Inerill's Herald | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Feature: Sturdier Maybe you were born like this, or maybe you followed Inerril`s teachings and built yourself like this, either way, you are as sturdy as it gets. Feature: Inerill's Stubbornness Like Inerill, you won't budge, you won't falter, you will persevere. As a reaction to being pushed, pulled, frightened, restrained or knocked prone you can spend one hit dice (and heal from it), you ignore the forced movement, the restrain or the fright and you become immune to being pushed, pulled, frightened, restrained or knocked prone until the end of the current turn. Suggested Characteristics
Contacts
What are my responsabilities? Fulfill the quest that Inerill has trusted you with. Maintain the good name of the dwarven people (even if you are not one), act with honour, act with courage, keep to your word, do not falter in front of evil, do not let your innaction be what determines if someone will be saved or not. |
Nobre | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Feature: 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. Additionally, you have a magical signet that will unquestionably prove your nobility.
Feature: I am not a peasant
You have advantage whenever you roll against a charm effect.
Feature: Kept in Style
While you are in allied territory your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate back home to settle what you owe.
This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income—the benefit is a line of credit, not an actual monetary reward.
Theres several differences between each noble family, their traditions and their boons, choose a boon AND a tradition
LIST OF BOONS List of available boons (pick only one) Feature: Family heirlooms You start with better equipment than normal, pick between the following options - A +1 weapon (lend it to anyone would be shameful) - A +1 light/medium armor (except half plate) - A half plate with latent magical runes - Some other lesser magic item, talk with the GM to figure it out (example, prayer beads, bag of holding) --> To lose your heirloom would be an absolute disgrace Feature: Noble companions Build a bodyguard/servant using the sidekick rules (non caster), if he dies you can requisition your house for another servant, usually a more grumpy one. Feature: A noble steed Start the game with a https://5e.tools/bestiary.html#warhorse_mm with https://5e.tools/items.html#chain%20mail%20barding_phb and if you are associated with the Voskoff nobility you start with a https://5e.tools/items.html#saddle%20of%20the%20cavalier_dmg otherwise, just a military saddle. It is easy for you to get a replacement and get your family to foot the bill Feature: I have heard about that in court You can roll any knowledge check with advantage and as if proficient (even if not proficient, and if you are proficient, roll with expertise, if you have expertise you can reroll one of the dies and keep the new number) 3 times per day. Feature: Filthy rich You will occasionally be mailed money by your family when in civilized places, you have access to credit greater than normal nobles. You start the game with an extra 800gp to spend. Feature: Sole heir You are the sole heir to a lord title that oversees a small town, at some point your ancestor will die and leave everything to you, but the estate has a competent stewart to care for it in your absence. How this will play in practice depends on the GM. Feature: Its not honorless if a noble does it Everyone expects nobles to play fair and fight honorably, but that is only true if you are fighting another noble, against peasants you enjoy using that to your advantage to surprise your enemies, and if the situation demands it against nobles as well! Pick one between the following maneuvers, if the target has seen or heard about you using your dirty move before, you have disadvantage in the attack. You can use your dirty trick once per short rest. -> Hit the groins (only works against males with gonads), when attacking choose to aim at the groin, you make this attack with disadvantage, if you hit the target must do a CON DC 8 + prof + dex/st if the target fails the DC he is stunned until the end of its turn. -> Hit the knee - When you hit a creature with a weapon attack, you can attempt to knock the target down if the target is Large or smaller, it must make a Strength saving throw. (Dc qual to 8 + your prof + your Str modifier.) On a failed save, you knock the target prone. -> Poke the eye - If using a non bludgeoning weapon you can target your enemies eye with an attack (provided you can reach it's eye), if you hit he must make a CON DC 8 + prof + dex modifier) if the target fails the DC he is blinded until the end of its turn. ---------------------------------------------------------------------------- LIST OF TRADITIONS Feature: Navy history Your family has many famous admirals and is at home at sea, you dont suffer disadvantage due to bad weather at sea You have proficiency with water vehicles, and navigation and cartography tool kits You have advantage in persuasion checks dealing with sailors and intimidation when dealing with pirates You also have advantage in knowledge checks related to ships, captains and the seven seas and can roll even if not proficient You can always negotiate safe passage for your group in non pirate vessels and get your family to foot the bill (if you abuse it, you will be summoned for an explanation with further payments being placed on hold until you do so) Feature: Diplomatic history You are from a long line of diplomats, giving you 2 languages and proficiency (or expertise) in persuasion and insight If you succeed on a persuasion check, you are respected even when dealing with barbaric races and noble haters Defusing conflicts is in your blood, once per short rest you can use your action to try to persuade everyone that can hear you to stop fighting and to try talking, roll a persuasion check, until the end of your next turn anyone that wishes to take an offensive action must succeed on a wisdom DC = to what you rolled on the persuasion check GM decides if (and which) targets have advantage, disadvantage or are plain immune to your pleads Feature: Farming history Your family has a long history of owning land and producing food from it. You gain proficiency in land vehicles and two of nature insight survival artisan tool medicine and animal handling and pick expertise in one. You have advantage in persuasion with farmers and country folk, you know how to barter for better prices and can offer jobs and a new life for pesants at your farm You can roll investigation (even if not proficient) to discover information about farms and roads in a region and if on a farm with advantage about that farm Feature: Novus Homo Your family just recently ascended to the nobility so you still have strong links with non nobles. You are less likely to be recognized as a noble, however you bring hope to the poor peasants that dream of ascending themselves! You will never be charged extra for being a noble, and wont stand out negatively when mingling with the lowborne. You have advantage in persuasion checks with commoners, and in history checks related to peasant affairs. Additionally, you suffer no negative social consequences from mingling with peasants and do not need to pay for a noble lifestyle when around lowbornes. You are the kind of noble that barbarians can respect Chose any two skills kits or tools, you are now proficient in them Feature: A legacy of oppression Your family has a long history of being feared by the lowborne. Executioners, tax collectors, judges, guard captains, whenever commoners had to deal with your family they were getting they asses kicked. You have proficiency in intimidation and if you already had it gain expertise, you have advantage when intimidating commoners. It is much easier for you to get away with killing commoners than for the average noble, let alone the average person. You can even get away with torture and other terrible things, as long as they were done in the interest of the crown. It is almost as if your family has a license to kill. Sadly, you are very much hated by the peasants, and the other nobles at best will consider you a necessary evil and at worse sanctioned criminals. If you abuse your priviledges by just being plain evil other nobles will start to pay attention and will interfere trying to arrest you, and your family will abandon you to avoid the needless stress Feature: Religious history Your family has a long history of being clerics and paladins. You gain proficiency/expertise in religion. And advantage in persuasion checks when dealing with mainstream members of the religion your family is famous for serving. You can access religious services related to your religion with a discount, and depending on the situation, they can even send the bill to your family. Feature: Intelligence history From the ancient times your family has acted as scouts and spies for the realm You gain proficiency with two of deception, investigation, stealth, perception or insight and with the forgery and disguise kits You know how to get dirty if you need to, with an investigation check you can find the black market You are part of a pre-established spy program, when you forge identities for you and your group they are much harder to be discovered And if it comes to it, you can flash your badge to guards and other royal authorities and get away with all sorts of stuff Feature: Military history Your family is famous for its military contributions and its military prowess commands respect. You have advantage in any social interaction related check with guards and soldiers, additionally, you gain advantage in any history check related to military matters, even if not proficient. You gain proficiency with cartographer tools and land vehicles Tactical insight! Once per day you can spend your reaction to give an ally that can hear you advantage in an attack roll or saving throw Feature: Crooked history In order to ascend the noble ranks your family has gotten involved in some questionable things such as assassinations, blackmail and the black market. You know enough about the underworld to be able to navigate it when needed. - With an investigation check you know the best place to sell rarer products (getting more money for it) and also where you can find sellers of even rarer products (however you will likely have to dish some money to get there) - Advantage on persuasion checks against targets who you know to be criminals. - Advantage on performance and deception checks against targets that don't know that you are crooked Suggested Characteristics
Contacts
What are my responsabilities? You are expected to serve crown and realm when called to do so, and meanwhile, to tend to the responsabilities fit for your specific station. Lords (and above) must watch over their land, keep it prosper and safe and most importantly, collect and pay taxes! For the lower ranked nobles such as Sirs, which include landed and unlanded knights, princelings, and etc. You will be called to serve in case of war (if not already enrolled in the army or navy), but meanwhile you are mostly free to search for your fame and fortune in a lawful manner, which includes having approval from your liege to do so while setting a good example of what an ideal noble is. In practice, nobles can easily delegate their functions to subordinates and go on adventures doing whatever they want with little consequence, as long as they dont get caught by the authorities breaking the law and desecrating noble values, life will go on just fine. In situations when theres no law authority and no higher ranked nobles, you are effectively the highest law enforcement authority, and are expected to enforce the kings laws, although it is understood that often theres situations that make it unfeasible. |
Drifter | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Feature: Tough as Nails To get where you are, you had to be tough. Mortality where you came from is big, specially on the earlier years, not in your case. Instead of only having Max HP from the first level, you also have Max Hp from your second level and third level, when you reach it. Feature: Survived childhood on a harsh region (pick only one) Feature: Scalding Sands [ Red Continent ] Feature: Troll Desert [ Red Continent ] Feature: Gladiator Pits from Urgroshia [ Red Continent ]
Feature: Thousand Fjords [ White Continent ]
Feature: Forsaken Ravines [ White Continent ]
Feature: Norfss Marshlands [ White Continent ]
Feature: The Murmuring Forest [ Green Continent ]
All the voices in your mind whenever you visited it or beings from it visited your villaged made you almost insane, but surelly, more resilient. You have advantage against charm effects and once per day when you are charmed, frightened or dominated, you can on the beginning of your turn, as a free action, give in to the voices in your mind and act normally for that round only. Feature: Zeleravny [ Green Continent ]
Feature: A Vila do Mathias [ Green Continent ]
Universal Treatment Maneuver: Suggested Characteristics
Contacts
What are my responsabilities? You have none, just live your life and show how badass your people are. Maybe come by sometimes to visit your parents or friends, maybe with a group of adventurers that can help mitigating whatever is causing problems to your people. |