tag:blogger.com,1999:blog-44837904197017761442024-03-28T13:17:25.437-04:00Lego Game MasterLego minifigs and bricks make tabletop RPGs even better.Unknownnoreply@blogger.comBlogger62125tag:blogger.com,1999:blog-4483790419701776144.post-78578596469091339302024-01-14T15:13:00.001-05:002024-01-14T15:40:21.300-05:00Zero hit points means temporary insanity<p>Here's a rules change that makes the game more of a realistic role-playing game and less of a mindless-enemy wargame:</p><p>Whenever any creature is reduced to zero hit points, that creature becomes incapable of fighting or taking any useful or strategic action. It suffers temporary insanity, which usually takes the form of wildly fleeing from combat. Most of the time, the GM can simply remove enemy minis from the table when this happens.</p><p>Players whose characters fall to zero hit points are not removed from the storytelling. When their turn comes up in the initiative order, they should narrate their character's panic attack or other emotional freakout. Allow and encourage them to chew the scenery and steal the show. Tell them that, due to the temporary insanity, they cannot be strategic or act rationally or have any self-control, so their character's most extreme personality defects should be exhibited without restraint.<br /></p><p>Player characters or key NPCs who start their turn with 0 hit points make saving throws for prolonged insanity. These follow exactly the same rules as <a href="https://media.wizards.com/2018/dnd/downloads/DnD_BasicRules_2018.pdf#page=79" target="_blank">death saving throws</a>, including suffering a failure when taking damage, but three failures results in prolonged insanity rather than death. Players make the saving throw before roleplaying their insanity, using its result to guide the narrative. </p><p>Players can use their action to talk to a temporarily insane creature and attempt to stabilize it, which requires a successful DC 15 skill check. This is usually a Charisma (Persuasion) check, but other skills may apply. Give advantage on this check for good roleplaying. If the insane creature is fleeing from combat, and the person talking is also retreating alongside it, the talking can be done as part of a Dash action. <br />A stable creature doesn’t make insanity saving throws, even though it has 0 hit points, but it does remain unable to take any reactions or actions other than Dash, Disengage, Dodge, and Hide. The creature stops being stable, and must start making insanity saving throws again, if it takes any damage. A stable creature that isn’t healed regains 1 hit point after 1d4 hours.<br /></p><p>A character suffering prolonged insanity becomes an NPC under the GM's control, although all of the 'revivify' and 'raise dead' type spells and effects can be used to cure this insanity and return control to the player. If the GM is feeling nice or does not want to derail the plot, they can return the character to the player's control after the episode of insanity causes at least 500 gp worth of their possessions to be lost or destroyed (or accumulates 500 gp worth of debt or obligation or legal troubles). Another option is to add a random type of Indefinite <a href="http://dnd5e.wikidot.com/madness" target="_blank">Madness</a>.<br /><br />Massive damage does not kill creatures instantly. If the remaining damage after dropping to 0 hp exceeds a creature's hit point minimum, it falls unconscious and starts to make death saving throws.<br /></p><h4 style="text-align: left;"><b>Discussion</b></h4><p>One of the worst parts about RPGs is the fact that by default all fights end in death or incapacitation. This is completely inaccurate from a historical or scientific point of view.</p><p>Historically, almost all battles and skirmishes ended in a retreat. It was extremely rare for more than 10% of an army to actually be killed in combat. When things started to go badly, or when enough of your allies started to think that things were going badly, everyone ran away.</p><p>Similarly, in nature, it's extremely unusual for animals to fight to the death. As soon as one of them has clearly established dominance, the other submits or runs away. If a predator attacks a large prey animal and the prey animal fights back enough to be dangerous, the predator will usually give up rather than avoid risking serious injury.<br /></p><p>I think that the 'fight to the death' trope started with Tolkien and other fantasy writers. Tolkien was enough of a historian to know the facts about ancient battles. He deliberately described his battles as unusually lethal in order to emphasize the rare nature of the events he was describing. But subsequent generations of readers didn't realize what normal was, and assumed that extremely high casualty encounters were typical.<br /><br />There is a lot of discussion of this online, with many attempts at houserules to make retreating a more attractive option. But I think the cleanest way to fix this problem is to really lean into the idea that hit point loss is an erosion of willpower rather than a physical injury. Also see my <a href="http://www.legogm.com/2022/01/temptation-and-willpower.html" target="_blank">Temptation and Willpower</a> post.</p><p>With this rule change, by default, a combat loss leads to a retreat rather than everyone dying. As long as anyone capable of healing or talking is above zero hit points and chooses to retreat when they see their colleagues suffer temporary insanity, it is unlikely that anyone will suffer prolonged insanity. This allows the GM to introduce much more difficult encounters, either deliberately or by rolling at random, without risking derailing the plot or ruining everyone's day. </p><h4 style="text-align: left;">Wounds<br /></h4><p>This rule change does require you to rethink what a hit point of wounding means, but I think that is an improvement. One of the weirdest things about the game has been getting a feel for what it means for a character to increase from 10 to 100 hit points. Video games illustrate this in an absurd way, by giving characters the supernatural ability to run around after having taken half a dozen lethal wounds. But with this approach, a sword strike for 12 hit points is assumed to be a glancing blow that causes a little bit of bleeding, enough to cause someone unfamiliar with combat to freak out and run away, but something that a veteran could continue to fight through.</p><p>This framing is much more <a href="http://www.perseus.tufts.edu/hopper/text?doc=Perseus%3Atext%3A2008.01.0003%3Achapter%3D31" target="_blank">historically accurate</a>: "Marcus Servilius, a man of consular dignity ... parted his garment and displayed upon his breast an incredible number of wounds. ... and turning to Galba,
said:
‘Thou laughest at these scars, but I glory in them before my
fellow-citizens, in whose defence I got them," <a href="https://acoup.blog/2021/02/12/collections-the-universal-warrior-part-iib-a-soldiers-lot/" target="_blank">h/t Bret Devereaux</a>, who explains, "The modern reader may be puzzled by the repeated framing
in ancient texts of units in combat being ‘wearied by wounds’ since
generally speaking a soldier wounded in combat with modern weapons is
typically a lot more than ‘wearied’ by the experience. But
pre-gunpowder weapons aren’t that lethal, especially with blows land
against the limbs instead of the head or the chest (which might be
better armored in any case)." <br /></p><h4 style="text-align: left;">Special Cases</h4><p>Different types of enemies will react differently to dropping to zero hit points. Some might play dead or cower in fear. Constructs, mindless undead, and some extraplanar creatures should follow the normal rules, where zero hit points is physical incapacitation.<br /></p><p>Enemies with good unit cohesion or a sense of martial honor will not flee individually. When reduced to zero hit points, they will either fall down and fake a debilitating injury, or stay in the line of battle and simply take the Dodge action, perhaps while pretending to act. The GM can remove them from the table for convenience, while explaining they they are actually still on the field. Then, when a critical mass of the enemy unit, or its leader, has been reduced to zero hit points, they will all flee at once.<br /></p><h4 style="text-align: left;"><b>Hunting zero hit point enemies<br /></b></h4><p>If the players need prisoners to interrogate, or they need a key item that an enemy is carrying, they may need to attack or hunt down fleeing enemies.</p><p>When a GM-controlled creature drops to zero hit points, it immediately drops whatever it is holding and, using its reaction, moves its speed in whatever direction it thinks is most safe. This action does not provoke opportunity attacks. If a player announces that they plan on hunting it down, the GM should, instead of removing it, track its negative hit points (the remaining damage from the attack) and keep it on the map. In future rounds, it takes the Dash action to move to safety if it can. In some situations, it may instead take the Hide action. If cornered, it takes the Dodge action. When it has negative hit points equal to its hit point maximum, it falls unconscious.</p><p>If the enemy the players want to hunt was the last one fighting, then the GM should <a href="https://www.dndbeyond.com/posts/943-how-to-create-gripping-chase-scenes-in-d-d" target="_blank">run a chase</a> as the players track it down. If there are other enemies fighting, the players may also choose to transition into a chase by taking opportunity attacks from any remaining enemies they are adjacent to or must run past.<br /></p><p><br /></p>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4483790419701776144.post-2615233423075134182023-11-25T21:21:00.001-05:002024-01-06T10:06:57.126-05:00Set Recommendations: 2023<p>When running a fantasy RPG, you want a little bit of everything. You want lots of different scenes, environments, monsters, and characters. If you have the choice between a big variety of simple things or a big impressive thing, choose the variety.</p><p><i>Links go to Bricklink to prevent link rot, but all of them should be in normal stores, possibly at a discount, until sometime in 24.</i></p><p>If your budget is about $100, I'd recommend <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=40657-1#T=S&O={%22ss%22:%22US%22,%22iconly%22:0}" target="_blank">Dream Village</a> ($30), <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=77013-1#T=S&O={%22iconly%22:0}" target="_blank">Escape from the Lost Tomb</a> ($40), <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=71790-1#T=S&O={%22iconly%22:0}">Hunter Hound</a> ($20), and <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=41753-1#T=S&O={%22iconly%22:0}">Pancake Shop</a> ($11). </p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEi-UgNrq_FEEDP4pV5xEqc2BaBmd5fs2nK5xEdQN4ZoNHYRBep-2e42iD7CWXYQeKUcswPsRlU3QLA42ctUXmU66fnE-59j9x7FeufiMD716wrry9f9V71uB84uF2OY9aJfJXhXSDAltEfy4_EYTRQ1a39hmzts2KxiXrsULuVbMNMger6WCDdUVvTx0d9G" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="547" data-original-width="800" height="438" src="https://blogger.googleusercontent.com/img/a/AVvXsEi-UgNrq_FEEDP4pV5xEqc2BaBmd5fs2nK5xEdQN4ZoNHYRBep-2e42iD7CWXYQeKUcswPsRlU3QLA42ctUXmU66fnE-59j9x7FeufiMD716wrry9f9V71uB84uF2OY9aJfJXhXSDAltEfy4_EYTRQ1a39hmzts2KxiXrsULuVbMNMger6WCDdUVvTx0d9G=w640-h438" width="640" /></a></div><p></p><p></p><div class="separator" style="clear: both; text-align: left;">Dream Village is the best of the new <a href="https://www.bricklink.com/catalogList.asp?catType=S&catString=1268">Dreams line</a>. The size of the houses and shops is perfect; they efficiently set the scene, and are sturdy and portable enough to be tossed into a plastic shoebox and carried around to someone else's house. This set is better and cheaper than the <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=41185-1#T=S&O={%22iconly%22:0}">Elves Goblin Village</a>, which was previously one of my favorite sets.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">Small builds like this are also good because they are easy to copy and modify. Once you make these three, it will be easy to make more using other bricks. Keep the instruction book, and follow it again with a few changes to the colors and detailing. You can quickly build up a larger village with similar aesthetics.</div><div class="separator" style="clear: both; text-align: left;"><p>Long ago, I was lucky enough to grab a big collection that included most of the large sets from the <a href="https://www.bricklink.com/catalogList.asp?catType=S&catString=53.247" target="_blank">Adventurers Egypt theme</a>. I rebuilt them into modular dungeon walls and dressing, and they have been a mainstay of <a href="https://www.legogm.com/2016/07/game-pictures.html">my games</a> for years. You can do something similar with the Lost Tomb set, which as <a href="https://jaysbrickblog.com/reviews/review-lego-77013-escape-from-the-lost-tomb/">this review discusses</a> is a great value. I recommend splitting things up so the wall and statues are separate builds that can be repositioned on a battle mat in different configurations. And try building more statues with different heads, using the same general instructions.</p><p>In addition to scenery, you want big monsters and more minis. Ninjago reliably delivers sets that have three minis and a monster for $20, like Hunter Hound:</p></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhAOO35nBWBFyUSGnPEgkUqIlJ3v8fOWUDoVgIoGSX_0bmVT463BSfEzg3DSoeck4dnDyIba0muStt8QuosLk1_dymP4Q5EFk1cSVpWuHwR86h0W7LSlS4I4za-OswGhbxzWt7d_KpNBuUkzspZMpB3P8GrqZOUzoUikEHZd4CCgaieUbZfnr6c0H661KdB" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="600" data-original-width="702" height="342" src="https://blogger.googleusercontent.com/img/a/AVvXsEhAOO35nBWBFyUSGnPEgkUqIlJ3v8fOWUDoVgIoGSX_0bmVT463BSfEzg3DSoeck4dnDyIba0muStt8QuosLk1_dymP4Q5EFk1cSVpWuHwR86h0W7LSlS4I4za-OswGhbxzWt7d_KpNBuUkzspZMpB3P8GrqZOUzoUikEHZd4CCgaieUbZfnr6c0H661KdB=w400-h342" width="400" /></a></div><p>or <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=71800-1">Nya's Water Dragon</a>:</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhEqKvHFEyq3peuUJ_qrNJMTSJwafvImyaq8wFodWsY-QP1sjaB0tzTqWKewgojGvnxTjtD0QSDCMaP7bWs8SJ_2Vl0vAQitF5-hhfNzOq-DA5VbcGRKREuW42XSFazTnd_Xoh1jtjctXfDUuPhrlgONzKRYfrXfFmqdBsjSTwf_tJfTPz2ZgqhiRC_ag0W" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="464" data-original-width="800" height="233" src="https://blogger.googleusercontent.com/img/a/AVvXsEhEqKvHFEyq3peuUJ_qrNJMTSJwafvImyaq8wFodWsY-QP1sjaB0tzTqWKewgojGvnxTjtD0QSDCMaP7bWs8SJ_2Vl0vAQitF5-hhfNzOq-DA5VbcGRKREuW42XSFazTnd_Xoh1jtjctXfDUuPhrlgONzKRYfrXfFmqdBsjSTwf_tJfTPz2ZgqhiRC_ag0W=w400-h233" width="400" /></a></div>I like using both the minifigs and minidolls in games; the minidolls usually represent elves, fae, or celestial creatures. Friends and Disney princess sets are not as good as the Elves sets, but many of them have good terrain. For $20, <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=43223-1#T=S&O={%22iconly%22:0}">City of Rosas</a> is a good addition to your collection of terrain and people.<div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEg_YBrTDP4YBhJBSYWRvoizspVsV-jh_NOFINhWWO4jemrzezIkhp6IhZZj71SpDRoiOUMX32wgq6WFw9jb5H9wOFdceEEYApTAW9slcjm1Bz4CxYnoFfENJKH2hg26XYR2jgDhPigFi3UpC8WyZnxD8XRNhKB878ue2M1IhO-tzbAZNSYJrBil3YceoW2j" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="563" data-original-width="800" height="281" src="https://blogger.googleusercontent.com/img/a/AVvXsEg_YBrTDP4YBhJBSYWRvoizspVsV-jh_NOFINhWWO4jemrzezIkhp6IhZZj71SpDRoiOUMX32wgq6WFw9jb5H9wOFdceEEYApTAW9slcjm1Bz4CxYnoFfENJKH2hg26XYR2jgDhPigFi3UpC8WyZnxD8XRNhKB878ue2M1IhO-tzbAZNSYJrBil3YceoW2j=w400-h281" width="400" /></a></div><br />Other good choices this year include <a href="Moana's Wayfinding Boat">Moana's Boat</a>, <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=41742-1#T=S&O={%22iconly%22:0}">Cat Hotel</a>, <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=71798-1#T=S&O={%22iconly%22:0}">Baby Dragon Battle</a>, and <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=71787-1#T=S&O={%22iconly%22:0}">Ninja Brick Box</a>.</div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhn_wUHuOdkWYgkeACzaDaQ0sbPLSTgd7bhCeXt5QttTfgpVHOAQ7s1fvWDlEIUnRNgcz-wFBjSB0LRSxqcI7zMss3sN5PXUaupAy_kCNat4cehg_oYh0Fn5vOUQJCsWA3GXFSguvMNxbRwmCGPSIK23oJ_SOavWPtODWIrOUtNc7mMGUFtVQoC9u5uHdiP" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="461" data-original-width="800" height="368" src="https://blogger.googleusercontent.com/img/a/AVvXsEhn_wUHuOdkWYgkeACzaDaQ0sbPLSTgd7bhCeXt5QttTfgpVHOAQ7s1fvWDlEIUnRNgcz-wFBjSB0LRSxqcI7zMss3sN5PXUaupAy_kCNat4cehg_oYh0Fn5vOUQJCsWA3GXFSguvMNxbRwmCGPSIK23oJ_SOavWPtODWIrOUtNc7mMGUFtVQoC9u5uHdiP=w640-h368" width="640" /></a></div><br /><br /></div><div><p>Polybags are often good value; never underestimate the utility of those tiny terrain pieces:</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiPFQXFgRGLqpUTwz-vUGbZ8n6zgbvXmTgbq1w8gjij0d1nCh36zUJebmaugPE7yT2qIahyJ1ZaxSVzHeQx-C-rkrU85DX4aLr_F9jaRaAk1u0U-zwdo-R0EXYhwwhil1z81uYVEjW-O5_aN7772a3lJ5BX-PARniF9W95NwCOge1EUoPkgT_078HQ8X5QD" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="563" data-original-width="800" height="225" src="https://blogger.googleusercontent.com/img/a/AVvXsEiPFQXFgRGLqpUTwz-vUGbZ8n6zgbvXmTgbq1w8gjij0d1nCh36zUJebmaugPE7yT2qIahyJ1ZaxSVzHeQx-C-rkrU85DX4aLr_F9jaRaAk1u0U-zwdo-R0EXYhwwhil1z81uYVEjW-O5_aN7772a3lJ5BX-PARniF9W95NwCOge1EUoPkgT_078HQ8X5QD" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiCBmSGBLZG8nF1k39r7Sf03dSMuIeS1jJIBOYEKong2a25l7Js7T9NiEsbUFvyPzqtshqsVnkGp26LKO6cFFsFhFXS2t6MhmsyGFe5y8Az4JcFqDseYR13_b2GlAuJFn8inf72UYMImjV_fq9eM4MfgFwLAGnwg2Iw9GFG7prFLOe31MPLPgR9s0gVIaL5" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="600" data-original-width="756" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEiCBmSGBLZG8nF1k39r7Sf03dSMuIeS1jJIBOYEKong2a25l7Js7T9NiEsbUFvyPzqtshqsVnkGp26LKO6cFFsFhFXS2t6MhmsyGFe5y8Az4JcFqDseYR13_b2GlAuJFn8inf72UYMImjV_fq9eM4MfgFwLAGnwg2Iw9GFG7prFLOe31MPLPgR9s0gVIaL5" width="302" /></a></div><br /><br /></div>But they are often hard to find for list price. You can't just order them online like other sets. I'm not going to recommend something if I don't know how to easily get them, but if you are walking through the Lego section in a store and you see one, they are often worth grabbing.<p></p><p>The <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=21343-1#T=S&O={%22iconly%22:0}">Viking Village</a> is a very good set (<a href="https://jaysbrickblog.com/reviews/review-lego-ideas-21343-viking-village/">extensive review</a> with many pictures):</p></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhAYR0An1ZWSCi-kGpm0cq_O06g0Sd4v5sfdr9YN4PPWEX3BgNwB_w8Znx0P4i8QUiad2zYcIeYSR-o30fi92HzF55zTwNvjZZ1ulAxA4Bb9HkUxD2KH2coMhwZB_Iw9mACKQzENvOkTDD6LlGTDcBpU8Ut90uf0NkAiB-Rj_ZgyJOjCqkVcf209rOKN1MU" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="445" data-original-width="800" height="356" src="https://blogger.googleusercontent.com/img/a/AVvXsEhAYR0An1ZWSCi-kGpm0cq_O06g0Sd4v5sfdr9YN4PPWEX3BgNwB_w8Znx0P4i8QUiad2zYcIeYSR-o30fi92HzF55zTwNvjZZ1ulAxA4Bb9HkUxD2KH2coMhwZB_Iw9mACKQzENvOkTDD6LlGTDcBpU8Ut90uf0NkAiB-Rj_ZgyJOjCqkVcf209rOKN1MU=w640-h356" width="640" /></a></div><br />But I can't recommend it highly, compared to what else you could get for $130. Not enough of the action in a game takes place in a village. It basically does the same job as the Dream Village, but costs $100 more. Still, if you want a more immersive and realistic aesthetic, it will do very well as a medieval village, especially with the castle. If you do get it, I would recommend taking them off the water-and-docks terrain and putting them on a more generic baseplate.</div><div><br /></div>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4483790419701776144.post-3912848707658010912023-05-07T13:56:00.021-04:002024-02-25T16:28:46.808-05:00Simplified Character Creation<p>With this site, you can easily create unique but balanced D&D characters with appropriate ability scores for their class. Lineages are split into Species and Upbringing. It is written for someone who is new to the game, but anyone can use it.</p>
<p>When you see a list, if you have a character concept in mind, choose something from the list. If you don't, roll on the list with a die appropriate to its size, or follow the instructions.</p>
<p>Read all instructions in a section before clicking on any links.</p>
<h3>Step 0: Read the Instructions and Print a Character Sheet</h3>
<p>Open the <a href="https://media.wizards.com/2018/dnd/downloads/DnD_BasicRules_2018.pdf#page=3" target="_blank">Basic Rules document</a> and read the Introduction (pages 3 through 6) and Using Ability Scores (pages 60 through 65) sections to learn the basics of the game and some key terms.</p>
<p>I have created a custom fillable character sheet for my games, which can be downloaded <a href="https://drive.google.com/file/d/1WzNZ-r2oquNVVHyoSZd3t43i5MFMh85c/view?usp=sharing" target="_blank">here</a>. Download it, open it in a pdf viewer, and type in the details. Or print and fill things out with a pencil (not a pen!).</p><h3 style="text-align: left;">Step 1: Choose or Roll a Class</h3>
<p>After selecting a class, write it on your character sheet, and write down its listed ability scores and their modifiers. Then go to the linked description and copy down the hit points, proficiencies, equipment, and all of the Level 1 features. Proficiencies are marked by selecting the dot next to a skill or saving throw name, or writing them in the appropriate boxes.</p>
<p>Every adventuring party should have a brain, a heart, and a face. In games with a lot of fighting, there should also be a shield. Check with your GM or other players to see if anything is missing.</p>
<h4 style="text-align: left;">Brain</h4>
<p>Your character is focused on strategic planning, tactical thinking, and knowing facts about the world. This role is best for players who are interested in learning the lore of the setting, and understanding the combat system and rules of the game.</p>
<p>1: <a href="http://dnd5e.wikidot.com/artificer" target="_blank">Artificer</a>. Intelligence 16, Constitution 14
<br />2: <a href="http://dnd5e.wikidot.com/fighter" target="_blank">Fighter.</a> Strength 16, Intelligence 14
<br />3: <a href="http://dnd5e.wikidot.com/rogue" target="_blank">Rogue.</a> Dexterity 16, Intelligence 14
<br />4: <a href="http://dnd5e.wikidot.com/wizard" target="_blank">Wizard.</a> Intelligence 16, Constitution 14</p>
<h4 style="text-align: left;">Heart</h4>
<p>Your character is focused on understanding the motivations of non-player characters, being aware of immediate threats, and managing logistics. This role best for players who can help the group get along with each other, and stay on task and avoid getting distracted. </p>
<p>1: <a href="http://dnd5e.wikidot.com/barbarian" target="_blank">Barbarian</a>. Strength 16, Wisdom 14
<br />2-3: <a href="http://dnd5e.wikidot.com/cleric" target="_blank">Cleric.</a> Wisdom 16, Constitution 14
<br />4: <a href="http://dnd5e.wikidot.com/druid" target="_blank">Druid.</a> Wisdom 16, Constitution 14
<br />5: <a href="http://dnd5e.wikidot.com/monk" target="_blank">Monk.</a> Dexterity 16, Wisdom 14
<br />6: <a href="http://dnd5e.wikidot.com/ranger" target="_blank">Ranger.</a> Dexterity 16, Wisdom 14
<br /></p>
<h4 style="text-align: left;">Face</h4>
<p>Your character is focused on convincing other people to help the party. This role best for players who are focused on role-playing and telling stories and making sure everyone has fun.</p>
<p>1: <a href="http://dnd5e.wikidot.com/bard" target="_blank">Bard.</a> Charisma 16, Dexterity 14
<br />2: <a href="http://dnd5e.wikidot.com/paladin" target="_blank">Paladin.</a> Strength 16, Charisma 14
<br />3: <a href="http://dnd5e.wikidot.com/sorcerer" target="_blank">Sorcerer.</a> Charisma 16, Constitution 14
<br />4: <a href="http://dnd5e.wikidot.com/warlock" target="_blank">Warlock.</a> Charisma 16, Constitution 14
<br /></p>
<h4 style="text-align: left;">Shield</h4>
<p>In combat, your character's job is to charge in, be the target of attacks, and not get knocked out. Let other people worry about dealing damage; you will carry a shield and fight defensively so the other party members are protected.</p>
<p>1: <a href="http://dnd5e.wikidot.com/barbarian" target="_blank">Barbarian</a>. Strength 14, Dexterity 12, Constitution 14
<br />2: <a href="http://dnd5e.wikidot.com/fighter" target="_blank">Fighter.</a> Strength 14, Constitution 16
<br />3: <a href="http://dnd5e.wikidot.com/ranger" target="_blank">Ranger.</a> Dexterity 14, Constitution 14, Wisdom 12
<br />4: <a href="http://dnd5e.wikidot.com/paladin" target="_blank">Paladin.</a> Strength 14, Constitution 14, Charisma 12</p>
<h3 style="text-align: left;">Step 2: Choose or Roll for Species, Upbringing, and Background</h3>
<p>Most species, upbringings, and backgrounds will give you +2 to an ability score. Some will give +1. If you do not yet have a score in this ability score, set it to 10 before the increase. If you already have a 16 in this ability score, you must instead boost some other ability score that is 14 or less. (For example, elves get +2 Dexterity. If you are an elf druid, set your Dexterity to 12, and if you are an elf rogue, you can increase your Intelligence to 16, or some other ability score to 12.)</p>
<p>For '+2 Any' or '+1 Any', you must choose an ability score that is 14 or less. It is usually best to boost Constitution or your class's secondary ability score. </p>
<p>After choosing or rolling a species, you will click on the link to go to that species' description, and write down its features. If you want to see more details of how the species is usually seen and played in D&D, including a list of suggested names, click on the link to go to its entry in the D&D Beyond site. Ignore the rules there; I have replaced them with the species-upbringing system.</p>
<p>You will then choose or roll an Upbringing from the species entry list, and click on its link and write down its features. If you want to play a traditional D&D 'race', choose one of the upbringings with instructions or notes in italics and take the indicated choices in the upbringing.</p>
<p>Then you will choose or roll a Background from the upbringing entry, and write down its features on the linked page, including choosing or rolling for a trait, ideal, bond, and flaw. If the background has any setting-specific information, for example referring to a particular location or organization or event, replace that with a more generic thing that you will describe in your backstory, and your feature will work in any appropriate location.</p>
<p>After doing all that, return here (you can click your browser's Back button twice to quickly return) and go to Step 3.</p>
<p>If rolling for species, new players should use a d12, veterans use a d20. (The description in parentheses is a very loose analogy for people who do not know D&D lore, and in most cases relates more to attitude or heritage than physical appearance.)</p>
<p><a href="#dragonborn">1: Dragonborn</a> (dragon people)
<br /><a href="#dwarf">2-3: Dwarf</a> (wombat people)
<br /><a href="#elf">4-5: Elf</a> (fox people)
<br /><a href="#gnome">6: Gnome</a> (mouse people)
<br /><a href="#halfelf">7: Half-Elf</a> (dog people)
<br /><a href="#halforc">8: Half-Orc</a> (boar people)
<br /><a href="#halfling">9-10: Halfling</a> (weasel people)
<br /><a href="#tiefling">11: Tiefling</a> (demon people)
<br /><a href="#human">12-13: Human</a> (ape people)
<br /><a href="#hybrid">14: Hybrid</a>
<br />15-17: <a href="#monstrous">Monstrous Species</a>
<br />18-20: <a href="#uncommon">Uncommon Species</a>
</p>
<h4 id="monstrous">Monstrous Species</h4>
<p>"Monstrous" species are those often encountered as enemies, because groups of them are often bandits or savages. Among uneducated people, they often encounter prejudice, but adventurers and those who hire them are usually accustomed to dealing with people of many different races. Choose or roll d8:
<br /><br />1: <a href="#bugbear">Bugbear</a> (bear people)
<br />2: <a href="#centaur">Centaur</a> (horse people)
<br />3: <a href="#goblin">Goblin</a> (monkey people)
<br />4: <a href="#hobgoblin">Hobgoblin</a> (wolf people)
<br />5: <a href="#kobold">Kobold</a> (gecko people)
<br />6: <a href="#lizardfolk">Lizardfolk</a> (gator people)
<br />7: <a href="#minotaur">Minotaur</a> (ox people)
<br />8: <a href="#yuanti">Yuan-ti</a> (snake people)</p>
<h4 id="uncommon">Uncommon Species</h4>
<p>Uncommon species are likely to be the objects of curiosity rather than fear. Choose or roll d20:</p>
<p>1: <a href="#aasimar">Aasimar</a> (angel people)
<br />2: <a href="#airgenasi">Air Genasi</a> (air people)
<br />3: <a href="#changeling">Changeling</a> (shapeshifters)
<br />4: <a href="#construct">Construct</a> (mechanical people)
<br />5: <a href="#earthgenasi">Earth Genasi</a> (earth people)
<br />6: <a href="#fairy">Fairy</a> (flying people)
<br />7: <a href="#firbolg">Firbolg</a> (forest giants)
<br />8: <a href="#firegenasi">Fire Genasi</a> (fire people)
<br />9: <a href="#giff">Giff</a> (hippo people)
<br />10: <a href="#gith">Gith</a> (space people)
<br />11: <a href="#goliath">Goliath</a> (mountain giants)
<br />12: <a href="#hadozee">Hadozee</a> (squirrel people)
<br />13: <a href="#harengon">Harengon</a> (rabbit people)
<br />14: <a href="#kenku">Kenku</a> (raven people)
<br />15: <a href="#plasmoid">Plasmoid </a>(ooze people)
<br />16: <a href="#satyr">Satyr</a> (goat people)
<br />17: <a href="#tabaxi">Tabaxi</a> (cat people)
<br />18: <a href="#thrikreen">Thri-kreen</a> (insect people)
<br />19: <a href="#tortle">Tortle</a> (turtle people)
<br />20: <a href="#watergenasi">Water Genasi </a>(water people)</p><p>
</p>
<h3>Step 3: Add Backstory and Finish</h3>
<p>Use the <a href="http://dnd5e.wikidot.com/this-is-your-life" target="_blank">This is Your Life</a> guidelines to create a backstory, choosing or rolling for every table.</p>
<p>Choose or roll a deity to worship, either on this table or a different list appropriate to the setting. (‘God’ and ‘lord’ are a gender-neutral terms; most theologians say that the proper pronouns for gods are id/eius/ei.) Write at least one of the deity's commands as an ideal or bond. Then <a href="https://docs.google.com/spreadsheets/d/1XvencEqrH7OXAkxiifCYZNJJaMc0FAFNelMUgnUGlRM/edit?usp=sharing">choose an alignment</a> that is compatible with your traits, ideals, bonds, and flaws:</p>
<p>1: Avandra is the chaotic good god of change. Id delights in freedom, trade, travel, adventure, and the frontier. Eius temples are few in civilized lands, but eius wayside shrines appear throughout the world. Merchants and all types of adventurers are drawn to ei worship, and many people raise a glass in ei honor, viewing ei as the god of luck. Eius commandments are few:
<br />• Luck favors the bold. Take your fate into your own hands, and Avandra smiles upon you.
<br />• Strike back against those who would rob you of your freedom and urge others to fight for their own liberty.
<br />• Change is inevitable, but it takes the work of the faithful to ensure that change is for the better.
</p><p>2: Bahamut, the Platinum Dragon, is the lawful good god of justice, protection, nobility, and honor. Paladins often revere ei, and metallic dragons worship ei as the first of their kind. Monarchs are crowned in ei name. Id commands eius followers thus:
<br />• Uphold the highest ideals of honor and justice.
<br />• Be constantly vigilant against evil and oppose it on all fronts.
<br />• Protect the weak, liberate the oppressed, and defend just order.
</p><p>3: Corellon is the chaotic good deity of spring, the arts, magic, beauty and the fey. Id seeded the world with arcane magic and planted the most ancient forests. Artists and musicians worship ei, as do those who view their spellcasting as an art, and eius shrines can be found throughout magical and wild areas. Id urges eius followers thus:
<br />• Cultivate beauty in all that you do, whether you’re casting a spell, composing a saga, strumming a lute, or practicing the arts of war.
<br />• Seek out lost magic items, forgotten rituals, and ancient works of art. Corellon might have inspired them in the world’s first days.
<br />• Share beautiful things widely, and help others become more beautiful in all ways.
</p><p>4: Erathis is the lawful neutral god of civilization, inventions, and law. Rulers, judges, pioneers, and devoted citizens worship ei, and eius temples are present in most major cities of the world. Id commands eius devoted followers with three of eius many laws:
<br />• Work with others to achieve your goals. Community and order are always stronger than individuals.
<br />• Tame the wilderness to make it fit for habitation, and defend the light of civilization against darkness.
<br />• Seek out new ideas, inventions, lands and wilderness. Build machines, cities, and empires.
</p><p>5: Ioun is the true neutral god of knowledge, skill, and prophecy. Sages, seers, and tacticians revere ei, as do all who live by their knowledge and mental power. Libraries and wizard academies are built in ei name. Eius commands are also teachings:
<br />• Seek the perfection of your mind by bringing reason, perception, and emotion into balance with one another.
<br />• Accumulate, preserve, and distribute knowledge in all forms.
<br />• Pursue education, build libraries, and seek out lost and ancient lore.
</p><p>6: Kord is the chaotic neutral storm god and the lord of battle. Id revels in strength, battlefield prowess, and thunder. Fighters and athletes revere ei. Id is a mercurial god, unbridled and wild, who summons storms over land and sea; those who hope for better weather appease ei with prayers and spirited toasts. Id gives few commands:
<br />• Be strong, but do not use your strength for wanton destruction.
<br />• Be brave and scorn cowardice in any form.
<br />• Prove your might in battle to win glory and renown.
</p><p>7: Melora is the true neutral god of nature, wilderness and wildspace. Id is often worshipped by hunters and rangers. Sailors often make offerings to ei before they embark on their voyages. Id commands eius followers thusly:
<br />• Protect the wild places of the world from destruction and overuse. Oppose the rampant spread of cities and empires.
<br />• Hunt aberrant monsters and other abominations of nature.
<br />• Do not fear or condemn the savagery of the wild. Live in harmony with the wild.
</p><p>8: Moradin is the lawful good deity of creation and patron of artisans, especially miners and smiths. Id carved the mountains from primordial earth and is the guardian and protector of the hearth and the family. Dwarves from all walks of life follow ei. Id demands these behaviors of eius followers:
<br />• Meet adversity with stoicism and tenacity.
<br />• Demonstrate loyalty to your family, your clan, your leaders, and your people.
<br />• Strive to make a mark on the world, a lasting legacy. To make something that lasts is the highest good, whether you are a smith working at a forge or a ruler building a dynasty.
</p><p>9: Pelor is the neutral good god of the sun and summer. Id is the keeper of time. Id supports those in need and opposes all that is evil. As the lord of agriculture and the bountiful harvest, id is the deity most commonly worshiped by farmers, and eius priests are well received wherever they go. Paladins and rangers are found among eius worshipers. Id directs eius followers thus:
<br />• Alleviate suffering wherever you find it.
<br />• Bring Pelor’s light into places of darkness, showing kindness, mercy, and compassion.
<br />• Be watchful against evil.
</p><p>10: Raven is the lawful neutral god of death. Id is the spinner of fate and the patron of winter. Id marks the end of each mortal life, and mourners call upon ei during funeral rites, in the hope that id will guard the departed from the curse of undeath. Id expects eius followers to abide by these commandments:
<br />• Bring down the proud who try to cast off the chains of fate. As the instrument of the Raven, you must punish hubris where you find it.
<br />• Hunt down and destroy the undead.
<br />• Do not be sad for those who die, for death is the natural end of life.
</p><p>11: Sehanine is the chaotic neutral deity of the moon and autumn, trickery and illusions. Id is the deity of love and protector of the trysts of lovers. Scouts and thieves ask for ei blessing on their work. Eius teachings are simple:
<br />• Follow your goals and seek your own destiny.
<br />• Keep to the shadows, avoiding the blazing light of zealous good and the utter darkness of evil.
<br />• Seek new horizons and new experiences, and let nothing tie you down.
</p><p>12: Roll twice</p>
<p>After setting all of your ability scores according to the instructions, you will usually have at least one with no score. With your backstory and proficiencies in mind, decide what you want your character to be bad at, and set one unfilled ability score to 8 and the rest to 10. In the rare case where all of your ability scores already have scores, decrease one of them by 2.</p>
<p>Make sure that no ability score is higher than 16. If it is, reduce it to 16 and increase some other ability score that is 14 or less by that amount.</p>
<p>Then, using the <a href="https://media.wizards.com/2018/dnd/downloads/DnD_BasicRules_2018.pdf#page=46" target="_blank">Equipment chapter</a> of the basic rules, write down your AC, and the damage and range of all weapons you own. </p>
<p>If you are a spellcaster, choose spells now, making sure that you have a damage-dealing cantrip, and write it in the Attacks box.</p>
<p>Write down a reminder of the <a href="#immersion">Cultural Immersion</a> trait that matches your Upbringing. (Don't write down all the details, but you can read them below.) If you rolled an unusual upbringing (15-20 on the Other Upbringing table), instead write down a Cultural Immersion reminder for your Background.</p>
<h3 id="immersion">Cultural Immersion</h3>
<p>You have advantage on Charisma (Intimidation, Performance, and Persuasion) checks when interacting with people who share your upbringing, and on Wisdom (Insight) checks on someone like you who is not trying to deceive you. (Deception and Insight cancel out; they know how to lie better, but you know how to see though them.)</p>
<p>You have advantage on all Wisdom and Intelligence checks on things you grew up with, including Animal Handling checks for animals like the ones you grew up with.</p>
<p>You have advantage on all checks related to downtime activities performed in areas with many people who share your upbringing.</p>
<p>When you are not in areas with many people who share your upbringing, you must make either an Intelligence (History), Wisdom (Insight), or Charisma (Persuasion) check to take advantage of your Background feature, instead of it happening automatically. The DC for this check is 10 to 15, based on the cultural distance as determined by the DM.</p>
<p>By default, Cultural Immersion benefits work wherever there are people who grew up with a similar upbringing, because it is based on thinking and acting a certain way, not because of a character's history in any particular place. </p>
<p>People with an unusual upbringing are less likely to interact with people who share their upbringing, but they often form close bonds to those of their background, so a Werewolf Soldier would benefit from Cultural Immersion when interacting with any veteran or military encampment or equipment. The background feature of such characters almost always works.</p>
<h2>Tables</h2>
<p>Use these tables only if you rolled the 'Other' option on something:</p>
<h3 id="otherupbringing">Other Upbringing</h3>
<p>New players should use a d12, veterans use a d20:
<br />1: <a href="#caravan">Caravan</a>
<br />2: <a href="#city">City</a>
<br />3: <a href="#factory">Factory</a>
<br />4: <a href="#farmland">Farmland</a>
<br />5: <a href="#freehold">Freehold</a>
<br />6: <a href="#mystic">Mystic</a>
<br />7: <a href="#nomad">Nomad</a>
<br />8: <a href="#orchard">Orchard</a>
<br />9: <a href="#outcast">Outcast</a>
<br />10: <a href="#slum">Slum</a>
<br />11: <a href="#suburb">Suburb</a>
<br />12: <a href="#tribal">Tribal</a>
<br />13-14: <a href="#multicultural">Multicultural</a>
<br />15: <a href="#animal">Animal</a>
<br />16: <a href="#childsoldier">Child Soldier</a>
<br />17: <a href="#fellfromheaven">Fell From Heaven</a>
<br />18: <a href="#magemarked">Magemarked</a>
<br />19: <a href="#vampire">Vampire</a>
<br />20: <a href="#werewolf">Werewolf</a>
</p>
<h3 id="otherbackground">Other Background</h3>
<p>Roll d6 (the tens digit) and d10:
<br />10: <a href="http://dnd5e.wikidot.com/background:acolyte" target="_blank">Acolyte:</a> +2 Intelligence or Wisdom
<br />11: <a href="http://dnd5e.wikidot.com/background:anthropologist" target="_blank">Anthropologist:</a> +2 Intelligence or Wisdom
<br />12: <a href="http://dnd5e.wikidot.com/background:archaeologist" target="_blank">Archaeologist:</a> +2 Intelligence or Wisdom
<br />13: <a href="http://dnd5e.wikidot.com/background:astral-drifter" target="_blank">Astral Drifter:</a> +2 Intelligence or Wisdom
<br />14: <a href="http://dnd5e.wikidot.com/background:athlete" target="_blank">Athlete:</a> +2 Strength or Dexterity
<br />15: <a href="http://dnd5e.wikidot.com/background:caravan-specialist" target="_blank">Caravan Specialist:</a> +2 Constitution or Wisdom
<br />16: <a href="http://dnd5e.wikidot.com/background:celebrity-adventurers-scion" target="_blank">Celebrity Adventurer's Scion:</a> +2 Wisdom or Charisma
<br />17: <a href="http://dnd5e.wikidot.com/background:charlatan" target="_blank">Charlatan:</a> +2 Dexterity or Charisma
<br />18: <a href="http://dnd5e.wikidot.com/background:city-watch" target="_blank">City Watch:</a> +2 Strength or Wisdom
<br />19: <a href="http://dnd5e.wikidot.com/background:faceless" target="_blank">Costumed Hero:</a> +2 Constitution or Charisma
<br />20: <a href="http://dnd5e.wikidot.com/background:courtier" target="_blank">Courtier:</a> +2 Wisdom or Charisma
<br />21: <a href="http://dnd5e.wikidot.com/background:criminal" target="_blank">Criminal:</a> +2 Dexterity or Charisma
<br />22: <a href="http://dnd5e.wikidot.com/background:city-watch" target="_blank">Detective:</a> +2 Intelligence or Wisdom
<br />23: <a href="http://dnd5e.wikidot.com/background:dragon-casualty" target="_blank">Dragon Casualty:</a> +2 Wisdom or Charisma
<br />24: <a href="http://dnd5e.wikidot.com/background:entertainer" target="_blank">Entertainer:</a> +2 Dexterity or Charisma
<br />25: <a href="http://dnd5e.wikidot.com/background:stojanow-prisoner" target="_blank">Ex-Convict:</a> +2 Wisdom or Charisma
<br />26: <a href="http://dnd5e.wikidot.com/background:failed-merchant" target="_blank">Failed Merchant:</a> +2 Intelligence or Charisma
<br />27: <a href="http://dnd5e.wikidot.com/background:far-traveler" target="_blank">Far Traveler:</a> +2 Constitution or Wisdom
<br />28: <a href="http://dnd5e.wikidot.com/background:feylost" target="_blank">Feylost:</a> +2 Wisdom or Charisma
<br />29: <a href="http://dnd5e.wikidot.com/background:fisher" target="_blank">Fisher:</a> +2 Intelligence or Wisdom
<br />30: <a href="http://dnd5e.wikidot.com/background:folk-hero" target="_blank">Folk Hero:</a> +2 Strength or Wisdom
<br />31: <a href="http://dnd5e.wikidot.com/background:gambler" target="_blank">Gambler:</a> +2 Wisdom or Charisma
<br />32: <a href="http://dnd5e.wikidot.com/background:entertainer#toc1" target="_blank">Gladiator:</a> +2 Dexterity or Charisma
<br />33: <a href="http://dnd5e.wikidot.com/background:guild-artisan" target="_blank">Guild Artisan:</a> +2 Wisdom or Charisma
<br />34: <a href="http://dnd5e.wikidot.com/background:guild-artisan#toc1" target="_blank">Guild Merchant:</a> +2 Wisdom or Charisma
<br />35: <a href="http://dnd5e.wikidot.com/background:haunted-one" target="_blank">Haunted One:</a> +2 Intelligence or Wisdom
<br />36: <a href="http://dnd5e.wikidot.com/background:hermit" target="_blank">Hermit:</a> +2 Intelligence or Wisdom
<br />37: <a href="http://dnd5e.wikidot.com/background:inheritor" target="_blank">Inheritor:</a> +2 Intelligence or Wisdom
<br />38: <a href="http://dnd5e.wikidot.com/background:inquisitor" target="_blank">Inquisitor:</a> +2 Constitution or Intelligence
<br />39: <a href="http://dnd5e.wikidot.com/background:phlan-insurgent" target="_blank">Insurgent:</a> +2 Dexterity or Wisdom
<br />40: <a href="http://dnd5e.wikidot.com/background:investigator" target="_blank">Investigator:</a> +2 Intelligence or Wisdom
<br />41: <a href="http://dnd5e.wikidot.com/background:noble#toc1" target="_blank">Knight:</a> +2 Intelligence or Charisma
<br />42: <a href="http://dnd5e.wikidot.com/background:iron-route-bandit" target="_blank">Livestock Rustler:</a> +2 Dexterity or Wisdom
<br />43: <a href="http://dnd5e.wikidot.com/background:marine" target="_blank">Marine:</a> +2 Strength or Wisdom
<br />44: <a href="http://dnd5e.wikidot.com/background:earthspur-miner">Miner:</a> +2 Strength or Wisdom
<br />45: <a href="http://dnd5e.wikidot.com/background:noble" target="_blank">Noble:</a> +2 Intelligence or Charisma
<br />46: <a href="http://dnd5e.wikidot.com/background:outlander" target="_blank">Outlander:</a> +2 Strength or Wisdom
<br />47: <a href="http://dnd5e.wikidot.com/background:sailor#toc1" target="_blank">Pirate:</a> +2 Strength or Wisdom
<br />48: <a href="http://dnd5e.wikidot.com/background:sage" target="_blank">Sage:</a> +2 Intelligence or Wisdom
<br />49: <a href="http://dnd5e.wikidot.com/background:sailor" target="_blank">Sailor:</a> +2 Strength or Wisdom
<br />50: <a href="http://dnd5e.wikidot.com/background:smuggler" target="_blank">Smuggler:</a> +2 Strength or Charisma
<br />51: <a href="http://dnd5e.wikidot.com/background:soldier" target="_blank">Soldier:</a> +2 Strength or Charisma
<br />52: <a href="http://dnd5e.wikidot.com/background:criminal#toc1" target="_blank">Spy:</a> +2 Dexterity or Charisma
<br />53: <a href="http://dnd5e.wikidot.com/background:urban-bounty-hunter" target="_blank">Urban Bounty Hunter:</a> +2 Wisdom or Charisma
<br />54: <a href="http://dnd5e.wikidot.com/background:urchin" target="_blank">Urchin:</a> +2 Dexterity or Wisdom
<br />55: <a href="http://dnd5e.wikidot.com/background:wildspacer" target="_blank">Wildspacer:</a> +2 Strength or Wisdom
<br />56-59: Roll twice on this table, rerolling duplicates. Do not increase any ability scores, but take all other features of both backgrounds including all money and starting equipment.
<br />60-62: <a href="http://dnd5e.wikidot.com/background:astral-drifter" target="_blank">Astral Drifter:</a> +2 Intelligence or Wisdom
<br />63-69: <a href="http://dnd5e.wikidot.com/background:wildspacer" target="_blank">Wildspacer:</a> +2 Strength or Wisdom
<br /><br /></p>
<h2 style="text-align: left;">Species List</h2>
<h4 id="aasimar">Aasimar</h4>
<p></p><div class="separator" style="clear: both; text-align: center;">
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<p>Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. </p>
<p>Ability Score Increase. Your Charisma score increases by 2.</p>
<p>Age. Aasimar can live for up to 160 years. </p>
<p>Creature Type. You are a Humanoid.</p>
<p>Size. You are Medium or Small. You choose the size when you select this race. </p>
<p>Speed. Your walking speed is 30 feet. </p>
<p>Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.<br /></p><p>Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.</p>
<p> Choose or roll for Upbringing:<br />1: <a href="#fellfromheaven">Fell From Heaven</a><br />2: <a href="#magemarked">Magemarked</a> <i>(Healing)</i><br />3-4: <a href="#mystic">Mystic</a> <i>(Resistance(Necrotic), Charisma, Transformation(radiant, flying))</i><br />5: <a href="#suburb">Suburb</a><br />6: <a href="#otherupbringing">Other</a>
</p>
<h4 id="airgenasi">Air Genasi</h4>
<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgU7ir-9qtnq6rON5nV_u6a1Xdiv7VL4S9Oxbu-BnJb129IGhC3YuJ8Z9DxidPaKETjCvoK608D2jnf2TN9a8lKni0TDp2xVY89C-Xsq8BsI-c_4-3pj1kJ2TCtvS8Tn3z5aqzK2fvtJr_2FACdPKHTouRG1chQVvp-i6CVw9lRF5icCNqW54Ucfhj05A" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="320" data-original-width="213" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgU7ir-9qtnq6rON5nV_u6a1Xdiv7VL4S9Oxbu-BnJb129IGhC3YuJ8Z9DxidPaKETjCvoK608D2jnf2TN9a8lKni0TDp2xVY89C-Xsq8BsI-c_4-3pj1kJ2TCtvS8Tn3z5aqzK2fvtJr_2FACdPKHTouRG1chQVvp-i6CVw9lRF5icCNqW54Ucfhj05A" width="160" /></a></div>
<p>Air genasi are part elemental, imbued with elemental air. Most are descended from djinn, the genies of the Elemental Plane of Air, but they can also be formed from magical accidents or curses, deliberate self-experimentation, or de novo mutations. You decide your character's origin. </p>
<p>Ability Score Increase. Your Dexterity score increases by 2.</p>
<p>Age. A typical genasi has a life span of 120 years.</p>
<p>Creature Type. You are a Humanoid.</p>
<p>Size. You are Medium or Small. You choose the size when you select this race. </p>
<p>Speed. Your walking speed is 35 feet. </p>
<p>Unending Breath. You can hold your breath indefinitely while you’re not incapacitated. </p>
<p> Choose or roll for Upbringing:
<br />1: <a href="#caravan">Caravan</a>
<br />2-3: <a href="#mystic">Mystic</a> <i>(Airbending)</i><br />4: <a href="#nomad">Nomad</a>
<br />5: <a href="#magemarked">Magemarked</a> <i>(Passage or Storm)</i><br />6: <a href="#otherupbringing">Other</a>
</p>
<h4 id="bugbear">Bugbear</h4><p style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEio9v0HBiTtqIOKpbYR385h5byylkAcIHqMEf19P1-GPd0F2e14mbt-8lE9gmaj5Nx1jw2l1i80QAZSDiEBV8QEzPvdab3A2NihbraE8EHSbzWJUelE2KCEnZvO2zHrF4xNax0-ZQpa0uEaf45Rz5migl_FWlp4d00HWaxYWNhVaCa3RPvsYt9PADKIzA/s320/bugbear2.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="320" data-original-width="240" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEio9v0HBiTtqIOKpbYR385h5byylkAcIHqMEf19P1-GPd0F2e14mbt-8lE9gmaj5Nx1jw2l1i80QAZSDiEBV8QEzPvdab3A2NihbraE8EHSbzWJUelE2KCEnZvO2zHrF4xNax0-ZQpa0uEaf45Rz5migl_FWlp4d00HWaxYWNhVaCa3RPvsYt9PADKIzA/w150-h200/bugbear2.png" width="150" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhT53jmzZyRcwunhh2gEVUP0TbV1IZb6TTS6exxZIyrIEE-Dx0rrVmsMVbP-etW5NmNZglAWlgnvk3IS_NI84agWOUYW9cygft6-t7n5T7Uv1Qx-qbdlgJjh6Iwigy6AmhXsBEIbD_COFJDCgRutuKlpw-12wuGLHqZbt14i_D_GMej_9h9vPkVY5S7gw/s480/bugbear1.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="480" data-original-width="360" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhT53jmzZyRcwunhh2gEVUP0TbV1IZb6TTS6exxZIyrIEE-Dx0rrVmsMVbP-etW5NmNZglAWlgnvk3IS_NI84agWOUYW9cygft6-t7n5T7Uv1Qx-qbdlgJjh6Iwigy6AmhXsBEIbD_COFJDCgRutuKlpw-12wuGLHqZbt14i_D_GMej_9h9vPkVY5S7gw/w150-h200/bugbear1.png" width="150" /></a></p>
<p>Bugbears descended from large predatory animals.</p><p>Ability Score Increase. Your Strength score increases by 2.
</p><p>Age. Bugbears reach adulthood at age 16 and live up to 80 years.</p>
<p>Creature Type. You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.</p>
<p>Size. Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium.</p>
<p>Speed. Your base walking speed is 30 feet.</p>
<p>Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. </p>
<p>Choose or roll for Upbringing:
<br />1: <a href="#orchard">Orchard</a>
<br />2: <a href="#freehold">Freehold</a><br />3: <a href="#slum">Slum</a><br />4-5: <a href="#tribal">Tribal</a> <i>(Powerful Build, Sneaky, Surprise Attack)</i><br />6: <a href="#otherupbringing">Other</a></p>
<h4 id="centaur">Centaur</h4><p style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheemiFKum42M4GJYySxiZs6xOK_WojrH-ohR4IrVtJ4t34UflZ6U-yDMGLRdTNKZLYwOLDR3oYUkyjl7we74DrQKQWYYaeHhmTQ4GZ9LAjpM5BXvGFdeIbPoI2lnwIOhKtxoD6y3hzRkvEZVg2dEU5N7ePKAfejcxBGhGblmLy4vORicAky3sxFrZzoQ/s800/centaur2.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="800" data-original-width="454" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheemiFKum42M4GJYySxiZs6xOK_WojrH-ohR4IrVtJ4t34UflZ6U-yDMGLRdTNKZLYwOLDR3oYUkyjl7we74DrQKQWYYaeHhmTQ4GZ9LAjpM5BXvGFdeIbPoI2lnwIOhKtxoD6y3hzRkvEZVg2dEU5N7ePKAfejcxBGhGblmLy4vORicAky3sxFrZzoQ/w114-h200/centaur2.png" width="114" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZp-aSGOwQkK-hPu3hK7Nmx_Mvg7jcBQKBdWzkrkuo0xj2cQktL8ixGqMBK0sTBdWgrC37smGaELzrSPuN5fOG3SjOJL9ITW72_OwJ9EjybKWVrqMLMuyOD059o4qDHMWP0jmKXD6THpvqUzi5ogfNDPkNgwjGKh9Eu9zXlLiSuF9xpO8eTajpNKL65A/s798/centaur.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="798" data-original-width="599" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZp-aSGOwQkK-hPu3hK7Nmx_Mvg7jcBQKBdWzkrkuo0xj2cQktL8ixGqMBK0sTBdWgrC37smGaELzrSPuN5fOG3SjOJL9ITW72_OwJ9EjybKWVrqMLMuyOD059o4qDHMWP0jmKXD6THpvqUzi5ogfNDPkNgwjGKh9Eu9zXlLiSuF9xpO8eTajpNKL65A/w150-h200/centaur.png" width="150" /></a></p>
<p>Ability Score Increase. Your Strength score increases by 2. </p>
<p>Age. Centaurs reach adulthood in their late teens and live less than a century.</p>
<p>Creature Type. You are a Fey.</p>
<p>Size. Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.</p>
<p>Speed. Your base walking speed is 40 feet.
</p>
<p>Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.</p>
<p>Choose or roll for Upbringing:
<br />1: <a href="#caravan">Caravan</a>
<br />2-3: <a href="#nomad">Nomad</a> <i>(Charge)</i><br />4: <a href="#orchard">Orchard</a>
<br />5: <a href="#tribal">Tribal</a>
<br />6: <a href="#otherupbringing">Other</a></p>
<h4 id="changeling">Changeling</h4>
<p>Ability Score Increase. Your Constitution score increases by 2.</p>
<p>Age. Changelings reach adulthood in their middle teens and live less than a century. While a changeling can transform to conceal their age, the effects of aging still affect them.</p>
<p>Creature Type. You are a Fey.</p>
<p>Size. You are Medium or Small. You choose the size when you select this race.</p>
<p>Speed. Your base walking speed is 30 feet.
</p>
<p>Change Appearance. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another species, though none of your game statistics change.</p>
<p>You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
<br />You stay in the new form until you use an action to revert to your true form or until you die.
</p>
<p>Choose or roll for Upbringing:
<br />1-2: <a href="#caravan">Caravan</a> <i>(Diplomat)</i><br />3: <a href="#city">City</a>
<br />4: <a href="#farmland">Farmland</a>
<br />5: Roll d12 on the <a href="#otherupbringing">Other Upbringing</a> table.
<br />6: Roll d20 on the <a href="#otherupbringing">Other Upbringing</a> table.</p>
<h4 id="construct">Construct</h4>
<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiNN-_WbNbHT0ehL7PRtuvayJBC04qZXc8vgyIP4Imnbx771VZKB9bE3T34gxL-RPjP5aOtTujM5naLujpA8osNwi1DMpCnVJO8MKHh4jltt3btGd9HP3x5xefGp6IZ-mV3zMz8vev68Vb23t_VqOfISkogjGiEwSTrGDfsVpwmYkmqXV8QAtVPsrmY5g" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="400" data-original-width="229" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEiNN-_WbNbHT0ehL7PRtuvayJBC04qZXc8vgyIP4Imnbx771VZKB9bE3T34gxL-RPjP5aOtTujM5naLujpA8osNwi1DMpCnVJO8MKHh4jltt3btGd9HP3x5xefGp6IZ-mV3zMz8vev68Vb23t_VqOfISkogjGiEwSTrGDfsVpwmYkmqXV8QAtVPsrmY5g" width="137" /></a><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjS1lOIlw4tO5lGf_jzTICOSrlIaaWxISeB4BvknCwR6IcFW1EK4fmKGhfF_9vfb5IunInnpVef1_o6Cwy3biRzWm4OK50mn_27eWErNrAnPvut2zYND5wj46iklEWNX4SQpJTlmMjQ3yi-QhIluQCOkpW7MYADiTM5JqYtiwgqelcRhgnFbC12jaP3aA" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="400" data-original-width="300" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjS1lOIlw4tO5lGf_jzTICOSrlIaaWxISeB4BvknCwR6IcFW1EK4fmKGhfF_9vfb5IunInnpVef1_o6Cwy3biRzWm4OK50mn_27eWErNrAnPvut2zYND5wj46iklEWNX4SQpJTlmMjQ3yi-QhIluQCOkpW7MYADiTM5JqYtiwgqelcRhgnFbC12jaP3aA" width="180" /></a></div><p></p>
<p>You are an artificial lifeform. Depending on the setting and culture, you might be called a golem, warforged, autognome, or robot. Where you came from, artificial life may be mass-produced in factories or creation forges, or an extremely rare result of magical experimentation, or anything in between. You can decide your origin and life history, or roll on <a href="http://dnd5e.wikidot.com/lineage:autognome">this History table</a>.</p>
<p>Ability Score Increase. Your Constitution score increases by 1.</p>
<p>Age. The maximum lifespan of most constructs remains a mystery. Well-built ones show no signs of deterioration due to age, and many of them have no knowledge of their age. You are immune to magical aging effects.</p>
<p>Creature Type. You are a Construct. </p>
<p>Size. Constructs are constructed in many sizes. You are Medium or Small. You choose the size when you select this race.</p>
<p>Speed. Your base walking speed is 30 feet.</p>
<p>Healing Machine. If the <a href="http://dnd5e.wikidot.com/spell:mending" target="_blank">Mending</a> spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from several spells that preserve life but that normally don't affect Constructs: <a href="http://dnd5e.wikidot.com/spell:cure-wounds" target="_blank">Cure Wounds</a>, <a href="http://dnd5e.wikidot.com/spell:healing-word" target="_blank">Healing Word</a>, <a href="http://dnd5e.wikidot.com/spell:mass-cure-wounds" target="_blank">Mass Cure Wounds</a>, <a href="http://dnd5e.wikidot.com/spell:mass-healing-word" target="_blank">Mass Healing Word</a>, and <a href="http://dnd5e.wikidot.com/spell:spare-the-dying" target="_blank">Spare the Dying</a>.</p>
<p>Mechanical Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don't need to eat, drink, or breathe.</p>
<p>Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.</p>
<p>Choose Integrated Protection or Nimble Design: <i>(If your class gives you proficiency with medium or heavy armor, choose Integrated Protection)</i></p>
<p>*Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor.
<br />You gain a +1 bonus to Armor Class.
<br />You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
<br />While you live, your armor can't be removed from your body against your will.</p>
<p>*Nimble Design. You are encased in a thin metal or some other durable material.
<br />While you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.
<br />You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</p>
<p>Choose or roll for Upbringing:
<br />1: <a href="#city">City</a>
<br />2: <a href="#factory">Factory</a>
<br />3-4: <a href="#outcast">Outcast</a> <i>(Constitution and your class's secondary ability score, Specialized)</i><br />5: <a href="#suburb">Suburb</a>
<br />6: <a href="#otherupbringing">Other</a></p>
<h4 id="dragonborn"><a href="https://www.dndbeyond.com/races/16-dragonborn" target="_blank">Dragonborn</a></h4><p style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiiH9YccrWsPQrvdptHIcNh6mkXTqohtZLS-w-a2XZmGcxTekYoPUadxKN1W6_Hf77wmgdk0QV5Xjvjq4DDfheMuJalmNwry5LpD3-icVZ-yJ3BG7eZ2E7hPmV3cekh5-KSoq_XrtIVTrG9ltKQ_EKiSjCaRIxOVmCgXqWfLxtMhS-YoPNIj5OeX_g6Rw/s600/dragonborn.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="575" data-original-width="600" height="192" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiiH9YccrWsPQrvdptHIcNh6mkXTqohtZLS-w-a2XZmGcxTekYoPUadxKN1W6_Hf77wmgdk0QV5Xjvjq4DDfheMuJalmNwry5LpD3-icVZ-yJ3BG7eZ2E7hPmV3cekh5-KSoq_XrtIVTrG9ltKQ_EKiSjCaRIxOVmCgXqWfLxtMhS-YoPNIj5OeX_g6Rw/w200-h192/dragonborn.png" width="200" /></a></p>
<p>Dragonborn are scaly humanoids with the facial features of dragons and elemental breath attacks. Most come from parents who are also dragonborn, but they can also be formed from natural hybridization (dragons often use magic to take humanoid form), magical accidents or curses, deliberate self-experimentation, or de novo mutations. You decide your character's origin.</p>
<p>Ability Score Increase. Your Strength score increases by 1.</p>
<p>Age. Young naturally-born dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.</p>
<p>Creature Type. You are a Humanoid.</p>
<p>Size. Most natural dragonborn are tall and heavy, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.</p>
<p>Speed. Your base walking speed is 30 feet.</p>
<p>Draconic Link. Through either heritage or magical influence, you are tied to a particular type of dragon. This determines the damage type for your other traits. Choose or roll d20:<br />1-2. Black - Acid
<br />3-4. Blue - Lightning
<br />5-6. Green - Poison
<br />7-8. Red - Fire
<br />9-10. White - Cold
<br />11. Brass - Fire
<br />12. Bronze - Lightning
<br />13. Copper - Acid
<br />14. Gold - Fire
<br />15. Silver - Cold
<br />16. Amethyst - Force
<br />17. Crystal - Radiant
<br />18. Emerald - Psychic
<br />19. Sapphire - Thunder
<br />20. Topaz - Necrotic
</p>
<p>Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot cone, or a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</p>
<p>Choose or roll for Upbringing:
<br />1: <a href="#factory">Factory</a>
<br />2: <a href="#freehold">Freehold</a>
<br />3-4: <a href="#outcast">Outcast</a> <i>(Strength, Charisma, Resistance based on Draconic Link)</i><br />5: <a href="#tribal">Tribal</a>
<br />6: <a href="#otherupbringing">Other</a></p>
<h4 id="dwarf"><a href="https://www.dndbeyond.com/races/13-dwarf" target="_blank">Dwarf</a></h4><p style="text-align: center;"><img border="0" data-original-height="216" data-original-width="798" height="173" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUY8YbooMKRkkEaDZKJ3ZsK49iTeFBOEJpPUM_-mYieDYuZfELmdCfbrDUGlle7SUszu9NneAweQosLanQpptF7nRKK5-95zm1yPZb3TnHOprhUoR2ZPjxd9u7PfIwEn52l1A44VdOSlv6F00E1Bal36ElqcbQzPGq9wK-HswtAmiUnXFb3-2PiU1HpA/w640-h173/dwarves.jpg" style="color: #0000ee; text-align: center;" width="640" /></p>
<p>Dwarves descended from burrowing mammals, and are most comfortable underground. Most of them prefer to live in hills and mountains with natural cavern systems that can be expanded and mined. The name is a misleading relic of ancient times; many species are smaller and shorter than they are (although a dwarf will usually be the shortest person in a group of people wielding heavy weapons like pikes or greatswords).</p>
<p>Ability Score Increase. Your Constitution score increases by 2. </p>
<p>Age. Dwarves become physically mature by age 25, but they're considered young until they reach the age of 50. On average, they live about 350 years.</p>
<p>Creature Type. You are a Humanoid.</p>
<p>Size. Dwarves stand between 4 and 5 feet tall and average about 120 pounds. Your size is Medium.</p>
<p>Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing armor.</p>
<p>Burrowing Instinct. You have advantage on all Survival checks in underground environments; on all skill and tool checks to create or repair tunnels, basements, and other excavations; and on all Perception checks to notice underground architectural features like hidden doors, or dangers related to collapsing walls or tunnels.</p>
<p>Choose or roll for Upbringing:
<br />1-2: <a href="#factory">Factory</a> <i>(mountain dwarf: Labor-Mason's tools)
</i><br />3-4: <a href="#freehold">Freehold</a> <i>(hill dwarf: Lumberjack, Scab(Mason))
<br /></i>5: <a href="#magemarked">Magemarked</a> <i>(Warding)</i><br />6: <a href="#mystic">Mystic</a> <i>(duergar: Mystic Arts or Mental Discipline, Intelligence, Fleshbending)
<br /></i>7: <a href="#suburb">Suburb</a><br />8: <a href="#otherupbringing">Other</a></p>
<h4 id="earthgenasi">Earth Genasi</h4>
<p style="text-align: center;">
<a href="https://blogger.googleusercontent.com/img/a/AVvXsEg67GfvW8U8KKhgubrCEf5zLk4VOpo2X5n80tcSbkQcZi5jhz9MZWD1bZqIkDuDxNW2tDdK96_XS1PEY2bIW1MiRFtID1PQP0OM_IbS5sdIdZ3rG8Ct9o7BMCkcoB5lDmdpAWukBOihSGbQnrbXrgEhKYO_04p1Y3P2DYhA6pJIe2jPcVTRxd8tNOR91A" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="751" data-original-width="498" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEg67GfvW8U8KKhgubrCEf5zLk4VOpo2X5n80tcSbkQcZi5jhz9MZWD1bZqIkDuDxNW2tDdK96_XS1PEY2bIW1MiRFtID1PQP0OM_IbS5sdIdZ3rG8Ct9o7BMCkcoB5lDmdpAWukBOihSGbQnrbXrgEhKYO_04p1Y3P2DYhA6pJIe2jPcVTRxd8tNOR91A" width="159" /></a>
<a href="https://blogger.googleusercontent.com/img/a/AVvXsEg4xzhnUA0vj9T_UYXLVMcMh_qxxhHw8gkPo7Z4XhxGxpry5wfPUf4CG67bt-cl-31XwZ3pOzNSCYiyEZtKpExJeji3I5Anyqcf_ZJWo_18v8PpVu_f5o1veN-gJp9SM1YOOBRdhDeCVfXLAkjaRZ5_Gl126poCGB5mwPuntlfkTYKGZ7hhu-LzZ0vrFg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="480" data-original-width="296" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEg4xzhnUA0vj9T_UYXLVMcMh_qxxhHw8gkPo7Z4XhxGxpry5wfPUf4CG67bt-cl-31XwZ3pOzNSCYiyEZtKpExJeji3I5Anyqcf_ZJWo_18v8PpVu_f5o1veN-gJp9SM1YOOBRdhDeCVfXLAkjaRZ5_Gl126poCGB5mwPuntlfkTYKGZ7hhu-LzZ0vrFg" width="148" /></a>
</p>
<p>Earth genasi are part elemental, imbued with elemental earth. Most trace their ancestry to dao, the genies of the Elemental Plane of Earth, but they can also be formed from magical accidents or curses, deliberate self-experimentation, or de novo mutations. You decide your character's origin.</p>
<p>Ability Score Increase. Your Constitution score increases by 2.</p>
<p>Age. A typical genasi has a life span of 120 years.</p>
<p>Creature Type. You are a Humanoid.</p>
<p>Size. You are Medium or Small. You choose the size when you select this race. </p>
<p>Speed. Your walking speed is 25 feet. </p>
<p>Merge with Stone. You know the Blade Ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. </p>
<p> Choose or roll for Upbringing:
<br />1: <a href="#factory">Factory</a>
<br />2: <a href="#farmland">Farmland</a><br />
3: <a href="#magemarked">Magemarked</a><br />4-5: <a href="#mystic">Mystic</a> <i>(Earthbending)</i><br />6: <a href="#otherupbringing">Other</a>
</p>
<h4 id="elf"><a href="https://www.dndbeyond.com/races/3-elf" target="_blank">Elf</a></h4>
<p style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVMLm4CEI2KV2ACDW4Kvka9cs5D537xkBfVI1Fi4YZcgAm-lQfiUl7wRdpuAtCTdhRyl5GU_I577nODSKBdcJjTmWR9D4ckS3YC9cIVOhMZBJHThdjWpGrzCNqNcEmgLCmzxJKRQFQXvptG6Gu-WD--Gaz7vB3LOEj5CTIG_whz-3x26JM6-KTlLAgiQ/s755/Elves.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="251" data-original-width="755" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVMLm4CEI2KV2ACDW4Kvka9cs5D537xkBfVI1Fi4YZcgAm-lQfiUl7wRdpuAtCTdhRyl5GU_I577nODSKBdcJjTmWR9D4ckS3YC9cIVOhMZBJHThdjWpGrzCNqNcEmgLCmzxJKRQFQXvptG6Gu-WD--Gaz7vB3LOEj5CTIG_whz-3x26JM6-KTlLAgiQ/w640-h213/Elves.png" width="640" /></a></p>
<p>Elves descended from a fox-like creature whose diet was mostly fruit. They developed a civilization based on cultivating orchards (possibly after magical influence or uplift from fey forces), and are most comfortable in dense forests or solarpunk urban environments. </p>
<p>Ability Score Increase. Your Dexterity score increases by 2.</p>
<p>Age. Although elves reach physical maturity at about age 25, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.</p>
<p>Creature Type. You are a Humanoid.</p>
<p>Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p>
<p>Speed. Your base walking speed is 30 feet.
</p>Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
<p>Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit most people would from 8 hours of sleep.</p>
<p>Choose or roll for Upbringing:
<br />1-2: <a href="#city">City</a> <i>(high elf: Cantrip, Cosmopolitan, Field Work(Perception), Physical Education(longsword, shortsword), Physical Education(shortbow, longbow))
<br /></i>3: <a href="#magemarked">Magemarked</a> <i>(Shadow)</i><br />4-5: <a href="#mystic">Mystic</a>
<br /><i>(drow: Charisma, Weapons(rapier, shortsword, hand crossbow), Lightbending)
<br />(eladrin: Charisma, Weapons(longsword, shortsword, longbow), Spacebending)
<br /></i>6-7: <a href="#orchard">Orchard</a>
<br /><i>(wood elf: Wisdom, Fleet of Foot, Mask of the Wild, Warden Training(longsword, shortsword, longbow)</i><i>)
<br /></i><i>(aquatic elf: Wisdom, Speak with Beasts, Child of the Water, Warden Training(trident, light crossbow, net))
<br /></i>8: <a href="#otherupbringing">Other</a></p>
<h4 id="fairy">Fairy</h4>
<p></p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEinSTwYWMuGpfymKBOhykHpwcd2VJdUnf8fAKK3eua6u6OSc6kwdc9AfYq9QVPtfnVW4QU0zZA1V2Tlh1o8UMzzUSavenJ1lWVCfWFVxCbFmO0G0NcyNy4Vium9w-zi6lc5sNLVxomKV1WaX89sJy1kDvO1XJsAQl1MRCKS4XW84JoEyphrv6bPKBkFtQ" style="margin-left: 1em; margin-right: 1em;"></a><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjZBLO6RwnYsq5jIHwvf80PqVtvbzrZ51Z7qLIRdKcHgcTWWKThdvOjk4wXZenUgNJ_wVPDQAGlM90eeF1tx6C_CirZtgQyEgz9V7WTLaRzHG09xD35hDl73LqNbl_KKiv6GRSiXNO20tFnGPoar4RBx-bKN-RtQoH5r9YdHc5FMj7oom8jj_uGDR803w" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="320" data-original-width="240" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjZBLO6RwnYsq5jIHwvf80PqVtvbzrZ51Z7qLIRdKcHgcTWWKThdvOjk4wXZenUgNJ_wVPDQAGlM90eeF1tx6C_CirZtgQyEgz9V7WTLaRzHG09xD35hDl73LqNbl_KKiv6GRSiXNO20tFnGPoar4RBx-bKN-RtQoH5r9YdHc5FMj7oom8jj_uGDR803w" width="180" /></a><a href="https://blogger.googleusercontent.com/img/a/AVvXsEinSTwYWMuGpfymKBOhykHpwcd2VJdUnf8fAKK3eua6u6OSc6kwdc9AfYq9QVPtfnVW4QU0zZA1V2Tlh1o8UMzzUSavenJ1lWVCfWFVxCbFmO0G0NcyNy4Vium9w-zi6lc5sNLVxomKV1WaX89sJy1kDvO1XJsAQl1MRCKS4XW84JoEyphrv6bPKBkFtQ" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="799" data-original-width="599" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEinSTwYWMuGpfymKBOhykHpwcd2VJdUnf8fAKK3eua6u6OSc6kwdc9AfYq9QVPtfnVW4QU0zZA1V2Tlh1o8UMzzUSavenJ1lWVCfWFVxCbFmO0G0NcyNy4Vium9w-zi6lc5sNLVxomKV1WaX89sJy1kDvO1XJsAQl1MRCKS4XW84JoEyphrv6bPKBkFtQ" width="180" /></a></div>
<p>"Fairy" is the common term for any humanoid creature with wings that can fly. The wings can resemble those of birds or insects. There are many different types, with their own societies and abilities and names. Many have magic of some type.</p>
<p>Age. Fairies have a life span of about a century.</p>
<p>Creature Type. You are a Humanoid or a Fey. You choose the type when you select this race.</p>
<p>Size. You are Medium or Small. You choose the size when you select this race.</p>
<p>Speed. Your base walking speed is 30 feet.</p>
<p>Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor, or if you're encumbered.</p>
<p>Choose or roll for Upbringing:</p>
<p>1: <a href="#magemarked">Magemarked</a><br />2-3: <a href="#mystic">Mystic</a>
<br /><i>(Fairy: Plantbending)
<br />(Siren: Mindbending)</i>
<br />4: <a href="#outcast">Outcast</a> <i>(Owlin: Creature of the Night)</i>
<br />5: <a href="#slum">Slum</a> <i>(Aarakocra: Quiet Survivor, Wild Magic (Gust of Wind))</i>
<br />6: <a href="#otherupbringing">Other</a></p>
<h4 id="firbolg">Firbolg</h4>
<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgXt8xITUmFINhXZY_enKOsMoN3sot7KZmtNFZc1k2bIJWaOvhEyMxIdnO9DzP76rDRYE1EK8hHe2_fcQpdwKBldgPLWXqixHSFuEPSLwB5ECfpeQTb0IgwG4qfVWXnnd6iot3w924NaL_mfzMmaftLPunIVrkaitodAcSTcphyIe2Rp0n6ROtpaid1nA" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="599" data-original-width="445" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgXt8xITUmFINhXZY_enKOsMoN3sot7KZmtNFZc1k2bIJWaOvhEyMxIdnO9DzP76rDRYE1EK8hHe2_fcQpdwKBldgPLWXqixHSFuEPSLwB5ECfpeQTb0IgwG4qfVWXnnd6iot3w924NaL_mfzMmaftLPunIVrkaitodAcSTcphyIe2Rp0n6ROtpaid1nA" width="178" /></a></div><br /><br /><p></p><p> The first firbolgs were distant cousins of giants who wandered the primeval forests of the multiverse. You could be from a long line of firbolg, but you could also get your size and abilities from recent hybridization, magical accidents or curses, deliberate self-experimentation, or de novo mutation. </p>
<p>Ability Score Increase. Your Strength score increases by 2.</p>
<p>Age. Firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.</p>
<p>Creature Type. You are a Humanoid or a Fey. You choose the type when you select this race.</p>
<p>Size. Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.</p>
<p>Speed. Your base walking speed is 30 feet.</p>
<p>Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.</p>
<p>Magical Senses. You can cast the <a href="http://dnd5e.wikidot.com/spell:detect-magic" target="_blank">Detect Magic</a> spell once per long rest.</p>
<p>Choose or roll for Upbringing:</p>
<p>1: <a href="#magemarked">Magemarked</a> <i>(Finding, Handling, or Healing)</i><br />2: <a href="#mystic">Mystic</a> <i>(Fleshbending)</i>
<br />3-4: <a href="#orchard">Orchard</a> <i>(Speak with Beasts, Nature Magic(Fleshbending)) </i>
<br />5: <a href="#suburb">Suburb</a>
<br />6: <a href="#otherupbringing">Other</a></p>
<h4 id="firegenasi">Fire Genasi</h4>
<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhQgRsDoubIDUd1VRPkGn2gug30ze7bFrfI9lQZoVPAJ1u_-xWHhLjibh8N8kYSPv8eNSsoJLaJoiO7FFzLwbD119TSGJG5tBVFDcjgTxOlW0z9p6uO7gHNWxMXQhHtjo1qmyRcw_M5rNznxGu6t0BO0lWp27_J6VhPmJC_OgCC7GtTNwPek8nuKtb0Tw" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="320" data-original-width="240" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhQgRsDoubIDUd1VRPkGn2gug30ze7bFrfI9lQZoVPAJ1u_-xWHhLjibh8N8kYSPv8eNSsoJLaJoiO7FFzLwbD119TSGJG5tBVFDcjgTxOlW0z9p6uO7gHNWxMXQhHtjo1qmyRcw_M5rNznxGu6t0BO0lWp27_J6VhPmJC_OgCC7GtTNwPek8nuKtb0Tw" width="180" /></a><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgWhlNDuMY7nP5Rh7KVxgVUfNkHw8rBTr-VBLmAUocIGh7_vS2PkpkOl36Mqxm1Mkk1QMVeYI9G3rKk_QvSDSMaNmaeOUkro-vtUO7WpJT6RgNkyYUnvmdTh_jqwbFYkDlAU69yDNSyKNnkkEBa8QJ7pIGtl6gf_5piASBCSIVzI_ZTtk93rzcmWqGX_A" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="730" data-original-width="600" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgWhlNDuMY7nP5Rh7KVxgVUfNkHw8rBTr-VBLmAUocIGh7_vS2PkpkOl36Mqxm1Mkk1QMVeYI9G3rKk_QvSDSMaNmaeOUkro-vtUO7WpJT6RgNkyYUnvmdTh_jqwbFYkDlAU69yDNSyKNnkkEBa8QJ7pIGtl6gf_5piASBCSIVzI_ZTtk93rzcmWqGX_A" width="197" /></a></div><p></p>Fire genasi are part elemental, imbued with elemental fire. Most are descended from efreet, the genies of the Elemental Plane of Fire, but they can also be formed from magical accidents or curses, deliberate self-experimentation, or de novo mutations. You decide your character's origin.
<p>Ability Score Increase. Your Strength score increases by 2.</p>
<p>Age. A typical genasi has a life span of 120 years.</p>
<p>Creature Type. You are a Humanoid.</p>
<p>Size. You are Medium or Small. You choose the size when you select this race. </p>
<p>Speed. Your walking speed is 30 feet. </p>
<p>Flame Essence. You have resistance to fire damage.</p>
<p> Choose or roll for Upbringing:
<br />1: <a href="#city">City</a><br />2: <a href="#factory">Factory</a><br />3: <a href="#magemarked">Magemarked</a><br />4-5: <a href="#mystic">Mystic</a> <i>(Firebending)</i><br />6: <a href="#otherupbringing">Other</a>
</p>
<h4 id="giff">Giff</h4>
<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjR4UyZ-jEOXajXdx70OGokEidoH5_rh_2DQ7_q6dJn3KelKG2zktCsggUpLHrNxVZpMnDJMIi0UII-HnmBESgQv3WWV8cB0EV3cXy4xc8xDahbPP8Lph3Sf_qxKfhKHaJAUbO1dEBdKKu0nwo6JSe2uxVXo7cW1qK9MUXQ4vMixNAbhekiqWaOT3UHVg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="320" data-original-width="240" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjR4UyZ-jEOXajXdx70OGokEidoH5_rh_2DQ7_q6dJn3KelKG2zktCsggUpLHrNxVZpMnDJMIi0UII-HnmBESgQv3WWV8cB0EV3cXy4xc8xDahbPP8Lph3Sf_qxKfhKHaJAUbO1dEBdKKu0nwo6JSe2uxVXo7cW1qK9MUXQ4vMixNAbhekiqWaOT3UHVg" width="180" /></a><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiig4JWeo6vkmSQcyNON9-SLiMcyIDNutOheuuWgJp9ovlztVqh39JifWuHSDmIvXkwXtmn44tueZBlLFEsX34qkFRm8OUlvy3ty5HdR_E41SukC2XLnJSgUEYv__nzBcVAdaBRQf7L-WG2FGnl06NPTi87hdruYMY5YXJSJmeHKTp_enN8y5dysv2Ssw" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="320" data-original-width="240" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEiig4JWeo6vkmSQcyNON9-SLiMcyIDNutOheuuWgJp9ovlztVqh39JifWuHSDmIvXkwXtmn44tueZBlLFEsX34qkFRm8OUlvy3ty5HdR_E41SukC2XLnJSgUEYv__nzBcVAdaBRQf7L-WG2FGnl06NPTi87hdruYMY5YXJSJmeHKTp_enN8y5dysv2Ssw" width="180" /></a><br /><br /></div><br />Giff are descended from large herbivores, and often resemble hippos or rhinos.<p></p><p>Ability Score Increase. Your Strength score increases by 2.</p>
<p>Size. You are Medium.</p>
<p>Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.</p>
<p>Large Build. You have advantage on Strength-based ability checks and Strength saving throws. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.</p>
<p>Choose or roll for Upbringing:
<br />1: <a href="#caravan">Caravan</a><br />2: <a href="#city">City</a><br />3: <a href="#outcast">Outcast</a><br />4-5: <a href="#suburb">Suburb</a> <i>(Charisma, Firearms, Weapon Modding, and you start with a pistol or musket instead of rolling for Attic Rummaging.)</i>
<br />6: <a href="#otherupbringing">Other</a></p>
<h4 id="gith">Gith</h4>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEj02G6KSSjRQBq1RKuCcM022xTsDMRktxAqAkPnLBBofUqeRSpO0EfX3uCaCMvnLCf6RRooIzxZBYiURNuHRvsHNF4M1bdMM1awCU5i5kJ-ZFFxlf5UhBjiyHG720ywe069KLXjes-rXE_lR7gj7SaMofy89NXkQ2Vw7jTy5n-J3KIQxhs5alDcI_KSgQ" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="799" data-original-width="511" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEj02G6KSSjRQBq1RKuCcM022xTsDMRktxAqAkPnLBBofUqeRSpO0EfX3uCaCMvnLCf6RRooIzxZBYiURNuHRvsHNF4M1bdMM1awCU5i5kJ-ZFFxlf5UhBjiyHG720ywe069KLXjes-rXE_lR7gj7SaMofy89NXkQ2Vw7jTy5n-J3KIQxhs5alDcI_KSgQ" width="153" /></a><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhjpEkMK3afzFTZxokwN3NgVt77b7sYV3wxN1OKt9l0u3AAqE14MpWLi5rKeN-GTzzLdz8VMxAOpvTMv5P8TzSl_xXpEH_ZqXOQ-r6DBqdKAZECH4nWDFgLXOu53nJ1vSv-fNbTCo_tkrymRIeYpuP2XcZUQKHHIeImnb-vkADdLac7iD0d4uaR1aE38g" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="801" data-original-width="553" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhjpEkMK3afzFTZxokwN3NgVt77b7sYV3wxN1OKt9l0u3AAqE14MpWLi5rKeN-GTzzLdz8VMxAOpvTMv5P8TzSl_xXpEH_ZqXOQ-r6DBqdKAZECH4nWDFgLXOu53nJ1vSv-fNbTCo_tkrymRIeYpuP2XcZUQKHHIeImnb-vkADdLac7iD0d4uaR1aE38g" width="166" /></a></div>
<p>Gith are descended from people who have been exposed to the astral plane and wildspace for generations. Originally there were two main factions, but in recent years these have splintered into a larger variety.</p>
<p>Ability Score Increase. Your Constitution score increases by 2.</p><p>Age. Gith reach adulthood in their late teens and live for about a century.</p><p>Creature Type. You are a Humanoid.</p><p>Size. You are Medium.</p><p>Speed. Your walking speed is 30 feet.</p>
<p>Psychic Resilience. You have resistance to psychic damage.<br /></p><p>Space Heritage. You are adapted to zero gravity. Being weightless doesn’t give you disadvantage on any of your melee attack rolls or other ability checks. In addition, you may take the <a href="http://dnd5e.wikidot.com/background:astral-drifter" target="_blank">Astral Drifter</a> background instead of rolling on your Upbringing's table, and if you do, you may choose any class for its Magic Initiate feat.</p>
<p>Choose or roll for Upbringing:
<br />1: <a href="#factory">Factory</a> <i>(Githyanki: Magewright, Spacebending)</i><br />2: <a href="#fellfromheaven">Fell from Heaven</a><br />3: <a href="#magemarked">Magemarked</a><br />4: <a href="#mystic">Mystic</a><i> (Githzerai: Mental Discipline, Spacebending)</i><br />5-6: <a href="#otherupbringing">Other</a></p>
<h4 id="gnome"><a href="https://www.dndbeyond.com/races/18-gnome" target="_blank">Gnome</a></h4><p style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVg1BnPhUQNfFLSUhs5-qFPa4qpQ57rPmoreLKUpJntZ6_2SiDan8rTD75EH02JLUWKPlqbFAoE3PF8N_Vn1QjKgrbCQwp12ls8sjyr9X2FCkkvGgDg2G5-tJEkM25by0-v8w34aCoGPnbHzhLkyCUieYaERV14Y9yZq51FwHhfDrFHyJNmnL58zMmxQ/s1024/gnomes.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="501" data-original-width="1024" height="196" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVg1BnPhUQNfFLSUhs5-qFPa4qpQ57rPmoreLKUpJntZ6_2SiDan8rTD75EH02JLUWKPlqbFAoE3PF8N_Vn1QjKgrbCQwp12ls8sjyr9X2FCkkvGgDg2G5-tJEkM25by0-v8w34aCoGPnbHzhLkyCUieYaERV14Y9yZq51FwHhfDrFHyJNmnL58zMmxQ/w400-h196/gnomes.png" width="400" /></a></p>
<p>Gnomes descended from small mammals that were constantly on the watch for danger from magic-using predators.</p>
<p>Ability Score Increase. Your Constitution score increases by 2.</p>
<p>Age. Gnomes are physically mature by the age of 25, and most are expected to settle into adult life around the age of 40. They can live to 350 years on average, but it's not too uncommon for them to reach 500 years of age.</p>
<p>Creature Type. You are a Humanoid.</p>
<p>Size. Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small.</p>
<p>Speed. Your base walking speed is 25 feet.
</p>Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.<p>Choose or roll for Upbringing:
<br />1: <a href="#city">City</a><br />2: <a href="#factory">Factory</a><br />2: <a href="#magemarked">Magemarked</a> <i>(Scribing)</i><br />3-4: <a href="#orchard">Orchard</a> <br /><i>(forest gnome: Intelligence, Fleet of Foot, Natural Illusionist, Speak with Beasts)
<br /></i><i>(deep gnome: Intelligence, Darkvision, Fleet of Foot, Stone Camouflage)</i><br />5-6: <a href="#suburb">Suburb</a> <i>(rock gnome: Intelligence, Tinkering, Artificer's Lore)
</i><br />8: <a href="#otherupbringing">Other</a></p>
<h4 id="goblin">Goblin</h4>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjq17Nrx7l_zXItY8n5lP7DzQfhJtOimbyeDje1dAoBNr-m_0u1XY5u-9c-L2Htz6L30PJ-G1x-Jtqb0hIDy4l72WgNqrLfjMkRK3u4uyC2IhJ28163ttcrCGGNMSwTj-AiUXPgLiXq-k3b8B5dkVqTOgznWnWUKe6bkUIRBLSPkZkAtX266L84PhLQNQ" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="798" data-original-width="532" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjq17Nrx7l_zXItY8n5lP7DzQfhJtOimbyeDje1dAoBNr-m_0u1XY5u-9c-L2Htz6L30PJ-G1x-Jtqb0hIDy4l72WgNqrLfjMkRK3u4uyC2IhJ28163ttcrCGGNMSwTj-AiUXPgLiXq-k3b8B5dkVqTOgznWnWUKe6bkUIRBLSPkZkAtX266L84PhLQNQ" width="160" /></a></div>
<p>Goblins descended from curious and adventurous small primates that found a niche in dangerous environments. They have highly variable genetics, based on what their ancestors endured.</p>
<p>Ability Score Increase. Your Dexterity score increases by 2.</p>
<p>Age. Goblins reach adulthood at age 8 and live up to 60 years.</p>
<p>Creature Type. You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.</p>
<p>Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.</p>
<p>Speed. Your base walking speed is 30 feet.</p><p>Grit. You have resistance to one or more damage types of your choice. Choose or roll:<br /> 1: Acid and Lightning<br /> 2: Cold and Necrotic<br /> 3: Fire<br /> 4: Force, Psychic, Radiant, and Thunder<br /> 5: Poison<br /> 6: Roll twice on this table, rerolling duplicates. Your Strength score decreases by 1.</p>
<p>Choose or roll for Upbringing:
<br />1: <a href="#factory">Factory</a>
<br />2: <a href="#nomad">Nomad</a><br />3: <a href="#slum">Slum</a><br />4-5: <a href="#tribal">Tribal</a> <i>(Defiance, Fury of the Small, Nimble Escape)</i><br />6: <a href="#otherupbringing">Other</a></p>
<h4 id="goliath">Goliath</h4>
<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEibLJKBfbwDa5767rOjDXBdLh4qD8sgLJcpwdafGbSt3ZafHAuPPQ6p3jeoD7MLGXp5vns0GHQy5QiYBRtEhirhzMHofAVzRBJyBws7iZjQ4dEHc0-E8t8Ve_HGdnwgZ5pTvRo6tl0wa4j-UM2lz2KNgcu7I2g1UgWOhNpERNK6gjzrRqiVb0SNxwG6-g" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="281" data-original-width="240" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEibLJKBfbwDa5767rOjDXBdLh4qD8sgLJcpwdafGbSt3ZafHAuPPQ6p3jeoD7MLGXp5vns0GHQy5QiYBRtEhirhzMHofAVzRBJyBws7iZjQ4dEHc0-E8t8Ve_HGdnwgZ5pTvRo6tl0wa4j-UM2lz2KNgcu7I2g1UgWOhNpERNK6gjzrRqiVb0SNxwG6-g" width="205" /></a></div>
<p>Goliaths are over 7 feet tall and have a wide array of skin tones resembling different types of stone. The first goliaths lived on the highest mountain peaks. You could be from a long line of goliaths, but you could also get your size and abilities from recent hybridization, magical accidents or curses, deliberate self-experimentation, or de novo mutation.</p>
<p>Ability Score Increase. Your Strength score increases by 1.</p>
<p>Age. Goliaths enter adulthood in their late teens and usually live less than a century.</p>
<p>Creature Type. You are a Humanoid.</p>
<p>Size. Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.</p>
<p>Speed. Your base walking speed is 30 feet.</p>
<p>Little Giant. You have proficiency in the Athletics skill, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You also naturally acclimate to high altitudes, even if you’ve never been to one. This includes elevations above 20,000 feet.</p>
<p>Stone's Endurance. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</p>
<p>Choose or roll for Upbringing:<br />1: <a href="#freehold">Freehold</a><br />2-3: <a href="#outcast">Outcast</a> <i>(Strength, Constitution, cold resistance)</i><br />4: <a href="#slum">Slum</a><br />5: <a href="#tribal">Tribal</a> <i>
<br /></i>6: <a href="#otherupbringing">Other</a></p>
<h4 id="hadozee">Hadozee</h4>
<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEipKCVTad0lWusTkEBJDWLHi-A5wATNl5apTyghtbxccdTfkcIIRt3A7RvPcAqmHIiUfQYpH1DfrFxaHQRQeHHW_SgHtZq4E0hrJg21KpVblsS6RypuyD16fF-_lna6XMWge0CoQPvKcCUKIrnXmQbQ5EB_FoMRIaSalb2IbEEG4bvLJdxMlAsUXnYRYw" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="489" data-original-width="581" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEipKCVTad0lWusTkEBJDWLHi-A5wATNl5apTyghtbxccdTfkcIIRt3A7RvPcAqmHIiUfQYpH1DfrFxaHQRQeHHW_SgHtZq4E0hrJg21KpVblsS6RypuyD16fF-_lna6XMWge0CoQPvKcCUKIrnXmQbQ5EB_FoMRIaSalb2IbEEG4bvLJdxMlAsUXnYRYw" width="285" /></a></div>
<p>Hadozees’ progenitors were mammals no bigger than housecats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to branch.</p>
<p>Age. Hadozee enter adulthood in their late teens and usually live less than a century.</p><p>Creature Type. You are a Humanoid.</p><p>Size. You are Medium or Small. You choose the size when you select this race.</p><p>Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.</p><p>Dexterous Feet. As a bonus action, you can use your feet to manipulate an object, open or close a door or container, or pick up or set down a Tiny object.</p><p>Glide. When you fall at least 10 feet above the ground, you can use your reaction to extend your skin membranes to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide.</p><p>Hadozee Resilience. When you take damage, you can use your reaction to roll a d6. Add your proficiency bonus to the number rolled, and reduce the damage you take by an amount equal to that total (minimum of 0 damage). You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.</p><p>Choose or roll for Upbringing:</p><p>1: <a href="#city">City</a><br />2-3: <a href="#farmland">Farmland</a> <i>(but roll on the Other Background table)</i><br />4: <a href="#orchard">Orchard</a><i><br /></i>5: <a href="#outcast">Outcast</a><br />6: <a href="#otherupbringing">Other</a></p><h4 id="halfelf"><a href="https://www.dndbeyond.com/races/20-half-elf" target="_blank">Half Elf</a></h4><p style="text-align: center;"><img border="0" data-original-height="597" data-original-width="1536" height="248" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXrXxJXrgBG0FRKj30j9haUiHvke-5sLEYUHtXUHnFLt8btLptz_LSFI4eFEuIXyNXbj8feKhMBpmYRc7nIva60UooO0K8DeyA4ZvPEtrrSY0GAEwPcIgNt7U40w7EXdFHG9MC2Y-T7yLwGxlfUDngnnCXFA6UCsCUJj0ttOHKlnCazm4HQ68-8RUyOA/w640-h248/halfelf2.jpg" style="color: #0000ee;" width="640" /></p>
<p>Some half-elves are hybrids of humanoids and fey creatures, some are born from two half-elf parents, and others are the result of deliberate or accidental magic. You decide your character's origin.</p>
<p>Ability Score Increase. Your Constitution score increases by 2.</p>
<p>Age. Half-elves reach adulthood at the age of 20, and live up to 180 years.</p>
<p>Creature Type. You are a Humanoid.</p>
<p>Size. Half-elves vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.</p>
<p>Speed. Your base walking speed is 30 feet.</p>
<p>Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. </p>
<p>Passing. You have advantage on checks to disguise yourself as either a human or an elf, and pass as an ordinary member of either of those species. </p>
<p>Choose or roll for Upbringing:
<br />1-2: <a href="#caravan">Caravan</a> <i>(Diplomat)</i>
<br />3: <a href="#city">City
<br /></a>4: <a href="#magemarked">Magemarked</a> <i>(Detection or Storm)</i><br />5: <a href="#mystic">Mystic</a><i><br /></i>6: <a href="#orchard">Orchard</a><br />7: Roll d12 on the <a href="#otherupbringing">Other Upbringing</a> table.
<br />8: Roll d20 on the <a href="#otherupbringing">Other Upbringing</a> table.</p>
<h4 id="halforc"><a href="https://www.dndbeyond.com/races/2-half-orc" target="_blank">Half Orc</a></h4><p style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKFwCVEByp8g1NI9siUeyOTA2jOZWuUERP5S94ou5Fil8E6QMU7fe_z6wbHtOtv_Wd83lWyBSY5wFFQ_Uap5aa114XruB4aS9iJ98ZKC49-siV6P8GAXr3kxtdMW1YLcY1OuNI5Lx1w2-q65DNx1hnnhrCCakTInVKxtVmqq2x_5ODH2tR8IBnuFBZUw/s320/trollqueen.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="320" data-original-width="240" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKFwCVEByp8g1NI9siUeyOTA2jOZWuUERP5S94ou5Fil8E6QMU7fe_z6wbHtOtv_Wd83lWyBSY5wFFQ_Uap5aa114XruB4aS9iJ98ZKC49-siV6P8GAXr3kxtdMW1YLcY1OuNI5Lx1w2-q65DNx1hnnhrCCakTInVKxtVmqq2x_5ODH2tR8IBnuFBZUw/w150-h200/trollqueen.png" width="150" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgplPy25WVSYEwBWq6JAMOetUNlHFXmnSIrynwFGIvNcgg7XYYiX6g_FqEjjOgnDxoMJJsyIO4OMIlauVgWmPb0_W03XgFiA3Ov1WmPM_87jO3j6Hk1vnDwBKRlpUNNnkzDqaKGst6YmpTxhT7PEjiVwL22k6VxuRz8mkYyVySnGx_MM7vHHTiYvmSZvw/s400/trollwarrior.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="400" data-original-width="300" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgplPy25WVSYEwBWq6JAMOetUNlHFXmnSIrynwFGIvNcgg7XYYiX6g_FqEjjOgnDxoMJJsyIO4OMIlauVgWmPb0_W03XgFiA3Ov1WmPM_87jO3j6Hk1vnDwBKRlpUNNnkzDqaKGst6YmpTxhT7PEjiVwL22k6VxuRz8mkYyVySnGx_MM7vHHTiYvmSZvw/w150-h200/trollwarrior.png" width="150" /></a></p>
<p>"Half-orc" is the common term for anyone with features from a strong and bulky humanoid species. Usually they have prominent 'monstrous' facial features. Some are the result of recent hybridization, others are from two half-orc parents, others are actually full-blooded orcs, and a few are the result of deliberate or accidental magic. You decide your character's origin.</p>
<p>Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.</p>
<p>Age. Half-orcs reaching adulthood around age 14 and rarely live longer than 75 years.</p>
<p>Creature Type. You are a Humanoid.</p>
<p>Size. Half-orcs range from 5 to well over 6 feet tall. Your size is Medium.</p>
<p>Speed. Your base walking speed is 30 feet.</p>Choose or roll for Upbringing:
<p>1: <a href="#freehold">Freehold</a><br />
2: <a href="#magemarked">Magemarked</a> <i>(Finding)<br /></i>3: <a href="#slum">Slum</a><br />4-5: <a href="#tribal">Tribal</a>
<br /><i>(half-orc: Intuition, Relentless Endurance, Savage Attacks)
<br />(orc: Adrenaline Rush, Powerful Build, Relentless Endurance or Intuition)</i><br />6: <a href="#otherupbringing">Other</a></p>
<h4 id="halfling"><a href="https://www.dndbeyond.com/races/14-halfling" target="_blank">Halfling</a></h4><p style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4wEtCv_GWrbgAmzkE4NCeNgFuxU0DbrkZS9QVkarZXEI8OXZllt8g92dGG_ZlKJwICFLvIMAxxtHJZZ7EsFW7OXaSsVDVuAzNrInHtNYhvJUzv7G4p9x9OHPnJk8zWcUmX2m3rDey3Jr5LUdhDS_vexTV55yjVjngHXW_0XvXifcQ_bfKSv_B1baNrQ/s1536/halflings.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="554" data-original-width="1536" height="230" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4wEtCv_GWrbgAmzkE4NCeNgFuxU0DbrkZS9QVkarZXEI8OXZllt8g92dGG_ZlKJwICFLvIMAxxtHJZZ7EsFW7OXaSsVDVuAzNrInHtNYhvJUzv7G4p9x9OHPnJk8zWcUmX2m3rDey3Jr5LUdhDS_vexTV55yjVjngHXW_0XvXifcQ_bfKSv_B1baNrQ/w640-h230/halflings.jpg" width="640" /></a></p>
<p>Halflings descended from a small mammal in the middle of the food chain. They have an instinct to be alert to danger and opportunity, and can sometimes turn failure to success in a way that appears to be supernatural luck.</p>
<p>Ability Score Increase. Your Dexterity score increases by 2. </p>
<p>Age. Halfling reach adulthood at the age of 20 and usually live about 150 years.</p>
<p>Creature Type. You are a Humanoid.</p>
<p>Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.</p>
<p>Speed. Your base walking speed is 25 feet.</p>
<p>Second Chance. When you roll a 2 on an attack roll, ability check, or saving throw, reroll the die and use the new result.</p>
<p>Choose or roll for Upbringing:
<br />1-2: <a href="#freehold">Freehold</a> <i>(stout: Dirt Farmer, Moonshiner (Dancing))<br /></i>3: <a href="#magemarked">Magemarked</a> <i>(Hospitality or Healing)<br /></i>4: <a href="#orchard">Orchard</a><br />5-6: <a href="#suburb">Suburb</a> <i>(lightfoot: Charisma, Avoiding Attention, Dancing)
</i><br />7: Roll d12 on the <a href="#otherupbringing">Other Upbringing</a> table.<br />8: Roll d20 on the <a href="#otherupbringing">Other Upbringing</a> table.</p>
<h4 id="harengon">Harengon</h4><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEj8P2LYJCE2FtolQ0TAyjTmP-8iuDBSftsleLMytkmkNAu9DrdZeVYD6TWawDxc9qtUHh6dbDbxToHZV6Yvl18nfFwndpO117QPRkkGitvTmN1-yvKGO6u5hfxFbtTQZTyQz_jDvZ2u26T1vNZnnNVQ7Huthwzt7-oUbudtUQy9vkPB0vVo8GNfRaVXxw" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="400" data-original-width="222" height="200" src="https://blogger.googleusercontent.com/img/a/AVvXsEj8P2LYJCE2FtolQ0TAyjTmP-8iuDBSftsleLMytkmkNAu9DrdZeVYD6TWawDxc9qtUHh6dbDbxToHZV6Yvl18nfFwndpO117QPRkkGitvTmN1-yvKGO6u5hfxFbtTQZTyQz_jDvZ2u26T1vNZnnNVQ7Huthwzt7-oUbudtUQy9vkPB0vVo8GNfRaVXxw=w111-h200" width="111" /></a><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=vidbm01-11#T=S&O={%22iconly%22:0}" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="527" data-original-width="344" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWguvoYiC3mz9yAAJ-lSj8TDtVwPwZQ8qGQ8smU8gDagtxaTK5MLxtIWzOXTRvBS-3yrtGkQVd5_WuQEOHO008f3920OsVUFWjrWUauCfPngkRZn2f9F97Du_YseZZO2fPe6YEApDZlHZ2NxmS3MdH1jl-nXc8NTTeJom_hrax40Tg7Bp-sMEg7JR6_zo8/w131-h200/harengon3.png" width="131" /></a><br /><br /></div>
<p>Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors.</p>
<p>Ability Score Increase. Your Dexterity score increases by 1.</p>
<p>Age. Harengon enter adulthood in their late teens and usually live less than a century.</p>
<p>Creature Type. You are a Humanoid.</p>
<p>Size. You are Medium or Small. You choose the size when you select this race.</p>
<p>Speed. Your walking speed is 30 feet.</p>
<p>Hare-Trigger. You can add your proficiency bonus to your initiative rolls.</p>
<p>Lucky Footwork. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.</p>
<p>Rabbit Hop. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</p>
<p>Choose or roll for Upbringing:</p>
<p>1: <a href="#orchard">Orchard</a><br />2-3: <a href="#outcast">Outcast</a> <i>(Perception)
</i><br />4: <a href="#farmland">Farmland</a><br />5: <a href="#freehold">Freehold</a>
<br />6: <a href="#otherupbringing">Other</a></p>
<h4 id="hobgoblin">Hobgoblin</h4>
<p style="text-align: center;">
<a href="https://blogger.googleusercontent.com/img/a/AVvXsEjf3xyXIY7Fm5W_O0hfKFK_D1Yw8j1oS70Kzn4njsNacaWvpGbdROFb54IDHNeATNvIZauhpoTkn4TFe8wrCK_acr9tOzD6UTLTPTcq11Pbuj006_HtgFKwqXxSB2yhJfnVZmdOnFTOzE_Et-jHG3gGOf41BM83JfJI7VEYSRyANG-tCDa1qG2cm2OD_w" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="320" data-original-width="240" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjf3xyXIY7Fm5W_O0hfKFK_D1Yw8j1oS70Kzn4njsNacaWvpGbdROFb54IDHNeATNvIZauhpoTkn4TFe8wrCK_acr9tOzD6UTLTPTcq11Pbuj006_HtgFKwqXxSB2yhJfnVZmdOnFTOzE_Et-jHG3gGOf41BM83JfJI7VEYSRyANG-tCDa1qG2cm2OD_w" width="180" /></a>
<a href="https://blogger.googleusercontent.com/img/a/AVvXsEj1NqFAq5XistDg969rBtzg_QxABmadx1KybXzbHQ92TPXAUj9D1aBraWqM9ohwUB-X9-k1ib499BqIncJ62YxvHM9s4AQ_rwBN-_lyPQRLVCuyCquj45bh0kerU1L4sXaHAyKiv_t34lVCOKsdBCO9mqo-LZ7Vl1D9tBM6TIeQ0se-E1kG6yACJw_Ohw" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="320" data-original-width="240" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEj1NqFAq5XistDg969rBtzg_QxABmadx1KybXzbHQ92TPXAUj9D1aBraWqM9ohwUB-X9-k1ib499BqIncJ62YxvHM9s4AQ_rwBN-_lyPQRLVCuyCquj45bh0kerU1L4sXaHAyKiv_t34lVCOKsdBCO9mqo-LZ7Vl1D9tBM6TIeQ0se-E1kG6yACJw_Ohw" width="180" /></a>
</p>
<p>Hobgoblins descended from pack-hunting predators.</p>
<p>Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.</p>
<p>Age. Hobgoblins reach adulthood in their late teens and live less than a century.</p>
<p>Creature Type. You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.</p>
<p>Size. Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.</p>
<p>Speed. Your base walking speed is 30 feet.</p>
<p>Choose or roll for Upbringing:
<br />1: <a href="#childsoldier">Child Soldier</a><br />2: <a href="#farmland">Farmland</a><br />3-4: <a href="#factory">Factory</a> <i>(Senior Management(Physical Education) OR Line Management)</i><br />5: <a href="#freehold">Freehold</a><br />6: <a href="#otherupbringing">Other</a></p>
<h4 id="human"><a href="https://www.dndbeyond.com/races/1-human">Human</a></h4><p style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhT3sTV3_nzuxo0lSm7T4PSFxTmLDyFaWOiKreeiBy-87cad-0Zkuy3x_NWCfNGEaLf0H0fQToot6eiB94CL3KQ9xf21RlRI4q1PjtmceCIELZ4jSCoOrDThs_6Sfqdn69IJssldBcPCMxA1nM6Pe3Yl1UBO9-8w1PJ02v1Y5PXDcMAgM2u2kM0bDx0dQ/s785/human.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="291" data-original-width="785" height="237" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhT3sTV3_nzuxo0lSm7T4PSFxTmLDyFaWOiKreeiBy-87cad-0Zkuy3x_NWCfNGEaLf0H0fQToot6eiB94CL3KQ9xf21RlRI4q1PjtmceCIELZ4jSCoOrDThs_6Sfqdn69IJssldBcPCMxA1nM6Pe3Yl1UBO9-8w1PJ02v1Y5PXDcMAgM2u2kM0bDx0dQ/w640-h237/human.jpg" width="640" /></a></p>
<p>Humans descended from apes who found a niche as pack-hunting exhaustion predators. They are most comfortable on savannas and open spaces where they can freely move about.</p>
<p>Ability Score Increase. Your Constitution score increases by 2.</p>
<p>Age. Humans reach adulthood in their late teens and live less than a century.</p>
<p>Creature Type. You are a Humanoid.</p>
<p>Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. </p>
<p>Speed. Your base walking speed is 30 feet.</p>
<p>Marathon Endurance. You have advantage on Athletics checks to run, jog, and hike long distances, and on Constitution saving throws to avoid exhaustion from extended exercise.</p>
<p>Choose or roll for Upbringing:</p>
<p>1-2: <a href="#caravan">Caravan</a> <i>(variant human: Esoteric Knowledge)
</i><br />3-4: <a href="#farmland">Farmland</a> <i>(base human)
<br /></i>5: <a href="#magemarked">Magemarked</a> <i>(Finding, Handling, Making, Passage, or Sentinel)<br /></i>6-7: Roll d12 on the <a href="#otherupbringing">Other Upbringing</a> table.<br />8: Roll d20 on the <a href="#otherupbringing">Other Upbringing</a> table.</p>
<h4 id="hybrid">Hybrid</h4>
<p>Roll two different species, rerolling duplicates.</p>
<p>Age. Your lifespan and time to maturity is an average of the two parent species</p>
<p>Creature Type. Choose either creature type of the two parent species.</p>
<p>Size. You can choose to be either Small or Medium, unless both parent species are the same size, without allowing any choice.</p>
<p>Speed. Your speed is the lowest of the two parent species.
</p>
<p>Take all features and ability score increases from both parent species. Then, your lowest physical ability score (Strength, Dexterity, or Constitution) decreases by 3.</p>
<p>Choose or roll for Upbringing:
<br />1: Roll on the Upbringing table of the first species.
<br />2: Roll on the Upbringing table of the second species.
<br />3: <a href="#caravan">Caravan</a>
<br />4-5: <a href="#outcast">Outcast</a>
<br />6: Roll on the Upbringing tables of both species. If you get the same result, take it. Otherwise, <a href="#multicultural">Multicultural</a> with those two upbringings.</p>
<h4 id="kenku">Kenku</h4><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjmJTIFzoeW8XRv_VmNsPJGaXSoXKT-QNBd4S6LBvGTMWDLnnqSLKq8kqpeJt7QYI2akqQA_CrZnWS1_WffHaDnz_LHRuNY8IFB7dnuZM0uzQBZSSlKOWVQgX4oiYgfVy0A__czWRGwZNF2T-5G0pZ104RyTXZRWHVeaqKRxQ4jeWD_lMLosa14iSkWrQ" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="500" data-original-width="500" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjmJTIFzoeW8XRv_VmNsPJGaXSoXKT-QNBd4S6LBvGTMWDLnnqSLKq8kqpeJt7QYI2akqQA_CrZnWS1_WffHaDnz_LHRuNY8IFB7dnuZM0uzQBZSSlKOWVQgX4oiYgfVy0A__czWRGwZNF2T-5G0pZ104RyTXZRWHVeaqKRxQ4jeWD_lMLosa14iSkWrQ" width="240" /></a></div>
<p>Kenku resemble some kind of bird, usually a raven or other corvid, but are flightless. Most descend from other kenku, but some are formed when a humanoid is affected by magical accidents or curses, deliberate self-experimentation, or de novo mutations. You decide your character's origin.</p>
<p>Ability Score Increase. Your Dexterity score increases by 2.</p>
<p>Age. Kenku reach maturity at about 12 years old and can live to 60.</p>
<p>Creature Type. You are a Humanoid.</p>
<p>Size. You are Medium or Small. You choose the size when you gain this race.</p>
<p>Speed. Your walking speed is 30 feet.</p>
<p> Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier. </p>
<p>Choose or roll for Upbringing:
<br />1: <a href="#caravan">Caravan</a>
<br />2-3: <a href="#city">City</a> <i>(Expert Duplication, Field Work, </i><i>Recall, </i><i>any two Studies)</i><br />4: <a href="#nomad">Nomad</a>
<br />5: <a href="#orchard">Orchard</a>
<br />6: <a href="#otherupbringing">Other</a></p>
<h4 id="kobold">Kobold</h4><p style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqE6u5r36LP92wB06X-dAtDtUIJzYULPD1GSi0MRkfAA2P7FeUraZ3c_Tr9bJ_6GG5QY0CJAw4U1BsYNcVFBhjlhPcgKwEOdW_WYtwTVNnRyEZ_hXLzXLIn-Ttxq904GJZecJSKp4CVSJ0yP0tjH95J6acVghJAYW16mx7aSetFZReXoBjHO_eHQ-oqA/s899/kobold.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="899" data-original-width="680" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqE6u5r36LP92wB06X-dAtDtUIJzYULPD1GSi0MRkfAA2P7FeUraZ3c_Tr9bJ_6GG5QY0CJAw4U1BsYNcVFBhjlhPcgKwEOdW_WYtwTVNnRyEZ_hXLzXLIn-Ttxq904GJZecJSKp4CVSJ0yP0tjH95J6acVghJAYW16mx7aSetFZReXoBjHO_eHQ-oqA/w151-h200/kobold.png" width="151" /></a></p>
<p>Kobolds are small reptilian creatures.</p>
<p>Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.</p>
<p>Age. Kobolds reach adulthood at age 6 and can live up to 120 years.</p>
<p>Creature Type. You are a Humanoid.</p>
<p>Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.</p>
<p>Speed. Your base walking speed is 30 feet.</p>
<p>Choose or roll for Upbringing:</p>
<p>1: <a href="#mystic">Mystic</a>
<br />2: <a href="#suburb">Suburb</a><br />3: <a href="#slum">Slum</a><br />4-5: <a href="#tribal">Tribal</a> <i>(Defiance, Pack Tactics, Sneaky)</i><br />6: <a href="#otherupbringing">Other</a></p>
<h4 id="lizardfolk">Lizardfolk</h4><p style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5tOtdq3kv9riUttuL2hH34rVeQpZNoQleu7mN0JBFVX6AR7wbdCQ-m-WmXR0nWpEAec2oK7qBcclpSzl1J79YJLo46_XrdMYLoL7qcfyG5iQ62wu_9QfGxte0cGRlE8I00VmHfbGOu5WZDOCVBr0ik-exodIw6LxYj7HjD2FH_9l3RgsyZa4cQddvvw/s320/lizard1.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="320" data-original-width="240" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5tOtdq3kv9riUttuL2hH34rVeQpZNoQleu7mN0JBFVX6AR7wbdCQ-m-WmXR0nWpEAec2oK7qBcclpSzl1J79YJLo46_XrdMYLoL7qcfyG5iQ62wu_9QfGxte0cGRlE8I00VmHfbGOu5WZDOCVBr0ik-exodIw6LxYj7HjD2FH_9l3RgsyZa4cQddvvw/w150-h200/lizard1.png" width="150" /></a><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjxVBcG4ZWZmuPbOp6LPl2tDtyYbDOVpnWPrdPDkOCBxhdLUUokmEleGCoE8mPnnS0C-oOEaBh_G3M_yCuOBcKV9QylqyvTIr_lJwYCSe1MzEn7HB5Cq_wsbIScZTyc9f26VUrTYbUPjDfTyZ0K3V8ef0lx1e6bBvQKl92ESjKP60hxs7adehroUGat2A" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="320" data-original-width="240" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjxVBcG4ZWZmuPbOp6LPl2tDtyYbDOVpnWPrdPDkOCBxhdLUUokmEleGCoE8mPnnS0C-oOEaBh_G3M_yCuOBcKV9QylqyvTIr_lJwYCSe1MzEn7HB5Cq_wsbIScZTyc9f26VUrTYbUPjDfTyZ0K3V8ef0lx1e6bBvQKl92ESjKP60hxs7adehroUGat2A" width="180" /></a></p>
<p>Lizardfolk descended from aquatic reptilian predators.</p><p>Ability Score Increase. Your Constitution score increases by 2.</p>
<p>Age. Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.</p>
<p>Creature Type. You are a Humanoid.</p>
<p>Size. Lizardfolk are typically around 6 feet tall and 150-200 pounds, and their colorful frills make them appear even larger. Your size is Medium. </p>
<p>Speed. Your base walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
</p>
<p>Hold Breath. You can hold your breath for up to 15 minutes at a time.
<br /></p>
<p>Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
</p>
<p>Choose or roll for Upbringing:
<br />1: <a href="#mystic">Mystic</a><br />2: <a href="#orchard">Orchard</a>
<br />3: <a href="#outcast">Outcast</a><br />4-5: <a href="#slum">Slum</a> <i>(Quiet Survivor, Scavenger, Frenzy)</i><br />6: <a href="#otherupbringing">Other</a></p>
<h4 id="minotaur">Minotaur</h4>
<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiyMQiWgQCw7fdy2kHE9kPOCJSzarVFa0XXKdx0fgV-eXEw7lqvOGn3ZkJNJuuLbU6dXPMrJqWPgQYviTVa1xy6qbdoF_gzg0xzkxnxzkD-ZUOG6OMX0qql3jRWQoZH8MmoUV2kwpn51HwDSVfo_ibaLA5-9M-YtDY8Mtn0BQSuTHYakcDXgmI9O6-sfA" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="319" data-original-width="240" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEiyMQiWgQCw7fdy2kHE9kPOCJSzarVFa0XXKdx0fgV-eXEw7lqvOGn3ZkJNJuuLbU6dXPMrJqWPgQYviTVa1xy6qbdoF_gzg0xzkxnxzkD-ZUOG6OMX0qql3jRWQoZH8MmoUV2kwpn51HwDSVfo_ibaLA5-9M-YtDY8Mtn0BQSuTHYakcDXgmI9O6-sfA" width="181" /></a></div>
<p>Minotaurs descended from large migratory animals.</p>
<p>Ability Score Increase. Your Strength score increases by 2.</p>
<p>Age. Minotaurs reach adulthood in their late teens and live less than a century.</p>
<p>Creature Type. You are a Humanoid.</p>
<p>Size. Minotaurs average over 6 feet in height, and they have strong, stocky builds. Your size is Medium.</p>
<p>Speed. Your base walking speed is 30 feet.
</p><p>Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.</p>
<p>Terrain Recall. You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.</p>
<p>Choose or roll for Upbringing:
<br />1: <a href="#farmland">Farmland</a><br />2: <a href="#orchard">Orchard</a>
<br />3: <a href="#outcast">Outcast</a><br />4-5: <a href="#slum">Slum</a> <i>(Hustler (Intimidation, Persuasion), Hammering, Rush)</i><br />6: <a href="#otherupbringing">Other</a></p>
<h4 id="plasmoid">Plasmoid</h4>
<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiVDurXmuaZwxI8JazhIgGIQ-WDzYbsacYTwC1S1SnaQoJzis6sHs6Jkwnwe8pA47zjCrtcwk26KQrClBHKMoJv6zexh_xrF1vEESV1c-mfkbDFTeNNNosnmrl3eK2whwibO5eYXfaCW3A2k3B8o2hXofA0ZRZU_9KG9S-Q22oO2PrkwutEEwDAtZ5usQ" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="800" data-original-width="600" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEiVDurXmuaZwxI8JazhIgGIQ-WDzYbsacYTwC1S1SnaQoJzis6sHs6Jkwnwe8pA47zjCrtcwk26KQrClBHKMoJv6zexh_xrF1vEESV1c-mfkbDFTeNNNosnmrl3eK2whwibO5eYXfaCW3A2k3B8o2hXofA0ZRZU_9KG9S-Q22oO2PrkwutEEwDAtZ5usQ" width="180" /></a><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgzg7jguuzVQZn8YY-Oq_T7Dv1kVcSCWHt922lIoKRFHFebiE8ismpd4E1bNz59oUYkMfpPfXrAFadMIpK2qtItBAUyvH1pr4ceRtKqRsTpuk_zdYYPa-luSvWmCoooOaGXoNb9aV0Xhzx3i9N9U-IJ9ZoAJPiPFDTlpkcuAm6gkdlnGLVWDqIDiFu4sw" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="800" data-original-width="451" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgzg7jguuzVQZn8YY-Oq_T7Dv1kVcSCWHt922lIoKRFHFebiE8ismpd4E1bNz59oUYkMfpPfXrAFadMIpK2qtItBAUyvH1pr4ceRtKqRsTpuk_zdYYPa-luSvWmCoooOaGXoNb9aV0Xhzx3i9N9U-IJ9ZoAJPiPFDTlpkcuAm6gkdlnGLVWDqIDiFu4sw" width="135" /></a><br /></div><p></p>
<p>Plasmoids are amorphous beings with no typical shape. Some are descended from other plasmoids and grew up in a community of their kind, but many are formed when an ooze is uplifted to sapience, or when a humanoid is affected by magical accidents or curses, deliberate self-experimentation, or de novo mutations. You decide your character's origin.</p><p>Ability Score Increase. Your Dexterity score increases by 1.</p>
<p>Age. The maximum lifespan of plasmoids remains a mystery, and many of them have no knowledge of their age.</p>
<p>Creature Type. You are an Ooze.</p>
<p>Size. You are Medium or Small. You choose the size when you gain this race.</p>
<p>Speed. Your walking speed is 30 feet.</p>
<p>Amorphous. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing larger or more rigid than a bag, dagger, or wand. You also have advantage on ability checks you make to initiate or escape a grapple.</p>
<p>Shape Self. As an action, you can reshape your body to give yourself a humanoid form, or you can revert to a limbless blob. This gives you several features:
<br />*While you are in blob shape, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
<br />*While you have a humanoid shape, you can wear clothing and armor made for any Humanoid of your size.
<br />*As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod can’t attack or lift more than 10 pounds.
<br />*As a bonus action, you can temporarily lengthen your limbs so that your reach for your next melee attack is 5 feet greater than normal.</p>
<p>Choose or roll for Upbringing:
<br />1: <a href="#caravan">Caravan</a>
<br />2: <a href="#factory">Factory</a>
<br />3: <a href="#orchard">Orchard</a>
<br />4-5: <a href="#outcast">Outcast</a> <i>(Constitution and your class's secondary ability score, poison resistance)</i>
<br />6: <a href="#otherupbringing">Other</a></p>
<h4 id="satyr">Satyr</h4>
<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhiVboSgC734hXDCoL7MWKUGuW97uP6G-MEw7AHRX4c6huCB-Z0eICBWyOX1bhsel3cjNYjVOxhoL46BI4ueAf3faSCuryYQbSYdCIhE3bDGcgwV2ZNy25IE5l_jk0RuNToYNGHCLsKSMnlNkPbWZvJtFQn8Qjv_lwMFWwq_F70Ujymyc17Fnl5E5Cxtg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="599" data-original-width="378" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhiVboSgC734hXDCoL7MWKUGuW97uP6G-MEw7AHRX4c6huCB-Z0eICBWyOX1bhsel3cjNYjVOxhoL46BI4ueAf3faSCuryYQbSYdCIhE3bDGcgwV2ZNy25IE5l_jk0RuNToYNGHCLsKSMnlNkPbWZvJtFQn8Qjv_lwMFWwq_F70Ujymyc17Fnl5E5Cxtg" width="151" /></a></div><p></p><p>Satyrs have goatlike legs, cloven hooves, and ram or goat horns.</p><p>Age. Satyrs enter adulthood in their late teens and usually live less than a century.</p>
<p>Creature Type. You are a Fey.</p>
<p>Size. Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is medium.</p>
<p>Speed. Your walking speed is 30 feet.</p>
<p>Creature Type. You are a Fey.</p>
<p>Resilience. Choose either Dexterity or Constitution. Increase the chosen ability score by 2. You gain proficiency in saving throws using the chosen ability.</p>
<p>Roll d6 for Upbringing:</p><p>1: <a href="#caravan">Caravan</a>
<br />2: <a href="#freehold">Freehold</a>
<br />3: <a href="#orchard">Orchard</a>
<br />4-5: <a href="#slum">Slum</a> <i>(Hustler(Performance, Persuasion), Fleet of Foot, Leaps)</i><br />6: <a href="#otherupbringing">Other</a></p>
<h4 id="tabaxi">Tabaxi</h4>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEh3Qs09JraBLbfsGW1MFKIImeund6RVbMjACT9-o7XYVY5pDhMUwRx4jVAzK83zNg1vLpQ42iuitXJblWdCWzCgt6z-wKsHfFSL-GWX4JPEdBhfL_xTKpYI5dYK0ynPA9F9WglcZlPK-R9yO7JEDBIz8nea3QomAnetq1mx7rgiNV_q4vpScLJeX2Qimw" style="margin-left: 1em; margin-right: 1em;"></a><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgT91iYuk_fNLLRmslzi8ItBvbN6n1yKOdFLewv21UUovaRMfzTuzHBBP9CfVD8BjtYLj1Pu5zxovXOxMQPA2lvAMytARh-IF2MiJCPNZUQsu51YTFjEdoMYxh6CFqdAdTQ_IEdLWp6rAttxN8rVsKf7pNfXIg3WTj_XQ0KQtwjjTiA248XzXR7VKjCRw" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="800" data-original-width="600" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgT91iYuk_fNLLRmslzi8ItBvbN6n1yKOdFLewv21UUovaRMfzTuzHBBP9CfVD8BjtYLj1Pu5zxovXOxMQPA2lvAMytARh-IF2MiJCPNZUQsu51YTFjEdoMYxh6CFqdAdTQ_IEdLWp6rAttxN8rVsKf7pNfXIg3WTj_XQ0KQtwjjTiA248XzXR7VKjCRw" width="180" /></a><a href="https://blogger.googleusercontent.com/img/a/AVvXsEh3Qs09JraBLbfsGW1MFKIImeund6RVbMjACT9-o7XYVY5pDhMUwRx4jVAzK83zNg1vLpQ42iuitXJblWdCWzCgt6z-wKsHfFSL-GWX4JPEdBhfL_xTKpYI5dYK0ynPA9F9WglcZlPK-R9yO7JEDBIz8nea3QomAnetq1mx7rgiNV_q4vpScLJeX2Qimw" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="320" data-original-width="176" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEh3Qs09JraBLbfsGW1MFKIImeund6RVbMjACT9-o7XYVY5pDhMUwRx4jVAzK83zNg1vLpQ42iuitXJblWdCWzCgt6z-wKsHfFSL-GWX4JPEdBhfL_xTKpYI5dYK0ynPA9F9WglcZlPK-R9yO7JEDBIz8nea3QomAnetq1mx7rgiNV_q4vpScLJeX2Qimw" width="132" /></a><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=vidbm01-4#T=S&O={%22iconly%22:0}" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="529" data-original-width="304" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLoF5vCYfMNS-JIwIrI_5pHsM-AZ9vbJ2yM7AvhoErFtCnIgbhuumHOBiaU1uOLzcGqhEgFg23N1ZAt_LFFU_so1GNQjPp1b5I7SmFwrPUwYiqAxLN1to3B5-4zifOO-TFegb-PsGfiCKcCuOsmD2ljd94AX7VhOYqqy0lir0X-D93Y9DxUSxxu8tD1WU6/w115-h200/tabaxi3.png" width="115" /></a><br /><br /></div>
<p>Tabaxi descended from catlike creatures, and most resemble cats. They have claws that allow them to quickly climb.</p>
<p>Ability Score Increase. +2 Dex</p>
<p>Age. Tabaxi reach adulthood in their late teens and live less than a century.</p>
<p>Creature Type. You are a Humanoid.</p>
<p>Size. You are Medium or Small. You choose the size when you select this race.</p>
<p>Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.</p>
<p></p>
<p>Roll d6 for Upbringing:
<br />1: <a href="#animal">Animal</a>
<br />2: <a href="#city">City</a><br />3-4: <a href="#slum">Slum</a> <i>(Quiet Survivor(Perception and Stealth), Agility, Tremorsense)<br /></i>5: <a href="#suburb">Suburb</a><br />6: <a href="#otherupbringing">Other</a></p>
<h4 id="thrikreen">Thri-kreen</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/a/AVvXsEjGFCFhGJCry-AtlM0u_3p-UxPrIXlC2DrjH9qjFJ5gdmpnpeYvlJkcP-2bwK3AY1G-GZm2huoK6fuxnGkar3mj2bTAoHrfZuiL-awWYQbBOnHObD7KS1rbBQwSCYuN09RWy814aRb2Z3TWJtyo4wMRVawl1IG1KmuO1WL7Oaz23-0SaKBetYPerFPKPg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="317" data-original-width="208" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjGFCFhGJCry-AtlM0u_3p-UxPrIXlC2DrjH9qjFJ5gdmpnpeYvlJkcP-2bwK3AY1G-GZm2huoK6fuxnGkar3mj2bTAoHrfZuiL-awWYQbBOnHObD7KS1rbBQwSCYuN09RWy814aRb2Z3TWJtyo4wMRVawl1IG1KmuO1WL7Oaz23-0SaKBetYPerFPKPg" width="157" /></a><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgGJzEwidf6P7TEFYErbtaG9zb-acOORn9jJgU9URXo85nNKE9m8AkIJwZC_D7hz4mJQyszUQzE0b2hGkwRqPLvbI_RKUs_utVrKwHPoV5dONj2jcZHFJhkhpKgXCVd_6sZCuuQjBuikZvMOGHDwvkaYCPQVLZEZjWJiRKKTZ393odLALBCYPYHhjPssw" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="320" data-original-width="240" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgGJzEwidf6P7TEFYErbtaG9zb-acOORn9jJgU9URXo85nNKE9m8AkIJwZC_D7hz4mJQyszUQzE0b2hGkwRqPLvbI_RKUs_utVrKwHPoV5dONj2jcZHFJhkhpKgXCVd_6sZCuuQjBuikZvMOGHDwvkaYCPQVLZEZjWJiRKKTZ393odLALBCYPYHhjPssw" width="180" /></a><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiawhZT2VmeuOzODXTZ17_Fs5nqQmDTQpwCaJcpFeoi1zcsCBX3Af3LGqG-D5n_HeVLH8QmSMDBX-X4_ZuvNaTzXvHbcArb5wEzHuQX5nRXUaPXdTBkIK0n_mIuq_6kU5u3iViI5QPcbPEBkrFPZ10t1HPaYDGfPTghnS-nd3TWENzYLaGILPcDXVVm0Q" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="480" data-original-width="214" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEiawhZT2VmeuOzODXTZ17_Fs5nqQmDTQpwCaJcpFeoi1zcsCBX3Af3LGqG-D5n_HeVLH8QmSMDBX-X4_ZuvNaTzXvHbcArb5wEzHuQX5nRXUaPXdTBkIK0n_mIuq_6kU5u3iViI5QPcbPEBkrFPZ10t1HPaYDGfPTghnS-nd3TWENzYLaGILPcDXVVm0Q" width="107" /></a>
</div>
<p>Thri-kreen have insectile features and two pairs of arms. Their bodies are encased in protective chitin. They can alter the coloration of this carapace to blend in with their natural surroundings. </p>
<p>Although thri-kreen don’t sleep, they do require periods of inactivity to revitalize themselves. During these periods, they are fully aware of what’s happening around them.</p>
<p>Thri-kreen speak by clacking their mandibles and waving their antennae, indicating to other thri-kreen what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and impossible to duplicate. To interact with other folk, thri-kreen rely on a form of telepathy.</p>
<p>Age. Thri-kreen enter adulthood in their late teens and usually live less than a century.</p>
<p>Creature Type. You are a Monstrosity.</p>
<p>Size. You are Medium or Small. You choose the size when you select this race.</p>
<p>Speed. Your walking speed is 30 feet.</p>
<p>Chameleon Carapace. While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier. As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.</p>
<p>Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.</p><p>Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.</p>
<p>Sleepless. You do not require sleep and can choose to remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.</p>
<p>Thri-kreen Telepathy. Without the assistance of magic, you can’t speak the non-thri-kreen languages you know. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures you can see within 120 feet of yourself. A contacted creature doesn’t need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).</p>
<p>Choose or roll for Upbringing:
<br />1: <a href="#factory">Factory</a><br />2-3: <a href="#farmland">Farmland</a> <i>(but roll on the Other Background table)</i><i><br /></i>4: <a href="#outcast">Outcast</a><i><br /></i>5: <a href="#tribal">Tribal</a><br />6: <a href="#otherupbringing">Other</a></p>
<h4 id="tiefling"><a href="https://www.dndbeyond.com/races/7-tiefling">Tiefling</a></h4><p style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiDKPMQtE6dbGnj9qV5yRGVpIgGtvL6S5wdtSYCtM_2f-FdYwwu7XKdE6CuEzTJcsoouuRA_2CP1RZMKGG8Qa_SlOHJ2RounsLRRQrMkgZ5KYdtAq9JCdy8qajRaFpqM9EUOFG7dGnrs4ToLUaHNeUoFtfK-1oUyKei50AuY-INRDylx801lI6PyvhJw/s356/tiefling.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="356" data-original-width="215" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiDKPMQtE6dbGnj9qV5yRGVpIgGtvL6S5wdtSYCtM_2f-FdYwwu7XKdE6CuEzTJcsoouuRA_2CP1RZMKGG8Qa_SlOHJ2RounsLRRQrMkgZ5KYdtAq9JCdy8qajRaFpqM9EUOFG7dGnrs4ToLUaHNeUoFtfK-1oUyKei50AuY-INRDylx801lI6PyvhJw/w121-h200/tiefling.png" width="121" /></a></p>
<p>Tieflings are people with innate magic, usually tied to fiendish power. Most of them have visible demonic features like horns or a tail. Some are hybrids of humanoids and fiendish creatures, some are born from two tiefling parents, and others are the result of magical accidents or curses, deliberate self-experimentation, or de novo mutations. You decide your character's origin.</p>
<p>Ability Score Increase. Your Charisma score increases by 2.</p>
<p>Ability Score Decrease. You are cursed by fiendish impulses. Your Wisdom score decreases by 1.</p>
<p>Age. Tieflings reach adulthood in their late teens and live about a century.</p>
<p>Creature Type. You are a Humanoid.</p>
<p>Size. Tieflings vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.</p>
<p>Speed. Your base walking speed is 30 feet.
</p>
<p>Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</p><p>Infernal Legacy. You have the ability to cast spells. Charisma is your spellcasting ability for these spells. Each legacy has a cantrip, two spells, and an additional ability. You know the cantrip and can cast it at will. At 3rd level, you can cast the second spell once per long rest. At 5th level, you can cast the third spell once per long rest. Choose or roll d10:</p>
<p>1: Asmodeus. <a href="http://dnd5e.wikidot.com/spell:thaumaturgy" target="_blank">Thaumaturgy</a>, <a href="http://dnd5e.wikidot.com/spell:hellish-rebuke" target="_blank">Hellish Rebuke</a>, <a href="http://dnd5e.wikidot.com/spell:darkness" target="_blank">Darkness</a>
<br />2: Baalzebul. <a href="http://dnd5e.wikidot.com/spell:thaumaturgy" target="_blank">Thaumaturgy</a>, <a href="http://dnd5e.wikidot.com/spell:ray-of-sickness" target="_blank">Ray of Sickness</a>, <a href="http://dnd5e.wikidot.com/spell:crown-of-madness" target="_blank">Crown of Madness</a>.
<br />3: Dispater<b>. </b><a href="http://dnd5e.wikidot.com/spell:thaumaturgy" target="_blank">Thaumaturgy</a>, <a href="http://dnd5e.wikidot.com/spell:disguise-self" target="_blank">Disguise Self</a>, <a href="http://dnd5e.wikidot.com/spell:detect-thoughts" target="_blank">Detect Thoughts</a>.
<br />4: Fierna. <a href="http://dnd5e.wikidot.com/spell:friends" target="_blank">Friends</a>, <a href="http://dnd5e.wikidot.com/spell:charm-person" target="_blank">Charm Person</a>, <a href="http://dnd5e.wikidot.com/spell:suggestion" target="_blank">Suggestion</a>.
<br />5: Glasya. <a href="http://dnd5e.wikidot.com/spell:minor-illusion" target="_blank">Minor Illusion</a>, <a href="http://dnd5e.wikidot.com/spell:disguise-self" target="_blank">Disguise Self</a>, <a href="http://dnd5e.wikidot.com/spell:invisibility" target="_blank">Invisibility</a>.
<br />6: Levistus. <a href="http://dnd5e.wikidot.com/spell:ray-of-frost" target="_blank">Ray of Frost</a>, <a href="http://dnd5e.wikidot.com/spell:armor-of-agathys" target="_blank">Armor of Agathys</a>, <a href="http://dnd5e.wikidot.com/spell:darkness" target="_blank">Darkness</a>.
<br />7: Mammon. <a href="http://dnd5e.wikidot.com/spell:mage-hand" target="_blank">Mage Hand</a>, <a href="http://dnd5e.wikidot.com/spell:tensers-floating-disk" target="_blank">Tenser's Floating
Disk</a>, <a href="http://dnd5e.wikidot.com/spell:arcane-lock" target="_blank">Arcane Lock</a>.
<br />8: Mephistopheles. <a href="http://dnd5e.wikidot.com/spell:mage-hand" target="_blank">Mage Hand</a>, <a href="http://dnd5e.wikidot.com/spell:burning-hands" target="_blank">Burning Hands</a>, <a href="http://dnd5e.wikidot.com/spell:flame-blade" target="_blank">Flame Blade</a>.
<br />9: Zariel. <a href="http://dnd5e.wikidot.com/spell:thaumaturgy" target="_blank">Thaumaturgy</a>, <a href="http://dnd5e.wikidot.com/spell:searing-smite" target="_blank">Searing Smite</a>, <a href="http://dnd5e.wikidot.com/spell:branding-smite" target="_blank">Branding Smite</a>.
<br />10. Roll 1d10 on the Mystic <a href="#innatemagic">Innate Magic</a> table. Gain the three spells, but not the other ability. Charisma is your spellcasting modifier for these spells.</p>
<p>Choose or roll for Upbringing:</p>
<p>1: <a href="#caravan">Caravan</a>
<br />2: <a href="#mystic">Mystic</a>
<br />3-4: <a href="#outcast">Outcast</a> <i>(Intelligence, Charisma, fire resistance)</i><br />5: <a href="#slum">Slum</a>
<br />6: <a href="#otherupbringing">Other</a></p>
<h4 id="tortle">Tortle</h4>
<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgLVLp-Gb_b65NL1neBv_O2elpBo_IwWMCrvuRNW4kE1aT2RVR1gQtrc9118_LFsA_L9ZX5E2AkDZNAc0bvQCPD1CiSc1dtFaaxkBa40-H3bPcttvrCDu7xL5tZeOTVU-UGiRcdmznVTXmAY5gIVCU3pCuxQwmLnfhZ_L6QCtrRDVAkazYVj9KcdBCZlg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="320" data-original-width="240" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgLVLp-Gb_b65NL1neBv_O2elpBo_IwWMCrvuRNW4kE1aT2RVR1gQtrc9118_LFsA_L9ZX5E2AkDZNAc0bvQCPD1CiSc1dtFaaxkBa40-H3bPcttvrCDu7xL5tZeOTVU-UGiRcdmznVTXmAY5gIVCU3pCuxQwmLnfhZ_L6QCtrRDVAkazYVj9KcdBCZlg" width="180" /></a><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiyPYRqPPJI3C0GoXV6zZGLJXxlH1vQPAMVAolz9xsYAXFf22mMUAhMsNldY-ZshqleDhk_HUkA39A8HFvX_vjAq0NsUdcJouLXfGt6cg2Bu-f-gFIsHQoGE2UHgpM7zLRtGFUJINjYvphu23a9TnXuGorcYYgXbnOR8kGLaHxdQouix4bXdbcbplMFtg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="320" data-original-width="240" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEiyPYRqPPJI3C0GoXV6zZGLJXxlH1vQPAMVAolz9xsYAXFf22mMUAhMsNldY-ZshqleDhk_HUkA39A8HFvX_vjAq0NsUdcJouLXfGt6cg2Bu-f-gFIsHQoGE2UHgpM7zLRtGFUJINjYvphu23a9TnXuGorcYYgXbnOR8kGLaHxdQouix4bXdbcbplMFtg" width="180" /></a><br /><br /></div>
<p>Carrying their shelter on their backs gives tortles a special feeling of security wherever they go, for even if they visit a far, unknown country, they have a place to lay their heads.</p>
<p>Tortles exhibit the same range of coloration and patterns found among turtles, and many tortles enjoy adorning their shells in distinctive ways.</p>
<p>Ability Score Increase. Your Constitution score increases by 1.</p>
<p>Age. Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.</p>
<p>Creature Type. You are a Humanoid.</p>
<p>Size. You are Medium or Small. You choose the size when you select this race.</p>
<p>Speed. Your walking speed is 30 feet.</p>
<p>Claws. You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.</p>
<p>Hold Breath. You can hold your breath for up to 1 hour.</p>
<p>Natural Armor. Your shell provides you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You can’t wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield’s bonus as normal.</p>
<p>Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell..</p>
<p>Choose or roll for Upbringing:
<br />1: <a href="#caravan">Caravan</a><br />2: <a href="#farmland">Farmland</a><i><br /></i>3: <a href="#mystic">Mystic</a><br />4-5: <a href="#outcast">Outcast</a> <i>(Survival)</i><br />6: <a href="#otherupbringing">Other</a></p>
<h4 id="watergenasi">Water Genasi</h4>
<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEitIjIgP0zHTC2y4ugWFtQ-R-cY2q69vhkyFD2qPIuI925dd0kDSzQhaPCzbyoMtJwUjz31DGXg6sPP1XW5Lvnvy8xS9BzmCNZQi7rI22cVEWLUFsG-bfvpRXNZyFxuFVUZbGYI0SY3-KLFBojWxiUeYV_NfaYtggr8ZIQzpl3w_C8oFmWKsIvi-bZRjA" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="480" data-original-width="313" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEitIjIgP0zHTC2y4ugWFtQ-R-cY2q69vhkyFD2qPIuI925dd0kDSzQhaPCzbyoMtJwUjz31DGXg6sPP1XW5Lvnvy8xS9BzmCNZQi7rI22cVEWLUFsG-bfvpRXNZyFxuFVUZbGYI0SY3-KLFBojWxiUeYV_NfaYtggr8ZIQzpl3w_C8oFmWKsIvi-bZRjA" width="157" /></a></div><br /><p></p><p>Water genasi are part elemental, imbued with elemental water. Most are descended from marids, aquatic genies from the Elemental Plane of Water, but they can also be formed from magical accidents or curses, deliberate self-experimentation, or de novo mutations. You decide your character's origin.</p>
<p>Ability Score Increase. Your Dexterity score increases by 2.</p>
<p>Age. A typical genasi has a life span of 120 years.</p>
<p>Creature Type. You are a Humanoid.</p>
<p>Size. You are Medium or Small. You choose the size when you select this race. </p>
<p>Speed. Your walking speed is 25 feet, and you have a swimming speed of 35 feet.</p>
<p>Amphibious. You can breathe air and water.</p>
<p> Choose or roll for Upbringing:
<br />1: <a href="#caravan">Caravan</a><br />
2: <a href="#magemarked">Magemarked</a> <i>(Healing or Storm)</i><br />3-4: <a href="#mystic">Mystic</a> <i>(Waterbending)</i><br />5: <a href="#orchard">Orchard</a>
<br />6: <a href="#otherupbringing">Other</a>
</p>
<h4 id="yuanti">Yuan-Ti</h4><p style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgn6Yrbpv0iQiYu75Vycr7GWNq2yMt1Q3nqtT2TI3ZI95rdCHsPwqtB7EBTdbhw_HUTyGdTWEW1abs1LOx7E_DqmuQBzf5zAfi5rYLmbDRLv7f3x7pHTfp7BJ3K-12IcxtBsFFeowfteUG-jvwhRo2GY6UdHG6FXwcEYH0BalgdY8T8DaxBLu8cBBgyJw/s320/yuanti1.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="320" data-original-width="240" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgn6Yrbpv0iQiYu75Vycr7GWNq2yMt1Q3nqtT2TI3ZI95rdCHsPwqtB7EBTdbhw_HUTyGdTWEW1abs1LOx7E_DqmuQBzf5zAfi5rYLmbDRLv7f3x7pHTfp7BJ3K-12IcxtBsFFeowfteUG-jvwhRo2GY6UdHG6FXwcEYH0BalgdY8T8DaxBLu8cBBgyJw/w150-h200/yuanti1.png" width="150" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZTicloZ9CW15I22caGyFQ9ojnkVYX5hBw2_5uyIb4srGuXZB-y42JQ1h2hKaT-mbtrLn7AolGHIPKhzC8f1wgiw1dYsuwIsssb3laPNpNuxTlTxzmFNCtcJtHcIolaTgBBCKTFY2TgCWZnJIJQVuJ09OneOkVTUPkZjdxxxHmuwiP4-b3c0MwDDPMCw/s798/yuanti2.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="798" data-original-width="599" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZTicloZ9CW15I22caGyFQ9ojnkVYX5hBw2_5uyIb4srGuXZB-y42JQ1h2hKaT-mbtrLn7AolGHIPKhzC8f1wgiw1dYsuwIsssb3laPNpNuxTlTxzmFNCtcJtHcIolaTgBBCKTFY2TgCWZnJIJQVuJ09OneOkVTUPkZjdxxxHmuwiP4-b3c0MwDDPMCw/w150-h200/yuanti2.png" width="150" /></a></p>
<p>Ability Score Increase. Your Dexterity score increases by 2.</p>
<p>Age. Yuan-ti reach adulthood in their late teens and live less than a century.</p>
<p>Creature Type. You are a Humanoid.</p>
<p>Size. Yuan-ti vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.</p>
<p>Speed. Your base walking speed is 30 feet.
</p>
<p>Serpent Essence. You can cast Animal Friendship an unlimited number of times, but you can target only snakes with it.</p>
<p>Choose or roll for Upbringing:
<br />1: <a href="#city">City</a>
<br />2: <a href="#factory">Factory</a>
<br />3-4: <a href="#mystic">Mystic</a> <i>(Spell Resilience, Charisma, Venombending or Mindbending)</i><br />5: <a href="#freehold">Freehold</a><br />6: <a href="#otherupbringing">Other</a></p>
<h2>Upbringing List</h2>
<h3 id="animal">Animal</h3>
You were an animal for most of your life. You decide if you were turned into one when you were a baby, or if you were born an animal before something gave you sapience and the ability to transform into a member of your species. In some ways you still are an animal, and integrating into the society around you can be somewhat difficult.
<p>Alignment. Any, although usually non-lawful.
</p>
<p>Speak (but do not read or write) Common and one <a href="https://5thsrd.org/character/languages/" target="_blank">language of your choice</a>.</p>
<p>Transformation. Choose a beast of <a href="https://5thsrd.org/gamemaster_rules/monster_indexes/monsters_by_cr/#0" target="_blank">challenge rating 0</a>. You can, once per short rest, transform into that animal. You can stay in the animal form as long as you want. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.</p><p>While you are transformed, the following rules apply:</p><p>Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours.</p><p>When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.</p><p>You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.</p><p>You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.</p><p>You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.</p>
<p>Choose or roll d4:</p>
<p>1-2: Pet. You were once a pampered pet and now you are an uncannily attractive member of your species. +3 Charisma. Gain proficiency with the Persuasion and Performance skills.</p>
<p>3-4: Wild. You were once a wild animal. +3 Wisdom. Gain proficiency with the Perception and Survival skills.</p>
<p>Roll a <a href="#otherbackground">random Background</a>.</p>
<h3 id="caravan">Caravan</h3><p style="text-align: center;"><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=75958-1&name=Beauxbatons%27%20Carriage:%20Arrival%20at%20Hogwarts&category=%5BHarry%20Potter%5D%5BGoblet%20of%20Fire%5D#T=S&O={%22iconly%22:0}" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="929" data-original-width="968" height="384" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaVwA2AWk1QZuP9n7zrSFUpW3uRrtZzrNK20KD-pJYzK6YszFE-MPMlCcuWg_ZnmKxfQtcaBvPekeqHMb5hM8FuxA3ZHB46jkdCF7MimkpRdDdrBql2Ik92YJl9hGLg1e8iCp1VRClLnE4/w400-h384/wanderingwagon.jpeg" width="400" /></a></p>
<p>You grew up among people who constantly traveled from one settlement to the next, such as merchants, itinerant laborers, or performers. Your life was freedom, fresh air, and the open road or sea or sky, knowing no law or master but one's own virtue. You and your people are often viewed with suspicion by settled provincial folk, so you developed unusual skills or became good at making friends. Traditionally this upbringing was associated with humans and half-elves.</p>
<p>Alignment. Tends toward chaotic good, although individuals can be of any alignment.</p>
<p>Speak, read, and write Common and one other <a href="https://5thsrd.org/character/languages/" target="_blank">language of your choice</a>.</p>
<p>Choose or roll: <br />1: Diplomat. +2 Charisma. Gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion. Gain the <a href="http://dnd5e.wikidot.com/feat:linguist" target="_blank">Linguist</a> feat.<br />2: Esoteric Knowledge. +1 Any. Gain a <a href="http://dnd5e.wikidot.com/#toc68" target="_blank">feat</a> of your choice. Gain proficiency in a skill of your choice.<br />3. Job Change. Choose or roll an additional <a href="#otherbackground">Background</a>. Gain its ability score increase and all features and benefits, including money and equipment.<br />4: Well Traveled. You have picked up a lot of random things, including some scars and injuries. Roll d12 on the City <a href="#education">Education</a> table, d12 on the Freehold <a href="#hardscrabble">Hardscrabble</a> table, d8 on the Orchard <a href="#waysofnature">Ways of Nature</a> table, d12 on the Suburb <a href="#hobbies">Hobbies</a> table, d12 on the Tribal <a href="#primal">Primal</a> table, and d8 on the Slum <a href="#survivalstrategy">Survival Strategy</a> table. (You may not choose on any table.) Your Constitution score decreases by 2.</p>
<p><b>Choose or roll for Background:</b></p>
<p>1: <a href="http://dnd5e.wikidot.com/background:astral-drifter" target="_blank">Astral Drifter:</a> +2 Intelligence or Wisdom
<br />2: <a href="http://dnd5e.wikidot.com/background:caravan-specialist" target="_blank">Caravan Specialist:</a> +2 Constitution or Wisdom
<br />3: <a href="http://dnd5e.wikidot.com/background:dragon-casualty" target="_blank">Dragon Casualty:</a> +2 Wisdom or Charisma
<br />4: <a href="http://dnd5e.wikidot.com/background:entertainer" target="_blank">Entertainer:</a> +2 Dexterity or Charisma
<br />5: <a href="http://dnd5e.wikidot.com/background:failed-merchant" target="_blank">Failed Merchant:</a> +2 Intelligence or Charisma
<br />6: <a href="http://dnd5e.wikidot.com/background:far-traveler" target="_blank">Far Traveler:</a> +2 Constitution or Wisdom
<br />7: <a href="http://dnd5e.wikidot.com/background:gambler" target="_blank">Gambler:</a> +2 Wisdom or Charisma
<br />8: <a href="http://dnd5e.wikidot.com/background:entertainer#toc1" target="_blank">Gladiator:</a> +2 Dexterity or Charisma
<br />9: <a href="http://dnd5e.wikidot.com/background:guild-artisan#toc1" target="_blank">Guild Merchant:</a> +2 Wisdom or Charisma
<br />10: <a href="http://dnd5e.wikidot.com/background:haunted-one" target="_blank">Haunted One:</a> +2 Intelligence or Wisdom
<br />11: <a href="http://dnd5e.wikidot.com/background:earthspur-miner">Miner:</a> +2 Strength or Wisdom
<br />12: <a href="http://dnd5e.wikidot.com/background:sailor" target="_blank">Sailor:</a> +2 Strength or Wisdom
<br />13: <a href="http://dnd5e.wikidot.com/background:smuggler" target="_blank">Smuggler:</a> +2 Strength or Charisma
<br />14: <a href="http://dnd5e.wikidot.com/background:criminal#toc1" target="_blank">Spy:</a> +2 Dexterity or Charisma
<br />15: <a href="http://dnd5e.wikidot.com/background:wildspacer" target="_blank">Wildspacer:</a> +2 Strength or Wisdom
<br />16-20: <a href="#otherbackground">Other</a></p>
<h3 id="childsoldier">Child Soldier</h3>
You grew up knowing nothing but training for battle or special operations, in an isolated barracks or camp. You decide if you escaped or were discharged at some point to make your own way in the world, or if you are currently still loyal to the organization and on a mission for it.
<p>Alignment. Any. Decide about who trained you, why, what the training was like, and how that shaped you.</p>
<p>Speak (but do not read or write) Common and one <a href="https://5thsrd.org/character/languages/" target="_blank">language of your choice</a>.</p>
<p>Early Training. Gain all of the features of the first level of Barbarian, Fighter, Monk, or Rogue, except hit points, as though you were <a href="http://sage5e.wikidot.com/wiki:multiclassing" target="_blank">multiclassing</a> into that class. This does not require you to meet any ability score prerequisites, and does not count as your current class, but if you do meet the multiclassing prerequisites, you can later advance in the chosen class as a normal multiclassed character. You are still a level 1 character for the purposes of experience and encounter calculations and proficiency bonus.</p>
<p>If you left, roll a <a href="#otherbackground">random Background</a>. If not, choose or roll:</p>
<p>1: <a href="http://dnd5e.wikidot.com/background:inquisitor" target="_blank">Inquisitor:</a> +2 Constitution or Intelligence<br />
2: <a href="http://dnd5e.wikidot.com/background:phlan-insurgent" target="_blank">Insurgent:</a> +2 Dexterity or Wisdom<br />
3: <a href="http://dnd5e.wikidot.com/background:marine" target="_blank">Marine:</a> +2 Strength or Wisdom<br />
4-5: <a href="http://dnd5e.wikidot.com/background:soldier" target="_blank">Soldier:</a> +2 Strength or Charisma<br />
6: <a href="http://dnd5e.wikidot.com/background:criminal#toc1" target="_blank">Spy:</a> +2 Dexterity or Charisma<br /></p>
<h3 id="city">City</h3>
<div class="separator" style="clear: both; text-align: center;"><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=71741-1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2132" data-original-width="1970" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyToEoS-7p1Z7d0VgIM-uOI6JpxfpakJVoJ-HGBCGfjDw2hdgK9-POz3lyG2C2FsvH45HjGNKUsOdYQ-ie6scrVZe96qtKO7SyrWTbHVkSKEI5XdlHq-nM2UU8RRu8TUiSBDyV9CuA6iCZQcVhaeYrHR2n_fYZZNm3qrRBy6WKn9SjPsm-dsDB89iW3Q/w370-h400/city-garden.jpg" width="370" /></a></div>
<p>You grew up in an advanced or wealthy metropolis, with palaces, universities, and often a bustling port: a place of art and learning and intrigue, bound to the flows of politics and commerce, rather than the cycles of nature. You received a formal liberal arts education in a structured environment, often one that taught the basics of magic.</p>
<p>Alignment. Tends toward neutral, although individuals can be of any alignment.</p>
<p>Speak, read, and write Common and one other <a href="https://5thsrd.org/character/languages/" target="_blank">language of your choice</a>. Read and write (but do not speak) Elvish or an exotic language.</p>
<p>Well Educated. +2 Intelligence. Repeat five times: Choose or roll d12 on the Education table (rerolling duplicates only for Expert Duplication or Recall). No option can be chosen more than twice:</p>
<p></p><h4 id="education">Education</h4>1: Arcana Study. Gain proficiency in the Arcana skill. If you already have proficiency in Arcana, or you gain it later, then instead of gaining proficiency in a different skill, you may gain expertise in Arcana, which means your proficiency bonus is doubled for any ability check you make with it, and read and write (but not speak) Infernal and Primordial. If you choose or roll the 'Other' background, then you may instead take the <a href="http://dnd5e.wikidot.com/background:quandrix-student" target="_blank">STEM Grad Student</a> (+2 Constitution or Intelligence) background.
<br />2: Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.
<br />3: Cosmopolitan. Speak, read, and write a common <a href="https://5thsrd.org/character/languages/" target="_blank">language of your choice</a>. Then choose another upbringing, and gain the <a href="#immersion">Cultural Immersion</a> benefits for it. If you would choose or roll the 'Other' background, then you may instead take the <a href="http://dnd5e.wikidot.com/background:prismari-student" target="_blank">Master of Fine Arts</a> (+2 Dexterity or Charisma) background.<br />4: Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.
<br />5: Field Work. Gain proficiency with the Investigation or Perception skill.<br />6: Goofing Off. Choose or roll d10 on the Suburb <a href="#hobbies">Hobbies</a> table. Your Intelligence score decreases by 1.
<br />7: History Study. Gain proficiency in the History skill. If you already have proficiency in History, or you gain it later, then instead of gaining proficiency in a different skill, you may gain expertise in History, which means your proficiency bonus is doubled for any ability check you make with it, and read and write (but not speak) Draconic and Undercommon. If you choose or roll the 'Other' background, then you may instead take the <a href="http://dnd5e.wikidot.com/background:lorehold-student" target="_blank">History Grad Student</a> (+2 Constitution or Intelligence) background.
<br />8: Nature Study. Gain proficiency in the Nature skill. If you already have proficiency in Nature, or you gain it later, then instead of gaining proficiency in a different skill, you may gain expertise in Nature, which means your proficiency bonus is doubled for any ability check you make with it, and read and write (but not speak) Druidic and Sylvan. If you choose or roll the 'Other' background, then you may instead take the <a href="http://dnd5e.wikidot.com/background:witherbloom-student" target="_blank">Biology Grad Student</a> (+2 Intelligence or Wisdom) background.
<br />9: Physical Education. Gain proficiency with two weapons of your choice.<br />10: Recall. When you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
<br />11: Religion Study. Gain proficiency in the Religion skill. If you already have proficiency in Religion, or you gain it later, then instead of gaining proficiency in a different skill, you may gain expertise in Religion, which means your proficiency bonus is doubled for any ability check you make with it, and read and write (but not speak) Celestial and Abyssal. If you choose or roll the 'Other' background, then you may instead take the <a href="http://dnd5e.wikidot.com/background:silverquill-student" target="_blank">Philosophy Grad Student</a> (+2 Constitution or Charisma) background.
<br />12: Spellcasting. Choose one 1st-level spell from from the Wizard spell list. You can cast that spell once per long rest. Intelligence is your spellcasting ability for it.<p><b>Choose or Roll for Background:</b></p>
<p>1: <a href="http://dnd5e.wikidot.com/background:anthropologist" target="_blank">Anthropologist:</a> +2 Intelligence or Wisdom
<br />2: <a href="http://dnd5e.wikidot.com/background:archaeologist" target="_blank">Archaeologist:</a> +2 Intelligence or Wisdom<br />3: <a href="http://dnd5e.wikidot.com/background:athlete" target="_blank">Athlete:</a> +2 Strength or Dexterity
<br />4: <a href="http://dnd5e.wikidot.com/background:celebrity-adventurers-scion" target="_blank">Celebrity Adventurer's Scion:</a> +2 Wisdom or Charisma
<br />5: <a href="http://dnd5e.wikidot.com/background:charlatan" target="_blank">Charlatan:</a> +2 Dexterity or Charisma
<br />6: <a href="http://dnd5e.wikidot.com/background:faceless" target="_blank">Costumed Hero:</a> +2 Constitution or Charisma
<br />7: <a href="http://dnd5e.wikidot.com/background:courtier" target="_blank">Courtier:</a> +2 Wisdom or Charisma
<br />8: <a href="http://dnd5e.wikidot.com/background:city-watch" target="_blank">Detective:</a> +2 Intelligence or Wisdom
<br />9: <a href="http://dnd5e.wikidot.com/background:entertainer" target="_blank">Entertainer:</a> +2 Dexterity or Charisma
<br />10: <a href="http://dnd5e.wikidot.com/background:far-traveler" target="_blank">Far Traveler:</a> +2 Constitution or Wisdom<br />11: <a href="http://dnd5e.wikidot.com/background:inheritor" target="_blank">Inheritor:</a> +2 Intelligence or Wisdom
<br />12: <a href="http://dnd5e.wikidot.com/background:investigator" target="_blank">Investigator</a>, reporter, or journalist: +2 Intelligence or Wisdom
<br />13: <a href="http://dnd5e.wikidot.com/background:noble" target="_blank">Noble:</a> +2 Intelligence or Charisma
<br />14: <a href="http://dnd5e.wikidot.com/background:sage" target="_blank">Sage:</a> +2 Intelligence or Wisdom
<br />15: <a href="http://dnd5e.wikidot.com/background:criminal#toc1" target="_blank">Spy:</a> +2 Dexterity or Charisma
<br />16-20: <a href="#otherbackground">Other</a></p>
<h3 id="factory">Factory</h3><p style="text-align: center;"><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=7036-1&name=Dwarves%27%20Mine&category=%5BCastle%5D%5BFantasy%20Era%5D#T=S&O={%22iconly%22:0}" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1067" data-original-width="850" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfUOwf6_OaUeIGjY7uX5CAmB-OBPiVjIC1YiAi11iSGznORO9ZsGf1wCz6hotbkWUlapE9kQ4wKG3c4Kuhy7yfqwdWRzllBh0kLc77mZHkliOh1-UC5gvUIKwlLWVlgye-kk1u1q0FMOFM/w319-h400/miningholdfastcrop2.jpg" width="319" /></a></p>
<p>You grew up in a society closely tied to a factory, mine, foundry, shipyard, or similar industrial enterprise. Your people are organized around the production process, working iron and stone and other raw materials to their will. You are accustomed to hierarchies, rules, standards, procedures, tradition, honor, and regimentation.</p>
<p>While most people in factory societies are laborers, there are some who use magic to help with the production process, and there are always a few people who direct and organize (some might say oppress) labor. </p>
<p>If you were laborer, you were expected to handle roughness and violence, either to protect your homeland from outsiders, to fight management and scabs, or in off-hours brawls with other workers. You became familiar with personal protective equipment, and learned how to use your tools to fight. You also become accustomed to bad food and toxic industrial chemicals.</p>
<p>Alignment. Tends toward lawful neutral, although individuals can be of any alignment.</p>
<p>Speak, read, and write Common, Dwarvish, and one <a href="https://5thsrd.org/character/languages/" target="_blank">other language</a> that uses the Dwarvish script.</p>
<p>Protective equipment. You have proficiency with light armor.</p>
<p>Choose or roll d10 on the Jobs table: </p>
<h4 id="jobs">Jobs</h4>
<p>1: Senior Management. Gain all of the following:
<br />*Basic Education. Choose or roll d12 on the City <a href="#education">Education</a> table.<br />*Management Experience. +2 Intelligence. Whenever you make an Intelligence (History) check related to economics, heraldry, logistics, or military tactics, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.<br />*Advanced Saving Face. You are careful not to show weakness, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</p>
<p>Choose or roll a background from the <a href="#city">City</a> list.</p><p>2: Line Management. Gain all of the following:<br />*Heard It All. Speak (but do not read or write) four additional <a href="https://5thsrd.org/character/languages/" target="_blank">languages of your choice</a>. You gain proficiency in the Insight skill, and you have advantage on saving throws you make to avoid or end the charmed condition on yourself.<br />*Oversight. You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Starting at 3rd level, choose one of the options below each time you take the Help action with this trait:<br /> -Move It! You and the creature you help each increase your walking speeds by 10 feet until the start of your next turn.<br /> -Punch It! Until the start of your next turn, the first time the creature you help hits a target with an attack roll, that target has disadvantage on the next attack roll it makes within the next minute.<br /> -Suck It Up! You and the creature you help each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.<br />*Saving Face. You are careful not to show weakness, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</p><p>Choose or roll a background from the <a href="#city">City</a> list.</p>
<p>3-4: Magewright. Gain all of the following:
<br />*Education. Repeat two times: Choose or roll Roll d12 on the City <a href="#education">Education</a> table.<br />*Production Magic. Choose or roll d10 on the Mystic <a href="#innatemagic">Innate Magic</a> table.<br /></p><p>Choose or roll a background from the <a href="#city">City</a> list.</p>
<p>5-10: Labor. Gain all of the following:
<br />*Strength of the Worker. +1 Strength. You have proficiency with medium armor. You have advantage on saving throws against poison, and you have resistance against poison damage.<br />*Tool Mastery. You have used a type of tool for so long that it has become an extension of your body and will. You gain several benefits:
<br /> You are proficient in the tool, and you gain expertise with that tool, which means your proficiency bonus is doubled for any ability check you make with it.<br /> You are proficient in the indicated weapons that resemble the tool, and if you have used a tool to do at least five days of work, then you may treat that tool as a weapon of the indicated type when wielding it, instead of an improvised weapon.<br /> Additionally, whenever you make an Intelligence (History) check related to the origin or properties of something created with those tools, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.</p>
<p>5: Carpenter's tools (axe or adze); handaxe and battleaxe; wooden structures<br />6: Glassblower's tools; blowgun; glasswork. When you use a blowgun, it deals 1d4 piercing damage and 1d4 poison damage, and you may use your Strength modifier for the attack and damage rolls.<br />7: Leatherworker's Tools; dagger and rapier; leatherwork<br />8: Mason's tools; light hammer and warhammer; stonework
<br />9: Smith's tools; light hammer and warhammer; ironwork<br />10: Woodcarver's tools (saw); shortsword and longsword; woodwork<br /></p>
<p><b>Choose or roll for Background:</b></p>
<p>1: <a href="http://dnd5e.wikidot.com/background:acolyte" target="_blank">Acolyte:</a> +2 Intelligence or Wisdom
<br />2: <a href="http://dnd5e.wikidot.com/background:athlete" target="_blank">Athlete:</a> +2 Strength or Dexterity
<br />3: <a href="http://dnd5e.wikidot.com/background:faceless" target="_blank">Costumed Hero:</a> +2 Constitution or Charisma
<br />4: <a href="http://dnd5e.wikidot.com/background:criminal" target="_blank">Criminal:</a> +2 Dexterity or Charisma
<br />5: <a href="http://dnd5e.wikidot.com/background:stojanow-prisoner" target="_blank">Ex-Convict:</a> +2 Wisdom or Charisma
<br />6: <a href="http://dnd5e.wikidot.com/background:folk-hero" target="_blank">Folk Hero:</a> +2 Strength or Wisdom
<br />7: <a href="http://dnd5e.wikidot.com/background:gambler" target="_blank">Gambler:</a> +2 Wisdom or Charisma
<br />8: <a href="http://dnd5e.wikidot.com/background:entertainer#toc1" target="_blank">Gladiator:</a> +2 Dexterity or Charisma
<br />9: <a href="http://dnd5e.wikidot.com/background:guild-artisan" target="_blank">Guild Artisan:</a> +2 Wisdom or Charisma
<br />10: <a href="http://dnd5e.wikidot.com/background:haunted-one" target="_blank">Haunted One:</a> +2 Intelligence or Wisdom
<br />11: <a href="http://dnd5e.wikidot.com/background:investigator" target="_blank">Investigator:</a> +2 Intelligence or Wisdom
<br />12: <a href="http://dnd5e.wikidot.com/background:marine" target="_blank">Marine:</a> +2 Strength or Wisdom
<br />13: <a href="http://dnd5e.wikidot.com/background:earthspur-miner">Miner:</a> +2 Strength or Wisdom
<br />14: <a href="http://dnd5e.wikidot.com/background:sage" target="_blank">Sage</a> or engineer: +2 Intelligence or Wisdom
<br />15: <a href="http://dnd5e.wikidot.com/background:courtier" target="_blank">Union Organizer</a>: +2 Wisdom or Charisma
<br />16: <a href="http://dnd5e.wikidot.com/background:city-watch" target="_blank">Union Enforcer</a>: +2 Strength or Wisdom
<br />17-20: <a href="#otherbackground">Other</a></p>
<h3 id="farmland">Farmland</h3><p style="text-align: center;">
</p><p></p><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=10193-1&name=Medieval%20Market%20Village&category=%5BCastle%5D%5BFantasy%20Era%5D#T=S&O={%22iconly%22:0}" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="858" data-original-width="1500" height="229" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcSGPsS3at1Zdr0tsORrESiNiAqwSrl6ktQ61ghfNo_PGA_bWcO4i4ORLFbCMygI2avuZ9eO2tdTY-isidPCoI4jKa6ECePc5nF9Km02jlFPqyKxhs-87Ck4puU7GWl8L1-dMUVOMfl_fV/w400-h229/feudalfarmland.jpg" width="400" /></a><p></p>
<p>You grew up in an area dominated by intensive grain cultivation. Because grain is easy to confiscate and store, and allows high population densities, this situation tends to be associated with large armies, nobility and empires. Your upbringing focused on work or duty, and fixing your weaknesses, rather than learning idle hobbies or fancy tricks. Traditionally this upbringing was associated with humans.</p>
<p>Alignment. Tends toward lawful evil, although individuals can be of any alignment.</p>
<p>Speak, read, and write Common and one other <a href="https://5thsrd.org/character/languages/" target="_blank">language of your choice</a>.</p>
<p>Well-rounded. At the end of character creation, after all ability scores have been assigned, gain +2 in each of your lowest three scores.</p>
<p><b>Roll d20 for Background:</b></p>
<p>1: <a href="http://dnd5e.wikidot.com/background:acolyte" target="_blank">Acolyte:</a> +2 Intelligence or Wisdom
<br />2: <a href="http://dnd5e.wikidot.com/background:charlatan" target="_blank">Charlatan:</a> +2 Dexterity or Charisma
<br />3: <a href="http://dnd5e.wikidot.com/background:courtier" target="_blank">Courtier:</a> +2 Wisdom or Charisma
<br />4: <a href="http://dnd5e.wikidot.com/background:criminal" target="_blank">Criminal:</a> +2 Dexterity or Charisma
<br />5: <a href="http://dnd5e.wikidot.com/background:entertainer" target="_blank">Entertainer:</a> +2 Dexterity or Charisma
<br />6: <a href="http://dnd5e.wikidot.com/background:folk-hero" target="_blank">Folk Hero:</a> +2 Strength or Wisdom
<br />7: <a href="http://dnd5e.wikidot.com/background:guild-artisan" target="_blank">Guild Artisan:</a> +2 Wisdom or Charisma
<br />8: <a href="http://dnd5e.wikidot.com/background:hermit" target="_blank">Hermit:</a> +2 Intelligence or Wisdom
<br />9: <a href="http://dnd5e.wikidot.com/background:inheritor" target="_blank">Inheritor:</a> +2 Intelligence or Wisdom
<br />10: <a href="http://dnd5e.wikidot.com/background:inquisitor" target="_blank">Inquisitor:</a> +2 Constitution or Intelligence
<br />11: <a href="http://dnd5e.wikidot.com/background:noble#toc1" target="_blank">Knight:</a> +2 Intelligence or Charisma
<br />12: <a href="http://dnd5e.wikidot.com/background:iron-route-bandit">Livestock Rustler:</a> +2 Dexterity or Wisdom
<br />13: <a href="http://dnd5e.wikidot.com/background:marine" target="_blank">Marine:</a> +2 Strength or Wisdom
<br />14: <a href="http://dnd5e.wikidot.com/background:noble" target="_blank">Noble:</a> +2 Intelligence or Charisma
<br />15: <a href="http://dnd5e.wikidot.com/background:sailor" target="_blank">Sailor:</a> +2 Strength or Wisdom
<br />16: <a href="http://dnd5e.wikidot.com/background:soldier" target="_blank">Soldier:</a> +2 Strength or Charisma
<br />17-20: <a href="#otherbackground">Other</a></p>
<h3 id="fellfromheaven">Fell From Heaven</h3>
You were found in a crater surrounded by shards of strange magical material. You have the body of a young adult, but no memories of your life before except brief flashes and strange dreams. Since then you've made your way through the world as best you could, although you have difficulty understanding how this world works, and have recently begun to manifest innate magical powers.
<p>Alignment. Tends toward lawful good, although individuals can be of any alignment.
</p>
<p>Speak, read and write Celestial. Speak (but do not read or write) Common and one <a href="https://5thsrd.org/character/languages/" target="_blank">language of your choice</a>.</p>
<p>Out of Place. Your Intelligence score decreases by 2.</p>
<p>Heavenly Power. +2 Charisma. Gain all of the features of the first level of Bard, Paladin, Sorcerer, or Warlock, except hit points, as though you were <a href="http://sage5e.wikidot.com/wiki:multiclassing" target="_blank">multiclassing</a> into that class. This does not require you to meet any ability score prerequisites, and does not count as your current class, but if you do meet the multiclassing prerequisites, you can later advance in the chosen class as a normal multiclassed character. You are still a level 1 character for the purposes of experience and encounter calculations and proficiency bonus.
<br /></p>
<p>Roll a <a href="#otherbackground">random Background</a>.</p>
<h3 id="freehold">Freehold</h3><p style="text-align: center;"><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=31048-1&name=Lakeside%20Lodge&category=%5BCreator%5D%5BModel%5D%5BBuilding%5D#T=S&O={%22iconly%22:0}" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1231" data-original-width="2048" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVt0WeYd2uUeqyfidlUgH4uyaLuNtyULUUfeiHpuHQ9m_Pi33yOUf2iHh5sbbbVIdQy3M8hbCGzqy6zmh2JgJcFuY8z5Zajclowigc5CjS6f6Az5qvfi0E98LMmbhmJ3JmyuzC1ilRuxIR/w400-h240/frontierfreehold.jpg" width="400" /></a></p>
<p>You grew up among independent homesteads, usually on the fringe of civilization, often pioneers in an area recently devastated by war, plague, or monster attacks. You are accustomed to scratching a living for you and your family from land that is often hostile and unforgiving. Although freeholders seek freedom and self-determination, they are not completely isolated from civilization, and usually maintain economic and cultural connections with larger settlements, sometimes working there as laborers when times are rough or they need more money. People from this upbringing tend to be fiercely independent, resisting any kind of outside authority.</p>
<p>Alignment. Tends toward chaotic neutral, although individuals can be of any alignment.</p>
<p>Speak (but do not read or write) Common and one other <a href="https://5thsrd.org/character/languages/" target="_blank">language of your choice</a>.</p>
<p>Frontier Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.</p>
<p>Repeat two times: Choose or roll d12 (rerolling any features you already have), on the Hardscrabble table:</p>
<h4 id="hardscrabble">Hardscrabble</h4>
<p>1-4: Dirt Farmer. +1 Constitution. You have advantage on saving throws to avoid or end the frightened condition on yourself. You gain proficiency with either sickle, flail, and trident; or cook's utensils and weaver's tools.<br />5: Hunter. You gain proficiency with the light or heavy crossbow. Roll d12 on the Tribal <a href="#primal">Primal</a> table.<br />6: Interesting Past. You've done a lot, but it wore you out. Choose or roll an extra background on the Freehold Background Table. Do not gain any ability score increase, but take all other benefits of the background. You get all of its starting equipment except the money. Your Constitution score decreases by 1, and your age increases by at least 10 years.<br />7: Lumberjack. +1 Wisdom. You gain proficiency with battleaxe and handaxe. Your hit point maximum increases by 1 per level.<br />8: Moonshiner. You gain proficiency with brewer's supplies. Either take Dancing from the Suburb <a href="#hobbies">Hobbies</a> table, or gain +1 Constitution and roll d8 on the Slum <a href="#survivalstrategy">Survival Strategy</a> table.
<br />9: Prospector. +1 Constitution. You gain proficiency with light hammer, warhammer, war pick, alchemist's supplies, and cartographer's tools. You gain advantage on Perception and Investigation checks to locate ores or precious metals.<br />10: Scab. Roll d6+4 on the Factory <a href="#jobs">Jobs</a> table. Gain the associated Tool Mastery ability and any features in the entry, but not Strength of the Worker.<br />11: Teamster. +1 Wisdom. You gain proficiency with whip, land vehicles, and the Animal Handling skill.<br />12: Trapper. +1 Wisdom. When you use a <a href="http://dnd5e.wikidot.com/adventuring-gear#toc2" target="_blank">Hunting Trap</a> (PHB pg 152), the DCs of the Dexterity saving throw and Strength checks to escape, as well as any Wisdom (Perception) checks to notice a hidden trap, are increased by your proficiency bonus. Roll d8 on the Orchard <a href="#waysofnature">Ways of Nature</a> table.<br /></p>
<p><b>Roll d20 for Background:</b></p>
<p>1: <a href="http://dnd5e.wikidot.com/background:acolyte" target="_blank">Acolyte</a> or backwoods preacher: +2 Intelligence or Wisdom<br />2: <a href="http://dnd5e.wikidot.com/background:criminal" target="_blank">Criminal:</a> +2 Dexterity or Charisma
<br />3: <a href="http://dnd5e.wikidot.com/background:dragon-casualty" target="_blank">Dragon Casualty:</a> +2 Wisdom or Charisma<br />4: <a href="http://dnd5e.wikidot.com/background:entertainer" target="_blank">Entertainer:</a> +2 Dexterity or Charisma
<br />5: <a href="http://dnd5e.wikidot.com/background:stojanow-prisoner" target="_blank">Ex-Convict:</a> +2 Wisdom or Charisma<br />6: <a href="http://dnd5e.wikidot.com/background:feylost" target="_blank">Feylost:</a> +2 Wisdom or Charisma
<br />7: <a href="http://dnd5e.wikidot.com/background:fisher" target="_blank">Fisher:</a> +2 Intelligence or Wisdom<br />8: <a href="http://dnd5e.wikidot.com/background:folk-hero" target="_blank">Folk Hero:</a> +2 Strength or Wisdom
<br />9: <a href="http://dnd5e.wikidot.com/background:haunted-one" target="_blank">Haunted One:</a> +2 Intelligence or Wisdom
<br />10: <a href="http://dnd5e.wikidot.com/background:hermit" target="_blank">Hermit:</a> +2 Intelligence or Wisdom
<br />11: <a href="http://dnd5e.wikidot.com/background:phlan-insurgent" target="_blank">Insurgent:</a> +2 Dexterity or Wisdom<br />12: <a href="http://dnd5e.wikidot.com/background:iron-route-bandit">Livestock Rustler:</a> +2 Dexterity or Wisdom
<br />13: <a href="http://dnd5e.wikidot.com/background:earthspur-miner">Miner:</a> +2 Strength or Wisdom
<br />14: <a href="http://dnd5e.wikidot.com/background:outlander" target="_blank">Outlander:</a> +2 Strength or Wisdom
<br />15: <a href="http://dnd5e.wikidot.com/background:sailor" target="_blank">Sailor:</a> +2 Strength or Wisdom<br />16-20: <a href="#otherbackground">Other</a></p>
<h3 id="magemarked">Magemarked</h3><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjHvJy9ZUcJEiBSDMTGt2f74ptbSSXFvbRzf-oJZTf67jHu3oB9MoudVroKLpQ-JvNvhP2KK_ezIQ9wa2wrqx-e9N_f1W3pHh0cihva36JKik8C8DXpDaDrAb8F8CbPyQWbQ7DUAPQ7qHtIPsbIriW7Vr30Lhsa-FB1NTrx6CEcAhlwuF6hgSZG1RDlWQ" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="800" data-original-width="575" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjHvJy9ZUcJEiBSDMTGt2f74ptbSSXFvbRzf-oJZTf67jHu3oB9MoudVroKLpQ-JvNvhP2KK_ezIQ9wa2wrqx-e9N_f1W3pHh0cihva36JKik8C8DXpDaDrAb8F8CbPyQWbQ7DUAPQ7qHtIPsbIriW7Vr30Lhsa-FB1NTrx6CEcAhlwuF6hgSZG1RDlWQ" width="173" /></a><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhAQaQ6pHbOp-Vj8ZJ9BOeEL6wUKzunbU1TWajPaww5Bx7DLMTmijg4iRPOS9KEnrSxE8tKg0U58Ofmg8xDUxxkJ-g6nWgY8G_fxGBWkaj0G2iTaOYshL1BbqyN43rMRvd4Ph4Jsgw5tAclMpUpsR1t42JFvxq9gtShM8FfyJ_SElvrn1SwtIXsG7qfFw" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="400" data-original-width="300" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhAQaQ6pHbOp-Vj8ZJ9BOeEL6wUKzunbU1TWajPaww5Bx7DLMTmijg4iRPOS9KEnrSxE8tKg0U58Ofmg8xDUxxkJ-g6nWgY8G_fxGBWkaj0G2iTaOYshL1BbqyN43rMRvd4Ph4Jsgw5tAclMpUpsR1t42JFvxq9gtShM8FfyJ_SElvrn1SwtIXsG7qfFw" width="180" /></a><br /><br /></div><br /><br /></div>
You have a magical marking on your body that gives you powers. Either you were born with it, or it manifested at some point in your childhood or adolescence. This set you apart from society, and you focused your efforts on mastering your powers and figuring out what they mean for your place in the world.
<p>Alignment. Any. Decide how society reacted to your appearance and powers, and how that shaped you.
</p>
<p>Speak, read and write Common and one <a href="https://5thsrd.org/character/languages/" target="_blank">language of your choice</a>.
</p>
<p>Mark. Choose or roll d12. Each of the marks has an ability score increase, and gives the following features.<br />*Spellcasting. You know any listed cantrip. You can cast each listed 1st-level spell once per long rest. Starting at 3rd level, you can cast each listed 2nd-level spells once per long rest. The ability score that the mark increased is your spellcasting ability for these spells.<br />*Ability Boost. Whenever you make an ability check using the listed tools or skills, you can roll a d4 and add the number rolled to the total ability check. </p>
<p>1. Detection: +3 Intelligence; <a href="http://dnd5e.wikidot.com/spell:detect-magic" target="_blank">Detect Magic</a>, <a href="http://dnd5e.wikidot.com/spell:detect-poison-and-disease" target="_blank">Detect Poison and Disease</a>, <a href="http://dnd5e.wikidot.com/spell:see-invisibility" target="_blank">See Invisibility</a>; Investigation, Insight
<br />2. Finding: +3 Wisdom; <a href="http://dnd5e.wikidot.com/spell:hunters-mark" target="_blank">Hunter's Mark</a>, <a href="http://dnd5e.wikidot.com/spell:longstrider" target="_blank">Longstrider</a>, <a href="http://dnd5e.wikidot.com/spell:locate-object" target="_blank">Locate Object</a>; Perception, Survival
<br />3. Handling: +3 Wisdom; <a href="http://dnd5e.wikidot.com/spell:animal-friendship" target="_blank">Animal Friendship</a>, <a href="http://dnd5e.wikidot.com/spell:speak-with-animals" target="_blank">Speak With Animals</a>, <a href="http://dnd5e.wikidot.com/spell:calm-emotions" target="_blank">Calm Emotions</a>; Animal Handling, Nature
<br />4. Healing: +3 Wisdom; <a href="http://dnd5e.wikidot.com/spell:cure-wounds" target="_blank">Cure Wounds</a>, <a href="http://dnd5e.wikidot.com/spell:healing-word" target="_blank">Healing Word</a>, <a href="http://dnd5e.wikidot.com/spell:lesser-restoration" target="_blank">Lesser Restoration</a>; Medicine, Herbalism Kit
<br />5. Hospitality: +3 Charisma; <a href="http://dnd5e.wikidot.com/spell:prestidigitation" target="_blank">Prestidigitation</a>, <a href="http://dnd5e.wikidot.com/spell:purify-food-and-drink" target="_blank">Purify Food and Drink</a>, <a href="http://dnd5e.wikidot.com/spell:unseen-servant" target="_blank">Unseen Servant</a>; Persuasion, Brewer's Tools, Cook's Utensils
<br />6. Making: +3 Intelligence; <a href="http://dnd5e.wikidot.com/spell:mending" target="_blank">Mending</a>, <a href="http://dnd5e.wikidot.com/spell:identify" target="_blank">Identify</a>, <a href="http://dnd5e.wikidot.com/spell:magic-weapon" target="_blank">Magic Weapon</a> (does not require concentration); Arcana, Artisan's Tools you are proficient with
<br />7. Passage: +3 Dexterity; <a href="http://dnd5e.wikidot.com/spell:expeditious-retreat" target="_blank">Expeditious Retreat</a>, <a href="http://dnd5e.wikidot.com/spell:jump" target="_blank">Jump</a>, <a href="http://dnd5e.wikidot.com/spell:misty-step" target="_blank">Misty Step</a>; Acrobatics, one type of vehicles
<br />8. Scribing: +3 Intelligence; <a href="http://dnd5e.wikidot.com/spell:message" target="_blank">Message</a>, <a href="http://dnd5e.wikidot.com/spell:comprehend-languages" target="_blank">Comprehend Languages</a>, <a href="http://dnd5e.wikidot.com/spell:magic-mouth" target="_blank">Magic Mouth</a>; History, Calligrapher's Tools
<br />9. Sentinel: +3 Wisdom; <a href="http://dnd5e.wikidot.com/spell:compelled-duel" target="_blank">Compelled Duel</a>, <a href="http://dnd5e.wikidot.com/spell:shield" target="_blank">Shield</a>, <a href="http://dnd5e.wikidot.com/spell:shield-of-faith" target="_blank">Shield of Faith</a>; Insight, Perception
<br />10. Shadow: +3 Charisma; <a href="http://dnd5e.wikidot.com/spell:minor-illusion" target="_blank">Minor Illusion</a>, <a href="http://dnd5e.wikidot.com/spell:disguise-self" target="_blank">Disguise Self</a>, <a href="http://dnd5e.wikidot.com/spell:invisibility" target="_blank">Invisibility</a>; Stealth, Performance
<br />11. Storm: +3 Charisma; <a href="http://dnd5e.wikidot.com/spell:feather-fall" target="_blank">Feather Fall</a>, <a href="http://dnd5e.wikidot.com/spell:fog-cloud" target="_blank">Fog Cloud</a>, <a href="http://dnd5e.wikidot.com/spell:gust-of-wind" target="_blank">Gust of Wind</a>; Acrobatics, Navigator's Tools
<br />12. Warding: +3 Intelligence; <a href="http://dnd5e.wikidot.com/spell:alarm" target="_blank">Alarm</a>, <a href="http://dnd5e.wikidot.com/spell:mage-armor" target="_blank">Mage Armor</a>, <a href="http://dnd5e.wikidot.com/spell:arcane-lock" target="_blank">Arcane Lock</a>; Investigation, Thieves' Tools
</p>
<p>Roll a <a href="#otherbackground">random Background</a>.</p>
<h3 id="multicultural">Multicultural</h3>
You grew up in two different cultures, and know both of their folkways and are at home in both of them. Roll d12 on the <a href="#otherupbringing">Upbringing</a> table twice, rerolling duplicates.
<p>Alignment. Any. Decide how being exposed to different philosophies of life has shaped you.</p>
<p>Starting with the languages, follow the instructions under both upbringings, taking or choosing features as directed. You also get the Cultural Immersion benefit for both upbringings.
</p>
<p>As normal, if you would gain the same proficiency from two different sources, you can choose a different proficiency of the same kind (skill, martial weapon, simple weapon, tool) instead. However, if given a choice, you cannot deliberately choose a proficiency you already have in order to trigger this.</p>
<p>Do not take any background.</p>
<h3 id="mystic">Mystic</h3>
<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgCeiEaxhG-8XkfjEWrnjyPcYxdsVJC60f1lG6IL3JJF0YqZ1_yTOOh2HZBx8uQGxWfD0er73xb_qBV8j7QHgifuaU82q0cLbcayn491CUBKe6rE9v-VI_E6vGU4NSfQHNGOGRW5sz73GgnSTVr1wPW3nEkkZgNq5Rxm7b9vswm1SCCKvBKSQwmLUdXiA" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="600" data-original-width="506" height="640" src="https://blogger.googleusercontent.com/img/a/AVvXsEgCeiEaxhG-8XkfjEWrnjyPcYxdsVJC60f1lG6IL3JJF0YqZ1_yTOOh2HZBx8uQGxWfD0er73xb_qBV8j7QHgifuaU82q0cLbcayn491CUBKe6rE9v-VI_E6vGU4NSfQHNGOGRW5sz73GgnSTVr1wPW3nEkkZgNq5Rxm7b9vswm1SCCKvBKSQwmLUdXiA=w539-h640" width="539" /></a></div>
<p>You grew up in a society that was heavily tied to magic, often in a different plane of existence, or an ecosystem where the primary producers draw energy from emanations of elemental magic rather than sunlight. You have absorbed some of this power, though diet and training and exposure.</p>
<p>Alignment. Any. There are many different planes of existence and magical societies.</p>
<p>Speak, read, and write Common and two other <a href="https://5thsrd.org/character/languages/" target="_blank">languages of your choice</a>, one of which must be an exotic language.</p>
<p>You may choose to gain both Darkvision and Sunlight Sensitivity:
<br />Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
<br />Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.</p>
<p>Choose or roll:</p>
<p>1: Mystic Arts. You have proficiency with three weapons of your choice.<br />2: Resistance. You have resistance to one or more damage types of your choice. Choose or roll:<br /> 1-2: Acid and Lightning<br /> 3-4: Cold and Necrotic<br /> 5-6: Fire<br /> 7-8: Force, Psychic, Radiant, and Thunder<br /> 9-10: Poison<br />3: Mental Discipline. You have advantage on saving throws you make to avoid or end the charmed, frightened, and stunned conditions on yourself. Your Constitution score decreases by 1.<br />4: Spell Resilience. You have advantage on saving throws against spells. Once you use this trait, you can't use it again until you finish a short rest.<br /></p><p>Choose Intelligence or Charisma. Gain +2 in the chosen ability score. Then choose or roll d12 on the Innate Magic table.</p>
<h4 id="innatemagic">Innate Magic</h4>
<p>1-10: Spellcasting. Your innate magic manifests in the ability to cast spells. The ability you chose is your spellcasting ability for these spells. Each entry has a cantrip, two spells, and an additional ability. You know the cantrip and can cast it at will. At 3rd level, you can cast the second spell once per long rest. At 5th level, you can cast the third spell once per long rest. These spells don't require the material components normally required.</p>
<p>1: Airbending. <a href="http://dnd5e.wikidot.com/spell:shocking-grasp" target="_blank">Shocking Grasp</a>, <a href="http://dnd5e.wikidot.com/spell:feather-fall" target="_blank">Feather Fall</a>, <a href="http://dnd5e.wikidot.com/spell:levitate" target="_blank">Levitate</a>. You have resistance to lightning damage.
<br />2: Earthbending. <a href="http://dnd5e.wikidot.com/spell:mold-earth" target="_blank">Mold Earth</a>, <a href="http://dnd5e.wikidot.com/spell:earth-tremor" target="_blank">Earth Tremor</a>, <a href="http://dnd5e.wikidot.com/spell:pass-without-trace" target="_blank">Pass Without Trace</a>. You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.
<br />3: Firebending. <a href="http://dnd5e.wikidot.com/spell:produce-flame" target="_blank">Produce Flame</a>, <a href="http://dnd5e.wikidot.com/spell:burning-hands" target="_blank">Burning Hands</a>, <a href="http://dnd5e.wikidot.com/spell:flame-blade" target="_blank">Flame Blade</a>. You have advantage on saving throws against fire damage.
<br />4: Fleshbending. <a href="http://dnd5e.wikidot.com/spell:blade-ward" target="_blank">Blade Ward</a>, <a href="http://dnd5e.wikidot.com/spell:enlarge-reduce" target="_blank">Enlarge/Reduce</a>, <a href="http://dnd5e.wikidot.com/spell:invisibility" target="_blank">Invisibility</a>. You have resistance to necrotic damage.
<br />5: Lightbending. <a href="http://dnd5e.wikidot.com/spell:dancing-lights" target="_blank">Dancing Lights</a>, <a href="http://dnd5e.wikidot.com/spell:faerie-fire" target="_blank">Faerie Fire</a>, <a href="http://dnd5e.wikidot.com/spell:darkness" target="_blank">Darkness</a>. You gain proficiency in the Perception skill.
<br />6: Mindbending. <a href="http://dnd5e.wikidot.com/spell:friends" target="_blank">Friends</a>, <a href="http://dnd5e.wikidot.com/spell:sleep" target="_blank">Sleep</a>, <a href="http://dnd5e.wikidot.com/spell:suggestion" target="_blank">Suggestion</a>. You have resistance to psychic damage.
<br />7: Plantbending. <a href="http://dnd5e.wikidot.com/spell:druidcraft" target="_blank">Druidcraft</a>, <a href="http://dnd5e.wikidot.com/spell:entangle" target="_blank">Entangle</a>, <a href="http://dnd5e.wikidot.com/spell:spike-growth" target="_blank">Spike Growth</a>. You gain proficiency with the herbalism kit, and you do not need to own a kit to use its abilities.
<br />8: Spacebending. <a href="http://dnd5e.wikidot.com/spell:mage-hand" target="_blank">Mage Hand</a>, <a href="http://dnd5e.wikidot.com/spell:jump" target="_blank">Jump</a>, <a href="http://dnd5e.wikidot.com/spell:misty-step" target="_blank">Misty Step</a>. You have advantage on all saving throws against effects that would push, pull, teleport, or banish you.
<br />9: Venombending. <a href="http://dnd5e.wikidot.com/spell:poison-spray" target="_blank">Poison Spray</a>, <a href="http://dnd5e.wikidot.com/spell:detect-poison-and-disease" target="_blank">Detect Poison and Disease</a>, <a href="http://dnd5e.wikidot.com/spell:dragons-breath" target="_blank">Dragon's Breath</a> (poison only). You have resistance against poison damage.
<br />10: Waterbending. <a href="http://dnd5e.wikidot.com/spell:acid-splash" target="_blank">Acid Splash</a> , <a href="http://dnd5e.wikidot.com/spell:create-or-destroy-water" target="_blank">Create or Destroy
Water</a>, <a href="http://dnd5e.wikidot.com/spell:water-walk" target="_blank">Water Walk</a>. You have resistance to acid damage.</p>
<p>11-12: Transformation. Your innate magic manifests in the ability to magically transform for a total of one minute (ten combat rounds) per long rest. Beginning or ending the transformation is a bonus action. Choose a transformation tied to your culture or heritage. (<i>For example, aasimar have a radiant angelic form, and drow usually choose a poisonous spider-like form.)</i> All details are chosen at character creation and do not change without a special quest. Your equipment is incorporated into or carried by the new form, and your game statistics do not change, except as follows:
<br />*While transformed, you have a flying, climbing or swimming speed equal to your movement, or a burrowing speed equal to half your movement. If you choose a flying speed, you have disadvantage on Stealth checks while transformed.<br />*Choose a damage type. While transformed, you have resistance against that damage.<br />*Starting at 3rd level, while transformed, once on each of your turns, you can deal extra damage of the chosen type to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.</p>
<p><b>Roll a <a href="#otherbackground">random Background</a>.</b></p>
<h3 id="nomad">Nomad</h3><p style="text-align: center;"><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=6766-1&name=Rapid%20River%20Village&category=%5BWestern%5D%5BIndians%5D#T=S&O={%22iconly%22:0}" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="490" data-original-width="618" height="318" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhORsvxwq9-iIFsNwOuTw5M2-FvZdrEf_euKmYMpmcHuxDpffAzwvK7BXzyMdxAul_z3W9mDo0kZ1tEqZffFWQFMYw5SGDloqVLpsubrE2tMP3_c7MpR1C0CFVBQahvineKbQItdDkVIecD/w400-h318/horsenomadcrop.jpg" width="400" /></a></p>
<p>You grew up as a nomadic hunter, herder, or raider. Your people ranged over a vast terrain, usually a steppe, roaming wild and moving like the wind. Settled civilization is alien to you, a threat to be avoided or a resource to be plundered. Either you are a centaur, or you spent so much time in the saddle that you know how to act as one with your mount.</p>
<p>Alignment. Tends toward neutral, although individuals can be of any alignment.</p>
<p>Speak (but do not read or write) Common and two other <a href="https://5thsrd.org/character/languages/" target="_blank">languages of your choice</a>.</p>
<p>Horse Sense. +2 Wisdom. You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival. You have proficiency with the longbow or shortbow.</p>
<p>Choose Caracole or Charge. If you have the Equine Build ability, you are considered mounted for these features, and 'your mount' refers to you: (If you plan on fighting with a melee weapon, choose Charge, otherwise choose Caracole.) <br />*Caracole. While you are mounted and wielding a ranged weapon or spellcasting focus, you may use a bonus action to direct your mount to take the Disengage or Dodge action.<br />*Charge. If you are mounted and move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with one of your mount's natural or unarmed attacks.</p>
<p>If you have the Equine Build ability: <br />*You are proficient with the lance and can wield it with one hand. <br />*You have advantage on Athletics checks to run, jog, and hike long distances, and on Constitution saving throws to avoid exhaustion from extended exercise.<br />*You have learned to use your hooves as natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.</p><p>If you do not have the Equine Build ability:<br />*You are proficient in the Animal Handling skill. <br />*You start the game with a beast one size larger than you of CR 1/8 or 1/4 that doesn't have a flying speed, typically a Riding Horse, Pony, Mastiff, or Wolf. It is accustomed to being ridden in combat, and you own a saddle and all appropriate gear for it. <br />*At 5th level, you can cast the Find Steed spell once per seven long rests. If you have had the same mount since character creation, or are otherwise closely bonded to it as determined by the DM, its ability scores upgrade to that of a Warhorse or similar CR 1/2 beast, it becomes your choice of celestial, fae, or fiend, its Intelligence score increases to 6 if it is lower, and you can cast Find Steed once per long rest to summon it.</p>
<p><b>Roll d20 for Background:</b></p>
<p>1: <a href="http://dnd5e.wikidot.com/background:acolyte" target="_blank">Acolyte:</a> +2 Intelligence or Wisdom
<br />2: <a href="http://dnd5e.wikidot.com/background:athlete" target="_blank">Athlete:</a> +2 Strength or Dexterity
<br />3: <a href="http://dnd5e.wikidot.com/background:caravan-specialist" target="_blank">Caravan Specialist:</a> +2 Constitution or Wisdom<br />4: <a href="http://dnd5e.wikidot.com/background:dragon-casualty" target="_blank">Dragon Casualty:</a> +2 Wisdom or Charisma<br />5: <a href="http://dnd5e.wikidot.com/background:far-traveler" target="_blank">Far Traveler:</a> +2 Constitution or Wisdom
<br />6: <a href="http://dnd5e.wikidot.com/background:feylost" target="_blank">Feylost:</a> +2 Wisdom or Charisma<br />7: <a href="http://dnd5e.wikidot.com/background:folk-hero" target="_blank">Folk Hero:</a> +2 Strength or Wisdom<br />8: <a href="http://dnd5e.wikidot.com/background:entertainer#toc1" target="_blank">Gladiator:</a> +2 Dexterity or Charisma
<br />9: <a href="http://dnd5e.wikidot.com/background:haunted-one" target="_blank">Haunted One:</a> +2 Intelligence or Wisdom<br />10: <a href="http://dnd5e.wikidot.com/background:inheritor" target="_blank">Inheritor:</a> +2 Intelligence or Wisdom<br />11: <a href="http://dnd5e.wikidot.com/background:phlan-insurgent" target="_blank">Insurgent:</a> +2 Dexterity or Wisdom<br />12: <a href="http://dnd5e.wikidot.com/background:noble#toc1" target="_blank">Knight:</a> +2 Intelligence or Charisma
<br />13: <a href="http://dnd5e.wikidot.com/background:iron-route-bandit">Livestock Rustler:</a> +2 Dexterity or Wisdom
<br />14: <a href="http://dnd5e.wikidot.com/background:noble" target="_blank">Noble:</a> +2 Intelligence or Charisma
<br />15: <a href="http://dnd5e.wikidot.com/background:outlander" target="_blank">Outlander:</a> +2 Strength or Wisdom
<br />16-20: <a href="#otherbackground">Other</a></p>
<h3 id="orchard">Orchard</h3><div class="separator" style="clear: both; text-align: center;"><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=41075-1" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1125" data-original-width="1500" height="480" src="https://blogger.googleusercontent.com/img/a/AVvXsEjKTuQ4Dhc49_gOwJJOHQFedEMmHzPAiVb4nS0ZsYFfD46rs5nq9uhAfVh29c18zCp7DcyweVezfb9kx9RcHGzMjrgbrfYf7JIDkpYK9FMUuE4BoDP_RfLjGJMTsP3QFpJEsCWt0gk8ryWBPFq-7jdhuJVSwqi7ANA5kWhbdhEelmPBw0BBFGUlXb1dLA=w640-h480" width="640" /></a></div>
<p>You grew up in a culture that strove to eliminate any distinctions between nature and civilization. You lived in a magical or genetically engineered environment that had been shaped to serve you, often an orchard of plants or fungi that was carefully stewarded to be in harmony with the environment and appear natural. Your people were friends of the plants and animals, and know how to use the earth and stones and weather to their advantage.</p>
<p>Alignment. Tends toward neutral good, although individuals can be of any alignment.
</p>
<p>Speak, read, and write Elvish and Sylvan. Speak (but do not read or write) Common and one other <a href="https://5thsrd.org/character/languages/" target="_blank">language of your choice</a>.</p><p>Natural Observer. +2 Intelligence or Wisdom. You gain proficiency in the Perception skill.</p>
<p>Repeat three times: Choose or roll d10 (rerolling any features you already have), on the Ways of Nature table:</p>
<h4 id="waysofnature">Ways of Nature</h4>
<p>1. Camouflage. You have advantage on Dexterity (Stealth) checks to hide in natural terrain.<br />2. Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.<br />3. Fleet of Foot. Your base walking speed increases by 5 feet.
<br />4. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
<br />5. Natural Illusionist. You know the Minor Illusion cantrip. Choose Intelligence or Wisdom to be your spellcasting modifier for it.<br />6. Speak with Beasts. Through sound and gestures, you may communicate simple ideas with beasts and sapient plants native to the environment you grew up in.
<br />7. Timberwalk. Ability checks made to track you are at disadvantage and you can move through difficult natural terrain made of non-magical plants and overgrowth without expending extra movement.
<br />8. Warden Training. You have proficiency with three weapons of your choice.
<br />9. Child of the Water. You have a swimming speed equal to your walking speed, and you can breathe air and water.
<br />10. Nature Magic. Choose or roll 1d10 on the Mystic <a href="#innatemagic">Innate Magic</a> table. Gain the three spells, but not the other ability. Choose Intelligence or Wisdom to be your spellcasting modifier for these spells. Your Charisma score decreases by 1.</p>
<p><b>Choose or Roll for Background:</b></p>
<p>1: <a href="http://dnd5e.wikidot.com/background:acolyte" target="_blank">Acolyte:</a> +2 Intelligence or Wisdom
<br />2: <a href="http://dnd5e.wikidot.com/background:anthropologist" target="_blank">Anthropologist:</a> +2 Intelligence or Wisdom
<br />3: <a href="http://dnd5e.wikidot.com/background:athlete" target="_blank">Athlete:</a> +2 Strength or Dexterity
<br />4: <a href="http://dnd5e.wikidot.com/background:caravan-specialist" target="_blank">Caravan Specialist:</a> +2 Constitution or Wisdom
<br />5: <a href="http://dnd5e.wikidot.com/background:city-watch" target="_blank">Detective:</a> +2 Intelligence or Wisdom
<br />6: <a href="http://dnd5e.wikidot.com/background:entertainer" target="_blank">Entertainer:</a> +2 Dexterity or Charisma
<br />7: <a href="http://dnd5e.wikidot.com/background:far-traveler" target="_blank">Far Traveler:</a> +2 Constitution or Wisdom
<br />8: <a href="http://dnd5e.wikidot.com/background:feylost" target="_blank">Feylost:</a> +2 Wisdom or Charisma
<br />9: <a href="http://dnd5e.wikidot.com/background:folk-hero" target="_blank">Folk Hero:</a> +2 Strength or Wisdom
<br />10: <a href="http://dnd5e.wikidot.com/background:guild-artisan#toc1" target="_blank">Guild Merchant:</a> +2 Wisdom or Charisma
<br />11: <a href="http://dnd5e.wikidot.com/background:hermit" target="_blank">Hermit:</a> +2 Intelligence or Wisdom
<br />12: <a href="http://dnd5e.wikidot.com/background:outlander" target="_blank">Outlander:</a> +2 Strength or Wisdom
<br />13: <a href="http://dnd5e.wikidot.com/background:sage" target="_blank">Sage:</a> +2 Intelligence or Wisdom
<br />14: <a href="http://dnd5e.wikidot.com/background:smuggler" target="_blank">Smuggler:</a> +2 Strength or Charisma
<br />15: <a href="http://dnd5e.wikidot.com/background:criminal#toc1" target="_blank">Spy:</a> +2 Dexterity or Charisma
<br />16-20: <a href="#otherbackground">Other</a></p>
<h3 id="outcast">Outcast</h3><p style="text-align: center;">
<a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=70335-1&name=Ultimate%20Lavaria&category=%5BNexo%20Knights%5D#T=S&O={%22iconly%22:0}" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1013" data-original-width="1310" height="309" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJzhpMGfbC-a_KT5d2967Ct2o5AxwLrIRmur9tdtpl3fC0JHe9VSGIBbEjTu0Z31XpqiYpwsTkA2QH6gosCDefgmACpCmF7et9K4OgUVa33OPvHp_UONFyu40mcA6YFlTH-OE3rZVoxAYP/w400-h309/outcast.JPG" width="400" /></a></p>
<p>You grew up on the fringes of society, either alone, or in an isolated clan or family, or as a sequestered servitor. People in normal society feared and shunned you because of your appearance or heritage, and you learned to make the most of your innate gifts.</p>
<p>Alignment. Any. Resting the inclination to evil and/or chaos is often hard for those who are alone, and those in a tight-knit clan often develop extreme views in some direction.
</p>
<p>Speak, read and write Common and one exotic language.
</p>
<p>Personal Training. +2 to two different ability scores</p>
<p>Choose or roll:<br />1: Creature of the Night. You have Darkvision; you can see in dim light within 60 feet of yourself as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Additionally, you are proficient in the Stealth skill.<br />2: Resistance. You have resistance to one or more damage types of your choice. Choose or roll:<br /><span> </span>1-2: Acid and Lightning<br /> <span> </span>3-4: Cold and Necrotic<br /> <span> </span>5-6: Fire<br /> <span> </span>7-8: Force, Psychic, Radiant, and Thunder<br /> <span> </span>9-10: Poison<br />3: Specialized. You gain one skill proficiency and one tool proficiency of your choice.</p>
<p><b>Roll d20 for Background:</b></p>
<p>1: <a href="http://dnd5e.wikidot.com/background:archaeologist" target="_blank">Archaeologist:</a> +2 Intelligence or Wisdom
<br />2: <a href="http://dnd5e.wikidot.com/background:astral-drifter" target="_blank">Astral Drifter:</a> +2 Intelligence or Wisdom<br />3: <a href="http://dnd5e.wikidot.com/background:faceless" target="_blank">Costumed Hero:</a> +2 Constitution or Charisma
<br />4: <a href="http://dnd5e.wikidot.com/background:criminal" target="_blank">Criminal:</a> +2 Dexterity or Charisma
<br />5: <a href="http://dnd5e.wikidot.com/background:stojanow-prisoner" target="_blank">Ex-Convict:</a> +2 Wisdom or Charisma<br />6: <a href="http://dnd5e.wikidot.com/background:entertainer#toc1" target="_blank">Gladiator:</a> +2 Dexterity or Charisma
<br />7: <a href="http://dnd5e.wikidot.com/background:haunted-one" target="_blank">Haunted One:</a> +2 Intelligence or Wisdom
<br />8: <a href="http://dnd5e.wikidot.com/background:hermit" target="_blank">Hermit:</a> +2 Intelligence or Wisdom
<br />9: <a href="http://dnd5e.wikidot.com/background:inheritor" target="_blank">Inheritor:</a> +2 Intelligence or Wisdom<br />10: <a href="http://dnd5e.wikidot.com/background:outlander" target="_blank">Outlander:</a> +2 Strength or Wisdom<br />11: <a href="http://dnd5e.wikidot.com/background:sailor" target="_blank">Sailor:</a> +2 Strength or Wisdom<br />12: <a href="http://dnd5e.wikidot.com/background:smuggler" target="_blank">Smuggler:</a> +2 Strength or Charisma
<br />13: <a href="http://dnd5e.wikidot.com/background:urban-bounty-hunter" target="_blank">Urban Bounty Hunter:</a> +2 Wisdom or Charisma
<br />14: <a href="http://dnd5e.wikidot.com/background:urchin" target="_blank">Urchin:</a> +2 Dexterity or Wisdom
<br />15: <a href="http://dnd5e.wikidot.com/background:wildspacer" target="_blank">Wildspacer:</a> +2 Strength or Wisdom
<br />16-20: <a href="#otherbackground">Other</a></p>
<h3 id="slum">Slum</h3><p style="text-align: center;"></p><p style="text-align: center;"><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=70014-1&name=The%20Croc%20Swamp%20Hideout&category=%5BLegends%20of%20Chima%5D#T=S&O={%22iconly%22:0}" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1086" data-original-width="1486" height="293" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg40aJJQfK5o_2Na9qU0MhK4THbCSHTPMhgUyIbXgfaSaj9zF9UjB8lh29xf3jAkIDs7Dbkzxhxxd8mWRIty3P2ofv7Ax6TifWfAfveJ4hvCTtJazf-42kcoEKVxMbf0-5gF0alSSl4JXxi/w400-h293/waysidewarrencrop.jpg" width="400" /></a></p>
<p>You grew up in a group of people with a lifestyle disconnected from or opposed to mainstream society. Sometimes this was because they chose an existence of unattached revelry with no thought to the future, but usually it was because they were downtrodden and dispossessed, forced to scratch a living in an urban or rural slum. Often your people form a pack or gang that supports them against the uncaring or hostile world, but individuals are always alert to opportunities to gain personal power within the gang. Because poverty or oppression kept real weapons from you, and/or violence often happened to or around you in a sudden and brutal way, you have learned to use your body as a weapon.</p>
<p>Alignment. Tends toward neutral evil, although individuals can be of any alignment.
</p>
<p>Speak, read, and write one <a href="https://5thsrd.org/character/languages/" target="_blank">language of your choice</a>. Speak (but do not read or write) Common.</p><p>Hard Lessons. Choose one:
<br />*Quiet Survivor. Your Wisdom score increases by 2, and you gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
<br />*Hustler. Your Charisma score increases by 2, and you gain proficiency with a musical instrument of your choice and two of the following skills of your choice: Deception, Intimidation, Performance, and Persuasion.</p>
<p>Packrat Poverty. After collecting the equipment from your background and class, replace the money with 3 copper pieces. Roll a random <a href="http://dnd5e.wikidot.com/trinkets" target="_blank">trinket</a> for each 3 gp you lost in this way.</p><p>Natural Weapon. You have learned to use a part of your body as a natural weapon, which you can use to make unarmed strikes. Teeth deal piercing damage, claws deal slashing damage, and most other body parts (horns, tails, feet, etc.) deal bludgeoning damage. If you hit, you deal damage equal to 1d6 + your Strength modifier if you are Medium, or 1d4 + your Dexterity modifier if you are Small. </p><p>Repeat two times: Choose or roll d12 (rerolling any features you already have) on the Survival Strategy table:</p>
<h4 id="survivalstrategy">Survival Strategy</h4>
<p>1: Agility. When you move, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.</p><p>2: Cause Fear. As a bonus action, you can threaten your enemies. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</p>
<p>3: Hammering. +1 Strength. Immediately after you hit a creature with a melee attack as a part of the Attack action on your turn, you can use a bonus action to attempt to shove that target. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.</p>
<p>4: Leaps. +1 Dexterity. Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.</p>
<p>5: Fleet of Foot. Your base walking speed increases by 5 feet.</p>
<p>6: Scavenger. +1 Wisdom. You gain proficiency with leatherworker's tools, and start the game with them. While you have these tools, as part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger, or other similar materials from your environment. You use these materials to create one of the following items, or more in the case of harvesting from larger creatures or richer environments: a shield, any simple melee weapon, sling, net, or blowgun, 1d20 darts or pieces of ammunition, a holy symbol or spellcasting focus, or, with DM permission, an appropriate item of adventuring gear costing 1 gp or less, such as a bag of caltrops, a sack, a waterskin, or a torch.</p>
<p>7: Tremorsense. As long as you are barefoot, you can detect and pinpoint the origin of vibrations within 60 feet, provided that your skin and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures.</p>
<p>8: Wild Magic. Choose a 1st-level spell. You can cast that spell once per long rest. Charisma or Wisdom is your spellcasting ability for it. When you reach 3rd level, you may change it to a 2nd-level spell.</p><p>9: Frenzy. As a bonus action, you can make a special attack with your natural weapon. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</p><p>10: Grappling. If you hit with your natural weapon, the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can’t grapple on another target.</p><p>11: Poison. If you hit with your natural weapon, your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 poison damage.</p>
<p>12: Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your natural weapon as a bonus action.</p>
<p><b>Roll d20 for Background:</b></p><p>1: <a href="http://dnd5e.wikidot.com/background:charlatan" target="_blank">Charlatan:</a> +2 Dexterity or Charisma<br />2: <a href="http://dnd5e.wikidot.com/background:faceless" target="_blank">Costumed Hero:</a> +2 Constitution or Charisma
<br />3: <a href="http://dnd5e.wikidot.com/background:criminal" target="_blank">Criminal:</a> +2 Dexterity or Charisma<br />4: <a href="http://dnd5e.wikidot.com/background:stojanow-prisoner" target="_blank">Ex-Convict:</a> +2 Wisdom or Charisma
<br />5: <a href="http://dnd5e.wikidot.com/background:failed-merchant" target="_blank">Failed Merchant:</a> +2 Intelligence or Charisma<br />6: <a href="http://dnd5e.wikidot.com/background:gambler" target="_blank">Gambler:</a> +2 Wisdom or Charisma
<br />7: <a href="http://dnd5e.wikidot.com/background:sailor#toc1" target="_blank">Gangster</a> (Pirate, but replace water vehicle with land vehicle): +2 Strength or Wisdom<br />8: <a href="http://dnd5e.wikidot.com/background:entertainer#toc1" target="_blank">Gladiator:</a> +2 Dexterity or Charisma
<br />9: <a href="http://dnd5e.wikidot.com/background:haunted-one" target="_blank">Haunted One:</a> +2 Intelligence or Wisdom
<br />10: <a href="http://dnd5e.wikidot.com/background:phlan-insurgent" target="_blank">Insurgent:</a> +2 Dexterity or Wisdom<br />11: <a href="http://dnd5e.wikidot.com/background:outlander" target="_blank">Outlander:</a> +2 Strength or Wisdom<br />12: <a href="http://dnd5e.wikidot.com/background:sailor" target="_blank">Sailor:</a> +2 Strength or Wisdom<br />13: <a href="http://dnd5e.wikidot.com/background:urban-bounty-hunter" target="_blank">Urban Bounty Hunter:</a> +2 Wisdom or Charisma
<br />14: <a href="http://dnd5e.wikidot.com/background:iron-route-bandit">Vehicle Thief:</a> +2 Dexterity or Wisdom<br />15: <a href="http://dnd5e.wikidot.com/background:urchin" target="_blank">Urchin:</a> +2 Dexterity or Wisdom<br />16-20: <a href="#otherbackground">Other</a></p>
<h3 id="suburb">Suburb</h3><p style="text-align: center;"><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=79003-1#T=S&O={%22iconly%22:0}" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1223" data-original-width="1500" height="326" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhufK2XY_-2y9Jdu8ol82-uHt8lhjS9AUgoGbev_TuORoZ9bJeml-pL5F74cAYLpEQIzT6_DnZeCviBO3u5tGaR65T10Z5dq15jfHwXYyilQ38a9n6aVuGerqlK-6cOXiJ6BwDEgJWSc58f/w400-h326/brightburrows.jpg" width="400" /></a></p>
<p>You grew up in a well-ordered (some might say boring) community. You decide the details of your hometown, but suburbs usually feature a mixture of cozy houses and well-tended vegetable gardens. They are often more prosperous and/or advanced than the world around them, and typically gated or hidden to keep the residents safe from outsiders. Suburbs tend to be safe and well-policed, with an aim to protecting individual rights. Suburbs originally developed from gnomish <a href="https://www.dndbeyond.com/races/18-gnome#BrightBurrows" target="_blank">Bright Burrows</a> culture and halfling <a href="https://www.dndbeyond.com/races/14-halfling#PastoralPleasantries" target="_blank">Pastoral</a> culture.</p>
<p>Speak, read, and write Common and one <a href="https://5thsrd.org/character/languages/" target="_blank">other language</a> that uses either the Common or Dwarvish script. Read and write (but do not speak) Dwarvish or an exotic language.</p>
<p>Alignment. Tends toward lawful good, although individuals can be of any alignment.</p>
<p>Attic Rummaging. Roll d10. You begin the game with the additional equipment indicated. This equipment is light and well-made, and possibly imbued with some minor magic, so that you can carry it in addition to your normal starting equipment without any encumbrance:</p>
<p>1: Burglar's <a href="http://dnd5e.wikidot.com/adventuring-gear#toc0" target="_blank">Pack</a> and a random <a href="http://dnd5e.wikidot.com/trinkets" target="_blank">trinket</a>
<br />2: Diplomat's <a href="http://dnd5e.wikidot.com/adventuring-gear#toc0" target="_blank">Pack</a>
<br />3: Dungeoneer's <a href="http://dnd5e.wikidot.com/adventuring-gear#toc0" target="_blank">Pack</a> and a random <a href="http://dnd5e.wikidot.com/trinkets" target="_blank">trinket</a>
<br />4: Entertainer's <a href="http://dnd5e.wikidot.com/adventuring-gear#toc0" target="_blank">Pack</a>
<br />5: Explorer's <a href="http://dnd5e.wikidot.com/adventuring-gear#toc0" target="_blank">Pack</a> and a random <a href="http://dnd5e.wikidot.com/trinkets" target="_blank">trinket</a>
<br />6: Priest's <a href="http://dnd5e.wikidot.com/adventuring-gear#toc0" target="_blank">Pack</a>
<br />7: Scholar's <a href="http://dnd5e.wikidot.com/adventuring-gear#toc0" target="_blank">Pack</a>
<br />8: A <a href="http://dnd5e.wikidot.com/firearms" target="_blank">pistol</a> with a -1 penalty to damage, which can be removed by spending 200 gp or doing the equivalent work in item crafting.
<br />9: A <a href="http://dnd5e.wikidot.com/firearms" target="_blank">musket</a> with a -2 penalty to damage. Spending 200 gp or the equivalent in item crafting reduces this to a -1 penalty, and another 200 gp removes it.
<br />10: A random uncommon item (Table F, DMG pg 146). You begin the game attuned to it, even if it does not normally require attunement. It has three random <a href="https://dnd-5e.fandom.com/wiki/Magic_Items#Minor_Detrimental_Properties" target="_blank">minor detrimental properties </a>(DMG pg 220), each of which can be removed by spending 150 gp or completing a small quest. You may not end attunement while any detrimental properties remain.</p><p>Good-Natured Cleverness. +2 Intelligence or Charisma. <br /></p>
<p>Repeat two times: Choose or roll d12 (rerolling any features you already have) on the Hobbies table:</p>
<h4 id="hobbies">Hobbies</h4>
<p>1: Avoiding Attention. You have advantage on saving throws to avoid or end the frightened condition on yourself. You can attempt to hide when in a crowd of people your size, or when you are only obscured by a creature that is at least one size larger than you.</p>
<p>2: Dancing. You can move through the space of any creature by making a Dexterity (Acrobatics) check, DC 5 if it is friendly and opposed by its Wisdom (Insight) check if it is hostile. You get advantage on this check if the creature is of a size larger than yours. When dancing as part of a performance, you add your proficiency bonus, in addition to any other proficiency bonus that may apply.</p>
<p>3: Firearms. +1 Intelligence or Charisma. You have proficiency with all firearms and ignore the loading property of any firearm. In addition, attacking at long range with a firearm doesn't impose disadvantage on your attack roll.</p>
<p>4: Parkour. You can move through difficult terrain in an artificial environment, such as rubble and fences, without expending extra movement. If you move at least 10 feet, then for the rest of your move action, you have a climbing speed equal to your walking speed. Additionally, if you jump down on your turn as part of your movement, you can make an Athletics or Acrobatics check and reduce the falling damage by the result of the check.</p>
<p>5: Rock throwing. You are proficient with darts, and you may treat rocks as though they were darts, except they do bludgeoning rather than piercing damage. Additionally, you may have a number of special rocks equal to your proficiency bonus. You start the game with one special rock, and once per long rest, you can find another one. When throwing a special rock, you gain the benefits of the <a href="http://dnd5e.wikidot.com/feat:sharpshooter" target="_blank">sharpshooter feat</a> (PHB pg 170) for that rock, and it counts as a magic weapon for the purposes of overcoming damage reduction. Special rocks do not lose their power after they are used, although you may have to roll an Intelligence (Investigation) check to find it.</p>
<p>6: Tinkering. You have proficiency with tinker's tools, and own a set of them. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). You can have up to three such devices active at a time. When you create a device, choose one effect of the Prestidigitation cantrip for it to replicate, or create a similar effect with DM approval. Using any device is an action.</p>
<p>7: Weapon Modding. You have proficiency with tinker's tools, and own a set of them. Using those tools, during a long rest, you can add a number of mods to your weapon(s) equal to your proficiency bonus. Mods may take the form of special ammunition or coatings, or single-use runes or devices attached to the weapon. These mods last until you take another long rest. Once per turn, when you hit a target with a modded weapon, you can expend a mod to cause the target to take extra damage equal to your proficiency bonus. The damage type is set when you create the mod, and is based on what materials you can find in the environment or have collected.</p>
<p>8-12: Special Study. +1 Intelligence. Whenever you make an Intelligence check related to the object of your study, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.</p><p>8: Animal Lore.<br />9. Artificer's Lore. magical, alchemical, or technological items
<br />10. Culture Lore. art items, clothing, food and drink<br />11. Plant Lore.<br />12. Crafting Lore. Roll d6+4 on the Factory <a href="#jobs">Jobs</a> table. The object of your study is the indicated crafted items, and you gain the indicated tool proficiency, but not the weapon proficiencies.</p>
<p><b>Choose or Roll for Background:</b></p>
<p>1: <a href="http://dnd5e.wikidot.com/background:acolyte" target="_blank">Acolyte</a> or parish priest: +2 Intelligence or Wisdom
<br />2: <a href="http://dnd5e.wikidot.com/background:archaeologist" target="_blank">Archaeologist:</a> +2 Intelligence or Wisdom
<br />3: <a href="http://dnd5e.wikidot.com/background:courtier" target="_blank">Bureaucrat</a> or minor elected official: +2 Wisdom or Charisma
<br />4: <a href="http://dnd5e.wikidot.com/background:celebrity-adventurers-scion" target="_blank">Celebrity Adventurer's Scion:</a> +2 Wisdom or Charisma
<br />5: <a href="http://dnd5e.wikidot.com/background:city-watch" target="_blank">City Watch:</a> +2 Strength or Wisdom
<br />6: CSI: <a href="http://dnd5e.wikidot.com/background:city-watch" target="_blank">Investigator</a>, but replace one of the languages with proficiency in Alchemist’s supplies. +2 Intelligence or Wisdom
<br />7: <a href="http://dnd5e.wikidot.com/background:entertainer" target="_blank">Entertainer:</a> +2 Dexterity or Charisma
<br />8: <a href="http://dnd5e.wikidot.com/background:far-traveler">Far Traveler:</a> +2 Constitution or Wisdom
<br />9: <a href="http://dnd5e.wikidot.com/background:fisher" target="_blank">Fisher:</a> +2 Intelligence or Wisdom
<br />10: <a href="http://dnd5e.wikidot.com/background:folk-hero" target="_blank">Folk Hero:</a> +2 Strength or Wisdom
<br />11: <a href="http://dnd5e.wikidot.com/background:guild-artisan" target="_blank">Guild Artisan:</a> +2 Wisdom or Charisma
<br />12: <a href="http://dnd5e.wikidot.com/background:inheritor" target="_blank">Inheritor:</a> +2 Intelligence or Wisdom
<br />13: <a href="http://dnd5e.wikidot.com/background:earthspur-miner">Miner:</a> +2 Strength or Wisdom
<br />14: <a href="http://dnd5e.wikidot.com/background:sage" target="_blank">Sage:</a> +2 Intelligence or Wisdom
<br />15: <a href="http://dnd5e.wikidot.com/background:criminal#toc1" target="_blank">Spy:</a> +2 Dexterity or Charisma
<br />16-20: <a href="#otherbackground">Other</a>
</p>
<h3 id="tribal">Tribal</h3><p style="text-align: center;"><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=71747-1&name=The%20Keepers%27%20Village&category=%5BNinjago%5D%5BThe%20Island%5D#T=S&O={%22iconly%22:0}" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1010" data-original-width="1941" height="209" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPZo4cGwcdhqS6LQ4eF5R134A9IRKRR2ixZczze-qc86kpK2P-68WrAQnKQDJrpAOY6h_sCBF6OrmBDQFp2DazodSakgtR1xE7ohPwzmTXCiCJyRG057O0e9FwFbAvdtxzS9jrt_Sb4ErI/w400-h209/redochre.jpg" width="400" /></a></p>
<p>You grew up in a band of foragers hunting and gathering in an untamed environment. Your people are primeval hunters and savage warriors, tied to the wild spirits of the land. They learned that they must place the survival of themselves and their tribe first, and often have little consideration for outsiders, especially those who threaten to push them off their land.</p>
<p>Alignment. Tends toward chaotic evil, although individuals can be of any alignment.
</p>
<p>Speak (but do not read or write) Common and two other <a href="https://5thsrd.org/character/languages/" target="_blank">languages of your choice</a>.</p>
<p>Repeat three times: Choose or roll d12 (rerolling any features you already have) on the Primal table:</p>
<h4 id="primal">Primal</h4>
<p>1: Adrenaline Rush. +1 Constitution. You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus.</p>
<p>2: Defiance. +1 Wisdom. You have advantage on saving throws you make to avoid or end the charmed or frightened conditions on yourself.</p>
<p>3: Fury of the Small. +1 Constitution. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.</p>
<p>4: Intuition. You gain proficiency with two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival. Additionally, you become literate in two of the languages you can speak.</p>
<p>5: Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.</p><p>6: Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a short rest.</p><p>7: Powerful Build. +1 Strength. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, you gain advantage on Strength saving throws.</p>
<p>8: Primal Magic. +1 Constitution. You know one cantrip of your choice from the sorcerer spell list. Constitution is your spellcasting ability for that cantrip.</p><p>9: Relentless Endurance. +1 Constitution. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.</p>
<p>10: Savage Attacks. +1 Strength. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.</p>
<p>11: Sneaky. +1 Dexterity. You gain proficiency with one of the following skills of your choice: Investigation, Sleight of Hand, or Stealth. In addition, without squeezing, you can move through and stop in a space large enough for a creature one size category smaller than you.</p>
<p>12: Surprise Attack. If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn’t taken a turn yet in the current combat.</p>
<p><b>Roll d20 for Background:</b></p>
<p>1: <a href="http://dnd5e.wikidot.com/background:astral-drifter" target="_blank">Astral Drifter:</a> +2 Intelligence or Wisdom<br />2: <a href="http://dnd5e.wikidot.com/background:athlete" target="_blank">Athlete:</a> +2 Strength or Dexterity
<br />3: <a href="http://dnd5e.wikidot.com/background:caravan-specialist" target="_blank">Caravan Specialist:</a> +2 Constitution or Wisdom<br />4: <a href="http://dnd5e.wikidot.com/background:criminal" target="_blank">Criminal:</a> +2 Dexterity or Charisma
<br />5: <a href="http://dnd5e.wikidot.com/background:stojanow-prisoner" target="_blank">Ex-Convict:</a> +2 Wisdom or Charisma<br />6: <a href="http://dnd5e.wikidot.com/background:far-traveler" target="_blank">Far Traveler:</a> +2 Constitution or Wisdom
<br />7: <a href="http://dnd5e.wikidot.com/background:feylost" target="_blank">Feylost:</a> +2 Wisdom or Charisma
<br />8: <a href="http://dnd5e.wikidot.com/background:fisher" target="_blank">Fisher:</a> +2 Intelligence or Wisdom
<br />9: <a href="http://dnd5e.wikidot.com/background:folk-hero" target="_blank">Folk Hero:</a> +2 Strength or Wisdom<br />10: <a href="http://dnd5e.wikidot.com/background:entertainer#toc1" target="_blank">Gladiator:</a> +2 Dexterity or Charisma<br />11: <a href="http://dnd5e.wikidot.com/background:hermit" target="_blank">Hermit:</a> +2 Intelligence or Wisdom
<br />12: <a href="http://dnd5e.wikidot.com/background:inheritor" target="_blank">Inheritor:</a> +2 Intelligence or Wisdom<br />13: <a href="http://dnd5e.wikidot.com/background:phlan-insurgent" target="_blank">Insurgent:</a> +2 Dexterity or Wisdom<br />14: <a href="http://dnd5e.wikidot.com/background:iron-route-bandit">Livestock Rustler:</a> +2 Dexterity or Wisdom
<br />15: <a href="http://dnd5e.wikidot.com/background:outlander" target="_blank">Outlander:</a> +2 Strength or Wisdom
<br />16: <a href="http://dnd5e.wikidot.com/background:sailor#toc1" target="_blank">Pirate:</a> +2 Strength or Wisdom<br />17: <a href="http://dnd5e.wikidot.com/background:wildspacer" target="_blank">Wildspacer:</a> +2 Strength or Wisdom
<br />18-20: <a href="#otherbackground">Other</a></p>
<h3 id="vampire">Vampire</h3><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgjO6ZOqWRP2n6cMyCce0tCJp1LpTKeQYMCT80cT8GoElOWJf4vS9NMlTYX1owbgWIpI73uaIG7McyKs2-06sJnZjO9LWXMvYLBsZJvL_LA6ZevHWl-iIPzzyN-gtuOTtn3b-KoaT5RZOEdl_rp3ZwDivGg7_y-o7RE53pHVUelNRtX3WQpEmXZFBKceA" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="480" data-original-width="360" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgjO6ZOqWRP2n6cMyCce0tCJp1LpTKeQYMCT80cT8GoElOWJf4vS9NMlTYX1owbgWIpI73uaIG7McyKs2-06sJnZjO9LWXMvYLBsZJvL_LA6ZevHWl-iIPzzyN-gtuOTtn3b-KoaT5RZOEdl_rp3ZwDivGg7_y-o7RE53pHVUelNRtX3WQpEmXZFBKceA" width="180" /></a><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgjO6ZOqWRP2n6cMyCce0tCJp1LpTKeQYMCT80cT8GoElOWJf4vS9NMlTYX1owbgWIpI73uaIG7McyKs2-06sJnZjO9LWXMvYLBsZJvL_LA6ZevHWl-iIPzzyN-gtuOTtn3b-KoaT5RZOEdl_rp3ZwDivGg7_y-o7RE53pHVUelNRtX3WQpEmXZFBKceA" style="margin-left: 1em; margin-right: 1em;"></a>
<a href="https://blogger.googleusercontent.com/img/a/AVvXsEirrPp6VtmxBb2yvhryVRi85Sjh0sylXb59-gNh0oAXE2GH_yT-NnJ8z8Ng7BteSqboeKpfYmDwIYpU7DZmDACelL6qO4HPaT9kyEyxUZMwvvBqN9yEpqrXC4wKUk98kHS4Any90WKDEpcCNPC0_oiN-RV4wWZHT1RhUmH7XdaQpWJqz17qLSkc8HlQUg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="599" data-original-width="355" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEirrPp6VtmxBb2yvhryVRi85Sjh0sylXb59-gNh0oAXE2GH_yT-NnJ8z8Ng7BteSqboeKpfYmDwIYpU7DZmDACelL6qO4HPaT9kyEyxUZMwvvBqN9yEpqrXC4wKUk98kHS4Any90WKDEpcCNPC0_oiN-RV4wWZHT1RhUmH7XdaQpWJqz17qLSkc8HlQUg" width="142" /></a></div>
<p>At an early age, you were bitten by a vampire, or possibly transformed by some form of dark magic (choose or roll on the Dhampir Origins table), and have lived on the fringes of society since then. You are weaker than most vampires, but still alive and (mostly) in control of your urges (choose or roll on the Dhampir Hungers table).</p>
<p>Alignment. Tends toward lawful evil, although individuals can be of any alignment.
</p>
<p>Speak, read, and write Common and one <a href="https://5thsrd.org/character/languages/" target="_blank">language of your choice</a>.
</p>
<p>Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. If you already have darkvision, its range increases by 60 feet.
</p>
<p>Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
</p>
<p>Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier to the attack and damage rolls when you attack with your bite. Your bite deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you use your bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
<br />*Regain hit points equal to the damage dealt by the bite.
<br />*Gain a bonus to the next ability check or attack roll you make; the bonus equals the damage dealt by the bite.
<br />You can empower yourself with your bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
</p>
<p>Vampiric Power. Choose one:
<br />*Mobility. +2 Dex. Your speed increases by 5 feet, and you have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
<br />*Compulsion. +2 Charisma. You know the Friends cantrip. At 3rd level, you can cast the Charm Person spell once per long rest. At 5th level, you can cast the Suggestion spell once per long rest. Charisma is your spellcasting ability for these spells.
</p>
<p>Roll a <a href="#otherbackground">random Background</a>.</p>
<h3 id="werewolf">Werewolf</h3>
<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhJ4C-gFosvPK6MkKrQLqVwTUptbUnM6zhyjoQlAeIHmBx6Xb4WZ3mT5wj_AfpbVX8DYu1i-czOfXHoEeKSvxsVyzpiKt4XX1OaTvqQqxXUeQtHp9hF_7JjBKnaJ7bXaoNV3gpgSgzRh3piKh4UZVL-Xhluo1b9YclaIlzqHto3JFzTyubkU4FA36K4Ng" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="320" data-original-width="240" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhJ4C-gFosvPK6MkKrQLqVwTUptbUnM6zhyjoQlAeIHmBx6Xb4WZ3mT5wj_AfpbVX8DYu1i-czOfXHoEeKSvxsVyzpiKt4XX1OaTvqQqxXUeQtHp9hF_7JjBKnaJ7bXaoNV3gpgSgzRh3piKh4UZVL-Xhluo1b9YclaIlzqHto3JFzTyubkU4FA36K4Ng" width="180" /></a></div>
<p></p><p>At an early age, you were bitten by a werewolf (or some other kind of lycanthrope), and have lived on the fringes of society since then. You have (perhaps very recently) learned to control your shifting, and do not shift involuntarily, although this has come at a cost: you are not as powerful as many others of your kind.</p>
<p>Alignment. Tends toward chaotic neutral, although individuals can be of any alignment.
</p>
<p>Speak Common (but do not read or write) and one <a href="https://5thsrd.org/character/languages/" target="_blank">language of your choice</a>.</p>
<p>Wild Nature. +2 Strength. Gain proficiency in two of the following skills of your choice: Acrobatics, Athletics, Intimidation, Perception, or Survival.
</p>
<p>Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 x your proficiency bonus. You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you shift, you gain an additional benefit based on your aspect.</p>
<p>Aspect. Choose or roll:
<br /></p><p>1: Beasthide. You gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class.</p><p>2: Longtooth. When you shift and as a bonus action on your other turns while shifted, you can use your elongated fangs to make an unarmed strike. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.</p><p>3: Swiftstride. While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks.</p><p>4: Wildhunt. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you’re incapacitated.</p>
<p>Roll a <a href="#otherbackground">random Background</a>.</p>
<h3 style="text-align: left;">Appendix: Notes</h3>
<p>This system combines the post-Tasha paradigm that every race should be able to excel at every class with classic D&D rules that had some definition for each species aside from their features. So now an elf can do a good job any class, but it's very rare for any of them to be clumsy.</p>
<p>My species and upbringings give more than the default-rules races and subraces, because ability scores are attached to character options instead of assigned separately. In the default rules, the standard array is 15, 14, 13, 12, 10, 8, and every lineage gives +2 to one ability score and +1 to another. In my rules, the class gives a 16 and a 14, which is the 15, the 14, and the +1. That leaves 7 for me to distribute. I want backgrounds to boost one of the ability scores attached to their skills, so that leaves 5 ability scores for the species-upbringing combo to distribute, in addition to the features.</p>
<p>Each lineage gives 3-4 worth of features (or it should if they were balanced), so that is a total of 8-9 worth of value in my system (instead of the 6-7 of value a lineage gives in the base rules). I've decided that every species should give 3 and every upbringing should give 5-6. Biological things are in species and socially learned things are in upbringing. Most species-upbringing combos give +2 to two different ability scores, and 4-5 of value in features. This usually results in characters that have more features, but an ability score that is lower by 1.</p>
<p>For the two extremes of this, see Thri-kreen and Hobgoblin. All thri-kreen features are innate physical facts, there is nothing is learned or shared with others. So I put all of their racial features in the species and steered them to Farmland. Hobgoblin features are all cultural, so I give them +3 worth of physical ability scores, and put all of their features, plus an extra ability and 2 ability score boosts, in the Factory Management upbringing option.</p>
<p>Species boost physical ability scores, upbringings usually boost mental ability scores. Tieflings and Aasimar are the only exceptions.</p>
<p>It is possible to get fairly close to almost all existing races and subraces, although some sacrifices were made for balance and flavor and keeping things simple. The two base-game things I nerfed were choosing a feat, and mountain dwarf (mountain was obviously OP compared to hill: 2 ability score boosts and 2 half-feats rather than 1 and 1. I bumped the strength boost down to 1; they still get all their features and a little more). Everyone else can be replicated.</p><p>The main difference is I took darkvision away from most races. It is an extra complication that almost never matters in the games I run. Features should feel special, not something that 60-80% of the party has and one left-out person does not.</p>
<p>Races were chosen to match the games I run, and also to match what Lego minis are available. I also adjusted the descriptions a little to match what minis are available. I avoided most non-spelljammer setting-specific races like Leonin or Naga, although in many cases, I added their features to an Upbringing.</p>
Unknownnoreply@blogger.com2tag:blogger.com,1999:blog-4483790419701776144.post-87448988393156509412022-12-26T15:53:00.001-05:002023-09-15T14:19:40.022-04:00Set Recommendations: End of Year 2022<p>I am moving the timing of these to the end of the year, because it is a lot easier to look through all the sets released in a calendar year. So this one will be shorter than most. Most of my collection, aside from thrift store bulk lots, came from post-holiday clearance, but in the future I'll try to get them up in time to be a gift guide. </p><p><i>Standard intro: I am suggesting new sets that are a good value for interesting minis and <a href="http://www.legogm.com/2017/09/dungeon-dressing.html">terrain pieces</a>. In general, this means cheap sets for little kids, which are designed to be played with, rather than expensive sets for adult collectors, which are designed to look good sitting on a shelf. And I am focusing on getting a diversity of pieces, so you can have something appropriate to represent a variety of situations and environments.</i></p><p><i>Links go to Bricklink, to avoid link rot, but these should all be in normal stores now, and possibly some of them will be on clearance.</i></p><p>This year I am giving my top recommendation to polybags and small sets. Whether you are completely new to using Lego in your games, or you already have an extensive collection, spending $20 to $30 on a variety of small sets with useful terrain is the best way to go.</p><p>The Monkie Kid line has good elements and figures, but is mostly very large vehicles, not a good value for running a game. A nice exception is <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=30562-1#T=S&O={%22iconly%22:0}">Monkie Kid's Underwater Journey polybag</a>. $10 gets you an adventurer minifig, two skeletons, two little monsters, a treasure chest, and terrain. You will use every piece of this, except maybe the dive scooter, many times in your games:</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVHwl8b2FYdGJYRsfXYYej2sHUyvjAHFdBVdtqagtcA8VUqueqpwbLkH25_ncpppsPr41pc5cWmr8wFQOAJnIcH9rHToBlWdTjYqIIs29yYDmBGzjoFwbEib9oNyuAvX42auDzTMscoLwfRsiYOlpJV2-OxoDoCy8whYshfMAq-B_WIHV7hY_leMLvtQ/s777/mk%20underwater.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="455" data-original-width="777" height="374" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVHwl8b2FYdGJYRsfXYYej2sHUyvjAHFdBVdtqagtcA8VUqueqpwbLkH25_ncpppsPr41pc5cWmr8wFQOAJnIcH9rHToBlWdTjYqIIs29yYDmBGzjoFwbEib9oNyuAvX42auDzTMscoLwfRsiYOlpJV2-OxoDoCy8whYshfMAq-B_WIHV7hY_leMLvtQ/w640-h374/mk%20underwater.png" width="640" /></a></div><br /><p>Other good values are <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=30390-1#T=S&O={%22iconly%22:0}">Dinosaur Market polybag</a>, <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=30590-1#T=S&O={%22iconly%22:0}">Farm Garden & Scarecrow polybag</a>, and <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=30559-1">Forest Camp polybag</a>. </p><div style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6mEtFLCAC6XaGRUytfMk2aRpLOCx_UxFPvlz9Dm6aNg4eQqclUZpzqqIZnDz0RoPVSTC76otQwpQYSftoSmuEUlYDmWPOyH-uqbAe7yRRfAyWon2lqzgPa5N9-iVE1ROWaa7JTqP6MIDUqqGSV-Ph69XbbBfeASieJo5AhM6rfQGLPp0c-rWRKH25nQ/s798/farm.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="600" data-original-width="798" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6mEtFLCAC6XaGRUytfMk2aRpLOCx_UxFPvlz9Dm6aNg4eQqclUZpzqqIZnDz0RoPVSTC76otQwpQYSftoSmuEUlYDmWPOyH-uqbAe7yRRfAyWon2lqzgPa5N9-iVE1ROWaa7JTqP6MIDUqqGSV-Ph69XbbBfeASieJo5AhM6rfQGLPp0c-rWRKH25nQ/s320/farm.png" width="320" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7pEeh450wgPnGUzS4WIqINlqsn5N3VTvxtEFotnx661n7zXGeWKTpwt_pKLusvkB_J76vBdw2oxuq9kUDqbZPc7mF9RGWJ1xCWvMIefR_m6U19gUh7FdKvZTehgrYIgdStUmGfDJvw367LkATlqnfkZc0yg4wcu7nyK0X_vNMHgWFsRLPzwsYE2LPgQ/s500/frozen%20camp.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="443" data-original-width="500" height="284" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7pEeh450wgPnGUzS4WIqINlqsn5N3VTvxtEFotnx661n7zXGeWKTpwt_pKLusvkB_J76vBdw2oxuq9kUDqbZPc7mF9RGWJ1xCWvMIefR_m6U19gUh7FdKvZTehgrYIgdStUmGfDJvw367LkATlqnfkZc0yg4wcu7nyK0X_vNMHgWFsRLPzwsYE2LPgQ/s320/frozen%20camp.png" width="320" /></a></div><p>In the category of big sets, I'd recommend the <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=41703-1#T=S&O={%22iconly%22:0}">Friendship Tree House</a>. There's a lot going on here, as <a href="https://brickset.com/article/68620/review-41703-friendship-tree-house">the Brickset Review</a> shows. If you leave out the modern stickers and elements, it makes a good elf tree village (I use Friends minidolls to represent elves).</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBuPTkWCvMxBuIWif8KI5d8C7ZEd1M7WiK41QZbVaPGBIVZwPnfJQ_Tk_oUS8reMbjbZ-fWFxDrU7vh5S8YSqcuh49Ojl5d2bjZj5uxBI_Jq2PSKz3fhTmLWDvcBQlPtJTDxYkTpXC6Psz7Y5YgZzR6eFcsMAB-v-KfiXyL6T4zuZMrnZU3Gd0Sp2cog/s640/treehouse.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="480" data-original-width="640" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBuPTkWCvMxBuIWif8KI5d8C7ZEd1M7WiK41QZbVaPGBIVZwPnfJQ_Tk_oUS8reMbjbZ-fWFxDrU7vh5S8YSqcuh49Ojl5d2bjZj5uxBI_Jq2PSKz3fhTmLWDvcBQlPtJTDxYkTpXC6Psz7Y5YgZzR6eFcsMAB-v-KfiXyL6T4zuZMrnZU3Gd0Sp2cog/w640-h480/treehouse.png" width="640" /></a></div><p><br /></p><p>The assumed time period of D&D games is basically Early Modern now, rather than Medieval, so you can use many Town sets with just a few alterations. Take out the antenna and replace the streetlight with a torch, and the <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=31131-1#T=S&O={%22iconly%22:0}">Downtown Noodle Shop</a> can fit right into most campaigns. It wouldn't work for a site in a small farming village, but many city streets in the 1600s had things that looked like that. To really make it fit, add a few magical or fantasy decorative elements like I did in my <a href="http://www.legogm.com/2020/07/magic-town.html">Magic Town</a> buildings.</p><p><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=71771-1#T=S&O={%22iconly%22:0}">Crystal King Temple</a> is a unique terrain set with several <a href="https://www.brothers-brick.com/2022/12/06/lego-ninjago-71771-the-crystal-king-temple-tensegrity-comes-to-ninjago-review/">play features</a>, a lot of great weapons and decorative elements, good for a magical or plane-hopping adventure. It may be a long time before we get something that looks like this again. It is also noteworthy for featuring <a href="https://www.brothers-brick.com/2020/05/05/the-art-and-science-of-lego-tensegrity-builds/">tensegrity</a> (look at the big crystal to the right of the middle floor):</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRyEWd3kDpUZq1TIL8B2nKAgfJZG8E6HEKteq07ZUMMSXqqMZsoJcwoEHxGPTbo4Q8-hkUCB7qCPhsZDh8jFvanoNBgQ9NbREXumU5KhUsTQsoJ4ntZ3VacVvv0F_c2iWBKSsJdE6X6MyE1Vmz3Set-WB1hhTqXQOuwuErm8IiKETOyjdPcoPmXKE2AA/s600/crystal-temple.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="600" data-original-width="506" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRyEWd3kDpUZq1TIL8B2nKAgfJZG8E6HEKteq07ZUMMSXqqMZsoJcwoEHxGPTbo4Q8-hkUCB7qCPhsZDh8jFvanoNBgQ9NbREXumU5KhUsTQsoJ4ntZ3VacVvv0F_c2iWBKSsJdE6X6MyE1Vmz3Set-WB1hhTqXQOuwuErm8IiKETOyjdPcoPmXKE2AA/w540-h640/crystal-temple.png" width="540" /></a></div><br /><p><br /></p><p><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=71767-1#T=S&O={%22iconly%22:0}">Ninja Dojo Temple</a> is another option, assuming your collection isn't already full of Oriental-styled stuff from other Ninjago sets.</p><p><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=43208-1#T=S&O={%22iconly%22:0}">Jasmine and Mulan's Adventure</a> has a lot of nice things, including a minifig-scale tiger that can be used as a mount. However, your ability to use it will depend on whether the people in your playgroup will accept the figures as generic adventurers, or if they will insist on seeing them as a particular Disney character.</p><p>Honorable mention goes to the <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=31132-1#T=S&O={%22iconly%22:0}">Creator Viking Ship</a>. It looks like Lego is getting in the habit of using the Creator line to rerelease beloved old themes that their market research shows would not appeal to modern children enough to make a full product line. First it was pirates, then classic castle, and now this:</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjC3TiccVjOvVUlJ9sPvw1kltVXBffk5Nrel9qz8G476bZiXuXSxAzjE-ItO6vEv2y4CiNpOy7JfwQWS7MpgiXfVKvCNg4IpxUlYt-uW4y854uTT7KONvwRoxkGpqFOUrweLW4mizv2VRLC4hdAFlO9eJxuOljhYkyE51xEhyvd-7cBVPvYDpe1jYCyGw/s800/viking.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="451" data-original-width="800" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjC3TiccVjOvVUlJ9sPvw1kltVXBffk5Nrel9qz8G476bZiXuXSxAzjE-ItO6vEv2y4CiNpOy7JfwQWS7MpgiXfVKvCNg4IpxUlYt-uW4y854uTT7KONvwRoxkGpqFOUrweLW4mizv2VRLC4hdAFlO9eJxuOljhYkyE51xEhyvd-7cBVPvYDpe1jYCyGw/w640-h360/viking.png" width="640" /></a></div><br /><p>It is a great set, but not likely to see much use in the game, unless you want to build the campaign around the PCs sailing around in a longship.</p>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4483790419701776144.post-43075419577662195182022-08-28T11:24:00.001-04:002022-08-28T11:24:38.745-04:00Spelljammer Set Recommendations<p>Spelljammer is back! After years as a niche sub-subculture of D&D, it now has <a href="https://dnd.wizards.com/products/spelljammer" target="_blank">an official release</a>.</p><p>Spelljammer, even more than most settings, really benefits from having models to represent the action, and from having those models move up and down. Having a 3-D space full of floating objects that characters can jump on, shove, and strategically interact with is a great gameplay experience:</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhzruPuV_bEgBxQT9DjmSHi1iibcCFn6eLhd3M3h7RJDOW4tQ4Wtq0cYLUUpSFCVFxsTxCyERhuGAltGe7Z95EbBrtBeTNJdpHICeVpb3i4noVnrgFq7Q1Zei3saLsLK6m9mw1wtRRhfKJd_qFFCCzxBiEWWhVxCeZq7gvqXZcJ8K0CxjLIAsZwkUSyEw" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="974" data-original-width="1299" height="480" src="https://blogger.googleusercontent.com/img/a/AVvXsEhzruPuV_bEgBxQT9DjmSHi1iibcCFn6eLhd3M3h7RJDOW4tQ4Wtq0cYLUUpSFCVFxsTxCyERhuGAltGe7Z95EbBrtBeTNJdpHICeVpb3i4noVnrgFq7Q1Zei3saLsLK6m9mw1wtRRhfKJd_qFFCCzxBiEWWhVxCeZq7gvqXZcJ8K0CxjLIAsZwkUSyEw" width="640" /></a></div><br />That in-game picture was from before I discovered a better system of supporting floating or flying builds. Place technic wheels sideways, put a technic axle or a long rod in the center, and use that to elevate and support creatures, terrain, or small ships or mounts. If you build them right, you can also slide them up and down the axle.<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMSc7jc_z5DcyfBLesB7T-r3ctsDhr5yWVuWfKRh57eJjtRKahuBrvFad8yo0oxWCtU0CP5ZGs3Qz0ooWv3aCHHXOFJygb2SQ5tq7nijkCZqSDKgOTsE0QjUxOLn48vzocbjcXjKzi7ai2lD2sHGWj4SFLfzgnc-ZIo8Mk78T2BWLouKKLvg3xiqPj-Q/s3264/IMG_20200731_071856154.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2448" data-original-width="3264" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMSc7jc_z5DcyfBLesB7T-r3ctsDhr5yWVuWfKRh57eJjtRKahuBrvFad8yo0oxWCtU0CP5ZGs3Qz0ooWv3aCHHXOFJygb2SQ5tq7nijkCZqSDKgOTsE0QjUxOLn48vzocbjcXjKzi7ai2lD2sHGWj4SFLfzgnc-ZIo8Mk78T2BWLouKKLvg3xiqPj-Q/w640-h480/IMG_20200731_071856154.jpg" width="640" /></a></div><br /><div><p>It is rather easy to make a Lego version of one of the official hulls like a Hammerhead or Squid ship, if you focus on the deck plan rather than trying to build a 3-D model. Just slap plates together in the right configuration, and add a few railings. It is also easy to turn a Lego boat hull into something that fits into the setting.</p><p>But sometimes it is most convenient to just buy something and follow instructions. Here's my guide for what sets are great for a Spelljammer game, with no or minimal modifications. Most of them are out of production, so I'm focusing on things that will be relatively cheap on Bricklink. This means no Pirates sets, although I do recommend downloading instructions for things like the <a href="https://www.lego.com/en-us/service/buildinginstructions/70411" target="_blank">2015 Treasure Island </a>and making the terrain using pieces from your collection.</p><p>The most Spelljammer set Lego has ever released is <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=70601-1#T=S&O={%22iconly%22:0}" target="_blank">Sky Shark</a>:</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhL4-y-vt2ueNX2gslAXEMIqTldCzcU8OIse8ul5RyAvQnoGtmNJE6AQej6EZ38GSsVeWJe09Sc4BG5t_hKTH2o5EKWvHbxhLMFM6v00fy5XVPqKoPM2NkV2ZNCDc6y1u8_Lyu9KqDHIOfz8OiH4sgO5-tE8_IcOgAVFSpdL9Z1VZT90UNED7HzLGUuQQ" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="480" data-original-width="640" height="480" src="https://blogger.googleusercontent.com/img/a/AVvXsEhL4-y-vt2ueNX2gslAXEMIqTldCzcU8OIse8ul5RyAvQnoGtmNJE6AQej6EZ38GSsVeWJe09Sc4BG5t_hKTH2o5EKWvHbxhLMFM6v00fy5XVPqKoPM2NkV2ZNCDc6y1u8_Lyu9KqDHIOfz8OiH4sgO5-tE8_IcOgAVFSpdL9Z1VZT90UNED7HzLGUuQQ=w640-h480" width="640" /></a></div><br />The aesthetic of this is perfect. This 'airplane' is absurd under real-world physics (anchors on the tips of the wings?! Big bones as structural elements!?) but it works just fine as a small ship under Spelljammer physics. I recommend taking off the windshield and adjusting the cockpit so it is a deck that several people can stand in.<p>Another great set is <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=70603-1#T=S&O={%22iconly%22:0}" target="_blank">Raid Zeppelin</a>:</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEg15U60qTK86dARa7xJw2TsCtN9j2sFAQVuAkjgtVeYu5wtxfImB627AvpjQEjcF6MQa3yVvfQURkci39uQqwLhL_F3oQ2cWxyW1xj18bATn5Vvm5M02CubLzCw8X8LOJzI-Di2ZJV2DEQpfT0z2oG7oJli2IyoImSG3xWNbVXfwNU589zcr-vNzJvbAw" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="480" data-original-width="640" height="480" src="https://blogger.googleusercontent.com/img/a/AVvXsEg15U60qTK86dARa7xJw2TsCtN9j2sFAQVuAkjgtVeYu5wtxfImB627AvpjQEjcF6MQa3yVvfQURkci39uQqwLhL_F3oQ2cWxyW1xj18bATn5Vvm5M02CubLzCw8X8LOJzI-Di2ZJV2DEQpfT0z2oG7oJli2IyoImSG3xWNbVXfwNU589zcr-vNzJvbAw=w640-h480" width="640" /></a></div>I had seven balloon pieces from a bulk brick lot, so I downloaded the instructions for this one and made a variant.</div><div><br /></div><div>Other sets in the <a href="https://www.bricklink.com/catalogList.asp?catType=S&catString=759.950" target="_blank">Skybound</a> line are also worth checking out. I've made several floating island terrain pieces based on the one in Tiger Widow Island, and they have been useful in a lot of games.</div><div><br /></div><div>Actual Pirates sets are very expensive on the secondary market, but the 2020 <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=31109-1#T=S&O={%22iconly%22:0}" target="_blank">Creator 3-in-1 Pirate Ship</a> is reasonable. If you want a setting that is less fantastical and more historical-looking, the people and elements and builds in this one will be a good foundation for your campaign. I'd actually recommend using it for the secondary builds, and giving the characters a smaller boat, especially at lower levels.</div><div><br /><p></p></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizJtiAzZT7uZJ0b8da4SK_qO8xdOW1cE1YvWEYgKl5qDkfayHT1HLAmvijbMbHPH09US6OUN9V926_Fkb6VP89LX7yvSOnNKmL5_Z0ksyoxCXhUypKn6IZsBMSN8MYbvUbecBtNrT0cUClDsSV6cJJQaRUu6mNpH6qso3qylrjstsvpFuZPewv-X03Yw/s715/pirate%20ship%20alt.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="600" data-original-width="715" height="538" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizJtiAzZT7uZJ0b8da4SK_qO8xdOW1cE1YvWEYgKl5qDkfayHT1HLAmvijbMbHPH09US6OUN9V926_Fkb6VP89LX7yvSOnNKmL5_Z0ksyoxCXhUypKn6IZsBMSN8MYbvUbecBtNrT0cUClDsSV6cJJQaRUu6mNpH6qso3qylrjstsvpFuZPewv-X03Yw/w640-h538/pirate%20ship%20alt.png" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1Jxs_F-uXd4we89sAk_pdcvOXWSb2JhCGDGd79BAWaUEDLk_pSJIM6olHmME97mf8ux9I8327lwQm4rr776C3Pbh28mXz7ieafKIc7qlhcgCFnDuXzSeRohvnQCCs0nVoJ8DTPdK99tiW7PZYnjQ45GU9vFdeYnMrSPJHGyU74_eS39YMAbWwXBHm3Q/s689/pirate%20port.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="600" data-original-width="689" height="558" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1Jxs_F-uXd4we89sAk_pdcvOXWSb2JhCGDGd79BAWaUEDLk_pSJIM6olHmME97mf8ux9I8327lwQm4rr776C3Pbh28mXz7ieafKIc7qlhcgCFnDuXzSeRohvnQCCs0nVoJ8DTPdK99tiW7PZYnjQ45GU9vFdeYnMrSPJHGyU74_eS39YMAbWwXBHm3Q/w640-h558/pirate%20port.png" width="640" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: left;">Moving back into fantasy, we have <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=41184-1#T=S&O={%22iconly%22:0}" target="_blank">Aira's Airship</a> and <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=41073-1#T=S&O={%22iconly%22:0}" target="_blank">Naida's Ship</a>. I really like their aesthetic of elegant magitech:</div><div class="separator" style="clear: both; text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5Rff2l3i_5i6oCHHi5vixL8LfKyWfFl7YSX3QEtqX3WZqBGO_onNE2p6yW0sHDF3QnornHSOfcS_rt5Wzn4PdjmVSZJJ3bmeUyFxTF9QBBuivAAAY-w2WnxNGTANoywiq9BIjOpi6Ke5yO5vTQITH1cy5vIICr-Hn4_8-PNgF12Ipa6IY3RfXM6WPyQ/s800/41184-1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="416" data-original-width="800" height="333" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5Rff2l3i_5i6oCHHi5vixL8LfKyWfFl7YSX3QEtqX3WZqBGO_onNE2p6yW0sHDF3QnornHSOfcS_rt5Wzn4PdjmVSZJJ3bmeUyFxTF9QBBuivAAAY-w2WnxNGTANoywiq9BIjOpi6Ke5yO5vTQITH1cy5vIICr-Hn4_8-PNgF12Ipa6IY3RfXM6WPyQ/w640-h333/41184-1.png" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwROpGosRGO6EmhmeMeL5FQGDwvaCuTovpkoORDFtD9ba5U5V33iXnCMUM3zXHTCb8fKWGoDs_5XaxmO6cmdYSQAaGooVm6l6eurSOmXJCoi09cj2ysyxEot7AItK47cQVBVortpdYBiNFCGWZ7T48oi-4vUUPU_QWUPZeuaWIfSml7CP1_pPwzLlOCg/s476/41073-1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="476" data-original-width="449" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwROpGosRGO6EmhmeMeL5FQGDwvaCuTovpkoORDFtD9ba5U5V33iXnCMUM3zXHTCb8fKWGoDs_5XaxmO6cmdYSQAaGooVm6l6eurSOmXJCoi09cj2ysyxEot7AItK47cQVBVortpdYBiNFCGWZ7T48oi-4vUUPU_QWUPZeuaWIfSml7CP1_pPwzLlOCg/w605-h640/41073-1.png" width="605" /></a></div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">It may or may not feel like Spelljammer to you, but <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=71748-1#T=S&O={%22iconly%22:0}" target="_blank">Catamaran Sea Battle</a> is surprisingly cheap on Bricklink. Most official Spelljammer art does not have anything Polynesian-looking, but to me it feels like it should belong in the setting.</div><div class="separator" style="clear: both; text-align: left;"><br /></div>Every space adventure needs some space monsters, and this thing from the <a href="https://www.bricklink.com/catalogList.asp?catType=S&catString=34.791" target="_blank">Galaxy Squad</a> sets has led to many good encounters. It is always good to have Lego monsters that can hold a mini in their mouth, and then swallow that mini. Just take the controls out of the cockpit and make a couple cosmetic changes to make it look more like a bug and less like a machine:</div><div class="separator" style="clear: both; text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5U5tA-05qjh_ixDhYOHCK40giQCOiD5ATM3B-IWdcgJM-Xf_u6hnN7UHqg_QMKGG5uO3EHDbvv54mRBginyNU-HdLWKM4E6Uderdv0rHXf93sLALzRN3Qjw1qLPAkcbtzqarqS9aykW1BHJJyLQXsS2xpItaBnXtLh-e950tDrbDPPH2j91c8Uurmsg/s800/bug.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="581" data-original-width="800" height="290" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5U5tA-05qjh_ixDhYOHCK40giQCOiD5ATM3B-IWdcgJM-Xf_u6hnN7UHqg_QMKGG5uO3EHDbvv54mRBginyNU-HdLWKM4E6Uderdv0rHXf93sLALzRN3Qjw1qLPAkcbtzqarqS9aykW1BHJJyLQXsS2xpItaBnXtLh-e950tDrbDPPH2j91c8Uurmsg/w400-h290/bug.png" width="400" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: left;">Similarly, the <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=4796-1#T=S&O={%22iconly%22:0}" target="_blank">Ogel Mutant Squid</a> set from the old Alpha Team gives a great monster, and also a great villain mini.</div></div>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4483790419701776144.post-5628851093325150372022-06-03T16:15:00.003-04:002022-06-11T14:36:12.645-04:00Set Recommendations: Summer 2022<p>As always, I am suggesting new sets that are a good value for interesting minis and <a href="http://www.legogm.com/2017/09/dungeon-dressing.html" target="_blank">terrain pieces</a>. In general, this means cheap sets for little kids, which are designed to be played with, rather than expensive sets for adult collectors, which are designed to look good sitting on a shelf. And I am focusing on getting a diversity of pieces, so you can have something appropriate to represent a variety of situations and environments.</p><p>In the last post, I missed a lot of things that came out in June 2021. They should still be available in normal stores, so I'll be including them here.</p><p>The top recommendation this year is the $40 <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=71764-1" target="_blank">Ninja Training Center:</a></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLVNtLZpuvUJYs_CaprK3b3WX6iDG978nQGuHHHCcyRoJBLPk_FC_ZIIGvje92Nv5r_fFj2WgALWbHuTkboyMmUSE2M3X15TVVG_MGQLwlvfuHGsjvdRoNzEFnS8ndr2PDv4z6_MOjPZHL0eLsjD7zG5xNxFU-rfcQaoHCncWtYUVOHtKx15TJU-NIfA/s2400/71764-1.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1072" data-original-width="2400" height="286" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLVNtLZpuvUJYs_CaprK3b3WX6iDG978nQGuHHHCcyRoJBLPk_FC_ZIIGvje92Nv5r_fFj2WgALWbHuTkboyMmUSE2M3X15TVVG_MGQLwlvfuHGsjvdRoNzEFnS8ndr2PDv4z6_MOjPZHL0eLsjD7zG5xNxFU-rfcQaoHCncWtYUVOHtKx15TJU-NIfA/w640-h286/71764-1.jpg" width="640" /></a></div><br /><p>The design of this is exactly what you want for your games: small terrain pieces that can be put on a grid in a variety of configurations, and used in any combination, to set a variety of scenes. The minis and elements are also useful in many situations (just leave the ninja hoods off and they will start to look like a generic adventurer). You may or may not use the spinning thing in a game, but that clear piece would make a good air elemental if you put it on a baseplate.</p><p>Other Ninjago sets are also a good choice. For the last 10 years or so, the Ninjago theme has been reliably delivering sets that are good to use in a game. There's usually something a little better, like Elves or Hidden Side, but if someone wants to get you a present, just tell them, "Get me a Ninjago set that isn't a car or airplane" and you will probably get something that works. This year, the standouts are the <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=71757-1#T=S&O={%22iconly%22:0}" target="_blank">$10 mechs</a>, the <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=71760-1#T=S&O={%22iconly%22:0}" target="_blank">$20 blue dragon</a>, and <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=71749-1#T=S&O={%22iconly%22:0}" target="_blank">Final Flight of Destiny's Bounty</a>. There is also a nice-looking line coming out in August, which I will discuss in a future post.</p><p>The $10 and $20 Eternals sets, <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=76145-1#T=S&O={%22iconly%22:0}" target="_blank">Aerial Assault</a> and <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=76154-1#T=S&O={%22iconly%22:0}" target="_blank">Deviant Ambush</a>, have a good mix of interesting characters and brick-built monsters:</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbvJ-4jwBr4l0ZmhrOGDBJ2ebQvsc8ywdhQnI334LS7Le0bSONtrOyH1nLK1ct4h6NOBzSwAzAG_4dMLg8iVqLNU8ExPdx82nMg1r2V90JnudYNf-9DI1Cw8p2MMOEpDN70DadsaYpWWi-VnvhywVDwkG5nJeJc_lRApC0mCTPPU0HHWp-WX3M-P3npw/s608/aerial.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="480" data-original-width="608" height="316" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbvJ-4jwBr4l0ZmhrOGDBJ2ebQvsc8ywdhQnI334LS7Le0bSONtrOyH1nLK1ct4h6NOBzSwAzAG_4dMLg8iVqLNU8ExPdx82nMg1r2V90JnudYNf-9DI1Cw8p2MMOEpDN70DadsaYpWWi-VnvhywVDwkG5nJeJc_lRApC0mCTPPU0HHWp-WX3M-P3npw/w400-h316/aerial.png" width="400" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><p>Similarly, <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=76207-1#T=S&O={%22iconly%22:0}" target="_blank">Attack on New Asgard</a> gives you three minis, an always-useful zombie and two with armor that would fit well in a fantasy RPG world, as well as a plant monster that you will probably find yourself reusing a lot, with some modifications.</p><div>As usual, there is a good 3-in-1 rustic structure, the $30 <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=31116-1#T=S&O={%22iconly%22:0}" target="_blank">Safari Wildlife Tree House</a>:</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4YVG4YyC6YJGTtxLKlcAvo5MMuCgO07MwyA9mDck8S50SAnWhMmVBJx6_Wt7jn1TZjXxpD5tzX4XxmMEsRlhqlxasfvO1ASzqxSi9VaQBwkroc-H7_aQR3f9s9I0sjRFIWgRLB-rGR23AxklkL-RG8vUPx4BfH-NYRZmzBwpBRM4wRpipwRbUECTuSg/s667/tree%20house.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="600" data-original-width="667" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4YVG4YyC6YJGTtxLKlcAvo5MMuCgO07MwyA9mDck8S50SAnWhMmVBJx6_Wt7jn1TZjXxpD5tzX4XxmMEsRlhqlxasfvO1ASzqxSi9VaQBwkroc-H7_aQR3f9s9I0sjRFIWgRLB-rGR23AxklkL-RG8vUPx4BfH-NYRZmzBwpBRM4wRpipwRbUECTuSg/w400-h360/tree%20house.png" width="400" /></a></div><p>It can be used as is, or rebuilt into something like a guard tower with different aesthetics. There are a lot of situations where you want a structure up in a tree, and never underestimate how much more fun the game is with 3-D playable terrain. The minis are useful as civilians or unarmored adventurers, and having good brick-built animals that can be used as a mount is always a bonus. Just take that slope piece off the giraffe's back, and sit an enemy with a ranged weapon on it for an interesting combat encounter.</p><p>Another good value is the <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=30416-1#T=S&O={%22iconly%22:0}" target="_blank">Market Stall polybag</a>:</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1njnKZEkLCpQENk_EOXnNI4nfRyoe6H8ZfSNo8tYuWc3kmnEIec4J98ig4fyTkvNagV1Vk7gBx_E2Jx7m-osBmQF8YDa75TNkmrpfSpklCRevqvWoGmUQ9gXGR2difJh_mu9FaOd4qlP1v_46DJL6yJqwIbhSZAJSIPGdE9c4kSRwmRFT_GoIFaOxwA/s787/market%20stall.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="483" data-original-width="787" height="196" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1njnKZEkLCpQENk_EOXnNI4nfRyoe6H8ZfSNo8tYuWc3kmnEIec4J98ig4fyTkvNagV1Vk7gBx_E2Jx7m-osBmQF8YDa75TNkmrpfSpklCRevqvWoGmUQ9gXGR2difJh_mu9FaOd4qlP1v_46DJL6yJqwIbhSZAJSIPGdE9c4kSRwmRFT_GoIFaOxwA/s320/market%20stall.png" width="320" /></a></div><p>For only $1 more than a collectible mini, you get two people, a shelf of potions, a crate of fruit, and some other good elements. <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=30392-1#T=S&O={%22iconly%22:0}" target="_blank">Hermione's Study Desk</a> is also a good mix of a mini, terrain pieces, and useful elements.</p><p>In general, I encourage people to get the $5 polybags rather than collectible minis, because they often have little terrain pieces that are easy to store and transport, and work well to set a scene. This year's <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=30454-1#T=S&O={%22iconly%22:0}" target="_blank">Shang-Chi and The Great Protector</a> polybag has a useful minifig-scaled creature instead of terrain. Many Lego creatures are much too large, and it is always nice to get something that would fit in four squares on a 1-inch grid.</p><p>Friends sets can be a good source for rustic or medieval-looking village terrain, and I find that their aesthetic is a good way to balance out the Ningajo and superhero sets to make a more balanced game world. <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=41683-1#T=S&O={%22iconly%22:0}" target="_blank">Forest Horseback Riding Center</a> could be turned from a single large structure into a medieval village set with a little re-engineering, and the <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=41688-1#T=S&O={%22iconly%22:0}" target="_blank">Magical Caravan</a> can round it out into a magical fairyland village. Similarly, <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=43202-1#T=S&O={%22iconly%22:0}" target="_blank">The Madrigal House</a> gives you a good village house with a terracotta roof style, which is very useful if you want something with a Roman or Mediterranean feel that has historically been very underrepresented in Lego builds.</p><p>I wouldn't pay full price for it, but the <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=43114-1#T=S&O={%22iconly%22:0}" target="_blank">Punk Pirate Ship</a> has some nice minis and elements with an interesting magical ship, and I'm guessing it will go on clearance pretty soon, so you might be able to get it cheaply.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1doDm7xmXB-9DO31JWt3urRHHknFhndzsuprPDQfQLvk09YCLVKUrSfi6VJ1VaVoEiA_ZNDzwg4mJE-EvQBIMyRjeL5Ku_RZfkvuvN_aYBFee_XuqC1pTAENOv3Xcpu9GB9aCurcyWBNYQQUZwZzYXfUzSuEV1f3Z_87NzYukHxoxM9a5byOHtGqiog/s800/punk%20pirate.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="550" data-original-width="800" height="440" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1doDm7xmXB-9DO31JWt3urRHHknFhndzsuprPDQfQLvk09YCLVKUrSfi6VJ1VaVoEiA_ZNDzwg4mJE-EvQBIMyRjeL5Ku_RZfkvuvN_aYBFee_XuqC1pTAENOv3Xcpu9GB9aCurcyWBNYQQUZwZzYXfUzSuEV1f3Z_87NzYukHxoxM9a5byOHtGqiog/w640-h440/punk%20pirate.png" width="640" /></a></div><p><br /></p>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4483790419701776144.post-71748056736099627812022-03-12T12:57:00.007-05:002024-02-04T07:27:35.418-05:00Letter of Marque<p>One of the best things that I did in my longest-running campaign was to have the party sign a Letter of Marque in the first session, the one where their patron was giving them their overarching mission. In real-world history, a <a href="https://en.wikipedia.org/wiki/Letter_of_marque" target="_blank">Letter of Marque</a> gave the captain of a sailing ship the legal right to raid enemy shipping and not be considered a pirate. For the D&D world, I modified the concept to give a land-based adventuring party the legal right to act like a D&D party (i.e. killing monsters and bad guys and taking their stuff) without being considered bandits.</p><p>I came with a printed copy, and had one of the players read it out loud. Then they discussed it, passed it around, and signed it in character. I thought that it would be a random fun thing to do to get in character, and it was, but in hindsight it also did several very useful things for the campaign:</p><p>1) It set the tone that I wanted. It said, very clearly, that this was not going to be a murderhobo campaign. Even before they started reading it, having the letter established that international law existed, that people cared about it, and that their behavior would be noticed and have consequences.</p><p>2) It established the party as a legal entity, and bound the characters to each other. By giving the characters special rights as long as they remained a unit, it game them a strong in-character reason to resolve conflicts and act as a group. This allowed me to run a sandbox-style game without any manufactured emergencies to keep people together, even though there were some strong and interesting in-character personality differences that might have otherwise pushed the party apart.</p><p>3) It did a lot of worldbuilding in a fun and efficient way. Without me reading 'boxed text' or otherwise doing a boring data dump, it established that the game world would have the feel and institutions of the Early Modern Era. It showed that their patron was sophisticated and bureaucratic. And the text of the letter allowed me to throw in a lot of fun details and plot hooks. </p><p>Here is the full text of the letter, in approximately the font and format I used. (I had to convert from Word fonts, which have several options that look more old-fashioned and appropriate, to web fonts.) It took two printed pages, with room on the second page for the signatures. Feel free to copy, and adjust for your games.</p><p><br /></p><p></p><p align="center" class="MsoNormal" style="text-align: center;"><span style="line-height: 115%;"><span style="font-family: Berkshire Swash; font-size: x-large;">Letter of
Marque and Reprisal</span></span></p><p align="center" class="MsoNormal" style="text-align: center;"><span style="line-height: 115%;"><span style="font-family: Pacifico; font-size: x-large;"><br /></span></span></p>
<p class="MsoNormal"><span style="font-family: "Dancing Script"; font-size: medium; line-height: 115%;">I,<span style="mso-spacerun: yes;"> </span></span><span style="line-height: 115%;"><span style="font-family: Great Vibes; font-size: x-large;">Alba
Morus</span><span style="font-family: Dancing Script; font-size: large;"><o:p></o:p></span></span></p>
<p class="MsoNormal"><span style="font-family: Dancing Script; font-size: medium;"><span style="line-height: 115%;">,</span><span style="line-height: 115%;"> Duke of Westguard</span><span style="line-height: 115%;">, </span><span style="line-height: 115%;">Paladin
of Erathis, Consort of Cerrador, Vice Admiral of the Imperial Elven Navy,<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-indent: 0.5in;"><span style="font-family: Dancing Script; font-size: medium; line-height: 115%;">declare to all who shall see
this Document that I have Commissioned the undersigned Adventurers to Pursue,
Engage, and Dispatch any Enemy of the Holy Corellon Federation, and any entity
declared by international law to be ‘Hostis Sapiens Generis’, including but not
limited to Monsters, Extraplanar Invaders, Undead, Constructs, Pirates,
Slavers, Dangerous Cultists, and Criminals declared Outlaw or assigned a bounty
by Due Process of Law, and to Seize their Possessions for whatever purposes the
Adventurers see fit;<o:p></o:p></span></p>
<p class="MsoNormal" style="text-indent: 0.5in;"><span style="font-family: Dancing Script; font-size: medium; line-height: 115%;">with the Exception that any
Artifacts, Relics, or other items of National Security or Religious
Significance to the Holy Corellon Federation or any of its Treaty Allies be
returned to Westguard for Just Compensation;<o:p></o:p></span></p>
<p class="MsoNormal" style="text-indent: 0.5in;"><span style="font-family: Dancing Script; font-size: medium; line-height: 115%;">the Proviso that no Intelligent
Creature, or organization of such creatures, shall be considered an Enemy of
the Federation until after such creature or organization has clearly
demonstrated by its actions or words that it is a Threat to Civilization and
will, if unchecked, engage in Conquest, Slavery, or Slaughter;<o:p></o:p></span></p>
<p class="MsoNormal" style="text-indent: 0.5in;"><span style="font-family: Dancing Script; font-size: medium; line-height: 115%;">the Instruction that in the
case of any Dispute with an Intelligent Creature, or organization of such
creatures, all Reasonable Attempts shall be made to Parley with said creature
or organization with the goal of securing a Negotiated Peace;<o:p></o:p></span></p>
<p class="MsoNormal" style="text-indent: 0.5in;"><span style="font-family: Dancing Script; font-size: medium; line-height: 115%; mso-bidi-font-family: Calibri; mso-bidi-theme-font: minor-latin;">the Strict Command that under no circumstances
shall the Adventurers initiate any hostilities against, or take any property from,
any Organization or Entity that has signed a peace treaty with Westguard or
the Holy Corellon Federation, including but not limited to The Cryptarchy, The Eternal Flame, The Gray Ridge League of Armed Neutrality, the Commonwealth of Dwarves, the Dwarven People's Commonwealth, Moradin's Commonwealth, the Commonwealth of Dwarven Free Traders, all members of the Grümpf Belt Trading Alliance, Iradin
University, the Free Clerics of Kord, the Mica Dome Guardians, the metallic dragons Aurelius Constantine Augustus XIV,
Cerrador, Farseeker, and Zqyzxmzk, the Children of the Seventh Star, the
Antimony Order, Saverin the Sage, and Egghead the Troll;<o:p></o:p></span></p>
<p class="MsoNormal" style="text-indent: 0.5in;"><span style="font-family: Dancing Script; font-size: medium;"><span style="line-height: 115%;">the further Command that in the
event of a Dispute with such parties, the discovery of a new Dispute between
such parties that threatens the Peace of the Region, or the discovery of
Intelligence that indicates such parties have taken actions hostile to the </span><span style="line-height: 115%; mso-bidi-font-family: Calibri; mso-bidi-theme-font: minor-latin;">Holy Corellon
Federation</span><span style="line-height: 115%;"> or other Civilized People, the Adventurers shall peacefully
Exit the Situation and contact Westguard immediately;<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-indent: 0.5in;"><span style="font-family: Dancing Script; font-size: medium; line-height: 115%;">the Proviso that any Crime
committed by the members of an Organization, solely against other members of
that same Organization, shall be considered an Internal Affair where the
Adventurers have no Jurisdiction, except where their assistance is requested by
the lawful representatives of the Organization;<o:p></o:p></span></p>
<p class="MsoNormal" style="text-indent: 0.5in;"><span style="font-family: Dancing Script; font-size: medium; line-height: 115%;">and the Understanding that this
Document confers no Military or Law Enforcement rights or rank within any
territory occupied by any member of the Federation, and in those lands the
Adventurers will be considered Ordinary Citizens subject to all rules and laws
of the local State, with the exceptions that their income and possessions not
be subject to tax and that they be allowed to possess and carry Military-Grade
Armaments and ignore all Sumptuary Laws.<o:p></o:p></span></p>
<p class="MsoNormal" style="text-indent: 0.5in;"><span style="font-family: "Brush Script MT"; font-size: 16pt; line-height: 115%;">_____________<span style="mso-tab-count: 1;"> </span><o:p></o:p></span></p><p class="MsoNormal" style="text-indent: 0.5in;"><span style="font-family: "Brush Script MT"; font-size: 16pt; line-height: 115%;">_____________<span style="mso-tab-count: 1;"> </span></span></p><p class="MsoNormal" style="text-indent: 0.5in;"><span style="font-family: "Brush Script MT"; font-size: 16pt; line-height: 115%;">_____________<span style="mso-tab-count: 1;"> </span></span></p><p class="MsoNormal" style="text-indent: 0.5in;"><span style="font-family: "Brush Script MT"; font-size: 16pt; line-height: 115%;">_____________<span style="mso-tab-count: 1;"> </span></span></p><p class="MsoNormal" style="text-indent: 0.5in;"><span style="font-family: "Brush Script MT"; font-size: 16pt; line-height: 115%;"><span style="mso-tab-count: 1;">_____________<span style="mso-tab-count: 1;"> </span></span></span></p>
<p class="MsoNormal" style="text-indent: 0.5in;"><br /></p><p></p>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4483790419701776144.post-57581997527828393322022-03-03T14:11:00.002-05:002023-05-07T15:18:08.936-04:00Money in D&D 5e<p><b>The Basics</b></p><div dir="auto"><div>A lot of people don't have a good feel for what money means in the game, so here's a simple rule of thumb: One copper piece is a dollar, one silver piece is $10, and one gold piece is $100. A (2-pound) bag of 100 gold pieces, the kind of reward the party expects for their very first Level-1 mission, is the equivalent of a strap of $100 bills, i.e. $10,000. (For non-Americans, just say that a copper piece is whatever round number in your currency is close to a dollar, for example €1.)</div><div><br /></div><div>This exchange rate is based on lifestyle costs. It is hard to compare purchasing power across very different economies, but it is easier to compare social class. The lifestyle costs and definitions on PHB pg 157-158 are the best guide to what money means in the world (I am rounding a year to 350 days to make the math easier.):</div><div><div dir="auto"><div><br /></div><div>A Comfortable lifestyle is explicitly middle-class. It is about 700 gp a year. In developed countries in the modern world, roughly $70k a year is considered comfortably middle-class.</div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgaXnHi_cyQLtY-dy6nEUJXuXWzU3E31OzTkwKdeABmioZrdyFiewQg8BZrGzL2OhjVYCcgLmdu4RnOEHrb4bX5LJ_UEvS-J-aaj3oYD1LgjDvsZ1TtKdFUSUCjJ7JHYjS-7Ixx6qTS7s7lqqZMZXuEcv8YZq-HZvqy6vzoFoNbMjMuvhoR113ecqDglA=s3264" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2448" data-original-width="3264" height="480" src="https://blogger.googleusercontent.com/img/a/AVvXsEgaXnHi_cyQLtY-dy6nEUJXuXWzU3E31OzTkwKdeABmioZrdyFiewQg8BZrGzL2OhjVYCcgLmdu4RnOEHrb4bX5LJ_UEvS-J-aaj3oYD1LgjDvsZ1TtKdFUSUCjJ7JHYjS-7Ixx6qTS7s7lqqZMZXuEcv8YZq-HZvqy6vzoFoNbMjMuvhoR113ecqDglA=w640-h480" width="640" /></a></div></div><div><br /></div><div>A Modest lifestyle (350 gp a year) is the equivalent of lower middle class, or working class. This is about $35k a year.<br /></div><div>A Poor lifestyle is about 70 gp a year. $7k is well below the poverty line in developed countries, and people with that income will have lives roughly as described in the book.</div><div><br /></div></div><div><b>Why I Base the Exchange Rate on Lifestyle Costs</b></div><div>First, it is easy. The book tells us how much the annual expenses are for a middle-class lifestyle, and we can map that onto the modern middle class in a way that gives us nice round numbers. 700 gold pieces is a year's salary for a middle-class person in the D&D world, so its emotional meaning will be similar to $70,000 for most of the players. Their characters should react to a treasure chest with 5,000 gold pieces the same way they would react to a briefcase with half a million dollars in cash. They are seeing absurd wealth: a thing of wild tales, epic stories, and/or sketchy characters doing questionable things.</div><div><b><br /></b></div><div>Any approach based on historical comparisons, relative prices of items, and/or relative values of coinage would be a mistake, for several reasons.</div><div><br /></div><div><div dir="auto"><b>A Very Different World</b></div><div dir="auto"><div>Some people instinctively approach the game like a historian. This is a mistake. You should approach it like a science fiction fan. The world is not like some time in the past, it is a wild alternate universe.</div><div><br /></div><div>As I have said before, the game is <a href="http://www.legogm.com/2018/02/medieval-fantasy-is-impossible.html" target="_blank">not Medieval fantasy, and it cannot be</a>. It is its own world. This is a world with magic and teleportation and airships and golems and spirits and other magical servants that can provide cheap manual labor. These things give civilizations that have mastered them economic and production capabilities that equal or exceed some of the things we have in modern society. </div></div><div dir="auto"><br /></div><div dir="auto"><div>Given this, it would be silly to complain when there is some important difference between the rulebooks and the situation of some historical society, and then try to change the rules of the game to match (your perception of) history. My approach to the game is to assume that the rules as written are an accurate description of the world the characters exist in, and then try to imagine what the world would be like to produce the situation described in the rulebook, and what kind of society would emerge from those rules.</div><div><br /></div><div>For example, consider that one of the most important facts about any civilization is the percentage of the population that is required to produce its food. Before the 1800s, over 90% of the population worked in agriculture almost everywhere in the world. With the agricultural and industrial revolutions, that number came down. In the D&D world, according to the <a href="http://dnd5e.wikidot.com/this-is-your-life#toc64" target="_blank">table of occupations</a>, 16% of the population works to provide food. In the USA, the <a href="https://cdn2.vox-cdn.com/assets/4565243/Ag_workforce.png" target="_blank">percentage of workers in agriculture</a> did not drop to 16% until about 1950. So on a variety of economic and social metrics, we should expect this world to be more like 1950 than pre-modern times.</div><div><br /></div><div>For another example, the 1:10:100:1000 exchange rate of platinum, gold, silver, and copper is completely unlike anything that has ever existed on our planet. Money never works like that; as soon as anyone finds any new mine (or ancient treasure hoard) the relative prices will change. It would take a massive intervention from an extremely competent and wealthy government to fix the exchange rate in the face of those fluctuations. So I solve the problem by changing the physics of the world (copied from my <a href="http://www.legogm.com/2018/12/spelljammer.html#physics" target="_blank">Spelljammer Physics appendix</a>, although I use this in all games):</div><div><br /></div><div>Elemental transmutation is easy and common. One of the most basic alchemical processes is the transmutation of the specie metals (copper, silver, gold, and platinum) into an amount of a different metal with the same gp value. The 10:1 exchange ratio between adjacent metals is a basic fact of physics. For example, during a short rest, anyone with alchemist's supplies can turn 100 pounds of copper (5000 copper pieces) into 10 pounds of silver and 90 pounds of sand by passing a DC 10 check. Refining it into one pound of gold is a DC 15 check, and going straight to 0.1 pounds of platinum is a DC 20 check. Similarly, if they need 100 pounds of copper for some kind of engineering project, they can make it with 50 gold pieces and 99 pounds of sand or rocks.</div><div dir="auto"><br /></div></div><div dir="auto"><b>Very Different Prices</b></div><div dir="auto">The relative costs of specific items are highly variable. A lot of things that are cheap in our world are expensive or unattainable in the D&D world, and a lot of things that are cheap in the D&D world are expensive or unattainable in our world. Trying to use item costs as the basis of the exchange rate could distort things a lot, based on what was chosen.</div><div dir="auto"><br /></div><div dir="auto">A good handaxe costs 5 gold in the D&D world and $50 in our world. A lot of other weapons and manufactured items have similar relative costs. So using that as a basis of comparison, you would say that 1 gold is $10. With trade goods like silk and cinnamon as the basis of exchange, 1 gold is more like $5.</div><div dir="auto"><div><div dir="auto"><br /></div></div><div dir="auto">However, if you are in a city or town, it costs 10-50 gold for a level one or two spell (PHB 159). Cure Wounds is explicitly mentioned as a common spell that is easy to hire. So as little as 10 gold buys you the equivalent of a trip to the ER for trauma surgery. Lesser Restoration and Cure Disease are level two spells, and I would rule that they are common ones. This means for at most 50 gold, you can be cured of blindness, deafness, paralysis, poison, or any disease. If you used this as the basis of the exchange rate, and compared those prices to modern medical bills, you might conclude that one gold was the equivalent of several thousand dollars.</div><div dir="auto"><br /></div><div dir="auto">Given these differences, the best way to sort this out is to use the lifestyles as the base. Then think about how the characters face very different prices than we do. An axe costs the equivalent of $500: 10 times as much as it costs us. Medical care costs them a tenth as much, or even less. They pay the equivalent of a few thousand dollars for curing almost any traumatic injury, disease, or medical condition in less than a minute including the diagnosis.</div><div dir="auto"><br /></div></div></div><div><b>Very Different Value of Specie</b></div><div dir="auto"><div dir="auto"><div dir="auto">Many people have pointed out the value of coinage in the D&D rules is not accurate for any historical society. Gold is much cheaper in real terms (i.e. a pound of it buys much less) than in any society, past or present.</div><div dir="auto"><br /></div><div>For example, in Roman times, a <a data-saferedirecturl="https://www.google.com/url?q=https://en.wikipedia.org/wiki/Economics_of_the_Roman_army&source=gmail&ust=1644536414939000&usg=AOvVaw3vaMhyn8duQXRO6nc-xSeV" href="https://en.wikipedia.org/wiki/Economics_of_the_Roman_army" target="_blank">war horse cost an eighth of a pound of gold</a>. In Medieval England, a <a data-saferedirecturl="https://www.google.com/url?q=http://medieval.ucdavis.edu/120D/Money.html&source=gmail&ust=1644536414939000&usg=AOvVaw0aG_lG96ruw2z7AlHD8GZI" href="http://medieval.ucdavis.edu/120D/Money.html" target="_blank">knight's horse cost £5-10</a>, and three <a data-saferedirecturl="https://www.google.com/url?q=https://en.wikipedia.org/wiki/Noble_(English_coin)&source=gmail&ust=1644536414939000&usg=AOvVaw1BQfdC551n2ogwSIBDipyf" href="https://en.wikipedia.org/wiki/Noble_(English_coin)" target="_blank">nine-gram gold coins</a> were worth 1£, so you would pay at most 30 gold pieces, or about half a pound of gold, for a warhorse. In the American West in the 1800s, gold cost about <a data-saferedirecturl="https://www.google.com/url?q=https://nma.org/wp-content/uploads/2016/09/historic_gold_prices_1833_pres.pdf&source=gmail&ust=1644536414939000&usg=AOvVaw1fgBAgPCsChrTdSsOGLQqs" href="https://nma.org/wp-content/uploads/2016/09/historic_gold_prices_1833_pres.pdf" target="_blank">$19 an ounce</a> and a <a data-saferedirecturl="https://www.google.com/url?q=https://www.washington.edu/uwired/outreach/cspn/Website/Classroom%2520Materials/Curriculum%2520Packets/Homesteading/Documents/Price%2520of%2520Goods.html&source=gmail&ust=1644536414939000&usg=AOvVaw1xOYRZTjBYwPEfyQg3pwNB" href="https://www.washington.edu/uwired/outreach/cspn/Website/Classroom%20Materials/Curriculum%20Packets/Homesteading/Documents/Price%20of%20Goods.html" target="_blank">good horse cost about $200</a>, so it would take about 10 ounces (5/8ths of a pound) of gold to buy a good horse. But in the game books, it costs an entire pound of gold to buy a draft horse and 8 pounds of gold (400 gp) to buy a warhorse.</div><div><br /></div><div>And it isn't that warhorses are unusually expensive in the rules. They have about the correct price, relative to things like armor and living expenses. It is just that a piece of gold in the game buys much less than in history. (Which means that a giant pile of dragon gold is a less absurd amount of wealth than it would be in our world.)</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjnEBlPmzlqJ7v7xNB0yquWQXfl3qDv_qyuq7A_yg4QPUSasFTnRmZoxpPBGjKr9b0fNIien4NZY4QSG5T3etaF2QADVkDbRMNmI7MCgjFsImK-YB9ZRkqiWm2xdQvCo44S9sJQmrTpbbxfOZeT75jXkthYTYKljGPm1sDrAUOdZwYnrytYexXNz3X8Ag=s1632" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1224" data-original-width="1632" height="480" src="https://blogger.googleusercontent.com/img/a/AVvXsEjnEBlPmzlqJ7v7xNB0yquWQXfl3qDv_qyuq7A_yg4QPUSasFTnRmZoxpPBGjKr9b0fNIien4NZY4QSG5T3etaF2QADVkDbRMNmI7MCgjFsImK-YB9ZRkqiWm2xdQvCo44S9sJQmrTpbbxfOZeT75jXkthYTYKljGPm1sDrAUOdZwYnrytYexXNz3X8Ag=w640-h480" width="640" /></a></div><br /><div dir="auto"><div dir="auto">An interesting side note is that the earliest D&D books explained the low value of gold by saying the listed prices were the result of an inflation after the adventurers hauled a lot of loot out of a dungeon. I don't know if this was actually planned beforehand, or just a retcon in response to criticism, but it shows that people have been thinking about this for a long time.</div><div dir="auto"><br /></div><div dir="auto">The low value of gold lets the players find and carry around a lot of it, and it means that gold jewelry and decorations will be relatively cheap. This can be fun, but it means that gold isn't actually that useful as money, especially at higher levels. It just isn't a dense enough store of wealth. You would need to carry around hundreds of pounds of it for a serious transaction.</div><div dir="auto"><br /></div><div dir="auto"><b>Suggested Worldbuilding: High Value Transactions</b></div></div><div dir="auto">In my games, the standard currency for large transactions is either a 1 lb. platinum ingot or an uncommon magic item (each worth 500 gp). Either of these is called an Item, and this is the standard unit of bargaining and contracting among anyone with actual money. Beyond the lowest levels, if a government or other rich patron is paying the party to do something, they will pay in one or more Items. </div><div dir="auto"><br /></div><div dir="auto"><div dir="auto">In centers of civilization, stamped platinum ingots from a trusted mint are often used, but on border and frontier lands, magic items are the norm. Unlike metal ingots, they cannot be shaved or counterfeited or debased. Unlike gems, they have a single known value, with no difficulty in appraisal. They are a known indivisible quantity, and anyone can verify that they are pure and functional. </div><div dir="auto"><br /></div><div dir="auto">In other words, uncommon magic items are actually money: They are a unit of account, a store of value, and a medium of exchange. They fill these roles much better than any other kind of specie or trade good. They fact that you can wear them and they do useful things is a bonus.</div><div dir="auto"><br /></div><div dir="auto">Most governments have a formula for one or more uncommon magic items that can be produced using materials they have access to, and a set of staff and workshops devoted to producing these items. These items are often a primary source of government revenue, power, and influence. If the party takes a quest from a government, or from someone in its capitol city (the one with the magic item mint), they are probably going to get paid in the item it produces. Sometimes the item will be desirable, and sometimes not (The king thanks you profusely and gives you a padded adamantium briefcase with ten <i>Eversmoking Bottles.</i>), but either way it should lead to a fun story.</div><div dir="auto"><br /></div><div dir="auto">The reward item will almost always be known to the party before taking the quest. Roll on Table F (DMG pg 146), but replace anything that weighs more than a couple pounds or has a class requirement with a d20+80 roll on Table B (rerolling consumables or armor). When doing worldbuilding, it might be useful to roll ahead of time for what item or items the various governments mint, and think about how that would affect their societies.</div><div dir="auto"><br /></div><div dir="auto">The further away you get from the mints, the more varied the mixture of items will be. Roll separately for each item, using the heuristic above.</div><div dir="auto"><br /></div><div dir="auto">When doing this, the party will reliably end up with a lot of uncommon items, many of them useful. In order to maintain balance, hand out fewer treasure hoards. My games usually revolve around patrons hiring the party for specific jobs, rather than delving through dungeons for loot, so finding big lootable piles of treasure is quite rare, rather than something that happens several times a level.</div><div dir="auto"><br /></div></div></div></div></div></div></div>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4483790419701776144.post-5340131704605785512022-01-27T14:00:00.001-05:002022-01-27T14:00:45.228-05:00Temptation and Willpower<p>Here is a simple way to add temptation and willpower to a 5e D&D game in a meaningful way:</p><blockquote style="border: none; margin: 0 0 0 40px; padding: 0px;"><p style="text-align: left;">Whenever a character's flaws might be relevant, or when they're presented with a temptation, have them roll an appropriate mental saving throw. If they fail, give them a choice: They can either give in to the temptation (possibly telling a story about how exactly that happens), or lose a hit die or 1d4 hit points to overcome the temptation through willpower. Stronger temptations can have a higher penalty to resist.</p></blockquote><p>(Outside the dungeon, a kobold outfitter is selling supplies. What do you do?)</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjvow4i-xozUTVzWtkE5_a2T7zS_b_deDUITs4pYhar6ILbhKnqTpi732di0RgP0gPRxqm3rLg1mkc-Cz1E4sk6lYbOV_-hqryiAU95ETHxgkAIzsJQ1kBl9ImcO9XU_OeY9ipSd30o43hgZiaPQCK82fjaJvxX5Gf3pi5SE8ypM0F7iC-RlZkNonKodA=s3264" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2448" data-original-width="3264" height="300" src="https://blogger.googleusercontent.com/img/a/AVvXsEjvow4i-xozUTVzWtkE5_a2T7zS_b_deDUITs4pYhar6ILbhKnqTpi732di0RgP0gPRxqm3rLg1mkc-Cz1E4sk6lYbOV_-hqryiAU95ETHxgkAIzsJQ1kBl9ImcO9XU_OeY9ipSd30o43hgZiaPQCK82fjaJvxX5Gf3pi5SE8ypM0F7iC-RlZkNonKodA=w400-h300" width="400" /></a></div><br /><p>Like many of my innovations, this was the result of an in-game inspiration. Recently I ran a game with a 9-year-old player and her parents (who were old gaming buddies). Her parents helped her build a character, using my <a href="http://www.legogm.com/2021/02/species-culture-5e-character-creation.html" target="_blank">random generation system</a>, but she knew nothing about the game. I wanted to prevent boredom by starting her playing the game immediately, introducing mechanics only as necessary. So we started with cooperative story time for a while, with me introducing <a href="http://www.legogm.com/2021/11/frontier-fantasy.html" target="_blank">the setting</a> and the players introducing their characters. Then, after maybe 15 minutes of role-playing, an opportunity came up for me to introduce the concepts of saving throws and hit points. I think it worked quite well as her first D&D saving throw.</p><p>She had rolled up a character with the urchin background. The people giving the party their quest were in the calligraphers' guild, and it was a busy place with lots of potentially valuable things to filch. So I told her to roll a wisdom saving throw, and explained how to do that. She failed. Then I described the temptation and asked her if she wanted to give into it and steal some items, or spend a hit point to resist. I explained that hit points were a combination of physical health and <a href="http://www.legogm.com/2018/12/hit-dice-activities.html" target="_blank">mental stamina and energy and focus</a>. She chose to resist, and lost one hit point.</p><p>Note that my system never actually takes agency away from the player. She still has a choice about what to do; I think it is <a href="http://www.legogm.com/2019/04/gm-rules.html" target="_blank">very important</a> that the GM never dictate a character's actions or thoughts. But a character's flaws should matter. It is not realistic to assume that players have infinite willpower to overcome their desires and impulses. Some players are good about making the flaws matter, but others just ignore them, especially in high-stakes situations.</p><div dir="auto"><p>I like the elegance of this rules tweak, and I plan on using it a lot more in the future. Many RPGs have special systems for handling temptation or willpower, but I do not like adding new mechanics. It adds unnecessary complexity. I do, however, like being flexible with the definitions of things. </p><p>After thinking it over, I raised the hit point loss to 1d4, rolled after the choice is made, in order to make it riskier and more expensive to resist temptation. As characters gain levels, the temptations can become larger, and the cost of willpower gets larger.</p></div><div dir="auto">Usually the saving throw will be a wisdom save, but you can make it intelligence if it could be resisted by understanding the complicated consequences of things, or a charisma save if giving into the temptation would be could be counteracted by some part of your self-image.</div><div dir="auto"><br /></div><div dir="auto">If a character falls to zero hit points as a result of resisting a temptation, they suffer some kind of mental breakdown that either makes them unable to function, or utterly unwilling to do anything to participate usefully in the adventure. Encourage the player to tell a story about this. Then use exactly the same death saving throw rules that you would for a character falling to zero as a result of damage, except that they are insanity saving throws. Three failures turns the character into an NPC under the GM's control, although healing or restoration magic (with a similar difficulty and expense as raising someone from the dead) can being them back. Getting any kind of magical healing restores proper mental function. Three successes, or someone succeeding in a Medicine check, stabilizes them and makes them fall asleep, but they still have zero hit points until healed.</div><div dir="auto"><br /></div>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4483790419701776144.post-12392029456645862842021-11-02T10:59:00.006-04:002022-05-16T12:25:07.185-04:00Frontier Fantasy<p>I've written that <a href="http://www.legogm.com/2018/02/medieval-fantasy-is-impossible.html" target="_blank">medieval fantasy RPGs are impossible</a>: the existence of powerful magical adventuring heroes will change the world so that it no longer looks or feels medieval. It will not be a world of knights and serfs and castles and sieges and conquering armies. So what should a GM do with this information? Most playgroups don't like being subjected to complicated world building, they want to just jump into a game with a familiar genre. A good solution, especially for American gaming groups, is one that I have been using for over a decade: Frontier Fantasy. Model your game after the conditions and stories of the American frontier.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHWoE1F5KQvyAJ9t_GTgZ06maGF1dUrYTm26C8pSfdVkVhvFnt4jygOVV3Rhd34zqkSlJ6lFXtSG-3uLiF7ZNj6x7MyuSpsXYtocx6l4GtGpuWuy3gdI0tlp_l-_805iIouFaJFhK_hkCf/s2048/Frontier.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHWoE1F5KQvyAJ9t_GTgZ06maGF1dUrYTm26C8pSfdVkVhvFnt4jygOVV3Rhd34zqkSlJ6lFXtSG-3uLiF7ZNj6x7MyuSpsXYtocx6l4GtGpuWuy3gdI0tlp_l-_805iIouFaJFhK_hkCf/w640-h480/Frontier.jpg" width="640" /></a></div><p>I usually set my games in a world of log cabins, homesteaders, and small villages and forts on the edge of a rugged howling wilderness, where government is limited and people have to be self-sufficient. The environmental and cultural details are loosely based on the Appalachian Mountains in the 1700s, because I live and grew up in the eastern USA, and most of my players did as well. If you're out west, or you are not American, then the Western will be more familiar to you, so your game would resemble a story in the Weird West genre.</p><div dir="auto"><div dir="auto"><div dir="auto">The setting does not require any changes to the rules of the game. Everyone makes their characters just as normal. All of the normal features and tropes of the game, like kung-fu monasteries and dwarf fortresses, are still there (although you should keep the scale smaller: make the monastery like a frontier mission, with a few dozen people). The religion is the standard polytheistic mix from the rulebook. But the overall feel and tone is that of a Western, and the overall social and political climate is that of self-sufficient pioneers rather than lords and serfs.</div><div dir="auto"><br /></div><div dir="auto">The setting includes many things that would be anachronisms in a medieval world, but are part of pioneer adventure stories. There are banks, saloons, and trading posts. There will often be a one-room schoolhouse in the local village (although the teachers are likely to be religious volunteers rather than state employees). </div><div dir="auto"><br /></div><div dir="auto">I still keep the weapons tech level medieval, like in the rulebook: normal people do not have access to firearms (although they may be found as treasures in the ruins of ancient civilizations, or expensively custom-made by artisans). But the homesteaders will have things like home canning, wood stoves, farmer's almanacks, etc. Most people are literate, and own a few books, including the scriptures of their religion(s).</div><div dir="auto"><br /></div><div dir="auto">There are several benefits to this approach:</div><div dir="auto"><br /></div><div dir="auto"><b>1) You are kind of already doing it, so you might as well do it right.</b> Most tabletop RPG worlds feature villages on the edge of a wilderness, in a way that simply did not happen in any other time or place than the American frontier. Most game modules make a lot more sense if you assume a frontier-like setting with limited state capacity. In recent rules editions, all PCs are literate. Most PCs are, in practice, much more like Daniel Boone than King Arthur. You might as well make the setting explicit, and make it clear what genre the game is in so everyone understands the situation.</div><div dir="auto"><br /></div></div><div dir="auto"><b>2) The game's shared reality is more real and vivid.</b> I find that it helps the game immersion a lot when the game world is based on real history, or things that people have personal experience with, rather than a genre trope they have only seen in fiction. Very few people have any real understanding of the society, culture, mindset, or politics of the Middle Ages. But most Americans grew up with stories of frontier life and its heroes. Many people have been to Colonial Williamsburg or a similar living history location.</div><div dir="auto"><br /></div><div dir="auto"><b>3) It is much easier to get the details right and play the NPCs.</b> The GM and players are <a href="http://www.legogm.com/2019/04/gm-rules.html" target="_blank">writing a story</a>, and it is much easier to write what you know. I have no idea how to role-play a Medieval Prussian peasant or lord, but I have some idea of how to play an frontier-era Appalachian homesteader or small-town mayor. In addition to the built environment and its people being something everyone is much more familiar with, the land itself is as well. I have no idea what kind of berries, if any, people would go out and pick in medieval France. But I, and my players, know exactly what a blackberry patch looks and feels like, what kinds of dangerous animals you might encounter while picking them, what foods you make with them after you gather them, and what these foods taste like.</div><div dir="auto"><br /></div><div dir="auto"><b>4) Less state power means that individuals have more agency.</b> On the frontier, the military engagements were much smaller, the opportunities for adventure and exploration were larger, and the actions of individuals from a humble background could matter more. Many of the real-life frontier stories remind me of things that could happen in a tabletop RPG. This is why the Western is such a popular and enduring genre. In a land not ruled by the machinery of cities and courts and empires, the character and choices of individuals matter.</div><div dir="auto"><br /></div><div dir="auto"><div dir="auto"><div dir="auto"><b>5) The inner lives of the people were much more recognizable.</b> The medieval mind is alien to most modern people. Their basic assumptions about the world, the things they valued, their bedrock beliefs about what people should do in a situation and why, were very different than ours. Most authors and GMs simply ignore this fact, by making people think and act in anachronistic and modern ways. But you can't just drop modern thinking into a historical socio-political system and have it make any sense. (I don't think it is a coincidence that the French Revolution happened soon after modern ideas and mindsets started to spread through the population.) By contrast, the actions and motivations of frontier people are a lot more familiar and modern. There were huge changes in culture between the 1400s and the 1700s.</div></div></div><div dir="auto"><br /></div><div dir="auto"><b>6) It is much easier to explain a Frontier game setting to a new player or child.</b> A lot of people you might want to introduce to the game, especially children, have never read the stories that inspired the medieval fantasy genre, and some of them never will. You don't want to limit participation in the game to people who have read Lord of the Rings. And you don't want to have to explain the Middle Ages, or any unfamiliar RPG setting, to a 9-year-old child. But if she's read Little House and American Girl books set in the frontier, you can quickly get her into the game by saying that the world is like those books, but with magic and non-human creatures. </div><div dir="auto"><br /></div><h3 style="text-align: left;">Why Is There Wilderness?</h3><div dir="auto">Historically, it's quite rare for any usable land to remain uninhabited or under-inhabited. People will find a way to use the land, to build settlements, and to fill it up. Wilderness areas attract settlers, and sparsely populated frontier-settler areas usually become established farming communities within a generation. You don't have to think about this for a one-shot, or a casual game, or if your playgroup doesn't care much about backstory and worldbuilding. But eventually it might come up, so it is useful to think about. Where did the wilderness come from? There are several options.</div><div dir="auto"><br /></div><div dir="auto"><b>1) The gods made the world (or just this continent) very recently.</b> Most games assume a very old world, but this is the simplest answer, and it can be a fun twist. There was never any time for things to reach equilibrium, because you are part of the first colonization wave.</div><div dir="auto"><br /></div><div dir="auto"><b>2) The wilderness was once full of terrible monsters, but for some reason they got weaker.</b> In the past, monsters were too numerous and powerful for the land to be settled, but now people can confront and defeat them, or find places to live where they do not tread. Perhaps there is some kind of grand cycle to the forces of darkness and chaos, which causes the power of dragons and other monsters to wax and wane over centuries. Or maybe someone cast a great spell to weaken their power and allow people to move in.</div><div dir="auto"><div dir="auto"><br /></div></div><div dir="auto"><b>3) The land was once the home to a thriving civilization, which was ruined by a terrible calamity.</b> This is my preferred option, and it matches what actually happened in history. The previous inhabitants of the land were nearly wiped out by some kind of horrible tragedy. (Unlike our history, I have the fallen civilization be a higher tech level, and leave lots of treasure-filled ruins that can be discovered and explored.) Understanding the background of this tragedy and what caused it can be one of the themes or overarching plots of the campaign.</div><div dir="auto"><br /></div></div>Unknownnoreply@blogger.com3tag:blogger.com,1999:blog-4483790419701776144.post-57217979227748451642021-07-02T09:48:00.002-04:002021-07-21T09:41:31.594-04:00Set Recommendations: Summer 2021<p>Normally I encourage people to buy non-obvious sets, in order to add variety and versatility to their collection. If you have $100 to spend, you are usually better off getting four or five sets in the $15-$30 range, so you end up with a dozen minifigs and several useful <a href="http://www.legogm.com/2020/08/lego-terrain-game-pictures.html">terrain pieces or dungeon dressing</a>.</p><p>This year (assuming you don't already have enough castles and don't have the capacity to build it with your own bricks by downloading the instructions), do the obvious thing and buy the <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=31120-1#T=S&O={%22iconly%22:0}" target="_blank">31120 Medieval Castle*</a>: </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrv1zT2mrAlnyUZufkPn1guzs77yVUOEdrcz4nInnPVZaLkWbB7hsk-kudJcGRCwdw_7wdVMGZ99v1JrtzSkKmA0jGq1yK1WnZP7ncx_G0pXL-okisIycOOIZ9Di50nYHM9fCTyurQlUMU/s2048/31120_alt9.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1197" data-original-width="2048" height="374" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrv1zT2mrAlnyUZufkPn1guzs77yVUOEdrcz4nInnPVZaLkWbB7hsk-kudJcGRCwdw_7wdVMGZ99v1JrtzSkKmA0jGq1yK1WnZP7ncx_G0pXL-okisIycOOIZ9Di50nYHM9fCTyurQlUMU/w640-h374/31120_alt9.jpg" width="640" /></a></div><br /><p>Lego will always make good things that you can throw in a magical fantasy world. Next year, and the year after that, there will be new Ninjago sets, and Creator 3-in-1 will have a well-designed creature builder set and a small rustic structure. There will usually be some kind of temporary theme like Hidden Side that gives us a couple sets that are weird and different but still appropriate. But this could be the last chance for years to get an actual medieval castle set without going to the secondary market. </p><p>As <a href="https://www.newelementary.com/2021/05/lego-creator-review-31120-castle.html">reviews</a> point out, this is a good set, with lots of little details and a great dollhouse-style playability that you want when using it as a game environment. Even if you don't need a traditional castle, you can easily take it apart to form a collection of dungeon rooms and/or medieval town features. Or use the 'wizard's tower' alternate build.</p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9JJ4DlxxKEAN-kBl7vppVnpJt25JtrCSu0i04afFc86w-yosL1oJWN51E_qFgbIgeDw4uxbkiyrjxk16fRMId0svlM6D0pEDLSAXHDehG5hMtrSbyXw1X85CbOSHi3189PhbEpUcg7qE9/s2016/31120_alt4.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1801" data-original-width="2016" height="573" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9JJ4DlxxKEAN-kBl7vppVnpJt25JtrCSu0i04afFc86w-yosL1oJWN51E_qFgbIgeDw4uxbkiyrjxk16fRMId0svlM6D0pEDLSAXHDehG5hMtrSbyXw1X85CbOSHi3189PhbEpUcg7qE9/w640-h573/31120_alt4.jpg" width="640" /></a></div><div><br /></div><p>There are also other things that, in a normal year, would be recommended. I'll list them in case you have a large budget or already have lots of classic-castle type sets. </p><p>The new Ninjago theme gives us Polynesian-type terrain and minis.</p><p><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=71747-1#T=S&O={%22iconly%22:0}" target="_blank">Keeper's Village:</a></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0KF0Mmdh9uEaDeZOihZh-2DUUxAzVHbjYZdXFXOvGGyVvXWoUGbOsd5r5A56CdcMWiezkEkHhK-_QL0FeYtiLvSQx_R7bgWf1PKDmENXJ7CH0DGo3LC9-i-dNhToUPKFfR2HBoPx_-xCN/s800/71747-1.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="432" data-original-width="800" height="346" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0KF0Mmdh9uEaDeZOihZh-2DUUxAzVHbjYZdXFXOvGGyVvXWoUGbOsd5r5A56CdcMWiezkEkHhK-_QL0FeYtiLvSQx_R7bgWf1PKDmENXJ7CH0DGo3LC9-i-dNhToUPKFfR2HBoPx_-xCN/w640-h346/71747-1.png" width="640" /></a></div><br /><p><br /></p><p>If you have a major nautical component to your campaign, and want more variety of ships, consider <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=71748-1#T=S&O={%22iconly%22:0}" target="_blank">Catamaran Sea Battle</a>. And if your campaign is set in a fantastic high-magic world rather than anything resembling medieval Europe, <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=71755-1" target="_blank">Temple of the Endless Sea</a> might be a better choice for you than the castle.</p><p>For minis and terrain and equipment, the 'epic battle sets' from <a href="https://www.bricklink.com/catalogList.asp?pg=1&catString=759.1013&sortBy=Y&sortAsc=A&catType=S&v=2" target="_blank">this year's Ninjago Legacy sets</a> are good value. A lot of people just use Lego minis and monsters on traditional printed grids or dungeon terrain. Adding little Lego builds to the map is a good way to transition from that to more Lego terrain features. Given that you'll pay about $5 per usable mini when buying collectible minis blindly or on the secondary market, the terrain is basically free when it comes with a $10 set with two good minis. Be sure to save the fancy translucent pieces for <a href="http://www.legogm.com/2015/05/character-advancement-with-minifigs.html" target="_blank">treasure and character upgrades</a> rather than giving them in character creation.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_jQX2loYgcORgnbKYDeraqArtdn1VC29_iAlJgstiOIJQMuj_jCjudeQwMz9P-PipWatPboYuq0cvRkO5k3Vk3v7AqRirYH0xbhQ10xS9p__11MVrdnheQcSPIIXj0olDM9WXk_KRYJgm/s773/71732-1.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="600" data-original-width="773" height="310" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_jQX2loYgcORgnbKYDeraqArtdn1VC29_iAlJgstiOIJQMuj_jCjudeQwMz9P-PipWatPboYuq0cvRkO5k3Vk3v7AqRirYH0xbhQ10xS9p__11MVrdnheQcSPIIXj0olDM9WXk_KRYJgm/w400-h310/71732-1.png" width="400" /></a></div><div><br /></div>For monsters, <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=71742-1#T=S&O={%22iconly%22:0}" target="_blank">both Overlord Dragon</a> and <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=30591-1#T=S&O={%22iconly%22:0}" target="_blank">Titanium Mini Mech</a> (for an iron or stone golem) are good choices. Also, <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?id=194328#T=S&O={%22iconly%22:0}" target="_blank">Tournament of Elements</a> gives you seven interesting minis and good terrain for only $30.<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMKbDztCbQ5u1704FHzivlTFJESx7KCURFoUTDUS5Slu1uYYljHlLPAacX6awIckKmRk13Jeksqvlh4gAPzDDHkxfm4a7pUivCK2WyOLWUdlKCqsPYdt961R220ldrM-zWDVxHE3RFk3A6/s1600/71735-1.png" style="margin-left: 1em; margin-right: 1em;"><br /><img border="0" data-original-height="1056" data-original-width="1600" height="422" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMKbDztCbQ5u1704FHzivlTFJESx7KCURFoUTDUS5Slu1uYYljHlLPAacX6awIckKmRk13Jeksqvlh4gAPzDDHkxfm4a7pUivCK2WyOLWUdlKCqsPYdt961R220ldrM-zWDVxHE3RFk3A6/w640-h422/71735-1.png" width="640" /></a></div><div><br /></div>I loved the Elves sets and will gladly mix minifigs and minidolls in my games. If you agree, you'll want to grab one or two copies of <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=30558-1#T=S&O={%22iconly%22:0}" target="_blank">Raya and the Ongi</a>. As with most polybags, there is a lot of value there for $5, and you will likely find that you use the little builds more often than the big ones, because they are all you need to help set a scene and can be used in a lot of contexts: <br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPqmR0_Rwwbzt0rfkWku8trU4gO8K1YVSxPcTY_slr_97W4e3z2I_MdBfj6dEa7Ob6o5sgDuRmHSs2OZ-2Dcw3a-t6UrjJZY1gS3UtsCYyq3pdHfGOvhhJmabdVQyhXm-2jZtY0JTK2jT6/s600/30558-1.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="600" data-original-width="586" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPqmR0_Rwwbzt0rfkWku8trU4gO8K1YVSxPcTY_slr_97W4e3z2I_MdBfj6dEa7Ob6o5sgDuRmHSs2OZ-2Dcw3a-t6UrjJZY1gS3UtsCYyq3pdHfGOvhhJmabdVQyhXm-2jZtY0JTK2jT6/w391-h400/30558-1.png" width="391" /></a></div><div><br /></div><div>Overall, the Disney Princess sets give us some of what the Elves sets did, although they are not as appropriate and you have to pay the brand markup. But still, I would grab some of them if I saw them on post-holiday clearance. There are a lot of good elements, and it would only take a few alterations to make them look less like a Disney movie and more like a diverse realistic fantasy world.</div><p><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?id=198505#T=S&O={%22iconly%22:0}" target="_blank">Boun's Boat</a></p><p><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=43187-1" target="_blank">Rapunzel's Tower</a></p><p><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=43183-1#T=S&O={%22iconly%22:0}" target="_blank">Moana's Island Home</a></p><p><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=43182-1#T=S&O={%22iconly%22:0}" target="_blank">Mulan's Training Grounds</a>:</p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvG1EpmR05eNBfC6QnTldRm7UMPIYbi5voGL2e8XbKzfj4hoiFbrwgvlBzD27v3tN0DRwXDDCvlJL-DnbcsYPhCnUr1r5_hF6XEjprTpTxe3xIII6upJ5TB6q5m1cATNerSG5CNZy62exH/s800/43182-1.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="452" data-original-width="800" height="362" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvG1EpmR05eNBfC6QnTldRm7UMPIYbi5voGL2e8XbKzfj4hoiFbrwgvlBzD27v3tN0DRwXDDCvlJL-DnbcsYPhCnUr1r5_hF6XEjprTpTxe3xIII6upJ5TB6q5m1cATNerSG5CNZy62exH/w640-h362/43182-1.png" width="640" /></a></div><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=43188-1#T=S&O={%22iconly%22:0}" target="_blank">Aurora's Forest Cottage</a><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQAX6z-FCN5LksxPcysBruX6olVWOwGh8NNeWgG0jpSE7-76wz20FwwxvwHkjSWnwkhCEWVD-I2Mo_ycpzRK4dvpJ2wr6QGTPRSGFBpn5f4SqbPLJXcyrUzVNcm4OjK0dWW9PgK_sKmxi2/s2048/43188-1.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1630" data-original-width="2048" height="510" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQAX6z-FCN5LksxPcysBruX6olVWOwGh8NNeWgG0jpSE7-76wz20FwwxvwHkjSWnwkhCEWVD-I2Mo_ycpzRK4dvpJ2wr6QGTPRSGFBpn5f4SqbPLJXcyrUzVNcm4OjK0dWW9PgK_sKmxi2/w640-h510/43188-1.jpg" width="640" /></a></div><br /><p><i>*I will now send all hyperlinks to Bricklink to prevent link rot or implied endorsement of any particular store. If you are reading this in 2021, you probably want to buy the sets from a normal store instead.</i></p><p><i><br /></i></p>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4483790419701776144.post-41216686941418525262021-03-12T13:20:00.003-05:002022-05-16T12:30:51.677-04:00Armor OptionsThere are several things I don't like about the armor options in 5e. There is very little choice, and it constrains you to a narrow set of archetypes. Characters who only have light armor proficiency will always wear studded leather as soon as they get any spare cash; the other options might as well not exist. And the heavy armor proficiency is worthless for dex-based fighters, or anyone who doesn't want to make the party fail all of its stealth checks. The only meaningful choice is in medium armor, where you can decide if you want more protection or more stealth.<div><br /></div><div><div>I also don't like how the armor table balances things by cost. Anything that costs 100 gp or more should be part of the treasure tables, and treated the same way as magic items. It makes no sense from a socioeconomic perspective that high-end plate armor is assumed to be generally available for purchase but a Broom of Flying is not. The armor costs 1500 gp and is only useful for a few characters, but the broom costs 500 gp to create and is useful for anybody. There is a much larger market for the brooms, and they are much more militarily useful, which means more of them would be produced. Yes, it is difficult and expensive to produce magic items, possibly requiring a small civilization's worth of expertise and supply chains. And they may be considered a military asset that civilians are not allowed to own. But the same thing is true of advanced plate armor.</div><div><br /></div><div>From a worldbuilding perspective, the game has historically assumed a Dark Ages environment where plate armor was rare and expensive, and the armor table reflects that. But in recent years, the game has shifted more to an Early Modern or Renaissance kind of baseline, especially in settings like Ravnica, Eberron, or the more developed parts of Forgotten Realms. By the 1400s, there was a cheap mass-produced form of plate armor called munition armor. I think it makes sense for this to be available to starting characters, especially because from a character design and flavor perspective, a lot of people want to imagine their character in plate armor from the beginning.</div><div><br /></div><div><h3 style="text-align: left;">New Armor Table</h3>This table repalces the armor table on page 145 of the PHB. The categories of Light, Medium, and Heavy armor are replaced with Simple, Martial, and Elite armor. Characters who would be proficient in Light armor are instead proficient in Simple armor, etc.</div><div><br />
<table style="border-collapse: separate; border-spacing: 10px 0px;"><tbody>
<tr><th>Armor</th><th>Cost</th><th>Armor Class (AC)</th><th>Strength</th><th>Stealth</th><th>Weight</th></tr>
<tr><td colspan="6"><i>Simple Armor</i></td></tr>
<tr><td>Leather</td><td>10 gp</td><td>11 + Dex Modifier</td><td>-</td><td>-</td><td>10 lb.</td></tr>
<tr><td>Hide</td><td>10 gp</td><td>12 + Dex Modifier (max 2)</td><td>Str 8</td><td>-</td><td>12 lb.</td></tr>
<tr><td>Reinforced hide</td><td>20 gp</td><td>13 + Dex Modifier (max 2)</td><td>Str 9</td><td>Disadvantage</td><td>20 lb.</td></tr>
<tr><td>Thick hide</td><td>20 gp</td><td>13</td><td>Str 10</td><td>-</td><td>30 lb.</td></tr>
<tr><td>Ring mail</td><td>30 gp</td><td>14</td><td>Str 11</td><td>Disadvantage</td><td>40 lb.</td></tr>
<tr><td colspan="6"><i>Martial Armor</i></td></tr>
<tr><td>Studded leather</td><td>30 gp</td><td>12 + Dex Modifier</td><td>Str 8</td><td>-</td><td>13 lb.</td></tr>
<tr><td>Chain shirt</td><td>30 gp</td><td>13 + Dex Modifier (max 2)</td><td>Str 9</td><td>-</td><td>20 lb.</td></tr>
<tr><td>Scale mail</td><td>40 gp</td><td>14 + Dex Modifier (max 2)</td><td>Str 10</td><td>Disadvantage</td><td>30 lb.</td></tr>
<tr><td>Thick mail</td><td>40 gp</td><td>14</td><td>Str 11</td><td>-</td><td>40 lb.</td></tr>
<tr><td>Plated mail</td><td>50 gp</td><td>15</td><td>Str 12</td><td>Disadvantage</td><td>45 lb.</td></tr>
<tr><td colspan="6"><i>Elite Armor</i></td></tr>
<tr><td>Light chain</td><td>50 gp</td><td>13 + Dex Modifier</td><td>Str 9</td><td>-</td><td>20 lb.</td></tr>
<tr><td>Breastplate</td><td>50 gp</td><td>14 + Dex Modifier (max 2)</td><td>Str 10</td><td>-</td><td>30 lb.</td></tr>
<tr><td>Half plate</td><td>60 gp</td><td>15 + Dex Modifier (max 2)</td><td>Str 11</td><td>Disadvantage</td><td>40 lb.</td></tr>
<tr><td>Muffled plate</td><td>60 gp</td><td>15</td><td>Str 12</td><td>-</td><td>45 lb.</td></tr>
<tr><td>Heavy plate</td><td>70 gp</td><td>16</td><td>Str 13</td><td>Disadvantage</td><td>55 lb.</td></tr>
<tr><td colspan="6"><i>Shields</i></td></tr>
<tr><td>Buckler</td><td>20 gp</td><td>+1</td><td>-</td><td>-</td><td>2 lb.</td></tr>
<tr><td>Shield</td><td>10 gp</td><td>+2</td><td>+2</td><td>-</td><td>6 lb.</td></tr>
</tbody></table>
</div></div><div><br /></div><div>I kept the existing armor wherever possible, changing only what was needed. Breastplate and half plate are now cheap enough for starting characters, but require an extra level of proficiency and also a minimum strength score. Studded leather now requires the second level of proficiency, while hide and ring mail are available to those with only the lowest proficiency. The thing that the book calls chain mail is heavy plate on my table. To prevent confusion, all new armor types have new names, and I don't use the names 'chain mail' or 'plate'.</div><div><br /></div><div>Shields now increase the strength requirement of the armor by 2. (This prevents high-dex fighters from getting extremely high ACs unless they also have decent strength.)</div><div><br /></div><div>If you are using the class's listed starting equipment, allow characters to replace their armor with anything from the same type. For example, anyone who starts with leather armor could start with any simple armor. Most character classes will have more options now. The only class that is definitely worse off is the Rogue. They lost studded leather and don't care about the low-dex options. My games are very skill-intensive, which helps rogues, so I'm okay with this, but in a dungeon crawl campaign you may want to make +1 leather armor relatively cheap and easy to purchase.</div><div><br /></div><h4 style="text-align: left;">Treasure</h4><div>+1 armor of any type is now an uncommon item, and +2 armor is a rare item. However, given the increasing returns to AC, +3 armor is still a legendary item. If the armor has a strength requirement, it increases as much as the AC. The strength-requirement increase of shields also increases by +1 for each +1 AC the shield has. (For example, a fighter with +2 light chain and a +2 shield will need a Strength score of 15 to avoid having their speed reduced by 10 feet. With a +2 buckler, they would need a Strength score of 13.)</div><div><br /></div><div>The thing that the book calls splint is +1 heavy plate in this system, and the thing it calls plate is +2 heavy plate. (I'm pretty sure that the book's system was distorted by the existence of its AC 18 plate armor, and the expensive medium armors that are basically a +1 version of starting gear. They needed a way to prevent players who randomly got a magic version of those from being overpowered. But the implementation was clumsy, and feels like a last-minute edit. It is just dumb that a +1 version of low-end armor costs thousands while the mundane upgrade costs hundreds, and I think that the armor table has the appropriate upgrade cost.)</div><div><br /></div><div>Any magic armor in the book that says 'medium or heavy, but not hide' is now 'martial or elite, but not studded leather'. Mithral armor of any type that does not normally cause a stealth penalty can be worn under normal clothes. Demon armor can be of any type, gives +2 AC, and will look like ordinary +2 armor upon inspection. Dwarven Plate can be any martial or elite armor. Plate armor of ethrealness can now be of any type and gives +2 AC.</div><div><br /></div><div>If using the book's treasure tables, make the following adjustments:</div><div>Table F: A roll of 01-05 is +1 armor of a random type. A roll of 66-68 is adamantine armor of any appropriate type. (If you are concerned that this gives out fewer magic weapons, then you can introduce NPCs who will give them a random +1 weapon in exchange for items they don't want.)</div><div>Table G: All of the +1 armor results are replaced with +2 armor of a random type. All of the resistance armor results are replaced with resistance armor of a random type. All of the adamantine armor results are replaced with +1 adamantine armor of any appropriate type.</div><div>Table H: All of the +1 armor results are replaced with +2 mariner's armor of a random type. All of the +2 armor results are replaced with +2 mithril armor of any appropriate type. All of the resistance armor results are replaced with +1 resistance armor of a random type. All of the adamantine armor results are replaced with +2 adamantine armor of any appropriate type.</div><div>Table I: All of the +1, +2, and +3 armor results are replaced with +3 armor of a random type. All of the resistance armor results are replaced with +2 resistance armor of any random type.</div><div><br /></div><h4 style="text-align: left;">Random Armor</h4><div><div>Treasure tables often call for a random armor type. Roll a d20 on this table.</div><div>To roll a random nonmetallic armor, roll d10.</div><div>To roll a random metallic armor (e.g. for Mithril and Adamantium), roll d10+10.</div><div><br /></div><div>1-2: Leather</div><div>3-4: Hide</div><div>5-6: Reinforced hide</div><div>7-8: Thick hide</div><div>9-10: Studded leather</div><div>11: Ring mail</div><div>12: Chain shirt</div><div>13: Scale mail</div><div>14: Thick mail</div><div>15: Plated mail</div><div>16: Light chain</div><div>17: Breastplate</div><div>18: Half plate</div><div>19: Muffled plate</div><div>20: Heavy plate</div></div><div><br /></div><h4 style="text-align: left;">Option: Improvised Armor</h4><div>The following armor types can be created for free during a short rest by any player who has an appropriate tool proficiency, and access to basic materials scavenged from the environment. Usually it involves attaching various things to one's clothing to try to cover vulnerable areas. They each require Simple armor proficiency to wear:</div><div><br /></div>
<table style="border-collapse: separate; border-spacing: 10px 0px;"><tbody>
<tr><th>Armor</th><th>Cost</th><th>Armor Class (AC)</th><th>Strength</th><th>Stealth</th><th>Weight</th></tr>
<tr><td colspan="6"><i>Simple Armor</i></td></tr>
<tr><td>Padded</td><td>-</td><td>11 + Dex Modifier</td><td>-</td><td>Disadvantage</td><td>8 lb.</td></tr>
<tr><td>Hide scraps</td><td>-</td><td>11 + Dex Modifier (max 2)</td><td>-</td><td>-</td><td>12 lb.</td></tr>
<tr><td>Reinforced padded</td><td>-</td><td>12 + Dex Modifier (max 2)</td><td>Str 9</td><td>Disadvantage</td><td>20 lb.</td></tr>
<tr><td>Thick hide scraps</td><td>-</td><td>12</td><td>Str 10</td><td>-</td><td>30 lb.</td></tr>
<tr><td>Plated padded</td><td>-</td><td>13</td><td>Str 11</td><td>Disadvantage</td><td>40 lb.</td></tr>
</tbody></table>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4483790419701776144.post-84721492343818042722021-02-03T09:43:00.102-05:002023-05-07T14:00:10.460-04:00Species-Upbringing 5e Character Creation<p><b>Update:</b> This page is obsolete; use the <a href="http://www.legogm.com/2023/05/simplified-character-creation.html">newer version.</a></p><p>***</p><p>This is a method of quickly generating characters that you 'step into', and then figure out how that person would choose to train themselves. The existing 5e 'races' are split into Species and Upbringings that can be rolled together in any combination. A character's Species gives them only the traits that they were born with, and their Upbringing is the social environment they grew up in, which gives them culturally learned traits.</p>
<p>Most of this page is the information for the various selections. Clicking links will take you to the appropriate heading. Use your browser's Back button (the left arrow on the bottom row of mobile phones) to return you to where you were before.
</p><p>DMs should read the <a href="#dmnotes">DM Notes</a> section for a discussion of how to use the system and what options they should consider for their table.</p>
<h2>Player Instructions</h2>
<p>Your DM will tell you which options are chosen for your group. It is helpful to read through all of the instructions for an overview of the process before you start to click on things or roll dice.</p>
<h2 id="species">Step 1: Roll for Species, Upbringing, and Background</h2>
<p>Roll a random species on this table. Your DM will tell you whether to use a d12 or a d20. Write the result on a note card. Click on the hyperlink to go to that species' description, roll an Upbringing from its list, write it on the card, click on its link, roll a Background, write it down, and then click your browser's Back button twice to return to these instructions.</p>
<p><a href="#dragonborn">1: Dragonborn</a>
<br /><a href="#dwarf">2-3: Dwarf</a>
<br /><a href="#elf">4-5: Elf</a>
<br /><a href="#gnome">6: Gnome</a>
<br /><a href="#halfling">7-8: Halfling</a>
<br /><a href="#tiefling">9: Tiefling</a>
<br /><a href="#human">10-13: Human</a>
<br /><a href="#hybrid">14-15: Hybrid</a>
<br />16+: Uncommon (or Setting Specific):</p>
<h3>Uncommon Species Table</h3>
<p>Roll d10:
<br /><a href="#bugbear">1: Bugbear</a>
<br /><a href="#centaur">2: Centaur</a>
<br /><a href="#changeling">3: Changeling</a>
<br /><a href="#goblin">4: Goblin</a>
<br /><a href="#hobgoblin">5: Hobgoblin</a>
<br /><a href="#kobold">6: Kobold</a>
<br /><a href="#lizardfolk">7: Lizardfolk</a>
<br /><a href="#orc">8: Orc</a>
<br /><a href="#warforged">9: Warforged</a><br /><a href="#yuanti">10: Yuan-ti</a></p>
<h2>Step 2: Roll for Stats and Stat Swaps</h2>
<p>For each stat (Str, Dex, Con, Int, Wis, Cha), in order, roll 3d6 and write down all three individual die results on the note card. There will be eighteen written numbers, three for each stat.</p>
<p>Each species, upbringing, and background has three "stat swaps" to replace low written numbers. For example, Elves have: Str swap d6, Dex swap d8, and Con swap d4. Elf characters will roll a d6, and then replace the lowest written Strength number with the new die roll if the written number is lower. Then they roll a d8 and (probably) replace the lowest written Dex number. The d4 Con swap will probably not change things, but it might replace a low number.</p>
<p>Roll your nine stat swaps now and make replacements. (Use the browser's Forward button to quickly return to your Species and Upbringing entry.) However, do not make any choices or roll any stat swaps that would be the result of a choice.</p>
<h2>Optional Step 3: Drafting</h2>
<p>Your DM may have your table draft characters. If they do, follow the instructions here. If they do not, skip to the next step.</p>
<p>Put your note card in the middle of the table. Tell everyone the species, upbringing and background. Mention the two best stats and what they are, and if any stats are below 10.</p>
<p>In an order chosen by the DM, players take turns picking any one of the character note cards. The DM will usually give the newest player first pick, and then go down to those with the most experience.</p>
<h2>Step 4: Make Choices and Create Character Sheet</h2>
<p><b>New players:</b> Add up the three numbers on each stat on your card to get the total value. Look at your highest stat, other than Constitution, and the list of classes on page 45 of the Player's Handbook. Choose one of the classes with a Primary Ability matching the high stat. Read that class's description, and then, with that in mind, make the choices that your upbringing (and possibly the species) calls for. Roll any stat swaps that are the result of these choices. If your group did not draft, then once all the swaps are rolled, if your Primary Ability is 15 or less, decrease some other stat by 1 and increase the primary ability by 1 until it is 16.</p><p>Then, go to the <a href="https://media.wizards.com/2018/dnd/downloads/DnD_BasicRules_2018.pdf#page=3" target="_blank">Basic Rules document</a>. Read the Introduction to learn the basics of the game and some key terms. Then, go to Chapter 1. Skip '1. Choose a Race'. Instead, add the racial features listed on this page to your character sheet. Follow the instructions in '2. Choose a Class' for the class that you chose. If the class is not in the basic rules document, you can find its features on <a href="https://www.dndbeyond.com/classes" target="_blank">D&D Beyond</a>. Skip everything in the '3. Determine Ability Scores' section, except the fifth paragraph that describes ability modifiers. Add your ability scores and modifiers to your character sheet. </p><p>Then follow all of the instructions in the rest of the chapter, starting with '4. Describe Your Character'. After adding the proficiencies and features of your background, write down all of the proficiency and saving throw bonuses on your character sheet now. If you character has any damage-dealing cantrips, add them to the 'Attacks' section of your character sheet along with the weapon attacks.</p>
<p><b>Experienced players:</b> Think about which class or classes the stats and upbringing would be good for. If you have options, consider party composition and what roles the other characters may not be able to fill. If you have the option of choosing between different stat swaps, choose and roll them now. Then, choose a class and make the other choices. You can make choices and apply abilities in any order. (<i>Unlike new players, you do not get to increase your primary ability by lowering other stats.</i>)</p>
<p><b>All Players:</b> Once all choices are made, copy the final stat totals to a character sheet, and copy down all of the abilities in your species, upbringing, background (look in the PHB for details of backgrounds), and class. Most characters get a choice of language from their Upbringing, and will usually choose one that matches the traditional language of their species. Write down a reminder of the <a href="#immersion">Cultural Immersion</a> trait that matches your Upbringing. If you don't have one of the twelve standard Upbringings, instead write down a Cultural Immersion reminder for your Background. Your DM will tell you when it applies and what it does.</p>
<p>Do anything else your DM says. During this process, think about your character's story and life history. Usually the culturally learned Upbringing abilities were learned in your childhood and the Background describes your early adulthood, but sometimes the narrative will make more sense if the background happened to you before the abilities you gained from the upbringing, or at the same time.</p>
<h2>Tables</h2>
<p>Use these tables only if you rolled the 'Other' option on something:</p>
<h3 id="otherupbringing">Other Upbringing</h3>
<p>Your DM will tell you whether to roll d12 or d20 on this table:
<br />1: <a href="#brightburrows">Bright Burrows</a>
<br />2: <a href="#cityspire">City Spire</a>
<br />3: <a href="#faeforest">Fae Forest</a>
<br />4: <a href="#feudalfarmland">Feudal Farmland</a>
<br />5: <a href="#frontierfreehold">Frontier Freehold</a>
<br />6: <a href="#nomad">Galloping Nomad</a>
<br />7: <a href="#miningholdfast">Mining Holdfast</a>
<br />8: <a href="#mysticcavern">Mystic Cavern</a>
<br />9: <a href="#outcast">Outcast</a>
<br />10: <a href="#redochre">Red Ochre</a>
<br />11: <a href="#wanderingwagon">Wandering Wagon</a>
<br />12: <a href="#waysidewarren">Wayside Warren</a>
<br />13-14: <a href="#multicultural">Multicultural</a>
<br />15: <a href="#animal">Animal</a>
<br />16: <a href="#childsoldier">Child Soldier</a>
<br />17: <a href="#fellfromheaven">Fell From Heaven</a>
<br />18: <a href="#magemarked">Magemarked</a>
<br />19: <a href="#vampire">Vampire</a>
<br />20: <a href="#werewolf">Werewolf</a>
</p>
<h3 id="otherbackground">Other Background</h3>
<p>1: Acolyte - d4 swaps for Con, Int, Wis<br />2: Charlatan - d4 swaps for Dex, Con, Cha<br />3: Criminal - d4 swaps for Dex, Con, Cha<br />4: Entertainer - d4 swaps for Dex, Con, Cha<br />5: Folk Hero - d4 swaps for Str, Con, Wis<br />6: Gladiator - d4 swaps for Dex, Con, Cha<br />7: Guild Artisan - d4 swaps for Con, Wis, Cha<br />8: Guild Merchant - d4 swaps for Con, Wis, Cha<br />9: Hermit - d4 swaps for Con, Int, Wis<br />10: Knight - d4 swaps for Con, Int, Cha<br />11: Noble - d4 swaps for Con, Int, Cha<br />12: Outlander - d4 swaps for Str, Con, Wis<br />13: Pirate - d4 swaps for Str, Con, Wis<br />14: Sage - d4 swaps for Con, Int, Wis<br />15: Sailor - d4 swaps for Str, Con, Wis<br />16: Soldier - d4 swaps for Str, Con, Cha<br />17: Spy - d4 swaps for Dex, Con, Cha<br />18: Urchin - d4 swaps for Dex, Con, Wis<br />19-20: Roll twice on this table, rerolling duplicates. Do not take any stat swaps except for a single d4 Con swap, but take all other abilities of both backgrounds including all money and starting equipment.</p>
<h2 id="dmnotes">DM Notes</h2>
<p>First, read the Player Instructions for an overview and to see how the process works. Try rolling up a couple of characters.</p>
<p>The randomization sets a tone of realism and working with what you've got. It is meant for campaigns where the party is a group of random people making their way through the world as they see fit, not one where the party is a chosen set of archetypal heroes who will save the world. It will usually roll up familiar archetypes, but will sometimes make something more random. A party created by using this system should have two or three familiar characters, a couple oddballs, and maybe something really strange.</p>
<p>New players don't have to learn or choose from a list of options, or think about how to assign stats. They can quickly jump into the action with a random character that will, usually, be well-balanced. Players that always play standard archetypes or optimized 'net build' characters are pushed to play more individual and unique characters.</p>
<p>If you have a group of story-based gamers who have interesting character concepts that the current system does not support, and who can be trusted not to optimize for power, then everyone can just pick a species and upbringing and then roll up the stats. Go to the Flexible Choice section for more.</p>
<h3>Rolling Options</h3>
<p>For a core-rules-only game to introduce new players to the basics and keep things simple, have players roll d12 on the species and upbringing tables. To generate a party with hybrids, monster species, and multicultural or unusual characters, have them roll a d20. Several of the 13-20 upbringings move further from the base rules and are more likely to be unbalanced.
</p><h3>Drafting or Not</h3>
You can choose whether or not to draft after everyone has rolled up their characters. Ask everyone if they think they would enjoy playing the character they just rolled. If they all say yes, and if none of the characters are too weak or too powerful, don't draft. Drafting is mainly meant to prevent less experienced players from getting stuck with characters they don't like and don't know what to do with.
<p>The problem with random stat rolls is that some characters can end up significantly weaker than others. Rolling for each stat in order, rather than allowing them to be assigned, mitigates this somewhat, because the high rolls might be in weird combinations, but does not eliminate the problem.</p>
<p>Running a game with players of mixed experience or skill can be difficult. The more skilled players will optimize their characters, leaving the newer players with less powerful characters that can feel unimportant.
</p><p>Drafting random characters can mitigate these problems somewhat, by canceling them out. The players who are newer or less skilled at optimizing can get first pick of the randomly created characters, (usually) giving them a more powerful one.</p>
<p>With player input, decide who has the most experience playing the game, and/or who has the most ability and desire to optimize their character to be powerful. Rank the players from least to most optimizing. Encourage power gamers to see picking last as a point of pride. Starting with the newest and/or least powergamer player, players take turns picking any one of the characters.</p>
<p>Ideally everyone in the draft learns something and experiences something new. New players are introduced to the world and the game system through their character. If they care about playing a particular type of character, such as a fighter or wizard, the veterans can point them to whichever of the generated characters would be best for that. If they mainly want to learn about the game, or feel powerful or useful or important, they can just ask the DM which one is best and ask what class it should be. Players with some experience are pushed out of their comfort zone, and encouraged to learn more about the system by playing characters they otherwise would not. Veterans are presented with a (hopefully) fun optimization problem as they use their skills to figure out how to make a weak character as useful as the stronger ones.</p>
<p>When drafting, the DM can also make a character and add it to the mix. The DM then takes whatever character was not chosen, and uses it to build an NPC that hangs out with the party, one that, while (probably) weaker than all the rest, is a useful assistant and a voice of common sense. (The method of a weak NPC guide/assistant is a very helpful way of conveying information about the world in a fun and flavorful way that does not disrupt the narrative.)
</p><p>The downside of drafting is that it adds complexity, and players often become attached to the characters that they are rolling up and might be disappointed if they are taken away. And it may not be necessary. I intended the stat swap mechanic to push the scores more towards an average, and it usually does this even more than I thought, such that it is rare for any characters to have junk stats. Often every stat of every character is in the 11-15 range and it isn't clear which if any character is most powerful.</p>
<h3>Flexible Choice Option</h3>
If a player wants to play a particular species, or a traditional species-upbringing combo that matches one of the subraces in the PHB, you can let them. They simply choose the species or subrace instead of rolling at random, and then follow all of the other instructions as normal.
<p>For anything else, <b>proceed with caution.</b> This is only meant for players who will not look for powerful combos, either players who don't know the game well enough to optimize, or people you trust to focus on narrative. If you are at all worried that someone will look over all the options and game the system, don't do it. The Species and Upbringings should be mostly balanced, but free choice is not munchkin-proof, and some combinations will be better than others. It would take a lot of work and playtesting to make them all equal and not allow powerful combos, and this would push them further away from their current form. If a player wants a Hybrid or Multicultural character, the two should be rolled at random. If they are playing a Human, they can choose the result on the Broad-Spectrum Ancestry table, but if they choose an Unusual Ancestor, the species should be rolled at random.</p>
<p>In this method, players first look over the list of upbringings. All of the 12 standard ones will be somewhat familiar to experienced players, because they are all a modification of existing races or subraces. The others are meant to match fantasy tropes that make fun characters. If you want a more normal game, you can disallow these. You can also tell them not to use any options that would be a bad fit for your world or the game you plan on running.
</p><p>Everyone then replaces Step 1 by choosing a Species, Upbringing, Background, and Class that matches their character concept.
</p><p>In Step 2, players do not roll the d4 swaps listed for the Backgrounds. Instead, they roll a d8 swap in the class's primary ability (listed on page 45 of the PHB, if two are listed they can choose). This cannot increase the score above 20, and if the score is 13 or less, decrease some other stat by 1 and reroll. (Repeat if necessary. If after three rolls, the stat is still 13 or less, set it to 14.)</p>
<h3>Character Death</h3><p>A potential problem with any system of random stat rolls is that players might have an incentive to get their character killed in hopes of rolling up a stronger one. This can be controlled by making the new character lower in level than the rest of the party. All replacement characters should be at least a level lower, and stronger characters get a larger penalty. As a quick rule of thumb, look at the average of the stats of the old and new character, and penalize the new character an additional level for each unit difference in average stats.
</p><p>If the death was not the player's fault and they were playing it well, let them randomly generate two characters and choose one, without any level penalty for more powerful characters. If necessary, the DM can take the other one and assign it a role similar to what the dead character filled.</p>
<h3>Languages</h3>
<p>Even though all learned skills come from upbringings, languages are still named after species for historical reasons. In the past, linguistic-cultural patterns were more closely tied to species than they are now, and the names of languages have remained.
</p><p>Sometimes people will learn to read and write a language they do not speak, because they only interact with it via written works. Others will speak languages while being illiterate in them. If a character is from such an upbringing and learns another language, they may choose to fully learn a language they partially know, and then become literate-only or conversational-only in a new language.</p>
<h3 id="immersion"> Cultural Immersion</h3>
<p>This rule is optional, but highly encouraged. You can tell players in vague terms that they are better at interacting with people and things that are familiar to them, or you can give them the full rules:</p>
<p>*You have advantage on Charisma (Intimidation, Performance, and Persuasion) checks when interacting with people who share your upbringing, and on Wisdom (Insight) checks on someone like you who is not trying to deceive you. (Deception and Insight cancel out; they know how to lie better, but you know how to see though them.)
<br />*You have advantage on all Wisdom and Intelligence checks on facts or products associated with your upbringing, including Animal Handling checks for animals like the ones you grew up with.
<br />*You have advantage on all checks related to downtime activities performed in areas with many people who share your upbringing.
<br />*When you are not in areas with many people who share your upbringing, you must make either an Intelligence (History), Wisdom (Insight), or Charisma (Persuasion) check to take advantage of your Background feature, instead of it happening automatically. The DC for this check is 10 to 15, based on the cultural distance as determined by the DM.
</p>
<p>By default, Cultural Immersion benefits work wherever there are people who grew up with a similar upbringing, because it is based on thinking and acting a certain way, not because of a character's history in any particular place. It is assumed that the party is traveling around a lot, interacting briefly with many people. You will have to translate places in your world or the module into the equivalent culture, but it should be pretty obvious. A halfling village or a gnome’s workshop in a city would be Bright Burrows, dwarf mining operations are Mountain Holdfast, most farming villages are Feudal Farmland, etc.
</p><p>In a game where the party is not moving around very much, make adjustments so players don’t feel left out. Match the upbringing to the social class or type of people. For example, if your entire campaign takes place in a big city, then a seedy tavern could be counted as Frontier Freehold or even Red Ochre, the kitchen in a palace or restaurant could be Feudal Farmland, and the shopkeepers or entertainers on the streets could be Wandering Wagon.
</p><p>If your campaign is heavily focused on roleplaying and intrigue, you may want to limit it somewhat, for example to places and NPCs that with a character’s species-upbringing combination.
</p><p>People with an unusual upbringing are less likely to interact with people who share their upbringing, but they often form close bonds to those of their background, so a Werewolf Soldier would benefit from Cultural Immersion when interacting with any veteran or military encampment or equipment. The background feature of such characters almost always works.
</p><p>For story-based groups, you might allow and encourage players tell a story about what kinds of things they did and who they became close to in the character’s past, and make adjustments to their Cultural Immersion based on that.</p>
<h3>Game Balance and Continuity Notes</h3>
<p>There is a chance that characters created with this system are unusually powerful, but most of them will be weaker than an optimized build with point buy. To compensate for this, and to give players a bit of choice in character creation, the upbringings are a little more powerful and flexible than the subraces they replace.
</p><p>Even though it may not be possible to exactly replicate some subraces, I tried to keep things as familiar as possible, and when an ability is lost, it is balanced by gaining something else.
</p><h3>Edge Cases</h3>
If you are a Hybrid and one of the parent species is Human, roll Broad-Spectrum Ancestry as normal and use that as the parent species. A character could, for example, be a dwarf/half-orc or an elf/half-elf.
<p>If Dwarf is rolled as a hybrid parent or an unusual ancestor, you must use the abilities of a normal dwarf and not a fae dwarf.</p>
<p>If you roll Dragonborn as a Human's Unusual Ancestor, you must choose Draconic Ancestry as one of the three abilities before choosing any of the other Dragonborn abilities.</p>
<p>If you are a Kobold and have one of the unusual upbringings that gives the features of an extra class level, then if you choose Shenanigans you must pick a third class. If you were a Child Soldier, you must meet the prerequisites for multiclassing in all three classes.
</p><h3>Math Appendix</h3>
<p>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjifxpEdjKrPZpXxGwyWCwqhR8wnTC-RA1rXLo9oDDyeZ9M-4Gu9JZg3KnXIX1OB6xXFjrrmXTWJ49Z-K5F6v8QRexcXzenadUTVE_5YjMUH9Qssts_Q3706BYS7w5gnr8v68CyVTuZB2bG/s383/Swap+Table.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="271" data-original-width="383" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjifxpEdjKrPZpXxGwyWCwqhR8wnTC-RA1rXLo9oDDyeZ9M-4Gu9JZg3KnXIX1OB6xXFjrrmXTWJ49Z-K5F6v8QRexcXzenadUTVE_5YjMUH9Qssts_Q3706BYS7w5gnr8v68CyVTuZB2bG/s320/Swap+Table.png" width="320" /></a></p>
<p>The standard method of generating stats is 4d6 drop lowest, which is the same as a swap d6 in my system. Each of these swaps adds 1.7 to the stat on average, compared to simply rolling 3d6.</p><p>1) Swap 2d4 is 0.3 worse on average than a swap d6, but lowers the probability of very low scores.<br />2) Adding an extra d4 after a d6 swap increases the average by 0.5<br />3) Given 1 and 2, Three d6 swaps is the same as 2d4, 2d4 and d6+d4<br />4) Given 3, handing out swaps of: d6 d6 d6 2d4 2d4 d6+d4 is the same stat boost as the default system.<br />5) If d6 and 2d4 is replaced with d6+d4 and d4, then it is a +0.5 and a -0.5, which balances.<br />6) I can get the same average power level by giving each species and upbringing two d6 swaps and a d4 swap, and making all the background swaps a d4.</p><p>Every species has a swap for all three physical stats, every upbringing has a swap for all three mental stats, and every background has a d4 swap for Con and each stat associated with the skills it provides. My method is somewhat weaker in that the scores are random rather than chosen, but stronger in that there is a lower probability of very bad scores.</p><p>After going through the process, you will have accumulated enough swaps to match the average power of a '4d6, drop lowest' roll, although they will be assigned in a way that ties them to abilities and flavor.</p><p>All species and upbringing modifiers to stats are handled via these stat swaps. Replacing a d6 stat swap with a d8, or adding an additional d6 swap, gives a +1 to the average roll. Adding an additional d8 swap gives a +2 to the average.</p>
<h2>Species List</h2>Use the PHB for the full description of abilities. Often I only list a title. I am trying to keep all species about the same power, by shuffling abilities between the species and upbringing as necessary, but there will be some unavoidable variation.
<p></p><h4 id="dragonborn">Dragonborn</h4>Str swap d6
<br />Dex swap d4
<br />Con swap d6
<p>Roll d6 for Upbringing:
<br />1: <a href="#frontierfreehold">Frontier Freehold</a>
<br />2: <a href="#miningholdfast">Mining Holdfast</a>
<br />3-4: <a href="#outcast">Outcast</a>
<br />5: <a href="#redochre">Red Ochre</a>
<br />6: <a href="#otherupbringing">Other</a>
</p>
<p>Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
<br />Speed. Your base walking speed is 30 feet.
</p><p>*Draconic Ancestry
<br />*Breath Weapon
</p>
<h4 id="dwarf">Dwarf</h4>Old tales speak of dwarves being born from stone, and living in communal enclaves of seven 'men'. If you would like to be such a character, you may choose to be a <a href="#faedwarf">Fae Dwarf</a> instead of a regular dwarf.
<p>Str swap d8
<br />Dex swap d4
<br />Con swap d8
</p>
<p>Roll d6 for Upbringing:
<br />1-2: <a href="#frontierfreehold">Frontier Freehold</a> (hill dwarf)
<br />3-4: <a href="#miningholdfast">Mining Holdfast</a> (mountain dwarf)
<br />5: <a href="#mysticcavern">Mystic Cavern</a> (duergar)
<br />6: <a href="#otherupbringing">Other</a>
</p>Size. Dwarves stand between 4 and 5 feet tall and average about 120 pounds. Your size is Medium.
<br />Speed. Your base walking speed is 25 feet.
<p>*Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
<br />*Dwarven Constitution: Choose Con swap d6, or your Con score increases by 1
<br />*Stoutness: Your speed is not reduced by wearing armor
</p>
<h4 id="faedwarf">Fae Dwarf</h4>Str swap d6
<br />Dex swap d4
<br />Con swap d8
<p>Roll d4 for Upbringing:
<br />1: <a href="#brightburrows">Bright Burrows</a>
<br />2: <a href="#frontierfreehold">Frontier Freehold</a>
<br />3: <a href="#wanderingwagon">Wandering Wagon</a>
<br />4: <a href="#otherupbringing">Other</a></p>
<p>Size: Fae dwarves stand between 4 and 5 feet tall and average about 120 pounds. Your size is Medium.
<br />Speed. Your base walking speed is 25 ft
</p><p>*Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
</p><p>*Seven Genders: Fae dwarves are one of seven genders, listed below. The appropriate pronoun for a dwarf of indeterminate gender is 'thon', and the proper pronoun for a known dwarf is their gender name, but they usually present as male they are rarely offended by the use of male pronouns.
</p><p>Fae Dwarves reproduce with a ritual in which a dwarf of each of the seven genders works together to create a statue of a dwarf from rock, gems, and/or metal while singing and playing sacred hymns. The ritual takes all seven dwarves working for eight hours a day, for at least a year and a day, although usually it takes several years, as the ritual is combined with mining and crafting and maintaining the household. When the ritual is complete, the dwarf god Moradin takes a dwarf soul from a jeweled vault in heaven, combines it with knowledge and memories from all seven parents, and places it in the statue. The new dwarf comes alive fully adult, and soon thereafter leaves the house to make thons way in the world. No matter what their life experiences, a family with all seven genders will have all the skills needed to run a household and reproduce.
</p><p>Single fae dwarves, like those of most species, are usually working to acquire the resources and connections to form a household. They seek a suitable homestead with access to appropriate minerals, and when they claim it, they invite suitable partners to join them. Sometimes a large mine or fortress will support multiple households working together, but usually families must seek new homesteads. As with other species, there is a strong 'incest' taboo, because reproducing with someone whose lineage is too similar risks causing mental problems.
</p><p>Almost all fae dwarves are biologically male, and can reproduce in the biological way, although this is considered dishonorable and a mark of failure. Such offspring are either halflings or 'standard' dwarves, depending on the mother's species. Fae dwarves claim that the dwarves familiar to most people are the descendants of dwarves born in this way. Fae dwarves sometimes try to recruit partners from 'standard' dwarves, although this is difficult because such dwarves do not have any ancestral memories of the reproduction ritual and must be taught it by a fae dwarf of the gender they are to perform.
</p><p>The ancestral memories of fae dwarves are somewhere between personal memories and family stories. Fae dwarves that do not wish to draw attention to how different they are will often discuss these memories as though they were things they learned from their elders, as in "I remember my tink's doc telling me about this." The fae dwarven mind, like all others, has a limited capacity, which means that with each generation, many memories lose details or are forgotten entirely. Every time a dwarf has life experiences of thons own, some ancestral memories fade away. Memories from the most recent generations are prioritized, with older memories slipping into something that resembles a hazy myth. Relatively few dwarves still have memories of creation or of the earliest generations, and those often disagree with each other.
</p><p>Roll d8 for gender (see the <a href="#dwarf">Dwarf</a> entry for descriptions of Stoutness and Darkvision):
<br />1: <b>Chop -</b> Str swap d6, proficiency with battleaxe, handaxe, carpenter's tools, woodcarver's tools, and horn. Stoutness.
<br />2: <b>Tink - </b>Dex swap d6, proficiency with dagger, rapier, hand crossbow, tinker's tools, jeweler's tools, and flute. Darkvision 60 ft.
<br />3: <b>Forge</b> - Con swap d6, proficiency with light hammer, warhammer, smith's tools, and drum. Stoutness.
<br />4: <b>Delve -</b> Con swap d6, proficiency with war pick, mason's tools, potter's tools, and bagpipes. Stoutness and Darkvision 60 ft.
<br />5: <b>Calc -</b> Int swap d6, proficiency with light crossbow, heavy crossbow, alchemist's supplies, cartographer's tools, glassblower's tools, navigator's tools, and dulcimer. Darkvision 60 ft.
<br />6: <b>Doc - </b>Wis swap d6, proficiency with dart, blowgun, brewer's supplies, cook's utensils, herbalism kit, poisoner's kit, and lute. Stoutness.
<br />7: <b>Glam -</b> Cha swap d6, proficiency with warhammer, handaxe, cobbler's tools, leatherworker's tools, weaver's tools, and lyre. Darkvision 60 ft.
<br />8: <b>Multigendered</b> - Roll twice on this table. For each gender you roll that you haven't already rolled, take all of its abilities and your Dexterity score decreases by 1, to a minimum of 3. When forming a family, you can choose to fill any gender role you've rolled.
</p><p>You can decide if the upbringing, background, and class of your Fae Dwarf character comes from the skills inherited from thons parents, or if they come from the experiences thon had in the world after leaving home.
</p>
<h4 id="elf">Elf</h4>Str swap d6
<br />Dex swap d8
<br />Con swap d4
<p>Roll d6 for Upbringing:
<br />1-2: <a href="#cityspire">City Spire</a> (high elf)
<br />3-4: <a href="#faeforest">Fae Forest</a> (wood elf)
<br />5: <a href="#mysticcavern">Mystic Cavern</a> (drow)
<br />6: <a href="#otherupbringing">Other</a>
</p><p>Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
<br />Speed. Your base walking speed is 30 feet.
</p><p>*Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
<br />*Elven Dexterity. Choose Dex swap d6, or your Dex score increases by 1.
<br />*Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
<br />*Trance.
</p><h4 id="gnome">Gnome</h4>Str swap d4
<br />Dex swap d6
<br />Con swap d8
<p>Roll d6 for Upbringing:
<br />1-2: <a href="#brightburrows">Bright Burrows</a> (rock gnome)
<br />3: <a href="#cityspire">City Spire</a>
<br />4-5: <a href="#faeforest">Fae Forest</a> (forest or deep gnome)
<br />6: <a href="#otherupbringing">Other</a>
</p><p>Size. Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small.
<br />Speed. Your base walking speed is 25 feet.
</p><p>*Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
<br />*Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.
</p><h4 id="halfling">Halfling</h4>Str swap d4
<br />Dex swap d8
<br />Con swap d6
<p>Roll d6 for Upbringing:
<br />1-2: <a href="#brightburrows">Bright Burrows</a> (lightfoot)
<br />3-4: <a href="#frontierfreehold">Frontier Freehold</a> (stout)
<br />5: <a href="#feudalfarmland">Feudal Farmland</a>
<br />6: <a href="#otherupbringing">Other</a>
</p><p>Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
<br />Speed. Your base walking speed is 25 feet.
</p><p>*Halfling Dexterity. Choose Dex swap d6, or your Dex score increases by 1.
<br />*Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
</p><h4 id="human">Human</h4>Stat swaps are based on Ancestry, see below.
<p>Roll for Broad-Spectrum Ancestry below, and then roll d6 for Upbringing:
<br />1-2: <a href="#feudalfarmland">Feudal Farmland</a> (base human)
<br />3-4: If you rolled Half-Orc, <a href="#redochre">Red Ochre</a>. If not, <a href="#wanderingwagon">Wandering Wagon</a> (variant human or half-elf)
<br />5: Roll d12 on the <a href="#otherupbringing">Other Upbringing</a> table.
<br />6: (With DM permission) Roll d20 on the <a href="#otherupbringing">Other Upbringing</a> table.
</p><p>Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
<br />Speed. Your base walking speed is 30 feet.
</p><p>Broad-Spectrum Ancestry: Roll d12, and take the swaps and abilities indicated. Abilities are anything with a name listed in the Species description.
<br />1-3: Half-Elf: Str swap d4, Dex swap d6, Con swap d4. Choose four abilities total from the <a href="#elf">Elf</a> and Human ability lists.
<br />4-6: Half-Orc: Str swap d6, Dex swap d4, Con swap d6. Choose three abilities total from the <a href="#orc">Orc</a> and Human ability lists.
<br />7: Unusual Ancestor: Roll a <a href="#species">random species</a> (rerolling Human and Hybrid). Roll a d4 stat swap for the ability matching its d4 stat swap, and d6 for the other two. Choose three abilities total from its ability list and the Human ability list.
<br />8-12: Mostly Human: Str swap d6, Dex swap d6, Con swap d6. Take the two human abilities.
</p><p>*Top Ability Increase. Your highest ability score increases by 1. Choose if tied.
<br />*Second Ability Increase. Your second highest ability score increases by 1. Choose if tied.
</p><h4 id="tiefling">Tiefling</h4>Str swap d6
<br />Dex swap d6
<br />Con swap d4
<p>Roll d6 for Upbringing:
<br />1: <a href="#mysticcavern">Mystic Cavern</a>
<br />2-3: <a href="#outcast">Outcast</a>
<br />4: <a href="#wanderingwagon">Wandering Wagon</a>
<br />5: <a href="#waysidewarren">Wayside Warren</a>
<br />6: <a href="#otherupbringing">Other</a>
</p><p>Size. Tieflings are about the same size and build as humans. Your size is Medium.
<br />Speed. Your base walking speed is 30 feet.
</p><p>*Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
<br />*Infernal Legacy. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once per long rest as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once per long rest. Charisma is your spellcasting ability for these spells.
<br />(If you have Mordenkainen's Tome of Foes, you can randomize the legacy.)
</p><h4 id="hybrid">Hybrid</h4>Roll two different species (rerolling duplicates).
<p>Reduce the stat swaps in each species by one die: d8 becomes d6, d6 becomes d4, d4 is not rolled. Then roll these (usually 4) swaps.</p>
<p>Roll d6 for Upbringing:
<br />1: Roll on the Upbringing table of the first species.
<br />2: Roll on the Upbringing table of the second species.
<br />3-5: <a href="#outcast">Outcast</a>
<br />6: Roll on the Upbringing tables of both species. If you get the same result, take it. Otherwise, <a href="#multicultural">Multicultural</a> with those two upbringings.
</p><p>Size. You are the lowest size category of the two parent species.
<br />Speed. Your speed is the lowest of the two parent species.
</p><p>Take all named abilities from both parent species.
</p><h3>Uncommon Species</h3>
<h4 id="bugbear">Bugbear</h4>Str swap d8
<br />Dex swap d6
<br />Con swap d4
<p>Roll d6 for Upbringing:
<br />1: <a href="#faeforest">Fae Forest</a>
<br />2: <a href="#miningholdfast">Mining Holdfast</a>
<br />3-4: <a href="#redochre">Red Ochre</a>
<br />5: <a href="#waysidewarren">Wayside Warren</a>
<br />6: <a href="#otherupbringing">Other</a>
</p><p>Size. Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium.
<br />Speed. Your base walking speed is 30 feet.
</p><p>*Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
<br />*Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
<br />*Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
</p><h4 id="centaur">Centaur</h4>Str swap d8
<br />Dex swap d4
<br />Con swap d6
<p>Roll d6 for Upbringing:
1<br />3: <a href="#faeforest">Fae Forest</a>
<br />2-3: <a href="#nomad">Galloping Nomad</a>
<br />4: <a href="#redochre">Red Ochre</a>
<br />5: <a href="#wanderingwagon">Wandering Wagon</a>
<br />6: <a href="#otherupbringing">Other</a>
</p><p>Size. Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.
<br />Speed. Your base walking speed is 40 feet.
</p><p>*Fey. Your creature type is fey, rather than humanoid.
<br />*Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
</p><h4 id="changeling">Changeling</h4>Str swap d6
<br />Dex swap d6
<br />Con swap d4
<p>Roll d6 for Upbringing:
<br />1: <a href="#cityspire">City Spire</a>
<br />2: <a href="#feudalfarmland">Feudal Farmland</a>
<br />3-4: <a href="#wanderingwagon">Wandering Wagon</a>
<br />5: Roll d12 on the <a href="#otherupbringing">Other Upbringing</a> table.
<br />6: (With DM permission) Roll d20 on the <a href="#otherupbringing">Other Upbringing</a> table.
</p><p>Size. In their natural forms, changelings average between 5 to 6 feet in height, with a slender build. Your size is Medium.
<br />Speed. Your base walking speed is 30 feet.
</p><p>*Malleable. Choose an ability. Either roll a d6 stat swap in that ability or increase its score by 1.
</p><p>*Change Appearance. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another species, though none of your game statistics change.
<br />You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
<br />You stay in the new form until you use an action to revert to your true form or until you die.
</p><h4 id="goblin">Goblin</h4>Str swap d4
<br />Dex swap d8
<br />Con swap d8
<p>Roll d6 for Upbringing:
<br />1: <a href="#faeforest">Fae Forest</a>
<br />2: <a href="#redochre">Red Ochre</a>
<br />3-4: <a href="#waysidewarren">Wayside Warren</a>
<br />5: <a href="#nomad">Galloping Nomad</a>
<br />6: <a href="#otherupbringing">Other</a>
</p><p>Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
<br />Speed. Your base walking speed is 30 feet.
</p><p>*Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
<br />*Goblin Dexterity. Choose Dex swap d6, or your Dex score increases by 1.
</p><h4 id="hobgoblin">Hobgoblin</h4>Str swap d6
<br />Dex swap d4
<br />Con swap d8
<p>Roll d6 for Upbringing:
<br />1: <a href="#feudalfarmland">Feudal Farmland</a>
<br />2: <a href="#nomad">Galloping Nomad</a>
<br />3-4: <a href="#miningholdfast">Mining Holdfast</a>
<br />5: <a href="#outcast">Outcast</a>
<br />6: <a href="#otherupbringing">Other</a>
</p><p>Size. Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.
<br />Speed. Your base walking speed is 30 feet
</p><p>*Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
<br />*Hobgoblin Constitution. Choose Con swap d6, or your Con score increases by 1.
</p><h4 id="kobold">Kobold</h4>Str swap d4
<br />Dex swap d6
<br />Con swap d6
<p>Roll d6 for Upbringing:
<br />1: <a href="#brightburrows">Bright Burrows</a> (Civilized Bahamut-worshiping tribe)
<br />2: <a href="#mysticcavern">Mystic Cavern</a>
<br />3: <a href="#redochre">Red Ochre</a>
<br />4-5: <a href="#waysidewarren">Wayside Warren</a>
<br />6: <a href="#otherupbringing">Other</a>
</p><p>Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.
<br />Speed. Your base walking speed is 30 feet.
</p><p>*Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</p><p>*You may choose to either gain a Dex swap d8 or Shenanigans:
<br />Shenanigans: Gain all of the following abilities:
<br />*Dragon Obedience: You have disadvantage on Wisdom (Insight) checks when interacting with a dragon, and on all saving throws against effects generated by dragons.
<br />*Puny Stature: Your Strength score is reduced by 4, to a minimum of 3.
<br />*Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
<br />*Wild Mind: After making all choices for your character and gaining your class level, gain all of the features of the first level in a different class, except hit points, as though you were multiclassing into that class. (You must still meet the multiclassing prerequisites, and thereafter you can advance in either class.) You are still a level 1 character for the purposes of experience and encounter calculations and proficiency bonus.
</p><h4 id="lizardfolk">Lizardfolk</h4>Str swap d6
<br />Dex swap d4
<br />Con swap d8
<p>Roll d6 for Upbringing:
<br />1: <a href="#miningholdfast">Mining Holdfast</a>
<br />2: <a href="#outcast">Outcast</a>
<br />3: <a href="#redochre">Red Ochre</a>
<br />4-5: <a href="#waysidewarren">Wayside Warren</a>
<br />6: <a href="#otherupbringing">Other</a>
</p><p>Size. Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.
<br />Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
</p><p>*Hold Breath. You can hold your breath for up to 15 minutes at a time.
<br />*Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
</p><h4 id="orc">Orc</h4>Str swap d8
<br />Dex swap d4
<br />Con swap d6
<p>Roll d4 for Upbringing:
<br />1: <a href="#frontierfreehold">Frontier Freehold</a>
<br />2-3: <a href="#redochre">Red Ochre</a>
<br />4: <a href="#otherupbringing">Other</a>
</p><p>Size. Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.
<br />Speed. Your base walking speed is 30 feet.
</p><p>*Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
<br />*Orcish Strength. Choose Str swap d6, or your Str score increases by 1.
<br />*Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
</p><h4 id="warforged">Warforged</h4>Str swap d6
<br />Dex swap d4
<br />Con swap d6
<p>Roll d6 for Upbringing:
<br />1: <a href="#brightburrows">Bright Burrows</a>. You may choose to be Small and gain a Dex swap d6.
<br />2: <a href="#cityspire">City Spire</a>
<br />3: <a href="#miningholdfast">Mining Holdfast</a>
<br />4-5: <a href="#outcast">Outcast</a>
<br />6: <a href="#otherupbringing">Other</a>
</p><p>Size. Warforged are constructed in many sizes, matching the variety of human builds. Your size is Medium.
<br />Speed. Your base walking speed is 30 feet.
</p><p>*Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
<br />You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
<br />You don't need to eat, drink, or breathe.
<br />You are immune to disease.
<br />You don't need to sleep, and magic can't put you to sleep.
</p><p>*Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
</p><p>*Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor.
<br />You gain a +1 bonus to Armor Class.
<br />You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
<br />While you live, your armor can't be removed from your body against your will.
</p><h4 id="yuanti">Yuan-Ti</h4>Str swap d4
<br />Dex swap d6
<br />Con swap d6
<p>Roll d6 for Upbringing:
<br />1: <a href="#cityspire">City Spire</a>
<br />2: <a href="#miningholdfast">Mining Holdfast</a>
<br />3-4: <a href="#mysticcavern">Mystic Cavern</a>
<br />5: <a href="#feudalfarmland">Feudal Farmland</a>
<br />6: <a href="#otherupbringing">Other</a>
</p><p>Size. Yuan-ti match humans in average size and weight. Your size is Medium.
<br />Speed. Your base walking speed is 30 feet.
</p><p>*Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
<br />*Magic Resistance. You have advantage on saving throws against spells and other magical effects.
<br />*Poison Immunity. You are immune to poison damage and the poisoned condition.
</p><h2>Upbringing List</h2>
<h3 id="brightburrows">Bright Burrows</h3>Int swap d6
<br />Wis swap d4
<br />Cha swap d6
<p>Roll d8 for Background:
<br />1: Acolyte - d4 swaps for Con, Int, Wis
<br />2: Entertainer - d4 swaps for Dex, Con, Cha
<br />3: Folk Hero - d4 swaps for Str, Con, Wis
<br />4: Guild Artisan - d4 swaps for Con, Wis, Cha
<br />5: Sage - d4 swaps for Con, Int, Wis
<br />6: Spy - d4 swaps for Dex, Con, Cha
<br />7-8: <a href="#otherbackground">Other</a>
</p><div class="separator" style="clear: both; text-align: center;"><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=79003-1#T=S&O={%22iconly%22:0}" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1223" data-original-width="1500" height="326" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhufK2XY_-2y9Jdu8ol82-uHt8lhjS9AUgoGbev_TuORoZ9bJeml-pL5F74cAYLpEQIzT6_DnZeCviBO3u5tGaR65T10Z5dq15jfHwXYyilQ38a9n6aVuGerqlK-6cOXiJ6BwDEgJWSc58f/w400-h326/brightburrows.jpg" width="400" /></a></div>
<p>You grew up in a well-ordered community that was more prosperous and/or advanced than the world around it. Individuals were protected by law and custom, but allowed and encouraged to follow their passions. Traditionally this upbringing was associated with lightfoot halflings and rock gnomes.
</p><p>Speak, read, and write Common and one other language that uses either the Common or Dwarvish script. Read and write Dwarvish.</p><p>Alignment. Tends toward lawful good, although individuals can be of any alignment.
</p><p>Attic Rummaging. Roll d8. You begin the game with the additional equipment indicated (Packs are described on PHB pg 151 and the Trinket table is on PHB pg 160). This equipment is light and well-made, and possibly imbued with some minor magic, so that you can carry it in addition to your normal starting equipment without any encumbrance:
<br />1: Burglar's Pack and a random trinket
<br />2: Diplomat's Pack
<br />3: Dungeoneer's Pack and a random trinket
<br />4: Entertainer's Pack
<br />5: Explorer's Pack and a random trinket
<br />6: Priest's Pack
<br />7: Scholar's Pack
<br />8: A random uncommon item (Table F, DMG pg 146). You begin the game attuned to it, even if it does not normally require attunement. It has three random minor detrimental properties (DMG pg 220), each of which can be removed by spending 150 gp or completing a small quest. You may not end attunement while any detrimental properties remain.
</p><p>Cleverness. Choose Int swap d8, or Cha swap d6 and you have advantage on saving throws against being frightened.
</p><h4 id="hobbies">Hobbies</h4>Repeat two times: Choose from 1-6, or roll d8 (rerolling any abilities you already have):
<p>1: Artificer's Lore. Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.
<br />2: Climbing. You start the game with a Climber's Kit (PHB pg 151). When using a climber's kit, you have a climbing speed of 10 ft. Additionally, if you are Small and unencumbered, you may use Dexterity (Acrobatics) checks to climb.
<br />3: Dancing. You can move through the space of any creature by making a Dexterity (Acrobatics) check, DC 5 if it is friendly and opposed by its Wisdom (Insight) check if it is hostile. Additionally, you can make a DC 15 Charisma (Performance) check to attempt to hide even when you are only obscured by a creature with at least your height and weight. You get advantage on these checks if the creature is of a size larger than yours.
<br />4: Personal Obsession. With the DM's permission, choose an area of study similar in scope to Artificer's Lore above. Whenever you make an Intelligence check related to facts about your personal obsession, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.
<br />5: Rock throwing. You are proficient with darts, and you may treat rocks as though they were darts, except they do bludgeoning rather than piercing damage. Additionally, you may have up to three special rocks. You start the game with one special rock, and once per long rest, you can find another one. When throwing a special rock, you gain the benefits of the sharpshooter feat (PHB pg 170) for that rock, and it counts as a magic weapon for the purposes of overcoming damage reduction. Special rocks do not lose their power after they are used, although you may have to roll an Intelligence (Investigation) check to find it.
<br />6: Tinkering. You have proficiency with tinker's tools, and own a set of them. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). You can have up to three such devices active at a time. When you create a device, choose one effect of the Prestidigitation cantrip for it to replicate, or create a similar effect with DM approval. Using any device is an action.
<br />7: Roll d8 twice on the Fae Forest <a href="#waysofnature">Ways of Nature</a> table.
<br />8: Roll d6 twice on this table.
</p>
<h3 id="cityspire">City Spire</h3>Int swap d8
<br />Wis swap d4
<br />Cha swap d6
<p>Roll d12 for Background:
<br />1: Charlatan - d4 swaps for Dex, Con, Cha
<br />2: Criminal - d4 swaps for Dex, Con, Cha
<br />3: Entertainer - d4 swaps for Dex, Con, Cha
<br />4: Guild Artisan - d4 swaps for Con, Wis, Cha
<br />5: Noble - d4 swaps for Con, Int, Cha
<br />6: Sage - d4 swaps for Con, Int, Wis
<br />7: Sailor - d4 swaps for Str, Con, Wis
<br />8: Spy - d4 swaps for Dex, Con, Cha
<br />9: Urchin - d4 swaps for Dex, Con, Wis
<br />10-12:<a href="#otherbackground"> Other</a></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=76108-1&name=The%20Sanctum%20Sanctorum%20Showdown&category=%5BSuper%20Heroes%5D%5BAvengers%20Infinity%20War%5D#T=S&O={%22iconly%22:0}" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="629" data-original-width="511" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlkzMUgzwWTqSziNbE7QmVwswtA46xAgFj3Etl7XjxIvtCJoHDMtzHTlPy9DpTMXYJJJzMzmyyUX02FEfi8FqRhsQq1Zp-yFLCLeslwUx3Rj-Ek8dAMNM7n4v0r6FsN_zR35UnO6WeXGIk/w325-h400/cityspire.jpeg" width="325" /></a></div>
<p>You grew up in an advanced or wealthy metropolis, with palaces, universities, and often a bustling port: a place of art and learning and intrigue, bound to the flows of politics and commerce, rather than the cycles of nature. You received a formal liberal arts education in a structured environment, often one that taught the basics of magic. Traditionally only high elves had this upbringing.</p><p>Alignment. Tends toward neutral, although individuals can be of any alignment.
</p><p>Speak, read, and write Common and one other language of your choice. Read and write Elvish or an exotic language.
</p><p>Well Educated. You gain proficiency in a skill of your choice. Then repeat five times: You gain proficiency with a weapon or tool of your choice, or speak, read, and write another language of your choice.
</p><p>Choose one:
<br />*Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.
<br />*Cosmopolitan. Choose another upbringing. Gain the <a href="#immersion">Cultural Immersion</a> benefits for it.
<br />*Hobby. Choose from 1-6 on the Bright Burrows <a href="#hobbies">Hobbies</a> table.
</p>
<h3 id="faeforest">Fae Forest</h3>
Int swap d6
<br />Wis swap d6
<br />Cha swap d4
<p>Roll d10 for Background:
<br />1: Acolyte - d4 swaps for Con, Int, Wis
<br />2: Entertainer - d4 swaps for Dex, Con, Cha
<br />3: Folk Hero - d4 swaps for Str, Con, Wis
<br />4: Hermit - d4 swaps for Con, Int, Wis
<br />5: Outlander - d4 swaps for Str, Con, Wis
<br />6: Sage - d4 swaps for Con, Int, Wis
<br />7: Spy - d4 swaps for Dex, Con, Cha
<br />8-10:<a href="#otherbackground"> Other</a>
</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=41075-1&name=The%20Elves%27%20Treetop%20Hideaway&category=%5BElves%5D#T=S&O={%22iconly%22:0}" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1125" data-original-width="1182" height="381" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEN2AtdF-HWF1k9LSYDa2Qyl0KmfyLK6er2tQduIsui8ZrVZo4N9DXbYsZl-pLNeeJ5D6ihGOVCYyzLIgmUIXuSt3O9fSjZeEtsAmW-8WiBCq9sLM6dlAabnej_JdhWtfL2Bw36CvB4Qdn/w400-h381/faeforest.jpeg" width="400" /></a></div>
<p>You grew up in a magical environment that had been shaped to serve you, usually a forest but not always. Your people were friends of the plants and animals, and know how to use the earth and stones and weather to their advantage. Visible infrastructure was rare, for the land itself provides what they need. Traditionally this upbringing was associated with wood elves, forest gnomes, and deep gnomes.
</p><p>Alignment. Tends toward neutral good, although individuals can be of any alignment.
</p><p>Speak, read, and write Elvish and Sylvan. Speak Common and one other language of your choice.
</p><p>Natural Observer. Choose Int swap d8, or Wis swap d6 and proficiency in the Perception skill
</p><h4 id="waysofnature">Ways of Nature</h4> Repeat three times: Choose from 1-8, or roll d10 (rerolling any abilities you already have):
<p>1. Fleet of Foot. Your base walking speed increases by 5 feet.
<br />2. Forest Weapon Training. You have proficiency with the shortsword, and shortbow or longbow.
<br />3. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
<br />4. Natural Illusionist. You know the Minor Illusion cantrip. Choose Int or Wis to be your spellcasting modifier for it.
<br />5. Speak with Small Beasts. Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.
<br />6. Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.
<br />7. Superior Darkvision: If you already have darkvision, it now has a range of 120 feet. If you don't, you gain 60 ft darkvision.
<br />8. Timberwalk. Ability checks made to track you are at disadvantage and you can move through difficult terrain made of non-magical plants and overgrowth without expending extra movement.
<br />9. Child of the Woods. You know the Druidcraft Cantrip. At 3rd level, you can cast the Entangle spell once per long rest. At 5th level, you can cast Spike Growth spell once per long rest. These spells don't require the material components normally required. Choose Int or Wis to be your spellcasting modifier for these spells.
<br />10. Roll d8 twice on this table.
</p>
<h3 id="feudalfarmland">Feudal Farmland</h3>
Int swap d6
<br />Wis swap d6
<br />Cha swap d4
<p>Roll d10 for Background:
<br />1: Acolyte - d4 swaps for Con, Int, Wis
<br />2: Folk Hero - d4 swaps for Str, Con, Wis
<br />3: Knight - d4 swaps for Con, Int, Cha
<br />4: Noble - d4 swaps for Con, Int, Cha
<br />5: Sailor - d4 swaps for Str, Con, Wis
<br />6: Soldier - d4 swaps for Str, Con, Cha
<br />7-10:<a href="#otherbackground"> Other</a>
</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=10193-1&name=Medieval%20Market%20Village&category=%5BCastle%5D%5BFantasy%20Era%5D#T=S&O={%22iconly%22:0}" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="858" data-original-width="1500" height="229" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcSGPsS3at1Zdr0tsORrESiNiAqwSrl6ktQ61ghfNo_PGA_bWcO4i4ORLFbCMygI2avuZ9eO2tdTY-isidPCoI4jKa6ECePc5nF9Km02jlFPqyKxhs-87Ck4puU7GWl8L1-dMUVOMfl_fV/w400-h229/feudalfarmland.jpg" width="400" /></a></div>
<p>You grew up surrounded by fields of grain, guarded by castles of stone. Your upbringing focused on work or duty, and fixing your weaknesses, rather than learning idle hobbies or fancy tricks. Traditionally this upbringing was associated with humans.
</p><p>Alignment. Any. This upbringing has many variations, and its attitude to the world is heavily influenced by the doctrines of its god(s) and the character of its leader.
</p><p>Speak, read, and write Common and one other language of your choice.
</p><p>Well-rounded. Stat swap d6 in each of your four lowest abilities.
</p><h3 id="frontierfreehold">Frontier Freehold</h3>Int swap d4
<br />Wis swap d8
<br />Cha swap d6
<p>Roll d8 for Background:
<br />1: Criminal - d4 swaps for Dex, Con, Cha
<br />2: Folk Hero - d4 swaps for Str, Con, Wis
<br />3: Hermit - d4 swaps for Con, Int, Wis
<br />4: Outlander - d4 swaps for Str, Con, Wis
<br />5: Pirate - d4 swaps for Str, Con, Wis
<br />6: Soldier - d4 swaps for Str, Con, Cha
<br />7-8:<a href="#otherbackground"> Other</a>
</p><div class="separator" style="clear: both; text-align: center;"><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=31048-1&name=Lakeside%20Lodge&category=%5BCreator%5D%5BModel%5D%5BBuilding%5D#T=S&O={%22iconly%22:0}" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1231" data-original-width="2048" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVt0WeYd2uUeqyfidlUgH4uyaLuNtyULUUfeiHpuHQ9m_Pi33yOUf2iHh5sbbbVIdQy3M8hbCGzqy6zmh2JgJcFuY8z5Zajclowigc5CjS6f6Az5qvfi0E98LMmbhmJ3JmyuzC1ilRuxIR/w400-h240/frontierfreehold.jpg" width="400" /></a></div>
<p>You grew up among independent homesteads on the fringe of civilization, often pioneers in an area recently devastated by war, plague, or monster attacks. You are accustomed to scratching a living for you and your family from land that is often hostile and unforgiving. People from this upbringing tend to be clannish and fiercely independent, resisting any kind of outside authority. Traditionally this upbringing was associated with hill dwarves and stout halflings.
</p><p>Alignment. Tends toward chaotic neutral, although individuals can be of any alignment.
</p><p>Speak Common and one other language of your choice.
</p><p>Frontier Toughness. Choose one: Your hit point maximum increases by 1 per level, or Con swap d6 and you have advantage on saving throws against being frightened.
</p><h4 id="hardscrabble">Hardscrabble</h4>Repeat two times: Choose from 1-9, or roll d10 (rerolling any abilities you already have).
<p>1-3: Dirt Farmer. You have advantage on saving throws against poison, and you have resistance against poison damage. You gain proficiency with either sickle, flail, and trident; or cook's utensils and weaver's tools.
<br />4: Hunter. You gain proficiency with the light or heavy crossbow. Roll d6 on the Red Ochre <a href="#primal">Primal</a> table.
<br />5: Lumberjack. You gain proficiency with battleaxe, handaxe, carpenter's tools, and woodcarver's tools.
<br />6: Moonshiner. You gain proficiency with brewer's supplies. Either take Dancing from the Bright Burrows <a href="#hobbies">Hobbies</a> table, or roll d6 on the Wayside Warren <a href="#survivalstrategy">Survival Strategy</a> table.
<br />7: Prospector. You gain proficiency with light hammer, warhammer, war pick, and mason's or smith's tools.
<br />8: Teamster. You gain proficiency with whip, land vehicles, and the Animal Handling skill.
<br />9: Trapper. When you use a Hunting Trap (PHB pg 152), the DCs of the Dexterity saving throw and Strength checks to escape, as well as any Wisdom (Perception) checks to notice a hidden trap, are increased by your proficiency bonus. Roll d8 on the Fae Forest <a href="#waysofnature">Ways of Nature</a> table.
<br />10: Interesting Past. Roll an extra background on the Frontier Freehold Background Table. Do not roll any of the stat swaps, but take all other benefits of the background. You get all of its starting equipment except the money.
</p>
<h3 id="nomad">Galloping Nomad</h3>
Int swap d4
<br />Wis swap d8
<br />Cha swap d6
<p>Roll d10 for Background:
<br />1: Acolyte - d4 swaps for Con, Int, Wis
<br />2: Criminal - d4 swaps for Dex, Con, Cha
<br />3: Entertainer - d4 swaps for Dex, Con, Cha
<br />4: Hermit - d4 swaps for Con, Int, Wis
<br />5: Knight - d4 swaps for Con, Int, Cha
<br />6: Noble - d4 swaps for Con, Int, Cha
<br />7: Outlander - d4 swaps for Str, Con, Wis
<br />9: Soldier - d4 swaps for Str, Con, Cha
<br />10:<a href="#otherbackground"> Other</a>
</p>
<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=6766-1&name=Rapid%20River%20Village&category=%5BWestern%5D%5BIndians%5D#T=S&O={%22iconly%22:0}" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="490" data-original-width="618" height="318" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhORsvxwq9-iIFsNwOuTw5M2-FvZdrEf_euKmYMpmcHuxDpffAzwvK7BXzyMdxAul_z3W9mDo0kZ1tEqZffFWQFMYw5SGDloqVLpsubrE2tMP3_c7MpR1C0CFVBQahvineKbQItdDkVIecD/w400-h318/horsenomadcrop.jpg" width="400" /></a></div>
<p>You grew up as a nomadic hunter, herder, or raider. Your people ranged over a vast terrain, usually a steppe, roaming wild and moving like the wind. Settled civilization is alien to you, a threat to be avoided or a resource to be plundered. Either you are a centaur, or you spent so much time in the saddle that you know how to act as one with your mount.
</p><p>Alignment. Tends toward neutral, although individuals can be of any alignment.
</p><p>Speak Common and two other languages of your choice.
</p><p>Choose Caracole or Charge:</p><p>*Caracole. While you are wielding a ranged weapon or spellcasting focus, you or your mount may use a bonus action to take the Disengage or Dodge action.</p><p>*Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves, or one of your mount's attacks.
</p><p>Survivor. You have proficiency in one of the following skills: Medicine, Nature, or Survival.
</p><p>*If you have the Equine Build ability: Choose Str swap d6, or your Str score increases by 1. You are proficient with the lance and can wield it with one hand. You have learned to use your hooves as natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
<br />*If you do not: You are proficient in the Animal Handling skill. You start the game with a beast one size larger than you of CR 1/8 or 1/4 that doesn't have a flying speed, typically a Riding Horse, Pony, Mastiff, or Wolf. It is accustomed to being ridden in combat, and you own a saddle and all appropriate gear for it. At 5th level, you can cast the Find Steed spell once per seven long rests. If you have had the same mount since character creation, or are otherwise closely bonded to it as determined by the DM, its stats upgrade to that of a Warhorse or similar CR 1/2 beast, it becomes your choice of celestial, fae, or fiend, its Intelligence score increases to 6 if it is lower, and you can cast Find Steed once per long rest to summon it.
</p><h3 id="miningholdfast">Mining Holdfast</h3>
Int swap d6
<br />Wis swap d6
<br />Cha swap d4
<p>Roll d8 for Background:
<br />1: Acolyte - d4 swaps for Con, Int, Wis
<br />2: Gladiator - d4 swaps for Dex, Con, Cha
<br />3: Guild Artisan - d4 swaps for Con, Wis, Cha
<br />4: Noble - d4 swaps for Con, Int, Cha
<br />5: Soldier - d4 swaps for Str, Con, Cha
<br />6: Spy - d4 swaps for Dex, Con, Cha
<br />7-8:<a href="#otherbackground"> Other</a>
</p><div class="separator" style="clear: both; text-align: center;"><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=7036-1&name=Dwarves%27%20Mine&category=%5BCastle%5D%5BFantasy%20Era%5D#T=S&O={%22iconly%22:0}" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1067" data-original-width="850" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfUOwf6_OaUeIGjY7uX5CAmB-OBPiVjIC1YiAi11iSGznORO9ZsGf1wCz6hotbkWUlapE9kQ4wKG3c4Kuhy7yfqwdWRzllBh0kLc77mZHkliOh1-UC5gvUIKwlLWVlgye-kk1u1q0FMOFM/w319-h400/miningholdfastcrop2.jpg" width="319" /></a></div>
<p>You grew up in a society organized around the mine and the forge and the chisel, working iron and stone to their will. You are accustomed to organized hierarchies, rules, standards, tradition, honor, and regimentation. Traditionally this upbringing was associated with mountain dwarves and hobgoblins.
</p><p>Alignment. Tends toward lawful neutral, although individuals can be of any alignment.
</p><p>Speak, read, and write Common, Dwarvish, and one other language that uses the Dwarvish script.
</p><p>Armor Training. You have proficiency with light and medium armor.
</p><p>Choose Military or Worker:
</p><p>*Military:<br />Martial Training. You are proficient with two martial weapons of your choice.
<br />Saving Face. You are careful not to show weakness in front of your allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
<br />Tactical Training. Choose Int swap d6, or your Int score increases by 1. Whenever you make an Intelligence (History) check related to military tactics or heraldry, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
</p><p>*Worker:<br />Artisan Knowledge. You have proficiency with the artisan's tools of your choice. Whenever you make an Intelligence (History) check related to the origin or properties of something created with those tools, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. For example, if you gained proficiency with mason's tools, this applies to stonework, and if you gained proficiency with jeweler's tools, it applies to jewelry.<br />Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.<br />Strength of the Worker. Choose Str swap d6, or your Str score increases by 1<br />Worker Weapon Proficiency. You have proficiency with the light hammer, sickle, war pick, and warhammer.
</p><h3 id="mysticcavern"></h3><h3>Mystic Cavern</h3>
Int swap d6
<br />Wis swap d4
<br />Cha swap d6
<p>Roll d10 for Background:
<br />1: Acolyte - d4 swaps for Con, Int, Wis
<br />2: Criminal - d4 swaps for Dex, Con, Cha
<br />3: Hermit - d4 swaps for Con, Int, Wis
<br />4: Knight - d4 swaps for Con, Int, Cha
<br />5: Outlander - d4 swaps for Str, Con, Wis
<br />6: Sage - d4 swaps for Con, Int, Wis
<br />7: Urchin - d4 swaps for Dex, Con, Wis
<br />8-10:<a href="#otherbackground"> Other</a>
</p><div class="separator" style="clear: both; text-align: center;"><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=70133-1&name=Spinlyn%27s%20Cavern&category=%5BLegends%20of%20Chima%5D#T=S&O={%22iconly%22:0}" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1011" data-original-width="994" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgsxUmpqON2GKUDtNO8KjPh-uk8S2AwxYPvJ474p7ZaoYWpLuD3ZV8qi4tnB1O0ORXrvOyNWAvH-xsJa6CChK-g1HL871RkC2Mn2JTmByknV3A388tqDbEkVDE58i_tnPi31nFg7w8Lx2hB/w394-h400/mysticcaverncropped.jpg" width="394" /></a></div>
<p>You grew up in a society that learned to draw power from places and things that others shun. It is often based on an ecosystem where the primary producers draw energy not from light, but from emanations of elemental magic. You have absorbed some of this power, though diet and training and exposure. Many of your people are proud and grim, considering themselves superior to those without their special power. Traditionally this upbringing was associated with drow, yuan-ti, and duergar.
</p><p>Alignment. Tends toward lawful evil, although individuals can be of any alignment.
</p><p>Speak, read, and write Common, Undercommon, and one other language of your choice.
</p><p>Cavern Weapons Training: Proficiency with rapiers, shortswords, and hand crossbows.
</p><p>Superior Darkvision: If you have darkvision, it now has a range of 120 feet. If you don't, you gain 60 ft darkvision.
</p><p>Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
</p><p>Innate Magic. Choose Int or Cha. Gain a d6 swap in the chosen stat or increase it by 1. It is your spellcasting ability for these spells. Then choose one of:
<br />*Lightbender. You know the Dancing Lights cantrip. At 3rd level, you can cast the Faerie Fire spell once per long rest. At 5th level, you can cast the Darkness spell once per long rest.
<br />*Fleshbender. You have advantage on saving throws against illusions and against being charmed or paralyzed. At 3rd level, you can cast the Enlarge/Reduce spell on yourself once per long rest, using only the spell's Enlarge option. At 5th level, you can cast the Invisibility spell on yourself once per long rest.
<br />*Venombender. You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times, but you can target only snakes with it. At 3rd level, you can also cast Suggestion once per long rest.
</p><h3 id="outcast">Outcast</h3>
Int swap d6
<br />Wis swap d4
<br />Cha swap d6
<p>Roll d10 for Background:
<br />1: Charlatan - d4 swaps for Dex, Con, Cha
<br />2: Criminal - d4 swaps for Dex, Con, Cha
<br />3: Entertainer - d4 swaps for Dex, Con, Cha
<br />4: Gladiator - d4 swaps for Dex, Con, Cha
<br />5: Hermit - d4 swaps for Con, Int, Wis
<br />6: Pirate - d4 swaps for Str, Con, Wis
<br />7: Soldier - d4 swaps for Str, Con, Cha
<br />9: Urchin - d4 swaps for Dex, Con, Wis
<br />10:<a href="#otherbackground"> Other</a>
</p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=70335-1&name=Ultimate%20Lavaria&category=%5BNexo%20Knights%5D#T=S&O={%22iconly%22:0}" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1013" data-original-width="1310" height="309" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJzhpMGfbC-a_KT5d2967Ct2o5AxwLrIRmur9tdtpl3fC0JHe9VSGIBbEjTu0Z31XpqiYpwsTkA2QH6gosCDefgmACpCmF7et9K4OgUVa33OPvHp_UONFyu40mcA6YFlTH-OE3rZVoxAYP/w400-h309/outcast.JPG" width="400" /></a></div>
<p>You grew up on the fringes of society, either alone, or in an isolated clan or family, or as a sequestered servitor. People in normal society feared and shunned you because of your appearance or heritage, and you learned to make the most of your innate gifts. Traditionally this situation was associated with dragonborn, tieflings, and warforged.
</p><p>Alignment. Any. Resting the inclination to evil and/or chaos is often hard for those who are alone, and those in a tight-knit clan often develop extreme views in some direction.
</p><p>Speak, read and write Common and one exotic language.
</p><p>Greater Innate Ability. Choose an ability (typically Str for dragonborn, Cha for tieflings, and Con for warforged). Either roll a d8 stat swap in that ability or increase its score by 2.
</p><p>Lesser Innate Ability. Choose a different ability (typically Cha for dragonborn and Int for tieflings). Either roll a d6 stat swap in that ability or increase its score by 1.
</p><p>Choose Damage Resistance or Specialized:
<br />*Damage Resistance. You have resistance to one type of damage. If you are a dragonborn, this is based on your Draconic Ancestry. If you are a tiefling, it is fire damage. Otherwise, choose a damage type.
<br />*Specialized. You gain one skill proficiency and one tool proficiency of your choice.
</p><h3 id="redochre">Red Ochre</h3>
Int swap d4
<br />Wis swap d6
<br />Cha swap d6
<p>Roll d8 for Background:
<br />1: Gladiator - d4 swaps for Dex, Con, Cha
<br />2-3: Outlander - d4 swaps for Str, Con, Wis
<br />4: Pirate - d4 swaps for Str, Con, Wis
<br />5-6: Soldier - d4 swaps for Str, Con, Cha
<br />7-8:<a href="#otherbackground"> Other</a>
</p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=71747-1&name=The%20Keepers%27%20Village&category=%5BNinjago%5D%5BThe%20Island%5D#T=S&O={%22iconly%22:0}" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1010" data-original-width="1941" height="209" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPZo4cGwcdhqS6LQ4eF5R134A9IRKRR2ixZczze-qc86kpK2P-68WrAQnKQDJrpAOY6h_sCBF6OrmBDQFp2DazodSakgtR1xE7ohPwzmTXCiCJyRG057O0e9FwFbAvdtxzS9jrt_Sb4ErI/w400-h209/redochre.jpg" width="400" /></a></div>
<p>You grew up in a band of foragers hunting and gathering in an untamed environment. Your people are primeval hunters and savage warriors, tied to the wild spirits of the land. They learned that they must place the survival of themselves and their tribe first, and often have little consideration for outsiders, especially those who threaten to push them off their land. Traditionally this upbringing was associated with orcs, half-orcs, and bugbears.
</p><p>Alignment. Tends toward chaotic evil, although individuals can be of any alignment.
</p><p>Speak Common and two other languages of your choice.
</p><p> Hunter's Body. Choose Dex swap d6 or Con swap d6
</p><h4 id="primal">Primal</h4> Repeat three times: Choose from 1-6, or roll d10 (rerolling any abilities you already have):
<p>1. Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
<br />2. Menacing. You gain proficiency in the Intimidation skill.
<br />3. Primal Intuition. You gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Medicine, Nature, Perception, and Survival.
<br />4. Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
<br />5. Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
<br />6. Sneaky. You gain proficiency in the Stealth skill.
<br />7. Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
<br />8. Roll d10 on the Frontier Freehold <a href="#hardscrabble">Hardscrabble</a> table.
<br />9. Roll d6 on the Wayside Warren <a href="#survivalstrategy">Survival Strategy</a> table.
<br />10. Roll d6 on this table, and roll d8 on the Fae Forest <a href="#waysofnature">Ways of Nature</a> table.
</p>
<h3 id="wanderingwagon">Wandering Wagon</h3>
Int swap d4
<br />Wis swap d6
<br />Cha swap d6
<p>Roll d10 for Background:
<br />1: Charlatan - d4 swaps for Dex, Con, Cha
<br />2: Criminal - d4 swaps for Dex, Con, Cha
<br />3: Entertainer - d4 swaps for Dex, Con, Cha
<br />4-6: Guild Merchant - d4 swaps for Con, Wis, Cha
<br />7: Folk Hero - d4 swaps for Str, Con, Wis
<br />8: Sailor - d4 swaps for Str, Con, Wis
<br />9: Spy - d4 swaps for Dex, Con, Cha
<br />10:<a href="#otherbackground"> Other</a>
</p><div class="separator" style="clear: both; text-align: center;"><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=75958-1&name=Beauxbatons%27%20Carriage:%20Arrival%20at%20Hogwarts&category=%5BHarry%20Potter%5D%5BGoblet%20of%20Fire%5D#T=S&O={%22iconly%22:0}" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="929" data-original-width="968" height="384" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaVwA2AWk1QZuP9n7zrSFUpW3uRrtZzrNK20KD-pJYzK6YszFE-MPMlCcuWg_ZnmKxfQtcaBvPekeqHMb5hM8FuxA3ZHB46jkdCF7MimkpRdDdrBql2Ik92YJl9hGLg1e8iCp1VRClLnE4/w400-h384/wanderingwagon.jpeg" width="400" /></a></div>
<p>You grew up among people who constantly traveled from one settlement to the next, such as merchants, itinerant laborers, or performers. Your life was freedom, fresh air, and the open road or sea or sky, knowing no law or master but one's own virtue. You and your people are often viewed with suspicion by settled provincial folk, so you developed unusual skills or became good at making friends. Traditionally this upbringing was associated with humans and half-elves.
</p><p>Alignment. Tends toward chaotic good, although individuals can be of any alignment.
</p><p>Speak, read, and write Common and one other language of your choice.
</p><p>Choose Diplomat, Esoteric Knowledge, or Well Traveled:
<br />*Diplomat. Choose Cha swap d8, or your Cha score increases by 2. Gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion. Speak, read, and write one additional language of your choice.
<br />*Esoteric Knowledge. Gain a feat of your choice. Gain proficiency in a skill of your choice.
<br />*Well Traveled. Roll d6 on the Bright Burrows <a href="#hobbies">Hobbies</a> table, d8 on the Fae Forest <a href="#waysofnature">Ways of Nature</a> table, d10 on the Frontier Freehold <a href="#hardscrabble">Hardscrabble</a> table, and d6 on the Red Ochre <a href="#primal">Primal</a> table.
</p>
<h3 id="waysidewarren">Wayside Warren</h3>
Int swap d4
<br />Wis swap d6
<br />Cha swap d6
<p>Roll d12 for Background:
<br />1: Charlatan - d4 swaps for Dex, Con, Cha
<br />2: Criminal - d4 swaps for Dex, Con, Cha
<br />3: Folk Hero - d4 swaps for Str, Con, Wis
<br />4: Gladiator - d4 swaps for Dex, Con, Cha
<br />5: Hermit - d4 swaps for Con, Int, Wis
<br />6-7: Outlander - d4 swaps for Str, Con, Wis
<br />8: Pirate - d4 swaps for Str, Con, Wis
<br />9-10: Urchin - d4 swaps for Dex, Con, Wis
<br />11-12:<a href="#otherbackground"> Other</a>
</p><div class="separator" style="clear: both; text-align: center;"><a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=70014-1&name=The%20Croc%20Swamp%20Hideout&category=%5BLegends%20of%20Chima%5D#T=S&O={%22iconly%22:0}" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1086" data-original-width="1486" height="293" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg40aJJQfK5o_2Na9qU0MhK4THbCSHTPMhgUyIbXgfaSaj9zF9UjB8lh29xf3jAkIDs7Dbkzxhxxd8mWRIty3P2ofv7Ax6TifWfAfveJ4hvCTtJazf-42kcoEKVxMbf0-5gF0alSSl4JXxi/w400-h293/waysidewarrencrop.jpg" width="400" /></a></div>
<p>You grew up among people who were downtrodden and dispossessed, forced to scratch a living at the edges of the world. You have learned to collect what you can from a harsh environment or from the scraps of another civilization. Often your people form a pack or gang that supports them against the uncaring world, but individuals are always alert to opportunities to gain personal power within the gang. Traditionally this upbringing was associated with goblins, kobolds, and lizardfolk.
</p><p>Alignment. Tends toward neutral evil, although individuals can be of any alignment.
</p><p>Speak, read, and write one language of your choice. Speak Common.
</p><p>Packrat Poverty. After collecting the equipment from your background and class, replace the money with 3 copper pieces. Roll a random trinket (PHB pg 160) for each 3 gp you lost in this way.
</p><p>Scavenger. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger, or other similar materials from your environment. You use these materials to create one of the following items, or more in the case of harvesting from larger creatures or richer environments: a shield, any simple melee weapon, sling, net, or blowgun, 1d20 darts or pieces of ammunition, a holy symbol or spellcasting focus, or, with DM permission, an appropriate item of adventuring gear costing 1 gp or less, such as a bag of caltrops, a sack, a waterskin, or a torch. To use this trait, you need appropriate artisan's tools, such as leatherworker's tools.
</p><p>Self sufficient. You gain proficiency with cook's utensils, leatherworker's tools, and cobbler's tools, and own all three of them.
</p><h4 id="survivalstrategy">Survival Strategy</h4>Choose one from 1-3 and one from 4-6, or roll d6 twice (rerolling any abilities you already have):
<p>1. Designated Distraction. As an action on your turn, you can distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
<br />2. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
<br />3. Survivor's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
<br />4. Bite. You have learned to use your teeth as a natural weapon, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier if you are Medium, or 1d4 + your Dexterity modifier if you are Small. Also, in battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
<br />5. Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
<br />6. Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
</p>
<h3 id="multicultural">Multicultural</h3>
You grew up in two different cultures, and know both of their folkways and are at home in both of them, although learning how to do this has been mentally taxing. Roll d12 on the <a href="#otherupbringing">Upbringing</a> table twice, rerolling duplicates.
<p>Stat swaps: for both upbringings, replace any d8 swaps with d4 swaps and roll them. Do not roll any others.
</p><p>Roll a <a href="#otherbackground">random Background</a>.
</p><p>Alignment. Any. Decide how being exposed to different philosophies of life has shaped you.
</p><p>Starting with the languages, follow the instructions under both upbringings, taking or choosing abilities as directed. You also get the Cultural Immersion benefit for both upbringings.
</p><p>As normal, if you would gain the same proficiency from two different sources, you can choose a different proficiency of the same kind (skill, martial weapon, simple weapon, tool) instead. However, if given a choice, you cannot deliberately choose a proficiency you already have in order to trigger this.
</p>
<h3>Unusual Upbringings</h3>
<h3 id="animal">Animal</h3>
You were an animal for most of your life. You decide if you were turned into one when you were a baby, or if you were born an animal before something gave you sapience and the ability to transform into a member of your species. In some ways you still are an animal, and integrating into the society around you can be somewhat difficult.
<p>Int swap d4
<br />Wis swap d6
<br />Cha swap d6
</p><p>Roll a <a href="#otherbackground">random Background</a>.
</p><p>Alignment. Any, although usually non-lawful.
</p><p>Speak Common and one language of your choice.
</p><p>Transformation. Choose a beast of challenge rating 0. You can, once per short rest, transform into that animal as though using the druid's Wild Shape ability (PHB pg 66). You can stay in the animal form as long as you want.
</p><p>Choose Pet or Wild:
<br />*Pet. You were once a pampered pet and now you are a uncannily attractive member of your species. Choose Cha swap d8, or your Cha score increases by 2. Gain proficiency in the Persuasion skill.
<br />*Wild. You were once a wild animal. Choose Wis swap d6, or your Wis score increases by 1. Gain proficiency in the Nature, Perception, and Survival skills.
</p><h3 id="childsoldier">Child Soldier</h3>
You grew up knowing nothing but training for battle or special operations, in an isolated barracks or camp. You decide if you escaped or were discharged at some point to make your own way in the world, or if you are currently still loyal to the organization and on a mission for it.
<p>Int swap d4
<br />Wis swap d4
<br />Cha swap d4
</p><p>If you left, roll a <a href="#otherbackground">random Background</a>. If not, roll d4:
<br />1: Outlander - d4 swaps for Str, Con, Wis
<br />2-3: Soldier - d4 swaps for Str, Con, Cha
<br />4: Spy - d4 swaps for Dex, Con, Cha
</p><p>Alignment. Any. Decide about who trained you, why, what the training was like, and how that shaped you.
</p><p>Speak Common and one language of your choice.
</p><p>Early Training. Your first level will be in the Fighter class. After making all choices for your character and the first level of Fighter, choose a different class and gain all of the features of its first level, except hit points, as though you were multiclassing into that class. You must meet the normal multi-classing prerequisites, and if you don't, reduce some stat by one and increase either your Strength or Dexterity score by one, repeating until it is 13. You are still a level 1 character for the purposes of experience and encounter calculations and proficiency bonus.
</p><h3 id="fellfromheaven">Fell From Heaven</h3>
You were found in a crater surrounded by shards of strange magical material. You have the body of a young adult, but no memories of your life before except brief flashes and strange dreams. Since then you've made your way through the world as best you could, and have recently begin to manifest innate magical powers.
<p>Int swap d4
<br />Wis swap d4
<br />Cha swap d6
</p><p>Roll a <a href="#otherbackground">random Background</a>.
</p><p>Alignment. Tends toward lawful good, although individuals can be of any alignment.
</p><p>Speak, read and write Celestial. Speak Common and one language of your choice.
</p><p>Heavenly Power. After making all choices for your character and gaining your class level, gain all of the features of the first level of bard, paladin, sorcerer, or warlock, except hit points, as though you were multiclassing into that class. This does not require you to meet any ability score prerequisites, and does not count as your current class, but if you do meet the multiclassing prerequisites, you can later advance in the chosen class as a normal multiclassed character. You are still a level 1 character for the purposes of experience and encounter calculations and proficiency bonus.
</p><h3 id="magemarked">Magemarked</h3>
You have a magical marking on your body that gives you powers. Either you were born with it, or it manifested at some point in your childhood or adolescence. This set you apart from society, and you focused your efforts on mastering your powers and figuring out what they mean for your place in the world.
<p>Int swap d6
<br />Wis swap d6
<br />Cha swap d6
</p><p>Roll a <a href="#otherbackground">random Background</a>.
</p><p>Alignment. Any. Decide how society reacted to your appearance and powers, and how that shaped you.
</p><p>Speak, read and write Common and one language of your choice.
</p><p>Mark. Roll d12 for your mark. Each of the marks lists an ability, two or three spells, and two or three skills and/or tools. Gain a d6 swap in the listed ability or increase it by 1. It is your spellcasting ability for all of the listed spells. You can cast them without using material components. If the listed spell is a cantrip, you know it and can cast it at will. If it is a 1st-level spell, you can cast it once per long rest. If it is a 2nd-level spell, then starting at 3rd level, you can cast it once per long rest. Also, whenever you make an ability check using the listed tools or skills, you can roll a d4 and add the number rolled to the total ability check.
</p><p>1. Detection: Int; Detect Magic, Detect Poison and Disease, See Invisibility; Investigation, Insight
<br />2. Finding: Wis; Hunter's Mark, Locate Object; Perception, Survival
<br />3. Handling: Wis; Animal Friendship, Speak With Animals, Calm Emotions; Animal Handling, Nature
<br />4. Healing: Wis; Cure Wounds, Lesser Restoration; Medicine, Herbalism Kit
<br />5. Hospitality: Cha; Prestidigitation, Purify Food and Drink, Unseen Servant; Persuasion, Brewer's Tools, Cook's Utensils
<br />6. Making: Int; Mending, Magic Weapon (does not require concentration); Arcana, Artisan's Tools you are proficient with
<br />7. Passage: Dex; Expeditious Retreat, Jump, Misty Step; Acrobatics, Land vehicles
<br />8. Scribing: Int; Message, Comprehend Languages, Magic Mouth; History, Calligrapher's Tools
<br />9. Sentinel: Wis; Shield, Shield of Faith; Insight, Perception
<br />10. Shadow: Cha; Minor Illusion, Invisibility; Stealth, Performance
<br />11. Storm: Cha; Feather Fall, Fog Cloud, Gust of Wind; Acrobatics, Navigator's Tools
<br />12. Warding: Int; Alarm, Mage Armor, Arcane Lock; Investigation, Thieves' Tools
</p><h3 id="vampire">Vampire</h3>
At an early age, you were bitten by a vampire, or possibly transformed by some form of dark magic, and have lived on the fringes of society since then. You are weaker than most vampires, but still alive and (mostly) in control of your urges.
<p>Int swap d6
<br />Wis swap d4
<br />Cha swap d4
</p><p>Roll a <a href="#otherbackground">random Background</a>.
</p><p>Alignment. Tends toward lawful evil, although individuals can be of any alignment.
</p><p>Speak, read, and write Common and one language of your choice.
</p><p>Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. If you already have darkvision, its range increases by 60 feet.
</p><p>Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
</p><p>Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier to the attack and damage rolls when you attack with your bite. Your bite deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you use your bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
<br />*Regain hit points equal to the damage dealt by the bite
<br />*Gain a bonus to the next ability check or attack roll you make; the bonus equals the damage dealt by the bite
<br />You can empower yourself with your bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
</p><p>Vampiric Power. Choose one:
<br />*Mobility. Your speed increases by 5 feet, and you have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
<br />*Compulsion. Choose Cha swap d6, or your Cha score increases by 1. You know the Friends cantrip. At 3rd level, you can cast the Charm Person spell once per long rest. At 5th level, you can cast the Suggestion spell once per long rest. Charisma is your spellcasting ability for these spells.
</p><p></p><h3 id="werewolf">Werewolf</h3>
<p>At an early age, you were bitten by a werewolf (or some other kind of lycanthrope), and have lived on the fringes of society since then. You have (perhaps very recently) learned to control your shifting, and do not shift involuntarily, although this has come at a cost: you are not as powerful as many others of your kind.
</p><p>Int swap d4
<br />Wis swap d6
<br />Cha swap d6
</p><p>Roll a <a href="#otherbackground">random Background</a>.
</p><p>Alignment. Tends toward chaotic neutral, although individuals can be of any alignment.
</p><p>Speak Common and one language of your choice.
</p><p>Choose two proficiencies from among: Perception, Athletics, Intimidation, Acrobatics, and Survival.
</p><p>Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain benefits that depend on your aspect, described below. Once you shift, you can’t do so again until you finish a short or long rest.
</p><p>Aspect. Choose one:
<br />*Beasthide: Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC.
<br />*Longtooth: While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
<br />*Swiftstride: While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
</p>
<p></p><p></p>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4483790419701776144.post-501401146180174522021-01-19T15:38:00.000-05:002021-01-19T15:38:49.410-05:00Die Rolls Represent Environmental Variation<p><i>This is a Game Master post, not a Lego post. But the overall approach described here works well with <a href="http://www.legogm.com/2018/08/lego-dice.html">Lego Dice</a>. The pictures are interesting game moments that happened partly as a result of using this system.</i></p><p>There are four problems that GMs often run into, and they can all be fixed by a shift in how you think about die rolls that represent success or failure on a task.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipL5aDKEZI6QUfiH-y-jphmKTZthTHdjegd1yZ4M7uTWyw3vPceKL0EKpHrReEMRU-tlFPZ4-8tVNpY6js2rGv3epFyeSqxvUve6nKhkELPHnybR95tiK75pEYGX-r5tWvoMtAKLw1Se4D/s2048/sarlacc.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipL5aDKEZI6QUfiH-y-jphmKTZthTHdjegd1yZ4M7uTWyw3vPceKL0EKpHrReEMRU-tlFPZ4-8tVNpY6js2rGv3epFyeSqxvUve6nKhkELPHnybR95tiK75pEYGX-r5tWvoMtAKLw1Se4D/w400-h300/sarlacc.jpg" width="400" /></a></div><h4 style="text-align: left;">The Problems</h4><p>One problem is that of endless rerolls. If someone fails in a task, and there is no meaningful consequence of failure, players ask to just try again and again until they get it right. This kills any kind of tension, and makes the core mechanic of the game almost irrelevant. But outside of combat and stealth situations, it is often difficult to come up with reasons why a failed attempt caused problems or why it is impossible to reroll.</p><p>(In the ancient days of the D&D, when it was all dungeon delving, this problem was solved by wandering monsters. Everything you did took time to attempt, and at regular time intervals, the DM would roll for random monsters that game very little treasure or experience, so it was pure downside. This made every action costly and so forced players to budget them.)</p><p>The second problem is when one player fails due to a bad die roll, and then a different player, with a worse stat, succeeds because of a good roll. It is sometimes possible to come up with a good story-based reason for this, and say that some quirk of the lower-skilled PC's background allowed them to accomplish it, but if it happens too often it can kill immersion and believability. I've seen a lot of houserules or ad-hoc fixes to try to stop this from happening, but they usually add unwanted complexity to the game.</p><p>The third problem is that differences in character skills don't seem important or meaningful. For example in D&D 5e, at level 1, the highest skill modifier is usually +5, while totally untrained characters usually have a +0 or +1, meaning that the skill only matters about 1/4th of the time. If everyone in the party gets the chance to roll independently to try something, than more often than not the person who succeeds will be an untrained person.</p><p>The fourth problem is that players feel bad when it is implied that their character screwed up. Story-focused groups can roll with it, especially in a lighthearted kind of game where the protagonists are not doing anything important, but it starts to feel wrong for competent heroic characters to be described as blundering around doing dumb things or failing at what should be straightforward tasks.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqjFx35EJxu-tuMRQH19RFEJgZ3qzN3dRVEqD1-rl61wDYujGSAYH2rFGcd_Xwt5odNiUmSjVgn9RHOTT3o6QM32Wn-7HlIsHJUbG-4lgTFuQzK0oxbf42Siv16G_ei_K30qTK1Op4iG2r/s2048/feywild.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqjFx35EJxu-tuMRQH19RFEJgZ3qzN3dRVEqD1-rl61wDYujGSAYH2rFGcd_Xwt5odNiUmSjVgn9RHOTT3o6QM32Wn-7HlIsHJUbG-4lgTFuQzK0oxbf42Siv16G_ei_K30qTK1Op4iG2r/w400-h300/feywild.jpg" width="400" /></a></div><h4>The Solution</h4><p>The way to fix all four of these problems is to think of the die roll as representing a fact about the environment, rather than a fact about individual performance. Rolling the die reveals information about the world, and once revealed, that information remains constant. A low roll does not mean that you messed up, it means that the situation is unfavorable or the problem is really hard. If anyone retries the same task, then they use that original die roll, unless something happens to change the situation.</p><p>For example, using a d20-based rule system, suppose that the DC to kick down doors in a particular place is 15. If you roll to kick in a door, and roll a 12, then you will succeed if your bonus is +3 or better. If you failed, and nothing happens to the door to change it, then any future attempt to kick in that door will use the roll of 12. So anyone with a bonus of +3 or better will be able to kick it down, and anyone with a bonus of +2 or less will not.</p><p>In this example, given the skill bonuses of a low-level party, a quarter of the doors will be so flimsy that any adventurer could kick them down, a quarter will be doors that the fighter can kick down but the wizard cannot, and half of the doors will be too solid for anyone to ever kick down (and optionally, 5% of them aren't really doors at all, but solid walls just pretending).</p><p>The problem of excessive rerolls is solved because you simply can't reroll. The environment is what it is. The problems of weaker characters succeeding is solved because it never happens, and the problem of skill not mattering as muct is solved because the person with the highest ability will always be able to do more than the weaker ones. And the problem of players feeling bad is solved because failure is due outside factors (that might be the seed of an interesting story).</p><p>This approach requires both GM and player flexibility. If one approach, tried by the person with the highest skill, does not work, then it will never work, and they have to come up with a new idea. Don't use it with maps or modules that assume a particular path through, unless you are comfortable winging it.</p><p>This approach may seem like a minor change, but once you work through all its implications, it is a significant shift in worldview. You have to throw out the illusion that the GM has everything planned and mapped out ahead of time, and lean into the fact that you are cooperatively creating the setting and the story based on player choices and die rolls. Make sure your players know this, it might take a bit of retraining from the way they are accustomed to thinking about things.</p><p>The main way to implement this, after a comitment to flexibility and open-ended exploration and problem-solving, is a change in storytelling from 'you screwed up' to 'you got unlucky'. Your instinct when reacting to bad rolls should be to always think of a story about why the world is set up so that the character failed, despite being a <a href="http://www.legogm.com/2019/04/gm-rules.html">competent and experienced person</a>.</p><p>If you have problems thinking of things, then roll on a table (there are lots of interesting and underused ones in the 5e DMG), or use <a href="http://www.legogm.com/2018/08/lego-dice.html">dice</a> or cards with interesting symbols on them as guidance/inspiration.</p><p>If you have a group that uses the 'Plot Point' rules (5e DMG pg. 269), or that you would trust to do so, then you can have players introduce a plot twist when they roll a natural 20 or a natural 1. Do this instead of using a pool of plot points, because such rolls will happen often enough and you don't want or need to add any more bookkeeping.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqW-CyzBvgfdSa3rdPXpSifIOsOdCx5_M0HYpjePHpUucpQ5MjLj-vGDpORoy_Zf-zrEpj4XW-UwxHCsGlJbiTnWeZ87wWqwkAJJuRjks1uMfyli0E6eSicF5cwkFA7bCbsRh1IuB2YWrj/s2048/chariot2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqW-CyzBvgfdSa3rdPXpSifIOsOdCx5_M0HYpjePHpUucpQ5MjLj-vGDpORoy_Zf-zrEpj4XW-UwxHCsGlJbiTnWeZ87wWqwkAJJuRjks1uMfyli0E6eSicF5cwkFA7bCbsRh1IuB2YWrj/w400-h300/chariot2.jpg" width="400" /></a></div><p><b>Example:</b></p><p>Player: Ok, we have our quest and we need to buy provisions before we head out.</p><p>GM: Persuasion check</p><p>Player: Rolled a 3. Adjusted to 8.</p><p>GM: All of the stores are closed. (thinks for a couple seconds) Apparently it is some kind of religious holiday. You can either wait around and try tomorrow, or do without.</p><p>Player: Oh come on! Are you really requiring a DC 10 just to get in a store? We can't even shop a quarter of the time, even with our silver-tongued bard? A normal person just fails to shop half the time?</p><p>GM: That check is for outsiders. Locals just know when and where to go. Every religion has a different concept of 'weekend', not to mention all the random holy days scattered through the year. And yes, even if stores are open, there's lots of reasons a shopkeeper might not feel like letting a pack of armed foreigners inside.</p><p>Player 2: Ok, we really need climbing gear and we can't wait. How do we feel about doing the thing where we break in and take stuff and leave plenty of money for the owner?</p><p>Player 3: On a holy day? I think they'd be extra pissed. I'd rather try to bribe the shop owner first. Are they in their houses or all in the church?</p><p>GM: Which would you prefer?</p><p>Player 3: I think it's a lot easier to convince them to break the rules for money if we get them alone.</p><p>GM: Ok, Religion check.</p><p>Player 3: Ugh, total of 9.</p><p>GM: Yeah, every decent upstanding community member, aside from the guard you talked to earlier, is going to be in church singing hymns for hours. It's like those colonial Puritan villages with their six-hour Sunday services. (scribbles notes)</p><p>Player 1: Wait, what would have happened if that result was a 10? How would having someone with more knowledge affect that fact?</p><p>GM: You would have known if and when they were going to take a quick break to go to their outhouse.</p><p>Player 2: Well, at least we can try talking to that guard again.</p><p>GM: What would you be trying to get out of him?</p><p>Player 2: Either convince him that rescuing the child is worth grabbing the shopkeeper out of church, or get the location of some other place to buy provisions.</p><p>GM: It was your idea, so you roll for it, but use the bard's +5 modifier for a Persuasion check.</p><p>Player 2: Yes! Nat 20!</p><p>GM: Plot twist in your favor. What do you want it to be?</p><p>Player 2: I want a gnome village between us and the place we need to be. A place where I can feel at home for a change.</p><p>GM: Sure, that works. (marks on map) You can think of its name and details while we do the wilderness encounters, and describe it to the party when you arrive. You'll have to spend a day trekking through the woods without any new provisions, but you can get good climbing gear and supplies there. The guard tells you how to find it and says, "Hey, as long as you are going there, can you deliver the mail for us?"</p>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4483790419701776144.post-45602340799571883442020-09-17T17:46:00.004-04:002021-06-02T12:53:47.146-04:00Lego Terrain: Game PicturesOne of the main problems that all GMs have is quickly setting a scene. Just creating common knowledge among the players of what is happening, without boring them with detail, is a hard problem. I have seen and used many methods of setting a scene, from drawing on an erasable battlemat, to using various kinds of dungeon tiles (including Lego builds), to verbally describing the room. The method of putting Lego <a href="http://www.legogm.com/2015/05/lego-terrain-101.html">wall segments</a> and <a href="http://www.legogm.com/2017/09/dungeon-dressing.html">scenery bits</a> on a gridded tablecloth is by far the fastest, easiest, and most fun method. Everything else just feels wrong now.<div>
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<br />In this post, I use pictures from games I have run to illustrate various things I have learned about the use of Lego as terrain and play aids, discussing my experiences of what has worked well and what has not. The <a href="http://www.legogm.com/2016/07/game-pictures.html">Game Pictures</a> post is four years old, and since then I have run a lot more games, using a lot more builds and techniques. For almost all of them, I had to take all of my supplies somewhere in a backpack, meaning I was running the game with what I could fit in a plastic shoebox.</div><div><br /></div><div>
For a while, I experimented with using a hex-grid tablecloth instead of the square grid one. I found that Lego walls and small builds work just fine on a hex grid. It worked especially well for outdoor environments; I could quickly create a vast scene with lots of room to roam around and explore, in this case an overgrown temple overrun with bugs:<br />
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Experienced Lego builders, or Ninjago fans, might have recognized the terrain piece from <a href="https://brickset.com/sets/70621-1/The-Vermillion-Attack">The Vermillion Attack</a> in the picture above. It has a play feature where you twist a Technic piece and the egg pops open and snakes jump out. I added a plate so that it could make spiders jump out instead. I can confirm that it is loads of fun to spring that on the players in-game.<br />
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The yellow wall in the picture above is a Wall of Stone, which the party wizard cast to control the battlefield and prevent the party from getting surrounded. You can see that it is just 1x4 and 1x6 yellow bricks stacked up, representing two 10-foot segments of the wall. Making Lego builds to represent spells like this that place anything on the environment is a very handy play aid.<br />
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Another way to make a large dungeon that you can fit in your backpack is to use microscale. Have each stud represent a 5-foot square and use Heroica figures for the PCs and enemies. You can build the dungeon on baseplates, and pull out and connect the sections as the PCs explore:<br />
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Microscale is also appropriate for naval combat. Make microscale ships, and move them around with people on board. One <a href="http://www.legogm.com/2018/12/spelljammer.html">Spelljammer</a> game featured both of these uses of microscale. The PCs had to stealthily approach a Mind Flayer <a href="https://forgottenrealms.fandom.com/wiki/Nautiloid">Nautiloid</a>, using space terrain as cover, and breach it with their ramming craft. The setup uses my then-standard technique for setting the height of floating objects or flying or swimming characters: blue bricks and plates, placed sideways, with every three studs marked. This normally marks 5 feet of height, but in microscale it marks 15. However, they were very prone to falling over, and in future games I will be using <a href="http://www.legogm.com/2020/08/wheels-as-bases.html">sideways tires</a> as the base for flying objects and marking vertical distance and all associated diagonals with a ruler.<br />
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After breaching, they fought their way to the core to defeat the mother brain. ( In my game, the inside of the ship was a single level that tapered to a point, using gravity magic to curl it up into the nautiloid shape.) That is the microscale dungeon above.<br />
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Then, after they took over the ship, in the next game I switched back to normal scale, representing the ship's bridge with a few walls and magitech gizmos. As they were piloting it back to salvage, they had to fight off a swarm of space jellyfish. The jellyfish are a simple build of sticking tentacles and tubes under a cockpit piece that otherwise has no use in a fantasy world:<br />
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In a different storyline, back on the ground, they fought Yuan-ti, made with a <a href="http://www.legogm.com/2020/08/large-humanoids.html">large humanoid torso</a> on a radar dish base that represents the snake coils. I was experimenting with a variable-height terrain system, using technic pegs and long beams, but it was more trouble than it was worth. Next time I'll just put the baseplate on four big pillars of stacked 2x4 bricks.<br />
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If you look closely at the baseplates above, you can see my favorite method of making a 1-inch grid on a Lego baseplate: put a 1x1 plate, or some other thing, every three pegs. in each direction. Minifigs are placed in the four pegs in the center of the square formed in this way. This creates a workable grid in a way that looks natural, and matches the little white crosses that mark out grids on some dungeon tiles.<br />
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Here's a mad wizards's lab. Note the gold pylons, made with a yellow ski and propeller cowling. These kinds of pieces inevitably show up bulk brick lots, and tend to accumulate, cluttering up my brick filing system until I sit down with them and try to figure out how to make them into useful game terrain. The system of placing things on a non-Lego surface helps a lot, because it lets you easily ignore traditional geometry and place things sideways. It would have been a much more challenging build to put that pylon on a Lego baseplate, but instead I can quickly throw it together and toss it in one of my terrain bins.<br />
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Speaking of using up 'worthless' parts, I use printed space parts to represent a <a href="http://www.legogm.com/2017/03/build-guide-modrons.html">modron</a> hive. The party had to destroy one when the modrons tried to start a colony and consume the ecosystem. The red slaad in the top-middle under the orrery is a party ally; recruiting a creature of chaos to fight creatures of law can be a good strategy. To the left you can see parts of a wall of fire that the wizard cast to block off a hive opening, and near the bottom is a summoned scorpion from a figurine of wondrous power:<br />
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The black tiles surrounded by gray plates represent pits or fissures in the ground. I use those little things a lot.<br />
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The gray disks are puddles of gray goo. To make the modrons more powerful and scary, I made them dissolve into puddles of living corrosive goo when they die, which have to be destroyed with magic or energy attacks. I have gotten a surprising amount of use out of piles of loose radar disks. They can mark status effects, environmental conditions, and other markers of interest on the map.<div><br />
<div>Here, assemblages of colored cones and dishes and small round plates are used for a puzzle room. They had different effects based on the color of one part, and the method of removing or dispelling them was based on the color of another part. The players had to try different things, watch what happened to their characters, and then figure out the rules of how to guard against and remove the magical effects.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWopLMCL1DRU1BdlG837Npgb1dhg3K9vqP-YZo4hsXwGgYrh5y45hClsLhPR0LP3jWTsCCzftAIdwTPevzSU2usl39FGi3yBhSHw2_b8oJUDgdnY4b0p1K_SDE7U6o62rkDZ8w3fUzKc2Y/s1632/IMG_0935.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1224" data-original-width="1632" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWopLMCL1DRU1BdlG837Npgb1dhg3K9vqP-YZo4hsXwGgYrh5y45hClsLhPR0LP3jWTsCCzftAIdwTPevzSU2usl39FGi3yBhSHw2_b8oJUDgdnY4b0p1K_SDE7U6o62rkDZ8w3fUzKc2Y/w640-h480/IMG_0935.JPG" width="640" /></a></div></div><div><br /></div>
Another good use of space parts is sideways engines to represent summoning rings or teleportation circles.<br />
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<div class="separator" style="clear: both; text-align: center;"><br /></div><div><div>I ended up using cockpit-based <a href="http://www.legogm.com/2015/06/oozes-and-elementals.html">elementals and oozes</a> quite often. The 'junk pieces' ended up being more valuable for running the game than a lot of monsters or locations that you might be tempted to buy just for the game. The lack of perfection and detail gives them more flexibility. In this case, I added green bricks to the air elementals because they had been enhanced to include poison gas:</div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7igRenM_-yeM8xlH50W0mwru4kpDLbzUa_P4fXIlPHlLAus57AP1UQCu8yuipJ5HY1QqWJHyX1HSkix9b28gV1MrLU6X66JpGvQnD_E7LxKX3ovoYmXNV53ddOdWhx8RTX2bw9cZBFbCP/s1632/IMG_0830.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1632" data-original-width="1224" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7igRenM_-yeM8xlH50W0mwru4kpDLbzUa_P4fXIlPHlLAus57AP1UQCu8yuipJ5HY1QqWJHyX1HSkix9b28gV1MrLU6X66JpGvQnD_E7LxKX3ovoYmXNV53ddOdWhx8RTX2bw9cZBFbCP/w480-h640/IMG_0830.JPG" width="480" /></a></div><div><br /></div><div>And of course, putting character minis inside a gelatinous cube never gets old. Here, they were cruising along in their little assault craft when they flew too close to a cube that was lurking along the travel path. Rescuing your teammates from one of those things is significantly harder in zero gravity. But by then, they had learned never to go into wildspace without a large supply of harpoons and grappling hooks. I got a lot of use out of those Lego rope pieces.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyLmzDhKYlqBaYAwxk1-xZmFvo4yVvLDKu9kqT3HJt21KhXzXaKgupcfyUkY2T24OT-W2f6xoy8f5-uFnzcsTnmDoXwQkknIfo0ahuQ5eTLKwLhV5D4NfyvaCCUN7A-8ivkD-eaT-g2Q70/s3264/IMG_0904.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2448" data-original-width="3264" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyLmzDhKYlqBaYAwxk1-xZmFvo4yVvLDKu9kqT3HJt21KhXzXaKgupcfyUkY2T24OT-W2f6xoy8f5-uFnzcsTnmDoXwQkknIfo0ahuQ5eTLKwLhV5D4NfyvaCCUN7A-8ivkD-eaT-g2Q70/w640-h480/IMG_0904.JPG" width="640" /></a></div></div><div><br /></div><div>I have also gotten a lot of use out of the boulder pieces: earth, metal, ice and lava. They can represent elemental nodes and similar features, especially with the ability to put things inside them. If they roll high on some kind of search or investigation check, I can open the piece and hand them an interesting object. But they get used often enough that the players don't assume that there is always something inside. They are easy to throw in the bin and add variety and interest to encounters.</div><div><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwJoDM0AjSqP_gFUegmurxeSZ0KNFhJXeQNUDW3VR3FEFChcDq4u1eq7PKLNUfJwdU8HymJQ37K7kCutbwNXFVRiyalangZV_fBNeMbL7sUZ8ppoQIOIz-UbBGQT1P-yWxB59YO7Zln4Vx/s1600/IMG_0872.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwJoDM0AjSqP_gFUegmurxeSZ0KNFhJXeQNUDW3VR3FEFChcDq4u1eq7PKLNUfJwdU8HymJQ37K7kCutbwNXFVRiyalangZV_fBNeMbL7sUZ8ppoQIOIz-UbBGQT1P-yWxB59YO7Zln4Vx/w640-h480/IMG_0872.JPG" width="640" /></a></div>
<div><br /></div><div>Of all the <a href="http://www.legogm.com/2017/02/trick-and-secret-doors.html">secret door pieces</a> I have built, the red ones have been the most useful. Black and red have been the wall colors I use most often, and it is important to mix the secret door pieces in with basic terrain pieces. The variety of red secret door pieces, and the frequency with which I use red walls, mean that there are usually one or two of the secret door segments in every scene, whether or not there is a secret door there. If the characters look for one and find it, then open the door, and quickly add the other room and its contents, in this case a five-pointed shrine with different elements:</div><div class="separator" style="clear: both; text-align: center;"><br /></div>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZu49rgIyRDRwR83lO98jbToNa9f109TlSBgzteT7sVD9p3-D2MSibzvdzTgteTnQ-v2rF6kUPeTC2dSJ5ctepWc-3Yh8TZQeKVlOdklUNlEnRNb7BSDkqflsncZfXx_zIgx98biXYeHi8/s3264/IMG_0782.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2448" data-original-width="3264" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZu49rgIyRDRwR83lO98jbToNa9f109TlSBgzteT7sVD9p3-D2MSibzvdzTgteTnQ-v2rF6kUPeTC2dSJ5ctepWc-3Yh8TZQeKVlOdklUNlEnRNb7BSDkqflsncZfXx_zIgx98biXYeHi8/w640-h480/IMG_0782.JPG" width="640" /></a></div><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: left;">Overall, my experience has taught me to focus even more on simplicity, flexibility, and reusability. The builds that I keep replying on time and time again are often just one step up from using dice to mark terrain features on the map. Often they are just a few pieces stuck together, something that you can throw together in a minute with a novice level of Lego building skill. But that is all it takes to make the game so much better.</div><div class="separator" style="clear: both;"><br /></div></div></div></div></div>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4483790419701776144.post-20161755227282164822020-08-06T12:12:00.002-04:002021-05-24T19:45:37.870-04:00Wheels as BasesFor years, I had been vaguely dissatisfied with the options available for minifig bases. Because I use a 1-inch grid, I need something three studs wide or less. This rules out the bases that come with collectible minifigs or Dimensions characters. 3x3 plates are very rare, so I usually ended up using 2x3 plates. These were less than ideal, because on a cloth surface they often tip over. There are some off-brand solutions, but I don't like buying expensive custom parts.<br />
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Recently, I realized that wheels placed sideways make perfect bases. The rubber gives them a weight and grip that make them more solid and resistant to falling over, and several types of wheel fit nicely in a 1-inch grid:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlmgV7sI8wXcJaP8bBPqZCGTOyJNhg_fG8dmHOJwQFpxRSQbEk7MjRRSrUwUKUSjq_koWP6dyA1KRMsFjgyF7t0Ujlsjo7vfE4agiY4F20GNYUWv6PNtDA7U5R3j-m9yHhcLpGYUQjQyQ6/s1600/IMG_20200730_111514070.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlmgV7sI8wXcJaP8bBPqZCGTOyJNhg_fG8dmHOJwQFpxRSQbEk7MjRRSrUwUKUSjq_koWP6dyA1KRMsFjgyF7t0Ujlsjo7vfE4agiY4F20GNYUWv6PNtDA7U5R3j-m9yHhcLpGYUQjQyQ6/s640/IMG_20200730_111514070.jpg" width="480" /></a></div>
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I have a large bucket of wheels that came with bulk lots, just sitting around waiting to be used somehow. The only constraint is the number of 2x2 plates with the pin in the bottom.<br />
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There are even some <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?P=4259#T=S&O={%22iconly%22:0}">old wheels</a> that already have studs attached:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBdfq3NWCaElbyhZnhlJi1Ejlh_hM9ALkp2zjQyPqikM3z9y4H5JiAaRfJzoX5STLlu42JnYQ9BBBK0sBf1hiXnER2ivyvoE-MyUW6E2hYRD7MsWrXigHrRM0DZEP8R00Tim98LN3fITOW/s1600/IMG_20200806_115241168.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBdfq3NWCaElbyhZnhlJi1Ejlh_hM9ALkp2zjQyPqikM3z9y4H5JiAaRfJzoX5STLlu42JnYQ9BBBK0sBf1hiXnER2ivyvoE-MyUW6E2hYRD7MsWrXigHrRM0DZEP8R00Tim98LN3fITOW/s400/IMG_20200806_115241168.jpg" width="400" /></a></div>
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The wheels are taller than baseplates, which can look odd, but I suspect that we will get used to it quickly.<br />
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And while while the wheels are slightly better for minifig bases, they are much better as the bases for flying creatures:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0p5x8PnxsPNaQXtLCJrGPAD2PpLS0zJzv14aL1pCsZf7aUaCNyrXq4gLPwCpSS619PyVq02466AZEPdoEqWQ3AKi9WkGJDVNE2wfn49iHkV4X98-jWioNzYYV9e0S6huzKnydzvh5JITN/s1600/IMG_20200731_071821547.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0p5x8PnxsPNaQXtLCJrGPAD2PpLS0zJzv14aL1pCsZf7aUaCNyrXq4gLPwCpSS619PyVq02466AZEPdoEqWQ3AKi9WkGJDVNE2wfn49iHkV4X98-jWioNzYYV9e0S6huzKnydzvh5JITN/s640/IMG_20200731_071821547.jpg" width="640" /></a></div>
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You can use a much larger selection of wheels here; they can be taller and don't need to fit in a single square if they are the base for a Large creature. Try to use the kind of wheels where the rubber tires are a bit wider than the plastic hub, so that only the rubber is touching the table.<br />
<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4483790419701776144.post-18712938598178961212020-08-06T11:23:00.000-04:002020-08-06T11:23:15.307-04:00Large HumanoidsWhen running a game, you will often find that you need figures to represent Large humanoids like ogres, minotaurs, etc. And you will often need many of them; mid-level parties will often encounter packs of them. Here a design that allows you to mass-produce such creatures using common parts, using an ogre as an example:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4EjyAj1L1V1fm7GMUz89Wytr43g6OIheNqpGMs6fPsWoLsDUOsZQS-gIuYh_PjrCkqcBfHGFH_PwmUpNAExZEWgH9N-UqE1sinS44roqb4ZJQybmKsnEA54fZaiQmjeRtQe8Mw4xj28nk/s1600/IMG_20200803_194402215.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4EjyAj1L1V1fm7GMUz89Wytr43g6OIheNqpGMs6fPsWoLsDUOsZQS-gIuYh_PjrCkqcBfHGFH_PwmUpNAExZEWgH9N-UqE1sinS44roqb4ZJQybmKsnEA54fZaiQmjeRtQe8Mw4xj28nk/s320/IMG_20200803_194402215.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPjzvR25wkNqeYkCGj_AsUI4LXkmOm6lVfPcvH53w766p9hFjtOyQk8sTlOvf_EGGnOibapBAfJygIkbX0cU4H2ngavsEIKYrYvIJMIOd5lgceCLDSKPgGgTcAC2kHYa-J_bD-DsbjcHLd/s1600/IMG_20200803_194437583.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPjzvR25wkNqeYkCGj_AsUI4LXkmOm6lVfPcvH53w766p9hFjtOyQk8sTlOvf_EGGnOibapBAfJygIkbX0cU4H2ngavsEIKYrYvIJMIOd5lgceCLDSKPgGgTcAC2kHYa-J_bD-DsbjcHLd/s320/IMG_20200803_194437583.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdhkIPJqvYPOMzOK4gUJ8jc62WdA-sJ41YKSW4U97ANTWbOAAdzhv9P3TjIgkcKh10BUzk_Uhyphenhypheny80og1ZRYLMEXHBUgEh7ZCct6mgqcXXSV1rm2bSMOReoWCGfAE_gOuQN_KBdLopxYejO/s1600/IMG_20200803_194730662.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdhkIPJqvYPOMzOK4gUJ8jc62WdA-sJ41YKSW4U97ANTWbOAAdzhv9P3TjIgkcKh10BUzk_Uhyphenhypheny80og1ZRYLMEXHBUgEh7ZCct6mgqcXXSV1rm2bSMOReoWCGfAE_gOuQN_KBdLopxYejO/s320/IMG_20200803_194730662.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7254ljlFrd1Y1aNCXiadLEWCd8BotGihUJ88YhmH_mbSCEQZC3lk3NKg_PVWpmZ-78GIYLDklO9QtUmg6kOCUl1J3MMKFAnSrmrS4jIUVOSy4FS7-abZjSFbsJ5W5bywbXXzuiy-zJGVI/s1600/IMG_20200803_194844859.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7254ljlFrd1Y1aNCXiadLEWCd8BotGihUJ88YhmH_mbSCEQZC3lk3NKg_PVWpmZ-78GIYLDklO9QtUmg6kOCUl1J3MMKFAnSrmrS4jIUVOSy4FS7-abZjSFbsJ5W5bywbXXzuiy-zJGVI/s320/IMG_20200803_194844859.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPG0S9cR5MwqeG_-b59_YaV129eAW6tR15DmnLoYNV-kBZWQA8M7MrzuWHZz9EuQ-Ft0Fb_ufALq53kyELFduyXKNPRe2W7RjCAEpHPCIhVB_Rg1Ui5njlUOk47OG-SrxSSIkZoQgEYemW/s1600/IMG_20200803_194940198.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPG0S9cR5MwqeG_-b59_YaV129eAW6tR15DmnLoYNV-kBZWQA8M7MrzuWHZz9EuQ-Ft0Fb_ufALq53kyELFduyXKNPRe2W7RjCAEpHPCIhVB_Rg1Ui5njlUOk47OG-SrxSSIkZoQgEYemW/s320/IMG_20200803_194940198.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiygn4Xr3x_W5yYB0TFrV_4DI5p7VlIgxgBx1T6oy2Vi-98GJ_ZdynrCeuQOPJxoHYP9lcX53V8yMgS1r99XFSDpefcP3LjDXSBC8DXaClGQ1cgyp7MFeSN3UD3xbNY00eblcNsvXXJuX4B/s1600/IMG_20200803_195140341.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiygn4Xr3x_W5yYB0TFrV_4DI5p7VlIgxgBx1T6oy2Vi-98GJ_ZdynrCeuQOPJxoHYP9lcX53V8yMgS1r99XFSDpefcP3LjDXSBC8DXaClGQ1cgyp7MFeSN3UD3xbNY00eblcNsvXXJuX4B/s400/IMG_20200803_195140341.jpg" width="300" /></a></div>
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There are of course many possible variations for the shoulder armor (use whatever fender pieces have accumulated), head, arms, and equipment.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYHRMk5AXMC27qWByShdszeYfbJA0tmc8zhr5kx-d739xad7sfmZ7i3st-Y66z2tOqvEujSSJe1wJOrHoj_e7NjoTC6Fwe_cFzJjpb0ogQIV1_rfioex6VKYCO7EtzTBExciSU18TKCEmU/s1600/Ogres.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="900" data-original-width="1600" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYHRMk5AXMC27qWByShdszeYfbJA0tmc8zhr5kx-d739xad7sfmZ7i3st-Y66z2tOqvEujSSJe1wJOrHoj_e7NjoTC6Fwe_cFzJjpb0ogQIV1_rfioex6VKYCO7EtzTBExciSU18TKCEmU/s640/Ogres.jpg" width="640" /></a></div>
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Minotaurs can be produced on the same general template:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh44P4BLXgKMDkoakCn68Vg4F0VRN24_0bIAz5IFPKruZGTvSLD0VYR1PXZ1xCP4xQWXb_w5F5p7S_mJRB5Mvl-fEhSATeZYsog0cXtrXvpXD0yDiFwgk_xi6DrSVTx7dW1N9I9pIj1LOpB/s1600/IMG_20200806_110613573.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh44P4BLXgKMDkoakCn68Vg4F0VRN24_0bIAz5IFPKruZGTvSLD0VYR1PXZ1xCP4xQWXb_w5F5p7S_mJRB5Mvl-fEhSATeZYsog0cXtrXvpXD0yDiFwgk_xi6DrSVTx7dW1N9I9pIj1LOpB/s400/IMG_20200806_110613573.jpg" width="300" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiImdvG9iWL62fA-trbnnXJiZun2KCOOw49nGkeuUvkDdiRSJNaGZBfgiAVzNNa9qNsdomYDPmpfB8BzmkbabM36w2_0LH_TqG885-hAD3_C7VS_RmzLpSiq_sE9vi277ngHebBqKc7_i-x/s1600/IMG_20200806_110802100.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiImdvG9iWL62fA-trbnnXJiZun2KCOOw49nGkeuUvkDdiRSJNaGZBfgiAVzNNa9qNsdomYDPmpfB8BzmkbabM36w2_0LH_TqG885-hAD3_C7VS_RmzLpSiq_sE9vi277ngHebBqKc7_i-x/s400/IMG_20200806_110802100.jpg" width="300" /></a></div>
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As well as a variety of more exotic things like Slaadi<br />
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<br />Unknownnoreply@blogger.com1tag:blogger.com,1999:blog-4483790419701776144.post-56180478583391447572020-07-30T09:49:00.000-04:002020-07-30T09:49:54.265-04:00Magic TownIt all started with a <a href="https://brickset.com/sets/31050-1/Corner-Deli">Corner Deli</a> set that I got as a present:<br />
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I liked the architectural styling, and I had a lot of door and window pieces I needed to get rid of, so I started making more. First I made a palette-swapped copy:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiF8xFexXBh059xVxiZw_6Ra2jsBq2XmsWo-0bBhjsEGOM_2VF9T_xxX-rYfdvqvs-YWG_H01TiGMuTZxOrbi329hP00fcF6O7CTz3GxFPWppAMf7c1y1h1oPWs5yw3Z8hT37LhjVpliS7/s1600/IMG_20200730_085309167.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiF8xFexXBh059xVxiZw_6Ra2jsBq2XmsWo-0bBhjsEGOM_2VF9T_xxX-rYfdvqvs-YWG_H01TiGMuTZxOrbi329hP00fcF6O7CTz3GxFPWppAMf7c1y1h1oPWs5yw3Z8hT37LhjVpliS7/s640/IMG_20200730_085309167.jpg" width="480" /></a></div>
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Then I started using up all of my spare doors and windows to make more buildings with the same height and approximate roof styling, adding fantasy and magical decor.</div>
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Finally, I used the ancient tiny doors and windows from the 70s, and a lot of wacky printed pieces (I think that chicken came from a happy meal), to make a gnome building:</div>
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I am really happy about how this turned out. It may not be suitable for a traditional fantasy game, but it is perfect for the homebrew Spelljammer/ Planescape/ Eberron mashup that my games are set in. It made a good setting for an epic battle about a town being attacked:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTworJ_sBBL3hXaqErktxoEbdL1tQORzoBxMGiYtCBoHHyfIs-cGQtVc-5uCkE0AkneN63zmdRZVYpPM23ptCDHpvCNpF7zY6iwig5mF5lfX-cVPlvpIj_BA6G2tJVul2GWB3dZrW-_Qfs/s1600/town+attacked.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="1200" data-original-width="1600" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTworJ_sBBL3hXaqErktxoEbdL1tQORzoBxMGiYtCBoHHyfIs-cGQtVc-5uCkE0AkneN63zmdRZVYpPM23ptCDHpvCNpF7zY6iwig5mF5lfX-cVPlvpIj_BA6G2tJVul2GWB3dZrW-_Qfs/s640/town+attacked.jpg" width="640" /></a><br />
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In addition to being a good game backdrop, it is the most display-worthy things I've built. It is colorful and well-styled, reminding people of a brownstone neighborhood.<br />
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I especially like how it came almost entirely from 'junk' parts that accumulated from bulk lots: Town doors and windows and printed awning slopes, odd printed tiles, and primary-colored bricks. Throw them all together, and you get something that looks like a magitech Diagon Alley.<br />
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It was also easy to build. Planning out a creation requires thought and effort. But copying and extending a simple build that you recently made from a kit is much easier. If you build a simple two-story ten-stud-wide house/storefront facade every few nights, pretty soon you have a thriving village.<br />
<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4483790419701776144.post-57209071281073381542020-06-29T14:20:00.001-04:002020-06-29T14:20:42.962-04:00Set Recommendations: Summer 2020For the first time in a very long time, the current lineup of Lego sets can conveniently give you everything you need to run a fantasy game, with minimal alteration. It won't be a traditional medieval European fantasy game with historically-accurate castles, but frankly most games have not taken place in that setting for over 20 years. Fantasy RPGs are not about castles, they are about a team of adventurers (usually from a variety of backgrounds and cultures) exploring strange (usually creepy, haunted, or magic-infested) locations, and this year has lots of great dungeon terrain.<br />
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Hidden Side is the hidden gem of the recent sets. I'd recommend half of them. Dropping $100 on the good locations will set you up very nicely for running games, giving you a "GM's toolkit" of terrain and monsters that is more flexible and useful than any castle:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicTpzfUGQVwUTTkZ7Lo7NrQr0Qe8xBEth6ibSHbhr7zn0289sPcG9HAmoyKlzyxuVsdjYF2MskU8-01Y5x0qIVCPecOEkSjdkK4aBHzolUtPU9oWD2MGRlSo2cMEcBfW58XFW1k6rLKFf2/s1600/Welcome.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1453" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicTpzfUGQVwUTTkZ7Lo7NrQr0Qe8xBEth6ibSHbhr7zn0289sPcG9HAmoyKlzyxuVsdjYF2MskU8-01Y5x0qIVCPecOEkSjdkK4aBHzolUtPU9oWD2MGRlSo2cMEcBfW58XFW1k6rLKFf2/s640/Welcome.jpg" width="580" /></a></div>
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The <a href="https://brickset.com/sets/70427-1/Welcome-to-the-Hidden-Side">Welcome to the Hidden Side</a> set is an excellent value: For $20 (list price, usually a few bucks cheaper in most stores) you get three ghostly monsters and terrain that can be used in your game with minor adjustments. Just take off the plates with the English-language words, and separate the sections, and you are good to go. For a bit more customization, you can remove the black tree branches to make a standalone black tree with blue leaves, and take off the face opening from the brick doorway.<br />
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<a href="https://brickset.com/sets/70430-1/Newbury-Subway">Newbury Subway</a>, <a href="https://brickset.com/sets/70431-1/The-Lighthouse-of-Darkness">Lighthouse of Darkness</a>, and <a href="https://brickset.com/sets/70435-1/Newbury-Abandoned-Prison">Abandoned Prison</a> are also great choices for the dungeon crawls and outdoor ruins that games usually take place in. All of them are filled with the kind of interesting and interactive terrain that makes a game fun. Once you make them, you'll want to split them apart into separate <a href="http://www.legogm.com/2017/09/dungeon-dressing.html">dungeon dressing</a> or wall segments for flexibility and reusability.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVh26SJZJrqQ72Qc95tP8_jvGzpKzSIX9HIVYjqDeLHkgQcmEhJMdLTMSe_ulo6ZjbDEI3Yjb02qe-MP_HVsn0BJU-rJ4auj69r9an1XD3OQ3VSze0GqFtE9Ovy2rqbWLIWaX2ZaPHRbg2/s1600/prison.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1158" data-original-width="1600" height="462" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVh26SJZJrqQ72Qc95tP8_jvGzpKzSIX9HIVYjqDeLHkgQcmEhJMdLTMSe_ulo6ZjbDEI3Yjb02qe-MP_HVsn0BJU-rJ4auj69r9an1XD3OQ3VSze0GqFtE9Ovy2rqbWLIWaX2ZaPHRbg2/s640/prison.jpg" width="640" /></a></div>
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The 'castle' set (that actually resembles a Victorian era mansion) is nice-looking and tempting, but has less play value than a collection of the smaller sets. It is a distinct place that you may use once or twice rather than generic terrain you'll use every week.<br />
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Piling on the riches, this summer's line of Ninjago sets is much closer to a traditional fantasy adventure feel. Most of them, as usual, are giant creatures or vehicles with limited value, but the location sets are perfect:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5vmeFPoRJRQGGFLgehAVdHqSjDid_Ckz3QDP13YI6Epz_poPlIaJ-DZ3ZNbS7U7YaAmYQ-1aXhT_3FvIyxCiDk95N6PavpLmUpXQ2UWN7wKL7VxnK8f7ajUyC1vp_GgF0cAXV-mo7Aa2K/s1600/journey.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1314" data-original-width="1600" height="524" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5vmeFPoRJRQGGFLgehAVdHqSjDid_Ckz3QDP13YI6Epz_poPlIaJ-DZ3ZNbS7U7YaAmYQ-1aXhT_3FvIyxCiDk95N6PavpLmUpXQ2UWN7wKL7VxnK8f7ajUyC1vp_GgF0cAXV-mo7Aa2K/s640/journey.jpg" width="640" /></a></div>
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<a href="https://brickset.com/sets/71717-1/Journey-to-the-Skull-Dungeons">Journey to the Skull Dungeons</a> is also an excellent value: For $25 you get minis with really nice, unique equipment and accessories in addition to perfect terrain and dungeon dressing. <a href="https://brickset.com/sets/71718-1/Wu-s-Battle-Dragon">Wu's Battle Dragon</a> is also a great value: $20 for a dragon, goblin, old wizard, and some dungeon dressing with a nice treasure to loot. And if you want to go upscale, the full <a href="https://www.brothers-brick.com/2020/06/20/lego-71722-ninjago-skull-sorcerers-dungeons-review/">Skull Sorcerer's Dungeons</a> promises loads of fun.<br />
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There is a third iteration of the <a href="https://brickset.com/sets/31102-1/Fire-Dragon">Creator 3-in-1 dragon</a> and monster sets that are always nice. If you have one of the first two, this doesn't add anything, but if you are starting out, you will want it.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWzO_ja66fh7WBazUpnLJ1IELXxZLYW0xn8qr5wxNTgPadHWculaM4jE8LHTonZfxQtaG2GZqx-_K8kzx1vDga-bfZy8kHJqWPAzTZR3WqgsXQk9fK415t7rTZ221CigWKy1cJhLmJeW4u/s1600/31102_alt4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1373" data-original-width="1600" height="547" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWzO_ja66fh7WBazUpnLJ1IELXxZLYW0xn8qr5wxNTgPadHWculaM4jE8LHTonZfxQtaG2GZqx-_K8kzx1vDga-bfZy8kHJqWPAzTZR3WqgsXQk9fK415t7rTZ221CigWKy1cJhLmJeW4u/s640/31102_alt4.jpg" width="640" /></a></div>
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Every game will run into giants eventually. One option is to go with <a href="https://brickset.com/sets/75967-1/Forbidden-Forest-Umbridge-s-Encounter">Forbidden Forest: Umbridge's Encounter</a>, which also gives you two centaurs, forest terrain, and three minifigs, a good deal for $30.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgf0ihPe9waXTjILLt4Ub6iXpVST0T3h5fTDWk0RYetJjgC1Z6-Otr7MCqkL4XeMVVIMx_CwBy3JQB_e5C9INd8nWT1ebA2AzNWxgdIjb0pd3LUFLUNglovkuJUrSRST3iM0ija0WM33wsr/s1600/75967-1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="552" data-original-width="690" height="512" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgf0ihPe9waXTjILLt4Ub6iXpVST0T3h5fTDWk0RYetJjgC1Z6-Otr7MCqkL4XeMVVIMx_CwBy3JQB_e5C9INd8nWT1ebA2AzNWxgdIjb0pd3LUFLUNglovkuJUrSRST3iM0ija0WM33wsr/s640/75967-1.jpg" width="640" /></a></div>
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Another option is the sets sold as 'mech suits', which are a good way of getting a nice poseable giant for $10. You have to fix them a bit, usually by adding a head. Usually Ninjago has a couple that are serviceable, but this year I'd go with the <a href="https://brickset.com/sets/76141-1/Thanos-Mech">Thanos Mech</a>. With a bit of alteration, you can remove the 'infinity gauntlet' pieces so it looks like a normal giant hand, and if you swap out the helmet the minifigure will be a generic purple-skinned humanoid rather than anything unique to the Marvel universe.<br />
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Friends has a '<a href="https://brickset.com/sets/theme-Friends/subtheme-Jungle-Rescue">Jungle Rescue</a>' mini-theme that, while not as good as the Elves sets, does add more character and terrain options to your GM's toolkit. The minidolls are still appropriate for elf characters, even without pointed ears. About half of them do not have any modern-looking vehicles. Variety is always nice, so I would recommend one of these $20-30 sets rather than buying a third or fourth set in one of the themes you already have.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhy42Gu3_VQ1mdbxE-tVq2I271J2QJKetvFBvSBwlAdLXRmI_iQo31iVoeDc2vCi07v7dq08moPfuKRV9fU6Pja8dYnhaI92PhJHIzDg4gAbgXNBcE_V0cpWonOoST1R8izgHK4SAJMdYKX/s1600/41423-1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="690" data-original-width="638" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhy42Gu3_VQ1mdbxE-tVq2I271J2QJKetvFBvSBwlAdLXRmI_iQo31iVoeDc2vCi07v7dq08moPfuKRV9fU6Pja8dYnhaI92PhJHIzDg4gAbgXNBcE_V0cpWonOoST1R8izgHK4SAJMdYKX/s400/41423-1.jpg" width="368" /></a></div>
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You should have something to represent a town or storefront or manor house or other civilian location. If these kinds of adventures will not happen often, you can go with something small like <a href="https://brickset.com/sets/31105-1/Townhouse-Toy-Store">Townhouse Toy Store</a> or <a href="https://brickset.com/sets/41427-1/Emma-s-Fashion-Shop">Emma's Fashion Shop</a>. Either of these works well, especially if you replace the plate glass on the first floor with something more period-appropriate (or just use as is and add magic gizmos for a Diagon Alley type of place). If you are running a rustic or lower-magic setting, go with last year's <a href="https://brickset.com/sets/31098-1/Outback-Cabin">Outback Cabin</a>, while you can still get it.<br />
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But if you have the budget, or expect a lot of town adventures, go with <a href="https://brickset.com/sets/75980-1/Attack-on-The-Burrow">Attack on the Burrow</a>. While it's no <a href="https://brickset.com/sets/10193-1/Medieval-Market-Village">Medieval Market Village</a>, it gives enough terrain for a small historical-fantasy village, once you de-stack it, and also gives you eight minis that are good for townsfolk or low-level starting adventurers.<br />
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And finally, Creator has given us a wonderful <a href="https://www.brothers-brick.com/2020/05/18/lego-31109-creator-3-in-1-pirate-ship-review/">pirate ship</a> for $100. I don't necessarily recommend it for most people, because you will get more value out of the smaller location-type sets, but if you are running a nautical (or <a href="http://www.legogm.com/2018/12/spelljammer.html">Spelljammer</a>) campaign it could be the center of many adventures:<br />
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This is the best pirate ship Lego has ever produced, for the simple reason that it uses a brick-built hull and sails rather than special pieces. The whole point of Lego is that you should be able to make anything from basic bricks. The old pirate ships broke this rule, and trained people to believe that you had to buy the special pirate ship set in order to make a pirate ship. If you tried to make your own, it would feel like an inferior substitute. But with this set, Lego is sending the message that normal bricks can do anything. After you build this ship, you should be able to make more on a similar pattern using your own bricks.<br />
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The special bonus of a brick sail is that you can customize it extensively. The skull and crossbones can be replaced with the iconography of a faction or nation in the game you are running. And the ship itself is also flexible, with potential for alteration. One of the great things about introducing ships (or airships) into a campaign is that it gives the players a mobile base that they will always want to upgrade. With this ship, you can alter or upgrade almost anything, and even make it longer.<br />
<br />Unknownnoreply@blogger.com1tag:blogger.com,1999:blog-4483790419701776144.post-21067399719881742482020-06-23T08:25:00.002-04:002020-07-01T16:33:34.462-04:00Terrain: Ledges and CragsThe Lego company and the online builder community have trained people to make large complicated display-worthy sets. This is sometimes nice for a big climactic showdown, but in order to sustainably run a game every week, you need a collection of simple yet robust multi-use terrain pieces. Here is a useful bit of 3-D terrain that is fun to drop in a game:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg16QHh__6OGoqnrxCuhoSf9vs-yj9rymY6uMKEviJRC-6DFVg9bbsKrKivEc6VdRq4QNU6mv3f6pj0tK4h41h3vQPIinbgF8cIyjjIZn7bygDScaAWqLe0CeExmratDZMKb1c9xAzqyIew/s1600/IMG_20200621_202120760.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg16QHh__6OGoqnrxCuhoSf9vs-yj9rymY6uMKEviJRC-6DFVg9bbsKrKivEc6VdRq4QNU6mv3f6pj0tK4h41h3vQPIinbgF8cIyjjIZn7bygDScaAWqLe0CeExmratDZMKb1c9xAzqyIew/s640/IMG_20200621_202120760.jpg" width="480" /></a></div>
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The build is pretty simple; you can adjust to use whatever you have available and probably make it look better.<br />
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1) Start by making the base. I prefer to put 1x1 round plates in this pattern, to match the 1-inch marks on printed dungeon times or battlemaps, but you can also make them with 4x4 plates if you want more space for the minis and don't care about compatibility with the standard grid. Add a technic peg in the back:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj77w8VCjh1g_QhAdOTBMsrouO7vacyOg4kwUW1fekWKXti6TxxIJ8400_ezrbYBOjQJOofTD7Gd34MlSgUjmzGzU1vUXNusSm-j4_otItezcg7wK7yACzoD_78C4t_avmSQPPlwL2_oB1i/s1600/IMG_20200623_073022548.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj77w8VCjh1g_QhAdOTBMsrouO7vacyOg4kwUW1fekWKXti6TxxIJ8400_ezrbYBOjQJOofTD7Gd34MlSgUjmzGzU1vUXNusSm-j4_otItezcg7wK7yACzoD_78C4t_avmSQPPlwL2_oB1i/s400/IMG_20200623_073022548.jpg" width="300" /></a></div>
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2) Add height. This one is a rough cave-like wall, but you can also go with a masonry wall and have the top bit be a balcony:<br />
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3: After making the wall nine bricks high (eight on top of the base pin), add the ledge or balcony. This is a good use for those plate-width bases, but if you don't have those you can stack plates together. Put another Technic pin on top:<br />
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4: When it is a height of 11 bricks, i.e. 9 bricks between the technic pins, connect them with a 1x13 Technic liftarm or a 1x14 Technic brick. If you don't do this, it will fall apart in transit or whenever you put something on the top:<br />
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Another fun option, although much less robust, is the little eroded crag island from the <a href="https://www.lego.com/en-au/service/buildinginstructions/search?q=70604">Tiger Widow Island</a> set:</div>
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I downloaded the instructions and mass-produced them, because it was a good way to use up that big drill piece, or larger engine pieces that otherwise have no place in a fantasy world. I ended up using them a lot to represent floating islands in my Spelljammer game:</div>
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If you were not running a sea or space game, you can replace the blue base with gray and have them be mountain terrain.<br />
<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4483790419701776144.post-48476271307712091202020-04-14T14:40:00.002-04:002023-07-01T23:02:19.972-04:00Older Set RecommendationsMany older themes had nice things for running a fantasy RPG. I'll be highlighting some of the ones that did not turn into collectors items, which means you can get them cheaply on bricklink. This is mainly about pointing out bargains, so I won't be discussing things like the Elves sets, Monster Fighters, or the Fantasy Era or Fright Knight castles, which cost slightly more than retail, or things like Vikings or Pirates that cost a lot more.<div><i><br /></i></div><div><b>Update Summer 2023</b></div><div><b><br /></b></div><div><div><a href="https://www.bricklink.com/catalogList.asp?catType=S&catString=1125">Vidiyo</a> sets have very good minis, and are quite cheap. The <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=43101-2#T=S&O={%22iconly%22:0}">Series 1 collection</a> is currently cheaper per mini than the <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=45023-1#T=S&O={%22iconly%22:0}">Fantasy Minifigure Set</a>, and the <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=43114-1#T=S&O={%22iconly%22:0}">Punk Pirate Ship</a> is a good magical boat and fantasy minis. Some of the beatboxes are in the same price range as a collectible mini, and have <a href="https://www.newelementary.com/2021/05/lego-vidiyo-43110-review-43109-beatbox.html">parts</a> be used to make a dungeon room.</div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEipvrMEeVZSwcoLhsC_ZO-g4mEaxdOtq6RmbmBoW6m5wOlIjojY_HhJJhv_vk496d2CWPThEkG2qdwo8CRPS28fq4aQQoDKXj6ogmIueby6aGKUetyQ6-b1U_MRIRqi_iu8_85gsJCalJrlNnfXIBh1qj0Y_gvXKz9lLWrFFYsJNtoivgw3aR0NsRoH9H5G" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="599" data-original-width="800" height="480" src="https://blogger.googleusercontent.com/img/a/AVvXsEipvrMEeVZSwcoLhsC_ZO-g4mEaxdOtq6RmbmBoW6m5wOlIjojY_HhJJhv_vk496d2CWPThEkG2qdwo8CRPS28fq4aQQoDKXj6ogmIueby6aGKUetyQ6-b1U_MRIRqi_iu8_85gsJCalJrlNnfXIBh1qj0Y_gvXKz9lLWrFFYsJNtoivgw3aR0NsRoH9H5G=w640-h480" width="640" /></a></div><br /><a href="https://www.bricklink.com/catalogList.asp?catType=S&catString=1042">Hidden Side</a> is also very cheap; see my <a href="http://www.legogm.com/2019/08/set-recommendations-summer-2019.html">2019</a> and <a href="http://www.legogm.com/2020/06/set-recommendations-summer-2020.html">2020</a> recommendations for what to get and how to use them.</div><div><br /></div><div>Many older Friends sets are much cheaper than retail, and are a very cost-effective way to make terrain and towns. Bricklink does not have them by subtheme, so I am linking to Brickset for the themes, but I do not recommend going to that site unless you have an adblocker; it is awful. The <a href="https://brickset.com/sets/subtheme-Jungle-Rescue">Jungle Rescue</a>, <a href="https://brickset.com/sets/theme-Friends/subtheme-Great-Outdoors">Great Outdoors</a>, and <a href="https://brickset.com/sets/theme-Friends/subtheme-Horseback-Riding">Horseback Riding</a> subthemes are the most useful. Right now, <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=41033-1#T=S&O={%22iconly%22:0}">Jungle Falls Rescue</a>, <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=41038-1#T=S&O={%22iconly%22:0}">Jungle Rescue Base</a>, and a <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=41097-1#T=S&O={%22iconly%22:0}">Hot Air Balloon</a> are 50% of retail or less. A rock face with waterfall is always useful, the kind of thing you pull out in many games, especially when the <a href="https://jaysbrickblog.com/reviews/review-lego-friends-41033-jungle-falls-rescue/">waterfall slides back</a> to reveal a cave.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEihiyz690SwhOurTI1AA7lGzKl1RbgfLQAhpOX53euW1DTm7xsOMBQSOOzJoVNeJIAfAfEV3imAv8JqG3iMzgEcBoeu4hXG-9E-fuQza8AdhN9xg5YXM6GpphaGQPHlfzCvnK0cmcMQLYceZn8TpSHkeiaFbo9GDebrns4Ow6KWSV5lKk9XdLfLziub9GEC" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="406" data-original-width="501" height="324" src="https://blogger.googleusercontent.com/img/a/AVvXsEihiyz690SwhOurTI1AA7lGzKl1RbgfLQAhpOX53euW1DTm7xsOMBQSOOzJoVNeJIAfAfEV3imAv8JqG3iMzgEcBoeu4hXG-9E-fuQza8AdhN9xg5YXM6GpphaGQPHlfzCvnK0cmcMQLYceZn8TpSHkeiaFbo9GDebrns4Ow6KWSV5lKk9XdLfLziub9GEC=w400-h324" width="400" /></a></div><br />Similarly, a lot of basic Town sets are cheap. Many of the <a href="https://www.bricklink.com/catalogList.asp?v=1&pg=1&q=%22starter+set%22&catLike=W&catString=67.518&sortBy=I&sortAsc=A&catType=S">Starter Sets</a> cost less than $2 per mini, and also come with useful terrain.</div><div><br /></div><div><a href="https://www.bricklink.com/catalogList.asp?catType=S&catString=868">Nexo Knights</a> are not as cheap, but many are less than retail, and some are at clearance-price levels. It takes a bit of work up incorporate them, but they have useful and unique parts.</div>
<h4>
Chima</h4>
<a href="https://www.bricklink.com/catalogList.asp?v=2&pg=2&catString=787&itemBrand=1000&catType=S">Chima</a> sets were a gold mine of excellent humanoid minifigs. They had bird people, reptile people, wolf people, etc. etc. I got a lot of them, often on clearance, and the minifigs have been a staple of my NPC tackle box ever since. All of the molded creature heads can be removed to reveal printed heads that you can customize with helmets or hair so they look less cartoony. The only problem is that the faces are all double-printed, so you have to <a href="http://www.legogm.com/2019/12/removing-paint-with-brasso.html">Brasso off</a> one of the sides if you want to use them with hats or hairpieces that do not fully cover the back.<br />
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Here are some of the better ones, available for the original retail price, or less, after shipping:<br />
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<a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=70133-1#T=S&O={%22iconly%22:0}">Spinlyn's Cavern</a> is an excellent adventure location with unique minis. <br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8bmGcRrq_OKKKkRXt81x6zat0zKYopTkn2biFezcqQK-f5x5CzJ1L-kFBVzfoeu6DUEJZOJDQyfMhs2pVBtueaM7Lucw3LmN5Gx0WG-tbZHRGFADkt_c9hQrjpjwKScfbGNSJmlWby-LY/s1600/70133-1.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="480" data-original-width="558" height="548" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8bmGcRrq_OKKKkRXt81x6zat0zKYopTkn2biFezcqQK-f5x5CzJ1L-kFBVzfoeu6DUEJZOJDQyfMhs2pVBtueaM7Lucw3LmN5Gx0WG-tbZHRGFADkt_c9hQrjpjwKScfbGNSJmlWby-LY/s640/70133-1.png" width="640" /></a></div>
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<a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=70000-1#T=S&O={%22iconly%22:0}">Razcal's Glider</a> gives you a bird person (that also makes a decent feral vampire with the molded head removed) and a large bird build. <br />
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Stock up on lizardmen (or kobolds if you give them short feet) with the <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=70231-1#T=S&O={%22iconly%22:0}">Crocodile Tribe Pack</a>.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjquS5Q8O4iNRUp5XOd-sZZDRqsdcC5NtOEM53aIC7OYGbhcxEiP8O7yljAOaYyYEDh_jc_XuvPUTxxe3eU7QQd0Ol-iLudeEbYW4Cv9PMvhxK8CbvKdOjg7eOkUrVI_jxfvL7XYabwN5J/s1600/70231-1.png" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="412" data-original-width="640" height="257" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjquS5Q8O4iNRUp5XOd-sZZDRqsdcC5NtOEM53aIC7OYGbhcxEiP8O7yljAOaYyYEDh_jc_XuvPUTxxe3eU7QQd0Ol-iLudeEbYW4Cv9PMvhxK8CbvKdOjg7eOkUrVI_jxfvL7XYabwN5J/s400/70231-1.png" width="400" /></a></div>
The <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=70145-1#T=S&O={%22iconly%22:0}">Ice Mammoth</a> is a bargain, much cheaper than the original price, and can be a great adventure if you put a little work into it.<br />
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The <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=70008-1#T=S&O={%22iconly%22:0}">Gorilla Striker</a> is also much cheaper than new.<br />
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<h4>
Other</h4><div><br /></div>
<a href="https://www.bricklink.com/catalogList.asp?catType=S&catString=734">Prince of Persia</a> sets are useful and cheap. The <a href="https://www.bricklink.com/v2/catalog/catalogitem.page?S=7572-1#T=S&O={%22iconly%22:0}">Quest Against Time</a> set is an especially good deal and makes a good adventure location.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpB61fyveVtdw_qb5iOqyhRySjvx8BeOiAssWpPA8LZ75tGUwHI58LXn0xutJnObJqy-q-vO_9g7OPzYKgJickylck-x4W-nB4KDoXlSgOOVUfvnQBXxjQP0IUPBlJ6zO31WkeU4DfQT1L/s1600/7572-1.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1212" data-original-width="1600" height="484" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpB61fyveVtdw_qb5iOqyhRySjvx8BeOiAssWpPA8LZ75tGUwHI58LXn0xutJnObJqy-q-vO_9g7OPzYKgJickylck-x4W-nB4KDoXlSgOOVUfvnQBXxjQP0IUPBlJ6zO31WkeU4DfQT1L/s640/7572-1.jpg" width="640" /></a></div>
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<a href="https://www.bricklink.com/catalogList.asp?catType=S&catString=815">Ultra Agents</a> is cheap forgotten theme with a lot of parts and people that fit very well into a campaign with magitech or a magepunk aesthetic.<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvlkBeR8G_jFy4_TZLbN8lQMaCtBpw9uCbwNUMsJ6zKyf8n_-oBzTehqdR4B00jDZOWdu1sHa2LR71tq__mAGCcdEhn1OpBTqMM2s29cN97jyiVLf_sMd4_qE5wx8BI8mxbWicQZPQ-br0/s1600/Spyclops.png" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="481" data-original-width="597" height="257" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvlkBeR8G_jFy4_TZLbN8lQMaCtBpw9uCbwNUMsJ6zKyf8n_-oBzTehqdR4B00jDZOWdu1sHa2LR71tq__mAGCcdEhn1OpBTqMM2s29cN97jyiVLf_sMd4_qE5wx8BI8mxbWicQZPQ-br0/s320/Spyclops.png" width="320" /></a><br />
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<a href="https://www.bricklink.com/catalogList.asp?catType=S&catString=34.791">Galaxy Squad</a> has lots of small and large insectile critters:<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXRwbiSp3WTf28spWQlrSMSP0sxEDBn3S-95FEapKm0OztACoBnHFh24lb_sK71buguopGY40CSqOTrnhReXaUPvLxnYzR3QECPJvOKxXpCiEdnFyVkdn3bk0IeS1iLMuBiok7qbIXyy3h/s1600/bugs.png" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="437" data-original-width="596" height="292" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXRwbiSp3WTf28spWQlrSMSP0sxEDBn3S-95FEapKm0OztACoBnHFh24lb_sK71buguopGY40CSqOTrnhReXaUPvLxnYzR3QECPJvOKxXpCiEdnFyVkdn3bk0IeS1iLMuBiok7qbIXyy3h/s400/bugs.png" width="400" /></a><br />
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The <a href="https://www.bricklink.com/catalogList.asp?v=2&pg=1&catString=733&catType=S">Atlantis </a>theme also has good monsters, as well as some nice locations:<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfJUKZv2_FeTqwjBwLk43CrMVpDNkpzXbTBz3_GQ3d5RiJ5YOvvvaxQHa3kzfS2xcwg-ciDvqEl2g-A31lHy_I8LvAU0BA1yhCNCkKj30EjDkLy73ADjg3pLww7RnnPKjGVZi0brTKTtcm/s690/8061-1.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="690" data-original-width="670" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfJUKZv2_FeTqwjBwLk43CrMVpDNkpzXbTBz3_GQ3d5RiJ5YOvvvaxQHa3kzfS2xcwg-ciDvqEl2g-A31lHy_I8LvAU0BA1yhCNCkKj30EjDkLy73ADjg3pLww7RnnPKjGVZi0brTKTtcm/w389-h400/8061-1.jpg" width="389" /></a></div><br /><div><br />
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<br /></div></div>Unknownnoreply@blogger.com1tag:blogger.com,1999:blog-4483790419701776144.post-5308455717827543552019-12-20T11:00:00.000-05:002020-04-25T14:23:11.129-04:00Removing Paint with Brasso<i>I posted this on the Facebook group a couple of years ago, but the topic keeps coming up, so I am making this page to have as a convenient link.</i><br />
<i><br /></i>
Normally I dislike altering or customizing my Lego bricks, but sometimes it is useful to be able to remove the printing from a piece. I had a lot of Chima heads printed with two faces that I wanted to be able to use with normal hats.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3xbW66AqIMpmJXsp9eXk8TGkxMeYGRFyHuj71GPmF3hGjMF49tI-DdEzWsTmgI0ux_9b30ePAN8ILNvikb_pVcK0isPDD9olS9SoShPF0hQsOjenCeCSE_bvkCY9dKDh-uiIqDELB38GG/s1600/before.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="720" data-original-width="960" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3xbW66AqIMpmJXsp9eXk8TGkxMeYGRFyHuj71GPmF3hGjMF49tI-DdEzWsTmgI0ux_9b30ePAN8ILNvikb_pVcK0isPDD9olS9SoShPF0hQsOjenCeCSE_bvkCY9dKDh-uiIqDELB38GG/s400/before.jpg" width="400" /></a></div>
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I looked around online and saw a near-universal consensus that Brasso is the best way to remove paint from Lego without harming the piece. Back in the early 2000's people tried lots of things and shared tips, and concluded that Brasso worked best.<br />
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The smallest size is all you need, just put a pea-sized blob on a cloth and scrub the painted area. I tried it, and it worked very well. Each face took about a minute. Four or five strokes would remove the section of the face touching the cloth. Repeat a few times moving round the circle and the job is done. There was no damage to the piece at all; it looked like it came from the factory with only one face.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtYhnAQ3zn6Mzq1V24TzgVrlxaASRwU7jo5idHz-QuCY3qyWW3Ot8y5c5V7-kf5765fS0dPUTXN11Du1E5UlXBzebsl1pS7yvSh6ifOj-MpoJeOhmlKVBT1mAlOkBttyVM6lmRkttRENMI/s1600/Lego-brasso.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="720" data-original-width="960" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtYhnAQ3zn6Mzq1V24TzgVrlxaASRwU7jo5idHz-QuCY3qyWW3Ot8y5c5V7-kf5765fS0dPUTXN11Du1E5UlXBzebsl1pS7yvSh6ifOj-MpoJeOhmlKVBT1mAlOkBttyVM6lmRkttRENMI/s400/Lego-brasso.jpg" width="400" /></a></div>
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Some other notes:<br />
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The printing on torsos is a lot thicker and harder to remove. Brasso took far too long. For those, people recommend scraping off the paint with a new 'sword of exact zero'. But when I have a torso with inappropriate printing, I just put a suit of armor over it.<br />
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Do not use Acetone; it will melt the bricks. Acetone dissolves ABS plastic. People use it to weld pieces together, or completely melt them to make Lego paint to apply to other bricks. However, if you have used a mechanical scraping process that damages the bricks, you might be able to use a little bit of acetone to melt it back to a smooth finish.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4483790419701776144.post-15819732885083620172019-08-22T14:32:00.000-04:002019-09-09T13:46:31.795-04:00Set Recommendations: Summer 2019As always, I am recommending sets that will improve the GM's box of Lego terrain, monsters, and characters for a reasonable price. The best new set is <a href="https://brickset.com/sets/70420-1/Graveyard-Mystery">Graveyard Mystery</a>:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrm908Zuqs6VxpB_56TKzNucIj9mjXXyUZ5y0v67cK_n_78ZJNmgnMOf9DrpzwtkMbtVKi8yUMvh6MJMKpyrI92u6wxmBQ4JPH0bdGFb5OkZSj_WQ0tShlUgnHrmm8xMHtGcHhsTW5veuj/s1600/graveyard.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="890" data-original-width="1600" height="354" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrm908Zuqs6VxpB_56TKzNucIj9mjXXyUZ5y0v67cK_n_78ZJNmgnMOf9DrpzwtkMbtVKi8yUMvh6MJMKpyrI92u6wxmBQ4JPH0bdGFb5OkZSj_WQ0tShlUgnHrmm8xMHtGcHhsTW5veuj/s640/graveyard.jpg" width="640" /></a></div>
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<span id="goog_1265370560"></span><span id="goog_1265370561"></span>There is a lot of good terrain here. The play features designed for little kids usually work surprisingly well to make a game more fun. Separate it into five or six individual sections (gate, statue, grave, tree, fence with small grave) and then <a href="http://www.legogm.com/2017/09/dungeon-dressing.html">put those on a battle mat</a> or printed terrain grid. The ghostly guy in overalls is a great enemy figure, the skeleton is always useful, and the two kids fit reasonably well with the Ninjago aesthetic.<br />
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The <a href="https://brickset.com/sets/70419-1/Wrecked-Shrimp-Boat">Wrecked Shrimp Boa</a>t set from the same line is almost as good, but is more heavily nautical-themed and so is less generally useful.<br />
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Harry Potter sets have returned, giving you lots of options if you don't mind paying the licensed-set premium. <a href="https://brickset.com/sets/75947-1/Hagrid-s-Hut">Hagrid's Hut</a> and <a href="https://brickset.com/sets/75953-1/Hogwarts-Whomping-Willow">Whomping Willow</a> are the best choices for medieval-looking terrain. The castle wall segment in Whomping Willow will be more useful and reusable than any of the other Hogwarts sets, because it is less recognizable and more flexible. Separate the wall build into segments and you will have good generic flexible terrain pieces that can be reused in many sessions.<br />
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<a href="https://brickset.com/sets/70665-1/The-Samurai-Mech">Samurai Mech</a> gives you two skeletons, a well-equipped PC, and something that can be turned into a fire giant with a little work:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjITXqOyWlbjfznNsAwPQshuhk24nb31CQe6g1g7Opax1hndN9RViaUws7O5ubSgX0YvngXYi8qBS4EFx7T_hzfG5BRojbaDo2qpc5pMR_u0E4rwl4n2TYRCLQGwBgvAAzaLmHt9xtB7Tp5/s1600/mech.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1140" data-original-width="1600" height="454" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjITXqOyWlbjfznNsAwPQshuhk24nb31CQe6g1g7Opax1hndN9RViaUws7O5ubSgX0YvngXYi8qBS4EFx7T_hzfG5BRojbaDo2qpc5pMR_u0E4rwl4n2TYRCLQGwBgvAAzaLmHt9xtB7Tp5/s640/mech.jpg" width="640" /></a></div>
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<a href="https://brickset.com/sets/70666-1/The-Golden-Dragon">Golden Dragon</a> is also decent, although that dragon may be too distinctive to be reused often.<br />
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<a href="https://brickset.com/sets/70674-1/Fire-Fang">Fire Fang</a> is a giant snake useful for a huge boss fight, and three snake people.<br />
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<a href="https://brickset.com/sets/70680-1/Monastery-Training">Monastery Training</a> has flavorful dungeon dressing, and good accessories for high-level characters. Don't let PC's start with those golden blades; make them treasure that must be earned, possibly by taking them from enemies who are wielding them.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-6irvTYkxkqJMX9QhN6N9sauQVRSV9JUkpHkyEkgJ5HBTs3mzGac038xxEv_NloSIj0Gp9NDnLXw_S3B0m3k3CJGno9Vm7tm5RVXqUjvKZWhy7eP7kDt6eq_mh2WThoPSRF1Y3qTMmT0r/s1600/training.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="383" data-original-width="690" height="355" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-6irvTYkxkqJMX9QhN6N9sauQVRSV9JUkpHkyEkgJ5HBTs3mzGac038xxEv_NloSIj0Gp9NDnLXw_S3B0m3k3CJGno9Vm7tm5RVXqUjvKZWhy7eP7kDt6eq_mh2WThoPSRF1Y3qTMmT0r/s640/training.jpg" width="640" /></a></div>
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<a href="https://smile.amazon.com/LEGO-Creator-Creatures-31088-Building/dp/B07GWZNF91"><br /></a>
<a href="https://brickset.com/sets/76129-1/Hydro-Man-Attack">Hydro Man Attack</a> gives good medieval-city terrain and a nice selection of minis and accessories, including the always-useful spider webs.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxm3QXK5r_KsytCaxkXvDH1jjeDQIHf4aYHrVqKbU4Ri-T510zY93RaB2oqFnbqOqnTN_FliFsrJzyrOq-rLHpaTuu4KMeRwGvGDXNfxu684H5psCJbMu9LRBqEH-Up9UwSoV9ZWb2QNC7/s1600/venice.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="766" data-original-width="1600" height="306" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxm3QXK5r_KsytCaxkXvDH1jjeDQIHf4aYHrVqKbU4Ri-T510zY93RaB2oqFnbqOqnTN_FliFsrJzyrOq-rLHpaTuu4KMeRwGvGDXNfxu684H5psCJbMu9LRBqEH-Up9UwSoV9ZWb2QNC7/s640/venice.jpg" width="640" /></a></div>
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I highly recommend, when building your own walls, follow the lead of spider-man sets and add bricks with studs on the side. They look good, and they allow minis to attach to them in various places. Given that a lot of monsters climb on walls, and Spider Climb is a fairly typical utility spell, this play functionality will often come in handy.<br />
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All three builds of <a href="https://brickset.com/sets/31098-1/Outback-Cabin">Outback Cabin</a> are useful. A wilderness cabin, a houseboat, and a guard shack over a hidden cavern are all common adventure sites. Plus you get a brick-built wolf and eagle.<br />
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<a href="https://brickset.com/sets/75971-1/Hanzo-vs-Genji">Hanzo vs Genji</a> from the Overwatch line has some unique accessories and good terrain:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixSbVUPv-DsoujC9R7uswC1alcwBsBoOXB17trf2lZHbK8N2ypGKib6AiEm4UfSXBlJSw_MAoFkKCRcdb8SNh5GlCTFepBNZhL69nm2auyo9Tu006cmu9_Thdw0QLmXRxLNoVctZKtb21r/s1600/temple2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="858" data-original-width="1346" height="406" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixSbVUPv-DsoujC9R7uswC1alcwBsBoOXB17trf2lZHbK8N2ypGKib6AiEm4UfSXBlJSw_MAoFkKCRcdb8SNh5GlCTFepBNZhL69nm2auyo9Tu006cmu9_Thdw0QLmXRxLNoVctZKtb21r/s640/temple2.jpg" width="640" /></a></div>
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<a href="https://brickset.com/sets/31088-1/Deep-Sea-Creatures"><br /></a>
<a href="https://brickset.com/sets/31088-1/Deep-Sea-Creatures">Deep Sea Creatures</a> is not as good as last year's <a href="https://smile.amazon.com/LEGO-Creator-Mythical-Creatures-Building/dp/B075RFBKNS/ref=pd_bxgy_21_3/143-1061268-0694056?_encoding=UTF8&pd_rd_i=B075RFBKNS&pd_rd_r=94b0b285-3aaa-11e9-b485-5ba568500836&pd_rd_w=WREq6&pd_rd_wg=7C8mS&pf_rd_p=6725dbd6-9917-451d-beba-16af7874e407&pf_rd_r=KVB41KE4A41N01HGVP0A&psc=1&refRID=KVB41KE4A41N01HGVP0A">Mythical Creatures</a>, but it is still a decent way to add more interesting monsters to fight, especially if you are running a campaign with massive squidly abominations.<br />
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If you want a basic box of bricks, then get <a href="https://brickset.com/sets/11003-1/Bricks-and-Eyes">Bricks and Eyes</a>. Eyes are always nice, making this the best of the 'basic bricks' sets this year.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4483790419701776144.post-37880607962550220152019-04-25T17:59:00.000-04:002019-04-25T17:59:21.781-04:00GM RulesI am a very good GM. Partly this is due to experience, knowledge of game rules and balance, and the fact that using Lego makes everything better. But those are nice-to-haves, not need-to-haves. The following principles are the core philosophy of how I run my games:<br />
<br />
<h4>
1) The character is completely and solely controlled by the player. </h4>
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I will never, under any circumstances, say what the character does, feels, says, or thinks. Player control of their character is absolute and sacred. They own it completely and nobody can take that away from them. This is the first rule. Violating it, in any way, means violating the authorship and agency of the players.<br />
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Some specific implications:<br />
<br />
- Nobody else ever controls the character of an absent player. The
default assumption is that they are away somewhere else doing something
important or helpful.<br />
<br />
- Nobody ever rolls Persuasion checks against PCs. I roleplay either good convincing arguments or bad arguments depending on how charismatic the NPCs are, and the players can respond to that however they see fit. If one PC wants to persuade another PC of something, no matter how minor, it gets role-played.<br />
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- By default, magical effects that cause emotions or compel actions are always presented as 'you black out for a couple seconds' or 'your body is being moved around by some other force'. Players can choose say things like 'I am scared and freaking out' but I will not say that. I simply report a failed saving throw and let the player decide what that means in their character's mind.<br />
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- I do not add any kind of storytelling flourish when describing any action done by the characters, whether it succeeds or fails. I simply report the result, and it is the player's job to tell a story about why the action turned out the way it did. At most I will make suggestions about how to interpret an event, but the player can always alter or veto those ideas.<br />
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<h4>
2) The characters are competent. </h4>
<br />
The characters live in the world and know how to navigate it. More than that, they are rare and special people who are unusually competent at what they are doing. Most of the time, their background gives them years of relevant experience. They inhabit the world, and perceive and understand more about their immediate situation than the players. This means that character skill and competence should never be limited by player knowledge or the specifics of how characters state their actions. Specifically: <br />
<br />
- Unless the player explicitly states otherwise, assume that any action is taken with all reasonable precautions. Allow the player to roll skill checks to notice and avoid any problems or complications that might arise from the action.<br />
<br />
- Always interpret any declaration of action in the most charitable way. If you are not sure what the player is trying to accomplish, ask them. Never, under any circumstances, do something bad to the character or things they care about that could
have been prevented by the player stating their action in a slightly
different way. <br />
<br />
- Whenever a player announces any action that their character might know is a bad idea, tell them to make an Int or Wis saving throw. If they succeed, give them the relevant information their character knows about the possible negative consequences, and then allow them to change their mind and/or retcon their action if they want.<br />
<br />
- If the characters spent time in town before the adventure, and knew what they were getting into, assume that they packed appropriate and useful supplies. Whenever a situation comes up that would be aided by possession of any cheap equipment that competent adventurers would normally pack, like chalk or empty sacks, assume that the character packed the thing. If a situation would benefit from an unusual or expensive tool, allow the characters to retcon that they packed or bought it if they pass a Survival check.<br />
<br />
- If there is anything in the environment that might matter, like a trap or a clue, assume that the characters are actively and intelligently searching for it. Have them roll any relevant checks when they walk into the room, and tell them what they found.<br />
<br />
This approach makes the game more fun and speeds everything along to the interesting parts. I hate it when the game bogs down in paranoid micromanagement of petty details.<br />
<br />
It might seem that this approach contradicts the first rule, but it does not. The character's desires and intentions and personality are controlled by the player. But the player does not always have the information needed to make the best decision to achieve their character's goals, so I give them that info and/or assume that the details of the actions were appropriate on a successful check.<br />
<br />
This does not mean that I am a 'nice' GM who never allows anything bad to happen. Very bad things, like character death or failure to prevent catastrophes, can and do happen because of bad luck (I roll all dice openly and always go with the result), or because the players made a hard choice about how to use scarce resources. But when that happens, the players know that the disaster was not due to miscommunication, failure of precision, or a bad interpretation, and therefore that no amount of pedantry could have prevented it.<br />
<br />
<h4>
3) I am not telling a story.</h4>
<br />
Trying to tell a story is the core of bad GMing. The GM trying to make a plot happen is a virus and a cancer that infects and destroys the game. It is the impulse from which all toxic behavior flows. It leads to the GM thinking "I don't care what your
character's desires and abilities are, I want a particular thing to happen." The GM turns into a railroading control freak in the service of the story, and the players are reduced to spectators in a theater, while also being gaslighted into thinking that bad things happening in the world or plot are their fault.<br />
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<h4>
4) We are making a story happen. </h4>
<br />
The GM creates the setting. The players create the characters. Plot, conflict, theme, tone, symbolism, etc. all emerge in a dynamic and unpredictable way from the interaction of these two elements and the dice roll results. The resulting story is far better than anything that any one of us could plan or create.<br />
<br />
This cooperative storytelling is the whole point of the 'game'. If you want to play a strategy game, there are much better options available. The big rulebooks, with their extensive detailed descriptions of character abilities and the world the characters inhabit, are there to create a well-defined consenus reality that allows us to collaborate meaningfully in the creation of the story. The events of combat and the results of skill checks, guided by the whims of fate in the form of the dice results, are seed crystals around which interesting narratives form.<br />
<br />
<h4>
5) Small stakes make better stories.</h4>
<br />
There is never any excitement or drama in saving the world, or a place that is the permanent focus of the entire campaign, because everyone knows you will succeed eventually. But when the firstborn son of the party's favorite bartender is kidnapped by cultists, there is a very real chance that he will get killed or worse. And since nobody else with enough power to intervene cares about the guy, the party is the only thing stopping the family from getting ripped apart. That creates real drama and tension.<br />
<br />
At high levels, the characters will have the power to affect thousands of lives, permanently alter the local balance of power, stop or start wars, and even save or destroy small civilizations. But on a cosmic scale that is still small. The party knows that if they die or fail, the world will go on as it always has, but that the things they care about will be ruined and nobody else will be able to make it right. <br />
<br />
<h4>
6) Character power and agency make better stories.</h4>
<br />
Dealing with power and options is a better and more interesting test of character than reacting to manufactured disasters. Many of the best moments in my games come when, after a year or so of shared worldbuilding and immersion in the setting, and after the characters have acquired real wealth and power and allies, and making it clear their characters are walking weapons of mass destruction, I simply ask the players what they want to do.<br />
<br />
Or, if that is too open-ended, I can give a little nudge. For example, roleplaying the butler of a heroic high-charisma adventurer who has become famous, I say something like, "Ma'am, I really must request that you make a decision about how to approach all of these marriage proposals that are piling up. Many are from quite noble and august personages, and the uncertainty around your intentions is starting to have political implications."<br />
<br />
<h4>
7) The 'game' is actually a ritual.</h4>
<br />
I did not understand what was really happening in a role-playing session until I read <a href="https://vividness.live/2015/04/04/ritual-vs-mentalism/#value">this article</a> describing what rituals are and why people need them. The players are coming together to create a shared space in which to bond, explore questions of identity, and create a communal experience that escapes mundane reality. <br />
<br />
Please read the whole thing:<br />
<a href="https://vividness.live/2015/04/04/ritual-vs-mentalism/#value">https://vividness.live/2015/04/04/ritual-vs-mentalism/#value</a><br />
<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4483790419701776144.post-77351041881158507982019-02-07T10:44:00.000-05:002019-02-07T10:58:28.668-05:00Collapsing Wall Traps<div class="separator" style="clear: both; text-align: center;">
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This is another fun thing to do with Lego terrain:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimOOY7hd2zIDmSIytTD8IIHTNeiqjnyjrPe15eY5Ge6Ha2RcrKQ-bbcFpNJgXOvAU2MUF29Q3HZICTs5b6rmOvz1QGBQPhzmGed281BNpzrhxd4UM_mp_vKUtJC0KSYVKNcFa_6qI5gmL4/s1600/IMG_20190207_105434271.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimOOY7hd2zIDmSIytTD8IIHTNeiqjnyjrPe15eY5Ge6Ha2RcrKQ-bbcFpNJgXOvAU2MUF29Q3HZICTs5b6rmOvz1QGBQPhzmGed281BNpzrhxd4UM_mp_vKUtJC0KSYVKNcFa_6qI5gmL4/s640/IMG_20190207_105434271.jpg" width="640" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh93KRkWG12rD7HwE6Nv9iOeFQFlnqXuGj4WZF8qvnzDE4nil8VTJB1uyJ2fPpQm2XI5LzGkTkubbjWdF_glY1M9LemJraq0_kRVZoS3AafQFCtTfoGkzkuZxafydf4uV1NtN3Z8ni5EDt4/s1600/IMG_20190207_105620193.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh93KRkWG12rD7HwE6Nv9iOeFQFlnqXuGj4WZF8qvnzDE4nil8VTJB1uyJ2fPpQm2XI5LzGkTkubbjWdF_glY1M9LemJraq0_kRVZoS3AafQFCtTfoGkzkuZxafydf4uV1NtN3Z8ni5EDt4/s640/IMG_20190207_105620193.jpg" width="640" /></a></div>
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<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.blogger.com/video.g?token=AD6v5dy9wjncd9PQsZoZkeIX-t_tE-2WW6_it0-zlTgwbijAhHVpgefx6tmxAvkbNLzJn2dUBC53v01DA2VZWXJuBQ' class='b-hbp-video b-uploaded' frameborder='0'></iframe></div>
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The build is very easy. The friction of the normal Lego connection makes the plate pop out when you press the axle swiftly.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAvmgBF_2JfeWkd5RPejliYuNfM6iO0JKYQHRGcWjaPPAC0hIdYvq7Zm9HXaXHxxSYx3R7D1vZhJ33TpLSz4H4Qjeyj_M1Y6qAPFd-Kp8a0qY7i3NgHZ4AbpzYkwS411rIFhJLRpmFzucd/s1600/IMG_20190207_102733773.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAvmgBF_2JfeWkd5RPejliYuNfM6iO0JKYQHRGcWjaPPAC0hIdYvq7Zm9HXaXHxxSYx3R7D1vZhJ33TpLSz4H4Qjeyj_M1Y6qAPFd-Kp8a0qY7i3NgHZ4AbpzYkwS411rIFhJLRpmFzucd/s640/IMG_20190207_102733773.jpg" width="480" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLZ88vXlropLhXwdKooGx-Y74N0FjjFn04azx188-WsbOWZZBS2KdubNDimU4AJusU9GV_T2hLXF-_r3r8LO4ps_VyiIS6Ahj-dyGSNhePPcowWVtqxQo_i9bIWukogiQiuAm5_ActHuh7/s1600/IMG_20190207_102817930.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLZ88vXlropLhXwdKooGx-Y74N0FjjFn04azx188-WsbOWZZBS2KdubNDimU4AJusU9GV_T2hLXF-_r3r8LO4ps_VyiIS6Ahj-dyGSNhePPcowWVtqxQo_i9bIWukogiQiuAm5_ActHuh7/s640/IMG_20190207_102817930.jpg" width="480" /></a></div>
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It is easy to mass produce these things. Your players won't be surprised after the first one, but if you use them as your normal dungeon wall segments a lot, without triggering the trap, then they get used to it. Then you can use it in the middle of a combat encounter or some other situation when they are focused on something else in the map.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHEuhezVkn7P6R_qjdB6ltyqYghxRblH35udL9lAbJSYAwcT-ltPhn-i161PZBILbdvdd8QXrGHz_S4j4J34C1wsEodBxnIUWZ7QHQHj4nz3W8qvA2Ivw2hBMndNS5AvWtwqSu4ylvvWSs/s1600/IMG_20190207_103208914.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHEuhezVkn7P6R_qjdB6ltyqYghxRblH35udL9lAbJSYAwcT-ltPhn-i161PZBILbdvdd8QXrGHz_S4j4J34C1wsEodBxnIUWZ7QHQHj4nz3W8qvA2Ivw2hBMndNS5AvWtwqSu4ylvvWSs/s640/IMG_20190207_103208914.jpg" width="480" /></a></div>
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