faction to its rightful position of power, and punish those who forced our downfall. | ||
+ | # I must atone for the crimes I committed in my faction's name. | ||
+ | |valign="top"| '''Flaws | ||
+ | # Lying comes naturally to me. I struggle to tell the truth, even when I want to. | ||
+ | # When someone slights me, I always repay the favor. | ||
+ | # I failed my faction in every possible way, and now they seek my destruction. | ||
+ | # I don’t mind using my allies as bait, with or without their approval. | ||
+ | |} | ||
+ | |||
+ | == Crazed== | ||
+ | You defy expectations to such a degree that you were banished to an asylum 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 not as odd as you are. | ||
+ | |||
+ | '''Skill Proficiencies: | ||
+ | Arcana, Deception. | ||
+ | |||
+ | '''Tool Proficiencies: | ||
+ | Pick one tool, gaming set, or musical instrument. | ||
+ | |||
+ | '''Language: | ||
+ | Aklo, Celestial, Draconic, Infernal, Primordial, Shadow Tongue, or Sylvan. | ||
+ | |||
+ | '''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 Signs (5A)|Strange Sign]]. | ||
+ | |||
+ | ''' Suggested Characteristics | ||
+ | {| class="wikitable" | ||
+ | |valign="top"| '''Personality Traits | ||
+ | # '''Silence''' Speaking only brings pain! | ||
+ | # '''Loner''' You are comfortable with yourself. | ||
+ | # '''Direct''' You speak your thoughts. | ||
+ | # '''Obscure''' Your inner self is secret, what you show is a facade. | ||
+ | # '''Curious''' What makes people and things tick? | ||
+ | # '''Furtive''' I like to see and not be seen. | ||
+ | |valign="top"| '''Ideals | ||
+ | # '''Caring''' You have seen hardship and wish to spare others. (Good) | ||
+ | # '''Whimsical''' We live in a fun-house! (Chaotic) | ||
+ | # '''Murderous''' There is only one way to show them, death! (Evil) | ||
+ | # '''Regimented''' First, wash the right hand. Then, wash the left hand. Then.... (Lawful) | ||
+ | # '''Weariness''' Its all so taxing. (Any) | ||
+ | # '''Insight''' The universe is a riddle to be solved! (Any) | ||
+ | |- | ||
+ | |valign="top"| '''Bonds | ||
+ | # '''Memento''' You cling to an object from your former life. | ||
+ | # '''Vision''' You have a vision you want to make real. | ||
+ | # '''Kindness''' I cling to kindness and show it in return. | ||
+ | # '''Locks''' Locks lock up reality. | ||
+ | # '''Stranger''' I once met a stranger I felt attracted to and want to meet again. | ||
+ | # '''Caretaker''' I select one person to care for me. | ||
+ | |valign="top"| '''Flaws | ||
+ | # '''Closed Mind''' Nothing good comes from the outside. | ||
+ | # '''Reserved''' I find it hard to talk to strangers | ||
+ | # '''Locked Up''' To be locked up is to be safe. | ||
+ | # '''Frivolous''' Anything new is exciting and must be tried! | ||
+ | # '''Trusting''' Anyone who gives you a kind word must be kind. | ||
+ | # '''Secretive''' Every detail about me is a precious secret! | ||
+ | |} | ||
== Defender of the Wild == | == Defender of the Wild == | ||
− | You | + | You grew up in the wilderness, in a tribe or order dedicated to defending your lands from the encroachments of both monsters and civilization. |
'''Skill Proficiencies: | '''Skill Proficiencies: | ||
Line 18: | Line 337: | ||
vehicles (water). | vehicles (water). | ||
− | '''Language | + | '''Language: |
− | + | Choose between Sylvan or the language of a neighboring people. | |
'''Equipment: | '''Equipment: | ||
− | Traveler's clothes, skinning knife, hand axe | + | Traveler's clothes, skinning knife, hand axe, fishing rod, pouch with 50 sp. Your choice of a musical instrument, artisan's tool kit, or a canoe. |
'''Signs of the Wild: | '''Signs of the Wild: | ||
Line 34: | Line 353: | ||
|valign="top"| '''Personality Traits | |valign="top"| '''Personality Traits | ||
# '''Silence''' Too much talk fouls the air! | # '''Silence''' Too much talk fouls the air! | ||
− | # '''Loner''' Only | + | # '''Loner''' Only in solitude is there peace. |
# '''Honesty''' I never learned to lie. | # '''Honesty''' I never learned to lie. | ||
# '''Busy''' There is always something to do, to craft, to practice. | # '''Busy''' There is always something to do, to craft, to practice. | ||
Line 42: | Line 361: | ||
# '''Independent''' Don't step on me! (Chaotic) | # '''Independent''' Don't step on me! (Chaotic) | ||
# '''Caring''' All life is precious. I kill only to allow life. (Good) | # '''Caring''' All life is precious. I kill only to allow life. (Good) | ||
− | # '''Forthright''' | + | # '''Forthright''' Talk straight, shoot straight. (Lawful) |
# '''Xenophobia''' Strangers are enemies. (Evil) | # '''Xenophobia''' Strangers are enemies. (Evil) | ||
# '''Untamed''' The land belongs to no-one. (Chaotic) | # '''Untamed''' The land belongs to no-one. (Chaotic) | ||
− | # '''Wariness''' My trust must be earned. ( | + | # '''Wariness''' My trust must be earned. (Neutral) |
|- | |- | ||
|valign="top"| '''Bonds | |valign="top"| '''Bonds | ||
Line 74: | Line 393: | ||
'''Tool Proficiencies: | '''Tool Proficiencies: | ||
− | One musical instrument, gaming set, or set of tools. | + | One musical instrument, gaming set, or set of artisan's tools. |
'''Languages: | '''Languages: | ||
Line 85: | Line 404: | ||
Transients use subtle signs to mark places like homesteads, campsites, and places of employment. | 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. | These warn of dangers and give hints on how to behave to find favor in a new place. | ||
+ | You can use an Wisdom (Insight) check to find such information on the outskirts of a settlement or establishment. | ||
''' Suggested Characteristics | ''' Suggested Characteristics | ||
Line 108: | Line 428: | ||
# ''' Memento''' You have a memento from the time before your travels. | # ''' Memento''' You have a memento from the time before your travels. | ||
# ''' Pet''' You have a small pet to pour your kindness on. | # ''' Pet''' You have a small pet to pour your kindness on. | ||
− | # ''' | + | # ''' Esteem''' Many look down on drifters, but we are people too! |
# ''' Companions ''' Lands are things you pass by, friends are what you bring along. | # ''' Companions ''' Lands are things you pass by, friends are what you bring along. | ||
# ''' Fate ''' Each day brings wondrous new strangeness. | # ''' Fate ''' Each day brings wondrous new strangeness. | ||
Line 120: | Line 440: | ||
# ''' 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. | ||
+ | |} | ||
+ | |||
+ | == Dwarf Paragon == | ||
+ | {{wip}} | ||
+ | The dwarf paragon needs some weakness to balance their advantageous ability. | ||
+ | |||
+ | This background is only available to dwarfs. | ||
+ | Certain dwarfs express the ideals of dwarven culture more strongly than others. | ||
+ | Known as paragons, these dwarfs are highly regarded in dwarven culture, but little known among outsiders. | ||
+ | |||
+ | '''Prerequisite: | ||
+ | Dwarf race. | ||
+ | |||
+ | '''Skill Proficiencies: | ||
+ | Athletics, History. | ||
+ | |||
+ | '''Instrument Proficiencies: | ||
+ | You are proficient with one musical instrument and one set of artisan's tools. | ||
+ | |||
+ | '''Equipment: | ||
+ | Fine clothes in dwarven style, a musical instrument, a set of artisan's tools, a tinderbox, a waterskin, pouch with 5 gp. | ||
+ | |||
+ | '''Dwarf Gift: | ||
+ | You have a gift from your dwarf nature. Chose or randomly generate a gift from this list. | ||
+ | |||
+ | # ''' Beast Friend.''' You can speak to ravens and rams, as Speak With Animals. | ||
+ | # ''' Stonesense.''' You have a rough tremorsense with a range of 360 feet. This sense is very rough and can only sense structural elements such as caves, faults, and mineral veins. | ||
+ | # ''' Hammerblow.''' When wielding a melee weapon with axe or hammer in the name, you ignore resistance to bludgeoning or slashing damage, as appropriate. | ||
+ | # ''' Stoneshine.''' You can polish stones, including gemstones, to a fine luster. This increases the damage threshold by five. This requires either mason's or gemcutter's tools and takes 1 hour per gem or square foot of stone wall. | ||
+ | # ''' Doom''' You are prophesized to perform some great deed agreed upon with the DM. This provides you with some protection from death, you gain a +5 bonus on death saves until you have fulfilled this prophecy. After the prophecy is fulfilled, you suffer a -5 penalty on death saves for one month. | ||
+ | # ''' Reliable Skill. ''' With centuries to study, learn, and train, dwarfs 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 and roll a 9 or lower, change the roll to a 10. | ||
+ | # ''' Spellwise. ''' Your society’s long reliance on magic informed your upbringing. You learn [http://dnd5e.wikidot.com/spell:thaumaturgy Thamaturgy], [http://dnd5e.wikidot.com/spell:detect-magic Detect Magic], and [http://dnd5e.wikidot.com/spell:protection-from-evil-and-good Protection from Evil and Good], You cast these spells with Intelligence or Wisdom, selected when you gain the ability. You can cast either [http://dnd5e.wikidot.com/spell:detect-magic Detect Magic] or [http://dnd5e.wikidot.com/spell:protection-from-evil-and-good Protection from Evil and Good] a total of three times, regaining the ability at the end of a long rest. | ||
+ | # ''' Earthly Beauty.''' You have an amazing eye for earthly beauty and can automatically assess the value of mundane items and magic items whose properties you know. | ||
+ | |||
+ | ''' 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. | ||
+ | # '''Taciturn''' Unless you have something important to say, you remain quiet. | ||
+ | # '''Dour''' Casual observers think you look sad. | ||
+ | # '''Materialistic''' You focus on worldly wealth. | ||
+ | |||
+ | |valign="top"| '''Ideals | ||
+ | # '''Wise''' You realize that what is good for others is usually good for you. (Good) | ||
+ | # '''Gracious''' You are polite and caring of those you meet. (Good) | ||
+ | # '''Progress''' The world is a place to explore and develop (Lawful) | ||
+ | # '''Duty''' Whim is a pebble, duty is a mountain! (Lawful) | ||
+ | # '''Greed''' What I and my father's made is ours forever. (Evil) | ||
+ | # '''Loyalty''' Clan and family is an extension of you. (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 judge 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. | ||
+ | # ''' Self''' You are forever exploring your own self and your place in the world. | ||
+ | # ''' Merriment ''' Beer, song, and camaraderie are what is most worthwhile. | ||
+ | |||
+ | |valign="top"| '''Flaws | ||
+ | # ''' Cantankerous''' Other races are just boorish. | ||
+ | # ''' Grudgeful''' You never forget a slight. | ||
+ | # ''' 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. | ||
+ | # ''' Dispassionate''' You find it hard to engage in things you cannot hold in your hands. | ||
+ | |} | ||
+ | |||
+ | == Elven Paragon == | ||
+ | The elven paragon needs some weakness to balance their advantageous ability. | ||
+ | |||
+ | This background is only available to elves. | ||
+ | Certain elves express the ideals of elven culture more strongly than others. | ||
+ | Known as paragons, these elves are highly regarded in elven culture, but little known among outsiders. | ||
+ | |||
+ | '''Prerequisite: | ||
+ | Elven race. | ||
+ | |||
+ | '''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]]. | ||
+ | # ''' 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. | ||
+ | # ''' One with the Bow.''' You do not suffer disadvantage on ranged weapon attacks because you are within 5 feet of a hostile creature. | ||
+ | # ''' Plantshaping.''' Your connection with nature allows you to coax living plants into useful shapes. You can touch a living treefor one minute to draw material from it to create a simple functional wooden item with no moving parts that weighs no more than 5 pounds. The tree is unharmed by the process. You can’t use this feature again until you finish a long or short rest. Your Wisdom (woodcarver's tools) check determines the quality of items you create. Creating complex items costing 1 gp or more requires [[Gear_(5A)#Crafting|Crafting]], but you can ignore the cost of raw materials by spending twice the usual amount of time. | ||
+ | # ''' 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. | ||
+ | # ''' Reliable Skill. ''' 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 and roll a 9 or lower, change the roll to a 10. | ||
+ | # ''' Spellwise. ''' Your society’s long reliance on magic informed your upbringing. You learn [http://dnd5e.wikidot.com/spell:druidcraft Druidcraft], one druid cantrip of your choice, [http://dnd5e.wikidot.com/spell:prestidigitation Prestidigitation], and one wizard cantrip of your choice. You cast these spells with Intelligence, Wisdom or Charisma, selected when you gain the ability. You can cast the chosen spells a total of three times, regaining the ability at the end of a long rest | ||
+ | # ''' Unearthly Beauty.''' Your beauty is akin to the supernatural beauty of celestials or fey, manifesting your inner nature. You have advantage on Charisma (Persuasion) checks against creatures who share one aspect of your alignment and 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 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 judge 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. | ||
+ | |} | ||
+ | |||
+ | == Exotic == | ||
+ | You come from a legendary realm or another world entirely, a place filled with magic or technology unknown to the outer world. You grew up around creatures out of this world, lived in a city of glass and steel, and used artifacts that most people consider impossible. Whether you abandoned your homeland by choice or necessity, you may never find your way back. | ||
+ | |||
+ | ''Source: | ||
+ | En5ider #18. | ||
+ | |||
+ | '''Skill Proficiencies. | ||
+ | Arcana, History | ||
+ | |||
+ | '''Tool Proficiencies. | ||
+ | Tinker's tools or one type of exotic musical instrument | ||
+ | |||
+ | '''Languages. | ||
+ | The language of your home, or an uncommon language of your choice | ||
+ | |||
+ | '''Equipment. | ||
+ | Tinker's tools or an exotic musical instrument, a small heirloom of unusual materials, a picture of unusual detail, a set of outlandish traveler’s clothes. You have no local money, but each part of your starting equipment is worth 10 gp or more if you find an interested buyer. | ||
+ | |||
+ | '''Stranger in a Strange Land | ||
+ | Your origin grants you celebrity status. You attract the curiosity of commoners, nobles, sages, and fools alike, but not all of this attention is benevolent. When you seek audience with an individual of note, such as a famous wizard or local noble, you can mention your place of origin to entice their interest and earn an invitation. Often, they may offer advice and knowledge in trade for stories about your homeland. | ||
+ | This can translate into a comfortable lifestyle, at least until the novelty wears out. | ||
+ | If you need a larger favor, your host may demand something exceptional in return, such as technological or magical secrets from your home. | ||
+ | |||
+ | '''Suggested Characteristics | ||
+ | A citizen from a Lost Civilization feels misplaced and disconnected from the outer world. Because they grew up in such a different setting, their distinctiveness goes beyond strange clothing and a foreign accent. When interacting with locals, their unfamiliarity with customs, traditions, and superstitions often confuses or angers people. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |valign="top"| '''Personality Traits | ||
+ | # Everything I discover in this new world fascinates or horrifies me. | ||
+ | # When stressed, I speak in cryptic metaphors that no one understands. | ||
+ | # I won’t let my ignorance hinder my curiosity, even if it upsets someone. | ||
+ | # I enjoy collecting trinkets and tokens everywhere I travel. | ||
+ | |valign="top"| '''Ideals | ||
+ | # Knowledge. I want to learn this world’s secrets to take back home. (Neutral) | ||
+ | # Secrets. My people unleashed a horror that consumed my realm; I will not allow my new home to suffer that fate. (Good) | ||
+ | # Destiny. I hear the chorus of alien gods. Their voices tell me who must live and who must die. (Any) | ||
+ | # Generosity. I possess skills unknown to this world. Honor and duty require me to share these talents. (Good) | ||
+ | |- | ||
+ | |valign="top"| '''Bonds | ||
+ | # I will find a way back home, even if it takes a lifetime and costs a fortune. | ||
+ | # My people intend to conquer the outer world. I can’t let them succeed. | ||
+ | # I must discover who abducted me from my realm and why. | ||
+ | # I have a forbidden secret. I must understand it before its owners find me. | ||
+ | |valign="top"| '''Flaws | ||
+ | # My inexperience with local customs and traditions often gets me into trouble. | ||
+ | # I feel superior to everyone around me, but I hold them blameless for their ignorance. | ||
+ | # This land is not my home, and it will never be my home, no matter how long I remain stuck here. | ||
+ | # No matter how hard I try to fit in, I alienate everyone around me. | ||
|} | |} | ||
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'''Skill Proficiencies: | '''Skill Proficiencies: | ||
− | Animal Handling, | + | Animal Handling, Survival. |
'''Tool Proficiencies: | '''Tool Proficiencies: | ||
Line 136: | Line 641: | ||
'''Equipment: | '''Equipment: | ||
− | Riding horse, traveler's clothes | + | Riding horse, traveler's clothes, skinning knife, one set of tools or a musical instrument, pouch with 5 gp. |
'''Eye for Horses: | '''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. | + | 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 | ''' Suggested Characteristics | ||
Line 152: | Line 657: | ||
|valign="top"| '''Ideals | |valign="top"| '''Ideals | ||
− | # '''Freedom''' The plain and the sky have no | + | # '''Freedom''' The plain and the sky have no borders! (Chaotic) |
− | # '''Tradition''' | + | # '''Tradition''' Even thousands of miles away, your traditions are always in your heart. (Lawful) |
# '''Raider''' Raiding is my riches. Anything others are too weak to keep is mine to take. (Evil) | # '''Raider''' Raiding is my riches. Anything others are too weak to keep is mine to take. (Evil) | ||
− | # '''Gracious''' There is no limit to the sky! | + | # '''Gracious''' There is no limit to the sky! There is room for all! (Good) |
# '''Love''' You kin, horse, and herd is life—cherish them as you cherish yourself. (Any) | # '''Love''' You kin, horse, and herd is life—cherish them as you cherish yourself. (Any) | ||
# '''Bounty''' People and animals are life. Multiply to fill the earth and sky! (Any) | # '''Bounty''' People and animals are life. Multiply to fill the earth and sky! (Any) | ||
Line 161: | Line 666: | ||
|valign="top"| '''Bonds | |valign="top"| '''Bonds | ||
− | + | # ''' Plains ''' People come and go, but the plains and the open sky are eternal. You are most at peace traveling and most at home on open plains. | |
− | # ''' Plains ''' People come and go, but the | ||
# ''' Saddle ''' You got this saddle as a youth and made all your achievements on it. | # ''' Saddle ''' You got this saddle as a youth and made all your achievements on it. | ||
# ''' Companions ''' Lands are things you pass by, friends are what you bring along. | # ''' Companions ''' Lands are things you pass by, friends are what you bring along. | ||
# ''' Old Friend ''' Leaving most of your tribe wasn't so hard, but there is this one person you miss. | # ''' Old Friend ''' Leaving most of your tribe wasn't so hard, but there is this one person you miss. | ||
− | |||
|valign="top"| '''Flaws | |valign="top"| '''Flaws | ||
Line 174: | Line 677: | ||
# ''' Spendthrift''' I see the value of horses, of sheep, and a good wagon. These metal baubles are supposed to be valuable? | # ''' Spendthrift''' I see the value of horses, of sheep, and a good wagon. These metal baubles are supposed to be valuable? | ||
# ''' Rolling Stone''' I can always run from trouble. | # ''' Rolling Stone''' I can always run from trouble. | ||
− | # ''' | + | # ''' Love on the Wind''' You give your heart freely and fully, then move on. |
|} | |} | ||
Line 180: | Line 683: | ||
You suffer some handicap or ailment that has shaped your background. | 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 have had to rely on the help of others until you learned to overcome most of your handicap. | ||
− | You | + | 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: | '''Skill Proficiencies: | ||
Line 186: | Line 689: | ||
'''Tool Proficiencies: | '''Tool Proficiencies: | ||
− | Vehicles (land) and one instrument or set of | + | Vehicles (land) and one musical instrument or set of tools. |
'''Equipment: | '''Equipment: | ||
Line 193: | Line 696: | ||
'''Infirmity: | '''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. | 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 | + | Select one [[Infirmities (5A)|Infirmity]]. The listed penalties assume you are using a simple prosthetic (such as a peg leg) when possible. |
− | |||
− | |||
''' Suggested Characteristics | ''' Suggested Characteristics | ||
Line 203: | Line 704: | ||
# '''Proud''' You have had to build yourself up to the strong person you are today! | # '''Proud''' You have had to build yourself up to the strong person you are today! | ||
# '''Energetic''' You worked hard to get where you are, and now hard work is a habit to you. | # '''Energetic''' You worked hard to get where you are, and now hard work is a habit to you. | ||
− | # '''Friendly''' You grew up relying on others, and found that most people are | + | # '''Friendly''' You grew up relying on others, and found that most people are good. |
− | # ''' | + | # '''Reliable''' You relied on others, now you help others in turn. |
− | # ''' | + | # '''Carefree''' Time to get over the past and move on. |
|valign="top"| '''Ideals | |valign="top"| '''Ideals | ||
# '''Hard Work''' You got to where you are through hard work, and you are not stopping now. (Lawful) | # '''Hard Work''' You got to where you are through hard work, and you are not stopping now. (Lawful) | ||
# '''Independence''' In the end, it was you who overcome your limits. (Chaotic) | # '''Independence''' In the end, it was you who overcome your limits. (Chaotic) | ||
− | # '''Vengeance''' They pushed and used you, but | + | # '''Vengeance''' They pushed and used you, but you became strong. Now it it their turn to suffer! (Evil) |
# '''Paying Forward''' You have received so much kindness, you want to give some back. (Good) | # '''Paying Forward''' You have received so much kindness, you want to give some back. (Good) | ||
# '''Perfection''' You have overcome your handicap, but that is just the beginning of your skills! (Any) | # '''Perfection''' You have overcome your handicap, but that is just the beginning of your skills! (Any) | ||
Line 217: | Line 718: | ||
|valign="top"| '''Bonds | |valign="top"| '''Bonds | ||
− | # ''' Prosthetic''' There is a device you use to stretch your limits, an item that | + | # ''' Prosthetic''' There is a device you use to stretch your limits, an item that symbolizes freedom! |
# ''' Caretaker''' Someone took care of you when you couldn't do so yourself. Now you will take care of them. | # ''' Caretaker''' Someone took care of you when you couldn't do so yourself. Now you will take care of them. | ||
# ''' Hero''' There is a person you aspire to emulate, your personal hero. | # ''' Hero''' There is a person you aspire to emulate, your personal hero. | ||
Line 225: | Line 726: | ||
|valign="top"| '''Flaws | |valign="top"| '''Flaws | ||
− | # '''Sly''' People | + | # '''Sly''' People take you for a weakling or imbecile, and you exploit that as you can. |
# '''Shy''' You know you should speak up, but old habits die hard. | # '''Shy''' You know you should speak up, but old habits die hard. | ||
# ''' Fatalistic''' The universe does not make sense. You suffered for no good reason. That could happen again. | # ''' Fatalistic''' The universe does not make sense. You suffered for no good reason. That could happen again. | ||
Line 233: | Line 734: | ||
# '''Suspicious''' You have been maligned enough not to trust strangers. | # '''Suspicious''' You have been maligned enough not to trust strangers. | ||
# '''Vengeful''' Now it is their turn to suffer! | # '''Vengeful''' Now it is their turn to suffer! | ||
+ | |} | ||
+ | |||
+ | == Mage's Apprentice == | ||
+ | You grew up serving an arcane spellcasters, such as a sorcerer, warlock, or wizard. | ||
+ | Your master taught you some magic, but most of your time was spent doing chores and running errands. | ||
+ | |||
+ | '''Skill Proficiencies: | ||
+ | Arcana, History. | ||
+ | |||
+ | '''Language: | ||
+ | Choose one from Aklo, Draconic, Giant, or Primordial. | ||
+ | |||
+ | '''Tool Proficiencies: | ||
+ | Choose one from | ||
+ | air vehicles, alchemist’s supplies, calligrapher’s supplies, herbalism kit, land vehicles, musical instrument, water vehicles. | ||
+ | |||
+ | '''Equipment: | ||
+ | Traveler's clothes, one set of tools or a musical instrument, pouch with 15 gp. | ||
+ | |||
+ | '''Arcanist: | ||
+ | You learn the [http://dnd5e.wikidot.com/spell:prestidigitation Prestidigitation] and [http://dnd5e.wikidot.com/spell:detect-magic Detect Magic] spells. You can cast Detect Magic three times without expending a spell slot, and you regain the ability to do so when you finish a long rest. | ||
+ | |||
+ | ''' Suggested Characteristics | ||
+ | {| class="wikitable" | ||
+ | |valign="top"| '''Personality Traits | ||
+ | # '''Follower ''' You let others take the lead. | ||
+ | # '''Sociable''' You like to chat with strangers. | ||
+ | # '''Helpful''' You look for opportunities to help others. | ||
+ | # '''Isolated''' You grew up in an ivory tower. This made you shy, but curious. | ||
+ | # '''Proud''' You paid dearly for these skills, time to make your mark on the world! | ||
+ | # '''Carefree''' Time to get over the past and move on. | ||
+ | |||
+ | |valign="top"| '''Ideals | ||
+ | # '''Hard Work''' You got to where you are through hard work, and you are not stopping now. (Lawful) | ||
+ | # '''Independence''' In the end, it was you who won your powers for yourself. (Chaotic) | ||
+ | # '''Power''' Magic is power! (Evil) | ||
+ | # '''Careful''' You are always careful that your magic doesn't hurt anyone. (Good) | ||
+ | # '''Perfection''' I don't just use magic, I master magic! (Any) | ||
+ | # '''Wonder''' Magic is amazing! (Any) | ||
+ | |- | ||
+ | |||
+ | |valign="top"| '''Bonds | ||
+ | # ''' Master''' Your teacher taught you not only magic, but wisdom too! | ||
+ | # ''' Lore''' Finding books and magical lore is a goal in itself. | ||
+ | # ''' Hero''' There is a person you aspire to emulate, your personal hero. | ||
+ | # ''' Companions ''' Companions make up for each other's weaknesses. | ||
+ | # ''' Legend''' You persue a legend of ancient magic. | ||
+ | # ''' Privacy''' You need your privacy. | ||
+ | |||
+ | |valign="top"| '''Flaws | ||
+ | # '''Resentful''' You have not forgiven your master for what you suffered. | ||
+ | # '''Secretive''' Your secrets are your own. | ||
+ | # ''' Fatalistic''' The laws of magic are all-powerful and immutable. | ||
+ | # ''' Arrogant''' You are smarter and more powerful than others. | ||
+ | # ''' Show-Off''' What is the point of magic if you have to keep it secret? | ||
+ | # ''' Disdainful''' You got all you have by hard work. So should everybody! | ||
+ | |} | ||
+ | |||
+ | == Patriot == | ||
+ | You grew up a citizen of the greatest polity in the land, a realm that served as an example of civilization and stability in a dark, lawless world. Unfortunately, your homeland faces many enemies both within and without—enemies that seek the destruction of everything your nation represents. You have dedicated your life to one of the many orders protecting your land. Your order boasts agents, allies, and stalwarts across the world, even in the world’s darkest, most dangerous corners. | ||
+ | |||
+ | ''This background can have a dark twist. All patriots think their polity is the best, but not all of them are right. | ||
+ | |||
+ | ''Source: | ||
+ | En5ider #16. | ||
+ | |||
+ | '''Skill Proficiencies: | ||
+ | Intimidation, History | ||
+ | |||
+ | '''Tool Proficiencies: | ||
+ | Artisan’s tools (armorer’s kit), vehicles (land) | ||
+ | |||
+ | '''Equipment: | ||
+ | An insignia of your order, a tabard with your order’s symbol, a set of traveler’s clothes, a letter of introduction signed by your superior, and a belt pouch containing 15 gp. | ||
+ | |||
+ | '''Friend of the Order | ||
+ | Your order maintains a network of spies, agents, and supporters. Your polity has friends, even in places dominated by enemies. When necessary, you know how to locate safe havens in otherwise dangerous places, and you know which individuals to contact for information, shelter, food, and sanctuary. | ||
+ | |||
+ | '''Suggested Characteristics | ||
+ | The citizens of this land understand the need for perpetual vigilance, especially in the face of so many enemies. You understand the importance of loyalty to your order, to your land, and to your beliefs; beliefs for which you would sacrifice everything. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |valign="top"| '''Personality Traits | ||
+ | # '''Xenopobia.''' I have trouble trusting outsiders. | ||
+ | # ''' Confidence.''' The world is beyond the help of normal men—but I am no normal man! | ||
+ | # ''' Zealotry.''' I see the corrupting touch of evil everywhere I look. | ||
+ | # ''' Responsibility''' I seek to bring justice to those who deserve it. | ||
+ | |valign="top"| '''Ideals | ||
+ | # ''' Loyalty.''' I stand beside my companions and allies, regardless the cost. (Lawful) | ||
+ | # '''Honor.''' I defend the honor of my order and my land, for without honor we are nothing. (Lawful) | ||
+ | # '''Protection.''' I promise to safeguard those who cannot defend themselves. (Good) | ||
+ | # '''Vengeance.''' Those who do wrong deserve whatever retribution I deliver unto them. (Evil) | ||
+ | |- | ||
+ | |valign="top"| '''Bonds | ||
+ | # ''' Righteousness''' When I see an evil act, I feel compelled to intervene. | ||
+ | # ''' Pride''' My polity means everything to me, and I’ll die before I dishonor it. | ||
+ | # ''' Sacrifice''' I serve my polity above all, regardless of my own needs and desires. | ||
+ | # ''' Devotion''' I owe my life to the priest who saved me, and I have pledged my soul in service of his order. | ||
+ | |valign="top"| '''Flaws | ||
+ | # ''' Honesty''' I cannot lie; falsehood is the first step towards damnation, even when it is for a noble cause. | ||
+ | # ''' Shame''' I hold myself responsible for the misdeeds of my friends and allies. | ||
+ | # ''' Gullible''' I give my trust and loyalty too easily. | ||
+ | # ''' Atonement''' I must atone for the sins and failures of the past | ||
|} | |} | ||
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'''Tools | '''Tools | ||
− | You have proficiency with one set of tools or a musical instrument. | + | You have proficiency with one set of artisan's tools or a musical instrument. |
'''Languages: | '''Languages: | ||
− | Pick one language appropriate | + | Pick one language appropriate to your former owners. |
'''Equipment: | '''Equipment: | ||
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# '''Stoic''' The best way to cope with a cruel fate is to accept and make the best of it. | # '''Stoic''' The best way to cope with a cruel fate is to accept and make the best of it. | ||
# '''Superstitious''' You have no real control of your life, but there are forces all around you that do. | # '''Superstitious''' You have no real control of your life, but there are forces all around you that do. | ||
− | # ''' | + | # '''Sycophant''' The masters may be a terror, but also a source of power. |
|valign="top"| '''Ideals | |valign="top"| '''Ideals | ||
# '''Abolitionism''' No-one deserves to be a slave! (Good) | # '''Abolitionism''' No-one deserves to be a slave! (Good) | ||
+ | # '''Ethics''' The only way to fight evil is within each of us. (Good) | ||
+ | # '''Requital''' They enslaved us, now it is our turn! (Evil) | ||
+ | # '''Toady''' Masters always need someone to hold the whip. (Evil) | ||
# '''Anarchy''' Break the system! (Chaotic) | # '''Anarchy''' Break the system! (Chaotic) | ||
# '''Revolutionary''' All hierarchies are evil! (Chaotic) | # '''Revolutionary''' All hierarchies are evil! (Chaotic) | ||
− | + | # '''Belonging''' I can become a part of society. (Lawful) | |
− | |||
− | |||
− | # '''Belonging''' I can | ||
# '''Escape''' I will run as far as I have to. (Any) | # '''Escape''' I will run as far as I have to. (Any) | ||
# '''Nihilism''' Nothing matters. (Any) | # '''Nihilism''' Nothing matters. (Any) | ||
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|- | |- | ||
|valign="top"| '''Bonds | |valign="top"| '''Bonds | ||
− | # ''' | + | # '''Lucky Charm''' You have lucky item. |
# '''Comrades''' You love and trust those you have shared hardship with. | # '''Comrades''' You love and trust those you have shared hardship with. | ||
# '''Love''' You had love in your life, but had to abandon it to escape. | # '''Love''' You had love in your life, but had to abandon it to escape. | ||
# '''Solidarity ''' You feel for the enslaved and oppressed everywhere. | # '''Solidarity ''' You feel for the enslaved and oppressed everywhere. | ||
# '''Necessities ''' Day-to-day necessities are so natural in your new life, but you remember when this was not so | # '''Necessities ''' Day-to-day necessities are so natural in your new life, but you remember when this was not so | ||
− | # '''Wealth''' Everyone | + | # '''Wealth''' Everyone are slaves to gold. To be truly free, you need to be rich! |
− | # '''Music''' Music | + | # '''Music''' Music brings hope. |
# '''Faith''' God or spirit, something gave you strength, and you are still devoted. | # '''Faith''' God or spirit, something gave you strength, and you are still devoted. | ||
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# '''Scars''' Your body shows the scars of your old life. You hide them at all costs. | # '''Scars''' Your body shows the scars of your old life. You hide them at all costs. | ||
# '''Shame''' No-one must know you were a slave! | # '''Shame''' No-one must know you were a slave! | ||
− | # ''' | + | # '''Disfigured''' Some part of your body was destroyed, such as an eye, finger, ear, or nose. You have learnt to compensate, but it still impedes you on occasion. |
# '''Pain''' You have learnt to live with the pain, but it still ails you and keeps you on edge. | # '''Pain''' You have learnt to live with the pain, but it still ails you and keeps you on edge. | ||
# '''Dreams''' You still wake up screaming now and then. | # '''Dreams''' You still wake up screaming now and then. | ||
# '''Rage''' When the rage takes you, you strike out without control. | # '''Rage''' When the rage takes you, you strike out without control. | ||
+ | |} | ||
+ | |||
+ | == Survivor == | ||
+ | From the moment of your birth, the Savage Land wanted you dead. Monsters and beasts lurked at the village’s edge, eager to devour you like a delicious meat snack. The land conjured up blizzards, floods, drought, and tempests to flatten, drown, and otherwise destroy you and your folk. For all its murderous intent, however, you give thanks to your homeland. As the harshest place in the world, it taught you to survive. It forced you to grow strong. You learned the value of helping others and enduring together, even if it meant sharing the last of your food. | ||
+ | |||
+ | ''Source: | ||
+ | En5ider #18. | ||
+ | |||
+ | '''Skill Proficiencies. | ||
+ | Nature, Survival | ||
+ | |||
+ | '''Tool Proficiencies. | ||
+ | One set of artisan’s tools | ||
+ | |||
+ | '''Languages. | ||
+ | One of your choice | ||
+ | |||
+ | '''Equipment. | ||
+ | A knife, a talisman or token of strength from your home, tinderbox, a set of traveler’s clothes, and a belt pouch containing 10 gp | ||
+ | |||
+ | '''Prey’s Instinct | ||
+ | When you travel in the wilderness, you sense when someone—or something—has caught your trail or scent. Although you lack the details, you instinctively recognize when your pursuers are within an hour or less of your position and from which direction they approach. | ||
+ | |||
+ | '''Suggested Characteristics | ||
+ | The people of the Savage Land retain a mystical link to their homeland, even when they travel beyond its borders. Infused with a love of danger, they often show bravery and fierce determination no matter the odds. At the same time, they understand that in the end the spirit of the homeland will catch and kill them. | ||
+ | {| class="wikitable" | ||
+ | |valign="top"| '''Personality Traits | ||
+ | # I do not seek death, but I do not flee its embrace. | ||
+ | # I dislike spending time in civilization; it weakens me and dampens my instincts. | ||
+ | # Possessions and wealth are temptations luring you to an unmarked grave. | ||
+ | # Life tastes sweetest when something tries to kill me. | ||
+ | |valign="top"| '''Ideals | ||
+ | # '''Might'''. Only the strongest deserve to live. (Evil) | ||
+ | # '''Charity'''. Only by helping each other can we survive. (Good) | ||
+ | # '''Wanderlus'''t. I go where I want to, when I want to. (Chaotic) | ||
+ | # '''Pity'''. In the wild even the strongest suffer moments of weakness. (Good) | ||
+ | # '''The Land'''. The spirit of the land guides my actions, even as it tests me. (Neutral) | ||
+ | # '''Hunter'''. When I see my prey, it’s as good as dead. (Neutral) | ||
+ | |- | ||
+ | |valign="top"| '''Bonds | ||
+ | # My family—by choice or by blood—are all I have left. I will not fail them. | ||
+ | # The thrill of danger is more addictive than any civilized vice. | ||
+ | # My clan banished me, and now I must earn my way back. | ||
+ | # I collect songs, stories, and folklore to bring back to my people. | ||
+ | |valign="top"| '''Flaws | ||
+ | # I live every day as if it were my last, and to hell with the consequences! | ||
+ | # My kindness to strangers makes me an easy mark. | ||
+ | # My entire village perished thanks to my cowardice. | ||
+ | # I dislike trusting gods and their priests. | ||
+ | # Arcane powers all come from evil spirits. | ||
+ | # I distrust new and fancy things. | ||
+ | |} | ||
+ | |||
+ | == Thrall of Evil == | ||
+ | You grew up in the bloodthirsty regime of a tyrannical overlord. Trapped in a hellish domain, your family existed without hope or faith. Although you escaped, by night you suffer nightmares of torture and imprisonment. When you awaken, you realize those weren’t nightmares, but rather memories of your suffering. | ||
+ | |||
+ | '''Skill Proficiencies. | ||
+ | Stealth, Survival | ||
+ | |||
+ | '''Tool Proficiencies. | ||
+ | One type of artisan’s tools | ||
+ | |||
+ | '''Languages. | ||
+ | One of your choice | ||
+ | |||
+ | '''Equipment. | ||
+ | A quarterstaff, a set of common clothes, a homemade talisman to ward off evil, and a belt pouch containing 10 gp | ||
+ | |||
+ | '''Social Invisibility | ||
+ | You perfected the art of avoiding notice and never drawing attention. When someone first meets you, they later struggle to recall your appearance, your voice, or anything significant about you. Likewise, you blend into a crowd, making it difficult for pursuers to identify you. | ||
+ | |||
+ | '''Suggested Characteristics | ||
+ | Those who escape the Regime of the Dark Overlord often fall into two personality types: those strengthened by their experiences, and those forever scarred by them. Either way, individuals from this regime understand how brutal, dangerous, and unforgiving the world can be. They understand how to endure, when to hide, and how to fight when cornered. A survivor often carries a perpetually haunted look in their eyes. | ||
+ | |||
+ | ''' Suggested Characteristics | ||
+ | {| class="wikitable" | ||
+ | |valign="top"| '''Ideals | ||
+ | # I hate being the center of attention, and I don’t like to be noticed. | ||
+ | # Nothing fazes me. Once you’ve survived my homeland, everything else seems quaint by comparison. | ||
+ | # Everywhere I go, I scope out the nearest escape routes. | ||
+ | # I abandoned everyone I ever loved. I will never do so again. | ||
+ | |valign="top"| '''Ideals | ||
+ | # Survival. If you stop fighting, then you’ve let the villains win. (Neutral) | ||
+ | # People. I’ll protect my friends, but I don’t believe in causes. (Neutral) | ||
+ | # Rebellion. We must liberate the enslaved and overthrow their masters. (Good) | ||
+ | # Strength. Strength and power are everything. Without strength, you are helpless to protect yourself. With it, you can dominate those around you. (Evil) | ||
+ | |- | ||
+ | |valign="top"| '''Bonds | ||
+ | # Nothing would ever convince me to abandon my allies. | ||
+ | # I swore to those who helped me escape I would return and save them. | ||
+ | # I swear to destroy the overlord and free my land. | ||
+ | # I have seen how true evil corrupts a kingdom. I will not allow it to spread here. | ||
+ | |valign="top"| '''Flaws | ||
+ | # I am both a pessimist and a fatalist. | ||
+ | # I do what I’m told out of habit. | ||
+ | # Hurting people to get what I want doesn’t bother me. | ||
+ | # When bloodshed begins, my first instinct is to hide. | ||
|} | |} | ||
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'''Skill Proficiencies: | '''Skill Proficiencies: | ||
− | + | Deception, Persuasion. | |
'''Tool Proficiencies: | '''Tool Proficiencies: | ||
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'''Equipment: | '''Equipment: | ||
− | Fine clothes, one | + | 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: | '''Sign of the Supernatural: | ||
You suffer some kind of handicap, which is seen as being touched by 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. | You gain both advantages and disadvantages from this sign. | ||
− | + | See [[Signs of the Supernatural (5A)|Signs of the Supernatural)]]. | |
''' Suggested Characteristics | ''' Suggested Characteristics | ||
Line 333: | Line 1,034: | ||
|valign="top"| '''Personality Traits | |valign="top"| '''Personality Traits | ||
# '''Proud''' Your gift makes you exalted. | # '''Proud''' Your gift makes you exalted. | ||
− | # '''Shy''' People always | + | # '''Shy''' People always force themselves on you. |
− | # '''Mysterious''' The less you say, the more profound you | + | # '''Mysterious''' The less you say, the more profound you seem. |
# '''Idol''' You love being the center of attention. | # '''Idol''' You love being the center of attention. | ||
# '''Brave''' You are the champion! | # '''Brave''' You are the champion! | ||
# '''Insular''' You rely on those closest to you. | # '''Insular''' You rely on those closest to you. | ||
+ | # '''Fugitive''' You are on the run from cultists. | ||
+ | # '''Firebrand''' People must be roused! | ||
|valign="top"| '''Ideals | |valign="top"| '''Ideals | ||
− | # '''Piety''' Respect the supernatural order | + | # '''Piety''' Respect the supernatural order! (Lawful) |
# '''Mystic''' You search for your own truth. (Chaotic) | # '''Mystic''' You search for your own truth. (Chaotic) | ||
− | # '''Cult Leader''' I | + | # '''Cult Leader''' I use the fools who come to me. (Evil) |
− | # ''' | + | # '''Responsible''' With great power comes great responsibility. (Good) |
− | # '''Independent''' Lets not do the cult thing | + | # '''Coven''' Lets do the cult thing! (Lawful) |
+ | # '''Independent''' Lets not do the cult thing! (Chaotic) | ||
+ | # '''Curiosity''' The world is a riddle! (Any) | ||
# '''Enlightenment''' Why was i touched? (Any) | # '''Enlightenment''' Why was i touched? (Any) | ||
|- | |- | ||
|valign="top"| '''Bonds | |valign="top"| '''Bonds | ||
− | # ''' Memento''' You never knew your parents, but you have | + | # ''' Memento''' You never knew your parents, but you have an item to remind you. |
# ''' Faith''' Your beliefs give you strength. | # ''' Faith''' Your beliefs give you strength. | ||
# ''' Community''' Many wonderful people share your beliefs. | # ''' Community''' Many wonderful people share your beliefs. | ||
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|valign="top"| '''Flaws | |valign="top"| '''Flaws | ||
# ''' Blasé''' You are weary of the world. | # ''' Blasé''' You are weary of the world. | ||
− | # ''' Apatheist''' Been there, | + | # ''' Apatheist''' Been there, gods are nothing special. |
# ''' Lazy''' You always had people do all chores for you. | # ''' Lazy''' You always had people do all chores for you. | ||
− | # ''' | + | # ''' Ivory Tower''' The world is strange and alien. |
− | # ''' | + | # ''' Psychophant''' You tell people what they want to hear. |
# ''' Lonely''' Living as an idol means living alone. | # ''' Lonely''' Living as an idol means living alone. | ||
|} | |} | ||
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== Viking == | == Viking == | ||
You are a naval raider from the Thillonrian Peninsula in the utter north-east of the Flanaess. | 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 | + | Originally a farmer, huntsman, or herder, you joined a group of raiders and went south in search of a better future as an explorer, raider, mercenary, or merchant—not knowing which of these paths will be yours. |
'''Skill Proficiencies: | '''Skill Proficiencies: | ||
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'''Reputation: | '''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. | + | 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 | ''' Suggested Characteristics | ||
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# '''Loner''' Having many people around is confining—neighbors should be heard, but not seen. | # '''Loner''' Having many people around is confining—neighbors should be heard, but not seen. | ||
# '''Story-lover''' I love the stories told on long winter nights! | # '''Story-lover''' I love the stories told on long winter nights! | ||
− | |||
# '''Sea-lover''' The open sea is where I fell most at home! | # '''Sea-lover''' The open sea is where I fell most at home! | ||
# '''Fire-maker''' Fire and flame is the mark of man and keeps evil at bay! | # '''Fire-maker''' Fire and flame is the mark of man and keeps evil at bay! | ||
− | # ''' | + | # '''Bather''' The first thing to do in a new place is to build a bath-house! |
# '''Elegant''' A clean body in bright clothes makes a hero! | # '''Elegant''' A clean body in bright clothes makes a hero! | ||
− | # '''Poet''' You express yourself in verse at important times | + | # '''Poet''' You express yourself in verse at important times. |
− | # ''' | + | # '''Silent''' The wise man listens much and says little. |
+ | # '''Stoic''' Whatever comes I will endure it. | ||
|valign="top"| '''Ideals | |valign="top"| '''Ideals | ||
# '''Curiosity''' What lies beyond the horizon? (Chaotic) | # '''Curiosity''' What lies beyond the horizon? (Chaotic) | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
# '''Free''' Nothing holds me back! (Chaotic) | # '''Free''' Nothing holds me back! (Chaotic) | ||
# '''Opportunistic''' Seize fortune by the throat and pin it! (Chaotic) | # '''Opportunistic''' Seize fortune by the throat and pin it! (Chaotic) | ||
− | # '''Homemaker''' Work hard and build a life | + | # '''Lawspeaker''' Land is built by law! (Lawful) |
− | # '''Raider''' | + | # '''Honesty''' Talk straight and keep your word! (Lawful) |
+ | # '''Homemaker''' Work hard and build a good life! (Good)) | ||
+ | # '''Raider''' Defeat them and take what is theirs! (Evil) | ||
+ | # '''Clannish''' Clan and family is all! (Neutral) | ||
# '''Competitive''' Test yourself against everything and everyone! (Any) | # '''Competitive''' Test yourself against everything and everyone! (Any) | ||
+ | # '''Pride''' One day, there will be a saga about my deeds! (Any) | ||
|- | |- | ||
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# '''Poetry''' There is a poem that speaks to me—I feel it is my destiny. | # '''Poetry''' There is a poem that speaks to me—I feel it is my destiny. | ||
# '''Ambition''' I have sworn an oath to accomplish something, and i will! | # '''Ambition''' I have sworn an oath to accomplish something, and i will! | ||
− | # '''Strangers''' Everyone I meet is a potential friend or | + | # '''Strangers''' Everyone I meet is a potential friend or foe! |
|valign="top"| '''Flaws | |valign="top"| '''Flaws | ||
− | # '''Drink''' | + | # '''Drink''' Those who say wine is stronger than mead are wimps! |
# '''Belligerent''' Violence is the most straight-forward resolution! | # '''Belligerent''' Violence is the most straight-forward resolution! | ||
# '''Ruthless''' Don't stand in my way! | # '''Ruthless''' Don't stand in my way! | ||
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== War Orphan == | == War Orphan == | ||
You grew up in an orphanage for children of war, usually a lawful religious institution. | 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 | + | Brought up under strict discipline, you either adjusted to this (lawful), rebelled (chaotic), or just stayed out of trouble (neither). |
+ | Many war orphans are of mixed race or survivors of persecuted peoples. | ||
'''Skill Proficiencies: | '''Skill Proficiencies: | ||
− | + | Athletics, Religion | |
− | |||
− | |||
− | |||
'''Tool Proficiencies: | '''Tool Proficiencies: | ||
− | Any | + | Any two sets of artisan's tools, musical instruments, or vehicles |
'''Languages: | '''Languages: | ||
− | None | + | None. |
'''Equipment: | '''Equipment: | ||
− | A wooden holy symbol, a memento of | + | 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 | '''Order's Respect | ||
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{| class="wikitable" | {| class="wikitable" | ||
|valign="top"| '''Personality Traits | |valign="top"| '''Personality Traits | ||
− | # '''Orderly''' You keep your kit in order and | + | # '''Orderly''' You keep your kit in order and are always ready to act. |
# '''Devout''' You may love or hate your orphanage, but you revere its patron deity. | # '''Devout''' You may love or hate your orphanage, but you revere its patron deity. | ||
# '''Outgoing''' Having grown up in an insular society, any new people or situation attracts your attention. | # '''Outgoing''' Having grown up in an insular society, any new people or situation attracts your attention. | ||
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# '''Slovenly''' You'd rather be punished than overwork your kit. As long as it holds together, it is good enough. | # '''Slovenly''' You'd rather be punished than overwork your kit. As long as it holds together, it is good enough. | ||
# '''Loyal''' You are ready to face any danger directly as long as you have your friends with you. | # '''Loyal''' You are ready to face any danger directly as long as you have your friends with you. | ||
− | # ''' | + | # '''Proper''' Spit and polish makes you presentable. |
# '''Energetic''' Doing things quickly and well earns respect. | # '''Energetic''' Doing things quickly and well earns respect. | ||
+ | |||
|valign="top"| '''Ideals | |valign="top"| '''Ideals | ||
− | # '''Order''' The greater good requires some sacrifice. You are willing to go that extra mile | + | # '''Order''' The greater good requires some sacrifice. You are willing to go that extra mile. (Lawful) |
− | # '''Conformity''' | + | # '''Conformity''' Hide in the herd and avoid trouble. (Neutral) |
# '''Discipline''' Strong leaders with disciplined followers can achieve anything! (Lawful) | # '''Discipline''' Strong leaders with disciplined followers can achieve anything! (Lawful) | ||
# '''Rebellious''' You grew up in hell. Freedom above all! (Chaotic) | # '''Rebellious''' You grew up in hell. Freedom above all! (Chaotic) | ||
− | # '''Care''' You | + | # '''Care''' You work for your group, allowing the group to care for those around. (Good) |
# '''Power''' Those with power rule, those without obey. (Evil) | # '''Power''' Those with power rule, those without obey. (Evil) | ||
# '''Excellence''' Perfection is the highest ideal! (Any) | # '''Excellence''' Perfection is the highest ideal! (Any) | ||
# '''Advancement''' Society is a hierarchy, and its good to be at the top. (Any) | # '''Advancement''' Society is a hierarchy, and its good to be at the top. (Any) | ||
+ | |||
|- | |- | ||
|valign="top"| '''Bonds | |valign="top"| '''Bonds | ||
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# '''Friend''' I had a close friend growing up. We were separated, and I search for them. | # '''Friend''' I had a close friend growing up. We were separated, and I search for them. | ||
# '''Camaraderie''' Nothing is better than friends! | # '''Camaraderie''' Nothing is better than friends! | ||
− | # '''War Enemy''' | + | # '''War Enemy''' I live to fight the old enemy. |
# '''Peace''' I know the horrors of large-scale war, and will go to any length to keep the peace. | # '''Peace''' I know the horrors of large-scale war, and will go to any length to keep the peace. | ||
+ | |||
|valign="top"| '''Flaws | |valign="top"| '''Flaws | ||
# '''Bully''' The strong push the weak around. | # '''Bully''' The strong push the weak around. |
Latest revision as of 13:15, 15 June 2024
Starfox's 5th Edition Fan Page |
Additional backgrounds suited to my version of Greyhawk.
Each background always has two skill proficencies, two other proficencies, one special ability, and a set of starting equipment. There is also a special ability. This is important to the background, but can be exchanged for a Talent with the Background tag, as long as the DM agrees.
Arcane
You grew up in a magically advanced environment. This can be in an area where magic is common, or it can be in a major arcane guild or university. You lived surrounded by magic as an everyday occurrence, and you lack the superstitions that most people have towards the supernatural.
Source: En5ider #18.
Skill Proficiencies: Arcana, Investigation.
Languages: Two of your choice.
Equipment: A set of fine clothes, a vial of black ink, a quill, traveling journal, dagger, copy of your favorite book, and a belt pouch containing 15 gp
Arcane Network Commoners and nobility alike expect you to master magical lore and might seek you out as a middleman. Whether you possess arcane talents or not, you have professional cachet among arcane spellcasters. You know how to behave around magicians and can request favors, such as advice on magical problems, research concerning magic items and relics, and translation of sigils or runes. If you ask an extensive favor, however, you must repay it in a reasonable time or risk alienating your peers.
Suggested Characteristics Growing up in an Arcane Dominion formed many of your attitudes towards magic and spellcasters, as well as your opinions regarding people without magical ability. If you possessed arcane talent, you enjoyed the good life as one of your nation’s most valued citizens. Thanks to your upbringing, you find magic familiar and even comforting, and pity those who fear magic or refuse to benefit from its use.
Personality Traits
|
Ideals
|
Bonds
|
Flaws
|
Artifact Carrier
You have an artifact. This is an almost indestructible item linked to you because of your backstory. The reason you have this item is up to you and your DM to work out together.
This background requires that the campaign uses magic item prices like 5A Magic Item prices.
Source: Original.
Skill Proficiencies: Arcana, History.
Languages: Two of your choice.
Equipment: An artifact (see below), a set of traveler’s clothes, a dagger, and a belt pouch containing 15 gp.
Artifact You possess an artifact somehow linked to your destiny, usually bestowed by your ancestry or a great power such as royalty or a divine agent. This artifact comes in the form of a specific item of equipment, usually a weapon, staff, shield, or set of armor. It is never a consumable. It is a minor artifact and can only be destroyed in special dramatic ways. You can sacrifice wealth and magic items to power your artifact.
This item has the magical abilities of one or several items whose total worth cannot exceed the price of a magic item created by a character one level above your level. It starts as an item with a worth appropriate to your starting level. You can sacrifice wealth and magic items to your artifact, adding the full value of such sacrifices to the value of your item, up to the highest value allowed for your level. Magic items sacrificed this way add their full value, not the half value would get if the item was sold. You get to choose the abilities of the item, with GM approval. The item can combine the effects of several magic items into one by simply adding the cost of each individual item together. Only one of the combined items can require attunement. If the item has several abilities that confers the same or very similar effect, only the best such ability applies. An item can only have one enhancement bonus and a weapon can only add one type of damage.
If you and the DM agree, your artifact can be a major artifact with a role in the plot of the campaign. This allows the DM to add powers to your item, powers that might only work under certain circumstances and might even be detrimental in certain circumstances. The DM can add any powers of choice, with a recommended budget equal to what you have invested is reasonable.
Artifact Origin (1d10) How did you acquire your artifact? Invent your own, roll, or choose from the table below.
- A gift from a mysterious stranger.
- A gift from a god, temple, or holy person.
- Found on the site of a historical event, such as a battle.
- Found in a graveyard.
- Inherited from your immediate family.
- A gift from a master of the arcane.
- You made a deal with a fiend or aberration.
- An unexpected inheritance from ancient ancestors.
- A gift from a lord, king, or queen.
- You don not remember, it was just suddenly there.
Suggested Characteristics How did you acquire your artifact and how has it it inspired your goals and the means you use to achieve them?
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Changeling
You were kidnapped as a child and grew up among the fey. Somehow you have returned to normal society, but your background colors you and makes you something of an alien to your own kind
Skill Proficiencies. Insight, Nature.
Language. Aklo and Sylvan.
Equipment. Two trinkets (one is a memento of your original family, the other a memento of your fey family), fine clothes in outlandish style, a week's rations, a waterskin filled whith fey wine, a pouch with 20 gp.
Second Sight You are aware whenever a fey is within 60 feet. You have advantage on Wisdom checks to recognize fey tricks and lies and to penetrate a fey's stealth and disguise.
Suggested Characteristics Growing up among the fey has given you a sense of wonder, but also made you deeply suspicious of anything that seems to good to be true. You lack experience with humanoid culture, relations and emotions, such things are likely to confuse you but also impress you with how genuine they are compared to the many masks of the fey.
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Shadowseized
A variant of Changeling where you were abducted into the shadow plane. Creatures there want your body and life and might have fed off you even while they were raising and protecting you.
Skill Proficiencies. Insight, Religion.
Language. Aklo and Shadowtounge.
Spirit Sight You are aware whenever an undead is within 60 feet. You have advantage on Wisdom checks and saves to resist an undead creature's Intimidation or attempt to make you Frightened.
Netherworlder
You were kidnapped by creatures of the netherworld, perhaps an Aberration. They were studying you, potentially to use you as an infiltrator or some truly weird experiment, but you somehow survived.
Skill Proficiencies. Arcana, Insight.
Language. Aklo and Undercommon.
Insane Insights You are aware whenever an aberration or monstrosity is within 60 feet. You have advantage on Constitution saves against the abilities of aberrations.
Conspirator
You understand the value of allegiance above all else. You grew up in an area splintered into dozens of factions, each one vying for power and wealth. You learned to watch for hidden daggers and poisoned food at an early age, and your first lessons taught you how to read people and manipulate them for your faction's benefit. Perhaps you belonged to a lesser faction—one forced to serve a larger and more infamous one. Or you could have belonged to one of the great houses, living a life surrounded by both luxury and the constant threat of betrayal. Regardless, you understand the complexities and allure of courtly intrigue.
Source: En5ider #18.
Skill Proficiencies. Deception, Persuasion
Tool Proficiencies. Forgery kit, poisoner’s kit
Equipment. A steel mirror, a signet ring (with hidden compartment), a set of traveler’s clothes, a dagger, and a belt pouch containing 15 gp
The Black Market When you enter a town or city, you only need a few conversations with locals to find the best dealers in illegal goods and services. Whether you want to buy poisons, hire an assassin, or purchase classified information, you can uncover whom to talk to, where to go, and how best to approach them.
Suggested Characteristics A character who lived his life among the feuding factions may prove slow to trust and difficult to decipher. When they speak, they seem incapable of giving a straightforward answer. Although these folk appreciate the value of allies and friends, they understand the dangers of lowering one’s defenses. They guard their words and actions, even around friends.
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Crazed
You defy expectations to such a degree that you were banished to an asylum 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 not as odd as you are.
Skill Proficiencies: Arcana, Deception.
Tool Proficiencies: Pick one tool, gaming set, or musical instrument.
Language: Aklo, Celestial, Draconic, Infernal, Primordial, Shadow Tongue, or Sylvan.
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.
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Defender of the Wild
You grew up 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: Choose between Sylvan or the language of a neighboring people.
Equipment: Traveler's clothes, skinning knife, hand axe, fishing rod, pouch with 50 sp. Your choice of a musical instrument, artisan's tool kit, or a canoe.
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.
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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 artisan's 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. You can use an Wisdom (Insight) check to find such information on the outskirts of a settlement or establishment.
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Dwarf Paragon
- This is a work in progress.
The dwarf paragon needs some weakness to balance their advantageous ability.
This background is only available to dwarfs. Certain dwarfs express the ideals of dwarven culture more strongly than others. Known as paragons, these dwarfs are highly regarded in dwarven culture, but little known among outsiders.
Prerequisite: Dwarf race.
Skill Proficiencies: Athletics, History.
Instrument Proficiencies: You are proficient with one musical instrument and one set of artisan's tools.
Equipment: Fine clothes in dwarven style, a musical instrument, a set of artisan's tools, a tinderbox, a waterskin, pouch with 5 gp.
Dwarf Gift: You have a gift from your dwarf nature. Chose or randomly generate a gift from this list.
- Beast Friend. You can speak to ravens and rams, as Speak With Animals.
- Stonesense. You have a rough tremorsense with a range of 360 feet. This sense is very rough and can only sense structural elements such as caves, faults, and mineral veins.
- Hammerblow. When wielding a melee weapon with axe or hammer in the name, you ignore resistance to bludgeoning or slashing damage, as appropriate.
- Stoneshine. You can polish stones, including gemstones, to a fine luster. This increases the damage threshold by five. This requires either mason's or gemcutter's tools and takes 1 hour per gem or square foot of stone wall.
- Doom You are prophesized to perform some great deed agreed upon with the DM. This provides you with some protection from death, you gain a +5 bonus on death saves until you have fulfilled this prophecy. After the prophecy is fulfilled, you suffer a -5 penalty on death saves for one month.
- Reliable Skill. With centuries to study, learn, and train, dwarfs 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 and roll a 9 or lower, change the roll to a 10.
- Spellwise. Your society’s long reliance on magic informed your upbringing. You learn Thamaturgy, Detect Magic, and Protection from Evil and Good, You cast these spells with Intelligence or Wisdom, selected when you gain the ability. You can cast either Detect Magic or Protection from Evil and Good a total of three times, regaining the ability at the end of a long rest.
- Earthly Beauty. You have an amazing eye for earthly beauty and can automatically assess the value of mundane items and magic items whose properties you know.
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Elven Paragon
The elven paragon needs some weakness to balance their advantageous ability.
This background is only available to elves. Certain elves express the ideals of elven culture more strongly than others. Known as paragons, these elves are highly regarded in elven culture, but little known among outsiders.
Prerequisite: Elven race.
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.
- 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.
- One with the Bow. You do not suffer disadvantage on ranged weapon attacks because you are within 5 feet of a hostile creature.
- Plantshaping. Your connection with nature allows you to coax living plants into useful shapes. You can touch a living treefor one minute to draw material from it to create a simple functional wooden item with no moving parts that weighs no more than 5 pounds. The tree is unharmed by the process. You can’t use this feature again until you finish a long or short rest. Your Wisdom (woodcarver's tools) check determines the quality of items you create. Creating complex items costing 1 gp or more requires Crafting, but you can ignore the cost of raw materials by spending twice the usual amount of time.
- 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.
- Reliable Skill. 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 and roll a 9 or lower, change the roll to a 10.
- Spellwise. Your society’s long reliance on magic informed your upbringing. You learn Druidcraft, one druid cantrip of your choice, Prestidigitation, and one wizard cantrip of your choice. You cast these spells with Intelligence, Wisdom or Charisma, selected when you gain the ability. You can cast the chosen spells a total of three times, regaining the ability at the end of a long rest
- Unearthly Beauty. Your beauty is akin to the supernatural beauty of celestials or fey, manifesting your inner nature. You have advantage on Charisma (Persuasion) checks against creatures who share one aspect of your alignment and do not have an alignment opposed to yours on either the law-chaos or good-evil axis.
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Exotic
You come from a legendary realm or another world entirely, a place filled with magic or technology unknown to the outer world. You grew up around creatures out of this world, lived in a city of glass and steel, and used artifacts that most people consider impossible. Whether you abandoned your homeland by choice or necessity, you may never find your way back.
Source: En5ider #18.
Skill Proficiencies. Arcana, History
Tool Proficiencies. Tinker's tools or one type of exotic musical instrument
Languages. The language of your home, or an uncommon language of your choice
Equipment. Tinker's tools or an exotic musical instrument, a small heirloom of unusual materials, a picture of unusual detail, a set of outlandish traveler’s clothes. You have no local money, but each part of your starting equipment is worth 10 gp or more if you find an interested buyer.
Stranger in a Strange Land Your origin grants you celebrity status. You attract the curiosity of commoners, nobles, sages, and fools alike, but not all of this attention is benevolent. When you seek audience with an individual of note, such as a famous wizard or local noble, you can mention your place of origin to entice their interest and earn an invitation. Often, they may offer advice and knowledge in trade for stories about your homeland. This can translate into a comfortable lifestyle, at least until the novelty wears out. If you need a larger favor, your host may demand something exceptional in return, such as technological or magical secrets from your home.
Suggested Characteristics A citizen from a Lost Civilization feels misplaced and disconnected from the outer world. Because they grew up in such a different setting, their distinctiveness goes beyond strange clothing and a foreign accent. When interacting with locals, their unfamiliarity with customs, traditions, and superstitions often confuses or angers people.
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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, Survival.
Tool Proficiencies: Vehicles (land) and one instrument or set of crafter's tools.
Languages: Ordai.
Equipment: Riding horse, traveler's clothes, 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.
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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 Infirmity. The listed penalties assume you are using a simple prosthetic (such as a peg leg) when possible.
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Mage's Apprentice
You grew up serving an arcane spellcasters, such as a sorcerer, warlock, or wizard. Your master taught you some magic, but most of your time was spent doing chores and running errands.
Skill Proficiencies: Arcana, History.
Language: Choose one from Aklo, Draconic, Giant, or Primordial.
Tool Proficiencies: Choose one from air vehicles, alchemist’s supplies, calligrapher’s supplies, herbalism kit, land vehicles, musical instrument, water vehicles.
Equipment: Traveler's clothes, one set of tools or a musical instrument, pouch with 15 gp.
Arcanist: You learn the Prestidigitation and Detect Magic spells. You can cast Detect Magic three times without expending a spell slot, and you regain the ability to do so when you finish a long rest.
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Patriot
You grew up a citizen of the greatest polity in the land, a realm that served as an example of civilization and stability in a dark, lawless world. Unfortunately, your homeland faces many enemies both within and without—enemies that seek the destruction of everything your nation represents. You have dedicated your life to one of the many orders protecting your land. Your order boasts agents, allies, and stalwarts across the world, even in the world’s darkest, most dangerous corners.
This background can have a dark twist. All patriots think their polity is the best, but not all of them are right.
Source: En5ider #16.
Skill Proficiencies: Intimidation, History
Tool Proficiencies: Artisan’s tools (armorer’s kit), vehicles (land)
Equipment: An insignia of your order, a tabard with your order’s symbol, a set of traveler’s clothes, a letter of introduction signed by your superior, and a belt pouch containing 15 gp.
Friend of the Order Your order maintains a network of spies, agents, and supporters. Your polity has friends, even in places dominated by enemies. When necessary, you know how to locate safe havens in otherwise dangerous places, and you know which individuals to contact for information, shelter, food, and sanctuary.
Suggested Characteristics The citizens of this land understand the need for perpetual vigilance, especially in the face of so many enemies. You understand the importance of loyalty to your order, to your land, and to your beliefs; beliefs for which you would sacrifice everything.
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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 artisan's tools or a musical instrument.
Languages: Pick one language appropriate 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.
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Survivor
From the moment of your birth, the Savage Land wanted you dead. Monsters and beasts lurked at the village’s edge, eager to devour you like a delicious meat snack. The land conjured up blizzards, floods, drought, and tempests to flatten, drown, and otherwise destroy you and your folk. For all its murderous intent, however, you give thanks to your homeland. As the harshest place in the world, it taught you to survive. It forced you to grow strong. You learned the value of helping others and enduring together, even if it meant sharing the last of your food.
Source: En5ider #18.
Skill Proficiencies. Nature, Survival
Tool Proficiencies. One set of artisan’s tools
Languages. One of your choice
Equipment. A knife, a talisman or token of strength from your home, tinderbox, a set of traveler’s clothes, and a belt pouch containing 10 gp
Prey’s Instinct When you travel in the wilderness, you sense when someone—or something—has caught your trail or scent. Although you lack the details, you instinctively recognize when your pursuers are within an hour or less of your position and from which direction they approach.
Suggested Characteristics The people of the Savage Land retain a mystical link to their homeland, even when they travel beyond its borders. Infused with a love of danger, they often show bravery and fierce determination no matter the odds. At the same time, they understand that in the end the spirit of the homeland will catch and kill them.
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Thrall of Evil
You grew up in the bloodthirsty regime of a tyrannical overlord. Trapped in a hellish domain, your family existed without hope or faith. Although you escaped, by night you suffer nightmares of torture and imprisonment. When you awaken, you realize those weren’t nightmares, but rather memories of your suffering.
Skill Proficiencies. Stealth, Survival
Tool Proficiencies. One type of artisan’s tools
Languages. One of your choice
Equipment. A quarterstaff, a set of common clothes, a homemade talisman to ward off evil, and a belt pouch containing 10 gp
Social Invisibility You perfected the art of avoiding notice and never drawing attention. When someone first meets you, they later struggle to recall your appearance, your voice, or anything significant about you. Likewise, you blend into a crowd, making it difficult for pursuers to identify you.
Suggested Characteristics Those who escape the Regime of the Dark Overlord often fall into two personality types: those strengthened by their experiences, and those forever scarred by them. Either way, individuals from this regime understand how brutal, dangerous, and unforgiving the world can be. They understand how to endure, when to hide, and how to fight when cornered. A survivor often carries a perpetually haunted look in their eyes.
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Touched
You grew up among people who doted on you because you have a touch of the supernatural.
Skill Proficiencies: Deception, 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. See Signs of the Supernatural).
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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 an explorer, raider, mercenary, or merchant—not knowing which of these paths will be yours.
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.
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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). Many war orphans are of mixed race or survivors of persecuted peoples.
Skill Proficiencies: Athletics, Religion
Tool Proficiencies: Any two sets of artisan's tools, musical instruments, or vehicles
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.
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