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Revision as of 17:41, 25 May 2025
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.
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
| | |:-:|:-:|
+ Roll d20 or choose a traitd20 | Trait
- 1 || Absolutely Ordinary Childhood - 2 || Animal Lover - 3 || Blessed by the Gods - 4 || Bookish - 5 || Bully - 6 || Curious Mind - 7 || Cursed Child - 8 || Demonic Bastard - 9 || Eldritch/Fae Blessed - 10 || Feral Child - 11 || Flower Child - 12 || Golden Child - 13 || Natural Beauty - 14 || Noble Upbringing - 15 || Old Soul - 16 || Playful - 17 || Sore Loser - 18 || Street Urchin - 19 || Troublemaker - 20 || Wild Child }
Trait DetailsAbsolutely Ordinary ChildhoodYour 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.
Animal LoverHaving 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.
Blessed by the GodsSome 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.
BookishYou were an avid reader from a young age, immersing yourself in stories and knowledge. Gain proficiency in two from: Alchemy, Arcana, Engineering, History, Medicine, Nature, Occultism, Primal, Religion, or Society. Gain one language proficiency. When making Intelligence checks related to famous literature, plays, or fiction, treat yourself as proficient in History and double your proficiency bonus. BullyRaised in a harsh environment, you learned to assert yourself through strength or intimidation. Gain proficiency in Athletics or Coercion. Gain one weapon feat. Double proficiency on Athletics checks when grappling/shoving and Coercion checks if the target is your size or smaller and has ≤ half your current HP. Curious MindYour inquisitiveness drives you to explore and understand all things. Gain proficiency in one skill, one tool, one gaming set, one language, and one performance of your choice. Cursed ChildBorn cursed, your fate is intertwined with a dark burden. Work with your DM to define the curse’s nature and effects. Gain a compensating boon (e.g., blind but with heightened hearing). Demonic BastardInfernal blood burns in your veins. Your childhood was full of wrath and strange power. Gain proficiency (not language) in Infernal and Abyssal. Learn Vicious Mockery or Fire Bolt. Cast Bane once per long rest (Charisma as spellcasting ability unless otherwise noted). Eldritch/Fae BlessedTouched by strange otherworldly forces, you channel unpredictable power. Gain proficiency (not language) in Sylvan or Deep Speech. Learn the Thaumaturgy cantrip. Use Eldritch Blast (1d4 nonlethal damage) a number of times per day equal to your Charisma modifier. 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 ChildRaised by beasts, the wilderness is more your home than any city. Gain proficiency in one from: Acrobatics, Animal Handling, Athletics, Brawn, Insight, Nature, Perception, Primal, or Stealth. 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 ChildYou 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 ChildYou’ve been raised — or destined — for greatness. Increase Charisma by 1 (max 20). Natural BeautyYour 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 UpbringingFrom 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, Insight, Painter’s Supplies, Religion, Society, or one performance or language of your choice. Old SoulContent TBD. PlayfulContent TBD. (Possibly tied to: Acrobatics, Athletics, Brawn, Deception, Perception, Performance, Sleight of Hand, Stealth) Sore LoserYou live to win and loathe defeat. When another creature within 30 ft attempts a skill check, and you make the same check before their next turn, gain a +1 bonus. Street UrchinYou 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. TroublemakerYou learned to talk your way out of trouble from a young age. Gain a +1 bonus on Bluff checks. Bluff is always a class skill for you. Wild ChildNature calls to you — and sometimes answers. As an action, cause a flower to bloom from nearby earth or your hand. This is a harmless, non-magical effect. |
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