Homebrew Content

Coin of Contact
''At first glance this coin looks like a typical Portabrian silver piece, but on closer examination, the national crest on the face is reversed. Grayshrouds are all issued one of these special coins upon passing their initiation, to serve as both helpful tool and badge of identity.''

This coin may be attuned to up to 8 other Coins of Contact. When placed behind your ear and the command word is spoken, it will affix there and allow you to communicate verbally with all other attuned coins within 600 feet. Lead blocks this contact, as does Magic Circle.  

Lothe’lian Wanderer

 * Ability Score Bonus: +1 Dexterity or Wisdom
 * Skill Proficiencies: Nature, Survival
 * Tool Proficiencies:Herbalism
 * Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp

Contrary to popular belief, Lothe’lia is not solely inhabited by elves, pockets of the other races can be found as second class citizens throughout Illmaril’s domain. Many of her subjects take to wandering, either disappointed with life under her heel or otherwise overtaken with wanderlust. Your long travels on the road have taught you how to more effectively manage without support or luxuries.

Feature: Woad Scamper
When you roll initiative, you may move up to 15 ft. Any distance you move with this feature reduces your speed on your first turn by an equal amount.

Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Agent of the Imperator
Race Requirement: Elf or Half-Elf


 * Ability Score Bonus: +1 Charisma or Wisdom
 * Skill Proficiencies: Insight, Deception
 * Tool Proficiencies: Poisoner’s Kit
 * Equipment:A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp, a longbow and 5 arrows disguised as a walking stick and writing set.

Lothe’lia retains what land it does by the machinations of the complicated subterfuges from the Lodges that make up its military and diplomatic arms. Many elvish wanderers, scholars, diplomats, and travelers have unseen ties to the Imperator’s great game. You act as her eyes and ears in the outside world, ready and able to tip over whatever domino she orders to bring about the dominance of elvish might once more.

Feature: Hidden Longbows
You may unstring or restring a longbow you possess as part of the same action (or non-action, as the case may be) as drawing a weapon. You treat an unstrung longbow as a quarterstaff, and may apply either melee or ranged weapon modifications to either weapon.

You have proficiency and mastery in both longbows and quarterstaves.

Feature: Network of Eyes
You have a reliable and trustworthy contact who acts as your liaison to a network of other spies.. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Portabrian Courier

 * Ability Score Bonus: +1 Dexterity or Strength
 * Skill Proficiencies: Athletics, Acrobatics
 * Tool Proficiencies: Cartographer’s
 * Equipment: A small knife, a map of the city you grew up in, a token to remember your mentor by, a set of common clothes, and a belt pouch containing 10 gp

The Merchants of Portabria employ the most extensive informal postal service on Lumora, couriers are expected to be capable of moving across the city’s many rooftops with both speed and precision, and rote memorization of the many locations and houses throughout the city lends them nearly legendary skill at navigation.

Feature: Clinging Kick-Off
You have a climb speed equal to your speed, but lose this climb speed at the end of any consecutive turn you spend climbing, regaining it only when you spend at least one turn without climbing, or jump from one surface to another.

Feature: City Secrets
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Aspiring Sentinel

 * Ability Score Bonus: +1 Strength or Constitution
 * Skill Proficiencies: Athletics, Persuasion
 * Tool Proficiencies: Smith’s
 * Equipment: A small knife, a stylish piece of clothing or other accessory, a set of common clothes, and a belt pouch containing 10 gp

Sentinela attracts numerous applicants to Tierviena. These skilled fighters train nearly their whole lives to attend the combat school, pitting their might against one another in showy combat during the yearly Carnivale run by the city. Many of these applicants never make it in, but still, the chance to train with the continent’s best fighters draws aspirants from all corners of Lumora.

Feature: Combat Display
Your swings and attacks are a dizzying combination, and under the right circumstances you become difficult to track. When you hit with at least one melee attack on your turn, and move at least twenty feet, you may take the dodge action as a bonus action.

Feature: By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Huntmarked Human
Race Requirement: Human


 * Ability Score Bonus: +1 Constitution or Wisdom
 * Skill Proficiencies: Athletics, Survival
 * Tool Proficiencies: Leatherworker’s
 * Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp

Avarga Tom is famous for their fur and scale exports, most of which are culled during the long spawning periods of the Aratan. Lumora is coming up on another spawning, and the Huntmark, with all its powers and abilities, has begun manifesting in the tribal humans, yours calls you to hunt and slay monsters in preparation of the great crossing.

Feature: Hunt Marker
You gain darkvision out to 60 ft, and whenever a creature size large or larger attacks you, you may use your reaction to force that creature to reroll their attack roll, using the second result. You may choose to do this after you know the result of the roll.

Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Drake-Touched
Race Restriction: Non-Dragonborn


 * Ability Score Bonus: +1 Charisma or Constitution
 * Skill Proficiencies: Persuasion, Religion
 * Tool Proficiencies: Calligrapher’s
 * Equipment: one gaming set of your choice, one instrument of your choice. A set of fine clothes, and a purse containing 25 gp

Those born in the presence of dragons find themselves eternally blessed by portions of the dragon’s might. Those who fail to make the transformation into Dragonborn are left as the drake-touched, retaining their normal shape. Common within Etraine, many of them take on more stewardship roles within their communities, seeking to remain close to the dragon that blessed them.

Feature: Draconic Aspect
Choose an energy type, you gain resistance to that energy type. When you reach level 11, you may choose one of the abilities below to gain.


 * You grow a pair of draconic wings, and gain a fly speed of 30 ft.
 * You grow a prehensile tail, allowing you to wield a weapon or interact with objects, even with your hands full.
 * You gain a breath weapon, as a Dragonborn of your level, treating the energy type you have resistance to as the basis of the breath weapon.

Forgeworker

 * Ability Score Bonus: +1 Constitution or Strength
 * Skill Proficiencies: Insight, Intimidation
 * Tool Proficiencies: Smith’s, Tinker’s
 * Equipment:

70% of Uthar’s industry is wrapped up in their expansive forges, wonders and weapons pouring forth from the city into the rest of Lumora. The forge workers of Uthar are accustomed to long hours and hard labor, though the experience of their forgemasters and the unions that have sprung up around the businesses within have worked tirelessly to mitigate the effects of such things.

Feature: Builders and Breakers
Sweat and toil are your lifeblood, but you couldn’t do it without your fellows right beside you. When adjacent to a creature you choose, you and they gain +1 to attack rolls, saves, and AC. You may choose a new creature whenever you take a short rest, drilling and familiarizing yourself with your companion. This bonus stacks with itself up to +2.

Feature: Guild Membership
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.

You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.

Soul Blank
Race Requirement: Dwarf


 * Ability Score Bonus: +1 Constitution or Strength
 * Skill Proficiencies: Athletics, Survival
 * Tool Proficiencies: None
 * Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp

Exiled, wretched, unwanted. Soul-Blanks are dwarves born without a connection to the weave. Their families abandon them, leaving them to the tender mercies of the underpolis’ orphanages. Most will die in their first twenty years, taken by the mines they’re sent to work in, or eaten by the creatures born from the depths those mines occasionally crack into. The ones that survive harden, the silence they project growing strong enough to destroy and halt even the most powerful enchantments.

Feature: Empty Shell
The lack of a magical core provides you with benefits and hindrances, you can never take levels in classes with the Spellcasting, Pact Casting, Hedge Casting or other magical features such as Craft Focus. You gain resistance to magic damage, and advantage on saves against magic, but you instinctively save against spells and abilities, never counting as a willing target, unless unconscious.

Feature: City Secrets
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Specialist

 * Ability Score Bonus: +1 Dexterity or Intelligence
 * Skill Proficiencies: Intimidation, Stealth
 * Tool Proficiencies: Alchemist’s
 * Equipment: A crowbar, a set of dark common clothes including a hood, a medal denoting your status, and a belt pouch containing 15 gp

Military service is expected of nearly every citizen in Ironholme, but it’s only the most skilled who make their way into the Specialist Corps. Tasked with both counter-revolutionary and special operations, these individuals command respect and fear in the public. It’s often been suspected that they perform operations under hostile banners, but rumors of such have never been confirmed. That doesn’t stop canny Specialists from using that reputation to ease their duties and threaten citizens into cooperation, though.

Feature: Special Operations
Your training provides you skill in the command and operation of squad based tactics. You choose one of the abilities from the list below.


 * Covert Tactics: You may add 1d4 to the result of your Stealth checks, and any allies within 30 ft of you may use your result on those checks for their own Hide actions.
 * Enhanced Interrogation: You may add 1d4 to the result of Insight and Investigation checks you make. You may harm a target to give yourself advantage on Intimidation and Insight checks against them for one hour.
 * Trencher’s Trick: You treat half cover as 3/4ths, and 3/4ths as total. You may drop prone as a reaction.

Whenever you complete a long rest, you may change your choice.

Feature: Military Rank
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Obligated Nobility
“The nobility exist to serve the people. Someone must make the hard decisions and lead from the front.” Valean nobility believe the people and the nobility are complimentary pieces, the peasantry serve nobility so they might better rule them, and nobility has a duty to the people first. These nobles often try to remain distant from the squabbling of the capitol, though many are drawn in regardless due to the nature of Vale’s many laws and dictates.


 * Ability Score Bonus: +1 Charisma or +1 Intelligence
 * Skill Proficiencies: History, Persuasion
 * Tool Proficiencies: one gaming set of your choice, one instrument of your choice.
 * Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp

Feature: Noblesse Oblige
Your attitude and presence heartens those of lower birth. Whenever you complete a long rest you may choose up to two allies. Those allies receive a number of temporary hit points equal to your character level + your Charisma modifier. These temporary hit points last until you take a long rest.

Feature: Privileged Position
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

There are different schools of thought on the duty of the nobility, and how they are to exercise the power afforded to them. Obligate Nobility believe that whether their status is by birth or by deeds, they have a responsibility to wield their power to the benefit of the peasantry and to ensure the prosperity of their realm.

Bloodline Nobility
“Nobles are where they are by birthright, their blood is more powerful than the peasantry after all. And it is our right by blood to rule them.” Sorcerers, Aasimar, Tieflings and other powerful lineages are common to noble bloodlines, and many use this as evidence of a divine providence to rule. While some worry for the weaklings below, Bloodline nobles are concerned with one thing over all, the Great Game played in the Vale, the web of ties and grudges that bind the nobility together in an intricate dance.


 * Ability Score Bonus: +1 Charisma or +1 Wisdom
 * Skill Proficiencies: Persuasion, Deception
 * Tool Proficiencies: One Gaming set of your choice, one instrument of your choice
 * Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp

Feature:Powerful Blood
You learn one cantrip of your choice from the list below, you may cast this cantrip without material components, Charisma is your spellcasting ability score for these spells.


 * Mage Hand
 * Shocking Grasp
 * Frostbite
 * Minor Illusion
 * Green-Flame Blade

You learn one spell from the list below, you may cast this spell once at its lowest level without using a spell slot or material components, and Charisma is your spellcasting ability score for them. You must complete a long rest before you can cast this spell again.


 * Burning Hands
 * Ice Knife
 * Witch Bolt

Feature: Privileged Position
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Aspiring Magician

 * Ability Score Bonus: +1 Intelligence or Wisdom
 * Skill Proficiencies: Persuasion, Arcana
 * Tool Proficiencies: Calligrapher’s
 * Equipment: one gaming set of your choice, one instrument of your choice. A set of fine clothes, a scroll of pedigree, and a purse containing 25 gp

The Royal Magic Academy has long been a seat of power for many within Misty Vale. The brightest minds and strongest casters have sprung forth from it’s hallowed halls, but not everyone makes it in, and even a washout from that prestigious school is a powerful force on the battlefield. Aspiring mages often get snatched up by the smaller schools after they give impressing one of the professors a shot, only to be denied by either blood or deed being found wanting.

Feature: Focus Versatility
You may activate a spell focus ability twice per short rest, instead of once, but they must be different abilities.

Feature: Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Exile

 * Ability Score Bonus: +1 Dexterity or Constitution
 * Skill Proficiencies: Survival, Intimidation
 * Tool Proficiencies: Alchemist’s or Smith’s
 * Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp

“Don’t matter who you were, or what you done. On the borderlands, everyone gets a fresh start.” The Deadwall is the bastion between the monsters that roam the wilds and Lumoran civilization. The folk that live there don’t get to pick who they fight side by side with, the only law that matters is the sheriff’s, and he’s not likely to care what you did a thousand and one miles away to some businessman, bureaucrat, or widow. Only thing he cares is if you plan on doing it again, and how hard you can swing an axe or quickly you can plow a field.

Feature: You Only Hang Once
Swinging the knife gets easier every time you do it, and after enough times it becomes automatic, just another reality of life: your life or theirs. When you roll initiative, you may draw and make an attack with a melee weapon.

Feature: Bad Reputation
No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

Deputy

 * Ability Score Bonus: +1 Dexterity or Wisdom
 * Skill Proficiencies: Investigation, Survival
 * Tool Proficiencies: Calligrapher’s
 * Equipment: A badge, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a bone dice set or playing card set, a set of common clothes, and a belt pouch containing 10 gp

Justice is hard to establish so far out in the wilds, but the practice of deputization allows for any poor sap to be called on to mete it out at the behest of a sheriff or ranger within Deadwall. Some even make a living out of it, riding between towns or signing on temporarily with a given ranger to assist in the hunt for criminals and gangs out west. It’s a hard life, but rewarding for the right kind of madman.

Feature: Deadeye
When you make a ranged attack against a creature in less than total cover that you can see, you reduce their cover by one step. (From ¾ to ½, or from ½ to none).

Feature: More than Scales
Those who look into your eyes can see that you have faced down the worst and lived and that you are no stranger to evil. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Blooded Servant

 * Ability Score Bonus: +1 Constitution or Charisma
 * Skill Proficiencies: Persuasion, Insight
 * Tool Proficiencies: Cooking and Calligrapher’s
 * Equipment:  A set of fine clothes and a pouch containing 5 gp

The vampires like to keep mortals around. Whether to have someone to provoke their vanity, treat as an on-demand snack, or for some other sinister reason, many towns in Kovarik find themselves levied with a ‘mortal tax’. The prospect of giving up a child to the monsters that rule you is terrifying, but the grip the immortal demons have on the populace means that inevitably, the tax is always paid. You were one such child, raised from birth to serve your master or mistress faithfully, though now, through either the sinister machinations of another clan, or perhaps a cruel twist of fate, you’ve been set adrift to find your own path.

Feature: Inured to Horror
You’ve mastered the art of keeping a straight face, even while overseeing the horrific rituals of your former masters. While above 50% of your total hit points, you are immune to the frightened condition, and have advantage on saves against it while below that threshold.

Feature: Secret
You’ve witnessed some horrible secret, be it a tryst that should never be discovered, the truth of some eldritch ritual, or other, more harmful bit of knowledge.

Work with your DM to determine the details of your secret and its impact on the campaign.

Highborn Scion
Race Requirement: Dhampir


 * Ability Score Bonus: +1 Intelligence or Charisma
 * Skill Proficiencies: Insight, Intimidation
 * Tool Proficiencies: One Instrument of your choice.
 * Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp

Some vampires take human lovers, those that do inevitably spawn Dhampir. You were lucky enough to have a sire sentimental, or pragmatic enough to take you in and treat you like a true child, lavishing you with tutors, showing you off at parties, and training you to one day run the estate, perhaps even promising to turn you fully when you fulfill some desire of theirs. Though you may not know if you’re a pawn or player in the noble’s game, you wield power politically few can.

Feature: Lordly Demeanor
Your regal bearing and mastery of implied force allows you to recover from social missteps more easily. When you fail a roll using Insight, Intimidation, Deception, Persuasion, or Perform, you may reroll that skill check, using the new result. You may do so once for each skill, regaining all uses whenever you complete a short rest.

Feature: Privileged Position
Thanks to your noble birth, people are inclined to fear you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Tomb Clearer
The Depths touch the realm of the gods, and those who plumb its reaches for revelations and new discoveries are referred to as Tomb Clearers. Technically part of the militant arm of the church led by Mercedes Aldlight. Tomb Clearers, part archaeologist, and part acolyte primarily defer to the command of Jacoby Hafdan. Still, ultimately, Tomb Clearers are viewed with similar suspicion to prospectors as the Depths take something in return for anything recovered from them.


 * Ability Score Bonus: +1 Constitution or +1 Wisdom
 * Skill Proficiencies: Athletics, Perception
 * Tool Proficiencies: none
 * Languages: One of your choice.
 * Equipment: One pickaxe, a lantern and two hours of oil, a holy shawl embroidered by the church, a set of common clothes, a strange trinket from the depths, one syringe filled with serum, two pieces of chalk, and a pouch containing 3 gp.

Feature: Resilient Mind
You may use your reaction to reduce any psychic damage you take by half until the start of your next turn.

You have advantage on saves against effects that would inflict any form of madness on you.

Feature: Heart of Darkness
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Holy Pilgrim
The Church has many faces, and the most visible are the pilgrims. Devotees from all over make their way to the Chapel of Wine and Wheat every few years to partake in holy prayer in the seat of the Church. These pilgrims are viewed favorably by the masses, and often lead the peasantry in prayer or song. Identifiable by the vestments they commonly wear, these wanderers help spread the word and wisdom of the Church wherever they go.


 * Ability Score Bonus: +1 Wisdom or +1 Charisma
 * Skill Proficiencies: Persuasion, Religion
 * Tool Proficiencies: none
 * Languages: One of your choice
 * Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments and a holy shawl embroidered by the church, a set of common clothes, and a belt pouch containing 15gp

Feature:Well Versed
When you make an Intelligence(Religion) check you may add 1d4 to the result.

Feature: Shelter of the Faithful
You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

Minister
The Choir of the Church studiously helps the masses at every turn, and Ministers are those blessed enough to help others partake in communion, the holy rite of healing. Looked upon with awe by the populace, they sometimes take to traveling in order to better learn to help others.


 * Ability Score Bonus: +1 Wisdom or +1 Intelligence
 * Skill Proficiencies: Religion, History
 * Tool Proficiencies: Alchemist’s Kit
 * Languages: One of your choice
 * Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 2 vials of serum, vestments, a holy shawl embroidered by the church, a set of common clothes, and a belt pouch containing 5 gp

Feature: Serum Supply
While you have no serum, you may enter any of the Church’s cathedrals and request to be given more in order to fulfill your duties. The church will provide you with 1 vial of serum when requested. (Within Steam and Sorcery, you receive 1 vial of serum if you have none, before the start of every session.)

Feature: Shelter of the Faithful
You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any costly material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.