Personality Trait Proficiencies Dmg

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Background proficiencies are best paired with personality trait proficiencies. Using both generally makes for pretty competent PCs, but when used really require you to do a session 0 with character creation. 11 Powerful Traits Of Successful Leaders. They must know when to seize opportunities and how to rally employees to work hard toward their company’s goals. Effective leaders transcend the title of “manager” or “boss.” They have found a way to achieve the right combination of charisma, enthusiasm and self-assurance, probably with a healthy dose of luck and timing. Personality Traits: Ideals: Bonds: Flaws: Hit Points: Hit Dice: dx Armor Class: Speed: xx ft Initiative: Passive Perception: (This is 10+your Perception bonus) Proficiency Bonus: +2 STR (+0) DEX (+0) CON (+0) INT (+0) WIS (+0) CHA (+0) Saving Throws: STR: +0 DEX: +0 CON: +0 INT: +0 WIS: +0 CHR: +0 Attack Workspace: (examples).

  1. Other proficiencies & languages equipment attacks & spellcasting features & traits acrobatics (dex). Personality traits armor class current hit points temporary hit points proficiency bonus initiative speed. (see additional features & traits) reckless attack.
  2. Aug 23, 2019  Urchin 5e Background: You have grown up on the streets alone, poor and orphaned, you never had any one to watch over you or to provide anything for you, so automatically, you have learned some techniques to provide for yourself. With dreadfully energy you fought over the food also you had kept a constant watch.

We had a Tabaxi come through once, a few winters back. She kept the taproom packed each night with her stories and spent most days napping in a chair in front of the fireplace. We thought she was lazy, but when Linene came around looking for a missing broach, she was out the door before I could blink an eye. -Toblen Stonehill, innkeeper

Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.

Tabaxi Traits

  • Ability Score Increase. Your Dexterity increases by 2, and your charisma increases by 1.
  • Age. equivalent to humans.
  • Alignment. tend toward chaotic alignments. Very rarely are evil.
  • Size. taller than humans, slender. Your size is Medium
  • Speed. Your base walking speed is 30 feet.
  • Languages. You can speak, read, and write Common and one other language of your choice.
  • Darkvision. You have a cat’s keen senses especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness only shades of gray.
  • Feline Agility. your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
  • Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Cat's Talent. You have proficiency in the Perception and Stealth skills.

WANDERING OUTCASTS

Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves. However, not all tabaxi are satisfied with such a life. The Cat Lord, the divine figure responsible for the creation of the tabaxi, gifts each of his children with one specific feline trait. Those tabaxi gifted with curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home.

Personality trait proficiencies dmg list

BARTERERS OF LORE

Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it's not intrinsically interesting. Mac duplicate cleaner precise security.

In the tabaxi's eyes, gathering wealth is like packing rations for a long trip. It's important to survive in the world, but not worth fussing over. Instead, tabaxi value knowledge and new experiences. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. Tabaxi might walk away with empty purses, but they mull over the stories and rumors they collected like a miser counting coins. Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient relics, magical items, and other rare objects. Aside from the power such items might confer, a tabaxi takes great joy in unraveling the stories behind their creation and the history of their use.

FLEETING FANCIES

Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi's desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets. A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week's lodging after stealing it. The tabaxi might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare.

TINKERS AND MINSTRELS

Curiosity drives most of the tabaxi found outside their homeland, but not all of them become adventurers. Tabaxi who seek a safer path to satisfy their obsessions become wandering tinkers and minstrels. These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up to four young ones learning their way in the world. They travel in small, colorful wagons, moving from settlement to settlement. When they arrive, they set up a small stage in a public square where they sing, play instruments, tell stories, and offer exotic goods in trade for items that spark their interest. Tabaxi reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment. These wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren't above a little discreet theft to get their claws on a particularly interesting item when an owner refuses to sell or trade it.

TABAXI NAMES

Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Tabaxi names can apply to both males and females, and most use nicknames derived from or inspired by their full names. Clan names are usually based on a geographical feature located in or near the clan's territory. The following list of sample tabaxi names includes nicknames in parenthesis. Tabaxi Names: Cloud on the Mountaintop (Cloud), Five Timber (Timber), Jade Shoe Qade), Left-Handed Hummingbird (Bird), Seven Thundercloud (Thunder), Skirt of Snakes (Snake), Smoking Mirror (Smoke) Tabaxi Clans: Bright Cliffs, Distant Rain, Mountain Tree, Rumbling River, Snoring Mountain

Personality Trait Proficiencies Dmg Free

TABAXI PERSONALITY

A tabaxi might have motivations and quirks much different from a dwarf or an elf with a similar background. You can use the following tables to customize your character in addition to the trait, ideal, bond, and flaw from your background. The Tabaxi Obsession table can help hone your character's goals. For extra fun, roll a new result every few days that pass in the campaign to reflect your ever-changing curiosity.

d8My curiosity is currently fixed on…
1a god or planar diety
2a monster
3a lost civilization
4a wizard's secret
5a mundane item
6a magic item
7a location
8a legend or tale
d10Quirk
1You miss your tropical home and complain endlessly about the freezing weather, even in summer.
2You never wear the same outfit twice, unless you absolutely must.
3You have a minor phobia of water and hate getting wet.
4Your tail always betrays your inner thoughts.
5You purr loudly when you are happy.
6You keep a small ball of yarn in your hand, which you constantly fidget with.
7You are always in debt, since you spend your gold on lavish parties and gifts for friends.
8When talking about something you're obsessed with, you speak quickly and never pause and other's can't understand you.
9You are a font of random trivia from the lore and stories you have discovered.
10You can't help but pocket interesting objects you come across.

Personality Trait Proficiencies Dmg 1

D&D characters are often described by their race, class and weapon selection. Dmg labs. This is certainly a good start but without further details it paints a very bland picture. Throw in a theme and a background and now your character is really starting to separate himself from the pack. But is this enough?

In my experience the only reason player choose a background and theme for their character is to gain the mechanical benefits they provide. The fact that they’ve chosen to be from a certain place in the campaign world or that they had a previous occupation before becoming an adventurer rarely come into the role playing. These details that could make the character more interesting only serve to make them better when it comes to rolling the dice.

Rather than choose a background that won’t make a difference to the way the character is played, why not look for a simpler way to make your character unique and memorable. I’m referring to character quirks. These are little details that help your character stand out at the gaming table. They provide absolutely no mechanical benefits or penalties; they’re merely flavour for your character.

Throughout April Dungeon’s Master is participating in the Blogging from A to Z Challenge. The challenge is to write a new article ever day in April, excluding Sundays. That’s 26 articles over the course of the month. To make things even more interesting the title of each article will begin with a different letter of the alphabet. Today the “Q” is for Quirk as we look at ways to make characters more memorable and interesting.

The DMG suggests that DMs give each NPC some kind of quirk; a personality trait or something visually unique that will make them more memorable. Some suggested ideas include things like a limp, a funny hat, a tattoo, or bad breath. This is not necessarily something that defines the character in the way that their race and occupation (or class) might, it’s just a detail to make them different from the next NPC you’ll meet. It’s good advice for the DM and it’s good advice for players.

Visual quirks are the easiest to come up with. Examples include battle wounds (battle scars or missing digits, limbs, eyes, ears), distinctive clothing (lavish style, unorthodox colours, inappropriate attire for the situation), extreme beauty or ugliness, or unusual physical features (skin colour, hair colour, large nose, long hair, bald).

Personality quirks or an unusual attitude can also be memorable but may not be readily apparent, especially if you only have a brief interaction with an NPC. Examples include arrogant, lazy, suspicious, brave, liar, pessimist, or curious.

The quirks that I like to have fun with are mannerisms. These are the things that people do; their habits or compulsions. Unusually they have no conscious realization that they’re even doing it which makes it even more memorable. Examples include pacing, nail biting, chews tobacco, taps fingers, hums, whistles, speaking really loudly or softly, nervous twitch, or stuttering.

By giving your character a quirk it gives you a starting point during non-combat situations. It also gives the other players and the DM something to latch on to if they need a way to start a conversation or shift a troublesome conversation towards a new subject. Character quirks like a fear or hatred of something can make for some very interesting role-playing and can spur on in-party teasing and rivalries.

For example, in a recent adventure one of the PCs hated Halflings. It took a few sessions before we learned that his hatred sprouted from an incident in his past where he was swindled by some mischievous little people. He didn’t have a bloodthirsty rage towards them, he just didn’t like them. The DM knew he could make an otherwise straight forward encounter a lot more interesting by making an NPC a Halfling. Likewise if the Halfling in the party could easily manipulate this PC by taking the opposite stand on any issue knowing the hater would automatically disagree.

When giving your character a quirk be mindful of how annoying it might be to the other players. After all, if it’s something the PCs is doing subconsciously he should be doing it regularly. One that is overused and often done poorly is to give the PC a strange accent. When the DM does it to make an NPC memorable or funny, it works mainly because in five minutes you’ll never see or hear from that NPC again. When you do it the group has to listen to your awful attempt at an accent for hours on end.

Others can be annoying if overused, but appropriate if done with moderation. Thinks like a character catchphrase or a stutter when the PC is talking to women he finds attractive certainly have their place. Just don’t overdo it.

If you’re looking for some ideas the 4e DMG has a list of 20 mannerisms and 20 quirks on page 186. The 3.5e DMG has 100 traits on page 128. A great online resource is the thread on the Wizards Forums called 1001 Character Quirks. At last check there were over 1,700 listed.

What are some memorable quirks you’ve give your characters? What are some of the worst you’ve seen or heard?

Personality trait proficiencies dmg free

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