Table of Contents
You have spent your life living among a company of adventurers. Your whole life you've lived on tales of adventure and glory. Growing up in a family of adventurers has it perks. Your family comes from all walks of life and thus had a great deal they could teach you!
Skill Proficiencies. 2 of your choosing.
Tool / Language Proficiencies. Pick any two toll or language proficiencies.
Equipment. A set of traveler's clothes, a crowbar, a mess kit, one trinket, and a belt pouch carrying 15 gp.
Features. Choose a feature from any other background.
If you decide to take your starting wealth and buy your own gear instead of taking the sample equipment provided by your background and class, roll 5d4 x 100 instead of your class starting wealth and remove your tool proficiency.
Position of Privilege. Alteration note… Other nobles can call on you for help but won't necessarily give a coin reward. Instead they might owe you a favor that you may call on them in the future for aid.
Half-Celestials are born of a celestial and typically any humanoid race with tendencies towards good alignments (ie. elves, humans, dwarves, gnomes, etc). These folk tend to appear as glorious humanoids with lustrous hair, flawless skin, and piercing eyes. They more often than not have large white feathered wings that sprout from their backs giving them ability to fly and have a luminescent glow about them, inspiring awe in those that look upon them. Many half-celestials attempt to avoid being seen by the masses, not wishing to upset people. Outsiders are generally mistrusted and half-celestials frequently deal with people mistaking them for true celestials and showing fear as they try to avoid them, people mobbing them simply for the false impression that touching them might heal their ailments, or in the worst cases having their feathers plucked and stolen for their divine properties.
Ability Score Increase. Strength, Intelligence, Wisdom, and Charisma all get a +2 bonus.
Age. Half-celestials reach adulthood at the same rate as their mortal parent's race would but live to well over 600 years longer than that of their mortal ancestors.
Alignment. Due to their celestial heritage, half-celestials are often good. However, some fall into evil, rejecting their heritage.
Size. Half-celestials are built like well-proportioned humanoids of their mortal half. Their size is Medium. Speed. Your base walking speed is 30ft. You can fly at 60ft.
Languages. You can speak, read, and write, Common, Celestial, and the languages of your mortal parent's race.
Celestial Resistance. resistant to necrotic/radiant damage and immune to disease.
Celestial Nimbus. you glow!
Celestial Legacy. Light cantrip, Detect Evil 3/day, 3rd level- Lesser Restoration 1/day, 5th level - Daylight 1/day. Use charisma for casting these spells.
Darkvision 60 ft.
Divine Awareness. The half-celestial knows when it hears a lie.
Divine Burden. In places of evil, unhallowed ground gives the half-celestial disadvantage on all rolls performed within the area.
Healing Touch (3/day). The half-celestial touches another creature. The target magically regains 3d10+Wis hit points and is freed from any curse, disease, poison, blindness, or deafness.
High-Humans are a sub-race of humans that rule by divine right and heredity over the realm of Anauroch. Unlike your average human, these people are much taller and far longer lived. These people tend to appear as the pinnacle of human perfection with thick and curly locks of hair varying in metallic shades of silver and gold also sporting piercing eyes of similarly unusual colors. High-Human eyes range between metallic colors to unusually vibrant shades. The closer the high-human is to the ruling family the more unusual their eyes and hair tend to be ranging between silvers, golds, violets, reds, and slowly reaching out into sapphire blues, emerald greens, even shades of amber. The skin of these humans can vary between shades of ivory white to golden bronze.
Ability Score Increase. Your ability scores each increase by 1 but your Constitution increases by 2.
Age. High-humans reach adulthood in their late teens and live upwards of 100 years.
Alignment. High-humans tend toward no particular alignment. The best and the worst are found among them.
Size. High-humans are taller than other humans ranging between 6 feet to 8 feet tall Their builds vary but usually can be surmised as "ideal" in some fashion. Whether built like a mountain and muscular, or trim and athletic, to the willowy and graceful maidens of the court. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common, Elven, Dwarven, plus two other languages of your choosing. High-humans are taught the languages of the races that their kingdoms trade with so that they can converse with their people and neighboring kingdoms when needed.
|Race||Base Height||Height Modifier||Base Weight||Weight Modifier|
|High-Human||6'0"||+2d10||155 lbs.||x (2d4) lbs.|
The kitsune are fox fey, masters of trickery. These fey are some of the less hostile amongst fey-kind but don't take that to mean they're harmless. If they so desire these creatures can cause just as much havoc as any faerie. Often appearing as simple foxes, it is hard to tell the difference between the animal and the fey. However, when they take human form it becomes quite clear with their lupine ears, fangs, and long fluffy tails, these things are not what they appear.
Hair and/or fur colors range between black/grey, red, gold, silver, and very rarely white.
Medium fey, neutral
Abilities: Dex +1*, Int +2*, Cha +2
Skill Proficiencies: Persuasion, Stealth
Senses: Darkvision 60ft.
Languages: Sylvan, Common
Features: Innate Spellcasting (3/day Foxfire), Keen Smell and Hearing, Shapechanger (fox), Speak with Foxes, Telepathy (fox form only), Magic Resistance.
- Kitsune Ball
- There is one item bound to each kitsune shortly after birth. It can be any item but it is one they bond with at a very young age and becomes quite precious to them. Frequently this will take the form of a child's toy. Hence the name "Kitsune Ball". If this object is stolen, the kitsune will be automatically placed under the dominate monster spell with the holder of the “ball” as the spellcaster. This effect persists until the item is returned to the kitsune’s possession.
- Evocation cantrip
- Casting Time: 1 action
- Range: 120ft
- Components: S
- Duration: Concentration, up to 1 minute.
- Creates a ball of blue flames in the caster's hand. Foxfire floats away in the direction the cast's wills it to. The ball is utterly silent and dances in a direction indicated by the caster at a maximum speed of 20ft and is unaffected by wind or obstacles -- Foxfire will float right through windows, curtains, walls, etc. It maintains its heading and speed unless the caster concentrates to change it. The Foxfire deals 1d10+Int damage on the mental command of the caster. If the spell is allowed to expire, the Foxfire winks out of existence without damaging anything. While it endures, it sheds light equivalent to torchlight, illuminating a twenty-yard.
Lupines are a subspecies of werewolves. These werewolves have only two forms. Their anthro wolf form and their normal wolf form. They can take the form of a wolf at will taking one action to shift forms. The Lupine has heightened senses, a fiery temper, and a tendency to eat rare meat. Its wolf form is a fearsome predator. Most Lupines flee civilized lands not long after becoming afflicted. Those that reject the curse fear what will happen if they remain among their friends and family. Those that embrace the curse fear discovery and the consequences of their murderous acts. In the wild, werewolves and lupines form packs that also include wolves and dire wolves.
Ability Score Increase. Your strength score is 17 if it isn't already higher.
Alignment. Lupines are always some form of neutral.
AC. +1 (natural armor)
- Shapechanger. The Lupine can use its action to polymorph into a wolf or back into its hybrid form. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its hybrid form if it dies.
- Keen Hearing and Smell. The lupine has advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Multiattack. The lupine makes two attacks: one with its bite and one with its claws or weapon.
- Bite. Melee Weapon Attack: 1d8+Str piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with lupine lycanthropy.
- Claws. Melee Weapon Attack: 2d4+Str slashing damage.
- Non-human races that gain Lupine Lycanthropy keep one of their racial features.
Small beast, unaligned
Hit Points: 3 (1d6)
Abilities: STR 8 (-1), DEX 15 (+2), CON 10 (+0), INT 5 (-7), WIS 12 (+1)
Skills: Perception +3, Stealth +4
Senses: Passive Perception 13
Challenge: 0 (10XP)
Keen Hearing and Smell: the fox has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite: Melee Weapon Attack; +1 to hit, reach 5ft., one target. Hit; 1 (1d4-1) piercing damage.