Characters (Exodus Supplement)
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Race
- Human is the only race that has spread throughout space. One reason this may be is that due to some event that may happen in the future of humanity, the human race may be destroyed. This theory has credit because many planets have been sterilized by a force that happened sometime in the past, with ruins of metamaterial skyscrapers and dilapidated exotic energy plants populating them. Another is that humans evolve past biochemical boundaries like so many others have done, now only using Matrioshka brains to study the inner workings of the universe.
- Humans get two ability score increases, a skill, and a feat.
Feats
- You gain a hit die of 1d8, with level one hit points equaling 8 plus your constitution modifier. You gain twelve character points. These could be used to get numerous advantages for your character, such as feats, proficiencies and skills. Feats are three points, while armor proficiency is two points and skills, tool proficiencies and saving throw bonuses are one point.
Ability Score
- You also gain 27 ability points, with the same point value system in the 5e player's handbook.
Backgrounds
- Mandarin Chinese, English, Hindustani, Spanish, Arabic, Malay, Russian, Bengali, Portuguese, and French are the most spoken languages after Unity. There are ten, just in case you want to roll for random languages. Unity is a language nearly everyone knows because it is a pidgin language between the rest of the languages; however, many people do not like to speak Unity.
Feat | Advantage |
---|---|
Alert | +5 bonus to initiative, can't be surprised while conscious, creatures can't gain advantage against you when they're hiding |
Specialized Elements | Choose one element when getting this feat: Electrical, Thermal, Cryonic, Nuclear. When attacking with a weapon that does those types of damage, you deal an extra 1 damage per number of die rolled when you score a hit. Nuclear boosts necrotic damage when a weapon is Radioactive. |
Athlete | |
Entertainer | |
Charger | |
Shotgun Expert | |
Parry | |
Dual Fighter | |
Trapfinder | |
Durable | |
Name | Skills | Language | Proficiencies | Equipment | Description |
---|---|---|---|---|---|
The Faithful | Insight, Religion | Two of your choice | Holy symbol, prayer book, third-class clothes, 15 credits | As the majority of humanity moves away from religion, you stay steadfast to your faith from the Old Worlds. Or perhaps you found a new one? | |
Con Artist | Deception, Sleight of Hand | Disguise kit, hacking kit | First-class clothes, disguise kit, tools from a con of your choice, 15 credits | ||
Criminal | Deception, Stealth | Gaming set, thieves' tools | Thieves' tools, third-class clothes, 15 credits | ||
Merchant | Insight, Persuasion | One of your choice | One type of artisan's tools | One type of artisan's tools, an electronic letter from your guild, second-class clothing, 15 credits | |
Aristocrat | History, Persuasion | One of your choice | Gaming set | First-class clothes, signet ring, electronic document recording family tree since 2d6x100 years before, 25 credits | |
Loner | Athletics, Survival | One of your choice | Musical instrument | Staff, hunting trap, hunting trophy, second-class clothes, 10 credits | |
Archaeologist | History, Investigation | Two of your choice | Spectrometer, dissecting knife, third-class clothing, 10 credits | ||
Computer Programmer | Programming, Investigation | One of your choice | Hacking tools | Hacking tools, third-class clothing, 10 credits | |
Starfarer | Perception, Insight | Two of your choice | Navigator's tools, spaceships | Billy club, 50 feet of rope, a lucky charm, third-class clothing, 10 credits | |
Soldier | Athletics, Intimidation | Gaming set, vehicles (air, water, or land) | Insignia of rank, trophy from fallen enemy, dice or cards, third-class clothes, 10 credits | ||
Ne'er-do-well | Sleight of hand, Stealth | Disguise kit, hacking tools | Dissecting knife, map of a city, a pet, an item from your parents who are now dead, third-class clothes, 10 credits
Feats |
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