Player's Guide - Theme's and Bonuses
As with the 5th Edition Backgrounds you pick, I’m requiring you to also pick a Theme from the Player’s guide from Zeitgeist as well. Originally, I was going to deny the bonus of the theme, but looking at it more and more, I believe that they fit fine and should not disrupt the game. As for the prestige classes, I’ll look into those more and at a later date and may allow a bonus free pick to help your character more. They all will provide bonuses at some points in the game and social bonuses as well. Use these as well as your background to help flesh out the early life of your character before you became part of the RHC.
These are all in the Player’s guide and largly unchanged, just a small update to 5th edition.
- Docker – Peasant Worker or man of the people, blue collared worker. You have felt the burden of the everyman in Flint and represent that even the lowest person can rise to greatness. In social encounters, you’ll find it much easier to speak with and blend in with the working class of many cities, and start with a bonus reputation point to Flints working class. In combat encounters, once per combat you can spend a bonus action to give one of your RHC allies advantage to one task they are doing or reaction to negate one enemies advantage against your ally if they are within 30ft.
- Eschatologist – Studier of the end of time. Follows the works of Dwarven writer Vlendam Heid. Wrote many articles and books about the ends of everything, including relationships, businesses, wars, and ones own life. In social encounters, one would find it very easy to speak to others of the philosophy while members of The Clergy might frown apoun the constant “doomsaying”. In combat encounters, at will you can automatically stabilize a creature as a bonus action by touching them. Once a day you can halt the death of someone if they have been dead for only a round per four levels, rounded up. Also once per day you can drop a zone of cold around you in a 10ft radius that is stationary that does twice your character level in cold damage to those in it and prevents restoring HP or Temp HP while in it. You will take this damage even if outside the zone and regardless of resistances. You can dismiss this as a bonus action and ironically it will end if you go below 0 HP.
- Gunsmith – Master of the gun, and the disipline to use them. You are comfortable with all types of guns and how to care and manage them and their ammo. In social encounters, you can easily strike up conversations with other enthusiasts, often learning new tricks and techniques. In addition, you do not have penalties to requesting advanced weapons, such as grenades and rifles although you are still expected to use them appropiately. In combat encounters, you are considered proficent in all guns regardless of class, and the first round you fire in melee you do not have disadvantage to all attacks that round.
- Martial Scientist – Expert of the art of war. Studied in one of Danors schools for a time, you know and understand many advanced techniques, often in melee combat. In social encounters, you tend to reconise follow students fighting styles and can often make a friend in battle, earning their respect even if on the wrong side of the conflict. In combat encounters, you can learn and copy many advanced fighting styles switching out which you use can be done after a short rest. The fighting style you start with is the Experimental Strike Technique which allows you once a combat if you miss with all your attacks during a round you can as no action make one final attack that cannot be used to directly harm your opponent, such as disarm, slice the rope to a chandalier, trip them.
- Skyseer – Reader of the stars, and diviner of the future. While the ability of the skyseers has waned over the years most can still recieve clouded visions that help predict the future. Most skyseers tend to know each other and respect one another to assist when they can. In social encounters, you will have ease when talking to other skyseers, and often will have dreams and visions of the events to come. Also once a day if the night sky is visible you can focus your mind and ask one question as per Augury and receive the answer upon awakening. In combat encounters, once per combat you can touch an ally as a bonus action and give them insight into an attack roll, skill check, or saving throw. They pick which one and roll a d20. When the chosen check comes up, they can instead of rolling their normal dice, use that d20 roll in its place. If they would have advantage, they would choose to use the d20 first, then roll one more die afterwards.
- Spirit Medium – Speaker of the dead, and one with the spirits. Often as ease with the spirits around, and is more attuned to the restless undead that they come across in their travels. In social encounters, you’ll find that you can easily hear the spirits that linger, giving you a bonus to dealing with ghosts and souls and usually allowing early dection of harmful ones. Once per day you can speak with dead with the change that you need to be in the area the person died and within a day of their death. You do not actually need a body, but must know generally who you’re trying to talk to, as you’re summoning their spirit to you. RHC employs many of these already, so do not feel like you need to have one in the group, just don’t forget to ask for one if you know you’re coming across a body. In combat encounters, you can once a combat as an action summon a spirit from the area to perform an action for you, counting as having ghost touch and can modify the real world as well. If it attacks, it can attack as a fighter of your level, using your main stat bonus and proficiency modifier dealing d10 +4 damage.
- Technologist – Master of all things mechanical. They can easily assemble and operate most machines and those they do not know about they can usually figure out quickly. In social encounters, you tend to not have to roll to figure out how to operate machines you come across and have an advantage to repairing or disabling machines. In combat encounters, you have a tiny mechanical familiar. it uses your skills and proficencies and has darkvison. It has a quarter of your hp and can be repaired or remade during a long rest. It can understand all languages you know and you can communicate telepathically with it. It is also proficient in stealth and has advantage due to its size.
- Vekeshi Mystic – Followers of the old eladrin ways. Unlike the fatilist views of the dwarves, they believe that living well is the best revenge. Often viewed as terrorist due to their beliefs, one would not tend to find many friends outside of their own group. Many mystics are intergrated into society under different names and guises to help spread their views, punishing those who abuse those trying to improve themselves. In social encounters, you will bond easily with those who are fellow mystics and even start with a bonus reputation point to the Unseen Court. Likewise, you’ll be asked to do favors for the court which may impact the mission, but would continue to raise that reputation further. In combat encounters, once per combat you can rebuke someone within 20ft who has damaged an ally as a reaction, dealing D6 +1/2 your character level. Every 4 levels you deal an additional D6.
- Yerasol Veteran – Survivor and hero from the Yerasol Archipelago, you have seen and caused many deaths during the conflict between Risur and Danor. During the battle your group caused a turning point in a major part of the conflict helping Risur greatly. In social encounters, you will often be recognized by officals for your deeds in the war and will be looked more favorably upon if you happen to mess up during your investigation. You also start with a bonus reputation to Risur itself, which includes the government, police, and the RHC itself. In combat encounters, once per combat as a bonus action you can move to an ally ignoring all threatened zones, and can stand them up if they’re prone, or stabilize them automatically if they’re down. That ally until the beginning of their next turn has advantage against all saves and enemies have disadvantage to attack them.