Feats, Backgrounds and Proficiencies
Class Changes
Fighter: Second Wind ability now scales as follows: 1st 1d10 + fighter level 3rd 2d10 + fighter level 7th 3d10 + fighter level 10th 4d10 + fighter level 15th 5d10 + fighter level 18th 6d10 + fighter level Feats Resourceful: You’ve always hated leaving anything to waste and have always made sure you get the most out of any situation. You gain proficiency in the harvesting kit and the herbalism kit. You ignore any penalties for harvesting a creature that died a particularly violent death. Both appraising and harvesting a creature take half the time than it normally would.Runesmithing Adept: Prerequisite: Artisan of the Runesmith's Guild. You have excelled in your study of runesmithing and are regarded as a prodigy by your peers, gaining the following benefits: Increase your Dexterity or Intelligence score by 1, to a maximum of 20. Your proficiency bonus is doubled for any ability check you make with runesmith's tools. Over the course of a short rest, you can attempt to remove a runestone affixed to a piece of equipment without destroying it. At the end of the short rest, make a check with your runesmith's tools, where the DC is equal to the DC to create the runestone. On a success, the runestone is recovered.
Ventriloquist: You've honed a talent for throwing your voice into creatures and objects. You gain the following benefits: Increase your Charisma score by 1, to a maximum of 20. You can speak without moving your lips. You can throw your voice when you speak, making it appear to originate from any source that you can see within 20 feet of you. A suspicious creature can use its action to attempt a Wisdom (Insight) check contested by your Charisma (Deception) check. If the creature's check equals or exceeds your own, it determines that you are the true source of the speech. Tools and Proficiencies Runesmith's Tools: Proficiency with runesmith's tools allows you to etch magical runes into precious stones, as well as identify aspects of their lore when encountered in the world. A set of runesmith's tools costs 25 gp and weighs 5 lb. Components. Runesmith's tools include a hammer, a set of chisels and needle files, a fine-haired brush, a pouch of powdered mithral, and a special alchemical lacquer. Arcana and History. Your expertise lends you additional insights about lore associated with runes or other sigils carved into stone or other surface. Investigation. You can spot clues and make deductions that others might overlook when inspecting items or surfaces carved with runes or other sigils. Runesmith's Tools Activity DC Identify the properties of a runestone 15, Determine the creator of a runestone 20
Harvesting Kit: This kit contains everything the average harvester needs to prepare and harvest a carcass for usable parts including a skinning knife, a bonesaw, 2 glass vials, pouches of salt, and tweezers. Proficiency with this kit lets you add your proficiency to any check made to harvest a creature. In order to accommodate this additional tool, the following classes and backgrounds have been slightly altered to give them the option to gain proficiency in the Harvesting Kit. Rangers may have proficiency with the harvesting kit upon character creation (this skill is not gained in multiclassing) Druids may have the option to choose between proficiency in the herbalism kit or the harvesting kit upon character creation (this skill is not gained in multiclassing) The Hermit background may choose between the herbalism kit and the harvesting kit as its starting tool proficiency and gains the appropriate kit as part of its starting equipment. The Outlander background may choose between a musical instrument or the harvesting kit as its initial tool proficiency. They may also choose between a hunting trap, and the harvesting kit in its initial starting equipment. Backgrounds Harvester Like a miner in their cave or a farmer in their field, you too make your living through reaping the riches of the natural world. Your resources, however, are the monsters and creatures that populate the multiverse. Although there are some who would scoff and call you a mere butcher, you understand the subtle complexities in the fantastical anatomies you find in your adventures, and only you are qualified enough to harvest them. Skill Proficiencies: Nature, Survival Tool Proficiencies: Harvesting Kit Languages: One of your choice Equipment: A set of traveller’s clothes, a hunting trap, harvesting kit, a cloak made from a creature you harvested, and a belt pouch containing 5 gp
Feature - Connected: You have been harvesting creatures for a long time and as part of that, you have become deeply acquainted with the large industry of crafters and merchants that rely on the wares you bring. Whenever you enter a place of civilisation, you have no trouble finding merchants willing to buy your materials or crafters that can work with your wares. You are also savvy in the bargaining techniques used when haggling over prices and are not easily tricked during negotiations. You often find yourself able to secure a good price, or even a discount on services relating to harvested materials.
d8 Personality Trait 1 I am often covered in blood and viscera, which other people find off-putting. 2 I see no moral issue about harvesting any once-living creature, even if they were clearly sentient. "Waste not, want not", after all. 3 I often unnerve people with my discussions of the more disgusting aspects of creature anatomy. 4 I am obsessed with self-sufficiency; anything I wear must have come from something I harvested. 5 I say a small prayer before harvesting a fresh kill, thanking it for its sacrifice. 6 The hunt is what excites me more than anything. Harvesting is just how I keep mementos of my prey. 7 I insist on using every little bit of what I kill, it would be an insult to that creature's life otherwise. 8 I have a myriad of harvested trophies from rare game which I show off whenever possible. d6 Ideal 1 Life. Harvested meat will feed the hungry, harvested furs will warm the cold. Through death, comes life. (Good) 2 Honor. I refuse to use something harvested from a creature that I did not kill with my own hands. (Lawful) 3 Necessity. Creatures kill and harvest other creatures to survive. You may not like it, but it's just the way things are. (Neutral) 4 Opportunity. If something is already dead, what's the point of letting its corpse go to waste? (Chaotic) 5 Dominance. Nothing shows off your strength like having your own Owlbear-head trophy. (Evil) 6 Money. People always want hides, pelts, and skins; I may as well be the one to profit off it. (Any) d6 Bond 1 My clan won't respect me unless I bring back the head of a rare and dangerous creature. 2 Ever since I was a child, I dreamed of wearing a unicorn fur cloak. If you have a better way of getting one, I'd like to hear it. 3 Hunting and harvesting creatures is the only way I know how to make money and feed my family. 4 Visions of a monstrously large creature haunt my dreams. They won’t stop until I find it and claim its pelt for my cloak. 5 I am interested in studying the anatomy of rare and magical creatures and I need samples to continue my research. 6 Harvesting creatures has been my family's profession for generations; I'm just continuing this long line of tradition. d6 Flaw 1 Once I decide that a creature will become my next trophy, nothing will stop me from getting it. 2 Some would say I get a little too much pleasure in slicing corpses open and tearing out their fresh organs. 3 I'm always looking for the next big hunt, something that will probably get me killed. 4 I tend to exaggerate the quality of my harvested wares to inflate their price. 5 Once I kill something, I will drop everything to take a trophy from it before moving on. 6 I see other living creatures as just organs in a skin bag, waiting to be sold. Slave You have lived a life of servitude bound to someone whom you have called "master" for the better part of your life. As an indentured servant, slave, or thrall, you may have been a manservant or handmaiden in a royal household, the captured slave of an evil warlord, or a labourer born into bondage. Perhaps you were a prostitute under the thumb of an unscrupulous pimp, a scullion toiling under the watch of a wrathful chef, or the lowly assistant of a cruel and powerful wizard. Whether you were treated with cruelty or relative kindness, you were still expected to "know your place" and were punished when you stepped out of line. Toiling for another, obeying orders, and debasing yourself have been your way of life. You have since escaped servitude, having somehow won your freedom. Perhaps, it was against your will, e.g. you were dismissed after having disgraced your master, or your master died leaving you adrift in the world with no one to serve. Regardless, freedom is new to you. Your background as a slave has given you the patience to suffer the vagaries of powerful people and also insight into the dynamics of power, its uses and abuses. Skill Proficiencies: Insight, and choose one of either Persuasion or Deception. Tool Proficiencies: Choose any one tool proficiency. Languages: One of your choice Equipment: A set of common clothes, a pouch with 5gp, and a small but valuable item, stolen from, or gifted to you by your former master, worth 25gp.
Serving a master: Your master, for better or worse, was the central figure of your life. You may have learned skills that they taught you. Or they may have wished that you remain ignorant, but you picked things up, nevertheless, through patient and surreptitious observation. Choose an option or roll on the table below to determine what type of master you served.
d6 Serving a master: 1 Noble 2 Warlord 3 Pirate or Raider 4 Criminal Boss 5 Wealthy Merchant or Tradesperson 6 Humanoid Chieftain Feature - Solidarity: You have an unspoken kinship with all people who live in servitude, a shared understanding of what it means to serve a master, as you once did. Speaking socially coded language, you can gain the trust of other servants, find welcome in their company, shelter in their midst, and sometimes even gaining access to places of power through the back doors. Speaking with other slaves and servants you can easily glean from them rumors and information regarding their masters.
Suggested Characteristics: The greater part of a slave's life has revolved around the wants and needs of another person and they are not used to caring too much about themselves, except for how they will make it to the next day. Their newfound freedom offers broader horizons, which can be exhilarating, challenging or nerve-wracking. Serving a master for many years tends to make slaves cautious, patient, self effacing and observant. Many have waited years upon years for the chance to break free from their bondage. As such, these (ex)slaves tend to value freedom as the highest ideal. On the other hand, there are those who feel it is part of the natural order of life that some are slaves and some are masters.
d8 Personality Trait 1 I hide my disdain for others, especially powerful people, beneath a mask of servility. 2 I have endured great suffering, but it only made me stronger. There is very little that can hurt me now. 3 I am grateful for every day that I am free and am determined to live life to the fullest. 4 Regardless of one's birth or station in life, good manners are essential. 5 As a slave, when I wasn't sleeping, I was toiling. Even now that I'm free, I must always be busy and cannot be idle. 6 I will never work for free again; I demand to be paid fairly for my labour. 7 I have exaggerated memories about the splendor of the homeland I was taken from as a child, and I share them with whoever will listen. 8 I accept that life is not fair, but I despise bullies and will not tolerate cruelty. d6 Ideal 1 Equality - All intelligent beings are equal in the eyes of the gods. No person has the right to own another person (Good) 2 Duty - To serve is to have purpose. It is noble to serve your master well. (Lawful) 3 Independence - No one will tell me what to do ever again. I am my own master. (Neutral) 4 Revolution - The chains of bondage must be broken. The rich and powerful must be brought low like those they have enslaved. (Chaotic) 5 Resilience - Persevere through the bad times; the gods reward those who suffer (Any) 6 Power - I was once a slave, but I will become the master (Evil) d6 Bond 1 I escaped from slavery but others were left behind. I am destined to lead my people to freedom. 2 I owe my life to the person who helped me escape my cruel master. 3 I have escaped, but will only truly be free when my master no longer has a claim on me. I plan to get enough money to buy my freedom. 4 I am disgraced in the eyes of my master and I seek to make amends. 5 I was stolen from my home many years ago and sold into slavery. I wish to return to my land and my people. 6 I swore an oath of vengeance against the one who kept me a slave and made my life a living hell. d6 Flaw 1 I bear the scars of my bondage and they mark me as a slave. 2 I would rather die than ever be captured again 3 I was emotionally scarred during my bondage and drink to forget. 4 I am still considered someone's property. My master wants me returned. 5 I am proud and will not bow before those who think they are better than me. 6 I'm so accustomed to obeying a master I often look for someone to tell me what to do. Doctor You are a well-trained and studied healer, sworn to cure the ailing and mend the wounded. Your talents may bring you fame and renown, or you might be regarded with suspicion by common people. When you choose this background, work with your DM to determine the role and prominence of doctors in the world. Is medical knowledge of your kind rare? Are there institutions that teach such healing, and if so, where? Were you self-taught, apprenticed to a village healer, or educated in a medical academy? Skill Proficiencies: Medicine, and one from Arcana, Nature, or Religion Tool Proficiencies: Herbalism kit Languages: One of your choice Equipment: A piece of doctors equipment (such as scalpel, pouch of aromatic herbs, or a small mirror), a healer's kit, token of appreciation given to you by a patient, a set of traveler's clothes, and a belt much containing 15 gp.
Speciality: As a doctor, you likely specialize in a particular field and manner of medicine. Choose one specialty, or roll on the table below. d10 Speciality 1 Apothecary 2 Battlefield Magic 3 Dentist 4 Spiritual Healer 5 Medical Arcanist 6 Herbalist 7 Nurse 8 Surgeon 9 Veterinarian 10 Psyhcologist Feature - House Calls: Your talents make you highly sought after, particularly in regions or communities with little access to medicine. Those who recognize you as a doctor may request your services, and may offer you a reward in return should you choose to provide them. You might be able to receive free or discounted food and lodging, or gain access to normally off-limits locations by leveraging your position as a doctor if your services are needed.
Suggested Characteristics: Doctors are defined by their ability to give succor to the pained and strength to the wounded. All doctors are united by their desire to cure the ailing, although some view this ability as a means to an end instead of a gift in and of itself.
d8 Personality Trait 1 I am sympathetic to anyone in pain. 2 I have a tendency to become focuses on my work to the exclusion of everyone else. 3 I like to explain my theories of medicine to anyone who will listen. 4 I have seen too much horror to be affected by scenes of suffering. 5 I am skeptical of magic, and instead I trust in the sciences. 6 When someone is injured, I will drop all other responsibilities to tend to them. 7 I am constantly taking note of potential signs and symptoms in the people I meet. 8 I take every opportunity I can get to wash my hands. d6 Ideal 1 Empathy. All I care about is the relief my skills bring to others. (Good) 2 Change. Those who seek to cure must be as adaptable as those who seek to harm. (Chaotic) 3 Respect. The sick and dying deserve to be treated with dignity. (Good) 4 Greed. Those in need of my services will pay through the nose to get them. (Evil) 5 Efficiency. I must not lot my emotions cloud my ability to do my job. (Lawful) 6 Preservation. Life must be preserved by any means. (Any) d6 Bond 1 I'll always remember the place where I learned my medical skills. 2 Nothing is more important than my patients. 3 I am working on a cure for the plague that decimated my home. 4 Someone I loved died of an illness. I want to spare others from the same fate. 5 I am compiling my medical discoveries in a series of tomes, which I hope will educate future generations. 6 I have a terminal disease and I am trying to find a cure before it's too late. d6 Flaw 1 I am haunted by the memories of every patient I could not save. 2 I use hard drink to numb myself to stress. 3 I am disgusted by the body's potential for filth and disease. 4 I make more mistakes than I should, a fact that I hide even from myself. 5 I have a propensity to see my patients as opportunities instead of people. 6 I am hesitant to injure others, even in self-defense.
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