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:'''Languages:''' Aeberez | :'''Languages:''' Aeberez | ||
:'''Tool Proficiencies:''' Calligrapher's Supplies | :'''Tool Proficiencies:''' Calligrapher's Supplies | ||
:'''Equipment:''' Scroll case, calligrapher's supplies, common clothes, a sack containing 10gp, a depiction of an | :'''Equipment:''' Scroll case, calligrapher's supplies, common clothes, a sack containing 10gp, a depiction of an Aberrant Lord, and one trinket. | ||
:'''Aberrant Society.''' You have spent much time studying the aberrant, and creatures from the Far Realm, thus, you have both kindred spirits, and loss of society. If someone learns of your occupation as an aberrant scholar, most will treat you with resentment or forbidden curiosity, but another aberrant scholar will most likely instantly see you as a companion and do what they can for you. You also have advantage on checks to recall information about aberrations. | |||
=== Acolyte === | === Acolyte === | ||
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:'''Languages.''' High-Speech, Proto-High-Speech and one other language of your choice | :'''Languages.''' High-Speech, Proto-High-Speech and one other language of your choice | ||
:'''Equipment.''' A Holy Symbol, 5 Sticks of Incense, Vestments, Common Clothes, and 15GP | :'''Equipment.''' A Holy Symbol, 5 Sticks of Incense, Vestments, Common Clothes, and 15GP | ||
:'''Shelter of the Faithful.''' As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your faith. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) with a modest lifestyle. | :'''Shelter of the Faithful.''' As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your faith. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) with a modest lifestyle. | ||
:You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. | :You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. | ||
:You also have lesser magical power, you know the Thaumaturgy cantrip and use Wisdom as your spellcasting modifier. | :You also have lesser magical power, you know the Thaumaturgy cantrip and use Wisdom as your spellcasting modifier. | ||
=== Anthropologist === | === Anthropologist === | ||
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:'''Languages:''' Two of your choice | :'''Languages:''' Two of your choice | ||
:'''Equipment:''' A leather-bound diary, a bottle of ink, an ink pen, a set of traveler’s clothes, one trinket of special significance, and a pouch containing 10 gp | :'''Equipment:''' A leather-bound diary, a bottle of ink, an ink pen, a set of traveler’s clothes, one trinket of special significance, and a pouch containing 10 gp | ||
:'''Linguist.''' You can communicate with humanoids who don’t speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures—enough to communicate on a rudimentary level. | |||
:Additionally, it takes you only 100 days of work, costing 1GP a day to learn a language, as opposed to 250 days of work, costing 1GP a day. | |||
=== Archaeologist === | === Archaeologist === | ||
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:'''Languages:''' One of your choice | :'''Languages:''' One of your choice | ||
:'''Equipment:''' A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner’s pick, a set of traveler’s clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25 gp | :'''Equipment:''' A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner’s pick, a set of traveler’s clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25 gp | ||
:'''Historical Knowledge.''' When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, ìqáalìe, or some other known race. In addition, you can determine the monetary value of art objects more than an Age old. | |||
:You also have advantage on Intelligence (History) in relation to history that is more than an Age old. | |||
=== Athlete === | === Athlete === | ||
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:'''Languages:''' One of your choice | :'''Languages:''' One of your choice | ||
:'''Equipment:''' A bronze discus or leather ball, a lucky charm or past trophy, a set of traveler’s clothes, and a pouch containing 10 gp | :'''Equipment:''' A bronze discus or leather ball, a lucky charm or past trophy, a set of traveler’s clothes, and a pouch containing 10 gp | ||
:'''Echoes of Victory.''' You have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent chance you can find someone there who admires you and is willing to provide information or temporary shelter. Additionally, you have advantage on saving throws against Exhaustion and can treat your exhaustion level as one level lower then what it is. | |||
=== Charlatan === | === Charlatan === | ||
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:'''Tool Proficiencies:''' Disguise kit, Forgery kit | :'''Tool Proficiencies:''' Disguise kit, Forgery kit | ||
:'''Equipment:''' A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), your signature trinket, and a pouch containing 15 gp | :'''Equipment:''' A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), your signature trinket, and a pouch containing 15 gp | ||
:'''False Identity.''' You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. You also either choose or roll for a trinket, this is your signature trinket. You can spend 1 minute if you have access to random odds and ends to craft your signature trinket | :'''False Identity.''' You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. You also either choose or roll for a trinket, this is your signature trinket. You can spend 1 minute if you have access to random odds and ends to craft your signature trinket | ||
=== Cloistered Scholar === | === Cloistered Scholar === | ||
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:'''Languages:''' Two of your choice | :'''Languages:''' Two of your choice | ||
:'''Equipment:''' The scholar’s robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp | :'''Equipment:''' The scholar’s robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp | ||
:'''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. | |||
: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. | |||
=== Courtier === | === Courtier === | ||
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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. You also know the Prestidigitation cantrip and use your Intelligence for its spellcasting ability | ||
=== Criminal === | === Criminal === | ||
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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. | |||
=== Entertainer === | === Entertainer === | ||
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:'''Tool Proficiencies:''' Disguise kit, one type of musical instrument | :'''Tool Proficiencies:''' Disguise kit, one type of musical instrument | ||
:'''Equipment:''' A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a pouch containing 15 gp | :'''Equipment:''' A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a pouch containing 15 gp | ||
:'''By Popular Demand.''' You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. You can also enthrall a crowd, after performing for 10 minutes, all creatures of your choice become enthralled by you for 1 hour or until you stop performing, if they choose to, they can make a wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma Modifier, becoming enthralled on a failure. Enthralled creatures have disadvantage on Wisdom (Perception) checks and all creatures within 100ft of you have advantage on Dexterity (Stealth) checks. | |||
=== Ex-Twisted === | === Ex-Twisted === | ||
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:'''Languages:''' Aeberez, Proto-Aeberez, and one other language of your choice. | :'''Languages:''' Aeberez, Proto-Aeberez, and one other language of your choice. | ||
:'''Equipment:''' A monster hunter’s pack, one trinket, a set of common clothes, and 1 sp. | :'''Equipment:''' A monster hunter’s pack, one trinket, a set of common clothes, and 1 sp. | ||
:'''Heart of Darkness.''' Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone. You also have advantage on saving throws against being frightened and cannot be Twisted. | |||
=== Fisher === | === Fisher === | ||
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:'''Languages:''' One of your choice | :'''Languages:''' One of your choice | ||
:'''Equipment:''' Fishing tackle, a net, a favorite fishing lure or oiled leather wading boots, a set of traveler’s clothes, and a belt pouch containing 10 gp | :'''Equipment:''' Fishing tackle, a net, a favorite fishing lure or oiled leather wading boots, a set of traveler’s clothes, and a belt pouch containing 10 gp | ||
:'''Harvest the Water.''' You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day. Additionally you have advantage on animal handling checks made against bests with swimming speeds. | |||
=== Folk Hero === | === Folk Hero === | ||
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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''' | :'''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. | 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. | ||
=== Gambler === | === Gambler === | ||
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:'''Languages:''' Any one of your choice | :'''Languages:''' Any one of your choice | ||
:'''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. | |||
=== Guild Artisan === | === Guild Artisan === | ||
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:'''Languages:''' One of your choice | :'''Languages:''' One of your choice | ||
:'''Equipment:''' A set of artisan’s tools (one of your choice), a letter of introduction from your guild, a set of traveler’s clothes, and a pouch containing 15 gp | :'''Equipment:''' A set of artisan’s tools (one of your choice), a letter of introduction from your guild, a set of traveler’s clothes, and a pouch containing 15 gp | ||
:'''Guild Membership.''' | :'''Guild Membership.''' | ||
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. | As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. | ||
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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 | |||
=== Investigator=== | === Investigator === | ||
You | You have served the community where you grew up, standing as its first line of defense against crime. You aren’t a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe. Even if you’re not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community. | ||
:'''Skill Proficiencies:''' Athletics, Insight | |||
:'''Languages:''' Two of your choice | |||
:'''Equipment:''' A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp | |||
:'''Watcher’s Eye.''' Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you’re more likely to be welcome in the former locations rather than the latter. Additionally, you have advantage on Intelligence (Investigation) checks. | |||
=== Marine === | === Marine === | ||
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Tool Proficiencies:''' Vehicles (water, land) | Tool Proficiencies:''' Vehicles (water, land) | ||
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 (see “Travel Pace” in chapter 8 of the Player’s Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists. | |||
=== Mercenary Veteran === | === Mercenary Veteran === | ||
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:'''Tool Proficiencies:''' One type of gaming set, vehicles (land) | :'''Tool Proficiencies:''' One type of gaming set, vehicles (land) | ||
:'''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. | |||
=== Noble === | === Noble === | ||
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:'''Languages:''' One of your choice | :'''Languages:''' One of your choice | ||
:'''Equipment:''' A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp | :'''Equipment:''' A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp | ||
:'''Position of Privilege''' | |||
:'''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. | 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. | ||
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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''' | :'''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. | 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. | ||
=== Sage === | === Sage === | ||
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:'''Languages:''' Two of your choice | :'''Languages:''' Two of your choice | ||
:'''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''' | :'''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. | 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 | :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. | ||
=== Sailor === | === Sailor === | ||
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:'''Skill Proficiencies:''' Athletics, Perception | :'''Skill Proficiencies:''' Athletics, Perception | ||
:'''Tool Proficiencies:''' Navigator’s tools, vehicles (water) | :'''Tool Proficiencies:''' Navigator’s tools, vehicles (water) | ||
:'''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 | :'''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:''' Carpenter’s tools, vehicles (water) | :'''Tool Proficiencies:''' Carpenter’s tools, vehicles (water) | ||
:'''Equipment:''' A set of well-loved carpenter’s tools, a blank book, 1 ounce of ink, an ink pen, a set of traveler’s clothes, and a leather pouch with 10 gp | :'''Equipment:''' A set of well-loved carpenter’s tools, a blank book, 1 ounce of ink, an ink pen, a set of traveler’s clothes, and a leather pouch with 10 gp | ||
:'''Shipcunning.''' You have expertise in checks to learn about the nature of ships, what materials they are made out of, who made them, their purpose, etc. Additionally, provided you have carpenter’s tools and wood, you can perform repairs on a water vehicle. When you use this ability, you restore a number of hit points to the hull of a water vehicle equal to 5 × your proficiency modifier. A vehicle cannot be patched by you in this way again until after it has been pulled ashore and fully repaired. | |||
=== Smuggler === | === Smuggler === | ||
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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''' | |||
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. | |||
=== Soldier === | === Soldier === | ||
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:'''Skill Proficiencies:''' Athletics, Intimidation | :'''Skill Proficiencies:''' Athletics, Intimidation | ||
:'''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. | ||
=== Urban Bounty Hunter === | === Urban Bounty Hunter === | ||
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:'''Tool Proficiencies:''' Choose two from among one type of gaming set, one musical instrument, and thieves’ tools | :'''Tool Proficiencies:''' Choose two from among one type of gaming set, one musical instrument, and thieves’ tools | ||
:'''Equipment:''' A set of clothes appropriate to your duties and a pouch containing 20 gp | :'''Equipment:''' A set of clothes appropriate to your duties and a pouch containing 20 gp | ||
:'''Ear to the Ground.''' You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. Additionally, after observing a creature for 1 minute, you can mark it as your quarry. For the next ten days, you have advantage on checks to track your quarry and determine if your quarry is attempting to disguise themself or deceive you. If you deal damage to your quarry then they are marked for ten days again, refreshing the duration. | |||
=== Urchin === | === Urchin === | ||
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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. |