goatmeal
2017-03-26, 03:30 PM
I've been a big fan of the Moonsea, and Mulmaster in particular, long before 5e came along. There always seem to be refugees hanging out there, and I thought it would make sense to have that as a background type. This is what I've come up with so far. Any feedback would be welcome.
Refugee:
Skill Proficiencies: Stealth, Survival
Tool Proficiencies: any artisan
Languages: Pick 2
Equipment: a threadbare blanket, worn out common clothes, a trinket from your homeland, a pouch containing 5 sp, additionally the DM may ask you to either forfeit an item from your starting equipment or begin play with damaged items (-1 to damage for weapons, or -1 to AC for armor, for example).
Life on the Run: Describe what conditions led you to become a refugee. (Though many of those in the refugee camp are from Phlan, you could choose to be fleeing another region if you like.)
Feature: You have faced difficult conditions while fleeing your homeland that have hardened you to the wildlands. Pick two of the following environmental hazards: extreme cold, extreme heat, forced march, frigid water, lack of food, lack of water, swimming. You may only select frigid water if you also select either swimming or extreme cold. You receive advantage on saving throws to avoid exhaustion in the chosen type of environmental hazard.
Bonds, Flaws, Traits: T.B.D.
Refugee:
Skill Proficiencies: Stealth, Survival
Tool Proficiencies: any artisan
Languages: Pick 2
Equipment: a threadbare blanket, worn out common clothes, a trinket from your homeland, a pouch containing 5 sp, additionally the DM may ask you to either forfeit an item from your starting equipment or begin play with damaged items (-1 to damage for weapons, or -1 to AC for armor, for example).
Life on the Run: Describe what conditions led you to become a refugee. (Though many of those in the refugee camp are from Phlan, you could choose to be fleeing another region if you like.)
Feature: You have faced difficult conditions while fleeing your homeland that have hardened you to the wildlands. Pick two of the following environmental hazards: extreme cold, extreme heat, forced march, frigid water, lack of food, lack of water, swimming. You may only select frigid water if you also select either swimming or extreme cold. You receive advantage on saving throws to avoid exhaustion in the chosen type of environmental hazard.
Bonds, Flaws, Traits: T.B.D.