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Origin Town Bonuses

Crownworth

Ability Scores: +2 points between  Strength, Constitution, Wisdom, and Charisma

Skills: Proficiency in the Deception, Insight, or Persuasion skill. 

Politics Connoisseur: Whenever you make an Intelligence (History) check related to politics, government, or law of any well known towns, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Diplomat: If you spend 1 minute talking to someone who can understand what you say, you can make a Persuasion check contested by the creature’s Insight check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.

Elerya

Ability Scores: +2 points between Strength, Dexterity, Constitution, and Wisdom

Skills: Proficiency in the Animal Handling, Medicine, or Survival skill. 

One with Nature: You are proficient in the Nature skill.

Mark of the Wild: You know the Druidcraft cantrip. 

Farris

Ability Scores: +2 points between Dexterity, Constitution, Wisdom, and Charisma

Skills: Proficiency in the Persuasion, Performance, or Acrobatics skill. 

Artisan’s Expertise: You gain proficiency with one set of artisan’s tools of your choice. Your proficiency bonus is doubled for any ability check you make that chosen proficiency.

Actor: You have an advantage on Deception and Performance checks when trying to pass yourself off as a different person. You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Insight check contested by your Deception check allows a listener to determine that the effect is faked.

Gruungrad

Ability Scores: +2 points between Strength, Constitution, Dexterity, and Wisdom

Skills: Proficiency in the Athletics, Intimidation, or Acrobatics skill.

Powerful Build: You count as if you were one size larger for the purpose of determining your carrying capacity.

Aggressive: As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Isperia

Ability Scores: +2 points between Dexterity, Constitution, Intelligence, and Charisma

Skills: Proficiency in the Aracana, History, or Investigation skill.

Cold Acclimation: You have advantage on saving throws against effects that deal cold damage. You resist the environmental effects of extreme cold.

Wizard School: You know the Message cantrip. 

Mordai

Ability Scores: +2 points between, Dexterity, Constitution, Intelligence, and Charisma

Skills: Proficiency in the Stealth, Sleight of Hand, or Deception skill. 

Superior Darkvision: Your darkvision has a radius of 120 feet.

Gift of the Shadows: When you make a Deception or Stealth check, you can roll 1d4, and add the number rolled to the ability check.

Nevoldo

Ability Scores: +2 points between Strength, Dexterity, Intelligence, and Wisdom

Skills: Proficiency in the Arcana, Nature, or Investigation skill. 

Mental Calluses: You have resistance to psychic damage. 

Magic Town: You know the Mage Hand cantrip. 

Shurrann

Ability Scores: +2 points between Strength, Constitution, Wisdom, and Charisma

Skills: Proficiency in the Intimidation, Performance, or Religion skill.

Heat Acclimation: You have advantage on saving throws against effects that deal fire damage. You resist the environmental effects of extreme heat.

Shifting Sands: You know the Move Earth cantrip.

Voldhor

Ability Scores: +2 points between Strength, Constitution, Intelligence, and Wisdom

Skills: Proficiency in the Arcana, History, or Athletic skill.

Tool Proficiency: You gain proficiency with smith’s tools. You have double proficiency bonus when using them.

Gift of the Forge: You can use the Identify spell, but only as a ritual, and only on objects and items. 

Zoroshi

Ability Scores: +2 points between Strength, Dexterity, Constitution, and Charisma

Skills: Proficiency in the Athletics, Acrobatics, or Sleight of Hand skill. 

Maritime Equipment Training: You are proficient with spears, tridents, nets, water vehicles, and one tool, choosing from carpenter, cartographer, navigator, weaver, or woodcutter’s tools.

Swimmer: Your swimming speed is equal to your walking speed, and you have no difficulty swimming in rough waters.