Tuesday, November 18, 2014

Primeval Thule: Quodethi Thief D&D 5th Edition

Backgrounds here are bases on the Narratives in Primeval Thule, so they will gain abilities as a character levels.  They are only intended for use in the Primeval Thule setting and are not designed to be mixed with standard Backgrounds.

Also, some of the abilities require the expenditure of a resource, for this reason and for how dangerous the setting is, each character gains the Lucky Feat for free and may take the Lucky Feat one additional time.


Quodethi Thief 


Areas of Proficiency (1st level): You are proficient in Acrobatics and History.

Langauges (1st level): One of your choice.

Tools (1st level): One of your choice.

Thief's Feint (Level 1):  When you spend a Luck point to gain a bonus before you make an attack roll, you can perform a thief’s feint. Instead of the normal bonus, you gain advantage on the attack roll, and may make use your sneak attack dice against the attack. After the attack, you can move up to your full speed.
Reputation (6th level): You gain advantage on skill checks to interact with criminal elements in civilized areas—you’ve earned a reputation that other thieves and outlaws respect. Your bonus also applies to charisma (intimidate) or (persuasion) checks against common citizens, who are likewise aware of the fact that you mean business. On the down side, the authorities know your name and are generally hostile toward you.
Optionally this is a feat and can only be taken if you have this background and are at least 4th level, additionally gain +1 Charisma.

Guildmaster (10th level): You become the leader of your thieves’ guild or establish a new guild of your own. You gain a hidden guild stronghold protected by secret entrances, deadly traps, and trained guard-beasts. You gain enough followers to provide you with guards in the form of thugs, mercenaries, and enforcers, plus a high income from your cut of the guild’s activities equal to 200 gph per month. Your thieves are initially very loyal, but if you fail to provide strong leadership, you may face challenges from the lower ranks.  Additionally, you and your allies have advantage on charisma saving throws, while in your company.
Optionally this is a feat and can only be taken if you have this background and are at least 8th level, additionally gain +1 Charisma.

No comments:

Monster Monday: Ork City's Chupacabra for Shadowdark

Welcome to Ork City! In the middle of Ork City's Hatt Island is the Park, a wild and dangerous forest filled with all manner of nightmar...