Colonists were on there way to byzantium, when the ship had a critical failure leaving everyone on the ship in suspended animation
- Skill Proficiencies: You gain proficiency with perception, stealth, vehicles
- Tool Proficiencies: you are proficient with, tinkerers tools, and thieves tools
- Languages: Any 1 language+common
- Equipment: Any relic of the past, Light pistol (2d6), Sentry Sabre (2d4), Colonist Spacesuit (12+ Strength mod)
Feature: Time Slow
Every long rest, you can make an extra 2 actions on your turn, Become 2nd level exhaustion
Suggested Characteristics
1. I don't let anyone tell me how to live my life
2. I wont admit i'm wrong even if it costs me my life
3. I Cant believe what I don't see
| d1 | Flaw |
|---|---|
| 1 | I have trouble keeping up with the time |
Contacts
This background allows contact for anyone they might have known in their past life, talk to your DM for NPCS you would know
Variant Colonist: Detective
The same as a normal colonist, except you were a detective
Variant Feature: Intimidation
Advantage on all intimidation rolls
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