Villager Image

A quiet day in the village, an average routine. Suddenly an alarm bells sound, and it's another attack that is imminent. Get ready for the most recent raid.

 
Feat: Feats:

  • Skilled: First set of feats.
  • Taught: Second set of feats.
Skill Proficiencies:
  • Half Proficiencies:
  1. Medicine.
  2. Nature.
  3. History.
  4. Survival.
  5. Performance.
  • Full Proficiencies:
  1. Insight.
  2. Investigation.
  3. Acrobatics.
  • Expertise:
  1. Perception.
Tool Proficiencies:
  • Tools: One or Two
  1. Cook's Utensils. 
  2. Dice set. 
  3. Tinker's Tools. 
  4. Cartographer's Tools. 
  5. Smith's Tools. 
  6. Carpenter's Tools.
  7. Mason's Tools.
  8. Woodcarver's Tools.
  9. Painter's Supplies.
  10. Leatherworker's Tools.
  11. Herbalism Kit.
  12. Jeweler's Tools.
Languages:
  • Languages: One or Two
  1. Common.
  2. Elvish.
  3. Dwarvish.
  4. Orcish.
  5. Gnomish.
  6. Halfling.
  7. Goblin.
  8. Giant.
  9. Abyssal.
  10. Celestial.
  11. Draconic.
  12. Infernal.
  13. Primordial.
  14. Sylvan.
  15. Undercommon.
  16. Loxodon.
  17. Minotaur.
  18. Thieves' Cant.
  19. Leonin.
  20. Ogre.
Equipment:
  • Equipment:
  1. Leather Armor.
  2. Explorer Backpack.
  3. Shortsword.
  4. Short bow.
  5. Dagger.
  6. 50 Arrows.
  7. 50 feet of hemp rope.
  8. Waterskin.
  9. Geographical map of the area.
  10. Tinderbox.
  11. Mess kit.
  12. Bedroll.
  13. 5 Torches.
  14. 5 Days of Rations.
  15. Common Clothes.
  16. Class gold + 50 gold.
 
Generally Prepared

After having been brought up in a village to be well rounded with many types of skills to become an adventurer, skills to prepare villagers in a generally important way of survival, cooking and combat skills are encouraged.

d10 Generally Prepared
1 Expander Specialty for the Villager Background
2 Defender (Perimeter) Specialty for the Villager Background
3 Commoner Specialty for the Villager Background
4 Guard (Interior) Specialty for the Villager Background
5 Elder Specialty for the Villager Background
6 Commuter for the Villager Background.
7 Traveler for the Villager Background.
8 Explorer for the Villager Background.
9 Socializer for the Villager Background.
10 Combatant for the Villager Background.
 
Feature: Well Rounded

Adding skills that increase the survivability in a village to be helpful enough around and or of a village and as a party member.

 
Spell List
  • Spells:
  1. Firebolt.
  2. Thorn whip.
  3. Healing Word.
  4. Cure Wounds.
  5. Minor Illusion.
  6. Major Image. 
  7. Revivify.
  8. Scorching Ray.
  9. Ray of Sickness.
  10. Magic Missile.
  11. Light.
  12. Day Light.
  13. Guiding Bolt.
  14. Disintegrate.
  15. Mass Cure Wounds.
  16. Heal.
  17. Alarm.
  18. Polymorph.
  19. Animal Shapes.
  20. Fireball.
  21. Burning Hands.
  22. Chromatic Orb.
  23. Prismatic Spray.
  24. Create Bonfire.
  25. Create and Destroy Water.
Spell Level Spells
Cantrip create bonfire, dancing lights, druidcraft, fire bolt, light, mage hand, mending, minor illusion, prestidigitation, ray of frost, thorn whip
1st alarm, burning hands, chromatic orb, create or destroy water, feather fall, guiding bolt, healing word, magic missile, ray of sickness
2nd knock, misty step, scorching ray
3rd create food and water, daylight, fireball, lightning bolt, major image, mass healing word, revivify, thunder step
4th polymorph
5th cone of cold, dawn, far step, legend lore, mass cure wounds, seeming
6th disintegrate, heal
7th magnificent mansion, plane shift, prismatic spray
8th animal shapes
9th mass heal
  • More Spells:
  1. Cone of Cold.
  2. Ray of Frost.
  3. Misty Step.
  4. Plane Shift.
  5. Dancing Lights.
  6. Dawn.
  7. Druidcraft.
  8. Feather Fall.
  9. Knock.
  10. Legend Lore.
  11. Mage Hand.
  12. Magnificent Mansion.
  13. Mending.
  14. Prestidigitation.
  15. Far Step.
  16. Thunder Step.
  17. Lightning Bolt.
  18. Create Food and Water.
  19. Disguise Self.
  20. Seeming.
 
Suggested Characteristics
  • Characteristics: (Examples)
  1. Healthy, fit enough with and or from gaining and learning skills.
  2. Quick, entering and exiting a village might be better than lingering or meandering.
  3. Creative, thinking of new ways to and or of improving skills of an individual, though also for and or of a village sustainability and health.
  4. Capable, refined skills enough to be a better adventurer and to try to cause a village to survive.
d6 Personality Trait
1 Curious
2 Arrogant
3 Humble
4 Wary
5 Stern
6 Eager
d6 Ideal
1 Improvement
2 Strength
3 Defense
4 Travel
5 Healthy
6 Quick
d6 Bond
1 Skills
2 Friends
3 Village
4 Family
5 Creativity
6 Capable
d6 Flaw
1 Mistakes
2 Arrogance
3 Ignorance
4 Distain
5 Disgusting
6 Gluttonous
 
 
Contacts
  • Setting or Game Contacts:
  1. Nearby Dwarf traders.
  2. Nearby Elf traders.
  3. Nearby Adventurers Guild.
  4. Nearby Hunter traders.
  5. Nearby Merchant traders.
  6. Nearby Hunter's Guild.
  7. Nearby Merchant's Guild.
  8. Nearby Gnome Traders.
  9. Nearby Halfling Traders.
  10. The Thieves' Guild.
d10 Contact
1 Nearby Dwarf Traders
2 Nearby Elf Traders
3 Nearby Adventurer's Guild
4 Nearby Hunter Traders
5 Nearby Merchant Traders
6 Nearby Hunter's Guild
7 Nearby Merchant's Guild
8 Nearby Gnome Traders
9 Nearby Halfling Traders
10 The Thieves' Guild
d6 Non-contact
1 Orc Raiders
2 Ogre Reinforcements
3 Goblin Scouts
4 Minotaur Marauaders
5 Abyssal Destroyers
6 Infernal Planners
 
Variant Villager: Expander

With the well rounded skills to help to expand the perimeter of a village and or defending the perimeter of a village.

 
Variant Feature: Defender

Defends the perimeter of the village with more advanced skills from and or of the village a defender is from.

 
Villager Image

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