Kaore's Background Changes
Changes made to Background Features cause some of them are whack and useless
You have advantage on Persuasion and Intimidation checks against the local watch or other such organizations and criminals who know who you are.
You have a +2 bonus to Pursuasion checks when you interact with nobles or other governmental bodies.
You have a reliable contact in any settlement that you have visited in the last five years and spent more than a workweek in. You have advantage on Persuasion and Intimidation checks against creatures you know to be members of the underworld.
You have a maximum number of indistinguishable personas equal to your proficiency bonus
You have advantage on Survival checks made to gather food, navigate, or scout when rolling for travel rolls (E.Alrinith's Exploration Expository )
You have a +2 bonus to Persuasion checks when interacting with the common folk.
When you fail a Pit Fighting roll, you can reroll it. This feature can only be used once per workweek.
You have expertise in checks made with the type of artisan's tools you gained proficiency in from this background.
At the end of a long rest, you can cast the spell Commune without material components, contacting a nature spirit or other similar entity. Once you do so, you cannot do so again for a number of days equal to 5 * the number of questions asked. The answers may come in the form of a vision, but the exact nature of the answers is determined by the DM.
You may grant a number of creatures up to your proficiency bonus a +2 bonus to travel rolls.
You have advantage on Persuasion and Intimidation checks against other mercenaries.
You have advantage on Intimidation checks made towards people that know of you or your crew's reputation and deeds.
You have advantage on Arcana and History checks made to recall or gain information
You have advantage on Persuasion and Intimidation checks made towards military personnel and members other such organizations.
You have a reliable contact in any settlement that you have visited in the last five years and spent more than a workweek in. You have advantage on Persuasion and Intimidation checks against creatures you know to be members of the underworld.
Acolyte
No changes yetAnthropologist
No changes yetArchaeologist
No changes yetCharlatan
No changes yetCity Watch / Investigator
AdditionYou have advantage on Persuasion and Intimidation checks against the local watch or other such organizations and criminals who know who you are.
Courtier
AdditionYou have a +2 bonus to Pursuasion checks when you interact with nobles or other governmental bodies.
Criminal / Spy
AdjustmentYou have a reliable contact in any settlement that you have visited in the last five years and spent more than a workweek in. You have advantage on Persuasion and Intimidation checks against creatures you know to be members of the underworld.
Entertainer
No changes yetFaceless
AdjustmentYou have a maximum number of indistinguishable personas equal to your proficiency bonus
Far Traveler
ReplacementYou have advantage on Survival checks made to gather food, navigate, or scout when rolling for travel rolls (E.Alrinith's Exploration Expository )
Fisher
No changes yetFolk Hero
AdditionYou have a +2 bonus to Persuasion checks when interacting with the common folk.
Gladiator
AdditionWhen you fail a Pit Fighting roll, you can reroll it. This feature can only be used once per workweek.
Guild Artisan
AdjustmentYou have expertise in checks made with the type of artisan's tools you gained proficiency in from this background.
Haunted One
No changes yetHermit
AdditionAt the end of a long rest, you can cast the spell Commune without material components, contacting a nature spirit or other similar entity. Once you do so, you cannot do so again for a number of days equal to 5 * the number of questions asked. The answers may come in the form of a vision, but the exact nature of the answers is determined by the DM.
Inheritor
No changes yetKnight
No changes yetMarine
AdditionYou may grant a number of creatures up to your proficiency bonus a +2 bonus to travel rolls.
Mercenary Veteran
AdditionYou have advantage on Persuasion and Intimidation checks against other mercenaries.
Noble
No changes yetOutlander
You have a +2 to Survival checks made to navigate or find nutrition when travelingPirate
AdditionYou have advantage on Intimidation checks made towards people that know of you or your crew's reputation and deeds.
Sage
AdditionYou have advantage on Arcana and History checks made to recall or gain information
Sailor
No changes yetShipwright
No changes yetSmuggler
No changes yetSoldier
AdditionYou have advantage on Persuasion and Intimidation checks made towards military personnel and members other such organizations.
Urban Bounty Hunter
ReplacementYou have a reliable contact in any settlement that you have visited in the last five years and spent more than a workweek in. You have advantage on Persuasion and Intimidation checks against creatures you know to be members of the underworld.
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