Backgrounds: Difference between revisions

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Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served an aberrant master that you now deny.
Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served an aberrant master that you now deny.
:'''Skill Proficiencies.''' Insight, Religion
:'''Skill Proficiencies.''' Insight, Religion
:'''Languages.''' 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


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:'''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 ===
All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you’re a good gambler or a bad one rarely matters, because no one can divine the whims of Lady Luck. Sometimes you’re up, sometimes you’re down. But the thing about gambling is that someone is always willing to take a bet.
:'''Skill Proficiencies:''' Deception, Insight
:'''Tool Proficiencies:''' One gaming set
:'''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
:'''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 ===
You are a member of an artisan’s guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.
:'''Skill Proficiencies:''' Insight, Persuasion
:'''Tool Proficiencies:''' One type of artisan’s tools
:'''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
:'''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.
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.
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.
=== Ex-Twisted ===
You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.
You were twisted by one of the seven Aberrant Lords in the Twisted Lands, you've since been cured, but those buried memories can never be brought up without risk of you going mad.
:'''Skill Proficiencies:''' Choose two from among Arcana, Investigation, Religion, or Survival
:'''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.
:'''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.