#dnd homebrew

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️‍⚧️ HAPPY BIRTHDAY TRANSPLANAR! ️‍⚧️

I can’t really explain what it means to me to still be making art of these amazing characters for this absolutely beloved story a whole year later. I can’t wait for another year of all trans d&d!

Characters from left to right:

  • Øka Hyye (they/them) aasimar bloodhunter
  • Manaia Waiura (she/her) half-orc fighter/warlock
  • Vee Nauchtsherzo (she/her) high-elf sorcerer
  • Dewey Quurk (he/him) aarakocra artificer

If you like queer stories told by queer people, by a POC-led and majority cast, in an all-trans, non-colonial, anti-orientalist world, then check out TransplanarRPG! We just released Arc 1 Episode 1 as a podcast, and the rest of our story is up on YouTube and of course, you can catch us live on Saturdays on Twitch!

pwbi:

creativerogues:

Commoner 

You come from a humble social rank, perhaps working as a farmer, servant, or laborer. 

Although your background is not as glamorous as others, you find it easy to blend in wherever you go and have a sort of folksy wisdom that can sometimes help you out of a jam. 

When you choose this background, choose a profession that is found among the common folk, or roll a d20 and consult the following table to determine your  particular expertise. 

d20                         Result 

1–2                         Fisher 

3                             Forester 

4–7                         Laborer

8–11                       Messenger

12–16                     Serf

17–18                     Servant

19                           Shepherd

20                           Trapper

Skill Proficiencies: Investigation, Persuasion

Trait — Salt of the Earth:Since you come from the ranks of the common folk, you fit in among them with ease. 

You can find a place to hide, rest, or recuperate among commoners, unless you have shown yourself to be a danger to them. 

They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Suggested Equipment: Common clothes, iron pot, spade, tool kit (appropriate to your profession), 14GP, 4SP.


Guide

You know the wilderness like the back of your hand. 

You have spent many days and nights in the wild, sometimes traveling on your own but more often leading others along rarely used tracks and paths.

Skill Proficiencies: Choose two from Animal Handling, Athletics, History, Medicine, Nature and Survival.

Trait — Wanderer: You have an excellent memory for maps and geography and can always recall the general layout of terrain, settlements, and other features around you. 

In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Suggested Equipment: Backpack, bedroll, hempen rope (50 ft.), tent, tinderbox, traveler’s clothes, waterskin, winter blanket, 40GP, 8SP.


Guild Thief

You made a living by stealing as a member of a thieves’ guild. 

The guild is similar to a modern organized crime syndicate. 

It exacts protection money from criminals and businesses alike, and uses its influence to keep the city watch focused on apprehending criminals who operate without the guild’s blessing. 

Necessity might have driven you to this work, having no other means to provide for yourself, or you might have been an orphan taken in by a thieves’ guild. 

Whatever your reasons, you learned how to slip into places where others would prefer you not go, neutralizing traps, locks, and sentries with uncanny skill.

Skill Proficiencies: Investigation, Stealth.

Trait — Thieves’ Cant: Among thieves, there is a secret language, a combination of jargon words and secret signs that members of the criminal underworld know and use. 

Creatures hearing you converse in Thieves’ Cant might think you say one thing when you are actually saying something else entirely. 

You have learned the secret language of thieves. 

You can correctly interpret thief signs and doublespeak, and you can communicate in this manner to others familiar with this language.

Suggested Equipment: Thieves’ tools, lampblack, oil can, breeches with secret pocket, small steel mirror, belt pouch, 18GP, 4SP.


Jester

You were employed as a jester by a noble. 

You performed acrobatic stunts, told jokes and stories, and provided entertainment for your employer and his or her guests. 

However, you also served a key role, lacing your entertainment with criticisms and observations too controversial for others to speak aloud.

Skill Proficiencies: Acrobatics, Performance

Trait — Licensed Fool: You enjoy the rare privilege of speaking your mind with little concern for repercussions. 

As a jester, it is your duty to use comedy to point out the absurdities of the world. 

You can criticize through the lens of humor without offense. 

In addition, you can gain access to nobles in order to perform. 

When traveling, you can usually find a meal and a place to stay in the local castle or manor house in return for a performance.

Suggested Equipment: Jester’s motley, tin scepter, musical instrument (your choice), book of bawdy poems and jokes, traveler’s clothes, 38GP.


Knight

You have successfully completed your training as a squire and earned the title of knight. 

Your title carries many responsibilities, and you are expected to behave in a chivalrous manner, protect the innocent, and mete justice across the land. 

You might be sworn to a noble house or be a wandering knight, questing for some prize or glory.

Skill Proficiencies: Choose two from Athletics, History, Insight, Intimidation, Perception, Religion and Survival

Trait — Knight’s Station: When you are among nobility or some other group that would recognize your station as a knight, you can expect to receive free accommodations and food for yourself and your adventuring companions for the duration of your stay. 

Certain nobles might decline, but this is a serious breach of etiquette and usually has social consequences.

Suggested Equipment: lance, token of affection, signet ring, sealing wax, light warhorse with saddle and bridle, grooming kit for horses, feed (seven days), traveler’s clothes, 32GP, and 5SP.


Minstrel

You wander the land performing music, telling tales, and entertaining audiences with your talents. 

Rarely does a community not welcome you in, as you bring news of distant lands to the common folk.

Skill Proficiencies: Performance, Persuasion

Trait — Noted Performer: You can always find a place to perform, usually in an inn or tavern. 

At such a place, you receive free lodging and food (within reason) as long as you perform each night. 

In addition, your performance makes you something of a local figure. 

When strangers recognize you in a town where you have performed, they typically take a liking to you.

Suggested Equipment: Fine clothes, ink, musical instrument (your choice), paper (five sheets), traveler’s clothes, 27GP.


Priest

You have pledged your life to serve a god, pantheon of gods, or philosophy. 

You serve as an intermediary between your chosen power and the mortal world, conducting sacred rites, offering sacrifices, and expounding the teachings of your faith to those you meet. 

When you choose this background, select a deity or power. 

Your knowledge and experience is drawn from your time as a priest in the service of that faith.

Skill Proficiencies: Religion, Insight 

Trait — Temple Services: You belong to a specific temple dedicated to your chosen power. 

You have a residence there, and you can perform religious ceremonies and offer sermons drawn from the sacred teachings of your faith. 

While near your temple, you can call upon acolytes and fellow priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. 

Additionally, when you are in a location that has a temple, shrine, or other presence of your faith, you can expect to receive free healing, care, and religious services for yourself and your adventuring companions from others aligned with your faith.

Suggested Equipment: Holy symbol, flask of holy water, ink, ink pen, paper (ten sheets), vestments, 3GP, 9SP, 8CP.


Thug

Years of being a street tough have given you an aura of menace. 

Your look communicates a basic message to those who annoy you: You’d as soon break their knees as receive an apology. 

Threats and bullying tactics come easily to you. 

Your demeanor has landed you jobs with less-­than-­reputable organizations in the past, where you’ve provided both protection and muscle.

Skill Proficiencies: Intimidation, Athletics

Trait — Bad Reputation: No matter where you go, people are afraid of you due to your connections to the dangerous criminal underworld or your history of violence. 

When you are in a place of civilization, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

Suggested Equipment: Sap (equivalent to club), tattoo, half of a set of manacles, common clothes, 28GP, 4SP.

Cool stuff, I like it

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