Backgrounds: Difference between revisions

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:'''Library Access.''' Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.
:'''Library Access.''' Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.
:You have a working knowledge of your cloister’s personnel and bureaucracy, and you know how to navigate those connections with some ease.
:You have a working knowledge of your cloister’s personnel and bureaucracy, and you know how to navigate those connections with some ease.
:Additionally, you are likely to gain preferential treatment at other libraries in Drakomere, as professional courtesy shown to a fellow scholar. You also know the Amanuenses cantrip and use your Intelligence modifier for your spellcasting ability.
:Additionally, you are likely to gain preferential treatment at other libraries in Drakomere, as professional courtesy shown to a fellow scholar.
:Also, choose Intelligence, Wisdom, or Charisma, and choose one skill, you may use the chosen ability score for that check instead, if the chosen skill uses the chosen ability score already, you may replace an ability check roll of 9 or lower with a 10 with that skill a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.




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:'''Languages:''' Two of your choice
:'''Languages:''' Two of your choice
:'''Equipment:''' A set of fine clothes and a pouch containing 5 gp
:'''Equipment:''' A set of fine clothes and a pouch containing 5 gp
:'''Court Functionary.''' Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are. You also know the Prestidigitation cantrip and use your Intelligence for its spellcasting ability
:'''Court Functionary.''' Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.
:In addition, you know how to discreetly support your allies efforts while not drawing any notice to yourself. When you take the Help action targeting all creatures of your choice within 5 feet of you.
:No creature can determine you are providing this aid unless it takes an action to successfully make a Wisdom (Insight) check contested by your Charisma (Deception) or Charisma (Performance) check.”




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:'''Tool Proficiencies:''' One type of gaming set, thieves’ tools
:'''Tool Proficiencies:''' One type of gaming set, thieves’ tools
:'''Equipment:''' A crowbar, a set of dark common clothes including a hood, and a pouch containing 15 gp
:'''Equipment:''' A crowbar, a set of dark common clothes including a hood, and a pouch containing 15 gp
:'''Criminal Contact.''' You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. Also when you roll Deception or Stealth and roll a 5 or lower on the die, you can treat the number on the die as a 6. You can do this a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
:'''Criminal Contact.''' You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. Also when you roll Deception or Stealth and roll a 9 or lower on the die, you can treat the number on the die as a 10. You can do this a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
 
 


=== Entertainer ===
=== Entertainer ===
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:'''Tool Proficiencies:''' One type of artisan’s tools, vehicles (land)
:'''Tool Proficiencies:''' One type of artisan’s tools, vehicles (land)
:'''Equipment:''' A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp
:'''Equipment:''' A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp
:'''Rustic Hospitality'.'' Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. You can also tell tales of your greatness to either inspire allies. As an action you can give up to five within 15ft of you a number of Temporary Hit Points equal to your level, or give them advantage on the next skill check they make within the next minute. You can use this action once before needing to take a long rest to use it again.
:'''Rustic Hospitality.''' Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. You can also tell tales of your greatness to either inspire allies. As a Reaction to succeeding a Saving Throw, you can give up to five allies within 15ft of you a number of Temporary Hit Points equal to your level. You can use this feature once per long rest.


=== Gambler ===
=== Gambler ===
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:'''Equipment:''' One gaming set, a lucky charm, a set of fine clothes, and a belt pouch containing 15 gp
:'''Equipment:''' One gaming set, a lucky charm, a set of fine clothes, and a belt pouch containing 15 gp
:'''Never Tell Me the Odds.''' Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM’s determination. You can also reroll an ability check, saving throw, or attack roll you make as a reaction, regaining the use of this ability after you finish a long rest.
:'''Never Tell Me the Odds.''' Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM’s determination. You can also reroll an ability check, saving throw, or attack roll you make as a reaction, regaining the use of this ability after you finish a long rest.


=== Guild Artisan ===
=== Guild Artisan ===
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:You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
:You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
:Also being established in a guild, you can sell products of the type your guild makes for full price, instead of half the price as is usual for adventurers.
:Also being established in a guild, you can sell products of the type your guild makes for full price, instead of half the price as is usual for adventurers.


=== Hermit ===
=== Hermit ===
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:'''Languages:''' One of your choice
:'''Languages:''' One of your choice
:'''Equipment:''' A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp
:'''Equipment:''' A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp
:'''Discovery''' The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign. Additionally, you  
:'''Discovery''' The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign. Additionally, you can give yourself advantage on one Intelligence or Wisdom based skill check you or a creature within 15ft of you makes, regaining use of this ability at the end of a long rest.




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:'''Equipment:''' A dagger that belonged to a fallen comrade, a folded flag emblazoned with the symbol of your ship or company, a set of traveler’s clothes, and a belt pouch containing 10 gp
:'''Equipment:''' A dagger that belonged to a fallen comrade, a folded flag emblazoned with the symbol of your ship or company, a set of traveler’s clothes, and a belt pouch containing 10 gp
:'''Steady.''' You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march. Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists. Additionally, you have advantage on checks made to resist exhaustion.
:'''Steady.''' You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march. Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists. Additionally, you have advantage on checks made to resist exhaustion.


=== Mercenary Veteran ===
=== Mercenary Veteran ===
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:'''Equipment:''' A uniform of your company (traveler’s clothes in quality), an insignia of your rank, a gaming set of your choice, and a pouch containing the remainder of your last wages (10 gp)
:'''Equipment:''' A uniform of your company (traveler’s clothes in quality), an insignia of your rank, a gaming set of your choice, and a pouch containing the remainder of your last wages (10 gp)
:'''Mercenary Life.''' You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle.
:'''Mercenary Life.''' You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle.
:Additionally, if you don't have proficiency with any armor, you gain proficiency with light armor. If you didn't have proficiency with light armor, you gain proficiency with medium armor. If you didn't have proficiency with medium armor, you gain proficiency with heavy armor. If you had proficiency with heavy armor, you take 1 less damage from non-magical slashing, piercing, and bludgeoning damage.


=== Noble ===
=== Noble ===
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:'''Position of Privilege.''' Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
:'''Position of Privilege.''' Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
:You also have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.
:You also have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.


=== Outlander ===
=== Outlander ===
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:'''Languages:''' One of your choice
:'''Languages:''' One of your choice
:'''Equipment:''' A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
:'''Equipment:''' A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
:'''Wanderer.''' You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
:'''Wanderer.''' You have an excellent memory for maps and geography, and you have advantage on recalling the general layout of terrain, settlements, the general population of animals living there, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.


=== Sage ===
=== Sage ===
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:'''Equipment:''' A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 10 gp
:'''Equipment:''' A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 10 gp
:'''Researcher.''' When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
:'''Researcher.''' When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
:Additionally, you are likely to gain preferential treatment at other libraries in Drakomere, as professional courtesy shown to a fellow scholar. You also know the Amanuenses cantrip and use your Intelligence modifier for your spellcasting ability.
:Additionally, you are likely to gain preferential treatment at other libraries in Drakomere, as professional courtesy shown to a fellow scholar.
:Also, choose Intelligence, Wisdom, or Charisma, and choose one skill, you may use the chosen ability score for that check instead, if the chosen skill uses the chosen ability score already, you may replace an ability check roll of 9 or lower with a 10 with that skill a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
 
 


=== Sailor ===
=== Sailor ===
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:'''Equipment:''' A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center, a set of common clothes, and a pouch containing 10 gp
:'''Equipment:''' A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center, a set of common clothes, and a pouch containing 10 gp
:'''Ship's Passage.''' When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. Also, no matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
:'''Ship's Passage.''' When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. Also, no matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.


=== Shipwright ===
=== Shipwright ===
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:'''Tool Proficiencies:''' Vehicles (water)
:'''Tool Proficiencies:''' Vehicles (water)
:'''Equipment:''' A fancy leather vest or a pair of leather boots, a set of common clothes, and a leather pouch with 15 gp
:'''Equipment:''' A fancy leather vest or a pair of leather boots, a set of common clothes, and a leather pouch with 15 gp
:'''Down Low'''
:'''Down Low.''' You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM’s discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret. Also, when trying to conceal an object on your person or disguise it as something else, you treat a roll of 4 or lower as a 5.
You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM’s discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.




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:'''Tool Proficiencies:''' One type of gaming set, vehicles (land)
:'''Tool Proficiencies:''' One type of gaming set, vehicles (land)
:'''Equipment:''' An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a pouch containing 10 gp  
:'''Equipment:''' An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a pouch containing 10 gp  
:'''Military Rank'''
:'''Military Rank.''' You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Additionally, if you don't have proficiency with any armor, you gain proficiency with light armor. If you didn't have proficiency with light armor, you gain proficiency with medium armor. If you didn't have proficiency with medium armor, you gain proficiency with heavy armor. If you had proficiency with heavy armor, you take 1 less damage from non-magical slashing, piercing, and bludgeoning damage.
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Additionally, if you don't have proficiency with any armor, you gain proficiency with light armor. If you didn't have proficiency with light armor, you gain proficiency with medium armor. If you didn't have proficiency with medium armor, you gain proficiency with heavy armor. If you had proficiency with heavy armor, you take 1 less damage from non-magical slashing, piercing, and bludgeoning damage.




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:'''Tool Proficiencies:''' Disguise kit, thieves’ tools
:'''Tool Proficiencies:''' Disguise kit, thieves’ tools
:'''Equipment:''' A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a pouch containing 10 gp
:'''Equipment:''' A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a pouch containing 10 gp
:'''City Secrets'''
:'''City Secrets.''' You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. Additionally, your speed increases by 5ft.
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. Additionally, your speed increases by 5ft.