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Character Creation Healing Potions

Choose a secret from the next page to flesh out your These take a bonus action to quaff, and an action to
character's backstory. Also, you may choose one each administer.
Uncommon, Rare and Very Rare magic item. You do not start
with these items, but you may encounter them in your travels. Death Saving Throws
These are tracked and rolled by the player in secret.
Supplies
Rather than tracking supplies, the party is assumed to have a
ready supply of all mundane items listed on page 150 and
154 of the Player's Handbook.
Rather than track encumbrance, players can each carry ten
things each in their backpacks, apart from other worn or
carried items. Rather than track experience points, we will
use milestone leveling
Winds of Magic
The Weave has been damaged beyond repair, and its forces
swirl in violent and unfettered patterns that locals refer to as
the Winds of Magic.
To those who know how to harness their power, the Winds
may be channeled to produce uncommon, singular and
surprising effects. When casting a spell without using a ritual
or magic item, the mage may produce any effect hitherto
unwitnessed, limited only by the spell's level, its name, and
the caster's imagination.
Examples of Use
Changing the damage type of a firebolt to radiant, or creating
a poisonous goodberry that harms rather than heals, are
possible uses of the Winds of Magic. The spell's level governs
its range, number of targets, and damage, which cannot
generally be affected by the Winds.
The theme of the spell, such as food (in the case of
goodberry) or fire (in the case of firebolt) must also be
maintained. A spellcaster couldn't shoot a firebolt made of
water, for example, although one made of holy fire would be
in keeping with the theme. Likewise, goodberry could not be
used to create a turkey dinner, even though it might have the
same effect mechanically. When in doubt, the name of the
spell should be used as a reference for the theme.
Repeated Effects
No effect may be used more than once per campaign. The
DM may keep a record of previously used effects and veto an
effect if it has been used before. The intent is that the players
use the Winds to add variety and novelty to the game with a
one-time bending of the rules, rather than simply inventing
new rules.
Heroic Stunts
The Winds of Magic may even be used by those normally
incapable of spellcasting. For example, anointing some
arrows with alchemist's fire so that they do an additional d4
fire damage on a hit, or using a chain of cold iron to restrain a
fiend, are legitimate uses of the Winds of Magic. However, the
tides of magic being unpredictable at best, such effects do not
work more than once.
Secrets

S
aints and murderers.
Liars and vagabonds. Pedlar
None are to be trusted. The hunters came in the night, firing silver bullets and
Nothing is what it seems. bellowing about werewolves and cursed blood. We Vistani are
Who knows what darkness lies in the hearts of a noble people, the enemies of dark powers, and we curse
men? Only the shadows... those sanctimonious butchers that would murder simple
travelers, leaving nothing but a field of headstones in their
As part of creating your character, choose one of these wake.
secrets to help flesh out your backstory. These replace You have a tarokka deck with which you can use per the
backgrounds and are completely optional for your character. Portent ability on page 116 in the Player's Handbook. You
A player can always write their own backstory and only use cannot read or write.
the mechanics of a secret. No player may take the same
secret as another. You may attempt any ability check related Preacher
to your Secret with advantage.
It's TRUE!! That book in the apothecary's study burned the
Barber truth into your brain, which is that YOU ARE THE TRUE
avatar of the Morninglord, and HIS SUN will shine upon a
Once per long rest, use your action to take your barber's new day! GLORY? GLORY TO THE MORNINGLORD!
razor to a character, causing them to roll a DC 10 Sanity You have a corded switch used to beat you as a child (treat
check. If the check is passed, the patient heals 4d4 hitpoints as flail). Add 15 to any d100 Madness roll you make. You have
plus the patient's Constitution bonus. This counts as magical a flask of spirits (treat as aquaregia). You cannot read or
healing. If the check is failed, the patient suffers the effects of write.
Madness and takes 2d4 slashing damage minus their
Constitution modifier. Grave Digger
Your knowledge of anatomy allows you to critically hit on a
19 or 20. The dark star. It shined on the hour of your birth and now it
You have a pearl-handled straight razor (treat as scimitar). still watches you coldly and distantly, whispering secrets of
blasphemous and unspeakable treasures.
Coachman If you fail any attack roll, ability check, or saving throw, you
notice a glittering trinket. Roll on the treasure table.
You've witnessed miracles, or witchcraft, for which you have Two may choose to know the general location of two
no explanation. Your hooded lantern is a holy symbol of the Uncommon, two Rare, and two Very Rare items when you
Morninglord that shines like a beacon. Once per long rest, create your character.
you may activate its powers with an action, dispelling any You have your trusty shovel (treat as greataxe). You cannot
magical darkness within 30 feet. You have proficiency with read or write.
land vehicles.
You have a lover whom who haven't seen in years. At any Herbalist
time outside of combat, you can decide who the lover is by
choosing an NPC that you can see. Once you've made this Abducted by hags as a child, you have a hag eye that you can
choice, you can't change it. The old flame is friendly and remove painlessly. If you close your other eye, you can see
helpful towards you even if your past is checkered. through the hag eye as if it were attached to you as long as it
is within 10 miles. The eye has Darkvision out to 60 ft.
Farmhand As an action, you can send a telepathic message of up to
twenty five words to a creature holding or carrying the eye, as
None could have predicted the comet that came blazing down long as that creature is within 10 miles of you.
to crash upon the old mill, and spread the unrelenting Your hide (bluish, purplish, or greenish) gives you an AC
crystalline entity that consumed the honest miller's once equal to 10+ your Dexterity modifier+ your Constitution
fertile fields. Even now, it feasts upon your flesh, slowly modifier while you are not wearing any armor. You can use a
taking hold of your body and soul as it begs for sustenance shield and still gain this benefit.
with a will of its own.
You have a pitted scythe (treat as glaive). You have a locket
with Beatrice's portrait. You cannot read or write.
Once per long rest, you may choose to critically succeed on
a death saving throw before rolling it, as the symbiotic entity
refuses to let you die. This counts as magical healing.
Knight Rat Catcher
You were just a beggar, so why did the shadow save you, An escapee from the darklord's dungeons, you rescued a
killing the brigands attacking that nobleman's coach? With small but vicious dog (treat as giant rat). Add your proficiency
the nobleman and his servants dead, there was nobody to bonus to the creature's AC, attack rolls, and damage rolls. Its
witness you take the nobleman's clothes, name, lands and maximum hitpoints are at least four times your level, and it
titles. You have the court mask of the decapitated nobleman has advantage on savings throws as long as it can see its
and his riding horse. master. It acts on your initiative and if it dies, a new Small
beast of CR 1/8 or lower may be tamed after 8 hours of
You have advantage to saving throws made to avoid falling searching. You cannot read or write.
off your mount, and always land on your feet when falling off
10 feet or less unless incapacitated. You may mount or Witch Hunter
dismount as a free object interaction. You have proficiency You were cursed with lycanthropy, and the memories of those
with land vehicles. you butchered haunt you. You are still vulnerable to slashing,
You cast no shadow. Once a day, you may call upon the blunt, and piercing damage from silvered weapons.
shadow as an action, increasing the range of your melee
attacks by 15 feet for 1 minute. You have advantage on Intelligence saving throws against
effects that you can see, such as enemies and spells. To gain
Peasant this benefit, you must be able to utter an imprecation against
this menace, and can't be blinded, deafened, or incapacitated.
The eldest scion of Luitpold von Holswig-Schliestein, you You have lovingly restored the silvered weapon (simple or
were heir to a great fortune and kingdom... then that trouble martial) that the Witch Hunter finally defeated you with.
started with the Von Carsteins. Bowed down only by the
memories of your own lost glory, you could never submit to Woodcutter
anyone else. Not you, of noble blood. You were just a woodcutter; he offered you ten gold pieces to
Not that you expect any of these insignificant peons to
understand the depths of your sorrow. participate, and you took it. When you awoke from the slab,
Once per day in a civilized setting, you can spend an hour the alchemist reached out his hand to help you get up. Your
to call forth an angry mob. Of these, four humanoids of CR not sure if his experiment was a success or a failure, but he
1/8 or lower would be willing to join you in combat. You are crumbled to dust at your feet as soon as your hands touched.
unable to determine the type of humanoids, nor are you able
to command more than four in combat with this ability at any Your unarmed strikes deal extra necrotic damage equal to
one time. Roll initiative as a group, and obey any verbal 1d8 + your Constitution modifier. In addition, at the start of
commands with no action needed for issuing commands. each of your turns, a creature grappled by you or one
grappling you takes the same amount of necrotic damage.
The necrotic damage from this secret ignores necrotic
Performancer damage resistance. If a creature is reduced to 0 health from
Camp followers supported the army during the war against necrotic damage, their body shrivels into dust. You cannot
Valentia, and these tinkers, hustlers, harlots and procurers of read or write.
substances both legal and illicit stood by the soldiers during
endless marches and countless skirmishes. You were one of Wizard
those mercenary survivors, and your immoral ways have led He said you were the greatest apprentice he'd ever had, but as
you to outlast the war, and Valentia itself, even though it took soon as you found out your master's ulterior motive, you fled
your youth, your family, and your soul. from his service. You never managed to get licensed, but you
You may play a ribald tune once per long rest, as long as may start with an Invocation and a cantrip. You can read and
you are proficient with a musical instrument. After 10
minutes, all allies within 30 feet may regain 1d4+ your write Draconic but not Common.
Charisma modifier Sanity points.
You have a d6 Bardic Inspiration die, per page 53 in the
Player's Handbook.
You have a plundered shield with the tarnished crest of
Valentia. You cannot read or write.
Protagonist
An indiscriminate highwayman, you can Dash, Disengage, or
Hide as a bonus action.
You have the musket you murdered your sister with.
If you are hit by an attack roll, you can react by channeling
your sister's spirit. Add your proficiency bonus to your AC. If
this causes the attack to miss, the ability can't be used again
until a short rest.

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