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:'''Aberrant Society''' | :'''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. | ||
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. | |||
=== Acolyte === | === Acolyte === | ||
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:'''False Identity''' | :'''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 know the Minor Illusion cantrip and use Charisma as your spellcasting modifier. | ||
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. | |||
=== Investigator === | === Investigator === | ||
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:'''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 Investigation checks. | :'''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. | ||
Cloistered Scholar | Cloistered Scholar | ||
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:'''Criminal Contact.''' | :'''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. | ||
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 | |||
=== Entertainer === | === Entertainer === | ||
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:'''By Popular Demand.''' | :'''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 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. | |||
=== Ex-Twisted === | === Ex-Twisted === | ||
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:'''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 | :'''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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:'''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. | ||
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers. | :Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers. | ||
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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:'''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 | ||
=== Investigator=== | === Investigator=== |