Child Of The Planes Image

Born in one of the planes outside the prime, you are unfamiliar with their societies and lack of unifying ideals. How you came to be created and survive in the outside planes will be unknown to many and most societies will want to either learn from you or will shun you from knowledge of this.

 
Skill Proficiencies: Since you are from a plan outside the prime, you have learned to adapt to your surroundings. Many skills come in handy, intimidation can keep you alive in the Abyss while Persuasion will help you get far in the Hells. You gain proficiency in Religion and may choose one of either PersuasionSurvivalDeceptionIntimidation, or Religion.
Tool Proficiencies: If you hail from Mechanus, any Elemantal Plane, Acheron, or Arcadia, you may pick one tool proficiency of your choice.
Languages: You have lived in the planes touched by the Astral Sea and either the River Styx or the River Oceanus, you may chose one Exotic language that isn't Deep Speech. If you are from one of the upper or lower planes bent on interfering or in direct involvement with the Blood War, you may gain an additional Exotic language of your choice that isn't Deep Speech.
Equipment: A set of Fine Clothes in the style of your plane, a book, an ink and quill. If you are from one of the planes that gave you a tool proficiency, you get that tool. If you come from a lawful plane, you also receive an Abacus. If you are from a chaotic plane, you receive a flask of oil. If you are from an evil plane, you get a vial of basic poison. If you are from a good plane, you get a flask of holy water.
 
Feature: Parallax Philosopher

You are from a plane that carries a particular ideal, this ideal is far more clear to you than to any who find themselves looking into your home plane. Your words help sway people into an understanding of your plane and heritage and with the right kind of society, or member there-in, can be granted aid whether it is information or material aid (limited by your knowledge and the GM's opinion).

 
Spell List

You get a spell list that is defined by your alignment. These spells are added to your class's list of spells. If you have more than one class list, these are applied to all of them. This spell list is dynamic with your character's alignment (Meaning if your actions take you from being defined as evil to being defined as neutral, you must change your spells accordingly).
Evil. Chill Touch, Cause Fear, Ray of Enfeeblement, Bestow Curse, Phantasmal Killer, Enervation
Chaotic. Vicious Mockery, Hideous Laughter, Blur, Hunger of Hadar, Storm Sphere, Mislead
Good. Spare the Dying, Bless, Enhance Ability, Beacon of Hope, Death Ward, Greater Restoration
Lawful. Mending, Command, See Invisibility, Blinding Smite, Banishment, Banishing Smite
Neutral. Thaumaturgy, Detect Evil and Good, Pass Without Trace, Counterspell, Guardian of Nature, Telepathic Bond

Spell Level Spells
Cantrip chill touch, mending, spare the dying, thaumaturgy, vicious mockery
1st bless, cause fear, command, detect evil and good, hideous laughter
2nd blur, enhance ability, pass without trace, ray of enfeeblement, see invisibility
3rd beacon of hope, bestow curse, blinding smite, counterspell, hunger of hadar
4th banishment, death ward, guardian of nature, phantasmal killer, storm sphere
5th banishing smite, enervation, greater restoration, mislead, telepathic bond
 
Suggested Characteristics

You might hail from the planes, but you are likely different from the plane you originate. You should pick traits that define your alignment, this alignment is likely the reason you are now in the prime material plane. The flaws, ideals, and personality traits should define your bond in this manner.

 
Variant Child of the Planes: Story Teller

You have a knack for gathering a crowd and delivering an entertaining speech of your trifles. This kind of bearing is hard to come by and some will even pay you for this.

 
Child Of The Planes Image

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