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FiendkinMedium
Exotic

Said to have been born from the union of man and fiend, or from a cursed bloodline, Fiendkin often find themselves outcasts in society. Yet, they embody determination in the face of adversity. Their ancestors didn't emerge from the depths of the Everflame to succumb to minor setbacks!

Flameborn

1 of your neutral saves is advantaged instead. You know Infernal if your INT is not negative.

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

Start with 500 or 1000 extra gold, or an uncommon/rare 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.

Level 3Heavy as Lead, Light as a Feather
Level 7Center of Gravity, Equal Reaction Law
Level 11Unmovable Object, Unstoppable Force
Level 15Supermassive Black Hole
D8d8
DEX STR
A Zephyr dedicates their life to the relentless pursuit of kinetic perfection. They hone their bodies into blurs of motion, training from a young age in remote wilds or mountain monasteries, wielding speed to unleash blows that echo through their foes and slip past attacks like a whispering wind. Zephyrs are Unarmed and Dangerous, relentless forces on the battlefield, and Graceful Combatants who move with unparalleled speed and turn enemy strikes into opportunities.