Absolutely Ordinary Childhood
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.
Animal Lover
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.
Blessed by the Gods
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.
Bookish
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.
- Skills: You gain proficiency in two of the following skills: Alchemy, Arcana, Engineering, History, Medicine, Nature, Occultism, Primal, Religion, or Society.
- Language: You gain proficiency in languages.
- Feature: When making mental checks related to famous written literature, plays, or fiction, you are considered proficient in the History skill and add +5 to the check as a specialty.
Bully
Bully
Raised in a harsh environment, you learned early that a show of strength often speaks louder than words.
- Skill: Gain proficiency in Athletics or Coercion.
- Feat: Gain one weapon feat of your choice.
- Feature: Double your proficiency bonus on Athletics checks for grappling, shoving, or tossing, and on Coercion checks involving threats, against creatures of equal or smaller size with half or fewer hit points than you.
Curious Mind
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.
Cursed Child
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).
Demonic Bastard
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).
Eldritch or Fae Blessed
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.
Feral Child
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.
Flower Child
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.
Golden Child
Golden Child
You’ve been raised — or destined — for greatness.
- Increase Charisma by 1 (max 20).
Natural Beauty
Natural Beauty
Your striking appearance influences those around you.
- Gain proficiency in Beautician's Supplies, Coercion, or Performance.
- Increase Charisma by 1 (max 20).
- Non-hostile creatures attracted to your gender are more open to interaction and may offer favors or assistance.
Noble Upbringing
Noble Upbringing
From a young age, you were immersed in noble society and politics.
- Gain proficiency in one of the following: Animal Handling, Athletics, Calligrapher's Supplies, Coercion, Deception, History, Painter's Supplies, Religion, Society, or one performance or language of your choice.
Old Soul
Playful
Playful
Content TBD. (Possibly tied to: Acrobatics, Athletics, Brawn, Deception, Perception, Performance, Sleight of Hand, Stealth)
Sore Loser
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.
Street Urchin
Street Urchin
You know the secrets of city life.
- Gain proficiency in two of: Beautician's Supplies, Perception, Performance, Sleight of Hand, Stealth, or Thieves' Tools.
- Outside combat, you (and allies you lead) can travel through known cities twice as fast.
- You know the workings of local criminal underworlds and have relevant contacts in cities you've spent time in.
Troublemaker
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.
Wild Child
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.