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. | ||
+ | |||
+ | == Arcane Elite == | ||
+ | You lived 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 grew up surrounded by magic as an everyday occurrence, and thus you lack the superstitious dread that most people experience in the presence of the supernatural. Wherever you travel, no matter whom you encounter, you do so with the knowledge of your culture’s innate superiority. | ||
+ | |||
+ | ''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 | ||
+ | |||
+ | '''Network of Knowledge | ||
+ | Whether you possess arcane talents or not, your nationality provides you with 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. | ||
+ | |||
+ | Commoners and nobility alike expect you to master magical lore and might seek you out as a middleman. | ||
+ | |||
+ | '''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 | ||
+ | # I belong to the most advanced society in the world, and so I must represent my people in the best possible light. | ||
+ | # I feel comfortable around magic, and I feel anxious anywhere magic is unwelcome. | ||
+ | # I travel and explore the world to avoid becoming complacent. | ||
+ | # I yearn for novel experiences and discoveries, especially since I become bored so easily. | ||
+ | |valign="top"| '''Ideals | ||
+ | # Knowledge. The acquisition of knowledge is the noblest pursuit. (Any) | ||
+ | # Discovery. I will do anything to uncover lost magical secrets. (Chaotic) | ||
+ | # Mastery. I must become the most powerful arcanist in the world. (Neutral) | ||
+ | # Hope. Doom threatens this world, and only magic can save us from it. (Good) | ||
+ | |- | ||
+ | |valign="top"| '''Bonds | ||
+ | # I betrayed my master for knowledge, and I must atone for what I’ve done. | ||
+ | # Thanks to a youthful indiscretion, I fell under an ancient curse and now must find a way to remove it. | ||
+ | # My memories have been lost to me, and something tells me my life depends on getting them back. | ||
+ | # My family must recover the lost arcane secrets of our ancestors before our enemies do. | ||
+ | |valign="top"| '''Flaws | ||
+ | # I don’t make mistakes, even when I do. | ||
+ | # I never met a book I could resist reading. | ||
+ | # Magic has its price, and I’m willing to pay it— or let someone else pay. | ||
+ | # I look down on those who lack the talent for magic. | ||
+ | |} | ||
+ | |||
+ | == 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 | ||
+ | # Respect. Never forget your place, and make certain your inferiors remember theirs. (Lawful) | ||
+ | # Family. Nothing is more important than faction. I would die for them, and I would kill for them. (Any) | ||
+ | # Knowledge. Never enter a fight or negotiation without proper information, and always have an escape plan. (Neutral) | ||
+ | # Vengeance. If you hurt my friends or family, your parents will wish you were never born. (Evil) | ||
+ | |- | ||
+ | |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 family to its rightful position of power, and punish those who forced our downfall. | ||
+ | # I must atone for the crimes I committed in my family’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 family 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== | == Crazed== | ||
Line 353: | Line 441: | ||
# '''Vengeful''' Now it is their turn to suffer! | # '''Vengeful''' Now it is their turn to suffer! | ||
|} | |} | ||
+ | |||
+ | == Ivory Tower == | ||
+ | You come from a legendary realm, a place filled with magic or technology unknown to the outer world. You grew up around alien creatures, 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. | ||
+ | One type of exotic musical instrument | ||
+ | |||
+ | '''Languages. The language of your home, or an uncommon language of your choice | ||
+ | |||
+ | '''Equipment. A walking staff, a necklace or other family heirloom of unusual metal, a set of traveler’s clothes, and a belt pouch containing 20 gp of coin from your homeland | ||
+ | |||
+ | '''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. If you need a larger favor, your host may demand something exceptional in return, such as technological secrets or a magic item from your realm. | ||
+ | |||
+ | '''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 people or angers them. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |valign="top"| '''Personality Traits | ||
+ | # Everything I discover in this new world fascinates or horrifies me. | ||
+ | # I won’t let my ignorance hinder my curiosity, even if it upsets someone. | ||
+ | # No matter how hard I try to fit in, I alienate everyone around me. | ||
+ | # 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 stole a piece of forbidden technology. It tells me to learn its secrets before its owners find me. | ||
+ | |valign="top"| '''Flaws | ||
+ | # My inexperience with local customs and traditions often gets me into trouble. | ||
+ | # When stressed, I speak in cryptic metaphors that no one understands. | ||
+ | # 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. | ||
+ | |} | ||
+ | |||
+ | == Patriot == | ||
+ | You grew up a citizen of the greatest politiy 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 holy orders protecting the kingdom. Your order boasts agents, allies, and stalwarts across the world, even in the world’s darkest, most dangerous corners. | ||
+ | |||
+ | ''Source: | ||
+ | En5ider #16. | ||
+ | |||
+ | '''Skill Proficiencies: Intimidation, Religion | ||
+ | |||
+ | '''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 evil. When necessary, you know how to locate safe havens in otherwise dangerous places, and you know which individuals to contact for information, shelter, food, sanctuary, and basic healing. | ||
+ | |||
+ | '''Suggested Characteristics | ||
+ | The citizens of this kingdom 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 kingdom, and to your beliefs; beliefs for which you would sacrifice everything you own. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |valign="top"| '''Personality Traits | ||
+ | # I have trouble trusting outsiders. | ||
+ | # The world is beyond the help of normal men—but I am no normal man! | ||
+ | # I see the corrupting touch of evil everywhere I look. | ||
+ | # I seek to bring justice to those who deserve it. | ||
+ | |valign="top"| '''Ideals | ||
+ | # I stand beside my companions and allies, regardless the cost. (Lawful) | ||
+ | # Honor. I defend the honor of my order and my kingdom, for without honor we are nothing. (Good) | ||
+ | # Protection. I promise to safeguard those who cannot defend themselves. (Good) | ||
+ | # Vengeance. Those who wrong me deserve whatever retribution I deliver unto them. (Evil) | ||
+ | |- | ||
+ | |valign="top"| '''Bonds | ||
+ | # My polity means everything to me, and I’ll die before I dishonor it. | ||
+ | # I serve my polity above all, regardless of my own needs and desires. | ||
+ | # I owe my life to the priest who saved me, and I have pledged my soul in service of his order. # No matter how long it takes, I must atone for the sins and failures of my past | ||
+ | |valign="top"| '''Flaws | ||
+ | # When I see an evil act, I feel compelled to intervene. | ||
+ | # I cannot lie; falsehood is the first step towards damnation, even when it is for a noble cause. | ||
+ | # I hold myself responsible for the misdeeds of my friends and allies. | ||
+ | # I give my trust and loyalty too easily, often to the wrong people. | ||
+ | |} | ||
== Slave == | == Slave == | ||
Line 419: | Line 593: | ||
# '''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 clan, tinderbox, a set of traveler’s clothes, and a belt pouch containing 10 gp | ||
+ | |||
+ | '''Hunter’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—sooner rather than later—the spirit of the homeland will hunt them 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) | ||
+ | # Wanderlust. I go where I want to, when I want to. (Chaotic) | ||
+ | # 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 or their priests. | ||
+ | |} | ||
+ | == 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 of this domain often carries a perpetually haunted look in his 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 first. (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. | ||
|} | |} | ||
Revision as of 14:48, 1 June 2022
Starfox's 5th Edition Fan Page |
Additional backgrounds suited to my version of Greyhawk.
Arcane Elite
You lived 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 grew up surrounded by magic as an everyday occurrence, and thus you lack the superstitious dread that most people experience in the presence of the supernatural. Wherever you travel, no matter whom you encounter, you do so with the knowledge of your culture’s innate superiority.
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
Network of Knowledge Whether you possess arcane talents or not, your nationality provides you with 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.
Commoners and nobility alike expect you to master magical lore and might seek you out as a middleman.
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
|
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.
Personality Traits
|
Ideals
|
Bonds
|
Flaws
|
Crazed
You defy expectations to such a degree that you were banished to a crazy-house or hidden in the attic. You grew up in a closed world, but your dreams reached out. Somehow you developed abilities that let you escape this world and find friends among adventurers, all odd and exceptional, if nor as much as you.
Skill Proficiencies: Arcana, Deception.
Tool Proficiencies: Pick one tool, gaming set, or musical instrument.
Language or Tool: Aklo, Celestial, Draconic, Infernal, Primodial, Shadow Tongue, or Sylvan or another tool option as above.
Equipment: Worn common clothes, bell, blanket, candle, manacles, 10 gp secreted in your clothes.
Strange Signs There is something that sets you apart from others, and this is the reason you are seen as crazed. Select one Strange Sign.
Suggested Characteristics
Personality Traits
|
Ideals
|
Bonds
|
Flaws
|
Defender of the Wild
You live in the wilderness, in a tribe or order dedicated to defending your lands from the encroachments of both monsters and civilization.
Skill Proficiencies: Stealth, Survival.
Tool Proficiencies: Pick one of Brewer’s supplies, Carpenter’s tools, Cook’s utensils, Leatherworker’s tools, Woodcarver’s tools, any one musical instrument, or vehicles (water).
Language or Tool: Choose between Druidic, another language of a neighboring people, or another tool option as above.
Equipment: Traveler's clothes, skinning knife, hand axe, one set of tools, instrument, or a canoe, fishing rod, pouch with 50 sp.
Signs of the Wild: You recognize the signs people in the wilderness use to mark their territory. You know when you enter the lands of a people or tribe. You can approach such people to parlay without causing a confrontation. You and your companions will generally be allowed to travel through such territories, but you are responsible for the actions of yourself and your companions while there.
Suggested Characteristics
Personality Traits
|
Ideals
|
Bonds
|
Flaws
|
Drifter
The road is your home. You grew up a transient, never staying long in one place. You may be a Rhenne, a hobo, or a refugee.
Skill Proficiencies: Insight, Stealth.
Tool Proficiencies: One musical instrument, gaming set, or set of tools.
Languages: Thieves' Cant. You can speak the underground language used by thieves.
Equipment: Worn traveler's clothes, one set of tools, gaming set, or a musical instrument, tinderbox, pouch with 5 gp.
Hobo Signs: Transients use subtle signs to mark places like homesteads, campsites, and places of employment. These warn of dangers and give hints on how to behave to find favor in a new place.
Suggested Characteristics
Personality Traits
|
Ideals
|
Bonds
|
Flaws
|
Elven Paragon
- This is a work in progress.
This background is only available to elves. Certain elves express the ideals of elven culture more than others. Known as paragons, these elves are highly regarded in elven culture, but little known among outsiders.
Skill Proficiencies: Acrobatics, Perform.
Instrument Proficiencies: You are proficient with one musical instrument and one set of artisan's tools.
Equipment: Fine clothes in elven style, a musical instrument, a tinderbox, a waterskin, pouch with 5 gp.
Elven Gift: You have a gift from your elven nature. Chose or randomly generate a gift from this list.
- Beast Friend. You have lived your life in harmony with animals and creatures of all kinds. You have advantage on Wisdom (Animal Handling) checks made to placate beasts.
- Farseer. Your eyes are far beyond the ken of other races, even most elves. You never have disadvantage on vision-based Perception checks due to distance, and your first attack roll each round made at long range does not have disadvantage from distance.
- Historical. You have met historical figures of other races, and you learned and studied with them. You have advantage on Intelligence checks made to recall information about the past.
- One with the Bow. You are one with the bow. You must be proficient in woodcarver's tools and any bow you start with is assumed to be of your own making. Wielding a bow of your own making, you do not have disadvantage on ranged weapon attacks wielding it when you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated.
- One with the Sword. You have studied the art of sword fighting throughout your long life. Over the course of a long rest, you can attune to any sword as though it were a magic item that required attunement. This uses up one of your attunement slots, whether the sword normally requires attunement or not. While wielding a sword that you are attuned to and hit by a melee attack, you can use your reaction to try to parry that attack. Your Armor Class against that one melee attack becomes 10 + your attack bonus with your sword. This might cause the attack to miss.
- Plantshaping. Your connection with nature allows you to coax living plants into useful shapes. You can touch a living plant for 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 plant is unharmed by the process. You can’t use this feature again until you finish a long or short rest. You must be proficient in woodcarver's tools, and your Wisdom (woodcarver's tools) check determines the quality of items you create. 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, before rolling you may instead choose to have rolled a 10 on the d20.
- Spellwise. Your society’s long reliance on magic informed your upbringing. You know one cantrip of your choice. You use this cantrip with Intelligence, Wisdom or Charisma, selected when you gain the ability.
- Unearthly Beauty. Your beauty is akin to the supernatural beauty of celestials or fey, manifesting your inner nature. You have advantage on Charisma (Persuasion) checks against creatures who do not have an alignment opposed to yours on either the law-chaos or good-evil axis.
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Horse Nomad
The Paynim horse nomads rule much of the north. You were once one of them, but left that world to see even wider pastures.
Skill Proficiencies: Animal Handling, Nature.
Tool Proficiencies: Vehicles (land) and one instrument or set of crafter's tools.
Languages: Ordai.
Equipment: Riding horse, traveler's clothes made of leather, skinning knife, one set of tools or a musical instrument, pouch with 5 gp.
Eye for Horses: You can recognize the capacities of what looks to others to be a bad horse. This gives you 50% discount when buying horses as you pick the undervalued ones.
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Invalid
You suffer some handicap or ailment that has shaped your background. You have had to rely on the help of others until you learned to overcome most of your handicap. You might be eternally grateful to those who helped you grow up, or embittered at those who would not help you as much as you needed.
Skill Proficiencies: Insight, Perception.
Tool Proficiencies: Vehicles (land) and one musical instrument or set of tools.
Equipment: The aids or prosthetics listed to overcome your infirmity, traveler's clothes, one set of tools or a musical instrument, pouch with 15 gp.
Infirmity: You have a handicap that restricts your abilities in some way, but you have learnt to use prosthetics and skill to overcome most of your disability, allowing you to be an adventurer. Some infirmities even give you minor magical abilities. Select one or more of the following impairments. The listed penalties assume you are using a simple prosthetic (such as a peg leg) when possible.
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Ivory Tower
You come from a legendary realm, a place filled with magic or technology unknown to the outer world. You grew up around alien creatures, 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. One type of exotic musical instrument
Languages. The language of your home, or an uncommon language of your choice
Equipment. A walking staff, a necklace or other family heirloom of unusual metal, a set of traveler’s clothes, and a belt pouch containing 20 gp of coin from your homeland
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. If you need a larger favor, your host may demand something exceptional in return, such as technological secrets or a magic item from your realm.
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 people or angers them.
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Patriot
You grew up a citizen of the greatest politiy 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 holy orders protecting the kingdom. Your order boasts agents, allies, and stalwarts across the world, even in the world’s darkest, most dangerous corners.
Source: En5ider #16.
Skill Proficiencies: Intimidation, Religion
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 evil. When necessary, you know how to locate safe havens in otherwise dangerous places, and you know which individuals to contact for information, shelter, food, sanctuary, and basic healing.
Suggested Characteristics The citizens of this kingdom 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 kingdom, and to your beliefs; beliefs for which you would sacrifice everything you own.
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Slave
There is a strong abolitionist movement in Greyhawk, but slaves and former slaves still exist throughout the south and most of all in the Lordship of the Isles. Various humanoids also keep slaves, especially in the Empire of Iuz. You were such a slave. You were either born into slavery or have only vague memories of a time before you were captured. You may wear both physical and metal scars of abuse and likely harbor extreme resentment against slavers everywhere.
Skill Proficiencies: Athletics and either Insight or Survival.
Tools You have proficiency with one set of tools or a musical instrument.
Languages: Pick one language appropriate to either your background or to your former owners.
Equipment: A set of manacles, a memento of a loved one or enemy, a set of poor clothes, a sash holding 100 sp.
Underground Railway There are secret havens for escaped slaves in and around regions where slavery exist. As a former slave and exemplar of the abolitionist movement, you are greeted as a hero in such places. You know how to find these places even when they are hidden. You will be offered simple room and board and told all the latest rumors, but you may also be asked to help out.
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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 clan, tinderbox, a set of traveler’s clothes, and a belt pouch containing 10 gp
Hunter’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—sooner rather than later—the spirit of the homeland will hunt them 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 of this domain often carries a perpetually haunted look in his 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: Deceit, Persuasion.
Tool Proficiencies: One musical instrument, gaming set, or vehicles (land).
Languages: Choose one of Aklo, Celestial, Draconic, Infernal, Primordial, Shadowtongue, or Sylvan.
Equipment: Fine clothes, one gaming set or musical instrument, alms bowl, silver holy symbol, small idol (artwork worth 10 gp), hidden purse with 25 gp.
Sign of the Supernatural: You suffer some kind of handicap, which is seen as being touched by the supernatural. You gain both advantages and disadvantages from this sign.
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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).
Skill Proficiencies: Insight, Religion
Armor and Weapon Proficiencies: Any one armor or shield proficiency you fulfill the prerequisites for. If you already know all armor proficiencies, you instead gain proficiency with smith's tools.
Tool Proficiencies: Any one type of crafting tools or vehicles (land)
Languages: None
Equipment: A wooden holy symbol, a memento of the time before the war, a warm blanket, a wooden bowl and spoon, a set of common clothes, and a pouch containing 5 gp.
Order's Respect Your manners indicate your background to those of militant orders everywhere. You can find room, board, and companionship with lawful militant and religious institutions across the land.
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