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Clasew /
BackgroundsAdventurer Skill Proficiencies: Athletics, Perception
Tool Proficiencies: Cartography Tools
Languages: One additional common language of your choice.
Equipment: A common Martial Echo of your choice for a weapon with which you are proficient, a set of rugged clothes, a belt and pouch, 10oz of dried sausage, a waterskin, and 15 laurels pay from your most recent job.
Feature: Mercenary You know what your skills are worth and how to be properly paid for them. You gain advantage on insight, intimidation, and persuasion checks made to negotiate compensation (monetary or otherwise) for your services. Alternate Feature: Well-Traveled You've been around further than most, and you pace yourself well. You gain advantage on constitution saving throws to avoid taking damage or fatigue from a forced march, and you require 1 less serving of food for each level of rationing while in the field. You may maintain this lower ration requirement for up to 1 week before needing to complete a long rest with filling rations in order to do so again. Bastion Engineer Skill Proficiencies: Arcana, History
Tool or Vehicle Proficiencies: Choose one of Siege Weaponry (land vehicle), Smith's Tools, Tinker's Tools
Languages: Modron, or one common language of your choice if you already speak it.
Equipment: A set of artisan's clothing, belt and pouch, your choice of smith's tools or tinker's tools, your choice of a thaumechanical bow or crossbow modification. 8oz of hardtack and 4oz dried sausage, a waterskin, and 20 laurels in savings.
Feature: Eye for Detail Alternative Feature: Teamwork Ee-seh-kye Skill Proficiencies: Any one of your choice.
Tool Proficiencies: Any one of your choice.
Languages: One Otherworld language of your choice.
Equipment: A common trinket of your choice.
Feature: Outsider You have no connections in this world, but your knowledge from your home world can maybe help you survive in it. When making an intelligence-based check, you may roll a d4 and add the result to your roll. If you roll a 1 on this d4, you must wait until you complete a short rest before you use this feature again. Firebrand Skill Proficiencies: Acrobatics, Athletics, Intimidation
Tool Proficiencies: none
Languages: none
Equipment: A set of rugged clothing, a wooden tankard, a half-empty wineskin,
Feature: Lucky Fist When you roll initiative, you gain a d4 inspiration die. You may roll this die after a successful unarmed strike and apply it to the damage dealt, or when you take damage and reduce the damage taken by the result. You also gain this inspiration die if you roll a natural 20 or a natural 1 on a d20 when making an attack roll. Alternative Feature: Sing for your Supper When procuring lodgings for yourself, you may attempt to convince your hosts that the stories of your victories are worth at least basic accommodations; you are proficient in persuasion checks made to do so, and if you have recently been in a fight (such as the last 3 days, or since the last time you had been in civilization), you gain a d4 inspiration die that can be added to the check. Follower Skill Proficiencies: Performance, Religion
Tool Proficiencies: A musical instrument preferred by your patron.
Languages: Celestial if you worship Lucuhael, Draconic if you worship the Twins, Modron if you worship the Bastion, Primordial if you worship The Greenmother or the Lady of Flame, Sylvan if you worship Abyssiria, or one exotic language of your choice if you already speak the one of your patron.
Equipment: A silver holy symbol, a set of priest's clothing, your selected musical instrument, 2 vials of holy water, 1 vial of aqua vitae minor, a pouch containing 10 laurels.
Feature:
Long-lost Skill Proficiencies: History, Survival
Tool Proficiencies: One tool of your choice.
Languages: none
Equipment:
Feature: Awakened from the Dark Alternative Feature: Dark's Embrace (begin with corruption; advantage to saving throws made against the effects of miasma) Noble of the Bastion Skill Proficiencies: Deception, Insight, Persuasion
Tool Proficiencies: none
Languages: Two common languages of choice.
Equipment:
Feature: Commanding Presence Alternative Feature: Fallen from Grace Perfumer Skill Proficiencies: Insight, Medicine
Tool Proficiencies: Alchemist's Supplies, Poisoner's Kit
Equipment: Alchemist's supplies or poisoner's kit (your choice), a small chest containing 20 laurels worth of supplies to make powders and perfumes, a set of work clothes, and a purse containing 2 halos.
Feature: Right Scent for the Job You know how to properly mask or enhance scents, allowing you to use the help action for an ally (other than you)'s deception, intimidation, persuasion, or stealth check by preparing and applying perfumes beforehand. This process takes 1 minute, and for the next hour your subject may make 1d4 checks of the chosen skill with advantage. Alternative Feature: Hide the Poison (advantage to deception checks to hide poisons on your person, targets suffer disadvantage to notice or identify poisons you use) Tempted by Darkness (Dark Soul-pact Only) From a young age you have been curious about the Dark. Now that it has branded you, it's a struggle to balance the power it gives and your desire to remain yourself. Skill Proficiencies: Arcana, Religion
Tool Proficiencies: None
Languages: Infernal
Equipment: A scroll of notes on the dark, a single 1st circle dark ritual of your choice.
Feature: Branded You have been forever tainted by the Dark, changing your blood a magenta color, and any glow or flame you produce is a deep violet. This brand burns away any non-magical clothing, accessories, or armor you attempt to wear, as if it is attempting to force you to rely on it for protection and sustenance. As a reaction when attacked, but before the result is declared, you may choose to roll a d4, applying the result as a bonus to your armor class; if the result of the d4 is a 1, you instead add +5 to your armor class and gain 1 point of corruption. In addition, you may choose to gain 1 point of corruption to not require food or water for that day. |