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No matter what you are or how you got there, you somehow ended up as a child stuck on the streets. You grew up collecting other kids and helping them until eventually, you made a small group of kids that'll help you if you interact with them.

 
Skill Proficiencies: 2d6s on survival stats, and if the adventurer is neutral, neutral good, neutral lawful, or anything above that, 1d6 on medicine.
Tool Proficiencies: Adventurer carries around a badge with them representing their group of kids, and if they interact with someone who knows of this or is even related then the adventurer has an advantage in charisma checks and bonuses.
Languages: Secret language made by children called Yari. 
 
Feature: Better leadership skills

The adventurer feels the need to be a leader no matter what, -- this could present as a bonus or a challenge.

 
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