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388 lines
17 KiB
Python
388 lines
17 KiB
Python
from .features import Feature
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class ShelterOfTheFaithful(Feature):
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"""As an acolyte, you command the respect of those who share your faith, and
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you can perform the religious ceremonies of your deity. You and your
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adventuring companions can expect to receive free healing and care at a
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temple, shrine, or other established presence of your faith, though you
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must provide any material components needed for spells. Those who share
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your religion will support you (but only you) at a modest lifestyle.
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You might also have ties to a specific temple dedicated to your chosen
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deity or pantheon, and you have a residence there. This could be the temple
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where you used to serve, if you remain on good terms with it, or a temple
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where you have found a new home. While near your temple, you can call upon
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the priests for assistance, provided the assistance you ask for is not
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hazardous and you remain in good standing with your temple.
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"""
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name = "Shelter of the Faithful"
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source = "Background (Acolyte)"
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class FalseIdentity(Feature):
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"""You have created a second identity that includes documentation, established
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acquaintances, and disguises that allow you to assume that
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persona. Additionally, you can forge documents including official papers
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and personal letters, as long as you have seen an example of the kind of
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document or the handwriting you are trying to copy.
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"""
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name = "False Identity"
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source = "Background (Charlattan)"
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class CriminalContact(Feature):
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"""You have a reliable and trustworthy contact who acts as your liaison to a
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network o f other criminals. You know how to get messages to and from your
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contact, even over great distances; specifically, you know the local
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messengers, corrupt caravan masters, and seedy sailors who can deliver
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messages for you.
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"""
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name = "Criminal Contact"
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source = "Background (Criminal)"
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class ByPopularDemand(Feature):
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"""You can always find a place to perform, usually in an inn or tavern but
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possibly with a circus, at a theater, or even in a noble’s court. At such a
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place, you receive free lodging and food of a modest or comfortable
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standard (depending on the quality of the establishment), as long as you
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perform each night. In addition, your performance makes you something of a
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local figure. When strangers recognize you in a town where you have
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performed, they typically take a liking to you.
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"""
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name = "By Popular Demand"
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source = "Background (Entertainer)"
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class RusticHospitality(Feature):
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"""Since you come from the ranks of the common folk, you fit in among them
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with ease. You can find a place to hide, rest, or recuperate among other
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commoners, unless you have shown yourself to be a danger to them. They will
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shield you from the law or anyone else searching for you, though they will
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not risk their lives for you.
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"""
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name = "Rustic Hospitality"
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source = "Background (Folk Hero)"
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class GuildMembership(Feature):
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"""As an established and respected member of a guild, you can rely on certain
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benefits that membership provides. Your fellow guild members will provide
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you with lodging and food if necessary, and pay for your funeral if
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needed. In some cities and towns, a guildhall offers a central place to
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meet other members of your profession, which can be a good place to meet
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potential patrons, allies, or hirelings.
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Guilds often wield tremendous political power. If you are accused of a
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crime, your guild will support you if a good case can be made for your
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innocence or the crime is justifiable. You can also gain access to powerful
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political figures through the guild, if you are a member in good
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standing. Such connections might require the donation of money or magic
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items to the guild’s coffers.
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You must pay dues of 5 gp per month to the guild. If you miss payments, you
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must make up back dues to remain in the guild’s good graces.
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"""
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name = "Guild Membership"
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source = "Background (Guild Artisan)"
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class Discovery(Feature):
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"""The quiet seclusion of your extended hermitage gave you access to a unique
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and powerful discovery. The exact nature of this revelation depends on the
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nature of your seclusion. It might be a great truth about the cosmos, the
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deities, the powerful beings of the outer planes, or the forces of
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nature. It could be a site that no one else has ever seen. You might have
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uncovered a fact that has long been forgotten, or unearthed some relic of
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the past that could rewrite history. It might be information that would be
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damaging to the people who or consigned you to exile, and hence the reason
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for your return to society.
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Work with your DM to determine the details of
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your discovery and its impact on the campaign.
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"""
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name = "Discovery"
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source = "Background (Hermit)"
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class PositionOfPrivilege(Feature):
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"""Thanks to your noble birth, people are inclined to think the best of
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you. You are welcome in high society, and people assume you have the right
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to be wherever you are. The common folk make every effort to accommodate
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you and avoid your displeasure, and other people of high birth treat you as
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a member of the same social sphere. You can secure an audience with a local
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noble if you need to.
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"""
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name = "Position of Privilege"
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source = "Background (Noble)"
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class Wanderer(Feature):
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"""You have an excellent memory for maps and geography, and you can always
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recall the general layout of terrain, settlements, and other features
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around you. In addition, you can find food and fresh water for yourself and
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up to five other people each day, provided that the land offers berries,
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small game, water, and so forth.
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"""
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name = "Wanderer"
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source = "Background (Outlander)"
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class Researcher(Feature):
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"""When you attempt to learn or recall a piece of lore, if you do not know
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that information, you often know where and from whom you can obtain
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it. Usually, this information comes from a library, scriptorium,
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university, or a sage or other learned person or creature. Your DM might
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rule that the knowledge you seek is secreted away in an almost inaccessible
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place, or that it simply cannot be found. Unearthing the deepest secrets of
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the multiverse can require an adventure or even a whole campaign.
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"""
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name = "Researcher"
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source = "Background (Sage)"
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class ShipsPassage(Feature):
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"""When you need to, you can secure free passage on a sailing ship for
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yourself and your adventuring companions. You might sail on the ship you
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served on, or another ship you have good relations with (perhaps one
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captained by a former crewmate). Because you’re calling in a favor, you
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can’t be certain of a schedule or route that will meet your every
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need. Your Dungeon Master will determine how long it takes to get where you
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need to go. In return for your free passage, you and your companions are
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expected to assist the crew during the voyage
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"""
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name = "Ship's Passage"
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source = "Background (Sailor)"
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class MilitaryRank(Feature):
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"""You have a military rank from your career as a soldier. Soldiers loyal to
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your former military organization still recognize your authority and
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influence, and they defer to you if they are of a lower rank. You can
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invoke your rank to exert influence over other soldiers and requisition
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simple equipment or horses for temporary use. You can also usually gain
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access to friendly military encampments and fortresses where your rank is
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recognized.
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"""
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name = "Military Rank"
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source = "Background (Soldier)"
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class CitySecrets(Feature):
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"""You know the secret patterns and flow to cities and can find passages
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through the urban sprawl that others would miss. When you are not in
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combat, you (and companions you lead) can travel between any two locations
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in the city twice as fast as your speed would normally allow.
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"""
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name = "City Secrets"
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source = "Background (Urchin)"
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# Swords Coast Adventurer's Guide
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class AllEyesOnYou(Feature):
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"""Your accent, mannerisms, figures of speech, and perhaps even your
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appearance all mark you as foreign. Curious glances are directed your way
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wherever you go, which can be a nuisance, but you also gain the friendly
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interest of scholars and others intrigued by far-off lands, to say nothing
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of everyday folk who are eager to hear stories of your homeland.
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You can parley this attention into access to people and places you might
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not otherwise have, for you and your traveling companions. Noble lords,
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scholars, and merchant princes, to name a few, might be interested in
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hearing about your distant homeland and people.
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"""
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name = "All Eyes on You"
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source = "Background (Far Traveler)"
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class EarToTheGround(Feature):
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"""You are in frequent contact with people in the segment of society that your
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chosen quarries move through. These people might be associated with the
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criminal underworld, the rough-and-tumble folk of the streets, or members
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of high society. This connection comes in the form of a contact in any city
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you visit, a person who provides information about the people and places of
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the local area.
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"""
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name = "Ear to the Ground"
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source = "Background (Urban Bounty Hunter)"
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class WatchersEye(Feature):
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"""Your experience in enforcing the law, and dealing with lawbreakers, gives
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you a feel for local laws and criminals. You can easily find the local
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outpost of the watch or a simila r organization, and just as easily pick
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out the dens of criminal activity in a community, although you're more
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likely to be welcome in the former locations rather than the latter.
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"""
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name = "Watcher's Eye"
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source = "Background (City Watch)"
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class RespectOfTheStoutFolk(Feature):
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"""As well respected as clan crafters are among outsiders, no one esteems them
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quite so highly as dwarves do. You always have free room and board in any
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place where shield dwarves or gold dwarves dwell, and the individuals in
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such a settlement might vie among themselves to determine who can offer you
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(and possibly your compatriots) the finest accommodations and assistance.
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"""
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name = "Respect of the Stout Folk"
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source = "Background (Clan Crafter)"
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class LibraryAccess(Feature):
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"""Though others must often endure extensive interviews and significant fees to
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gain access to even the most common archives in your library, you have free
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and easy access to the majority of the library, though it might also have
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repositories of lore that are too valuable, magical, or secret to permit
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anyone immediate access.
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You have a working knowledge of your cloister's personnel and bureaucracy,
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and you know how to navigate those connections with some ease.
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Additionally, you are likely to gain preferential treatment at other
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libraries across the Realms, as professional courtesy shown to a fellow
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scholar.
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"""
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name = "Library Access"
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source = "Background (Cloistered Scholar)"
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class CourtFunctionary(Feature):
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"""Your knowledge of how bureaucracies function lets you gain access to the
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records and inner workings of any noble court or government you
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encounter. You know who the movers and shakers are, whom to go to for the
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favors you seek, and what the current intrigues of interest in the group
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are.
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"""
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name = "Court Functionary"
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source = "Background (Courtier)"
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class SafeHaven(Feature):
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"""As a faction agent, you have access to a secret network of supporters and
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operatives who can provide assistance on your adventures. You know a set
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of secret signs and passwords you can use to identify such operatives , who
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can provide you with access to a hidden safe house, free room and board, or
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assistance in finding information. These agents never risk their lives
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for you or risk revealing their true identities.
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"""
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name = "Save Haven"
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source = "Background (Faction Agent)"
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class Inheritance(Feature):
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"""Choose or randomly determine your inheritance from among the possibilities
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in the table in SCAG. Work with your Dungeon Master to come up with
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details: Why is your inheritance so important, and what is its full story?
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You might prefer for the DM to invent these details as part of the game,
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allowing you to learn more about your inheritance as your character does.
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The Dungeon Master is free to use your inheritance as a story hook, sending
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you on quests to learn more about its history or true nature, or
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confronting you with foes who want to claim it for themselves or prevent
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you from learning what you seek. The DM also determines the properties of
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your inheritance and how they figure into the item's history and
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importance. For instance, the object might be a minor magic item, or one
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that begins with a modest ability and increases in potency with the passage
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of time. Or, the true nature of your inheritance might not be apparent at
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first and is revealed only when certain conditions are met.
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When you begin your adventuring career, you can decide whether to tell your
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companions about your inheritance right away. Rather than attracting
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attention to yourself, you might want to keep your inheritance a secret
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until you learn more about what it means to you and what it can do for you.
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"""
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name = "Inheritance"
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source = "Background (Inheritor)"
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class KnightlyRegard(Feature):
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"""You receive shelter and succor from members of your knightly order and those
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who are sympathetic to its aims. If your order is a religious one, you can
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gain aid from temples and other religious communities of your
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deity. Knights of civic orders can get help from the community- whether a
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lone settlement or a great nation- that they serve, and knights of
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philosophical orders can find help from those they have aided in pursuit of
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their ideals , and those who share those ideals.
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This help comes in the form of shelter and meals, and healing when
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appropriate, as well as occasionally risky assistance, such as a band of
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local citizens rallying to aid a sorely pressed knight in a fight , or
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those who support the order helping to smuggle a knight out of town when
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he or she is being hunted unjustly.
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"""
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name = "Knightly Regard"
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source = "Background (Knight of the Order)"
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class MercenaryLife(Feature):
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"""You know the mercenary life as only someone who has experienced it can. You
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are able to identify mercenary companies by their emblems, and you know a
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little about any such company, including the names and reputations of its
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commanders and leaders, and who has hired them recently. You can find the
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taverns and festhalls where mercenaries abide in any area, as long as you
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speak the language. You can find mercenary work between adventures
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sufficient to maintain a comfortable lifestyle (see "Practicing a
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Profession" under "Downtime Activities" in chapter 8 of the Player's
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Handbook).
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"""
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name = "Mercenary Life"
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source = "Background (Mercenary Veteran)"
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class UthgardtHeritage(Feature):
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"""You have an excellent knowledge of not only your tribe's territory, but also
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the terrain and natural resources of the rest of the North. You are
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familiar enough with any wilderness area that you find twice as much food
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and water as you normally would when you forage there.
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Additionally, you can call upon the hospitality of your people, and those
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folk allied with your tribe, often including members of druid circles,
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tribes of nomadic elves, the Harpers, and the priesthoods devoted to the
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gods of the First Circle.
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"""
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name = "Uthgardt Heritage"
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source = "Background (Uthgardt Tribe Member)"
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class KeptInStyle(Feature):
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"""While you are in Waterdeep or elsewhere in the North your house sees to your
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everyday needs. Your name and signet are sufficient to cover most of your
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expenses; the inns, taverns, and festhalls you frequent are glad to re-
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cord your debt and send an accounting to your family's estate in Waterdeep
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to settle what you owe.
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This advantage enables you to live a comfortable lifestyle without having
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to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic
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lifestyle by that amount. You may not maintain a less affluent lifestyle
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and use the difference as income-the benefit is a line of credit, not an
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actual monetary reward.
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"""
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name = "Kept in Style"
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source = "Background (Waterdhavian Noble)"
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