Arcane Dominion (5e Background)

Arcane Dominion

You lived in the most magically advanced nation to ever exist. You grew up surrounded by magic as an everyday occurrence, and thus you lack the superstitious dread that most people experience in the presence of the supernatural. Wherever you travel, no matter whom you encounter, you do so with the knowledge of your culture’s innate superiority.

Skill Proficiencies: Choose two of the following: Arcana, Investigation, Perception

Tool Proficiencies: Two of your choice

Languages: Two of your choice

Equipment: A set of fine clothes, a vial of black ink, a quill, traveling journal, dagger, copy of your favorite book, and a belt pouch containing 15 gp

Feature: Network of Knowledge

Whether you possess arcane talents or not, your nationality provides you with professional cachet among wizards and other arcane spellcasters. You can request favors from these individuals, such as advice on magical problems, research concerning magic items and relics, and translation of sigils or runes. If you ask a favor, however, you must repay it in a reasonable time or risk alienating your peers.

Suggested Characteristics

Growing up in an Arcane Dominion formed many of your attitudes towards magic and spellcasters, as well as your opinions regarding people without magical ability. If you possessed arcane talent, you enjoyed the good life as one of your nation’s most valued citizens. Thanks to your upbringing, you find magic familiar and even comforting, and pity those who fear magic or refuse to benefit from its use.

d4Personality Trait
1I belong to the most advanced nation in the world, and so I must represent my people in the best possible light.
2I feel comfortable around magic, and I feel anxious anywhere magic is unwelcome.
3I travel and explore the world to avoid becoming complacent.
4I yearn for novel experiences and discoveries, especially since I become bored so easily.
d4Ideal
1Knowledge. The acquisition of knowledge is the noblest pursuit. (Any)
2Discovery. I will do anything to uncover lost magical secrets. (Chaotic)
3Mastery. I must become the most powerful arcanist in the world. (Neutral)
4Hope. Doom threatens this world, and only magic can save us from it. (Good)
d4Bond
1I betrayed my master for knowledge, and I must atone for what I’ve done.
2Thanks to a youthful indiscretion, I fell under an ancient curse and now must find a way to remove it.
3My memories have been lost to me, and something tells me my life depends on getting them back.
4My family must recover the lost arcane secrets of our ancestors before our enemies do.
d4Flaw
1I don’t make mistakes, even when I do.
2I never met a book I could resist reading.
3Magic has its price, and I’m willing to pay it, or let someone else pay.
4I look down on those who lack the talent for magic.

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gollark: Or probably weapon attacks at all.
gollark: Or any time, really.
gollark: There would be no photon torpedoes at this time.
gollark: ```Cold Ones (also ice giants, the Finality, Lords of the Last Waste)Mythological beings who dwell at the end of time, during the final blackness of the universe, the last surviving remnants of the war of all-against-all over the universe’s final stocks of extropy, long after the passing of baryonic matter and the death throes of the most ancient black holes. Savage, autocannibalistic beings, stretching their remaining existence across aeons-long slowthoughts powered by the rare quantum fluctuations of the nothingness, these wretched dead gods know nothing but despair, hunger, and envy for those past entities which dwelled in eras rich in energy differentials, information, and ordered states, and would – if they could – feast on any unwary enough to fall into their clutches.Stories of the Cold Ones are, of course, not to be interpreted literally: they are a philosophical and theological metaphor for the pessimal end-state of the universe, to wit, the final triumph of entropy in both a physical and a spiritual sense. Nonetheless, this metaphor has been adopted by both the Flamic church and the archai themselves to describe the potential future which it is their intention to avert.The Cold Ones have also found a place in popular culture, depicted as supreme villains: perhaps best seen in the Ghosts of the Dark Spiral expansion for Mythic Stars, a virtuality game from Nebula 12 ArGaming, ICC, and the Void Cascading InVid series, produced by Dexlyn Vithinios (Sundogs of Delphys, ICC).```
gollark: And it's all just horribly dense spaghetti code.
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