Once a denizen of the enchanted forests, you now venture from the mystical fairy realms into the bustling life among humans, you have chosen the craft of rope-making as your calling. Your background as a fairy gives you a unique perspective on this art, allowing you to infuse your creations with a touch of magic. Your Vanerian heritage imbues you with strong spiritual beliefs and cultural practices concerning your tendency to always hover or be in flight. Your life is a dance between two worlds: the grounded existence of your craft, and the soaring freedom of your true nature.
- Skill Proficiencies: Acrobatics, Sleight of Hand
Tool Proficiencies: Rope maker's tools, one type of artisan's tools of your choice
Languages: One language of your choice (reflecting your efforts to learn the languages of your new home): Dwarvish, Elvish, or Gnomish.
You possess a unique blend of aerial grace and dexterous footwork, a heritage of your family's strong beliefs in flight, and your adaptation to the human world. You walk on your feet with the same skill that an Ambler would walk on their hands with; you must pass an Acrobatics check (DC set by the DM) to Dash or move more than half your speed (rounded up) on the ground. On a failure, you stumble and lose the remainder of your movement. In the air, you are adept at flight, allowing you to move gracefully and nimbly, though a curse on your family prevents you from flying magically if your wings are severely damaged or restricted.
Additionally, your lower limb aptitude allows you to use Interact With Object twice on your turn, so long as one of the interactions is done from your knees down. This does not allow for two distinct interactions simultaneously, but does enable interactions such as opening and then closing a door, or picking up two small objects in quick succession. Your extreme discomfort with footwear gives you disadvantage on any Stealth or Disguise checks requiring you to touch the ground or wear long pants or boots, and you are unable to attune to any magic items that touch below your knees.
Suggested Characteristics
Personality Trait: Quirky: "I'm endlessly curious about human inventions and love to figure out how they work, though shoes seem a little overrated."
Ideal: Innovation: "There's always a better way to tie a knot or twist a rope; finding it is the joy of my craft!"
Bond: Loyalty: "I left my fairy family behind to explore the human world, but I carry a pouch from my home with me always."
Flaw: Naive: "Nice people are inherently good and should always be trusted. Rudeness is a sign of up-to-no-goodness."
As a Rope Maker, you are skilled in creating ropes of various qualities and for different purposes. Your progression from Novice to Journeyman to Master can be reflected in the complexity of the ropes you create, the snares and traps you design, and the improvised or simple weapons you craft. Your DM will determine the specific mechanics on a case by case basis, ensuring they enrich the storytelling without unbalancing gameplay or promoting min/maxing.
Previous Versions
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2/17/2024 9:57:25 PM
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5e
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2/17/2024 10:23:03 PM
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8
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5
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2/18/2024 3:34:57 AM
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11
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1
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