Backgrounds - Legacy of the Eternal Conflict

You've forgotten more than most adventurers these days know! Talk with your GM, what made you come out of retirement?

  • Let's see if I remember how to do this... You may gain 1 Wound to use an ability or cast a spell as if you were 1 level higher.
  • These old bones. Your age has long since started to show. –1 max Wounds.

Choose 1 ally in your party. You can survive +3 max Wounds as long as they are nearby. Whenever they take a Wound, you do too.

School just isn't for everyone! You learn by experience in the real world (or at least that's what you tell yourself). Learn any 1 Utility Spell.

Start with 500 extra gold, or an uncommon magical item (that your GM allows). Gain an equally powerful curse or enemy who wants it back. If you choose this background, your GM may allow you to choose another.

You are haunted by voices that occasionally give you cryptic advice. The voices are sometimes VERY helpful. Other times they only want to see you suffer.

Advantage against fear.

Advantage on checks to know or obtain gossip for events that will soon happen or have happened less than 1 year ago.

1/per location (or at the GM's discretion). You happen to know JUST the person who has the information you're looking for, or could get you out of a jam, and… Roll 1d20:

  • 1–5. They want you DEAD.
  • 6–12. You owe them money.
  • 13–19. They can be convinced to help you..
  • 20. They are your biggest fan/are madly in love with you.

Can be thrown by a larger ally, REALLY far. Half damage from falling and forced movement.

Whether it is the sticks or flowers in your hair, your smell, or the way you carry yourself, wild creatures are less frightened of you and more willing to aid you. +1 Naturecraft. While Field Resting, roll your Hit Dice with advantage while in the wild.

You take half damage from all magical effects, double from weapons made of metal (before armor is applied).

You never run out of your own personal rations. Anything can be food if you try hard enough! Advantage against poison saves. +1 max Hit Die.

Recover twice as many Wounds and HP while resting on a ship or near water. You can fill in for a first mate or captain in a pinch. Advantage on water-related skill checks.

You can dig twice as fast as others. Safe resting locations underground always count as Lavish lodging for you. You struggle to rest (INT save) while it's raining. "Water… from the SKY?!"

You speak Goblin natively (much better than one who has learned it later in life).

You automatically notice and can avoid crudely-made traps and have advantage to notice and disarm more sophisticated traps.

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Change It Up! You can choose any other ancestry to be raised by instead, and exchange the known language and get 1 helpful/iconic ability those people would inculcate (e.g., Dwarves know Dwarvish and are very good with smithing or stonecraft).

Advantage on all Lore checks related to knowledge about items, facts, or events that happened more than 100 years ago.

You can forge most documents or mimic voices flawlessly. You have a criminal contact in most major cities. However, your reputation often precedes you—until you prove yourself to be trustworthy.

You always have up-to-date knowledge of the customs and dress of the upper classes and may even know many of their secrets. Advantage on Influence checks with the upper class.

You are immune to the Frightened condition. +1 Initiative. –1 Armor.

Requirement: 0 or negative INT at character creation

(Req. 0 or negative INT at character creation.) Reroll an INT-related skill check, 1/day. Reroll a failed INT save with advantage, 1/Safe Rest.

Requirement: 0 or negative STR at character creation

(Req. 0 or negative STR at character creation.) Reroll a failed STR-related roll (e.g., STR attack, STR save, Might check) and use another stat instead, 1/day.

Requirement: 0 or negative WIL at character creation

(Req. 0 or negative WIL at character creation.) A result of 1 or less on any WIL-related roll counts as a natural 20 (WIL save, Naturecraft, Perception, Influence, or Insight check).

Requirement: 0 or negative DEX at character creation

(Req. 0 or negative DEX at character creation.) Whenever you fail a DEX-related roll (e.g., DEX attack, DEX save, Stealth check, Finesse check), you may roll again. If you still fail, the consequences are BAD.

Choose a profession (Baker/Cook, Smith, Stonemason, Weaver, Leatherworker, etc.). Checks you make related to that profession are made with advantage. You also retain special knowledge related to your profession.

Come on then, you can take it! You never believed what your ancestor said about overconfidence anyways.

+2 max HP per level. +2 armor. Attacks never miss you.

Made by Kazok the Goblin & SanityWithIn

You have always been fascinated by other cultures, from the most ancient and primeval lost lands to the most modern civilizations. By studying other cultures' customs, philosophies, laws, rituals, religious beliefs, languages, and art, you have learned how tribes, empires, and all forms of society in between craft their own destinies and doom. This knowledge came to you not only through books and scrolls, but also through firsthand observation—by visiting far-flung settlements and exploring local histories and customs.

You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures - enough to communicate on a rudimentary level.