For the better part of your life, you have been training with the Academy to learn to work together as an adventuring party. Sent out as emissaries of your Academy, you make a name for yourself as well as the school that trained you.
- Skill Proficiencies: Arcana, History
- Languages: Two of your choice
- Equipment: An Academy Medallion (your identifying sigil from the Academy), a lore book, a set of common clothes, and a pouch containing 15 gp.
If not in combat, you can take a moment to consult your year's worth of notes on Magicks, Histories, Nature etc. After failing a skill check to determine the name of a famous person, place or thing, you can make a general intelligence check. The DM will provide you with information based on the result.
Suggested Characteristics
Academy Student characteristics are all personality-based, and will not be required to be listed on your sheet.
Contacts
Once graduated, you can make contact with specific guild halls or places where jobs, contracts and bounties can be taken. They will have an identifying mark you can recognize from your studies. (DM will Prompt)
d1 | Contact |
---|---|
1 | Academy Contract Provider |
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