prompt
stringlengths 121
266
| response
stringlengths 16
3.59k
|
|---|---|
Asistente, necesito un background llamado 'Acolyte' que tenga habilidades en insight, religion, conocimiento en idiomas adicionales, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Acolyte
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.
|
Asistente, necesito un background llamado 'Acolyte' que tenga habilidades en insight, religion, proficiencia en herramientas como calligrapher's supplies, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Acolyte
|
Asistente, necesito un background llamado 'Anthropologist' que tenga habilidades en insight, religion, conocimiento en idiomas adicionales, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Anthropologist
Before becoming an adventurer, you spent much of your adult life away from your homeland, living among people different from your kin. You came to understand these foreign cultures and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs Choose a race whose culture you've adopted, or roll on the Adopted Culture table.
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.
Anthropologists leave behind the societies into which they were born to discover what life is like in other parts of the world. They seek to see how other races and civilizations survive - or why they did not. Some anthropologists are driven by intellectual curiosity, while others want the fame and recognition that comes with being the first to discover a new people, a lost tribe, or the truth about an ancient empire's downfall.
|
Asistente, necesito un background llamado 'Archaeologist' que tenga habilidades en history, survival, conocimiento en idiomas adicionales, proficiencia en herramientas como choose, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Archaeologist
Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. Roll on the Signature Item table to see what you have, or choose an item from the table.
When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.
Few archaeologists can resist the lure of an unexplored ruin or dungeon, particularly if such a site is the source of legends or is rumored to contain the treasures and relics of wizards, warlords, or royalty. Some archaeologists plunder for wealth or fame, while others consider it their calling to illuminate the past or keep the world's greatest treasures from falling into the wrong hands. Whatever their motivations, archaeologists combine the qualities of a scrappy historian with the self-made heroism of a treasure-hunting scoundrel.
|
Asistente, necesito un background llamado 'Artisan' que tenga habilidades en investigation, persuasion, proficiencia en herramientas como anyArtisansTool, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Artisan
|
Asistente, necesito un background llamado 'Ashari' que tenga habilidades en nature, choose, conocimiento en idiomas adicionales, proficiencia en herramientas como herbalism kit, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Ashari
Growing up surrounded by wild elemental magics has attuned your senses to those chaotic forces, enabling you to subtly bend them to your will. As an action, you channel minor magic involving the element of your chosen Ashari order, giving you one of the following abilities:
You instantaneously create and control a burst of flame small enough to light a candle, a torch, or a small campfire. Alternatively, you snuff out a flame of the same size.
You instantaneously create a small rock no larger than a {@item gold (gp)|PHB|gold coin}. The rock appears in your hand, then turns to dust after 1 minute.
You instantaneously create enough hot or cold water to fill a small drinking vessel.
You create an instantaneous puff of wind strong enough to blow papers off a desk or mess up someone's hair.
{@book The Ashari|TDCSR|2|The Ashari} hold themselves removed from the rest of Tal'Dorei by their own choice. This makes many Ashari naive to the ways of the world beyond their homes—but it can also make them determined, steadfast, and tightly focused on their goals. Ever since {@creature Keyleth, Voice of the Tempest|TDCSR} and leader of the {@book Zephrah|TDCSR|3|Zephrah}, became a world-renowned hero, the Air Ashari at least have become more familiar to Tal'Dorei's other peoples. They are known to welcome outsiders to their mountaintop enclave, and to take on quests that force them to leave their isolated home.
To learn more about your character's Ashari order, see "{@book The Ashari|TDCSR|2|The Ashari}".
|
Asistente, necesito un background llamado 'Astral Drifter' que tenga habilidades en insight, religion, conocimiento en idiomas adicionales, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Astral Drifter
You are {@dice 20d6} years older than you look, because you have spent that much time in the Astral Sea without aging.
You gain the {@feat Magic Initiate||Magic Initiate feat} from the {@book Player's Handbook|PHB} and must choose cleric for the feat.
In the Astral Sea, you crossed paths with a wandering deity. The encounter was brief and nonviolent, yet it made a lasting impression on you. This deity saw fit to share one secret or obscure bit of cosmic lore with you. Work with your DM to determine the details of this knowledge and its impact on the campaign.
Roll on the Divine Contact table to determine which deity you encountered, or work with your DM to identify a more suitable choice.
|
Asistente, necesito un background llamado 'Athlete' que tenga habilidades en acrobatics, athletics, conocimiento en idiomas adicionales, proficiencia en herramientas como vehicles (land), equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Athlete
You have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a {@chance 50} chance you can find someone there who admires you and is willing to provide information or temporary shelter.
Between adventures, you might compete in athletic events sufficient enough to maintain a comfortable lifestyle, as per the "{@book Practicing a Profession|PHB|8|Practicing a Profession}" downtime activity in chapter 8 of the {@book Player's Handbook|PHB}.
While many athletes practice various games and events, most excel at a single form of competition. Roll or choose from the options in the Favored Event table to determine the athletic event in which you excel.
Competition can forge strong bonds between teammates and rivals or ignite bitter feuds that burn outside the arena. Athletes often apply lessons from their training to their lives in general.
|
Asistente, necesito un background llamado 'Augen Trust (Spy)' que tenga ciertas características únicas. ¿Puedes ayudarme?
|
Background: Augen Trust (Spy)
|
Asistente, necesito un background llamado 'Azorius Functionary' que tenga habilidades en insight, intimidation, conocimiento en idiomas adicionales, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Azorius Functionary
You have the authority to enforce the laws of Ravnica, and that status inspires a certain amount of respect and even fear in the populace. People mind their manners in your presence and avoid drawing your attention; they assume you have the right to be wherever you are. Showing your Azorius insignia gets you an audience with anyone you want to talk to (though it might cause more problems than it solves when you're dealing with incorrigible lawbreakers). If you abuse this privilege, though, you can get in serious trouble with your superiors and even be stripped of your position.
{@i Prerequisite: Spellcasting or Pact Magic class feature}
For you, the spells on the Azorius Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Your magic often takes the form of blue or golden runes floating and glowing in the air in circular patterns or of shimmering azure barriers of magical energy. If you cast {@spell ensnaring strike}, for example, the vines created by the spell might appear as rune-inscribed glowing bands that wrap around the target and hold it in place.
Members of the Azorius Senate tend toward a demeanor of cold dignity and a pragmatic, orderly nature. Steeped in the law as they are, their ideals and priorities revolve around legal issues.
The Azorius Senate is a sprawling bureaucracy, and people in a variety of positions throughout the guild can pull strings to make things happen. Because of the guild's role in making and enforcing laws for the entire city, your place in the Azorius can easily bring you into contact with members of other guilds, for good or ill.
Roll twice on the Azorius Contacts table (for an ally and a rival) and once on the Non-Azorius Contacts table.
As a member of the Azorius Senate, you are probably engaged in the work of law enforcement (even if your background involved the legislative or judicial aspects of the senate's activities). Legislative aides and judges' clerks find little reason to venture beyond the Azorius guildhalls, but soldiers and lawmages patrol the streets daily.
An Azorius soldier or lawmage is a force for order, charged with fighting crime on the streets—and in the halls of power. You might spend your time foiling thefts, putting a stop to Orzhov extortion, rooting out Dimir spies, or hunting down Golgari assassins. Perhaps you take your orders from a precognitive mage (or you are one yourself) who receives unpredictable and cryptic visions of future crimes that you and your allies must try to prevent.
|
Asistente, necesito un background llamado 'Baldur's Gate Acolyte' que tenga ciertas características únicas. ¿Puedes ayudarme?
|
Background: Baldur's Gate Acolyte
|
Asistente, necesito un background llamado 'Baldur's Gate Charlatan' que tenga ciertas características únicas. ¿Puedes ayudarme?
|
Background: Baldur's Gate Charlatan
|
Asistente, necesito un background llamado 'Baldur's Gate Criminal' que tenga ciertas características únicas. ¿Puedes ayudarme?
|
Background: Baldur's Gate Criminal
|
Asistente, necesito un background llamado 'Baldur's Gate Entertainer' que tenga ciertas características únicas. ¿Puedes ayudarme?
|
Background: Baldur's Gate Entertainer
|
Asistente, necesito un background llamado 'Baldur's Gate Folk Hero' que tenga ciertas características únicas. ¿Puedes ayudarme?
|
Background: Baldur's Gate Folk Hero
|
Asistente, necesito un background llamado 'Baldur's Gate Guild Artisan' que tenga ciertas características únicas. ¿Puedes ayudarme?
|
Background: Baldur's Gate Guild Artisan
|
Asistente, necesito un background llamado 'Baldur's Gate Hermit' que tenga ciertas características únicas. ¿Puedes ayudarme?
|
Background: Baldur's Gate Hermit
|
Asistente, necesito un background llamado 'Baldur's Gate Noble' que tenga ciertas características únicas. ¿Puedes ayudarme?
|
Background: Baldur's Gate Noble
|
Asistente, necesito un background llamado 'Baldur's Gate Outlander' que tenga ciertas características únicas. ¿Puedes ayudarme?
|
Background: Baldur's Gate Outlander
|
Asistente, necesito un background llamado 'Baldur's Gate Sage' que tenga ciertas características únicas. ¿Puedes ayudarme?
|
Background: Baldur's Gate Sage
|
Asistente, necesito un background llamado 'Baldur's Gate Sailor' que tenga ciertas características únicas. ¿Puedes ayudarme?
|
Background: Baldur's Gate Sailor
|
Asistente, necesito un background llamado 'Baldur's Gate Soldier' que tenga ciertas características únicas. ¿Puedes ayudarme?
|
Background: Baldur's Gate Soldier
|
Asistente, necesito un background llamado 'Baldur's Gate Urchin' que tenga ciertas características únicas. ¿Puedes ayudarme?
|
Background: Baldur's Gate Urchin
|
Asistente, necesito un background llamado 'Black Fist Double Agent' que tenga habilidades en deception, insight, proficiencia en herramientas como disguise kit, choose, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Black Fist Double Agent
Moderate
You are an informant for the Tears of Virulence who now lord over Phlan, but are also a double agent for original town guard of Phlan, the Black Fists. For the Tears you've been tasked with ferreting out the secrets of Phlan's criminal underworld, insurgency, and the common peoples of Phlan. In exchange for reporting on the activities of dissenters, criminals, and other rebel elements, the Tears of Virulence leave you alone to conduct your affairs in peace.
In reality you work for the deposed Black Fists, sharing misinformation with the Tears of Virulence that often helps the Black Fists and other Phlan insurgents.
Since the evacuation of Phlan, you are even busier today than you ever were previously, as the number of dissenters among the refugees grows daily, while you are afforded many opportunities to spy on the peoples of Mulmaster and Elventree, to the pleasure of your contact(s) within the Tears of Virulence.
You have a reliable and trusty contact within the Tears of Virulence garrison in Phlan to whom you pass information and secrets. In exchange, you can get away with minor criminal offenses within the town of Phlan. In addition, your Black Fists contacts can help you secure an audience with the Lord Regent, the Lord Sage, members of the Black Fists, or deposed nobles and authority figures who are sympathetic to the Phlan refugees and insurgents. Note: This feature is a variant of the Noble feature.
|
Asistente, necesito un background llamado 'Boros Legionnaire' que tenga habilidades en athletics, intimidation, conocimiento en idiomas adicionales, proficiencia en herramientas como anyGamingSet, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Boros Legionnaire
You have an established place in the hierarchy of the Boros Legion. You can requisition simple equipment for temporary use, and you can gain access to any Boros garrison in Ravnica, where you can rest in safety and receive the attention of medics. You are also paid a salary of 1 gp (a Boros-minted 1-zino coin) per week, which (combined with free lodging in your garrison) enables you to maintain a poor lifestyle between adventures.
{@i Prerequisite: Spellcasting or Pact Magic class feature}
For you, the spells on the Boros Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Your magic often features dramatic bursts of flame or radiance. When you cast beneficial spells on your allies, they appear momentarily surrounded with halos of bright fire.
The Boros Legion is a zealous army, full of righteous energy tempered with military discipline. Its members share its leadership's devotion to the ideals of justice, or they find satisfaction in the more warfare-oriented aspects of the legion's work.
The ordered structure of the Boros Legion offers abundant opportunities to make friends—and rivals—in higher places. You might have close friends in other guilds that share the Boros emphasis on order and community, or bitter enemies among the guilds that represent chaos and destruction.
Roll twice on the Boros Contacts table (for an ally and a rival) and once on the Non-Boros Contacts table.
As a member of the Boros Legion, you are subject to the orders of your superior officers. You go where the angels tell you to go, and you do what they command you to do, to the best of your ability. If you enjoy some measure of independence, it's either because you have proven yourself capable of working without close supervision or because you're a rebellious sort who is willing to disobey orders now and face the consequences later.
As a soldier on the street, you are tasked with bringing dangerous threats like the Rakdos and the Gruul in line. You might contend with Rakdos performances gone horribly out of control, Gruul raids on outlying neighborhoods, shipments of rot-infested vegetation from the Golgari undercity, and violent uprisings among the guildless. At the same time, you might have to worry about Dimir spies infiltrating your leadership, overzealous or corrupt Azorius senators abusing the law at the expense of justice, Izzet experiments leveling city blocks, and Simic creations that break out of laboratories and wreak havoc through the Tenth District.
Tajic is a firefist who carries the exalted title of Blade of the Legion, putting him just below the angels in rank. He maintains close communication with Aurelia, though recent events in the city have set them at odds. Tajic believes that the Boros can trust only the Boros. He is convinced that any effort at peace among the guilds is doomed to failure without the Guildpact. The Boros, he argues, would be better off spending their energy to make themselves stronger so they can uphold the fragile balance that exists now—and protect the innocent when the balance tilts. Aurelia feels that his negative attitude runs the risk of poisoning the hearts of the other Boros and undermining any peace efforts. For the most part, in deference to the angel, Tajic keeps his views to himself.
|
Asistente, necesito un background llamado 'Caravan Specialist' que tenga habilidades en animal handling, survival, conocimiento en idiomas adicionales, proficiencia en herramientas como vehicles (land), equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Caravan Specialist
Poor
You are used to life on the road. You pride yourself at having traveled every major trade way in the Moonsea region, including the best backroads and shortcuts. When traveling these roads, you know where the best inns, campsites, and water sources are located, as well as potential locations of danger such as ambush. Having worked the roads as long as you have, you have made many acquaintances and find it easy to pick up information and rumors floating from town to town. You are skilled with beasts of burden and handling and repairing wagons of all kinds.
You are used to being in charge of the operation and your reputation for reliability has you on a short list when the job is critical. Experience has taught you to rely on your gut. Others recognize this and look to you for direction when a situation gets serious. You are able to identify the most defensible locations for camping. If you are part of a caravan outfit, you are able to attract two additional workers that are loyal to you based on your reputation. You have an excellent memory for maps and geography and can always determine your cardinal directions while traveling. Note: This feature is a variant of the Outlander feature.
|
Asistente, necesito un background llamado 'Celebrity Adventurer's Scion' que tenga habilidades en perception, performance, conocimiento en idiomas adicionales, proficiencia en herramientas como disguise kit, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Celebrity Adventurer's Scion
You know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep.
Scions of celebrity adventurers must deal with fame that's not theirs, wealth they didn't earn, and expectations they can never hope to meet. These hardships can have adverse effects, but those who cope with them can arrive at a decent attitude and a grounded worldview. Those who fail become bitter—or worse.
|
Asistente, necesito un background llamado 'Charlatan' que tenga habilidades en deception, sleight of hand, proficiencia en herramientas como disguise kit, forgery kit, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Charlatan
You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
Every charlatan has an angle he or she uses in preference to other schemes. Choose a favorite scam or roll on the table below.
Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.
|
Asistente, necesito un background llamado 'Charlatan' que tenga habilidades en deception, sleight of hand, proficiencia en herramientas como forgery kit, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Charlatan
|
Asistente, necesito un background llamado 'City Watch' que tenga habilidades en athletics, insight, conocimiento en idiomas adicionales, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: City Watch
Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.
Use the tables for the {@background soldier} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch.
Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes.
|
Asistente, necesito un background llamado 'Clan Crafter' que tenga habilidades en history, insight, conocimiento en idiomas adicionales, proficiencia en herramientas como anyArtisansTool, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Clan Crafter
As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your companions) the finest accommodations and assistance.
Use the tables for the {@background guild artisan} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a clan crafter. (For instance, consider the words "guild" and "clan" to be interchangeable.)
Your bond is almost certainly related to the master or the clan that taught you, or else to the work that you produce. Your ideal might have to do with maintaining the high quality of your work or preserving the dwarven traditions of craftsmanship.
|
Asistente, necesito un background llamado 'Clasp Member' que tenga habilidades en deception, choose, conocimiento en idiomas adicionales, proficiencia en herramientas como choose, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Clasp Member
You have gained enough clout in the {@book Clasp|TDCSR|2|The Clasp} that you can call in a favor from your contacts whenever you're close enough to a center of syndicate activity. A request for a favor can be no longer than 20 words, and is passed up the chain to an undisclosed Spireling for approval. This favor can take on any form subject to the approval of the GM, who decides how it is fulfilled. If muscle is requested, an NPC member of the {@book Clasp|TDCSR|2|The Clasp} can temporarily aid your party. If money is needed, a small loan can be provided. If you've been imprisoned, {@book Clasp|TDCSR|2|The Clasp} operatives can look into breaking you out or paying off the jailer.
At some point, the favor will be called in for repayment, often without warning. Refusing the call will result in your termination—literally. You might be called on to commit a specific burglary, or to pressure an {@book Emonian|TDCSR|3|Emon, the City of Fellowship} dignitary to reveal a secret at an upcoming ball. The {@book Clasp|TDCSR|2|The Clasp} might even demand that you assassinate a specific person, with no questions asked or answered. It's the GM's prerogative to ensure that the syndicate's request is proportionate to the favor they bestowed—or that they compensate you in other ways for a service that goes beyond the scope of repaying the initial favor.
The {@book Clasp|TDCSR|2|The Clasp} enjoys a strange status in Tal'Dorei. The syndicate is a feared group of thieves and killers, whose name is often invoked only in whispers. But at the same time, the organization has a reputation for guerilla heroism, in response to its members having saved countless lives when the {@book Chroma Conclave|TDCSR|1|The Chroma Conclave} attacked {@book Emon|TDCSR|3|Emon, the City of Fellowship}. And so like every {@book Clasp|TDCSR|2|The Clasp} member, your own reputation often swings between these two poles.
Your bond is likely associated with your fellow {@book Clasp|TDCSR|2|The Clasp} members or the individual who introduced you to the syndicate. Your ideal probably involves establishing your importance and indispensability to the {@book Clasp|TDCSR|2|The Clasp}.
|
Asistente, necesito un background llamado 'Cloistered Scholar' que tenga habilidades en history, choose, conocimiento en idiomas adicionales, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Cloistered Scholar
Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.
You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.
Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy to a fellow scholar.
Use the tables for the {@background sage} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a cloistered scholar.
Your bond is almost certainly associated either with the place where you grew up or with the knowledge you hope to acquire through adventuring. Your ideal is no doubt related to how you view the quest for knowledge and truth - perhaps as a worthy goal in itself, or maybe as a means to a desirable end.
|
Asistente, necesito un background llamado 'Cobalt Scholar (Sage)' que tenga ciertas características únicas. ¿Puedes ayudarme?
|
Background: Cobalt Scholar (Sage)
|
Asistente, necesito un background llamado 'Continental Nobility' que tenga habilidades en choose, conocimiento en idiomas adicionales, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Continental Nobility
During a short rest you can give an inspiring pep talk to a number of allies equal to your proficiency bonus. Once in the next 8 hours, each of those allies can roll {@dice 1d4} and add it to the result of a single attack roll, ability check, or saving throw.
|
Asistente, necesito un background llamado 'Cormanthor Refugee' que tenga habilidades en nature, survival, proficiencia en herramientas como anyArtisansTool, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Cormanthor Refugee
Poor
You are one of hundreds of refugees that were driven from Hillsfar or that fled the destruction of Myth Drannor and who now shelter in hidden camps under the northern eaves of the Cormanthor Forest. If you up grew in the camps, you have never been to a settlement other than the village of Elventree. As a guest of the elves, you have learned their ways and the ways of the forest. You are also a traumatized, as residual wild magic, energies released by the fall of Thultanar upon Myth Drannor, and the constant fear of raids hunting for non-humans to fight in Hillsfar's Arena have taken their toll on you, as they have on everyone in the camps.
The clerics of Elventree have vowed to care for the Cormanthor refugees. They will help you when they can, including providing you and your companions with free healing and care at temples, shrines, and other established presences in Elventree. They will also provide you (but only you) with a poor lifestyle. Note: This feature is a variant of the Acolyte feature.
|
Asistente, necesito un background llamado 'Courtier' que tenga habilidades en insight, persuasion, conocimiento en idiomas adicionales, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Courtier
Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.
Use the tables for the {@background guild artisan} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a courtier.
The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization.
|
Asistente, necesito un background llamado 'Criminal' que tenga habilidades en deception, stealth, proficiencia en herramientas como anyGamingSet, thieves' tools, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Criminal
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.
Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
|
Asistente, necesito un background llamado 'Criminal' que tenga habilidades en sleight of hand, stealth, proficiencia en herramientas como thieves' tools, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Criminal
|
Asistente, necesito un background llamado 'Custom Background' que tenga habilidades en any, conocimiento en idiomas adicionales. ¿Puedes ayudarme?
|
Background: Custom Background
Choose a feature from any background.
Use the suggested characteristics from any background.
{@note See the section on {@book Customizing a Background|PHB|4|Customizing a Background} in the {@book Player's Handbook|PHB} for more information.}
|
Asistente, necesito un background llamado 'Devoted Missionary' que tenga habilidades en choose, conocimiento en idiomas adicionales, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Devoted Missionary
A number of times per day equal to your proficiency bonus, you may ask the Game Master to reveal the DC of any ability check you make before rolling the dice. You may then decide whether or not you wish to attempt the roll.
|
Asistente, necesito un background llamado 'Dimir Operative' que tenga habilidades en deception, stealth, conocimiento en idiomas adicionales, proficiencia en herramientas como disguise kit, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Dimir Operative
You have more than one identity. The one you wear most of the time makes you appear to be a member of a guild other than House Dimir. You have documentation, established acquaintances, and disguises that allow you to assume that persona and fit into the secondary guild.
Whenever you choose, you can drop this identity and blend into the guildless masses of the city.
Consider why you're embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you.
{@i Prerequisite: Spellcasting or Pact Magic class feature}
For you, the spells on the Dimir Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Your magic is meant to be subtle and undetectable, but it might pull shadows or clouds of mist around you as you cast your spells. Using the {@spell encode thoughts|GGR} cantrip described below, you can turn a creature's thoughts (including your own) into a thought strand that others can potentially read, share, or steal. These thought strands are treated as valuable currency among the Dimir.
Skilled at infiltration, disguise, and deception, members of House Dimir appear inscrutable. Your true personality and ideals might never manifest, or they might mark you as a quirky member of your secondary guild.
As an agent of House Dimir working undercover, you have limited contacts within your guild. Your relationships within your secondary guild, in the guise of your false identity, are usually more extensive.
Roll once on the Dimir Contacts table, giving you an ally who serves as your contact in Dimir. Then roll twice on the table for your secondary guild. The first roll gives you an ally there, and the second roll gives you a rival.
As a Dimir adventurer, you are a member of the guild's network of spies, thieves, assassins, and mind mages that lurks behind the facade of the public guild. On the surface, House Dimir presents the appearance of a network of couriers, investigators, media reporters, and archivists, dealing in information and spreading news. But you and your peers trade in secrets. You use secret symbols, runes, and signals to surreptitiously communicate with other Dimir agents, often in plain sight.
Like any good spy, you have multiple identities: your true face as an agent of House Dimir; a guildless identity; and a role as a member of another guild. Within that secondary guild, you might already be on a mission for House Dimir, assigned to spy on the guild, collect information about a person, or recruit another spy from the ranks of the guild. Or that guild could be a launching point for your real mission. Perhaps, for example, you were ordered to infiltrate the Azorius in hopes of gaining access to a notorious inmate in an Azorius prison.
|
Asistente, necesito un background llamado 'Dragon Casualty' que tenga habilidades en intimidation, survival, conocimiento en idiomas adicionales, proficiencia en herramientas como vehicles (water), equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Dragon Casualty
Wretched
When the Maimed Virulence descended upon Phlan, you were one of the unfortunate casualties of war. Captured during the initial assault, you have spent the last year of your life as a plaything of a capricious and malevolent overlord.
While many of your fellow prisoners fell to the dragon's insatiable fury over the coming months, you and your fellow "survivors" were spared only for a worse fate as one of the dragon's magical experiments, leaving you and those who survived the torture scarred and disfigured.
What reasons the dragon had for releasing you few survivors, nobody knows. You only fear that those who died under his terrible claw were the lucky ones, and you and your fellow Dragonscarred are doomed for a fate worse than death.
Prior to the coordinated attack by the Maimed Virulence and her rebel Black Fist supporters, you were once a citizen or visitor to Phlan. While the trauma of your recent ordeal has greatly altered your motivations and perception of the world, your former life still clings to you and colors your mannerisms, behaviors, and outlook on life. Choose one entry on the following table (or roll randomly) to determine your former occupation prior to your incarceration and torture. Your choice determines your tool proficiency from this background.
Over a period of several months you were subject to magical and mundane torture at the claws of Vorgansharaxse and his minions. These experiments have left you horribly disfigured but mark you as a survivor of the Maimed Virulence. This affords you a measure of fame and notoriety, for those who know of your harrowing ordeal are keen to hear the tale personally but makes it difficult to disguise your appearance and hide from prying eyes.
You can parlay this attention into access to people and places you might not otherwise have, for you and your companions. Nobles, scholars, mages, and those who seek to ferret out the secrets of the Maimed Virulence would all be keen to hear your tale of survival, and learn what secrets (if any) you might possess, and/or study your affliction with great interest. However, you fear that your afflictions are not completely mundane and that the Maimed Virulence may as yet have some nefarious reason for allowing your escape, as your scars burn with acidic fury and seem to writhe beneath your skin at times. Note: This feature is a variant of the Far Traveler feature.
In addition to extensive scarring, you may choose one of the following options to represent your disfigurement. This disfigurement is purely cosmetic, misshapen, and horrific to look upon.
|
Asistente, necesito un background llamado 'Earthspur Miner' que tenga habilidades en athletics, survival, conocimiento en idiomas adicionales, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Earthspur Miner
Poor
You are a down-on your luck miner from the Earthspur Mountains who is no stranger to hardship. You have spent a great deal of time living among the dwarves, goliaths, and denizens of the Underdark that also work mines in the area. At this point, you're just as comfortable working underground as above. You know how to read a seam, dicker for supplies with the deep gnomes, party with dwarves, and find your way back to the surface afterwards. Unfortunately, you haven't struck it rich...yet. Although you've come to Mulmaster looking for work, the tall peaks and deep mines of the Earthspurs still call to you.
You are used to navigating the deep places of the earth. You never get lost in caves or mines if you have either seen an accurate map of them or have been through them before. Furthermore, you are able to scrounge fresh water and food for yourself and as many as five other people each day if you are in a mine or natural caves. Note: This feature is a variant of the Outlander feature.
|
Asistente, necesito un background llamado 'Entertainer' que tenga habilidades en acrobatics, performance, proficiencia en herramientas como disguise kit, anyMusicalInstrument, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Entertainer
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer.
Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.
|
Asistente, necesito un background llamado 'Entertainer' que tenga habilidades en acrobatics, performance, proficiencia en herramientas como anyMusicalInstrument, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Entertainer
|
Asistente, necesito un background llamado 'Faceless' que tenga habilidades en deception, intimidation, conocimiento en idiomas adicionales, proficiencia en herramientas como disguise kit, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Faceless
A faceless character adventures behind the mask of a public persona. This persona is as natural to them as their hidden, true face, but it disguises their identity. Roll on the Faceless Persona table to determine your persona, or work with the DM to create a persona that's unique to your character and suits the tone of your game.
Most of your fellow adventurers and the world know you as your persona. Those who seek to learn more about you—your weaknesses, your origins, your purpose—find themselves stymied by your disguise. Upon donning a disguise and behaving as your persona, you are unidentifiable as your true self. By removing your disguise and revealing your true face, you are no longer identifiable as your persona. This allows you to change appearances between your two personalities as often as you wish, using one to hide the other or serve as convenient camouflage. However, should someone realize the connection between your persona and your true self, your deception might lose its effectiveness.
A faceless character usually plays their persona—the hero or extraordinary person they are every day. That's all a facade, though, or a part of them expressed to an extreme. To define a persona, feel free to choose characteristics from other backgrounds, particularly folk hero, hermit, or noble. For the person behind the persona, the one who truly strives to be faceless, consider a distinct set of faceless characteristics. As a result, those with this background have two sets of characteristics, one for their persona, and one for their faceless selves.
|
Asistente, necesito un background llamado 'Faction Agent' que tenga habilidades en insight, choose, conocimiento en idiomas adicionales, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Faction Agent
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
Use the tables for the {@background acolyte} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a faction agent. (For instance, consider the words "faith" and "faction" to be interchangeable.)
Your bond might be associated with other members of your faction, or a location or an object that is important to your faction. The ideal you strive for is probably in keeping with the tenets and principles of your faction, but might be more personal in nature.
|
Asistente, necesito un background llamado 'Failed Merchant' que tenga habilidades en investigation, persuasion, conocimiento en idiomas adicionales, proficiencia en herramientas como anyArtisansTool, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Failed Merchant
From your time as a merchant, you retain connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information.
Being a merchant involved having a head for numbers, a strong personality, the ability to make deals with hostile adversaries, a strong sword arm to fight off bandits, and the intuition for knowing what people want and need. The art of business is the art of finding the best path to profit, and that path might be different with each transaction. It takes a strong mind and a stronger stomach to succeed. So why did you fail?
|
Asistente, necesito un background llamado 'Far Traveler' que tenga habilidades en insight, perception, conocimiento en idiomas adicionales, proficiencia en herramientas como choose, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Far Traveler
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
A far traveler might have set out on a journey for one of a number of reasons, and the departure from his or her homeland could have been voluntary or involuntary. To determine why you are so far from home, roll on the table below or choose from the options provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.
|
Asistente, necesito un background llamado 'Farmer' que tenga habilidades en animal handling, nature, proficiencia en herramientas como carpenter's tools, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Farmer
|
Asistente, necesito un background llamado 'Feylost' que tenga habilidades en deception, survival, conocimiento en idiomas adicionales, proficiencia en herramientas como anyMusicalInstrument, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Feylost
Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.
You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined by rolling on the Fey Mark table.
Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speak that language normally.
As the players choose backgrounds for their characters, they can use the following tables to help determine their characters' personality traits, ideals, bonds, and flaws. Players can use these tables instead of the ones that appear in the {@book Player's Handbook|PHB}, or they can mix and match them. If a rolled result doesn't make sense for a character, the player can roll again or choose a more appropriate entry on the table.
These tables, while optional, are well suited to Feywild-themed adventures and are ideal for any character who has the feylost or Witchlight hand background.
|
Asistente, necesito un background llamado 'Fisher' que tenga habilidades en history, survival, conocimiento en idiomas adicionales, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Fisher
You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day.
You can tell a compelling tale, whether tall or true, to impress and entertain others. Once a day, you can tell your story to willing listeners. At the DM's discretion, a number of those listeners become friendly toward you; this is not a magical effect, and continued amicability on their part depends on your actions. You can roll on the following table to help determine the theme of your tale or choose one that best fits your character. Alternatively, work with your DM to create your own fishing tale.
Fishers succeed only if they spend time at their jobs. As such, most fishers have a strong work ethic, and they admire others who earn their living honestly. Fishers tend to be superstitious, forming attachments to particular fishing lures or special fishing spots. They have a connection to the bodies of water in which they fish, and they think poorly of those whose actions adversely affect their livelihood.
|
Asistente, necesito un background llamado 'Folk Hero' que tenga habilidades en animal handling, survival, proficiencia en herramientas como anyArtisansTool, vehicles (land), equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Folk Hero
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.
A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.
|
Asistente, necesito un background llamado 'Gambler' que tenga habilidades en deception, insight, conocimiento en idiomas adicionales, proficiencia en herramientas como anyGamingSet, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Gambler
Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM's determination.
Some gamble out of necessity. Others do so out of boredom. Still others become addicted to the thrill of winning or losing everything on a turn of fortune. For some, gambling is less a matter of chance and more a matter of seeking every advantage to ensure the outcome. The best gamblers can lose everything, and the worst gamblers sometimes win. Regardless, you can always tell gamblers by the look in their eyes. Lady Luck haunts them.
|
Asistente, necesito un background llamado 'Gate Urchin' que tenga habilidades en deception, sleight of hand, proficiencia en herramientas como thieves' tools, anyMusicalInstrument, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Gate Urchin
Poor
All traffic into and out of the City of Trade passes through the Hillsfar Gate, making it the ideal place for the destitute to gather to panhandle, busk, gossip, and pick pockets. You grew up on the streets in the shadow of that great steel edifice, which houses both Red Plumes and Guild Mages. Though you may have moved on, you still have friends among them, and that life has had a lasting impact on you.
You made a number of friends among the Red Plumes and the Mage's Guild when you lived at the Hillsfar Gate. They remember you fondly and help you in little ways when they can. You can invoke their assistance in and around Hillsfar to obtain food, as well as simple equipment for temporary use. You can also invoke it to gain access to the low-security areas of their garrisons, halls, and encampments. Note: This feature is a variant of the Soldier feature.
|
Asistente, necesito un background llamado 'Gate Warden' que tenga habilidades en persuasion, survival, conocimiento en idiomas adicionales, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Gate Warden
Living in a gate-town or a similar location steeped you in planar energy. You gain the {@feat Scion of the Outer Planes|SatO} feat. In addition, you know where to find free, modest lodging and food in the community you grew up in.
The influence of an Outer Plane shapes your perspective. The Gate Warden Personality Traits table suggests traits you might adopt for your character.
Those who dwell for an extended time near a permanent portal to another plane absorb the essence radiating from the realm beyond. Those influenced by the same plane share similarities in behavior and even physical appearance.
When you make your character, you can roll once on the {@item Gate Warden Trinket|SatO|Gate Warden Trinkets} table, instead of on the {@item Trinket|PHB|Trinkets} table in the Player's Handbook, for your starting trinket.
|
Asistente, necesito un background llamado 'Giant Foundling' que tenga habilidades en intimidation, survival, conocimiento en idiomas adicionales, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Giant Foundling
How you came to live among colossal creatures is up to you to determine, but the Foundling Origin table suggests a variety of possibilities.
Your life among giants has given you a unique perspective. Though you are unusually large for your kind, you're no larger than a giant child, so you might be very mindful of your size.
You gain the {@feat Strike of the Giants|BGG} feat.
The Giant Foundling Personality Traits table suggests a variety of traits you might adopt for your character.
|
Asistente, necesito un background llamado 'Golgari Agent' que tenga habilidades en nature, survival, conocimiento en idiomas adicionales, proficiencia en herramientas como poisoner's kit, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Golgari Agent
You know hidden, underground pathways that you can use to bypass crowds, obstacles, and observation as you move through the city. When you aren't in combat, you and companions you lead can travel between any two locations in the city twice as fast as your speed would normally allow. The paths of the undercity are haunted by dangers that rarely brave the light of the surface world, so your journey isn't guaranteed to be safe.
{@i Prerequisite: Spellcasting or Pact Magic class feature}
For you, the spells on the Golgari Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Golgari magic is often accompanied by a sickly green glow and a rotting stench.
Members of the Golgari Swarm are unmistakably products of the undercity, ill at ease amid the comforts of civilization. They bring about the same discomfort in others by reminding them of death's inevitable approach.
To the extent that the Golgari Swarm acts like a single organism, you are connected to every other member in some way or another. Convinced that the rest of the world is out to get you, you find it easy to form close bonds with your guild mates, and harder to make meaningful connections with others.
Roll twice on the Golgari Contacts table (for an ally and a rival) and once on the Non-Golgari Contacts table.
As part of the Golgari Swarm, you are a specialized instrument of the greater body. Your orders, when you have such, come from the guildmaster by way of his chancellors, who carry his messages throughout the guild. The swarm relies on you to advance the greater good by protecting some part, however small, of its teeming existence. That responsibility doesn't mean you're indispensable; your eventual death is part of your purpose and function, too, and you'll be replaced even as your body provides nutrients to further the swarm's growth.
A classic adventuring role for a member of the Golgari involves crawling through dungeon-like environments—the sewers and ancient vaults of the undercity—in search of treasures left behind by the dead. Sometimes you might be sent to find a specific item believed lost in a dangerous part of the undercity. At other times, you could be asked to collect samples of a specific fungus, retrieve a body floating in the muck of the sewers, or bring back whatever booty you can to help fill the swarm's coffers.
You might gain enough renown to become a member of the Ochran, assigned to a variety of tasks concerning thievery, assassination, or the protection of important figures in your guild. You might steal something because the guild needs it, or because its loss will bring harm to another guild, hastening that group's decline. You could be assigned to kill an outspoken and active enemy of the Golgari, such as an overzealous Boros captain whose raids into the undercity have approached dangerously close to the swarm's inner sanctum. Or you could serve as a bodyguard to one of Guildmaster Jarad's high chancellors, escorting this figure through the undercity while being ready to intervene at a moment's notice if things go wrong.
The shamans of the Golgari use their magic to accelerate the cycle of decay and regrowth. You might be sent to spread spores throughout an area that the Golgari want to claim as their territory or to convince the inhabitants of such a territory to abandon it. You might also contend with the ever-present threat of hostile monsters encroaching into Golgari-controlled regions.
|
Asistente, necesito un background llamado 'Grinner' que tenga habilidades en deception, performance, proficiencia en herramientas como thieves' tools, anyMusicalInstrument, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Grinner
Like every Grinner, you know how to find a hideout. In any city of 10,000 people or more on the Menagerie Coast or in the lands of the Dwendalian Empire, you can play the "Ballad of the Grinning Fool" in a major tavern or inn. A member of the Golden Grin will find you and give shelter to you and any companions you vouch for. This shelter might be discontinued if it becomes too dangerous to hide you, at the DM's discretion.
This feature must be used with caution, for not all who know the ballad are your friends. Some are traitors, counterspies, or agents of tyranny.
Grinners are trained in the art of secrecy and innuendo, and are skilled at hiding in plain sight by being the loudest and brightest person in the room. Their skills in subterfuge and combat lend themselves well to an adventuring lifestyle, and traveling with mercenaries and treasure hunters creates a convenient excuse to journey through lands bent under tyranny.
|
Asistente, necesito un background llamado 'Gruul Anarch' que tenga habilidades en animal handling, athletics, conocimiento en idiomas adicionales, proficiencia en herramientas como herbalism kit, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Gruul Anarch
You are intimately familiar with areas of the city that most people shun: ruined neighborhoods where wurms rampaged, overgrown parks that no hand has tended in decades, and the vast, sprawling rubblebelts of broken terrain that civilized folk have long abandoned. You can find a suitable place for you and your allies to hide or rest in these areas. In addition, you can find food and fresh water in these areas for yourself and up to five other people each day.
{@i Prerequisite: Spellcasting or Pact Magic class feature}
For you, the spells on the Gruul Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Fueled by the fire of rage burning in your heart, your magic is almost always accompanied by fiery effects, such as flames smoldering behind your eyes or dancing over your hands.
Gruul ways aren't the ways of civilized folk, and the Gruul have little patience for social niceties. But they do have cherished traditions and values, just as important to them as the different values held by the urban, cosmopolitan culture of Ravnica.
The members of the Gruul Clans rely on each other even as they vie for territory and glory. Their encounters with members of other guilds are more often violent than friendly, but occasional bonds do form.
Roll twice on the Gruul Contacts table (for an ally and a rival) and once on the Non-Gruul Contacts table.
In service of a simple goal, you have a simple part to play: Fight. Unleash your rage. Flatten buildings and defeat those who stand in your way. Be Gruul, in your own way.
You will frequently be summoned to participate in a raid your clan is launching against the city or against a group of its defenders. Your clan leader might also send you on a special mission, though it would almost certainly still qualify as a raid. You might join a small group of Gruul warriors on a dangerous charge deep into the settled streets to plunder a certain location, retrieve an item stolen from your clan, or assault a Boros garrison.
Sometimes your objective might be more esoteric. With prophecies of the return of Ilharg the Raze-Boar spreading like wildfire among the Gruul druids, you might be asked to carry out some task that the druids believe will speed his coming. Such a task might involve collecting a sacred relic held in an Orzhov vault or collecting sacrifices for a grand ceremony in the Raze-Boar's honor.
|
Asistente, necesito un background llamado 'Guard' que tenga habilidades en athletics, perception, proficiencia en herramientas como anyGamingSet, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Guard
|
Asistente, necesito un background llamado 'Guide' que tenga habilidades en stealth, survival, proficiencia en herramientas como cartographer's tools, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Guide
|
Asistente, necesito un background llamado 'Guild Artisan' que tenga habilidades en insight, persuasion, conocimiento en idiomas adicionales, proficiencia en herramientas como anyArtisansTool, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Guild Artisan
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.
Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly.
Guild artisans are among the most ordinary people in the world—until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness.
|
Asistente, necesito un background llamado 'Harborfolk' que tenga habilidades en athletics, sleight of hand, proficiencia en herramientas como anyGamingSet, vehicles (water), equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Harborfolk
Poor
You are one of the hundreds of small-time fishermen and women who haul the bounty of Mulmaster's freshwater harbor to the city's markets each morning. You have spent countless days rowing in the waters in and around Mulmaster and know them and the other fisherfolk, dockworkers, and port inhabitants better than anyone. Though you have left that life behind, you still visit once in a while.
You grew up on the docks and waters of Mulmaster Harbor. The harborfolk remember you and still treat you as one of them. They welcome you and your companions. While they might charge you for it, they'll always offer what food and shelter they have; they'll even hide you if the City Watch is after you (but not if the Hawks are). Note: This feature is a variant of the Folk Hero feature.
|
Asistente, necesito un background llamado 'Haunted One' que tenga habilidades en choose, conocimiento en idiomas adicionales, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Haunted One
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape. Choose a harrowing event that haunts you, or roll one on the Harrowing Events table.
Characters in a horror-focused campaign might have distinct motivations and characteristics. Use the following tables to supplement your background's suggested characteristics or to inspire those of your own design.
|
Asistente, necesito un background llamado 'Hermit' que tenga habilidades en medicine, religion, conocimiento en idiomas adicionales, proficiencia en herramientas como herbalism kit, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Hermit
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
Work with your DM to determine the details of your discovery and its impact on the campaign.
What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion.
Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society.
|
Asistente, necesito un background llamado 'Hermit' que tenga habilidades en medicine, religion, proficiencia en herramientas como herbalism kit, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Hermit
|
Asistente, necesito un background llamado 'Hillsfar Merchant' que tenga habilidades en insight, persuasion, proficiencia en herramientas como vehicles (land), vehicles (water), equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Hillsfar Merchant
Wealthy
Before becoming an adventurer, you were a successful merchant operating out Hillsfar, the City of Trade. Your family operated warehouses, organized caravans, managed stores, or owned a ship and has trade contacts throughout the Moonsea region, as well as up and down the length of the Sword Coast. Perhaps they import ore, uncut gems, untreated furs, or grain into the City of Trade, or they export fine cloth, faceted gems, fine furs, or Dragon's Breath, a brandy-like liquor. Regardless, you've largely given that life up for some reason and have chosen to seek adventure instead. Nevertheless, the training you received then, and perhaps the contacts you made, serve you well as an adventurer.
Choose one of the following features:
Although you've left the day-to-day life of a merchant behind, your family has assigned you the services of a loyal retainer from the business, a factor, husbanding agent, seafarer, caravan guard, or clerk. This individual is a commoner who can perform mundane tasks for you such as making purchases, delivering messages, and running errands. He or she will not fight for you and will not follow you into obviously dangerous areas (such as dungeons), and will leave if frequently endangered or abused. If he or she is killed, the family assigns you another within a few days. Note: This feature is a variant of the Noble Knight's Retainers feature.
You and your family have trade contacts such as caravan masters, shopkeepers, sailors, artisans, and farmers throughout the Moonsea region and all along the Sword Coast. Once per game session, when adventuring in either of those areas, you can use those contacts to get information about the local area or to pass a message to someone in those areas, even across the great distance between the two areas. Note: This feature is a variant of the Criminal Contact and Researcher features.
|
Asistente, necesito un background llamado 'Hillsfar Smuggler' que tenga habilidades en perception, stealth, conocimiento en idiomas adicionales, proficiencia en herramientas como forgery kit, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Hillsfar Smuggler
Modest
Hillsfar is the City of Trade. However, the Great Law of Trade only protects "legitimate" trade, trade that passes through the city's sole gate, which the Red Plumes monitor and tax. And the Great Law of Humanity banishes non-humans from the city altogether. The two Great Laws create great demand and great risk for smugglers, who shepherd illicit goods and non-humans into and out of the city by secret routes. The Rogues Guild tightly controls all of this activity, taking its cut from sanctioned jobs and exacting punishment for independent jobs.
Perhaps you trafficked Dragon's Breath (a brandy-like liquor) to avoid tariffs or contraband to avoid seizure, or maybe you are a human who sympathizes with the non-humans and worked as part of the network of secret routes and safe houses that helps them pass through Hillsfar. Either way, you have contacts in the smuggling community who can help you slip into and out of the city unnoticed, for a price.
You can call on your contacts within the smuggling community to secure secret passage into or out of Hillsfar for yourself and your adventuring companions, no questions asked, and no Red Plume entanglements. Because you're calling in a favor, you can't be certain they will be able to help on your timetable or at all. Your Dungeon Master will determine whether you can be smuggled into or out of the city. In return for your passage, you and your companions may owe the Rouges Guild a favor and/or may have to pay bribes. Note: This feature is a variant of the Sailor feature.
|
Asistente, necesito un background llamado 'House Agent' que tenga habilidades en investigation, persuasion, proficiencia en herramientas como alchemist's supplies, tinker's tools, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: House Agent
You always gather information for your house, but when a baron give you a specific mission, what sort of work do you do? The House Agent Role table gives possibilities.
As an agent of your house, you can always get food and lodging for yourself and your friends at a house enclave. When the house assigns you a mission, it will usually provide you with the necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house, and you may encounter one of them when you interact with a house business. The degree to which such acquaintances are willing to help you depends on your current standing in your house.
House agents are diverse. Consider the house you serve and the work you do when choosing characteristics.
|
Asistente, necesito un background llamado 'Inheritor' que tenga habilidades en survival, choose, conocimiento en idiomas adicionales, proficiencia en herramientas como choose, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Inheritor
Choose or randomly determine your inheritance from the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.
The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.
When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.
Use the tables for the {@background folk hero} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as an inheritor.
Your bond might be directly related to your inheritance, or to the person from whom you received it. Your ideal might be influenced by what you know about your inheritance, or by what you intend to do with your gift once you realize what it is capable of.
|
Asistente, necesito un background llamado 'Initiate' que tenga habilidades en athletics, intimidation, proficiencia en herramientas como anyGamingSet, vehicles (land), equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Initiate
Your life is oriented around your participation in the five trials that will determine your worthiness in the afterlife. While you prepare for and undergo those trials, you have constant access to training. A comfortable place to live and regular meals are provided to you by servitor mummies (the anointed) under the supervision of viziers. You can enjoy these benefits only as long as you obey the societal norms of Naktamun—training for the trials (with or without your crop), obeying the orders of the gods, and following the instructions of their viziers. If you violate these norms, you risk being treated as a dissenter. See "{@book Trials of the Five Gods|PS-A|3}" for more information about undertaking the trials and their rewards.
An initiate's life is focused on the trials, but it doesn't need to be all about the trials. Though some initiates are highly focused on their training, most undergo that training while also experiencing joy, sorrow, love, loss, anger, jealousy, hope, faith, delight—the whole range of mortal emotions and experience. The afterlife might be a constant presence in every initiate's mind, but it is the culmination of a life well-lived—not a replacement for it.
|
Asistente, necesito un background llamado 'Initiate (Dissenter)' que tenga ciertas características únicas. ¿Puedes ayudarme?
|
Background: Initiate (Dissenter)
|
Asistente, necesito un background llamado 'Inquisitor' que tenga habilidades en investigation, religion, proficiencia en herramientas como thieves' tools, anyArtisansTool, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Inquisitor
As an inquisitor of the church, you have the authority to arrest criminals. In the absence of other authorities, you are authorized to pass judgement and even carry out sentencing. If you abuse this power, however, your superiors in the church might strip it from you.
|
Asistente, necesito un background llamado 'Investigator' que tenga habilidades en choose, proficiencia en herramientas como disguise kit, thieves' tools, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Investigator
You're experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you're investigating. Those who aren't involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own.
Your first case influenced the types of mysteries you're interested in. Why was this case so impactful, personal, or traumatic? Whom did it affect besides you? Why and how did you get involved? Was it solved? How did it set you on the path to investigating other mysteries? Roll on or choose details from the First Case table to develop the mystery that started your career as an investigator.
Characters in a horror-focused campaign might have distinct motivations and characteristics. Use the following tables to supplement your background's suggested characteristics or to inspire those of your own design.
|
Asistente, necesito un background llamado 'Iron Route Bandit' que tenga habilidades en animal handling, stealth, proficiencia en herramientas como anyGamingSet, vehicles (land), equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Iron Route Bandit
Poor
The Iron Route, once the primary trade route between Phlan and Zhentil Keep, used to be a site of extensive banditry until the Phlan's recent occupation. Your time as an erstwhile bandit has given you plenty of experience in the saddle and a knack for acquiring and appraising other people's mounts, pets, and vehicles among other things. This particular set of skills has become very lucrative for you by working for the underground as a horse thief for a local guild of thieves and other shadowy organizations.
You know how to find people who are always looking for stolen animals & vehicles, whether to provide for animal pit fights, or to supply some desperate rogues the means to get away faster on mounts during an illegal job. This contact not only provides you with information of what such animals & vehicles are in high demand in the area, but also offer to give you favors and information (DM choice) if you bring such animals & vehicles to them. Note: This is a variant of the Criminal Contact feature.
|
Asistente, necesito un background llamado 'Izzet Engineer' que tenga habilidades en arcana, investigation, conocimiento en idiomas adicionales, proficiencia en herramientas como anyArtisansTool, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Izzet Engineer
The popular conception of the Izzet League is based on mad inventions, dangerous experiments, and explosive blasts. Much of that perception is accurate, but the league is also involved with mundane tasks of construction and architecture—primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders.
You have a basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such blueprints might provide knowledge of entry points, structural weaknesses, or secret spaces. Your access to such information isn't unlimited. If obtaining or using the information gets you in trouble with the law, the guild can't shield you from the repercussions.
{@i Prerequisite: Spellcasting or Pact Magic class feature}
For you, the spells on the Izzet Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Your spells tend to be loud, flashy, or explosive, even when the effect is unremarkable. For example, when you open the portal of a {@spell rope trick} spell, the portal might be outlined by harmless, showy sparkles.
If you use an arcane focus, it probably takes the form of an intricate device that could include metal gauntlets, glass canisters, copper tubing, and leather straps attaching it to your body. The {@item mizzium apparatus|GGR} described in {@book chapter 5|GGR|4|Mizzium Apparatus} is a magical version of this gear.
The {@spell chaos bolt|XGE} spell is a favorite of Izzet spellcasters because of its unpredictable nature.
Members of the Izzet League embody some combination of chaotic, frenetic energy with intellectual curiosity, in varying proportions. Some are committed to academic pursuits, and others just like explosions.
The laboratories of the Izzet League are constantly starting up new projects and dissolving old ones, so it's easy for even the lowliest attendant to make friends (and enemies) in laboratories across Ravnica.
Roll twice on the Izzet Contacts table (for an ally and a rival) and once on the Non-Izzet Contacts table.
Whatever your role in the Izzet League, you are expected to contribute to its research in some way. That contribution might involve participating in tests, whether as an assistant, a researcher, or a subject. You might be one of the soldiers who protects a laboratory, or a laborer responsible for lifting heavy pieces of equipment into place. Everyone's contribution matters, even if the Izzet know that some matter more than others.
|
Asistente, necesito un background llamado 'Knight of Solamnia' que tenga habilidades en athletics, survival, conocimiento en idiomas adicionales, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Knight of Solamnia
You gain the {@feat Squire of Solamnia|DSotDQ} feat.
In addition, the Knights of Solamnia provide you free, modest lodging and food at any of their fortresses or encampments.
Any class that has martial prowess can be a good fit in the Knights of Solamnia. {@class Fighter||Fighters} and {@class paladin||paladins} make up the bulk of the knighthood's forces. {@class Cleric||Clerics} (often with the {@class Cleric|PHB|War|War} domain) can also be found among the knights' ranks.
For a more unusual take on a Knight of Solamnia character, consider playing a bard of the {@class Bard|PHB|College of Valor|Valor} (or the {@class Bard|PHB|College of Swords|Swords|XGE} from {@book Xanathar's Guide to Everything|XGE}) or a {@class barbarian} devoted to the ideals of the nature god {@deity Habbakuk|dragonlance} (perhaps adopting the {@class barbarian||Path of the Zealot|Zealot|xge} from {@book Xanathar's Guide to Everything|XGE}).
When you make your character, roll once on the Knight of Solamnia Trinkets table instead of on the {@item Trinket|PHB|Trinkets table} in the Player's Handbook for your starting trinket.
|
Asistente, necesito un background llamado 'Knight of the Order' que tenga habilidades en persuasion, choose, conocimiento en idiomas adicionales, proficiencia en herramientas como choose, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Knight of the Order
You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community—whether a lone settlement or a great nation—that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share their ideals.
This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.
Use the tables for the {@background soldier} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a knight of your order.
Your bond almost always involves the order to which you belong (or at least key members of it), and it is highly unusual for a knight's ideal not to reflect the agenda, sentiment, or philosophy of one's order.
|
Asistente, necesito un background llamado 'Lorehold Student' que tenga habilidades en history, religion, conocimiento en idiomas adicionales, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Lorehold Student
You gain the {@feat Strixhaven Initiate|SCC} feat and must choose Lorehold within it.
In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Lorehold Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Consider customizing how your spells look when you cast them. Your Lorehold spells might create displays of golden light. You might use a tome or a scroll as a spellcasting focus, and your spell effects might reflect the appearance of the reference books you study.
Any class or subclass that deals with knowledge of the past can be a good fit in Lorehold. Bards thrive in Lorehold, and wizards (particularly those of the {@class Wizard|PHB|School of Divination|Divination|PHB}) are numerous among its students. Clerics (often with the {@class Cleric|PHB|Knowledge|Knowledge|PHB} or {@class Cleric|PHB|Light|Light|PHB} domains) are also quite common.
For a more unusual take on a Lorehold student, you could consider playing a barbarian with a primal connection to the past (perhaps adopting the {@class Barbarian|PHB|Path of the Ancestral Guardian|Ancestral Guardian|XGE} from {@book Xanathar's Guide to Everything|XGE}) or a paladin whose {@class Paladin|PHB|Oath of the Ancients|Ancients|PHB} gives a concrete link to history.
Methodical historians and daring adventurers alike can be found among the ranks of Lorehold college. The Lorehold Personality Traits table suggests a variety of traits you might adopt for your character.
When you make your character, you may roll once on the {@item Lorehold Trinket|SCC|Lorehold Trinkets} table, instead of on the {@item trinket|phb|Trinkets table} in the {@book Player's Handbook|PHB}, for your starting trinket.
|
Asistente, necesito un background llamado 'Luxonborn (Acolyte)' que tenga ciertas características únicas. ¿Puedes ayudarme?
|
Background: Luxonborn (Acolyte)
|
Asistente, necesito un background llamado 'Lyceum Scholar' que tenga habilidades en choose, conocimiento en idiomas adicionales, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Lyceum Scholar
You've cleared enough lessons—and have gained an ally or two among the staff—to enable access to certain private areas within the {@book Lyceum|TDCSR|3|5. Alabaster Lyceum} and other allied universities. Whenever you're on {@book Lyceum|TDCSR|3|5. Alabaster Lyceum} grounds or at another major academic institution, you can requisition any set of {@filter tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} found in the fifth edition rules. Each set of {@filter tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} is magically marked to sound an alarm if they are removed from the university's grounds.
When you seek services such as spellcasting from an NPC at the {@book Alabaster Lyceum|TDCSR|3|5. Alabaster Lyceum} or a related institution, you can use those services at a 25 percent discount, at the GM's discretion.
The {@book Alabaster Lyceum|TDCSR|3|5. Alabaster Lyceum} accepts students of all major trades, the fine arts, and the magical arts. Pupils talented and privileged enough to be accepted travel to {@book Emon|TDCSR|3|Emon, the City of Fellowship} from all over Tal'Dorei, seeking to study among some of the greatest minds and most talented arcanists in the land. If you came from a smaller city, a rural area, or Tal'Dorei's relatively uncharted wilderness, studying at the {@book Lyceum|TDCSR|3|5. Alabaster Lyceum} might have left you with a sense of culture shock, for good or for ill.
Your bond is likely associated with your goals as a student or graduate. Your ideal probably involves your hopes in using the knowledge you've gained at the {@book Lyceum|TDCSR|3|5. Alabaster Lyceum}, and your travels as an adventurer, to tailor the world to your liking.
|
Asistente, necesito un background llamado 'Mage of High Sorcery' que tenga habilidades en arcana, history, conocimiento en idiomas adicionales, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Mage of High Sorcery
You gain the {@feat Initiate of High Sorcery|DSotDQ} feat.
In addition, the Mages of High Sorcery provide you with free, modest lodging and food indefinitely at any occupied Tower of High Sorcery and for one night at the home of an organization member.
Mages of High Sorcery are typically sorcerers, warlocks, or wizards and might have any subclass. Spellcasters who gain their magic through devotion are less likely to be welcomed among the traditionalist mages. Nevertheless, the Mages of High Sorcery are shrewd, and they rarely let unique opportunities or individuals pass them by. Even members of martial classes who train in magic might find a rare place among the group's three orders.
When you make your character, roll once on the Mage of High Sorcery Trinkets table instead of on the {@item trinket|phb|Trinkets table} in the Player's Handbook for your starting trinket.
|
Asistente, necesito un background llamado 'Mageborn' que tenga habilidades en choose, conocimiento en idiomas adicionales, proficiencia en herramientas como choose, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Mageborn
Once per day after you finish a long rest, you can spend one hour to create a spell scroll. You need only paper and ink to do so, and the level of the spell you can create equals one half your proficiency bonus (rounded down) or lower. The scroll you create must be a spell you know or have prepared. It crumbles to dust in 24 hours.
|
Asistente, necesito un background llamado 'Marine' que tenga habilidades en athletics, survival, proficiencia en herramientas como vehicles (water), vehicles (land), equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Marine
You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of the Player's Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.
Hardship in your past has forged you into an unstoppable living weapon. This hardship is essential to you and is at the heart of a personal philosophy or ethos that often guides your actions. You can roll on the following table to determine this hardship or choose one that best fits your character.
Marines are looked up to by other soldiers and respected by their superiors. They are veteran warriors who rarely lose composure on the battlefield. Marines who leave the service tend to work as mercenaries, but their combat experience also makes them excellent adventurers. Though they are self-reliant, marines tend to operate best in groups, valuing camaraderie and the companionship of like-minded individuals.
|
Asistente, necesito un background llamado 'Mercenary Veteran' que tenga habilidades en athletics, persuasion, proficiencia en herramientas como anyGamingSet, vehicles (land), equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Mercenary Veteran
You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "{@book Practicing a Profession|PHB|8|Practicing a Profession}" under "Downtime Activities" in chapter 8 of the Player's Handbook).
Use the tables for the {@background soldier} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a mercenary.
Your bond could be associated with the company you traveled with previously, or with some of the comrades you served with. The ideal you embrace largely depends on your worldview and your motivation for fighting.
|
Asistente, necesito un background llamado 'Merchant' que tenga habilidades en animal handling, persuasion, proficiencia en herramientas como navigator's tools, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Merchant
|
Asistente, necesito un background llamado 'Mulmaster Aristocrat' que tenga habilidades en deception, performance, proficiencia en herramientas como anyArtisansTool, anyMusicalInstrument, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Mulmaster Aristocrat
Wealthy
From your hilltop home, you have looked down (literally and perhaps figuratively) on the unwashed masses of Mulmaster for your entire life. Your fur-trimmed robes and training in the visual and performing arts mark you as wealthy and perhaps well-born; you are a member of the City of Danger's aristocracy. None of your immediate family members sits on the Council of Blades or is even a Zor or Zora...yet. Nevertheless, you are one of Mulmaster's elite, and whether you personally covet a higher standing or not, you are at home in the dance halls where the aristocracy gathers to plot, to scheme, to do business, to discuss the arts, and, above all, to see, and to be seen.
Mulmaster is run by and for its aristocracy. Every other class of citizen in the city defers to you, and even the priesthood, Soldiery, Hawks, and Cloaks treat you with deference. Other aristocrats and nobles accept you in their circles and likely know you or of you. Your connections can get you the ear of a Zor or Zora under the right circumstances. Note: This feature is a variant of the Noble feature.
|
Asistente, necesito un background llamado 'Myriad Operative (Criminal)' que tenga ciertas características únicas. ¿Puedes ayudarme?
|
Background: Myriad Operative (Criminal)
|
Asistente, necesito un background llamado 'Noble' que tenga habilidades en history, persuasion, conocimiento en idiomas adicionales, proficiencia en herramientas como anyGamingSet, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Noble
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.
Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble.
|
Asistente, necesito un background llamado 'Noble' que tenga habilidades en history, persuasion, proficiencia en herramientas como anyGamingSet, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Noble
|
Asistente, necesito un background llamado 'Orzhov Representative' que tenga habilidades en intimidation, religion, conocimiento en idiomas adicionales, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Orzhov Representative
You can exert leverage over one or more individuals below you in the guild's hierarchy and demand their help as needs warrant. For example, you can have a message carried across a neighborhood, procure a short carriage ride without paying, or have others clean up a bloody mess you left in an alley. The DM decides if your demands are reasonable and if there are subordinates available to fulfill them. As your status in the guild improves, you gain influence over more people, including ones in greater positions of power.
{@i Prerequisite: Spellcasting or Pact Magic class feature}
For you, the spells on the Orzhov Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Your magic tends to manifest as swirling shadows, brilliant light, or sometimes the momentary appearance of shadowy spirit forms. Your spells might draw the blood of your enemies, or even directly touch their souls.
Members of the Orzhov Syndicate range from the decadent nobility at the top of the oligarchy to the debt-ridden wretches at the bottom. You fall somewhere between those extremes, so you might behave with the arrogance of the very rich or the humility of the impoverished.
The Orzhov Syndicate operates according to a strict hierarchy built on a network of connections among old, wealthy families. Your family might provide important contacts, while your family's activities in crime, banking, or debt collection could tie you to members of other guilds.
Roll twice on the Orzhov Contacts table (for an ally and a rival) and once on the Non-Orzhov Contacts table.
The structure of the Orzhov Syndicate means that you are always doing the bidding of someone higher up the ladder than you are. Ultimately, your role in the guild is defined by whatever the people (and spirits) above you decide for you.
For most of your career, you can expect to engage in some aspect of the day-to-day criminal operations of the guild. That can mean throwing your weight around to enforce the will of the guild or using religious authority to extort offerings from the people. But it can also mean doing various errands for your superiors, from bearing messages to carrying out assassinations.
|
Asistente, necesito un background llamado 'Outlander' que tenga habilidades en athletics, survival, conocimiento en idiomas adicionales, proficiencia en herramientas como anyMusicalInstrument, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Outlander
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
|
Asistente, necesito un background llamado 'Phlan Insurgent' que tenga habilidades en stealth, survival, proficiencia en herramientas como anyArtisansTool, vehicles (land), equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Phlan Insurgent
Poor
The taking of Phlan by Vorgansharax is a clear memory in your mind. You were going about your everyday business when the green dragon's forces spilled out of the sewers and assailed your home. Many of Phlan's citizens, young and old alike, were captured, killed, or offered as tribute to the Maimed Virulence. You, yourself were one of those captured. But, either with the help of adventurers or through your own wits and sheer determination, you escaped.
Rather than flee the region, you've chosen to stay and fight. Finding refuge outside the town and the deadly thicket surrounding it, you strike out against the Tears of the Virulence and their monstrous allies. You've learned to survive in dire and desperate circumstances, with supplies running low and the arrival of reinforcements uncertain. You've grown accustomed to acting under the cover of night, dealing what blows you can to avenge the friends and family you lost within the currently occupied Phlan. You will drive Vorgansharax out, or you die trying.
Removed from your life as a townsperson, you've adapted to rough life in the wilds surrounding Phlan. The trade you practiced still influences your outlook, the manner in which you approach situations, and the way you contribute to the resistance movement against the Maimed Virulence. You can roll on the following table to determine what your occupation was before the fall, or choose one that best fits your character (select from either the general column or the specific column, but not both).
You've come to know the surrounding forests, streams, caves, and other natural features in which you can take refuge—or set up ambushes. You can quickly survey your environment for advantageous features. Additionally, you can scavenge around your natural surroundings to cobble together simple supplies (such as improvised torches, rope, patches of fabric, etc.) that are consumed after use. Note: This feature is a variant of the Outlander feature.
You have given up the life you knew as a citizen of Phlan. However, the Maimed Virulence's invasion resonates deep inside you. Perhaps you have a few friends or family members who were able to escape with you. Or, perhaps, everyone you held dear either perished or went missing during the fall. You may know of someone who is, against all odds, surviving within the thicket and you long to liberate them from a life of peril within the town.
|
Asistente, necesito un background llamado 'Phlan Refugee' que tenga habilidades en insight, athletics, conocimiento en idiomas adicionales, proficiencia en herramientas como anyArtisansTool, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Phlan Refugee
Modest
Gone are the happier days of walking into the Laughing Goblin Inn after a hard day's labor. Everything has changed, and you are lucky to be alive. Back in Phlan you could count yourself among those street-wise folks who knew when to pay a bribe and who to work with to make a living. Your ability to listen to the winds of change have saved you before, and this time they allowed you to be one of the lucky few who escaped Phlan with something more than just the shirt on your back.
Whatever your prior standing was, you are now one of the many refugees that have come to Mulmaster. You are able to find refuge with others from Phlan and those who sympathize with your plight. Within Mulmaster this means that you can find a place to bed down, recover, and hide from the watch with either other refugees from Phlan, or the Zhents within the ghettos. Note: This feature is a variant of the Folk Hero feature.
|
Asistente, necesito un background llamado 'Plaintiff' que tenga habilidades en medicine, persuasion, conocimiento en idiomas adicionales, proficiencia en herramientas como anyArtisansTool, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Plaintiff
Your experience with your local legal system has given you a firm knowledge of the ins and outs of that system. Even when the law is not on your side, you can use complex terms like ex injuria jus non oritur and cogitationis poenam nemo patitur to frighten people into thinking you know what you're talking about. With common folks who don't know any better, you might be able to intimidate or deceive to get favors or special treatment.
Plaintiffs come in many varieties. Some are innocent bystanders who want only fair compensation for their injuries. Others are professional courtroom operatives, going to extreme lengths to appear wronged in pursuit of a large payout.
|
Asistente, necesito un background llamado 'Planar Philosopher' que tenga habilidades en arcana, choose, conocimiento en idiomas adicionales, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Planar Philosopher
Twelve factions have risen to prominence in the City of Doors, though many more exist. Your character might belong to one of these groups or another ideological faction, perhaps one of your own creation.
The primary factions of Sigil, which are further detailed in chapter 2, adhere to the following philosophies:
You gain the {@feat Scion of the Outer Planes|SatO} feat. In addition, members of your organization provide you free, modest lodging and food at any of their holdings or the homes of other faction members.
Adventurers who dedicate themselves to a particular philosophy regarding the multiverse are welcomed among factions that embrace those beliefs. The Planar Philosopher Personality Traits table suggests various traits you might adopt for your character.
Some groups of planar philosophers might prefer certain types of characters, but by and large any character who upholds and furthers the beliefs of such a group is welcome within its ranks.
When you make your character, you can roll once on the {@item Planar Philosopher Trinket|SatO|Planar Philosopher Trinkets} table, instead of on the {@item Trinket|PHB|Trinkets} table in the Player's Handbook, for your starting trinket.
|
Asistente, necesito un background llamado 'Prismari Student' que tenga habilidades en acrobatics, performance, conocimiento en idiomas adicionales, proficiencia en herramientas como choose, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Prismari Student
You gain the {@feat Strixhaven Initiate|SCC} feat and must choose Prismari within it.
In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Prismari Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Consider customizing how your spells look when you cast them. You might wield your Prismari spells with dynamic, gestural movement—as much dance as somatic component. Even a blast of fire in your hands is a sculpted work of art; elemental forces make grand designs as you hurl spells. These forces might linger on your body or in your clothes as decorative elements after your spells are dissipated, as sparks dance in your hair and your touch leaves tracings of frost on whatever you touch.
Any class or subclass that wields elemental forces of cold, fire, lightning, and wind can be a good fit in Prismari. Druids and sorcerers are common in Prismari, and wizards who study the Schools of {@class Wizard|PHB|Evocation|Evocation|PHB} or {@class Wizard|PHB|Transmutation|Transmutation|PHB} are also well represented. Clerics aren't very common in this school, but some with the {@class Cleric|PHB|Tempest domain|Tempest|PHB} end up here.
Beyond the ranks of traditional spellcasters, Prismari students also include monks who follow the {@class Monk|PHB|Way of the Four Elements|Four Elements|PHB}. Some acrobatic rogues and fighters (including those who emulate the archetype of the {@class Fighter|PHB|Eldritch Knight|Eldritch Knight|PHB}) also delight in the athleticism of Prismari performance.
Though the curriculum of Prismari College attracts many outgoing and driven artists, the school has no shortage of shy scholars and lackadaisical blowhards among its ranks. The Prismari Personality Traits table suggests a variety of traits you might adopt for your character.
When you make your character, you may roll once on the {@item Prismari Trinket|SCC|Prismari Trinkets} table, instead of on the {@item trinket|phb|Trinkets table} in the {@book Player's Handbook|PHB}, for your starting trinket.
|
Asistente, necesito un background llamado 'Quandrix Student' que tenga habilidades en arcana, nature, conocimiento en idiomas adicionales, proficiencia en herramientas como anyArtisansTool, equipado con ciertos objetos al iniciar. ¿Puedes ayudarme?
|
Background: Quandrix Student
You gain the {@feat Strixhaven Initiate|SCC} feat and must choose Quandrix within it.
In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Quandrix Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Consider customizing how your spells look when you cast them. Your Quandrix spells might manifest amid kaleidoscopic swirls of fractal patterns, amplifying the tiniest movements of your somatic components. When your magic creates or alters creatures, it might briefly surround the targets with shimmering fractal designs or tessellated patterns.
Any spellcasting class or subclass can work well for a Quandrix character. Both the scholarly focus of wizards (especially those who study the Schools of {@class Wizard|PHB|Abjuration|Abjuration|PHB}, {@class Wizard|PHB|Illusion|Illusion|PHB}, or {@class Wizard|PHB|Transmutation|Transmutation|PHB}) and the metamagic manipulations of sorcerers are welcome in Quandrix, and many druids explore the patterns of nature in Quandrix as well. A few clerics, particularly those with the {@class Cleric|PHB|Knowledge|Knowledge|PHB} or {@class Cleric|PHB|Nature|Nature|PHB} domains, study in Quandrix as well.
Aside from traditional spellcasters, a few characters of other classes find homes in Quandrix. Some fighters, monks, rangers, and rogues study here, using Quandrix principles to train their minds.
With subjects ranging from the physical and tangible to the paradoxical and strange, the student body of Quandrix College includes an eclectic mix of individuals. The Quandrix Personality Traits table suggests a variety of traits you might adopt for your character.
When you make your character, you may roll once on the {@item Quandrix Trinket|SCC|Quandrix Trinkets} table, instead of on the {@item trinket|phb|Trinkets table} in the {@book Player's Handbook|PHB}, for your starting trinket.
|
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.