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Backgrounds

Adventurer

Skill Proficiencies: Athletics or Acrobatics, and Insight or Perception
Tool Proficiencies: Shields or Thieve’s Tools.
Languages: You learn one additional language
Equipment: One weapon or armor worth no more than 10 gp, a small pouch containing 5gp, a shovel, a crowbar, one trophy, (e.g Goblet found in a dungeon or a trinket from PHB p.160) one cloak, and a bedroll.

Role

  1. - The Brains
  2. - The Muscle
  3. - The Professional
  4. - The Coin
  5. - The Sneak
  6. - The Load

Feature: Beloved Outcast – You can always find a job, but somehow you can never find a place to sleep. People know you`re good for the work, but the fact that you are indicates that you`re probably not the sort of person they want to have around. People view adventurers in a mixed light with conflicting values. On the one hand, most adventurers are nothing more than murderous, grave-robbing vagrants. On the other hand, who else will rob that grave and murder those local bullies for you? Most common folk consider adventurers to be dangerous, unpredictable, and probably insane… But in a world filled with slavers, mad cults, dragons, walking dead, pit fiends, and extradimensional horrors, just about everyone could find a use for a psychotic sell-sword. Adventurers who survive and reach higher renown may find they have a small following of supporters or fans, but even they may cringe at the idea of that adventurer spending an evening in their home. Most adventurers by profession are members of an adventurers guild through which they can readily attain professional work and contacts in the field.

d8 – Personality Trait

  1. - I speak with an accent nobody recognizes.
  2. - I look at the ceiling every time I enter a room, even if I was just there five seconds ago.
  3. - I assume every job is a trap.
  4. - I take notes about everyone and everything I encounter everywhere I go.
  5. - I leave marks for myself wherever I go, as messages to myself when I return. Their meaning is known only by me.
  6. - I tell stories about my adventures to anyone who will listen. Even tales of woe and disaster are retold with enthusiasm!
  7. - I am more accustomed to life on the road or underground than in a settlement or my actual “home”.
  8. - I only respect other adventurers.

d6 – Ideal

  1. - Virtue. I am the sword of virtue for those in need! (Good)
  2. - Curiosity. If the job is interesting, I’m in! (Neutral)
  3. - Control. I’ll do the work, but some day I will return with a request… (Evil)
  4. - Justice. I fill the cracks crime slips through. (Lawful)
  5. - Wealth. I’m in it for the money! (Neutral)
  6. - Boredom. Get me away from this boring life! (Chaotic)

d6 – Bond

  1. - The things I have with me are everything I have and everything I am.
  2. - The people who raised me made me into an adventurer.
  3. - I am on a quest to obtain some rare or important object.
  4. - I can never linger anywhere for too long, or my secret will catch up to me.
  5. - I cannot remember my past before I was an adventurer.
  6. - I need to be the most famous adventurer alive.

d6 – Flaw

  1. - Adventuring has either made me jaded and pessimistic, or paranoid and jumpy.
  2. - I am almost dangerously greedy.
  3. - I cannot resist a drink, or the folk who serve it.
  4. - I egregiously underestimate or overestimate the risks a job represents.
  5. - I cannot maintain meaningful relationships.
  6. - I cannot manage money to save my life.

Feats

Goron Rolling MagicPrerequisite: Goron, level 8 – Your Roll attack is considered Magical for purposes of overcoming damage resistance.

Native TwiliPrerequisite: Twili – This feat may be taken twice. The first time it is taken, the damage taken by your Interloper’s Curse when in direct sunlight is lessened to a d4. The second time this is taken, you no longer have disadvantage against Radiant Damage.

Aspect of the Triforce – When you choose this feat, you may choose to embody one of the aspects of the Triforce. Choose one of the following
#1 Wisdom: You gain proficiency in Intelligence (Religion) checks and the use of one cantrip of your choice.
#2 Courage: You gain proficiency in Strength (Athletics) checks and one weapon of your choice.
#3 Power: You gain proficiency in Charisma (Intimidate) checks and resistance to be Charmed or Frightened.

Additional Character Options

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