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 - A +1 melee 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 1200gp 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 ] Also, twice per day when you fail a saving throw, you can choose to roll 1d6 and add to the roll. 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: Grab it by the feet and submerge this person into water until it comes to his senses, use a water well if possible, because it will help the water preventing other people from going mad in the future, don't forget to scream to the villagers why the person was mad. Now alternate beetween flogging the insane person and drowning him. He will start making sense, he will start saying the right stuff, but madness is clever, don't belive him, at least not for the first hours. If after doing it for some hours, the madness dind't consume and killed him, now you can believe he is healed and will cooperate with whatever you, a sane person who knows better, needs. 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. |
Belliard's Enforcer | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Feature: Belliard's Blessing (pick one beetween Might and Magic) Feature: War God's Magic:
Your god might not be big in Magic, but he does see the value of a few handfull spells, and can bless you in case you decide to use them. You don't learn the spells here, but if you do cast them, via your class features, scrolls, wands, etc, you can choose to cast them in a different, upgraded version. Divine Favor becomes Belliard's Favor - > Instead of 1D4 Radiant, you can choose it to deal 1d8 Fire damage. Searing Smite becomes Combustion Smite -> increase the damage to 2d12 fire damage, but you also take the damage (only the fire damage of this spell). And now you and your target are on fire -> taking 1d12 Fire damage every turn as per the spell. Spiritual Weapon becomes Belliard's Arsenal -> You invoke the Burning Spear of Belliard and the Flaming axe of Belliard. When you spend your Bonus action to move and attack with this spell, you can move both weapons but only attack with one. - The Spear has 15 feet of reach and deals Fire damage. - The Axe Criticals with 19 and deals Fire Damage. Flame Blade becomes Blazing Blade -> if you spend 3 Hit Die when you cast this spell, you don't need to concentrate on it for the duration (but you lose the spell if you become Charmed, Stunned, Paralyzed, Incapacitaded or Unconscious) Magic Weapon becomes Belliard's Magic Weapon -> If you spend 2 Hit Die when you cast this spell, you can choose to give it one of the following enchantments: Keen: This weapon criticas with 19 Great: When you roll a 1 or a 2 on the damage die with attacks with this weapon you can re-roll the die but you must use the new roll. Eager: While holding this weapon you have +2 initiative and + 10 feet of movement. Crusader's Mantle becomes Scorcher's Mantle -> The damage changes to 1d6 Fire damage. Spirit Guardians becomes The Conqueror's March -> The damage changes to 3d10 Fire Damage and the aura does not slow enemies anymore, instead, for each step they take inside your aura, they take your Proficency Fire damage. Holy Weapon becomes Tool of War -> If you spend 4 Hit Die when you cast this spell, The damage changes to 2d10 Fire Damage. Also, when you use your Bonus action to dismiss the spell, the burst of fire increases to be within 40 feet and the damage becomes 4d10 Fire Damage. For every extra hit die you spend here, you increase the damage by 1d10, to a maximum of 8d10. Blade of Disaster becomes Blade of the Slayer -> The damage becomes 3d20 Fire Damage and on a critical it does in Total 9d20 Fire damage. Feature: War God's Might Belliard has chosen you for a purpose, but you still have to prove yourself, prove that you are worthy of the Conqueror God. But with each trial, comes more blessings. Choose one weapon, thats' the weapon you received when you were accepted by Belliard. This weapon is now a Masterwork Weapon (+1 to damages). And everytime you prove yourself against a worthy fool, your weapon grows in power. But don't forget, as much as Belliard gives, he also takes if you start acting in a way not worthy of his faith. You only get the benefit once for each different foe (or fool) Foes: An Ogre -> Your weapon is now considered Magical A Mighty Beast -> +1 To the weapon's damage to a maximum of +3 A herald of Belliard -> +1d6 Fire Damage A Dwarf Warrior -> +1 to the weapons' attack to a maximum of +3 An Elven Blademaster -> As a Bonus Action you can summon the Weapon to your hand provided it's within 1 mile A Ferlix Tribeleader -> +1 To the weapon's damage to a maximum of +3 A Drakonis -> +1d6 Elemental Damage (the element in question is related to the Drakonis' type An Orc Champion -> Your weapon gains +1 level of Brutal A Man-Scorpion -> Your weapon gains +1 level of Brutal A Troll Blood Sorcerer -> Your weapon gains Gorger +1 which gives +1d6 damage on Critical Rolls and the result you rol on the D6 also heals you if you are hurt.` A Human Templar or a Kyrin Samurai -> +1 to the weapons' attack to a maximum of +3 An Orc Warchief -> Your weapon gains one level of Keen (you now crits with 19, if you already critted with 19, you now crits with 18 and so on...) An Elven Spellcaster -> +1 To the weapon's damage to a maximum of +3 A Dwarf Holy Warrior -> Your weapon gains Gorger +1 which gives +1d6 damage on Critical Rolls and the result you rol on the D6 also heals you if you are hurt. An Archmage -> While wielding your weapon, you have 1 level of Legendary Resistance, that recharges every Long Rest. A Petrus Paladin -> +1 to the weapons' attack to a maximum of +3 An Adult Dragon -> +2d6 Elemental Damage (the element in question is related to the Dragon's type A Whisper of Mandhros -> Your weapon gains one level of Keen (you now crits with 19, if you already critted with 19, you now crits with 18 and so on...) A Saint of Bahamuth -> While holding your weapon, you are considered to have Magic Resistance Something stronger than any on this list -> Who knows? Only Belliard. Feature: The Great Challenge Belliard is the god of War, and one thing he values is might, and the ability to teach lessons through battle. Once per day you can issue a Great Challenge to someone - a fight, one on one, until one of the two is either unconscious or dead. When you use your god's authority and issue this challenge, the target might have to accept, depending on the it's culture, position, background and who is wathing when you issue your challenge. If the target accept, it depending of his culture and postion, he might apoint a champion or not. You and the target or it's champion must then fight at the chosen location and time, 1v1, until one of you is either dead or unconscious. Even if you are a Belliard's Herald, it will be easier for your challenge to appear legit if you have reason, a crowd, and a good way of issueing it (Persuation, Intimidation, Performance or any other stuff you can think might help you a lot, depending on the situation.) Suggested Characteristics
Contacts
What are my responsabilities? - Show Strength always - Never be a coward - Lead your party from the front, like a good leader would - Conquer and Pillage - Challenge worthy foes for duels - Chase down mighty opponents for you and your group to dispatch - Train yourself but also your group, the chain always break on the weakest link - Fight the good war, no dirty tricks, no attacking downed opponents (unless they are being healed), no for killing children. - Spread Belliard's word. |
Child of Suna | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Feature: Suna the great mother It is common for people to give you a free pass and a free meal. Provided you dont meddle in their affairs. In fact, you will have people asking for your help and expecting to pay little for it more often than not. - When you spend a hit dice to remove failed death saves during a short rest, you remove 2 fails instead of one. Feature: Order training: You must choose if you were trained as Healer or as a Slayer. Feature: Suna's Slayers As much as Suna loves and protects life, she also hates unatural life. Amongst those that worship her, you were one of the chosen ones to dish out her righteous fury against the undead and the like. To help you fulfill your divine task of giving souls their eternal rest, Suna empowers you to better combat those foes. Undead Hunter - Your attacks count as magical for the purpose of bypassing resistance of undeads (but not immunity). - You can change the damage of a weapon attack to radiant damage a number of times per day equal to your proficiency bonus. - You have advantage on initiative rolls when fighting against an undead, and can never be surprised by them. - DCs to know information and track undead are 5 lower for you, and you can never be turned into an undead. Burning light; replaces inflict wounds Changes damage to 3d8 radiant damage. Suna's Light; replaces spiritual weapon It now deals radiant damage. Feature: Suna's Healers - You learn the spare the dying cantrip - If you do need to spend material components for a spell, you can find them 20% cheaper - Suna's Embrace As an action you can touch a target and choose to heal him from Death marks and/or Exhaustion marks. You then take as many death marks and exhaustion marks that you removed from your target. - Kiss of Suna Once per day, after lvl 6, you can cast the spell revivify with no material cost. You can cast this without needing to know the revivify spell nor having it prepared, and casting it this way does not spend spell slots. Prayer of Suna; replaces prayer of healing. As prayer of healing. But you add your proficiency in the number of targets. Spirits of Suna; replaces healing spirit. As healing spirits, but you add your proficiency bonus in the number of targets that can benefit from the spell. Suggested Characteristics
Contacts
What are my responsabilities? Be a good person. Help the needed. Slay the undead. Follow orders from your clergy. |
Spiritual Leader | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Feature: Words of Wisdow Your people usually listen to you, and the things you say makes sense, at least for them. You might be speaking from heart, from experience, maybe you heard stuff like this elsewhere, or you learned with spirits, or maybe you are making everything up, but sometimes you need to boost your band's morale. Does not matter, as long as you speak in a way that convince everyone. Choose one skill that applies to the current situation, one skill related to what's hapenning, one skill that makes sense to boost your guys on this situation. You will not be able to use the same skill all the times, so be prepared for this. Dc:
You can only try to use Words of Wisdow once per situation. Feature: Tricks Of The Trade (pick only one) Feature: Shaman Training Spiritual Bonfire: There you can meet new shamans, speak and get advice with them, you might even make powerful allies, since shamans are prone to help other shamans or those of similar alignment who delve in shamanism. Spiritual Menagerie: The spirits decided to help you, provided you do good for them, they will continue doing good for you. When you finish a Long Rest, roll a D6 on the Spiritual Menagerie table and see which spirit decided to help you today. 1- Dove Spirits: The Horse spirits will only come if it's reasonable and if they feel they are needed to transport people. Also, if danger arrives, they refuse to fight. 4- Magpie Spirits: Feature: Old Knowledge? Choose two "powers" bellow. The Right tool: Spiritual Journey: Get your band and leave the base, travelling around, promissing that soon the Spiritual Temple will show itself. Every day that you spend travelling towards this random destination (you can choose the route), gives you a chance of actually finding a Spiritual Temple. Make a Survival (or Performance if you are totally faking your way) check everytime you complete a Long Rest after travelling while looking for a Spiritual Temple Consult Spirits:
Once you do this, you need to finish a Short Rest to do it again.
Steel Your Mind Against Other Lies: Suggested Characteristics
Contacts
What are my responsabilities? You need to make sure your village or party is cared for. If they fail, that means you lose your position, so you fail. So in a sense, you serve them, but how you choose to do it, and how much you choose to take it, that depends on you. If you do have real spirit conections, than, you also have to good for the spirits, help them if needed and take care of nature, in a general sense. |
Scion of the Royal Arcanist Academy | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Feature: Young Noble Arcanist SideckickWhen a Scion o the Royal Arcanist Academy finaly finishes it's study, depending of his grades, connections, blood and likeness he is assigned a young noble arcanist and the quest to take this young master on an adventure. The idea is that the youngling will be able to not only grow in magical power and knowledge, but he will be able to see the world in different eyes, so he can get better perspective when he becomes a ruling adult. IF the Scion within 2 years is able to provide a proper adventure and great experience to the young noble (and the Arcanists in the Royal Arcanist Academy will unravell all it's journey when he gets back), he will gain great power and influence, and even a nobility title if he lacks one, and depending of how it goes, he might even have a nice job lined up like Arcane advisor to a king or powerfull noble family. - You have a young noble sidecick aged beetween 9 and 13. It's sidekick class is Spellcaster and he starts at your level. He will aid you in battle and in other situations to the best of it's knowledge but he has his own personality that could sometimes conflict with what you want to do. - You are expected to pay for it's expenses and to treat him fairly. - You start the game with a lot of gold and a diamond in case he dies and you need to ressusrect him, but this is considered a grave mistake and you will need to talk to him after that. - If he dies two times, you better be able to ressusrect him and pray that he likes you or you might just be expelled from the Academy, or worse. Roll 1 time on the table bellow to define a major trait of your young noble.
Feature: RAA Magical Secrets (pick only one) Feature: Wand's Specialist Degree
Feature: The Magic Well Subscription
Feature: Safety Caster Certification
Feature: Graduate Research Assistant of the All Seeing Eye
Somehow you had classes with the All Seeing Eye, a fucking Ancient Sentient Medallion that is also a hidden professor in the RAA. And not only that, now you are even more engaged to it. Outstanding! You even got a replica Medallion of it! You get two benefits from it:
Solomon, the great Wizard King was the first to access the All Seeing Eye powers, and now you might do the same. You take your medallion out and concentrate on it for 10 minutes. The All Seeing Eye will manifest into ti, and you may ask him some questions. Once you do this, you need to take a Long rest before you can do it again. If you bother the All Seeing Eye with useless questions, it might refuse to manifest for a period.
Suggested Characteristics
Contacts
What are my responsabilities? |
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4th Generation Elves | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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By Virgo Mornwind
Feature: Built Differently Being an elf of 4th generation, despite of what elves of 2nd or 3rd generation may say, you enjoy phisical benefits that would put most races to shame. Increase your highest non constitution stat by 4 Feature: Primal Power Magic is natural for you, and whitout even thinking about it, you picked some tricks along the road and made it part of your identity You have a Resource called Primal Power. This resource has charges equal to your proficiency and it recharges on a Long Rest. When you use Primal Power to cast your Spells, they will always be cast at a Spell level equal to your proficiency. The Spellcasting Ability for your Primal Power Spells will always be your Highest Ability Score. When using Primal Power, you ignore any Material Component. If you are a Spellcaster and roll a spell on the table, you can add it to the list of spells you know. If you got a special version of a spell, you add the normal version to your list, the special version can only be cast through Primal Power.
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