Generic Sub-Origins

Given herein is a list of sub-origins that a player can take in place of their sub-origin from their home region. Like with a region's sub-origin, these alter the base origin, as in they are in addition to the features given therein. You can either take the Generic Region Origin of Wanderer given below, or any Regional Origin as your base Origin along with any of the sub-origins listed below. You cannot take a regional sub-origin unless your base origin is of that region.

Wanderer

You are a wanderer, you do not call any one region home and because of this you are free in many ways, but also bound in many others, but perhaps one day you can find a place that can be your own. All Wandering Origins share the following origin benefit:
  • ASI: +1 to an ability score of your choice; up to your Ability Score cap
  • Skill Proficiency: One skill or toolkit of your choice.
  • Language: You can speak one language of your choice that is not a secret or forgotten language.
  The following are specific sub-origins that any character can take, even those from a specific countries origin; this alters the base origin of the character.

Apostate

You learned to hide and thrive within the darker places of the realms, always looking over your shoulder for what gifts you possess are either seen as vile and must be purged, or something sought after for what they can provide for those with power and ill intent. Either way, it is from this game of cat and mouse that you have learned how to better hide your gifts in order to survive.
  • ASI: You can replace your +1 ASI for a +1 Dexterity or Charisma ASI; up to your Ability Score cap.
  • Skill Proficiency: Deception or Stealth, this is in addition to the skill proficiency from the base origin; you can replace either of these skill proficiencies with a tool proficiency of your choice.
  • Lore (choose any five): [Region] Geography, [Region] Fauna, [Region] Flora, [Region] Culture, [Region] Faith, Dark Magic, Obscure Magic, Occult Rituals, Blood Gifts, Blood Curses, [Region] Laws and Customs, [Region] History.
  • Equipment: A dagger, a spell focus, a backpack, a bedroll, a mess kit, a tinderbox, 10 days of rations, a waterskin, a traveler's outfit, a two-person tent, and a coin pouch containing 6 gold pieces and 8 silver pieces.

Feature: Blood Gift

  • You gain one cantrip from the Cleric or Sorcerer spell list; additionally, choose two spells of 1st level from your chosen spell list. You gain a single 1st level Spell Slot, with which you can cast either of these two spells, should you later gain the Spellcasting feature, this spell slot can be used to cast spells from that feature and vice versa. Your Spellcasting Ability score for spells cast using this feature are cast using either your Intelligence, Wisdom, or Charisma, chosen when you take this origin.
  • You have advantage on any check or save made to hide or conceal your identity, or your magical or supernatural abilities.
  • Whenever you would make a d20 roll, you can roll again, if you do so you must take the new result, even if it is worse. You can use this feature once, regaining its use after completing a long rest. This is an Exhaustive feature when used for Downtime or mechanically relevant actions. Otherwise, you can 'Rest' to recover this in RP. Slots used exhaustively do not recover unless time progresses or a Recuperate DTD action is taken, per Downtime rules.
Below are a number of options that can help flesh out your characters. These are optional, and you may choose your own if they don't fit your character. Typically pick 2 Personality Traits, and 1 from each of the other lists.

d8 Personality Trait

  1. I lie about almost everything, even when there’s no good reason to.
  2. Some event from the past keeps worming its way into my mind, making me restless.
  3. I always have a plan for what to do when things go wrong.
  4. I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
  5. I spend money freely and live life to the fullest, knowing that tomorrow I might die.
  6. I don’t talk about the thing that torments me. I’d rather not burden others with my curse.
  7. I refuse to become a victim, and I will not allow others to be victimized.
  8. When violence breaks out, I lose myself in rage, and it’s sometimes hard to stop.

d6 Ideal

  1. Independence. I am a free spirit—no one tells me what to do. (Chaotic)
  2. Altruist. I try to help those in need, no matter what the personal cost. (Good)
  3. Escape. Those that hunt me are pure evil! I can’t atone for what I’ve done for them, but I can escape with my life. (Any)
  4. People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
  5. Beast Inside. I’m a monster that destroys other monsters, and anything else that gets in my way. (Evil)
  6. I’ll stop the spirits that haunt me or die trying. (Any)

d6 Bond

  1. A powerful person killed someone I love. Some day soon, I’ll have my revenge.
  2. Someone I loved died because of a mistake I made. That will never happen again.
  3. There’s evil in me, I can feel it. It must never be set free.
  4. A witch told me I have a special destiny to fulfill, and I’m trying to figure out what it is.
  5. My family might still be out there somewhere, how I long to see them again.
  6. I can't stand to see anyone afraid, and stand up for those who are.

d8 Flaw

  1. I hate to admit it and will hate myself for it, but I’ll run and preserve my own hide if the going gets tough.
  2. I have a “tell” that reveals when I’m lying.
  3. I drink to dull the pain in the back of my head.
  4. I have certain rituals that I must follow every day. I can never break them.
  5. I feel no compassion for the dead. They’re the lucky ones.
  6. I am a purveyor of doom and gloom who lives in a world without hope.
  7. I can hear the voices of everyone I’ve killed. I see their faces. I can’t be free of these ghosts.
  8. Fear is a powerful motivator. I will do whatever it takes to prevent those who know what I am from seeing me fail, and from those I care about from knowing what I am.

Athlete

You strive towards perfection, always looking to the next challenge, always looking to see your skills grow for you revel in your own accomplishments and of those greats of ages past and present. It is from this dedication to the athletic arts that you have learned certain skills beyond those of others, pushing yourself just that extra mile you hope that one day your exploits and your words will be inscribed for all time, as a legend to all.
  • ASI: You can replace your +1 ASI for a +1 Strength, Dexterity, or Constitution ASI; up to your Ability Score cap.
  • Skill Proficiency: Acrobatics or Athletics, this is in addition to the skill proficiency from the base origin; you can replace either of these skill proficiencies with a tool proficiency of your choice.
  • Lore (choose any five): [Region] Geography, [Region] Fauna, [Region] Flora, [Region] Culture, [Region] Faith, [Region] Laws and Customs, [Region] History, Martial Arts, Games and Rules, Athletic Competitions, Legendary Athletes, Heroic Tales, or Heroic Anthems.
  • Equipment: A backpack, a bedroll, a mess kit, a tinderbox, 10 days of rations, a waterskin, a traveler's outfit, and a coin pouch containing 15 gold pieces and 6 silver pieces.

Feature: Prodigal Athlete

  • Your pool of Stamina is increased by your Strength and Dexterity modifier.
  • Whenever you take the Step stamina action, you can move 10 feet with that Step. Additionally, whenever you take the Run stamina action, you move 1d6x5 feet per run instead of 1d4x5 feet per run.
  Below are a number of options that can help flesh out your characters. These are optional, and you may choose your own if they don't fit your character. Typically pick 2 Personality Traits, and 1 from each of the other lists.

d8 Personality Trait

  1. I feel most at peace during physical exertion, be it exercise or battle.
  2. I’m a hopeless romantic, always searching for that “special someone.”
  3. I have a daily exercise routine that I refuse to break.
  4. Obstacles exist to be overcome.
  5. When I see others struggling, I offer to help.
  6. I love to trade banter and gibes.
  7. I’ll settle for nothing less than perfection.
  8. I get irritated if people praise someone else and not me.

d6 Ideal

  1. Competition. I strive to test myself in all things. (Chaotic)
  2. Triumph. The best part of winning is seeing my rivals brought low. (Evil)
  3. Camaraderie. The strongest bonds are forged through struggle. (Good)
  4. People. I strive to inspire my spectators. (Neutral)
  5. Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)
  6. Growth. Lessons hide in victory and defeat. (Any)

d6 Bond

  1. My teammates are my family.
  2. I will overcome a rival and prove myself their better.
  3. My mistake got someone hurt. I’ll never make that mistake again.
  4. I will be the best for the honor and glory of my home.
  5. The person who trained me is the most important person in my world.
  6. I strive to live up to a specific hero’s example.

d6 Flaw

  1. I indulge in a habit that threatens my reputation or my health.
  2. I’ll do absolutely anything to win.
  3. I’ll do anything to win fame and renown.
  4. I have lingering pain from old injuries.
  5. Any defeat or failure on my part is because my opponent cheated.
  6. I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.

Bandit

For whatever reason you have fallen to common banditry to survive, but more than that, you've found yourself actually good at such acts of skullduggery. More so, you've found that these acts have given you an air of fear that can drive even the most stalwart of warriors to falter from your gaze, and you assuredly use this to your advantage.
  • ASI: You can replace your +1 ASI for a +1 Strength or Charisma ASI; up to your Ability Score cap.
  • Skill Proficiency: Intimidation, this is in addition to the skill proficiency from the base origin; you can replace either of these skill proficiencies with a tool proficiency of your choice.
  • Lore (choose any five): [Region] Geography, [Region] Fauna, [Region] Flora, [Region] Culture, [Region] Faith, [Region] Laws and Customs, [Region] History, Ambush Tactics, Hidden Pathways, [Region] Trade Routes, [Region] Supply and Demand, Guard Patrols, or Valuables.
  • Equipment: A single Simple or Martial weapon of your choice, a backpack, a bedroll, a mess kit, a tinderbox, 10 days of rations, a waterskin, a traveler's outfit, and a coin pouch containing 4 gold pieces and 9 silver pieces.

Feature: Brigand

  • You are considered to be in each unoccupied space within 5 feet of your position when determining if you or an ally are Flanking a foe.
  • When making an Intimidate check to Frighten or Antagonize a target, you can target an additional number of creatures with this effect equal to your Proficiency bonus.
  • You gain proficiency with your chosen weapon gained as a part of this origin's starting gear, if you are already proficient with all martial weapons, you instead gain an additional 2 Stamina points, this bonus can be applied retroactively.
Below are a number of options that can help flesh out your characters. These are optional, and you may choose your own if they don't fit your character. Typically pick 2 Personality Traits, and 1 from each of the other lists.

d8 Personality Trait

  1. I like a job well done, especially if I can convince someone else to do it.
  2. The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
  3. Even with the money I get, I try to help others in need.
  4. I would rather make a new friend than a new enemy.
  5. I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
  6. I don’t pay attention to the risks in a situation. Never tell me the odds.
  7. To me, a tavern brawl is a nice way to get to know a new city.
  8. I’ve been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.

d6 Ideal

  1. Honor. I don’t steal from others in the trade. (Lawful)
  2. Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
  3. Charity. I steal from the wealthy so that I can help people in need. (Good)
  4. Greed. I will do whatever it takes to become wealthy. (Evil)
  5. People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
  6. Respect. The thing that keeps a crew together is mutual respect between the chief and their crew. (Good)

d6 Bond

  1. I was cheated out of my fair share of the profits, and I want to get my due.
  2. My crew was murdered by a band of adventurer's or guards, who plundered our camp, and left me to die. Vengeance will be mine.
  3. My ill-gotten gains go to support my family.
  4. I’m loyal to my chief first, everything else second.
  5. I’m guilty of a terrible crime. I hope I can redeem myself for it.
  6. Someone I loved died because of a mistake I made. That will never happen again.

d6 Flaw

  1. When I see something valuable, I can’t think about anything but how to steal it.
  2. When faced with a choice between money and my friends, I usually choose the money.
  3. Once someone questions my courage, I never back down no matter how dangerous the situation.
  4. I have a “tell” that reveals when I’m lying.
  5. I turn tail and run when things look bad.
  6. An innocent person is in prison for a crime that I committed. I’m okay with that.

Folk Hero

You are notable to the common folks of the realm, having risen up in their time of need. It is through your deeds that the people see you as their champion, one who can stop the tides of villainy and bring them peace. Whether this is true or not, you have learned to utilize this fame to your benefit or the benefit of those you serve, for when destiny calls, it is you who will answer.
  • ASI: You can replace your +1 ASI for a +1 ASI to any ability score of your choice; up to your Ability Score cap.
  • Skill Proficiency: Athletics, Perception, or Tactics, this is in addition to the skill proficiency from the base origin; you can replace either of these skill proficiencies with a tool proficiency of your choice.
  • Lore (choose any five): [Region] Geography, [Region] Fauna, [Region] Flora, [Region] Culture, [Region] Faith, [Region] Laws and Customs, [Region] History, [Region] [Settlement of your choice], [Monster of your choice], Heroic Tales, [Region] Trade Routes, Guard Patrols, Valuables, Monster Reagents, [Monster] Hunting Patterns.
  • Equipment: A single Simple or Martial weapon of your choice, a backpack, a bedroll, a mess kit, a tinderbox, 10 days of rations, a waterskin, a two-person tent, a traveler's outfit, and a coin pouch containing 9 gold pieces and 3 silver pieces.

Feature: Destined for Greatness

  • You gain an additional use of Destiny. You can use this point of Destiny without accruing Villain Points.
  • You start out with a Prestige score of 5, and your cap is increased by 10, and whenever you would gain Influence, good or bad, the amount gained is increased by half of your Proficiency bonus. (This does not apply to Civilians getting 1 influence for every 5 days spent)
  • You gain proficiency with your chosen weapon gained as a part of this origin's starting gear, if you are already proficient with all martial weapons, you instead gain an additional 2 Stamina points, this bonus can be applied retroactively.
  Below are a number of options that can help flesh out your characters. These are optional, and you may choose your own if they don't fit your character. Typically pick 2 Personality Traits, and 1 from each of the other lists.

d8 Personality Trait

  1. I judge people by their actions, not their words.
  2. If someone is in trouble, I’m always ready to lend help.
  3. When I set my mind to something, I follow through no matter what gets in my way.
  4. I have a strong sense of fair play and always try to find the most equitable solution to arguments.
  5. I’m confident in my own abilities and do what I can to instill confidence in others.
  6. Thinking is for other people. I prefer action.
  7. I misuse long words in an attempt to sound smarter.
  8. I get bored easily. When am I going to get on with my destiny?

d6 Ideal

  1. Respect. People deserve to be treated with dignity and respect. (Good)
  2. Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
  3. Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
  4. Might. If I become strong, I can take what I want—what I deserve. (Evil)
  5. Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
  6. Destiny. Nothing and no one can steer me away from my higher calling. (Any)

d6 Bond

  1. I have a family, but I have no idea where they are. One day, I hope to see them again.
  2. I worked the land, I love the land, and I will protect the land.
  3. A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
  4. My tools are symbols of my past life, and I carry them so that I will never forget my roots.
  5. I protect those who cannot protect themselves.
  6. I wish my childhood sweetheart had come with me to pursue my destiny.

d6 Flaw

  1. The tyrant who rules my land will stop at nothing to see me killed.
  2. I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
  3. The people who knew me when I was young know my shameful secret, so I can never go home again.
  4. I have a weakness for the vices of the city, especially hard drink.
  5. Secretly, I believe that things would be better if I were a tyrant lording over the land.
  6. I have trouble trusting in my allies.

Green Seer

You have become attuned with nature having been called to it at a young age or perhaps more recently, this calling has instilled within you a deeper understanding of the primal world and the magic therein. It is from this knowledge that you have learned to see beyond the mortal view and instead call forth the powers of green sight to guide you.
  • ASI: You can replace your +1 ASI for a +1 Wisdom ASI; up to your Ability Score cap.
  • Skill Proficiency: Animal Handling, Nature, or Survival, this is in addition to the skill proficiency from the base origin; you can replace either of these skill proficiencies with a tool proficiency of your choice.
  • Lore (choose any five): [Region] Geography, [Region] Fauna, [Region] Flora, [Region] Culture, [Region] Faith, [Region] Laws and Customs, [Region] History, [Region] [Settlement of your choice], Natural Pathways, Hunting Trails, [Monster of your choice], Primal Magic, Menhir Stones, Leylines, Monstrous Reagents, or Natural Reagents.
  • Equipment: A primal focus, a backpack, a bedroll, a mess kit, a tinderbox, 10 days of rations, a waterskin, a traveler's outfit, and a coin pouch containing 3 gold pieces and 8 silver pieces.

Feature: Greensight

  • You gain Greensight out to 20 feet, you can disable this feature as a bonus action, and enable it as a bonus action. This vision type allows you to see through thick plant matter as though it were transparent. Greenery, leaves, and vines—even lichen, moss, and slime—offer no concealment to your sight, though your vision still can be blocked by solid wood, such as trees or wooden structures, as well as greenery out of range.
  • You gain one cantrip from the Druid spell list; additionally, choose two spells of 1st level from the Druid or Ranger spell list. You gain a single 1st level Spell Slot, with which you can cast either of these two spells, should you later gain the Spellcasting feature, this spell slot can be used to cast spells from that feature, and vice versa. Your Spellcasting Ability score for spells cast using this feature are cast using Wisdom.
  • You have access to an Average-quality Library.
  Below are a number of options that can help flesh out your characters. These are optional, and you may choose your own if they don't fit your character. Typically pick 2 Personality Traits, and 1 from each of the other lists.

d8 Personality Trait

  1. I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
  2. I am that type of person who interacts more with plants than people.
  3. I often tell people to be kind to flora as one day they will return the favor.
  4. I tend to talk, hum or sing to myself quite often.
  5. If I could make those around me laugh and smile, then there is little I would not do.
  6. I intoxicate myself to allow my powers
  7. I feel more comfortable outside than inside.
  8. I have a lesson for every situation, drawn from observing nature.

d6 Ideal

  1. Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
  2. Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)
  3. Natural Order. There is an order to all things. This order must be kept. (Lawful)
  4. Might. One's value is in their might. Only the strong are worthy of surviving. (Evil)
  5. Nature. The natural world is more important than all the constructs of civilization. (Neutral)
  6. Guardian. Nature should always be protected, and anyone who tries to harm it will deal with me. (any)

d6 Bond

  1. Nothing is more important than the other members of my family, order, or association.
  2. I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
  3. I will bring terrible wrath down on the evildoers who destroyed my homeland.
  4. I am the last of my tribe, and it is up to me to ensure their names enter legend.
  5. I suffer awful visions of a coming disaster and will do anything to prevent it.
  6. I have a twin with whom I share this power

d6 Flaw

  1. I can't be trusted with valuables and will often sell what I don't need.
  2. There’s no room for caution in a life lived to the fullest.
  3. I am dogmatic in my thoughts and philosophy.
  4. I tend to avoid people because my powers put stress on me
  5. Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.
  6. Sometimes I can't let go of events I have experienced in other cities.

Guide

You have a natural inclination and understanding of the various pathways and trails of the realm, and find it difficult to lose your way. Because of this knack you have learned to avoid dangers while on the road with ease able to sense when things are amiss, and can travel with greater haste along with those that you guide.
  • ASI: You can replace your +1 ASI for a +1 Dexterity ASI; up to your Ability Score cap.
  • Skill Proficiency: Athletics or Survival, this is in addition to the skill proficiency from the base origin; you can replace either of these skill proficiencies with a tool proficiency of your choice.
  • Lore (choose any five): [Region] Geography, [Region] Fauna, [Region] Flora, [Region] Culture, [Region] Faith, [Region] Laws and Customs, [Region] History, [Region] [Settlement of your choice], Natural Pathways, Hunting Trails, [Region] Trade Routes, [Region] [Terrain of your choice], Ambush Tactics, [Monster] Hunting Patterns, [Region] Tribes.
  • Equipment: a backpack, a bedroll, a mess kit, a tinderbox, 10 days of rations, a waterskin, a traveler's outfit, a Climber's Kit, and a coin pouch containing 8 gold pieces and 3 silver pieces.

Feature: Far Traveler

  • You are considered a Guide for any party that you lead when traveling Overland, because of this you treat your groups Overland Travel as being on the track one step greater than normal, Difficult > Normal > Guide.
  • While leading your party you can Stealth while moving at a Medium or Slow pace, not just a Slow pace, and whenever an encounter check is made while you are leading your party, the check is rolled an additional time, and takes the more favorable result.
  • You have advantage on Initiative checks as you have been trained to be ready for almost anything, if you later gain advantage on Initiative checks from another source, you instead roll thrice and take the best of all results.
  • You can take the Help action as a bonus action instead of an action, and whenever you do so, you can do so at a range of 10 feet and can apply the benefits to up to two creatures within range.
  Below are a number of options that can help flesh out your characters. These are optional, and you may choose your own if they don't fit your character. Typically pick 2 Personality Traits, and 1 from each of the other lists.

d8 Personality Trait

  1. I'm self-sufficient. I don't need help, thanks!
  2. I watch over my friends as if they were a litter of newborn pups.
  3. I once ran twenty-five miles without stopping to warn my clan of an approaching horde. I’d do it again if I had to.
  4. I have a lesson for every situation, drawn from observing nature.
  5. I feel more comfortable outside than inside.
  6. I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
  7. I feel far more comfortable around animals than people.
  8. I quickly pick up on local accents and begin imitating them almost immediately.

d6 Ideal

  1. Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
  2. Protector. I am the first line of defense, no one can know the lives I've saved. (Good)
  3. Respect. I respect nature and take from it only what is needed. (Lawful)
  4. Greed. If you want me to help you, it had better pay well. (Evil)
  5. Nature. The natural world is more important than all the constructs of civilization. (Neutral)
  6. Wanderlust. There's a voice that keeps on calling me, down the road is where I'll always be. (Any)

d6 Bond

  1. I made an error once and lives were lost. I won't allow that to happen again.
  2. Letting a love go is unspeakable sadness. Like a drunkard to ale, I will find it again!
  3. Wanderlust is in my blood and in my bones. I will not remain in one place for more than a full moon cycle.
  4. I am sick of protecting other peoples wealth, I want some of my own.
  5. Life on the road is a calling that cannot be explained.
  6. I saw something incredible and no one believes me. I'll prove I didn't imagine it.

d6 Flaw

  1. Having lived in the wilderness for most of my life, I have poor standards of hygiene.
  2. My curiosity often gets the better of me.
  3. I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me.
  4. I am slow to trust outsiders.
  5. I protect my own life first and foremost.
  6. I can't bring myself to save another who I don't believe would return the favor.

Thief

You have stolen many things in your life, a piece of bread here, a coin pouch there, taking what you must to survive, but the more you stole, the more you grew to realize just how good you were at this, sure it wasn't exactly legal, but hey, better be a king of a thieves than a common street rat.
  • ASI: You can replace your +1 ASI for a +1 Dexterity ASI; up to your Ability Score cap.
  • Skill Proficiency: Sleight of Hand or Stealth, this is in addition to the skill proficiency from the base origin; you can replace either of these skill proficiencies with a tool proficiency of your choice.
  • Lore (choose any five): [Region] Geography, [Region] Fauna, [Region] Flora, [Region] Culture, [Region] Faith, [Region] Laws and Customs, [Region] History, [Region] [Settlement of your choice], [City] Streets and Alleyways, [City] Escape Routes, [Region] Trade Routes, [Region] Supply and Demand, Guard Patrols, [Region] Nobility, or Valuables.
  • Equipment: a backpack, a bedroll, a mess kit, a tinderbox, 2 days of rations, a waterskin, a traveler's outfit, a set of Thieves' Tools, and a coin pouch containing 14 gold pieces and 6 silver pieces.

Feature: Eye for Gold

  • Whenever you would make a Deception, Sleight of Hand, or Stealth check or a check using your Thieves Tools, you can spend 2 points of Stamina to add a +1d4 Insight bonus on the results of that check.
  • You can as an Action, open up your awareness to the wealthy things in life, allowing you to sense upon your marks the most valuable thing upon them. When you use this feature, you know the direction of the most valuable item within 60 feet that is not protected from divination magic. You can focus your sense on this by spending a minute in concentration, if you do so, you can focus your senses on a specific location or individual allowing you to determine their most valuable object or the direction to the most valuable object in that area. This sense doesn't tell you specific information about the object. You can focus your senses using this feature once, regaining its use after completing a long rest. This is an Exhaustive feature.
  Below are a number of options that can help flesh out your characters. These are optional, and you may choose your own if they don't fit your character. Typically pick 2 Personality Traits, and 1 from each of the other lists.

d8 Personality Trait

  1. I always have a plan for what to do when things go wrong.
  2. I have a joke for every occasion, especially occasions where humor is inappropriate.
  3. Flattery is my preferred trick for getting what I want.
  4. I’m a born gambler who can’t resist taking a risk for a potential payoff.
  5. I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
  6. When I’m in doubt about revealing something, I assume it’s a secret, and I don’t share it.
  7. The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
  8. I pocket anything I see that might have some value.

d6 Ideal

  1. Independence. I am a free spirit—no one tells me what to do. (Chaotic)
  2. Fairness. I never target people who can’t afford to lose a few coins. (Lawful)
  3. Charity. I steal from the wealthy so that I can help people in need. (Good)
  4. Greed. I will do whatever it takes to become wealthy. (Evil)
  5. People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
  6. Aspiration. I’m determined to make something of myself. (Any)

d6 Bond

  1. I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
  2. I owe everything to my mentor—a horrible person who’s probably rotting in jail somewhere.
  3. Somewhere out there, I have a child who doesn’t know me. I’m making the world better for him or her.
  4. My ill-gotten gains go to support my family.
  5. I will become the greatest thief that ever lived.
  6. Someone I loved died because of a mistake I made. That will never happen again.

d6 Flaw

  1. I can’t resist a pretty face.
  2. I’m always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in...
  3. Someone who knows me well might call me "two-faced" but those who don't have no idea what hit 'em.
  4. I’m too greedy for my own good. I can’t resist taking a risk if there’s money involved.
  5. When faced with a choice between money and my friends, I usually choose the money.
  6. I hate to admit it and will hate myself for it, but I’ll run and preserve my own hide if the going gets tough.

Troubadour

You are most at home upon a stage, a reveler and vagabond wherein music and tales are your passion, and they speak through you. It is through this passion that you have grown and learned how to inspire others to greater acts, but not without your own acts building upon themselves, spreading your own tale and glory.
  • ASI: You can replace your +1 ASI for a +1 Charisma ASI; up to your Ability Score cap.
  • Skill Proficiency: Performance, this is in addition to the skill proficiency from the base origin; you can replace either of these skill proficiencies with a tool proficiency of your choice.
  • Lore (choose any five): [Region] Geography, [Region] Fauna, [Region] Flora, [Region] Culture, [Region] Faith, [Region] Laws and Customs, [Region] History, [Region] [Settlement of your choice], [Region] Nobility, Songs and Tales, [Region] Roads and Pathways, [Region] Folklore, or Music Theory.
  • Equipment: a backpack, a bedroll, a mess kit, a tinderbox, 2 days of rations, a waterskin, a traveler's outfit, an instrument of your choice, and a coin pouch containing 7 gold pieces and 4 silver pieces.

Feature: Minstrels Tale

  • You start out with a Prestige score of 5, and your cap is increased by 10, and whenever you would gain Influence, good or bad, the amount gained is increased by half of your Proficiency bonus.
  • You gain the ability to as a bonus action grant a single creature within 60 feet of you that can either see or hear you a +1d6 Morale bonus on a single d20 roll that they make within the next 10 minutes. You can use this ability once, regaining its use after completing a long rest. Should you gain access to the Bardic Inspiration feature, you gain an additional number of uses of that feature equal to half of your Proficiency bonus.
  Below are a number of options that can help flesh out your characters. These are optional, and you may choose your own if they don't fit your character. Typically pick 2 Personality Traits, and 1 from each of the other lists.

d8 Personality Trait

  1. I know a story relevant to almost every situation.
  2. Whenever I come to a new place, I collect local rumors and spread gossip.
  3. I’m a hopeless romantic, always searching for that “special someone.”
  4. Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
  5. I love a good insult, even one directed at me.
  6. I get bitter if I’m not the center of attention.
  7. I’ll settle for nothing less than perfection.
  8. I change my mood or my mind as quickly as I change key in a song.

d6 Ideal

  1. Beauty. When I perform, I make the world better than it was. (Good)
  2. Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)
  3. Creativity. The world is in need of new ideas and bold action. (Chaotic)
  4. Greed. I’m only in it for the money and fame. (Evil)
  5. People. I like seeing the smiles on people’s faces when I perform. That’s all that matters. (Neutral)
  6. Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)

d6 Bond

  1. My instrument is my most treasured possession, and it reminds me of someone I love.
  2. Someone stole my precious instrument, and someday I’ll get it back.
  3. I want to be famous, whatever it takes.
  4. I idolize a hero of the old tales and measure my deeds against that person’s.
  5. I will do anything to prove myself superior to my hated rival.
  6. I would do anything for the other members of my old troupe.

d6 Flaw

  1. I’ll do anything to win fame and renown.
  2. I’m a sucker for a pretty face.
  3. A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
  4. I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
  5. I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
  6. Despite my best efforts, I am unreliable to my friends.

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