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Childhood

From Kronopolis and the Flat Plane

See also: Age | Childhood/List.


Childhood is a small but formative period of discovery and intellectual development for humanoids. Children quickly learn to master fine motor skills and learn to move through and manipulate their environments with ease, but the most important aspect is that the mind is flexible and is thirsty for knowledge.

Ability Score Change
Str Dex Con Per Int Wis Cha Des
-3 +1 -3 +1 +0 +0 +2 +2

Childhood Effects

  • First Language: Children gains language proficiency. The first language chosen represents their mother tongue, usually regionally or racially associated.
  • Smaller Size: Children are one size category smaller than that of an adult of its race. This results in a lower hit dice, usually from a d8 to a d6, or a d6 to a d4.
  • Second Chances: Children sometimes unexpectedly succeed and/or survive the most extreme odds. Children has access to the Child Die. The die starts as a d20 and can be added to any ability check or attack roll, as well as reduce an attack roll from an enemy targeting them. After each use, reduce the die size by one in the following succession: d12, d10, d8, d6, d4. After the d4 is rolled, the die is expended. The die is reset after each long rest.

Childhood Traits

Childhood Traits

Roll d20 or choose a trait
d20 Trait
1 Absolutely Ordinary Childhood

Your childhood was ordinary, very ordinary. Aside from some minor unique circumstances, you have been raised following in the footsteps of your family and local society. Raised with those social expectations, you have garnered familiarity with a few skills.

  • Ability Score: You can choose to increase one ability score by 1, up to a maximum of 20.
  • Proficiency: You gain proficiency in one skill, tool, language, vehicle or performance of your choice.
2 Animal Lover

Having grown up closely with animals and/or pets, have made you very familiar and fond of caring for animals; most commonly domesticated animals, such as dogs, cats, cows, horses, and so on.

  • Skill: Gain proficiency in the Animal Handling skill.
  • Feature: You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Beasts can understand your speech, and you gain the ability to decipher their noises and motions.
  • Feature: You can easily teach common tamed animals basic tricks (e.g., sit, stay, heel). After one minute the animal will probably follow your command (DL 9), while after ten minutes of training it will always follow your command.
3 Blessed by the Gods

Some say it's a miracle, some, a genetic anomaly. Wherever or whatever the source may be, you have since childhood always been able to perform miraculous feats.

  • Language: Gain proficiency thrice (+6) in the Celestial language.
  • Action: As an action, heal a creature for one hit die. On a 4 or multiple thereof, cure one disease or poison. You can use this feature up to your proficiency bonus per long rest. Has no effect on undead or constructs.
4 Bookish

You were an avid reader from a young age, immersing yourself in stories and knowledge. While others played in the sun, you were lost in pages. Tales of heroes, arcane knowledge, and forgotten histories were your playground.

5 Bully

Raised in a harsh environment, you learned early that a show of strength often speaks louder than words.

6 Curious Mind

Your childhood has been spent learning about a wide variety of things, with every mystery seen as a puzzle waiting to be solved.

  • Proficiencies: Gain proficiency in one skill, one tool, one gaming set, one language, and one performance of your choice.
7 Cursed Child

Born cursed, your fate is intertwined with a dark burden.

  • Curse: Work with your DM to define the curse's nature and effects.
  • Boon: Gain a compensating boon (e.g., blind but with heightened hearing).
8 Demonic Bastard

Infernal blood burns in your veins.

  • Proficiencies: Gain proficiency (not language) in Infernal and Abyssal.
  • Proficiencies: Learn Vicious Mockery or Fire Bolt.
  • Proficiencies: Cast Bane once per long rest (Charisma as spellcasting ability unless otherwise noted).
9 Eldritch or Fae Blessed

Touched by strange otherworldly forces, you channel unpredictable power.

  • Language: Gain proficiency (not language) in Sylvan or Deep Speech.
  • Cantrip: Learn the Thaumaturgy cantrip.
  • Cantrip: Use Eldritch Blast (1d4 nonlethal damage) a number of times per day equal to your Charisma modifier.
  • Proficiency: Gain 2 + Int modifier skill points. Spend as if the following were class skills: Bluff, Concentration, Disguise, Intimidate, Jump, Sense Motive.
  • Special: If your first class level is Warlock, this trait is subsumed and you may choose a new feat.
10 Feral Child

Raised by beasts, the wilderness is more your home than any city.

  • Proficiency: Gain proficiency in one from: Acrobatics, Animal Handling, Athletics, Brawn, Nature, Primal, or Stealth.
  • Proficiency: You may trade a language proficiency for another proficiency and increase a tiered proficiency by one step.
  • Beasts understand your speech; you can interpret their vocalizations.
  • Your climbing and swimming speed equals your walking speed.
11 Flower Child

You embody kindness, compassion, and hope, even in dark times.

  • Increase Charisma by 1 (max 20).
  • Gain proficiency in Coercion.
  • Double proficiency when making diplomatic, peacekeeping, or morale-boosting Coercion checks.
12 Golden Child

You’ve been raised — or destined — for greatness.

13 Natural Beauty

Your striking appearance influences those around you.

14 Noble Upbringing

From a young age, you were immersed in noble society and politics.

15 Old Soul
16 Playful

Content TBD. (Possibly tied to: Acrobatics, Athletics, Brawn, Deception, Perception, Performance, Sleight of Hand, Stealth)

17 Sore Loser

You live to win and loathe defeat.

  • When another creature within 10 meters attempts a skill check, and you make the same check before their next turn, gain a +1 bonus.
18 Street Urchin

You know the secrets of city life.

19 Troublemaker

You learned to talk your way out of trouble from a young age.

  • Gain a +1 bonus on Deception checks.
  • Bluff is always a class skill for you.
20 Wild Child

You grew up in the dangers of wilderness where nature is your playground, and you revel in its untamed beauty.

  • As an action, cause a flower to bloom from nearby earth or your hand. This is a harmless, non-magical effect.