From 0308ba41a8ef07087d937602161203dc9fc919e7 Mon Sep 17 00:00:00 2001 From: BuildTools Date: Fri, 6 Oct 2023 14:51:22 -0500 Subject: [PATCH] Adding all backgrounds. --- .../backgrounds_benefits_modified.json | 209 -- data/taldorei/backgrounds_modified.json | 47 - data/v2/en-publishing/a5esrd/Background.json | 180 ++ .../a5esrd/BackgroundBenefit.json | 2338 ++++++++++++++++- data/v2/green-ronin/Publisher.json | 9 + data/v2/green-ronin/taldorei/Background.json | 47 + .../taldorei/BackgroundBenefit.json | 232 ++ data/v2/green-ronin/taldorei/Document.json | 18 + data/v2/kobold-press/toh/Background.json | 2 +- .../kobold-press/toh/BackgroundBenefit.json | 6 +- 10 files changed, 2824 insertions(+), 264 deletions(-) delete mode 100644 data/taldorei/backgrounds_benefits_modified.json delete mode 100644 data/taldorei/backgrounds_modified.json create mode 100644 data/v2/green-ronin/Publisher.json create mode 100644 data/v2/green-ronin/taldorei/Background.json create mode 100644 data/v2/green-ronin/taldorei/BackgroundBenefit.json create mode 100644 data/v2/green-ronin/taldorei/Document.json diff --git a/data/taldorei/backgrounds_benefits_modified.json b/data/taldorei/backgrounds_benefits_modified.json deleted file mode 100644 index 21d613b0..00000000 --- a/data/taldorei/backgrounds_benefits_modified.json +++ /dev/null @@ -1,209 +0,0 @@ -[ - { - "model": "api_v2.backgroundbenefit", - "fields": { - "type": "skill_proficiency", - "name": "Skill Proficiencies", - "desc": "Deception, plus your choice of one between Sleight of Hand or Stealth.", - "background": "crime-syndicate-member" - } - }, - { - "model": "api_v2.backgroundbenefit", - "fields": { - "type": "language", - "name": "Languages", - "desc": "Thieves’ Cant", - "background": "crime-syndicate-member" - } - }, - { - "model": "api_v2.backgroundbenefit", - "fields": { - "type": "tool_proficiency", - "name": "Tool Proficiencies", - "desc": "Your choice of one from Thieves’ Tools, Forgery Kit, or Disguise Kit.", - "background": "crime-syndicate-member" - } - }, - { - "model": "api_v2.backgroundbenefit", - "fields": { - "type": "equipment", - "name": "Equipment", - "desc": "A set of dark common clothes including a hood, a set of tools to match your choice of tool proficiency, and a belt pouch containing 10g.", - "background": "crime-syndicate-member" - } - }, - { - "model": "api_v2.backgroundbenefit", - "fields": { - "type": "feature", - "name": "A Favor In Turn", - "desc": "You have gained enough clout within the syndicate that you can call in a favor from your contacts, should you be close enough to a center of criminal activity. A request for a favor can be no longer than 20 words, and is passed up the chain to an undisclosed syndicate boss for approval. This favor can take a shape up to the DM’s discretion depending on the request, with varying speeds of fulfillment: If muscle is requested, an NPC syndicate minion can temporarily aid the party. If money is needed, a small loan can be provided. If you’ve been imprisoned, they can look into breaking you free, or paying off the jailer.\nThe turn comes when a favor is asked to be repaid. The favor debt can be called in without warning, and many times with intended immediacy. Perhaps the player is called to commit a specific burglary without the option to decline. Maybe they must press a dignitary for a specific secret at an upcoming ball. The syndicate could even request a hit on an NPC, no questions asked or answered. The DM is to provide a debt call proportionate to the favor fulfilled. If a favor is not repaid within a reasonable period of time, membership to the crime syndicate can be revoked, and if the debt is large enough, the player may become the next hit contract to make the rounds.", - "background": "crime-syndicate-member" - } - }, - { - "model": "api_v2.backgroundbenefit", - "fields": { - "type": "suggested_characteristics", - "name": "Suggested Characteristics", - "desc": "Use the tables for the Criminal background in the PHB as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of a crime syndicate. Your bond is likely associated with your fellow syndicate members or the individual who introduced you to the organization. Your ideal probably involves establishing your importance and indispensability within the syndicate. You joined to improve your livelihood and sense of purpose.", - "background": "crime-syndicate-member" - } - }, - { - "model": "api_v2.backgroundbenefit", - "fields": { - "type": "skill_proficiency", - "name": "Skill Proficiencies", - "desc": "Your choice of two from among Arcana, History, and Persuasion.", - "background": "lyceum-student" - } - }, - { - "model": "api_v2.backgroundbenefit", - "fields": { - "type": "language", - "name": "Languages", - "desc": "Two of your choice", - "background": "lyceum-student" - } - }, - { - "model": "api_v2.backgroundbenefit", - "fields": { - "type": "equipment", - "name": "Equipment", - "desc": "A set of fine clothes, a lyceum student uniform, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), and a belt pouch containing 10g.", - "background": "lyceum-student" - } - }, - { - "model": "api_v2.backgroundbenefit", - "fields": { - "type": "feature", - "name": "Student Privilege", - "desc": "You’ve cleared enough lessons, and gained an ally or two on staff, to have access to certain chambers within the lyceum (and some other allied universities) that outsiders would not. This allows use of any Tool Kit, so long as the Tool Kit is used on the grounds of the lyceum and is not removed from its respective chamber (each tool kit is magically marked and will sound an alarm if removed). More dangerous kits and advanced crafts (such as use of a Poisoner’s Kit, or the enchanting of a magical item) might require staff supervision. You may also have access to free crafting materials and enchanting tables, so long as they are relatively inexpensive, or your argument for them is convincing (up to the staff’s approval and DM’s discretion).", - "background": "lyceum-student" - } - }, - { - "model": "api_v2.backgroundbenefit", - "fields": { - "type": "suggested_characteristics", - "name": "Suggested Characteristics", - "desc": "Use the tables for the Sage background in the Player’s Handbook as the basis for your traits and motivations, modifying the entries when appropriate to match your pursuits at the lyceum. Your bond is likely associated with your goals as a student, and eventually a graduate. Your ideal probably involves your hopes in using the knowledge you gain at the lyceum, and your travels as an adventurer, to tailor the world to your liking.", - "background": "lyceum-student" - } - }, - { - "model": "api_v2.backgroundbenefit", - "fields": { - "type": "skill_proficiency", - "name": "Skill Proficiencies", - "desc": "Nature, plus your choice of one between Arcana or Survival.", - "background": "elemental-warden" - } - }, - { - "model": "api_v2.backgroundbenefit", - "fields": { - "type": "language", - "name": "Languages", - "desc": "One of your choice.", - "background": "elemental-warden" - } - }, - { - "model": "api_v2.backgroundbenefit", - "fields": { - "type": "tool_proficiency", - "name": "Tool Proficiencies", - "desc": "Herbalism Kit", - "background": "elemental-warden" - } - }, - { - "model": "api_v2.backgroundbenefit", - "fields": { - "type": "equipment", - "name": "Equipment", - "desc": "A staff, hunting gear (a shortbow with 20 arrows, or a hunting trap), a set of traveler’s clothes, a belt pouch containing 10 gp.", - "background": "elemental-warden" - } - }, - { - "model": "api_v2.backgroundbenefit", - "fields": { - "type": "feature", - "name": "Elemental Harmony", - "desc": "Your upbringing surrounded by such strong, wild elemental magics has attuned your senses to the very nature of their chaotic forces, enabling you to subtly bend them to your will in small amounts. You learn the _Prestidigitation_ Cantrip, but can only produce the extremely minor effects below that involve the element of your chosen elemental tribe: \n* You create an instantaneous puff of wind strong enough to blow papers off a desk, or mess up someone’s hair (Wind). \n* You instantaneously create and control a burst of flame small enough to light or snuff out a candle, a torch, or a small campfire. (Fire). \n* You instantaneously create a small rock within your hand, no larger than a gold coin, that turns to dust after a minute (Earth). \n* You instantaneously create enough hot or cold water to fill a small glass (Water).", - "background": "elemental-warden" - } - }, - { - "model": "api_v2.backgroundbenefit", - "fields": { - "type": "suggested_characteristics", - "name": "Suggested Characteristics", - "desc": "Use the tables for the Outlander background in the Player’s Handbook as the basis for your traits and motivations, modifying the entries when appropriate to match your ties to your upbringing. Your bond is likely associated with those you respect whom you grew up around. Your ideal probably involves your wanting to understand your place in the world, not just the tribe, and whether you feel your destiny reaches beyond just watching the rift.", - "background": "elemental-warden" - } - }, - { - "model": "api_v2.backgroundbenefit", - "fields": { - "type": "skill_proficiency", - "name": "Skill Proficiencies", - "desc": "Religion and Deception.", - "background": "recovered-cultist" - } - }, - { - "model": "api_v2.backgroundbenefit", - "fields": { - "type": "language", - "name": "Languages", - "desc": "One of your choice.", - "background": "recovered-cultist" - } - }, - { - "model": "api_v2.backgroundbenefit", - "fields": { - "type": "equipment", - "name": "Equipment", - "desc": "Vestments and a holy symbol of your previous cult, a set of common clothes, a belt pouch containing 15 gp.", - "background": "recovered-cultist" - } - }, - { - "model": "api_v2.backgroundbenefit", - "fields": { - "type": "feature", - "name": "Wicked Awareness", - "desc": "Your time worshipping in secrecy and shadow at the altar of malevolent forces has left you with insight and keen awareness to those who still operate in such ways. You can often spot hidden signs, messages, and signals left in populated places. If actively seeking signs of a cult or dark following, you have an easier time locating and decoding the signs or social interactions that signify cult activity, gaining advantage on any ability checks to discover such details.", - "background": "recovered-cultist" - } - }, - { - "model": "api_v2.backgroundbenefit", - "fields": { - "type": "suggested_characteristics", - "name": "Suggested Characteristics", - "desc": "Use the tables for the Acolyte background in the Player’s Handbook as the basis for your traits and motivations, modifying the entries when appropriate to match your ties to your intent on fleeing your past and rectifying your future. Your bond is likely associated with those who gave you the insight and strength to flee your old ways. Your ideal probably involves your wishing to take down and destroy those who promote the dark ways you escaped, and perhaps finding new faith in a forgiving god.", - "background": "recovered-cultist" - } - }, - { - "model": "api_v2.backgroundbenefit", - "fields": { - "type": "feature", - "name": "Fortune’s Grace", - "desc": "Your fate-touched essence occasionally leads surrounding events to shift in your favor. You gain 1 Luck point, as per the Lucky feat outlined within the Player’s Handbook pg 167. This luck point is used in the same fashion as the feat, and you regain this expended luck point when you finish a long rest. If you already have the Lucky feat, you add this luck point to your total for the feat.", - "background": "fate-touched" - } - } -] \ No newline at end of file diff --git a/data/taldorei/backgrounds_modified.json b/data/taldorei/backgrounds_modified.json deleted file mode 100644 index 7125f5fb..00000000 --- a/data/taldorei/backgrounds_modified.json +++ /dev/null @@ -1,47 +0,0 @@ -[ - { - "model": "api_v2.background", - "pk": "crime-syndicate-member", - "fields": { - "name": "Crime Syndicate Member", - "desc": "Whether you grew up in the slum-run streets bamboozling foolish gamblers out of their fortune, or spent your youth pilfering loose coin from the pockets of less-attentive travelers, your lifestyle of deceiving-to-survive eventually drew the attention of an organized and dangerous crime syndicate. Offering protection, a modicum of kinship, and a number of useful resources to further develop your craft as a criminal, you agree to receive the syndicate’s brand and join their ranks.\nYou might have been working the guild’s lower ranks, wandering the alleys as a simple cutpurse to fill the meager coffers with wayward gold until the opportunity arose to climb the professional ladder. Or you may have become a clever actor and liar whose skill in blending in with all facets of society has made you an indispensable agent of information gathering. Perhaps your technique with a blade and swiftness of action led you to become a feared hitman for a syndicate boss, sending you on the occasional contract to snuff the life of some unfortunate soul who crossed them. Regardless, while the threat of the law is ever looming, the advantages to having a foot in such a powerful cartel can greatly outweigh the paranoia.", - "document": "" - } - }, - { - "model": "api_v2.background", - "pk": "lyceum-student", - "fields": { - "name": "Lyceum Student", - "desc": "You most likely came up through money or a family of social prestige somewhere in the world, as tuition at a lyceum is not inexpensive. Your interests and pursuits have brought you to the glittering halls of a place of learning, soaking in all and every lesson you can to better make your mark on the world (or at least you should be, but every class has its slackers). However, the call to adventure threatens to pull you from your studies, and now the challenge of balancing your education with the tide of destiny sweeping you away is looming.\nYou may have come to better research and understand the history and lore of the lands you now call home, perhaps seeking a future here at the lyceum as a professor. You could also have been drawn by the promise of prosperity in politics, learning the inner workings of government and alliances to better position yourself as a future writer of history. Perhaps you’ve discovered a knack for the arcane, coming here to focus on refining your spellcraft in the footsteps of some of the finest wizards and sorcerers in days of yore.", - "document": "" - } - }, - { - "model": "api_v2.background", - "pk": "elemental-warden", - "fields": { - "name": "Elemental Warden", - "desc": "Away from the complex political struggles of the massive cities, you’ve instead been raised to revere and uphold the protection of the natural world, while policing, bending, and guiding the elemental powers that either foster life or destroy it. Living among smaller bands of tribal societies means you have stronger ties to your neigh- bors than most, and the protection of this way of life is of cardinal importance. Each elemental warden is tethered to one of the four elemental tribes and their villages. You must select one: Fire, Water, Earth, or Wind.\nYour upbringing may have prepared you to be a fierce warrior, trained in combat to defend your culture and charge as protectors of the rifts. It’s possible your meditation on the balance of the elements has brought you peace of mind with strength of body as a monk. Perhaps you found strength in bending the elements yourself, joining the ranks of the powerful elemental druids. Regardless, your loyalties ultimately lie with the continued safety of your tribe, and you’ve set out to gather allies to your cause and learn more about the world around you.", - "document": "" - } - }, - { - "model": "api_v2.background", - "pk": "recovered-cultist", - "fields": { - "name": "Recovered Cultist", - "desc": "The rise of cults are scattered and separated, with little to no unity between the greater evils. Hidden hierarchies of power-hungry mortals corrupt and seduce, promising a sliver of the same power they had been promised when the time comes to reap their harvest.\nYou once belonged to such a cult. Perhaps it was brief, embracing the rebellious spirit of youth and curious where this path may take you. You also may have felt alone and lost, this community offering a welcome you had been subconsciously seeking. It’s possible you were raised from the beginning to pray to the gods of shadow and death. Then one day the veil was lifted and the cruel truth shook your faith, sending you running from the false promises and seeking redemption.\nYou have been freed from the bindings of these dangerous philosophies, but few secret societies find comfort until those who abandon their way are rotting beneath the soil.", - "document": "" - } - }, - { - "model": "api_v2.background", - "pk": "fate-touched", - "fields": { - "name": "Fate-Touched", - "desc": "Many lives and many souls find their ways through the patterns of fate and destiny, their threads following the path meant for them, oblivious and eager to be a part of the woven essence of history meant for them. Some souls, however, glide forth with mysterious influence, their threads bending the weave around them, toward them, unknowingly guiding history itself wherever they walk. Events both magnificent and catastrophic tend to follow such individuals. These souls often become great rulers and terrible tyrants, powerful mages, religious leaders, and legendary heroes of lore. These are the fate-touched.\nFew fate-touched ever become aware of their prominent nature. Outside of powerful divination magics, it’s extremely difficult to confirm one as fate-touched. There are many communities that regard the status as a terrible omen, treating a confirmed fate-touched with mistrust and fear. Others seek them as a blessing, rallying around them for guidance. Some of renown and power grow jealous, wishing to bend a fate-touched beneath their will, and some stories speak of mages of old attempting to extract or transfer the essence itself.\nPlayers are not intended to select this background, but this is instead provided for the dungeon master to consider for one or more of their players, or perhaps a prominent NPC, as their campaign unfolds. It provides very minor mechanical benefit, but instead adds an element of lore, importance, and fate-bearing responsibility to a character within your story. Being fate-touched overlaps and co-exists with the character’s current background, only adding to their mystique. Consider it for a player character who would benefit from being put more central to the coming conflicts of your adventure, or for an NPC who may require protection as they come into their destiny. Perhaps consider a powerful villain discovering their fate-twisting nature and using it to wreak havoc. All of these possibilities and more can be explored should you choose to include a fate-touched within your campaign.", - "document": "" - } - } -] \ No newline at end of file diff --git a/data/v2/en-publishing/a5esrd/Background.json b/data/v2/en-publishing/a5esrd/Background.json index 1e20160f..bd955e37 100644 --- a/data/v2/en-publishing/a5esrd/Background.json +++ b/data/v2/en-publishing/a5esrd/Background.json @@ -7,5 +7,185 @@ "desc": "Acolyte", "document": "a5esrd" } +}, +{ + "model": "api_v2.background", + "pk": "artisan", + "fields": { + "name": "Artisan", + "desc": "You are skilled enough in a trade to make a comfortable living and to aspire to mastery of your art. Yet here you are, ready to slog through mud and blood and danger.\r\n\r\nWhy did you become an adventurer? Did you flee a cruel master? Were you bored? Or are you a member in good standing, looking for new materials and new markets?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "charlatan", + "fields": { + "name": "Charlatan", + "desc": "People call you a con artist, but you're really an entertainer. You make people happy—the separation of fools and villains from their money is purely a pleasant side effect.\r\n\r\nWhat is your most common con? Selling fake magic items? Speaking to ghosts? Posing as a long-lost relative? Or do you let dishonest people think they're cheating you?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "criminal", + "fields": { + "name": "Criminal", + "desc": "As a career criminal you were acquainted with murderers, thieves, and those who hunt them. Your new career as an adventurer is, relatively speaking, an honest trade.\r\n\r\nWere you a pickpocket? An assassin? A back-alley mugger? Are you still?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "cultist", + "fields": { + "name": "Cultist", + "desc": "None", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "entertainer", + "fields": { + "name": "Entertainer", + "desc": "You're a performer who knows how to dazzle a crowd, an artist but also a professional: you never forget to pass the hat after a show.\r\n\r\nAre you a lute-strumming singer? An actor? A poet or author? A tumbler or juggler? Are you a rising talent, or a star with an established following?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "exile", + "fields": { + "name": "Exile", + "desc": "Your homeland is barred to you and you wander strange lands. You will never be mistaken for a local but you find ready acceptance among other adventurers, many of which are as rootless as you are.\r\n\r\nAre you a banished noble? A refugee from war or from an undead uprising? A dissident or a criminal on the run? Or a stranded traveler from an unreachable distant land?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "farmer", + "fields": { + "name": "Farmer", + "desc": "You were raised a farmer, an occupation where the money is short and the work days are long. You've become an adventurer, a career where the money is plentiful but your days—if you're not careful—may be all too short.\r\n\r\nWhy did you beat your plowshare into a sword? Do you seek adventure, excitement, or revenge? Do you leave behind a thriving farmstead or a smoking ruin?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "folk-hero", + "fields": { + "name": "Folk Hero", + "desc": "You were born to a commoner family, but some event earned you fame. You're admired locally, and tales of your deeds have reached the far corners of the world.\r\n\r\nDid you win your fame by battling an oppressive tyrant? Saving your village from a monster? Or by something more prosaic like winning a wrestling bout or a pie-eating contest?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "gambler", + "fields": { + "name": "Gambler", + "desc": "You haven't met your match at dice or cards. A career of high stakes and daring escapades has taught you when to play close to the chest and when to risk it all—but you haven't yet learned when to walk away.\r\n\r\nAre you a brilliant student of the game, a charming master of the bluff and counterbluff, or a cheater with fast hands? What turned you to a life of adventure: a string of bad luck, or an insatiable thirst for risk?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "guard", + "fields": { + "name": "Guard", + "desc": "None", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "guildmember", + "fields": { + "name": "Guildmember", + "desc": "It never hurts to be part of a team, and when you're part of a guild opportunities knock at your door.\r\n\r\nAre you a member of a trade or artisan's guild? Or an order of mages or monster hunters? Or have you found entry into a secretive guild of thieves or assassins?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "hermit", + "fields": { + "name": "Hermit", + "desc": "You lived for years alone in a remote shrine, cave, monastery, or elsewhere away from the world. Among your daily tasks you had lots of time for introspection.\r\n\r\nWhy were you alone? Were you performing penance? In exile or hiding? Tending a shrine or holy spot? Grieving?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "marauder", + "fields": { + "name": "Marauder", + "desc": "You were a member of an outlaw band. You might have been part of a troop of cutthroat bandits, or a resistance movement battling a tyrant, or a pirate fleet. You lived outside of settled lands, and your name was a terror to rich travelers.\r\n\r\nHow did you join your outlaw band? Why did you leave it—or did you?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "noble", + "fields": { + "name": "Noble", + "desc": "None", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "outlander", + "fields": { + "name": "Outlander", + "desc": "You lived far from the farms and fields of civilization. You know the beauties and the dangers of the wilderness.\r\n\r\nWere you part of a nomadic tribe? A hunter or guide? A lone wanderer or explorer? A guardian of civilization against monsters, or of the old ways against civilization?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "sage", + "fields": { + "name": "Sage", + "desc": "You are a seeker of the world's truths and an expert in your chosen field, with esoteric knowledge at your fingertips, or at the farthest, in a book you vaguely remember.\r\n\r\nWhy have you left the confines of the library to explore the wider world? Do you seek ancient wisdom? Power? The answer to a specific question? Reinstatement in your former institution?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "sailor", + "fields": { + "name": "Sailor", + "desc": "You're an experienced mariner with a keen weather eye and a favorite tavern in every port. Hard voyages have toughened you and the sea's power has made you humble.\r\n\r\nWere you a deckhand, an officer, or the captain of your vessel? Did you crew a naval cutter, a fishing boat, a merchant's barge, a privateering vessel, or a pirate ship?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "soldier", + "fields": { + "name": "Soldier", + "desc": "None", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "trader", + "fields": { + "name": "Trader", + "desc": "You served your apprenticeship among merchants and traders. You've traveled dusty miles and haggled under distant skies.\r\n\r\nWhy are you living a life of adventure? Are you working off your debt to the company store? Are you escorting a caravan through dangerous wilds?\r\n\r\nAre you raising capital to start your own business, or trying to restore the fortunes of a ruined trading family? Or are you a smuggler, following secret trade routes unknown to the authorities?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "urchin", + "fields": { + "name": "Urchin", + "desc": "You grew up on the streets. You know where to hide and when your puppy dog eyes will earn you a hot meal.\r\n\r\nWhy were you on the streets? Were you a runaway? An orphan? Or just an adventurous kid who stayed out late?", + "document": "a5esrd" + } } ] diff --git a/data/v2/en-publishing/a5esrd/BackgroundBenefit.json b/data/v2/en-publishing/a5esrd/BackgroundBenefit.json index b8e5be9f..c02c3718 100644 --- a/data/v2/en-publishing/a5esrd/BackgroundBenefit.json +++ b/data/v2/en-publishing/a5esrd/BackgroundBenefit.json @@ -45,7 +45,7 @@ "fields": { "name": "Adventures and Advancement", "desc": "In small settlements without other resources, your authority may extend to such matters as settling disputes and punishing criminals. You might also be expected to deal with local outbreaks of supernatural dangers such as fiendish possessions, cults, and the unquiet dead. \r\nIf you solve several problems brought to you by members of your faith, you may be promoted (or reinstated) within the hierarchy of your order. You gain the free service of up to 4 acolytes, and direct access to your order’s leaders.", - "type": null, + "type": "adventures_and_advancement", "background": "a5e-acolyte" } }, @@ -53,10 +53,2340 @@ "model": "api_v2.backgroundbenefit", "pk": 29, "fields": { - "name": "Memento", - "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n| d10 | Acolyte Memento |\r\n|---|---|\r\n| 1 | The timeworn holy symbol bequeathed to you by your beloved mentor on their deathbed. |\r\n| 2 | A precious holy relic secretly passed on to you in a moment of great danger. |\r\n| 3 | A prayer book which contains strange and sinister deviations from the accepted liturgy. |\r\n| 4 | A half-complete book of prophecies which seems to hint at danger for your faith—if only the other half could be found! |\r\n| 5 | A gift from a mentor: a book of complex theology which you don’t yet understand. |\r\n| 6 | Your only possession when you entered the temple as a child: a signet ring bearing a coat of arms. |\r\n| 7 | A strange candle which never burns down. |\r\n| 8 | The true name of a devil that you glimpsed while tidying up papers for a sinister visitor. |\r\n| 9 | A weapon (which seems to exhibit no magical properties) given to you with great solemnity by your mentor. |\r\n| 10 | A much-thumbed and heavily underlined prayer book given to you by the fellow acolyte you admire most. |", - "type": "memento", + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Acolyte Connections**\r\n\r\n1. A beloved high priest or priestess awaiting your return to the temple once you resolve your crisis of faith.\r\n2. A former priest—exposed by you as a heretic—who swore revenge before fleeing.\r\n3. The wandering herald who rescued you as an orphan and sponsored your entry into your temple.\r\n4. The inquisitor who rooted out your heresy (or framed you) and had you banished from your temple.\r\n5. The fugitive charlatan or cult leader whom you once revered as a holy person.\r\n6. Your scandalous friend, a fellow acolyte who fled the temple in search of worldly pleasures.\r\n7. The high priest who discredited your temple and punished the others of your order.\r\n8. The wandering adventurer whose tales of glory enticed you from your temple.\r\n9. The leader of your order, a former adventurer who sends you on quests to battle your god’s enemies.\r\n10. The former leader of your order who inexplicably retired to a life of isolation and penance.\r\n\r\n### **Acolyte Memento**\r\n\r\n1. The timeworn holy symbol bequeathed to you by your beloved mentor on their deathbed.\r\n2. A precious holy relic secretly passed on to you in a moment of great danger.\r\n3. A prayer book which contains strange and sinister deviations from the accepted liturgy.\r\n4. A half-complete book of prophecies which seems to hint at danger for your faith—if only the other half could be found!\r\n5. A gift from a mentor: a book of complex theology which you don’t yet understand.\r\n6. Your only possession when you entered the temple as a child: a signet ring bearing a coat of arms.\r\n7. A strange candle which never burns down.\r\n8. The true name of a devil that you glimpsed while tidying up papers for a sinister visitor.\r\n9. A weapon (which seems to exhibit no magical properties) given to you with great solemnity by your mentor.\r\n10. A much-thumbed and heavily underlined prayer book given to you by the fellow acolyte you admire most.", + "type": "connection_and_memento", "background": "a5e-acolyte" } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 43, + "fields": { + "name": "Tool Proficiencies", + "desc": "One type of artisan’s tools or smith’s tools.", + "type": "tool_proficiency", + "background": "artisan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 47, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Artisan Connections**\r\n\r\n1. The cruel master who worked you nearly to death and now does the same to other apprentices.\r\n2. The kind master who taught you the trade.\r\n3. The powerful figure who refused to pay for your finest work.\r\n4. The jealous rival who made a fortune after stealing your secret technique.\r\n5. The corrupt rival who framed and imprisoned your mentor.\r\n6. The bandit leader who destroyed your mentor’s shop and livelihood.\r\n7. The crime boss who bankrupted your mentor.\r\n8. The shady alchemist who always needs dangerous ingredients to advance the state of your art.\r\n9. Your apprentice who went missing.\r\n10. The patron who supports your work.\r\n\r\n### **Artisan Mementos**\r\n\r\n1. *Jeweler:* A 10,000 gold commission for a ruby ring (now all you need is a ruby worth 5,000 gold).\r\n2. *Smith:* Your blacksmith's hammer (treat as a light hammer).\r\n3. *Cook:* A well-seasoned skillet (treat as a mace).\r\n4. *Alchemist:* A formula with exotic ingredients that will produce...something.\r\n5. *Leatherworker:* An exotic monster hide which could be turned into striking-looking leather armor.\r\n6. *Mason:* Your trusty sledgehammer (treat as a warhammer).\r\n7. *Potter:* Your secret technique for vivid colors which is sure to disrupt Big Pottery.\r\n8. *Weaver:* A set of fine clothes (your own work).\r\n9. *Woodcarver:* A longbow, shortbow, or crossbow (your own work).\r\n10. *Calligrapher:* Strange notes you copied from a rambling manifesto. Do they mean something?", + "type": "connection_and_memento", + "background": "artisan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 48, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Charisma and one other ability score.", + "type": "ability_score_increase", + "background": "charlatan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 49, + "fields": { + "name": "Skill Proficiencies", + "desc": "Deception, and either Culture, Insight, or Sleight of Hand.", + "type": "skill_proficiency", + "background": "charlatan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 50, + "fields": { + "name": "Tool Proficiencies", + "desc": "Disguise kit, forgery kit.", + "type": "tool_proficiency", + "background": "charlatan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 51, + "fields": { + "name": "Suggested Equipment", + "desc": "Common clothes, disguise kit, forgery kit.", + "type": "equipment", + "background": "charlatan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 52, + "fields": { + "name": "Many Identities", + "desc": "You have a bundle of forged papers of all kinds—property deeds, identification papers, love letters, arrest warrants, and letters of recommendation—all requiring only a few signatures and flourishes to meet the current need. When you encounter a new document or letter, you can add a forged and modified copy to your bundle. If your bundle is lost, you can recreate it with a forgery kit and a day’s work.", + "type": "feature", + "background": "charlatan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 53, + "fields": { + "name": "Adventures and Advancement", + "desc": "If you pull off a long-standing impersonation or false identity with exceptional success, you may eventually legally become that person. If you’re impersonating a real person, they might be considered the impostor. You gain any property and servants associated with your identity.", + "type": "adventures_and_advancement", + "background": "charlatan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 54, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Charlatan Connections**\r\n\r\n1. A relentless pursuer: an inspector who you once made a fool of.\r\n2. A relentless pursuer: a mark you once cheated.\r\n3. A relentless pursuer: a former partner just out of jail who blames you for everything.\r\n4. A former partner now gone straight who couldn’t possibly be coaxed out of retirement.\r\n5. A respected priest or tavernkeeper who tips you off about rich potential marks.\r\n6. The elusive former partner who ratted you out and sent you to jail.\r\n7. A famous noble or politician who through sheer luck happens to bear a striking resemblance to you.\r\n8. The crook who taught you everything and just can’t stay out of trouble.\r\n9. A gullible noble who knows you by one of your former aliases, and who always seems to pop up at inconvenient times.\r\n10. A prominent noble who knows you only under your assumed name and who trusts you as their spiritual advisor, tutor, long-lost relative, or the like.\r\n\r\n### **Charlatan Mementos**\r\n\r\n1. A die that always comes up 6.\r\n2. A dozen brightly-colored “potions”.\r\n3. A magical staff that emits a harmless shower of sparks when vigorously thumped.\r\n4. A set of fine clothes suitable for nobility.\r\n5. A genuine document allowing its holder one free release from prison for a non-capital crime.\r\n6. A genuine deed to a valuable property that is, unfortunately, quite haunted.\r\n7. An ornate harlequin mask.\r\n8. Counterfeit gold coins or costume jewelry apparently worth 100 gold (DC 15 Investigation check to notice\r\nthey’re fake).\r\n9. A sword that appears more magical than it really is (its blade is enchanted with continual flame and it is a mundane weapon).\r\n10. A nonmagical crystal ball.", + "type": "connection_and_memento", + "background": "charlatan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 187, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Charisma and one other ability score.", + "type": "ability_score_increase", + "background": "trader" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 188, + "fields": { + "name": "Skill Proficiencies", + "desc": "Persuasion, and either Culture, Deception, or Insight.", + "type": "skill_proficiency", + "background": "trader" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 189, + "fields": { + "name": "Equipment", + "desc": "Traveler's clothes, abacus, merchant's scale.", + "type": "equipment", + "background": "trader" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 191, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Trader Connections**\r\n\r\n1. The parent or relative who wants you to carry on the family business.\r\n2. The sibling who inherited the other half of the family business.\r\n3. The trading company to which you are indentured until you pay off a debt.\r\n4. The powerful merchant who will never forgive the business coup you pulled off.\r\n5. The noble whose horse trampled your poor family’s vegetable stall, injuring or killing a relative you\r\ndearly loved.\r\n6. The parent or elder sibling who squandered your family fortune.\r\n7. The business partner who cheated you.\r\n8. The customs agent who has sworn to catch you red-handed with illicit goods.\r\n9. The crime boss to whom you wouldn’t pay protection money.\r\n10. The smuggler who will pay well for certain commodities.\r\n\r\n### **Trader Mementos**\r\n\r\n1. The first gold piece you earned.\r\n2. Thousands of shares in a failed venture.\r\n3. A letter of introduction to a rich merchant in a distant city.\r\n4. A sample of an improved version of a common tool.\r\n5. Scars from a wound sustained when you tried to collect a debt from a vicious noble.\r\n6. A love letter from the heir of a rival trading family.\r\n7. A signet ring bearing your family crest, which is famous in the mercantile world.\r\n8. A contract binding you to a particular trading company for the next few years.\r\n9. A letter from a friend imploring you to invest in an opportunity that can't miss.\r\n10. A trusted family member's travel journals that mix useful geographical knowledge with tall tales.", + "type": "connection_and_memento", + "background": "trader" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 192, + "fields": { + "name": "Adventures And Advancement", + "desc": "Because of your commercial contacts you may be offered money to lead or escort trade caravans. You'll receive a fee from each trader that reaches their destination safely.", + "type": "adventures_and_advancement", + "background": "trader" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 245, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Hermit Connections**\r\n1. The high priest who banished you to the wilderness until you repent your heresy.\r\n2. The inquisitor who hunts you even through the most solitary wildlands.\r\n3. The supernatural patron whose temptations and gifts you seek to reject.\r\n4. The inner voice you only hear in solitude.\r\n5. The mentor who trained you in silent contemplation—until they mysteriously turned their back on their own teachings.\r\n6. The villain who destroyed the shreds of your original, worldly life. \r\n7. The noble relatives who seek to return you to the life you rejected.\r\n8. The religious superior whose blasphemies scandalized you into fleeing your religious order.\r\n9. The angel who delivered you a prophecy.\r\n10. The mysterious person you glimpsed several times from a distance—unless it was a hallucination.\r\n\r\n### **Hermit Mementos**\r\n\r\n1. The (possibly unhinged) manifesto, encyclopedia, or theoretical work that you spent so much time on.\r\n2. The faded set of fine clothes you preserved for so many years.\r\n3. The signet ring bearing the family crest that you were ashamed of for so long.\r\n4. The book of forbidden secrets that led you to your isolated refuge.\r\n5. The beetle, mouse, or other small creature which was your only companion for so long.\r\n6. The seemingly nonmagical item that your inner voice says is important.\r\n7. The magic-defying clay tablets you spent years translating.\r\n8. The holy relic you were duty bound to protect.\r\n9. The meteor metal you found in a crater the day you first heard your inner voice.\r\n10. Your ridiculous-looking sun hat.", + "type": "connection_and_memento", + "background": "hermit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 259, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Dexterity and one other ability score.", + "type": "ability_score_increase", + "background": "urchin" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 260, + "fields": { + "name": "Skill Proficiencies", + "desc": "Sleight of Hand, and either Deception or Stealth.", + "type": "skill_proficiency", + "background": "urchin" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 261, + "fields": { + "name": "Equipment", + "desc": "Common clothes, disguise kit.", + "type": "equipment", + "background": "urchin" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 264, + "fields": { + "name": "Adventures And Advancement", + "desc": ".Street kids are among a settlement's most vulnerable people, especially in cities with lycanthropes, vampires, and other supernatural threats. After you help out a few urchins in trouble, word gets out and you'll be able to consult the street network to gather information. If you roll lower than a 15 on an Investigation check to gather information in a city or town, your roll is treated as a 15.", + "type": "adventures_and_advancement", + "background": "urchin" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 265, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Dexterity and one other ability score.", + "type": "ability_score_increase", + "background": "criminal" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 266, + "fields": { + "name": "Skill Proficiencies", + "desc": "Stealth, and either Deception or Intimidation.", + "type": "skill_proficiency", + "background": "criminal" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 267, + "fields": { + "name": "Equipment", + "desc": "Common clothes, dark cloak, thieves' tools.", + "type": "equipment", + "background": "criminal" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 268, + "fields": { + "name": "Thieves' Cant", + "desc": "You know thieves' cant: a set of slang, hand signals, and code terms used by professional criminals. A creature that knows thieves' cant can hide a short message within a seemingly innocent statement. A listener who knows thieves' cant understands the message.", + "type": "feature", + "background": "criminal" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 269, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Criminal Connections**\r\n\r\n1. The master criminal who inducted you into your first gang.\r\n2. The cleric or herald who convinced you to use your skills for good (and who may be legally responsible for your continued good behavior).\r\n3. Your sibling or other relative—who also happens to be a representative of the law.\r\n4. The gang of rascals and pickpockets who once called you their leader.\r\n5. The bounty hunter who has sworn to bring you to justice.\r\n6. Your former partner who made off with all the loot after a big score.\r\n7. The masked courier who occasionally gives you jobs.\r\n8. The crime boss to whom you have sworn loyalty (or to whom you owe an enormous debt).\r\n9. The master thief who once stole something precious from you. \r\n10. The corrupt noble who ruined your once-wealthy family.\r\n\r\n### **Criminal Mementos**\r\n\r\n1. A golden key to which you haven't discovered the lock.\r\n2. A brand that was burned into your shoulder as punishment for a crime.\r\n3. A scar for which you have sworn revenge.\r\n4. The distinctive mask that gives you your nickname (for instance, the Black Mask or the Red Fox).\r\n5. A gold coin which reappears in your possession a week after you've gotten rid of it.\r\n6. The stolen symbol of a sinister organization; not even your fence will take it off your hands.\r\n7. Documents that incriminate a dangerous noble or politician.\r\n8. The floor plan of a palace.\r\n9. The calling cards you leave after (or before) you strike.\r\n10. A manuscript written by your mentor: *Secret Exits of the World's Most Secure Prisons*.", + "type": "connection_and_memento", + "background": "criminal" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 270, + "fields": { + "name": "Adventures And Advancement", + "desc": "If you pull off several successful jobs or heists, you may be promoted (or reinstated) as a leader in your gang. You may gain the free service of up to 8", + "type": "adventures_and_advancement", + "background": "criminal" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 271, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Wisdom and one other ability score.", + "type": "ability_score_increase", + "background": "farmer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 272, + "fields": { + "name": "Skill Proficiencies", + "desc": "Nature, and either Animal Handling or Survival.", + "type": "skill_proficiency", + "background": "farmer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 273, + "fields": { + "name": "Equipment", + "desc": "Common clothes, shovel, mule with saddlebags, 5 Supply.", + "type": "equipment", + "background": "farmer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 274, + "fields": { + "name": "Bit and Bridle", + "desc": "You know how to stow and transport food. You and one animal under your care can each carry additional", + "type": "feature", + "background": "farmer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 275, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Farmer Connections**\r\n\r\n1. The landowner who foreclosed on your family land.\r\n2. The thugs who burned your village.\r\n3. The parents who wait for your return.\r\n4. The strange witch to whom your family owes a debt.\r\n5. The retired adventurer who trained you.\r\n6. The druid who—according to the villagers—laid a drought curse on your land.\r\n7. The village bully who threatened to kill you if you ever returned.\r\n8. The evil wizard who will stop at nothing to take your family heirloom.\r\n9. Your elder sibling who left searching for adventure before you did.\r\n10. The dragon whose foul reek has spoiled your countryside.\r\n\r\n### **Farmer Mementos**\r\n\r\n1. A strange item you dug up in a field: a key, a lump of unmeltable metal, a glass dagger.\r\n2. The bag of beans your mother warned you not to plant.\r\n3. The shovel, pickaxe, pitchfork, or other tool you used for labor. For you it's a one-handed simple melee weapon that deals 1d6 piercing, slashing, or bludgeoning damage.\r\n4. A debt you must pay.\r\n5. A mastiff.\r\n6. Your trusty fishing pole.\r\n7. A corncob pipe.\r\n8. A dried flower from your family garden.\r\n9. Half of a locket given to you by a missing sweetheart.\r\n10. A family weapon said to have magic powers, though it exhibits none at the moment.", + "type": "connection_and_memento", + "background": "farmer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 276, + "fields": { + "name": "Adventures And Advancement", + "desc": "You left the farm for a reason but you still have an eye for land. If you acquire farming property, estates, or domains, you can earn twice as much as you otherwise would from their harvests, or be supported by your lands at a lifestyle one level higher than you otherwise would be.", + "type": "adventures_and_advancement", + "background": "farmer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 277, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Constitution and one other ability score.", + "type": "ability_score_increase", + "background": "outlander" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 278, + "fields": { + "name": "Skill Proficiencies", + "desc": "Survival, and either Athletics or Intimidation.", + "type": "skill_proficiency", + "background": "outlander" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 279, + "fields": { + "name": "Equipment", + "desc": "Traveler's clothes, waterskin, healer's kit, 7 days rations.", + "type": "equipment", + "background": "outlander" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 280, + "fields": { + "name": "Trader", + "desc": "If you're in or near the wilderness and have a trading relationship with a tribe, settlement, or other nearby group, you can maintain a moderate lifestyle for yourself and your companions by trading the products of your hunting and gathering.", + "type": "feature", + "background": "outlander" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 281, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Outlander Connections**\r\n1. A tribal chief who owes a favor.\r\n2. The chief of a band of marauders who has a grudge against you.\r\n3. A hag to whom you owe a favor.\r\n4. An alchemist or wizard who frequently gives you requests for rare herbs or trophies.\r\n5. A unicorn you’ve glimpsed but never been able to approach.\r\n6. Another outlander: your former best friend who is now a bitter rival.\r\n7. A wise oracle who knows most of what happens in the wilderness and will reveal it for a price.\r\n8. A zany prospector who knows the wild lands almost as well as you.\r\n9. A circus or arena owner who will pay for live animals not yet in their menagerie.\r\n10. A highly civilized poet or painter who has paid you to guide them to wild and inspiring locales.\r\n\r\n### **Outlander Mementos**\r\n\r\n1. A trophy from the hunt of a mighty beast, such as an phase monster-horn helmet.\r\n2. A trophy from a battle against a fierce monster, such as a still-wriggling troll finger.\r\n3. A stone from a holy druidic shrine.\r\n4. Tools appropriate to your home terrain, such as pitons or snowshoes.\r\n5. Hand-crafted leather armor, hide armor, or clothing.\r\n6. The handaxe you made yourself.\r\n7. A gift from a dryad or faun.\r\n8. Trading goods worth 30 gold, such as furs or rare herbs.\r\n9. A tiny whistle given to you by a sprite.\r\n10. An incomplete map.", + "type": "connection_and_memento", + "background": "outlander" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 282, + "fields": { + "name": "Adventures And Advancement", + "desc": "During your travels, wilderness dwellers may come to you for help battling monsters and other dangers. If you succeed in several such adventures, you may earn the freely given aid of up to 8", + "type": "adventures_and_advancement", + "background": "outlander" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 286, + "fields": { + "name": "Supply and Demand", + "desc": "When you buy a trade good and sell it elsewhere to a community in need of that good, you gain a 10% bonus to its sale price for every 100 miles between the buy and sell location (maximum of 50%).", + "type": "feature", + "background": "trader" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 289, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Intelligence and one other ability score.", + "type": "ability_score_increase", + "background": "artisan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 290, + "fields": { + "name": "Skill Proficiencies", + "desc": "Persuasion, and either Insight or History.", + "type": "skill_proficiency", + "background": "artisan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 291, + "fields": { + "name": "Equipment", + "desc": "One set of artisan's tools, traveler's clothes.", + "type": "equipment", + "background": "artisan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 292, + "fields": { + "name": "Trade Mark", + "desc": "* When in a city or town, you have access to a fully-stocked workshop with everything you need to ply your trade. Furthermore, you can expect to earn full price when you sell items you have crafted (though there is no guarantee of a buyer).", + "type": "feature", + "background": "artisan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 294, + "fields": { + "name": "Adventures And Advancement", + "desc": "If you participate in the creation of a magic item (a “master work”), you will gain the services of up to 8 commoner apprentices with the appropriate tool proficiency.", + "type": null, + "background": "artisan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 295, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Charisma and one other ability score.", + "type": "ability_score_increase", + "background": "entertainer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 296, + "fields": { + "name": "Skill Proficiencies", + "desc": "Performance, and either Acrobatics, Culture, or Persuasion.", + "type": "skill_proficiency", + "background": "entertainer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 297, + "fields": { + "name": "Equipment", + "desc": "Lute or other musical instrument, costume.", + "type": "equipment", + "background": "entertainer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 298, + "fields": { + "name": "Pay the Piper", + "desc": "In any settlement in which you haven't made yourself unpopular, your performances can earn enough money to support yourself and your companions: the bigger the settlement, the higher your standard of living, up to a moderate lifestyle in a city.", + "type": "feature", + "background": "entertainer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 299, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Entertainer Connections**\r\n1. Your rival, an equally talented performer.\r\n2. The cruel ringleader of the sinister circus where you learned your trade.\r\n3. A noble who wants vengeance for the song you wrote about him.\r\n4. The actor who says that there’s always room in their troupe for you and your companions.\r\n5. The noble who owes you a favor for penning the love poems that won their spouse.\r\n6. Your former partner, a slumming noble with a good ear and bad judgment.\r\n7. The rival who became successful and famous by taking credit for your best work.\r\n8. The highly-placed courtier who is always trying to further your career.\r\n9. A jilted lover who wants revenge. \r\n10. The many tavernkeepers and tailors to whom you owe surprisingly large sums.\r\n\r\n### **Entertainer Mementos**\r\n\r\n1. Your unfinished masterpiece—if you can find inspiration to overcome your writer's block.\r\n2. Fine clothing suitable for a noble and some reasonably convincing costume jewelry.\r\n3. A love letter from a rich admirer.\r\n4. A broken instrument of masterwork quality—if repaired, what music you could make on it!\r\n5. A stack of slim poetry volumes you just can't sell.\r\n6. Jingling jester's motley.\r\n7. A disguise kit.\r\n8. Water-squirting wands, knotted scarves, trick handcuffs, and other tools of a bizarre new entertainment trend: a nonmagical magic show.\r\n9. A stage dagger.\r\n10. A letter of recommendation from your mentor to a noble or royal court.", + "type": "connection_and_memento", + "background": "entertainer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 300, + "fields": { + "name": "Adventures And Advancement", + "desc": ".Some of your admirers will pay you to plead a cause or smear an enemy. If you succeed at several such quests, your fame will grow. You will be welcome at royal courts, which will support you at a rich lifestyle.", + "type": "adventures_and_advancement", + "background": "entertainer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 301, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Constitution and one other ability score.", + "type": "ability_score_increase", + "background": "guildmember" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 302, + "fields": { + "name": "Skill Proficiencies", + "desc": "Two of your choice.", + "type": "skill_proficiency", + "background": "guildmember" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 303, + "fields": { + "name": "Equipment", + "desc": "One set of artisan's tools or one instrument, traveler's clothes, guild badge.", + "type": "equipment", + "background": "guildmember" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 304, + "fields": { + "name": "Guild Business", + "desc": "While in a city or town, you can maintain a moderate lifestyle by plying your trade. Furthermore, the guild occasionally informs you of jobs that need doing. Completing such a job might require performing a downtime activity, or it might require a full adventure. The guild provides a modest reward if you're successful.", + "type": "feature", + "background": "guildmember" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 305, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Guildmember Connections**\r\n\r\n1. Your guild master who occasionally has secret missions for groups which can keep their mouths shut.\r\n2. Members of a rival guild who might or might not stoop to violence.\r\n3. The master who, recognizing your talent, risked all to teach you dangerous guild secrets.\r\n4. The agent of a rival guild who is trying to steal secrets.\r\n5. The jealous teacher who took credit for your work and got you expelled from the guild.\r\n6. The guild quartermaster who stocks goods of dubious legality.\r\n7. The friendly guild officer who always saves you the most interesting assignments.\r\n8. The rivals who always compete for the same guild jobs.\r\n9. The noble who owes you big.\r\n10. Your guild master’s ambitious second-in-command who is recruiting allies for a coup.\r\n\r\n### **Guildmember Mementos**\r\n\r\n1. *Artisans Guild:* An incomplete masterpiece which your mentor never finished.\r\n2. *Entertainers Guild:* An incomplete masterpiece which your mentor never finished.\r\n3. *Explorers Guild:* A roll of incomplete maps each with a reward for completion.\r\n4. *Laborers Guild:* A badge entitling you to a free round of drinks at most inns and taverns.\r\n5. *Adventurers Guild:* A request from a circus to obtain live exotic animals.\r\n6. *Bounty Hunters Guild:* A set of manacles and a bounty on a fugitive who has already eluded you once.\r\n7. *Mages Guild:* The name of a wizard who has created a rare version of a spell that the guild covets.\r\n8. *Monster Hunters Guild:* A bounty, with no time limit, on a monster far beyond your capability.\r\n9. *Archaeologists Guild:* A map marking the entrance of a distant dungeon.\r\n10. *Thieves Guild:* Blueprints of a bank, casino, mint, or other rich locale.", + "type": "connection_and_memento", + "background": "guildmember" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 306, + "fields": { + "name": "Adventures And Advancement", + "desc": "Once you have completed several quests or endeavors advancing guild business, you may be promoted to guild officer. You gain access to more lucrative contracts. In addition, the guild supports you at a moderate lifestyle without you having to work.", + "type": "adventures_and_advancement", + "background": "guildmember" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 307, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Intelligence and one other ability score.", + "type": "ability_score_increase", + "background": "sage" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 308, + "fields": { + "name": "Skill Proficiencies", + "desc": "History, and either Arcana, Culture, Engineering, or Religion.", + "type": "skill_proficiency", + "background": "sage" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 309, + "fields": { + "name": "Equipment", + "desc": "Bottle of ink, pen, 50 sheets of parchment, common clothes.", + "type": "equipment", + "background": "sage" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 310, + "fields": { + "name": "Library Privileges", + "desc": "As a fellow or friend of several universities you have visiting access to the great libraries, most of which are off-limits to the general public. With enough time spent in a library, you can uncover most of the answers you seek (any question answerable with a DC 20 Arcana, Culture, Engineering, History, Nature, or Religion check).", + "type": "feature", + "background": "sage" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 311, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Sage Connections**\r\n\r\n1. Your rival who always seems to be one step ahead of you in the research race.\r\n2. The college dean who banished you for conduct unbefitting a research fellow.\r\n3. A former student of yours who has become a dangerous wizard.\r\n4. The professor who took credit for your research.\r\n5. The rival sage whose cruel nickname for you has made you a laughingstock.\r\n6. The alchemist who will pay for bizarre monster trophies and other ingredients—no questions asked.\r\n7. The peer with a competing cosmological theory that causes endless friendly bickering.\r\n8. The noble who recognized your intelligence at a young age and sponsored your entrance into academia.\r\n9. A talented apprentice who ran away after mastering magical power but not the theoretical foundation to control it.\r\n10. The invading general who burned the library that was once your home.\r\n\r\n### **Sage Mementos**\r\n\r\n1. A letter from a colleague asking for research help.\r\n2. Your incomplete manuscript.\r\n3. An ancient scroll in a language that no magic can decipher.\r\n4. A copy of your highly unorthodox theoretical work that got you in so much trouble.\r\n5. A list of the forbidden books that may answer your equally forbidden question.\r\n6. A formula for a legendary magic item for which you have no ingredients.\r\n7. An ancient manuscript of a famous literary work believed to have been lost; only you believe that it is genuine.\r\n8. Your mentor's incomplete bestiary, encyclopedia, or other work that you vowed to complete.\r\n9. Your prize possession: a magic quill pen that takes dictation.\r\n10. The name of a book you need for your research that seems to be missing from every library you've visited.", + "type": "connection_and_memento", + "background": "sage" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 312, + "fields": { + "name": "Adventures And Advancement", + "desc": "When you visit libraries and universities you tend to be asked for help in your role as a comparatively rough-and-tumble adventurer. After fetching a few bits of esoteric knowledge and settling a few academic disputes, you may be granted access to the restricted areas of the library (which contain darker secrets and deeper mysteries, such as those answerable with a DC 25 Arcana, Culture, Engineering, History, Nature, or Religion check).", + "type": "adventures_and_advancement", + "background": "sage" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 313, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Constitution and one other ability score.", + "type": "ability_score_increase", + "background": "folk-hero" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 314, + "fields": { + "name": "Skill Proficiencies", + "desc": "Survival, and either Animal Handling or Nature.", + "type": "skill_proficiency", + "background": "folk-hero" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 315, + "fields": { + "name": "Equipment", + "desc": "Any artisan's tools except alchemist's supplies, common clothes.", + "type": "equipment", + "background": "folk-hero" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 316, + "fields": { + "name": "Local Fame", + "desc": "Unless you conceal your identity, you're universally recognized and admired near the site of your exploits. You and your companions are treated to a moderate lifestyle in any settlement within 100 miles of your Prestige Center.", + "type": "feature", + "background": "folk-hero" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 317, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Folk Hero Connections**\r\n\r\n1. The bard whose song made you legendary and who wants a sequel.\r\n2. Your friend, a traveling merchant whose caravan spreads your fame.\r\n3. A deadly enemy: the heir of the oppressive noble you killed.\r\n4. A deadly enemy: the mother of the monster you killed.\r\n5. A deadly enemy: the leader of the bandits you defeated.\r\n6. A deadly enemy: the tyrant you robbed.\r\n7. A kid who wants to follow your footsteps into danger.\r\n8. The jealous rival who wants to best your monster-slaying prowess, daring deeds, prize pie recipe, or whatever else made your famous.\r\n9. A secret admirer: the heir or heiress of the oppressive noble you defeated.\r\n10. The retired adventurer who trained you and is now in a bit of trouble.\r\n\r\n### **Folk Hero Mementos**\r\n\r\n1. The mask you used to conceal your identity while fighting oppression (you are only recognized as a folk hero while wearing the mask).\r\n2. A necklace bearing a horn, tooth, or claw from the monster you defeated.\r\n3. A ring given to you by the dead relative whose death you avenged.\r\n4. The weapon you wrestled from the leader of the raid on your village.\r\n5. The trophy, wrestling belt, silver pie plate, or other prize marking you as the county champion.\r\n6. The famous scar you earned in your struggle against your foe.\r\n7. The signature weapon which provides you with your nickname.\r\n8. The injury or physical difference by which your admirers and foes recognize you.\r\n9. The signal whistle or instrument which you used to summon allies and spook enemies.\r\n10. Copies of the ballads and poems written in your honor.", + "type": "connection_and_memento", + "background": "folk-hero" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 318, + "fields": { + "name": "Adventures And Advancement", + "desc": "Common folk come to you with all sorts of problems. If you fought an oppressive regime, they bring you tales of injustice. If you fought a monster, they seek you out with monster problems. If you solve many such predicaments, you become universally famous, gaining the benefits of your Local Fame feature in every settled land.", + "type": "adventures_and_advancement", + "background": "folk-hero" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 325, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Charisma and one other ability score.", + "type": "ability_score_increase", + "background": "gambler" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 326, + "fields": { + "name": "Skill Proficiencies", + "desc": "Deception, and either Insight or Sleight of Hand.", + "type": "skill_proficiency", + "background": "gambler" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 327, + "fields": { + "name": "Equipment", + "desc": "Fine clothes, dice set, playing card set.", + "type": "equipment", + "background": "gambler" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 328, + "fields": { + "name": "Lady Luck", + "desc": "Each week you may attempt a “lucky throw” to support yourself by gambling. Roll a d6 to determine the lifestyle you can afford with your week's winnings (1–2: poor, 3–5: moderate, 6: rich).", + "type": "feature", + "background": "gambler" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 329, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Gambler Connections**\r\n1. The mentor you have now surpassed.\r\n2. The duelist who will never forgive you for fleecing them.\r\n3. The legendary gambler you aspire to beat.\r\n4. The friendly rival who always keeps you on your toes.\r\n5. The noble who publicly accused you of cheating.\r\n6. An ink-stained academic who wants you to test a risky theory about how to beat the house.\r\n7. The gang leader who would rather kill you than pay up.\r\n8. The kid who strives to emulate you. \r\n9. The cardsharp rival who cheats to win.\r\n10. The rival who won something from you that you want back.\r\n\r\n### **Gambler Mementos**\r\n\r\n1. Gambling debts owed you by someone who's gone missing.\r\n2. Your lucky coin that you've always won back after gambling it away.\r\n3. The deeds to a monster-infested copper mine, a castle on another plane of existence, and several other valueless properties.\r\n4. A pawn shop ticket for a valuable item—if you can gather enough money to redeem it.\r\n5. The hard-to-sell heirloom that someone really wants back.\r\n6. Loaded dice or marked cards. They grant advantage on gambling checks when used, but can be discovered when carefully examined by someone with the appropriate tool proficiency (dice or cards).\r\n7. An invitation to an annual high-stakes game to which you can't even afford the ante.\r\n8. A two-faced coin.\r\n9. A torn half of a card—a long-lost relative is said to hold the other half.\r\n10. An ugly trinket that its former owner claimed had hidden magical powers.", + "type": "connection_and_memento", + "background": "gambler" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 330, + "fields": { + "name": "Adventures And Advancement", + "desc": "Once you've had more than your fair share of lucky throws, you attract the attention of richer opponents. You add +1 to all your lucky throws. Additionally, you and your friends may be invited to exclusive games with more at stake than money.", + "type": "adventures_and_advancement", + "background": "gambler" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 331, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Dexterity and one other ability score.", + "type": "ability_score_increase", + "background": "marauder" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 332, + "fields": { + "name": "Skill Proficiencies", + "desc": "Survival, and either Intimidation or Stealth.", + "type": "skill_proficiency", + "background": "marauder" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 333, + "fields": { + "name": "Equipment", + "desc": "Traveler's clothes, signal whistle, tent (one person).", + "type": "equipment", + "background": "marauder" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 334, + "fields": { + "name": "Secret Ways", + "desc": "When you navigate while traveling, pursuers have", + "type": "feature", + "background": "marauder" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 335, + "fields": { + "name": "Connection and Memeento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Marauder Connections**\r\n1. Your nemesis: a naval captain or captain of the guard who thwarted you on several occasions.\r\n2. Your mentor: a charismatic pirate captain.\r\n3. The stylish highway robber who taught you the trade.\r\n4. The local noble who pursues you obsessively.\r\n5. The three outlaws who hold the other three pieces of your treasure map.\r\n6. The marauder chief who betrayed you and the rest of the gang in exchange for freedom.\r\n7. The child you became an outlaw to protect.\r\n8. The cleric who converted you to a life of law and faith.\r\n9. The scholarly old bandit whose inventions gave you an edge against the pursuing authorities.\r\n10. Your best friend—who is serving a life sentence for your shared crime.\r\n\r\n### **Marauder Mementos**\r\n\r\n1. The eerie mask by which your victims know you.\r\n2. The one item that you wish you hadn't stolen.\r\n3. A signet ring marking you as heir to a seized estate.\r\n4. A locket containing a picture of the one who betrayed you.\r\n5. A broken compass.\r\n6. A love token from the young heir to a fortune.\r\n7. Half of a torn officer's insignia.\r\n8. The hunter's horn which members of your band use to call allies.\r\n9. A wanted poster bearing your face.\r\n10. Your unfinished thesis from your previous life as an honest scholar.", + "type": "connection_and_memento", + "background": "marauder" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 336, + "fields": { + "name": "Adventures And Advancement", + "desc": "Allies and informants occasionally give you tips about the whereabouts of poorly-guarded loot. After a few such scores, you may gain the free service of up to 8", + "type": "adventures_and_advancement", + "background": "marauder" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 337, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Wisdom and one other ability score.", + "type": "ability_score_increase", + "background": "hermit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 338, + "fields": { + "name": "Skill Proficiencies", + "desc": "Religion, and either Medicine or Survival.", + "type": "skill_proficiency", + "background": "hermit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 339, + "fields": { + "name": "Equipment", + "desc": "Healer's satchel, herbalism kit, common clothes, 7 days rations, and a prayer book, prayer wheel, or prayer beads.", + "type": "equipment", + "background": "hermit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 340, + "fields": { + "name": "Inner Voice", + "desc": "You occasionally hear a voice—perhaps your conscience, perhaps a higher power—which you have come to trust. It told you to go into seclusion, and then it advised you when to rejoin the world. You think it is leading you to your destiny (consult with your Narrator about this feature.)", + "type": "feature", + "background": "hermit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 342, + "fields": { + "name": "Adventures And Advancement", + "desc": "Your inner voice may occasionally prompt you to accept certain adventure opportunities or to avoid certain actions. You are free to obey or disobey this voice. Eventually however it may lead you to a special revelation, adventure, or treasure.", + "type": "adventures_and_advancement", + "background": "hermit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 343, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Constitution and one other ability score.", + "type": "ability_score_increase", + "background": "sailor" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 344, + "fields": { + "name": "Skill Proficiencies", + "desc": "Athletics, and either Acrobatics or Perception.", + "type": "skill_proficiency", + "background": "sailor" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 345, + "fields": { + "name": "Equipment", + "desc": "Common clothes, navigator's tools, 50 feet of rope.", + "type": "equipment", + "background": "sailor" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 346, + "fields": { + "name": "Sea Salt", + "desc": "Your nautical jargon and rolling gait mark you unmistakably as a mariner. You can easily enter into shop talk with any sailors that are not hostile to you, learning nautical gossip and ships' comings and goings. You also recognize most large ships by sight and by name, and can make a History orCulturecheck to recall their most recent captain and allegiance.", + "type": "feature", + "background": "sailor" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 347, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Sailor Mementos**\r\n\r\n1. A dagger with a handle carved from a dragon turtle's tooth.\r\n2. A scroll tube filled with nautical charts.\r\n3. A harpoon (treat as a javelin with its butt end fastened to a rope).\r\n4. A scar with a famous tale behind it.\r\n5. A treasure map.\r\n6. A codebook which lets you decipher a certain faction's signal flags.\r\n7. A necklace bearing a scale, shell, tooth, or other nautical trinket.\r\n8. Several bottles of alcohol.\r\n9. A tale of an eerie encounter with a strange monster, a ghost ship, or other mystery.\r\n10. A half-finished manuscript outlining an untested theory about how to rerig a ship to maximize speed.\r\n\r\n### **Sailor Mementos**\r\n\r\n1. A dagger with a handle carved from a dragon turtle’s tooth.\r\n2. A scroll tube filled with nautical charts.\r\n3. A harpoon (treat as a javelin with its butt end fastened to a rope).\r\n4. A scar with a famous tale behind it. \r\n5. A treasure map.\r\n6. A codebook which lets you decipher a certain faction’s signal flags.\r\n7. A necklace bearing a scale, shell, tooth, or other nautical trinket.\r\n8. Several bottles of alcohol. \r\n9. A tale of an eerie encounter with a strange monster, a ghost ship, or other mystery.\r\n10. A half-finished manuscript outlining an untested theory about how to rerig a ship to maximize speed.", + "type": "connection_and_memento", + "background": "sailor" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 348, + "fields": { + "name": "Adventures And Advancement", + "desc": ".You and your companions will be able to take passage for free on nearly any commercial ship in exchange for occasional ship duties when all hands are called. In addition, after you have a few naval exploits under your belt your fame makes sailors eager to sail under you. You can hire a ship's crew at half the usual price.", + "type": "adventures_and_advancement", + "background": "sailor" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 349, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Wisdom and one other ability score.", + "type": "ability_score_increase", + "background": "exile" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 350, + "fields": { + "name": "Skill Proficiencies", + "desc": "Survival, and either History or Performance.", + "type": "skill_proficiency", + "background": "exile" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 351, + "fields": { + "name": "Equipment", + "desc": "Traveler's clothes, 10 days rations.", + "type": "equipment", + "background": "exile" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 352, + "fields": { + "name": "Fellow Traveler", + "desc": "You gain an expertise die on Persuasion checks against others who are away from their land of birth.", + "type": "feature", + "background": "exile" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 353, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Exile Connections**\r\n1. The companions who shared your exile.\r\n2. The kindly local who taught you Common.\r\n3. The shopkeeper or innkeeper who took you in and gave you work.\r\n4. The hunters from your native land who pursue you.\r\n5. The distant ruler who banished you until you redeem yourself.\r\n6. The community of fellow exiles who have banded together in a city neighborhood.\r\n7. The acting or carnival troupe which took you in.\r\n8. The suspicious authorities who were convinced you were a spy.\r\n9. Your first friend after your exile: a grizzled adventurer who traveled with you.\r\n10. A well-connected and unscrupulous celebrity who hails from your homeland.\r\n\r\n### **Exile Mementos**\r\n\r\n1. A musical instrument which was common in your homeland.\r\n2. A memorized collection of poems or sagas.\r\n3. A locket containing a picture of your betrothed from whom you are separated.\r\n4. Trade, state, or culinary secrets from your native land.\r\n5. A piece of jewelry given to you by someone you will never see again.\r\n6. An inaccurate, ancient map of the land you now live in.\r\n7. Your incomplete travel journals.\r\n8. A letter from a relative directing you to someone who might be able to help you.\r\n9. A precious cultural artifact you must protect.\r\n10. An arrow meant for the heart of your betrayer.", + "type": "connection_and_memento", + "background": "exile" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 354, + "fields": { + "name": "Adventures And Advancement", + "desc": "You may occasionally meet others from your native land. Some may be friends, and some dire enemies; few will be indifferent to you. After a few such encounters, you may become the leader of a faction of exiles. Your followers include up to three NPCs of Challenge Rating ½ or less, such as scouts.", + "type": "adventures_and_advancement", + "background": "exile" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 358, + "fields": { + "name": "Guttersnipe", + "desc": "When you're in a town or city, you can provide a poor lifestyle for yourself and your companions. Also, you know how to get anywhere in town without being spotted by gangs, gossips, or guard patrols.", + "type": "feature", + "background": "urchin" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 361, + "fields": { + "name": "Connection and Memento", + "desc": "### **Urchin Connections**\r\n\r\n1. The disreputable thief who taught you thieving skills.\r\n2. The saintly orphanage matron who’s so proud of how you’ve grown.\r\n3. The miserly and cruel orphanage administrator who rounds up urchins and runaways.\r\n4. The drunken thief who shared with you what little they could steal. \r\n5. The fellow urchin who has some power to make “bad stuff” happen to their enemies.\r\n6. The thieves’ guild contact who will pay well for small folk to wriggle through a window or chimney to unlock a front door.\r\n7. The philanthropist (or charlatan?) who took you in, dressed you properly, and tried to teach you upper-class manners.\r\n8. The spymaster or detective who sent you on investigation missions.\r\n9. The noble whose horse trampled you or a friend.\r\n10. The rich family you ran away from.\r\n\r\n### **Urchin Mementos**\r\n\r\n1. A locket containing pictures of your parents.\r\n2. A set of (stolen?) fine clothes.\r\n3. A small trained animal, such as a mouse, parrot, or monkey.\r\n4. A map of the sewers.\r\n5. The key or signet ring that was around your neck when you were discovered as a foundling.\r\n6. A battered one-eyed doll.\r\n7. A portfolio of papers given to you by a fleeing, wounded courier.\r\n8. A gold tooth (not yours, and not in your mouth).\r\n9. The flowers or trinkets that you sell.\r\n10. A dangerous secret overheard while at play.", + "type": "connection_and_memento", + "background": "urchin" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 362, + "fields": { + "name": "Tool Proficiencies", + "desc": "One Vehicle", + "type": "tool_proficiency", + "background": "trader" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 363, + "fields": { + "name": "Tool Proficiencies", + "desc": "Disguise kit, thieves’ tools.", + "type": "tool_proficiency", + "background": "urchin" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 364, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Strength and one other ability score.", + "type": "ability_score_increase", + "background": "soldier" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 365, + "fields": { + "name": "Skill Proficiencies", + "desc": "Athletics, and either Animal Handling or Intimidation.", + "type": "skill_proficiency", + "background": "soldier" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 366, + "fields": { + "name": "Tool Proficiencies", + "desc": "One type of gaming set.", + "type": "tool_proficiency", + "background": "soldier" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 367, + "fields": { + "name": "Languages", + "desc": "One of your choice.", + "type": "language", + "background": "soldier" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 368, + "fields": { + "name": "Suggested Equipment", + "desc": "Uniform, common clothes, 7 days rations.", + "type": "equipment", + "background": "soldier" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 369, + "fields": { + "name": "Military Bearing", + "desc": "Soldiers recognize their own. Off duty soldiers are usually willing to trade tales and gossip with you. On duty soldiers, while not obeying your orders, are likely to answer your questions and treat you respectfully on the off chance that you’re an unfamiliar officer who can get them in trouble.", + "type": "feature", + "background": "soldier" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 370, + "fields": { + "name": "Adventures and Advancement", + "desc": "You will occasionally run into old comrades, some of whom may need favors. If you perform a few celebrated martial deeds your old military outfit (or a new one) is likely to offer you an officer’s rank. You gain the free service of up to 8 guards. Your new commanders will occasionally give you objectives: you will be expected to act independently in order to achieve these objectives.", + "type": "adventures_and_advancement", + "background": "soldier" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 371, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Soldier Connections**\r\n\r\n1. Your old commanding officer who still wants you to rejoin.\r\n2. The commander who callously sent your unit into a slaughter.\r\n3. Your shady war buddy who can get their hands on anything with no questions asked.\r\n4. Your best friend who went missing on the battlefield. \r\n5. The comrade who saved your life at the risk of their own.\r\n6. The ghost who haunts you. \r\n7. The superior officer you punched (for abusing civilians? For insulting your honor? For preventing you from looting?)\r\n8. The scary experimental war construct you accompanied on a dangerous mission.\r\n9. The golden-armored knight with ridiculously good teeth who was always giving inspiring speeches.\r\n10. The enemy officer who captured you.\r\n\r\n### **Soldier Mementos**\r\n\r\n1. A broken horn, tooth, or other trophy salvaged from a monster’s corpse.\r\n2. A trophy won in a battle (a tattered banner, a ceremonial sword, or similar).\r\n3. A gaming set.\r\n4. A letter from your sweetheart.\r\n5. An old wound that twinges in bad weather.\r\n6. A letter you’re supposed to deliver to a dead comrade’s family.\r\n7. A horrifying memory you can’t escape.\r\n8. A horned or plumed helmet.\r\n9. The sword you broke over your knee rather than fight for those bastards another day.\r\n10. A medal for valor.", + "type": "connection_and_memento", + "background": "soldier" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 372, + "fields": { + "name": "Tool Proficiencies", + "desc": "Navigator’s tools, water vehicles.", + "type": "tool_proficiency", + "background": "sailor" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 373, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Strength and one other ability score.", + "type": "ability_score_increase", + "background": "noble" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 374, + "fields": { + "name": "Skill Proficiencies", + "desc": "Culture, History, and either Animal Handling or Persuasion.", + "type": "skill_proficiency", + "background": "noble" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 375, + "fields": { + "name": "Tool Proficiencies", + "desc": "One gaming set.", + "type": "tool_proficiency", + "background": "noble" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 376, + "fields": { + "name": "Languages", + "desc": "One of your choice.", + "type": "language", + "background": "noble" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 377, + "fields": { + "name": "Equipment", + "desc": "Fine clothes, signet ring, writ detailing your family tree.", + "type": "equipment", + "background": "noble" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 378, + "fields": { + "name": "High Society", + "desc": "You know of—or personally know—most of the noble families for hundreds of miles. In most settled areas you (and possibly your companions, if well-behaved) can find a noble host who will feed you, shelter you, and offer you a rich lifestyle.", + "type": "feature", + "background": "noble" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 379, + "fields": { + "name": "Adventures and Advancement", + "desc": "Your family may ask you for one or two little favors: convince this relative to marry a family-approved spouse, slay that family foe in a duel, serve under a liege lord in a battle. If you advance your family’s fortunes, you may earn a knighthood along with the free service of a retinue of servants and up to 8 guards", + "type": "adventures_and_advancement", + "background": "noble" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 380, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Noble Connections**\r\n1. Your perfect elder sibling to whom you never seem to measure up.\r\n2. The treacherous noble who slaughtered or scattered your family and is now living in your ancestral home.\r\n3. Your family servant, a retired adventurer who taught you more about battle than any fancy dueling master.\r\n4. The foppish friend you carouse with.\r\n5. The common-born sweetheart that your family forbid you from seeing again.\r\n6. The fugitive head of your family whose rebellion caused your family’s lands to be seized and titles to be redistributed.\r\n7. Your foe, the heir of a rival house, with whom you have dueled twice.\r\n8. The crime boss to whom your family is in massive debt.\r\n9. The scion of an allied family to whom you were betrothed from birth.\r\n10. The eccentric knight for whom you trained as a squire or page.\r\n\r\n### **Noble Mementos**\r\n1. A shield or tabard bearing your coat of arms.\r\n2. A keepsake or love letter from a high-born sweetheart.\r\n3. An heirloom weapon—though it’s not magical, it has a name and was used for mighty deeds.\r\n4. A letter of recommendation to a royal court.\r\n5. Perfumed handkerchiefs suitable for blocking the smell of commoners.\r\n6. An extremely fashionable and excessively large hat.\r\n7. A visible scar earned in battle or in a duel.\r\n8. A set of common clothes and a secret commoner identity.\r\n9. IOUs of dubious value that were earned in games of chance against other nobles.\r\n10. A letter from a friend begging for help.", + "type": "connection_and_memento", + "background": "noble" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 381, + "fields": { + "name": "Tool Proficiencies", + "desc": "One type of artisan’s tools or vehicle.", + "type": "tool_proficiency", + "background": "marauder" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 382, + "fields": { + "name": "Tool Proficiencies", + "desc": "Herbalism kit.", + "type": "tool_proficiency", + "background": "hermit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 383, + "fields": { + "name": "Tool Proficiencies", + "desc": "Either one type of artisan’s tools, musical instrument, or vehicle.", + "type": "tool_proficiency", + "background": "guildmember" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 384, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Strength and one other ability score.", + "type": "ability_score_increase", + "background": "guard" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 385, + "fields": { + "name": "Skill Proficiencies", + "desc": "Intimidation, and either Athletics or Investigation.", + "type": "skill_proficiency", + "background": "guard" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 386, + "fields": { + "name": "Languages", + "desc": "One of your choice.", + "type": "language", + "background": "guard" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 387, + "fields": { + "name": "Equipment", + "desc": "Common clothes, halberd, uniform.", + "type": "equipment", + "background": "guard" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 388, + "fields": { + "name": "Natural Authority", + "desc": "Commoners and civilians sometimes assume you are part of a local constabulary force and defer to you.", + "type": "feature", + "background": "guard" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 389, + "fields": { + "name": "Adventures and Advancement", + "desc": "When you visit the city or countryside you once patrolled you’re sure to get embroiled in the same politics that drove you out. Should you stick around righting wrongs, you might accidentally find yourself in a position of responsibility.", + "type": "adventures_and_advancement", + "background": "guard" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 390, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Guard Connections**\r\n1. The corrupt guard captain who framed you.\r\n2. The by-the-book guard captain who found you in violation of a regulation.\r\n3. The mighty guard captain who taught you all you know. \r\n4. The informant who tipped you off about criminal activity.\r\n5. The noble or merchant you protected.\r\n6. The comrade or superior officer you admired.\r\n7. The villain who kidnapped the person you were charged to protect.\r\n8. Your betrayer, the one person you didn’t think to mistrust.\r\n9. The noble or merchant who had everyone in their pocket.\r\n10. The diviner wizard who could usually provide you with the missing piece of a puzzle.\r\n\r\n### **Guard Mementos**\r\n1. Your badge of office, a symbol of an ideal few could live up to.\r\n2. Your badge of office, a symbol of a corrupt system you could no longer stomach.\r\n3. The arrow-damaged prayer book or playing card deck that saved your life.\r\n4. The whiskey flask that stood you in good stead on many cold patrols. \r\n5. Notes about a series of disappearances you would have liked to put a stop to. \r\n6. A broken sword, torn insignia, or other symbol of your disgrace and banishment.\r\n7. A tattoo or insignia marking you as part of an organization of which you are the last member.\r\n8. The fellow guard’s last words which you will never forget. \r\n9. A letter you were asked to deliver. \r\n10. A bloodstained duty roster.", + "type": "connection_and_memento", + "background": "guard" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 391, + "fields": { + "name": "Tool Proficiencies", + "desc": "One type of artisan’s tools, one vehicle.", + "type": "tool_proficiency", + "background": "folk-hero" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 392, + "fields": { + "name": "Tool Proficiencies", + "desc": "Land vehicles.", + "type": "tool_proficiency", + "background": "farmer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 393, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Intelligence and one other ability score.", + "type": "ability_score_increase", + "background": "cultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 394, + "fields": { + "name": "Skill Proficiencies", + "desc": "Religion, and either Arcana or Deception.", + "type": "skill_proficiency", + "background": "cultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 395, + "fields": { + "name": "Languages", + "desc": "One of your choice.", + "type": "language", + "background": "cultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 396, + "fields": { + "name": "Equipment", + "desc": "Holy symbol (amulet or reliquary), common clothes, robes, 5 torches.", + "type": "equipment", + "background": "cultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 397, + "fields": { + "name": "Forbidden Lore", + "desc": "When you fail an Arcana or Religion check, you know what being or book holds the knowledge you seek finding the book or paying the being’s price is another matter.", + "type": "feature", + "background": "cultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 398, + "fields": { + "name": "Adventures and Advancement", + "desc": "Members of your former order may be hunting you for reenlistment, punishment, or both.\r\nAdditionally, your cult still seeks to open a portal, effect an apotheosis, or otherwise cause catastrophe. Eventually you may have to face the leader of your cult and perhaps even the being you once worshiped.", + "type": "adventures_and_advancement", + "background": "cultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 399, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Cultist Connections\r\n1. The cult leader whom you left for dead.\r\n2. The cleric or herald who showed you the error of your ways.\r\n3. The voice which still speaks to you in dreams.\r\n4. The charismatic cultist whose honeyed words and promises first tempted you.\r\n5. The friend or loved one still in the cult.\r\n6. Your former best friend who now hunts you for your desertion of the cult.\r\n7. The relentless inquisitor who hunts you for your past heresy.\r\n8. The demon which you and your compatriots accidentally unleashed.\r\n9. The self-proclaimed deity who barely escaped from their angry disciples after their magic tricks and fakeries were revealed.\r\n10. The masked cult leader whose identity you never learned, but whose cruel voice you would recognize anywhere.\r\n\r\n### **Cultist Mementos**\r\n1. The sinister tattoo which occasionally speaks to you.\r\n2. The cursed holy symbol which appears in your possession each morning no matter how you try to rid yourself of it.\r\n3. The scar on your palm which aches with pain when you disobey the will of your former master.\r\n4. The curved dagger that carries a secret enchantment able only to destroy the being you once worshiped.\r\n5. The amulet which is said to grant command of a powerful construct. \r\n6. A forbidden tome which your cult would kill to retrieve. \r\n7. An incriminating letter to your cult leader from their master (a noted noble or politician).\r\n8. A compass which points to some distant location or object.\r\n9. A talisman which is said to open a gateway to the realm of a forgotten god.\r\n10. The birthmark which distinguishes you as the chosen vessel of a reborn god.", + "type": "connection_and_memento", + "background": "cultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 400, + "fields": { + "name": "Tool Proficiencies", + "desc": "Gaming set, thieves' tools.", + "type": "tool_proficiency", + "background": "criminal" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 401, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Dexterity and one other ability score.", + "type": "ability_score_increase", + "background": "criminal" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 402, + "fields": { + "name": "Skill Proficiencies", + "desc": "Stealth, and either Deception or Intimidation.", + "type": "skill_proficiency", + "background": "criminal" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 403, + "fields": { + "name": "Equipment", + "desc": "Common clothes, dark cloak, thieves' tools.", + "type": "equipment", + "background": "criminal" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 404, + "fields": { + "name": "Thieves' Cant", + "desc": "You know thieves' cant: a set of slang, hand signals, and code terms used by professional criminals. A creature that knows thieves' cant can hide a short message within a seemingly innocent statement. A listener who knows thieves' cant understands the message.", + "type": "feature", + "background": "criminal" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 405, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Criminal Mementos**\n\n1. A golden key to which you haven't discovered the lock.\n2. A brand that was burned into your shoulder as punishment for a crime.\n3. A scar for which you have sworn revenge.\n4. The distinctive mask that gives you your nickname (for instance, the Black Mask or the Red Fox).\n5. A gold coin which reappears in your possession a week after you've gotten rid of it.\n6. The stolen symbol of a sinister organization; not even your fence will take it off your hands.\n7. Documents that incriminate a dangerous noble or politician.\n8. The floor plan of a palace.\n9. The calling cards you leave after (or before) you strike.\n10. A manuscript written by your mentor: *Secret Exits of the World's Most Secure Prisons*.", + "type": "suggested_characteristics", + "background": "criminal" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 406, + "fields": { + "name": "Adventures And Advancement", + "desc": "If you pull off several successful jobs or heists, you may be promoted (or reinstated) as a leader in your gang. You may gain the free service of up to 8", + "type": "adventures-and-advancement", + "background": "criminal" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 407, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Wisdom and one other ability score.", + "type": "ability_score_increase", + "background": "farmer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 408, + "fields": { + "name": "Skill Proficiencies", + "desc": "Nature, and either Animal Handling or Survival.", + "type": "skill_proficiency", + "background": "farmer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 409, + "fields": { + "name": "Equipment", + "desc": "Common clothes, shovel, mule with saddlebags, 5 Supply.", + "type": "equipment", + "background": "farmer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 410, + "fields": { + "name": "Bit and Bridle", + "desc": "You know how to stow and transport food. You and one animal under your care can each carry additional", + "type": "feature", + "background": "farmer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 411, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Farmer Mementos**\n\n1. A strange item you dug up in a field: a key, a lump of unmeltable metal, a glass dagger.\n2. The bag of beans your mother warned you not to plant.\n3. The shovel, pickaxe, pitchfork, or other tool you used for labor. For you it's a one-handed simple melee weapon that deals 1d6 piercing, slashing, or bludgeoning damage.\n4. A debt you must pay.\n5. A mastiff.\n6. Your trusty fishing pole.\n7. A corncob pipe.\n8. A dried flower from your family garden.\n9. Half of a locket given to you by a missing sweetheart.\n10. A family weapon said to have magic powers, though it exhibits none at the moment.", + "type": "suggested_characteristics", + "background": "farmer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 412, + "fields": { + "name": "Adventures And Advancement", + "desc": "You left the farm for a reason but you still have an eye for land. If you acquire farming property, estates, or domains, you can earn twice as much as you otherwise would from their harvests, or be supported by your lands at a lifestyle one level higher than you otherwise would be.", + "type": "adventures-and-advancement", + "background": "farmer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 413, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Constitution and one other ability score.", + "type": "ability_score_increase", + "background": "outlander" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 414, + "fields": { + "name": "Skill Proficiencies", + "desc": "Survival, and either Athletics or Intimidation.", + "type": "skill_proficiency", + "background": "outlander" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 415, + "fields": { + "name": "Equipment", + "desc": "Traveler's clothes, waterskin, healer's kit, 7 days rations.", + "type": "equipment", + "background": "outlander" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 416, + "fields": { + "name": "Trader", + "desc": "If you're in or near the wilderness and have a trading relationship with a tribe, settlement, or other nearby group, you can maintain a moderate lifestyle for yourself and your companions by trading the products of your hunting and gathering.", + "type": "feature", + "background": "outlander" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 417, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Outlander Mementos**\n\n1. A trophy from the hunt of a mighty beast, such as an phase monster-horn helmet.\n2. A trophy from a battle against a fierce monster, such as a still-wriggling troll finger.\n3. A stone from a holy druidic shrine.\n4. Tools appropriate to your home terrain, such as pitons or snowshoes.\n5. Hand-crafted leather armor, hide armor, or clothing.\n6. The handaxe you made yourself.\n7. A gift from a dryad or faun.\n8. Trading goods worth 30 gold, such as furs or rare herbs.\n9. A tiny whistle given to you by a sprite.\n10. An incomplete map.", + "type": "suggested_characteristics", + "background": "outlander" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 418, + "fields": { + "name": "Adventures And Advancement", + "desc": "During your travels, wilderness dwellers may come to you for help battling monsters and other dangers. If you succeed in several such adventures, you may earn the freely given aid of up to 8", + "type": "adventures-and-advancement", + "background": "outlander" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 419, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Charisma and one other ability score.", + "type": "ability_score_increase", + "background": "trader" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 420, + "fields": { + "name": "Skill Proficiencies", + "desc": "Persuasion, and either Culture, Deception, or Insight.", + "type": "skill_proficiency", + "background": "trader" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 421, + "fields": { + "name": "Equipment", + "desc": "Traveler's clothes, abacus, merchant's scale.", + "type": "equipment", + "background": "trader" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 422, + "fields": { + "name": "Supply and Demand", + "desc": "When you buy a trade good and sell it elsewhere to a community in need of that good, you gain a 10% bonus to its sale price for every 100 miles between the buy and sell location (maximum of 50%).", + "type": "feature", + "background": "trader" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 423, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Trader Mementos**\n\n1. The first gold piece you earned.\n2. Thousands of shares in a failed venture.\n3. A letter of introduction to a rich merchant in a distant city.\n4. A sample of an improved version of a common tool.\n5. Scars from a wound sustained when you tried to collect a debt from a vicious noble.\n6. A love letter from the heir of a rival trading family.\n7. A signet ring bearing your family crest, which is famous in the mercantile world.\n8. A contract binding you to a particular trading company for the next few years.\n9. A letter from a friend imploring you to invest in an opportunity that can't miss.\n10. A trusted family member's travel journals that mix useful geographical knowledge with tall tales.", + "type": "suggested_characteristics", + "background": "trader" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 424, + "fields": { + "name": "Adventures And Advancement", + "desc": "Because of your commercial contacts you may be offered money to lead or escort trade caravans. You'll receive a fee from each trader that reaches their destination safely.", + "type": "adventures-and-advancement", + "background": "trader" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 425, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Intelligence and one other ability score.", + "type": "ability_score_increase", + "background": "artisan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 426, + "fields": { + "name": "Skill Proficiencies", + "desc": "Persuasion, and either Insight or History.", + "type": "skill_proficiency", + "background": "artisan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 427, + "fields": { + "name": "Equipment", + "desc": "One set of artisan's tools, traveler's clothes.", + "type": "equipment", + "background": "artisan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 428, + "fields": { + "name": "Trade Mark", + "desc": "* When in a city or town, you have access to a fully-stocked workshop with everything you need to ply your trade. Furthermore, you can expect to earn full price when you sell items you have crafted (though there is no guarantee of a buyer).", + "type": "feature", + "background": "artisan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 429, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Artisan Mementos**\n\n1. *Jeweler:* A 10,000 gold commission for a ruby ring (now all you need is a ruby worth 5,000 gold).\n2. *Smith:* Your blacksmith's hammer (treat as a light hammer).\n3. *Cook:* A well-seasoned skillet (treat as a mace).\n4. *Alchemist:* A formula with exotic ingredients that will produce...something.\n5. *Leatherworker:* An exotic monster hide which could be turned into striking-looking leather armor.\n6. *Mason:* Your trusty sledgehammer (treat as a warhammer).\n7. *Potter:* Your secret technique for vivid colors which is sure to disrupt Big Pottery.\n8. *Weaver:* A set of fine clothes (your own work).\n9. *Woodcarver:* A longbow, shortbow, or crossbow (your own work).\n10. *Calligrapher:* Strange notes you copied from a rambling manifesto. Do they mean something?", + "type": "suggested_characteristics", + "background": "artisan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 430, + "fields": { + "name": "Adventures And Advancement", + "desc": "If you participate in the creation of a magic item (a “master work”), you will gain the services of up to 8 commoner apprentices with the appropriate tool proficiency.", + "type": "adventures-and-advancement", + "background": "artisan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 431, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Charisma and one other ability score.", + "type": "ability_score_increase", + "background": "entertainer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 432, + "fields": { + "name": "Skill Proficiencies", + "desc": "Performance, and either Acrobatics, Culture, or Persuasion.", + "type": "skill_proficiency", + "background": "entertainer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 433, + "fields": { + "name": "Equipment", + "desc": "Lute or other musical instrument, costume.", + "type": "equipment", + "background": "entertainer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 434, + "fields": { + "name": "Pay the Piper", + "desc": "In any settlement in which you haven't made yourself unpopular, your performances can earn enough money to support yourself and your companions: the bigger the settlement, the higher your standard of living, up to a moderate lifestyle in a city.", + "type": "feature", + "background": "entertainer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 435, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Entertainer Mementos**\n\n1. Your unfinished masterpiece—if you can find inspiration to overcome your writer's block.\n2. Fine clothing suitable for a noble and some reasonably convincing costume jewelry.\n3. A love letter from a rich admirer.\n4. A broken instrument of masterwork quality—if repaired, what music you could make on it!\n5. A stack of slim poetry volumes you just can't sell.\n6. Jingling jester's motley.\n7. A disguise kit.\n8. Water-squirting wands, knotted scarves, trick handcuffs, and other tools of a bizarre new entertainment trend: a nonmagical magic show.\n9. A stage dagger.\n10. A letter of recommendation from your mentor to a noble or royal court.", + "type": "suggested_characteristics", + "background": "entertainer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 436, + "fields": { + "name": "Adventures And Advancement", + "desc": ".Some of your admirers will pay you to plead a cause or smear an enemy. If you succeed at several such quests, your fame will grow. You will be welcome at royal courts, which will support you at a rich lifestyle.", + "type": "adventures-and-advancement", + "background": "entertainer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 437, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Constitution and one other ability score.", + "type": "ability_score_increase", + "background": "guildmember" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 438, + "fields": { + "name": "Skill Proficiencies", + "desc": "Two of your choice.", + "type": "skill_proficiency", + "background": "guildmember" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 439, + "fields": { + "name": "Equipment", + "desc": "One set of artisan's tools or one instrument, traveler's clothes, guild badge.", + "type": "equipment", + "background": "guildmember" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 440, + "fields": { + "name": "Guild Business", + "desc": "While in a city or town, you can maintain a moderate lifestyle by plying your trade. Furthermore, the guild occasionally informs you of jobs that need doing. Completing such a job might require performing a downtime activity, or it might require a full adventure. The guild provides a modest reward if you're successful.", + "type": "feature", + "background": "guildmember" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 441, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Guildmember Mementos**\n\n1. *Artisans Guild:* An incomplete masterpiece which your mentor never finished.\n2. *Entertainers Guild:* An incomplete masterpiece which your mentor never finished.\n3. *Explorers Guild:* A roll of incomplete maps each with a reward for completion.\n4. *Laborers Guild:* A badge entitling you to a free round of drinks at most inns and taverns.\n5. *Adventurers Guild:* A request from a circus to obtain live exotic animals.\n6. *Bounty Hunters Guild:* A set of manacles and a bounty on a fugitive who has already eluded you once.\n7. *Mages Guild:* The name of a wizard who has created a rare version of a spell that the guild covets.\n8. *Monster Hunters Guild:* A bounty, with no time limit, on a monster far beyond your capability.\n9. *Archaeologists Guild:* A map marking the entrance of a distant dungeon.\n10. *Thieves Guild:* Blueprints of a bank, casino, mint, or other rich locale.", + "type": "suggested_characteristics", + "background": "guildmember" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 442, + "fields": { + "name": "Adventures And Advancement", + "desc": "Once you have completed several quests or endeavors advancing guild business, you may be promoted to guild officer. You gain access to more lucrative contracts. In addition, the guild supports you at a moderate lifestyle without you having to work.", + "type": "adventures-and-advancement", + "background": "guildmember" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 443, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Intelligence and one other ability score.", + "type": "ability_score_increase", + "background": "sage" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 444, + "fields": { + "name": "Skill Proficiencies", + "desc": "History, and either Arcana, Culture, Engineering, or Religion.", + "type": "skill_proficiency", + "background": "sage" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 445, + "fields": { + "name": "Equipment", + "desc": "Bottle of ink, pen, 50 sheets of parchment, common clothes.", + "type": "equipment", + "background": "sage" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 446, + "fields": { + "name": "Library Privileges", + "desc": "As a fellow or friend of several universities you have visiting access to the great libraries, most of which are off-limits to the general public. With enough time spent in a library, you can uncover most of the answers you seek (any question answerable with a DC 20 Arcana, Culture, Engineering, History, Nature, or Religion check).", + "type": "feature", + "background": "sage" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 447, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Sage Mementos**\n\n1. A letter from a colleague asking for research help.\n2. Your incomplete manuscript.\n3. An ancient scroll in a language that no magic can decipher.\n4. A copy of your highly unorthodox theoretical work that got you in so much trouble.\n5. A list of the forbidden books that may answer your equally forbidden question.\n6. A formula for a legendary magic item for which you have no ingredients.\n7. An ancient manuscript of a famous literary work believed to have been lost; only you believe that it is genuine.\n8. Your mentor's incomplete bestiary, encyclopedia, or other work that you vowed to complete.\n9. Your prize possession: a magic quill pen that takes dictation.\n10. The name of a book you need for your research that seems to be missing from every library you've visited.", + "type": "suggested_characteristics", + "background": "sage" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 448, + "fields": { + "name": "Adventures And Advancement", + "desc": "When you visit libraries and universities you tend to be asked for help in your role as a comparatively rough-and-tumble adventurer. After fetching a few bits of esoteric knowledge and settling a few academic disputes, you may be granted access to the restricted areas of the library (which contain darker secrets and deeper mysteries, such as those answerable with a DC 25 Arcana, Culture, Engineering, History, Nature, or Religion check).", + "type": "adventures-and-advancement", + "background": "sage" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 449, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Constitution and one other ability score.", + "type": "ability_score_increase", + "background": "folk-hero" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 450, + "fields": { + "name": "Skill Proficiencies", + "desc": "Survival, and either Animal Handling or Nature.", + "type": "skill_proficiency", + "background": "folk-hero" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 451, + "fields": { + "name": "Equipment", + "desc": "Any artisan's tools except alchemist's supplies, common clothes.", + "type": "equipment", + "background": "folk-hero" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 452, + "fields": { + "name": "Local Fame", + "desc": "Unless you conceal your identity, you're universally recognized and admired near the site of your exploits. You and your companions are treated to a moderate lifestyle in any settlement within 100 miles of your Prestige Center.", + "type": "feature", + "background": "folk-hero" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 453, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Folk Hero Mementos**\n\n1. The mask you used to conceal your identity while fighting oppression (you are only recognized as a folk hero while wearing the mask).\n2. A necklace bearing a horn, tooth, or claw from the monster you defeated.\n3. A ring given to you by the dead relative whose death you avenged.\n4. The weapon you wrestled from the leader of the raid on your village.\n5. The trophy, wrestling belt, silver pie plate, or other prize marking you as the county champion.\n6. The famous scar you earned in your struggle against your foe.\n7. The signature weapon which provides you with your nickname.\n8. The injury or physical difference by which your admirers and foes recognize you.\n9. The signal whistle or instrument which you used to summon allies and spook enemies.\n10. Copies of the ballads and poems written in your honor.", + "type": "suggested_characteristics", + "background": "folk-hero" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 454, + "fields": { + "name": "Adventures And Advancement", + "desc": "Common folk come to you with all sorts of problems. If you fought an oppressive regime, they bring you tales of injustice. If you fought a monster, they seek you out with monster problems. If you solve many such predicaments, you become universally famous, gaining the benefits of your Local Fame feature in every settled land.", + "type": "adventures-and-advancement", + "background": "folk-hero" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 455, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Charisma and one other ability score.", + "type": "ability_score_increase", + "background": "charlatan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 456, + "fields": { + "name": "Skill Proficiencies", + "desc": "Deception, and either Culture, Insight, or Sleight of Hand.", + "type": "skill_proficiency", + "background": "charlatan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 457, + "fields": { + "name": "Equipment", + "desc": "Common clothes, disguise kit, forgery kit.", + "type": "equipment", + "background": "charlatan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 458, + "fields": { + "name": "Many Identities", + "desc": "You have a bundle of forged papers of all kinds—property deeds, identification papers, love letters, arrest warrants, and letters of recommendation—all needing only a few signatures and flourishes to meet the current need. When you encounter a new document or letter, you can add a forged and modified copy to your bundle. If your bundle is lost, you can recreate it with a forgery kit and a day's work.", + "type": "feature", + "background": "charlatan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 459, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Charlatan Mementos**\n\n1. A die that always comes up 6.\n2. A dozen brightly-colored “potions”.\n3. A magical staff that emits a harmless shower of sparks when vigorously thumped.\n4. A set of fine clothes suitable for nobility.\n5. A genuine document allowing its holder one free release from prison for a non-capital crime.\n6. A genuine deed to a valuable property that is, unfortunately, quite haunted.\n7. An ornate harlequin mask.\n8. Counterfeit gold coins or costume jewelry apparently worth 100 gold (DC 15Investigationcheck to notice they're fake).\n9. A sword that appears more magical than it really is (its blade is enchanted with *continual flame* and it is a mundane weapon).\n10. A nonmagical crystal ball.", + "type": "suggested_characteristics", + "background": "charlatan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 460, + "fields": { + "name": "Adventures And Advancement", + "desc": "If you pull off a long-standing impersonation or false identity with exceptional success, you may eventually legally become that person. If you're impersonating a real person, they might be considered the impostor. You gain any property and servants associated with your identity.", + "type": "adventures-and-advancement", + "background": "charlatan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 461, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Charisma and one other ability score.", + "type": "ability_score_increase", + "background": "gambler" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 462, + "fields": { + "name": "Skill Proficiencies", + "desc": "Deception, and either Insight or Sleight of Hand.", + "type": "skill_proficiency", + "background": "gambler" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 463, + "fields": { + "name": "Equipment", + "desc": "Fine clothes, dice set, playing card set.", + "type": "equipment", + "background": "gambler" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 464, + "fields": { + "name": "Lady Luck", + "desc": "Each week you may attempt a “lucky throw” to support yourself by gambling. Roll a d6 to determine the lifestyle you can afford with your week's winnings (1–2: poor, 3–5: moderate, 6: rich).", + "type": "feature", + "background": "gambler" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 465, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Gambler Mementos**\n\n1. Gambling debts owed you by someone who's gone missing.\n2. Your lucky coin that you've always won back after gambling it away.\n3. The deeds to a monster-infested copper mine, a castle on another plane of existence, and several other valueless properties.\n4. A pawn shop ticket for a valuable item—if you can gather enough money to redeem it.\n5. The hard-to-sell heirloom that someone really wants back.\n6. Loaded dice or marked cards. They grant advantage on gambling checks when used, but can be discovered when carefully examined by someone with the appropriate tool proficiency (dice or cards).\n7. An invitation to an annual high-stakes game to which you can't even afford the ante.\n8. A two-faced coin.\n9. A torn half of a card—a long-lost relative is said to hold the other half.\n10. An ugly trinket that its former owner claimed had hidden magical powers.", + "type": "suggested_characteristics", + "background": "gambler" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 466, + "fields": { + "name": "Adventures And Advancement", + "desc": "Once you've had more than your fair share of lucky throws, you attract the attention of richer opponents. You add +1 to all your lucky throws. Additionally, you and your friends may be invited to exclusive games with more at stake than money.", + "type": "adventures-and-advancement", + "background": "gambler" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 467, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Dexterity and one other ability score.", + "type": "ability_score_increase", + "background": "marauder" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 468, + "fields": { + "name": "Skill Proficiencies", + "desc": "Survival, and either Intimidation or Stealth.", + "type": "skill_proficiency", + "background": "marauder" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 469, + "fields": { + "name": "Equipment", + "desc": "Traveler's clothes, signal whistle, tent (one person).", + "type": "equipment", + "background": "marauder" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 470, + "fields": { + "name": "Secret Ways", + "desc": "When you navigate while traveling, pursuers have", + "type": "feature", + "background": "marauder" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 471, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Marauder Mementos**\n\n1. The eerie mask by which your victims know you.\n2. The one item that you wish you hadn't stolen.\n3. A signet ring marking you as heir to a seized estate.\n4. A locket containing a picture of the one who betrayed you.\n5. A broken compass.\n6. A love token from the young heir to a fortune.\n7. Half of a torn officer's insignia.\n8. The hunter's horn which members of your band use to call allies.\n9. A wanted poster bearing your face.\n10. Your unfinished thesis from your previous life as an honest scholar.", + "type": "suggested_characteristics", + "background": "marauder" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 472, + "fields": { + "name": "Adventures And Advancement", + "desc": "Allies and informants occasionally give you tips about the whereabouts of poorly-guarded loot. After a few such scores, you may gain the free service of up to 8", + "type": "adventures-and-advancement", + "background": "marauder" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 473, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Wisdom and one other ability score.", + "type": "ability_score_increase", + "background": "hermit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 474, + "fields": { + "name": "Skill Proficiencies", + "desc": "Religion, and either Medicine or Survival.", + "type": "skill_proficiency", + "background": "hermit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 475, + "fields": { + "name": "Equipment", + "desc": "Healer's satchel, herbalism kit, common clothes, 7 days rations, and a prayer book, prayer wheel, or prayer beads.", + "type": "equipment", + "background": "hermit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 476, + "fields": { + "name": "Inner Voice", + "desc": "You occasionally hear a voice—perhaps your conscience, perhaps a higher power—which you have come to trust. It told you to go into seclusion, and then it advised you when to rejoin the world. You think it is leading you to your destiny (consult with your Narrator about this feature.)", + "type": "feature", + "background": "hermit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 477, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Hermit Mementos**\n\n1. The (possibly unhinged) manifesto, encyclopedia, or theoretical work that you spent so much time on.\n2. The faded set of fine clothes you preserved for so many years.\n3. The signet ring bearing the family crest that you were ashamed of for so long.\n4. The book of forbidden secrets that led you to your isolated refuge.\n5. The beetle, mouse, or other small creature which was your only companion for so long.\n6. The seemingly nonmagical item that your inner voice says is important.\n7. The magic-defying clay tablets you spent years translating.\n8. The holy relic you were duty bound to protect.\n9. The meteor metal you found in a crater the day you first heard your inner voice.\n10. Your ridiculous-looking sun hat.", + "type": "suggested_characteristics", + "background": "hermit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 478, + "fields": { + "name": "Adventures And Advancement", + "desc": "Your inner voice may occasionally prompt you to accept certain adventure opportunities or to avoid certain actions. You are free to obey or disobey this voice. Eventually however it may lead you to a special revelation, adventure, or treasure.", + "type": "adventures-and-advancement", + "background": "hermit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 479, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Constitution and one other ability score.", + "type": "ability_score_increase", + "background": "sailor" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 480, + "fields": { + "name": "Skill Proficiencies", + "desc": "Athletics, and either Acrobatics or Perception.", + "type": "skill_proficiency", + "background": "sailor" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 481, + "fields": { + "name": "Equipment", + "desc": "Common clothes, navigator's tools, 50 feet of rope.", + "type": "equipment", + "background": "sailor" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 482, + "fields": { + "name": "Sea Salt", + "desc": "Your nautical jargon and rolling gait mark you unmistakably as a mariner. You can easily enter into shop talk with any sailors that are not hostile to you, learning nautical gossip and ships' comings and goings. You also recognize most large ships by sight and by name, and can make a History orCulturecheck to recall their most recent captain and allegiance.", + "type": "feature", + "background": "sailor" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 483, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Sailor Mementos**\n\n1. A dagger with a handle carved from a dragon turtle's tooth.\n2. A scroll tube filled with nautical charts.\n3. A harpoon (treat as a javelin with its butt end fastened to a rope).\n4. A scar with a famous tale behind it.\n5. A treasure map.\n6. A codebook which lets you decipher a certain faction's signal flags.\n7. A necklace bearing a scale, shell, tooth, or other nautical trinket.\n8. Several bottles of alcohol.\n9. A tale of an eerie encounter with a strange monster, a ghost ship, or other mystery.\n10. A half-finished manuscript outlining an untested theory about how to rerig a ship to maximize speed.", + "type": "suggested_characteristics", + "background": "sailor" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 484, + "fields": { + "name": "Adventures And Advancement", + "desc": ".You and your companions will be able to take passage for free on nearly any commercial ship in exchange for occasional ship duties when all hands are called. In addition, after you have a few naval exploits under your belt your fame makes sailors eager to sail under you. You can hire a ship's crew at half the usual price.", + "type": "adventures-and-advancement", + "background": "sailor" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 485, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Wisdom and one other ability score.", + "type": "ability_score_increase", + "background": "exile" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 486, + "fields": { + "name": "Skill Proficiencies", + "desc": "Survival, and either History or Performance.", + "type": "skill_proficiency", + "background": "exile" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 487, + "fields": { + "name": "Equipment", + "desc": "Traveler's clothes, 10 days rations.", + "type": "equipment", + "background": "exile" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 488, + "fields": { + "name": "Fellow Traveler", + "desc": "You gain an", + "type": "feature", + "background": "exile" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 489, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Exile Mementos**\n\n1. A musical instrument which was common in your homeland.\n2. A memorized collection of poems or sagas.\n3. A locket containing a picture of your betrothed from whom you are separated.\n4. Trade, state, or culinary secrets from your native land.\n5. A piece of jewelry given to you by someone you will never see again.\n6. An inaccurate, ancient map of the land you now live in.\n7. Your incomplete travel journals.\n8. A letter from a relative directing you to someone who might be able to help you.\n9. A precious cultural artifact you must protect.\n10. An arrow meant for the heart of your betrayer.", + "type": "suggested_characteristics", + "background": "exile" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 490, + "fields": { + "name": "Adventures And Advancement", + "desc": "You may occasionally meet others from your native land. Some may be friends, and some dire enemies; few will be indifferent to you. After a few such encounters, you may become the leader of a faction of exiles. Your followers include up to three NPCs of Challenge Rating ½ or less, such as", + "type": "adventures-and-advancement", + "background": "exile" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 491, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Dexterity and one other ability score.", + "type": "ability_score_increase", + "background": "urchin" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 492, + "fields": { + "name": "Skill Proficiencies", + "desc": "Sleight of Hand, and either Deception or Stealth.", + "type": "skill_proficiency", + "background": "urchin" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 493, + "fields": { + "name": "Equipment", + "desc": "Common clothes, disguise kit.", + "type": "equipment", + "background": "urchin" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 494, + "fields": { + "name": "Guttersnipe", + "desc": "When you're in a town or city, you can provide a poor lifestyle for yourself and your companions. Also, you know how to get anywhere in town without being spotted by gangs, gossips, or guard patrols.", + "type": "feature", + "background": "urchin" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 495, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Urchin Mementos**\n\n1. A locket containing pictures of your parents.\n2. A set of (stolen?) fine clothes.\n3. A small trained animal, such as a mouse, parrot, or monkey.\n4. A map of the sewers.\n5. The key or signet ring that was around your neck when you were discovered as a foundling.\n6. A battered one-eyed doll.\n7. A portfolio of papers given to you by a fleeing, wounded courier.\n8. A gold tooth (not yours, and not in your mouth).\n9. The flowers or trinkets that you sell.\n10. A dangerous secret overheard while at play.", + "type": "suggested_characteristics", + "background": "urchin" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 496, + "fields": { + "name": "Adventures And Advancement", + "desc": ".Street kids are among a settlement's most vulnerable people, especially in cities with lycanthropes, vampires, and other supernatural threats. After you help out a few urchins in trouble, word gets out and you'll be able to consult the street network to gather information. If you roll lower than a 15 on an Investigation check to gather information in a city or town, your roll is treated as a 15.", + "type": "adventures-and-advancement", + "background": "urchin" + } } ] diff --git a/data/v2/green-ronin/Publisher.json b/data/v2/green-ronin/Publisher.json new file mode 100644 index 00000000..2bc51f2e --- /dev/null +++ b/data/v2/green-ronin/Publisher.json @@ -0,0 +1,9 @@ +[ +{ + "model": "api_v2.publisher", + "pk": "green-ronin", + "fields": { + "name": "Green Ronin Publishing" + } +} +] diff --git a/data/v2/green-ronin/taldorei/Background.json b/data/v2/green-ronin/taldorei/Background.json new file mode 100644 index 00000000..55e590c4 --- /dev/null +++ b/data/v2/green-ronin/taldorei/Background.json @@ -0,0 +1,47 @@ +[ +{ + "model": "api_v2.background", + "pk": "crime-syndicate-member", + "fields": { + "name": "Crime Syndicate Member", + "desc": "Whether you grew up in the slum-run streets bamboozling foolish gamblers out of their fortune, or spent your youth pilfering loose coin from the pockets of less-attentive travelers, your lifestyle of deceiving-to-survive eventually drew the attention of an organized and dangerous crime syndicate. Offering protection, a modicum of kinship, and a number of useful resources to further develop your craft as a criminal, you agree to receive the syndicate’s brand and join their ranks.\nYou might have been working the guild’s lower ranks, wandering the alleys as a simple cutpurse to fill the meager coffers with wayward gold until the opportunity arose to climb the professional ladder. Or you may have become a clever actor and liar whose skill in blending in with all facets of society has made you an indispensable agent of information gathering. Perhaps your technique with a blade and swiftness of action led you to become a feared hitman for a syndicate boss, sending you on the occasional contract to snuff the life of some unfortunate soul who crossed them. Regardless, while the threat of the law is ever looming, the advantages to having a foot in such a powerful cartel can greatly outweigh the paranoia.", + "document": "taldorei" + } +}, +{ + "model": "api_v2.background", + "pk": "elemental-warden", + "fields": { + "name": "Elemental Warden", + "desc": "Away from the complex political struggles of the massive cities, you’ve instead been raised to revere and uphold the protection of the natural world, while policing, bending, and guiding the elemental powers that either foster life or destroy it. Living among smaller bands of tribal societies means you have stronger ties to your neigh- bors than most, and the protection of this way of life is of cardinal importance. Each elemental warden is tethered to one of the four elemental tribes and their villages. You must select one: Fire, Water, Earth, or Wind.\nYour upbringing may have prepared you to be a fierce warrior, trained in combat to defend your culture and charge as protectors of the rifts. It’s possible your meditation on the balance of the elements has brought you peace of mind with strength of body as a monk. Perhaps you found strength in bending the elements yourself, joining the ranks of the powerful elemental druids. Regardless, your loyalties ultimately lie with the continued safety of your tribe, and you’ve set out to gather allies to your cause and learn more about the world around you.", + "document": "taldorei" + } +}, +{ + "model": "api_v2.background", + "pk": "fate-touched", + "fields": { + "name": "Fate-Touched", + "desc": "Many lives and many souls find their ways through the patterns of fate and destiny, their threads following the path meant for them, oblivious and eager to be a part of the woven essence of history meant for them. Some souls, however, glide forth with mysterious influence, their threads bending the weave around them, toward them, unknowingly guiding history itself wherever they walk. Events both magnificent and catastrophic tend to follow such individuals. These souls often become great rulers and terrible tyrants, powerful mages, religious leaders, and legendary heroes of lore. These are the fate-touched.\nFew fate-touched ever become aware of their prominent nature. Outside of powerful divination magics, it’s extremely difficult to confirm one as fate-touched. There are many communities that regard the status as a terrible omen, treating a confirmed fate-touched with mistrust and fear. Others seek them as a blessing, rallying around them for guidance. Some of renown and power grow jealous, wishing to bend a fate-touched beneath their will, and some stories speak of mages of old attempting to extract or transfer the essence itself.\nPlayers are not intended to select this background, but this is instead provided for the dungeon master to consider for one or more of their players, or perhaps a prominent NPC, as their campaign unfolds. It provides very minor mechanical benefit, but instead adds an element of lore, importance, and fate-bearing responsibility to a character within your story. Being fate-touched overlaps and co-exists with the character’s current background, only adding to their mystique. Consider it for a player character who would benefit from being put more central to the coming conflicts of your adventure, or for an NPC who may require protection as they come into their destiny. Perhaps consider a powerful villain discovering their fate-twisting nature and using it to wreak havoc. All of these possibilities and more can be explored should you choose to include a fate-touched within your campaign.", + "document": "taldorei" + } +}, +{ + "model": "api_v2.background", + "pk": "lyceum-student", + "fields": { + "name": "Lyceum Student", + "desc": "You most likely came up through money or a family of social prestige somewhere in the world, as tuition at a lyceum is not inexpensive. Your interests and pursuits have brought you to the glittering halls of a place of learning, soaking in all and every lesson you can to better make your mark on the world (or at least you should be, but every class has its slackers). However, the call to adventure threatens to pull you from your studies, and now the challenge of balancing your education with the tide of destiny sweeping you away is looming.\nYou may have come to better research and understand the history and lore of the lands you now call home, perhaps seeking a future here at the lyceum as a professor. You could also have been drawn by the promise of prosperity in politics, learning the inner workings of government and alliances to better position yourself as a future writer of history. Perhaps you’ve discovered a knack for the arcane, coming here to focus on refining your spellcraft in the footsteps of some of the finest wizards and sorcerers in days of yore.", + "document": "taldorei" + } +}, +{ + "model": "api_v2.background", + "pk": "recovered-cultist", + "fields": { + "name": "Recovered Cultist", + "desc": "The rise of cults are scattered and separated, with little to no unity between the greater evils. Hidden hierarchies of power-hungry mortals corrupt and seduce, promising a sliver of the same power they had been promised when the time comes to reap their harvest.\nYou once belonged to such a cult. Perhaps it was brief, embracing the rebellious spirit of youth and curious where this path may take you. You also may have felt alone and lost, this community offering a welcome you had been subconsciously seeking. It’s possible you were raised from the beginning to pray to the gods of shadow and death. Then one day the veil was lifted and the cruel truth shook your faith, sending you running from the false promises and seeking redemption.\nYou have been freed from the bindings of these dangerous philosophies, but few secret societies find comfort until those who abandon their way are rotting beneath the soil.", + "document": "taldorei" + } +} +] diff --git a/data/v2/green-ronin/taldorei/BackgroundBenefit.json b/data/v2/green-ronin/taldorei/BackgroundBenefit.json new file mode 100644 index 00000000..aaa4498b --- /dev/null +++ b/data/v2/green-ronin/taldorei/BackgroundBenefit.json @@ -0,0 +1,232 @@ +[ +{ + "model": "api_v2.backgroundbenefit", + "pk": 497, + "fields": { + "name": "Skill Proficiencies", + "desc": "Deception, plus your choice of one between Sleight of Hand or Stealth.", + "type": "skill_proficiency", + "background": "crime-syndicate-member" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 498, + "fields": { + "name": "Languages", + "desc": "Thieves’ Cant", + "type": "language", + "background": "crime-syndicate-member" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 499, + "fields": { + "name": "Tool Proficiencies", + "desc": "Your choice of one from Thieves’ Tools, Forgery Kit, or Disguise Kit.", + "type": "tool_proficiency", + "background": "crime-syndicate-member" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 500, + "fields": { + "name": "Equipment", + "desc": "A set of dark common clothes including a hood, a set of tools to match your choice of tool proficiency, and a belt pouch containing 10g.", + "type": "equipment", + "background": "crime-syndicate-member" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 501, + "fields": { + "name": "A Favor In Turn", + "desc": "You have gained enough clout within the syndicate that you can call in a favor from your contacts, should you be close enough to a center of criminal activity. A request for a favor can be no longer than 20 words, and is passed up the chain to an undisclosed syndicate boss for approval. This favor can take a shape up to the DM’s discretion depending on the request, with varying speeds of fulfillment: If muscle is requested, an NPC syndicate minion can temporarily aid the party. If money is needed, a small loan can be provided. If you’ve been imprisoned, they can look into breaking you free, or paying off the jailer.\nThe turn comes when a favor is asked to be repaid. The favor debt can be called in without warning, and many times with intended immediacy. Perhaps the player is called to commit a specific burglary without the option to decline. Maybe they must press a dignitary for a specific secret at an upcoming ball. The syndicate could even request a hit on an NPC, no questions asked or answered. The DM is to provide a debt call proportionate to the favor fulfilled. If a favor is not repaid within a reasonable period of time, membership to the crime syndicate can be revoked, and if the debt is large enough, the player may become the next hit contract to make the rounds.", + "type": "feature", + "background": "crime-syndicate-member" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 502, + "fields": { + "name": "Suggested Characteristics", + "desc": "Use the tables for the Criminal background in the PHB as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of a crime syndicate. Your bond is likely associated with your fellow syndicate members or the individual who introduced you to the organization. Your ideal probably involves establishing your importance and indispensability within the syndicate. You joined to improve your livelihood and sense of purpose.", + "type": "suggested_characteristics", + "background": "crime-syndicate-member" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 503, + "fields": { + "name": "Skill Proficiencies", + "desc": "Your choice of two from among Arcana, History, and Persuasion.", + "type": "skill_proficiency", + "background": "lyceum-student" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 504, + "fields": { + "name": "Languages", + "desc": "Two of your choice", + "type": "language", + "background": "lyceum-student" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 505, + "fields": { + "name": "Equipment", + "desc": "A set of fine clothes, a lyceum student uniform, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), and a belt pouch containing 10g.", + "type": "equipment", + "background": "lyceum-student" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 506, + "fields": { + "name": "Student Privilege", + "desc": "You’ve cleared enough lessons, and gained an ally or two on staff, to have access to certain chambers within the lyceum (and some other allied universities) that outsiders would not. This allows use of any Tool Kit, so long as the Tool Kit is used on the grounds of the lyceum and is not removed from its respective chamber (each tool kit is magically marked and will sound an alarm if removed). More dangerous kits and advanced crafts (such as use of a Poisoner’s Kit, or the enchanting of a magical item) might require staff supervision. You may also have access to free crafting materials and enchanting tables, so long as they are relatively inexpensive, or your argument for them is convincing (up to the staff’s approval and DM’s discretion).", + "type": "feature", + "background": "lyceum-student" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 507, + "fields": { + "name": "Suggested Characteristics", + "desc": "Use the tables for the Sage background in the Player’s Handbook as the basis for your traits and motivations, modifying the entries when appropriate to match your pursuits at the lyceum. Your bond is likely associated with your goals as a student, and eventually a graduate. Your ideal probably involves your hopes in using the knowledge you gain at the lyceum, and your travels as an adventurer, to tailor the world to your liking.", + "type": "suggested_characteristics", + "background": "lyceum-student" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 508, + "fields": { + "name": "Skill Proficiencies", + "desc": "Nature, plus your choice of one between Arcana or Survival.", + "type": "skill_proficiency", + "background": "elemental-warden" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 509, + "fields": { + "name": "Languages", + "desc": "One of your choice.", + "type": "language", + "background": "elemental-warden" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 510, + "fields": { + "name": "Tool Proficiencies", + "desc": "Herbalism Kit", + "type": "tool_proficiency", + "background": "elemental-warden" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 511, + "fields": { + "name": "Equipment", + "desc": "A staff, hunting gear (a shortbow with 20 arrows, or a hunting trap), a set of traveler’s clothes, a belt pouch containing 10 gp.", + "type": "equipment", + "background": "elemental-warden" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 512, + "fields": { + "name": "Elemental Harmony", + "desc": "Your upbringing surrounded by such strong, wild elemental magics has attuned your senses to the very nature of their chaotic forces, enabling you to subtly bend them to your will in small amounts. You learn the _Prestidigitation_ Cantrip, but can only produce the extremely minor effects below that involve the element of your chosen elemental tribe: \n* You create an instantaneous puff of wind strong enough to blow papers off a desk, or mess up someone’s hair (Wind). \n* You instantaneously create and control a burst of flame small enough to light or snuff out a candle, a torch, or a small campfire. (Fire). \n* You instantaneously create a small rock within your hand, no larger than a gold coin, that turns to dust after a minute (Earth). \n* You instantaneously create enough hot or cold water to fill a small glass (Water).", + "type": "feature", + "background": "elemental-warden" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 513, + "fields": { + "name": "Suggested Characteristics", + "desc": "Use the tables for the Outlander background in the Player’s Handbook as the basis for your traits and motivations, modifying the entries when appropriate to match your ties to your upbringing. Your bond is likely associated with those you respect whom you grew up around. Your ideal probably involves your wanting to understand your place in the world, not just the tribe, and whether you feel your destiny reaches beyond just watching the rift.", + "type": "suggested_characteristics", + "background": "elemental-warden" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 514, + "fields": { + "name": "Skill Proficiencies", + "desc": "Religion and Deception.", + "type": "skill_proficiency", + "background": "recovered-cultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 515, + "fields": { + "name": "Languages", + "desc": "One of your choice.", + "type": "language", + "background": "recovered-cultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 516, + "fields": { + "name": "Equipment", + "desc": "Vestments and a holy symbol of your previous cult, a set of common clothes, a belt pouch containing 15 gp.", + "type": "equipment", + "background": "recovered-cultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 517, + "fields": { + "name": "Wicked Awareness", + "desc": "Your time worshipping in secrecy and shadow at the altar of malevolent forces has left you with insight and keen awareness to those who still operate in such ways. You can often spot hidden signs, messages, and signals left in populated places. If actively seeking signs of a cult or dark following, you have an easier time locating and decoding the signs or social interactions that signify cult activity, gaining advantage on any ability checks to discover such details.", + "type": "feature", + "background": "recovered-cultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 518, + "fields": { + "name": "Suggested Characteristics", + "desc": "Use the tables for the Acolyte background in the Player’s Handbook as the basis for your traits and motivations, modifying the entries when appropriate to match your ties to your intent on fleeing your past and rectifying your future. Your bond is likely associated with those who gave you the insight and strength to flee your old ways. Your ideal probably involves your wishing to take down and destroy those who promote the dark ways you escaped, and perhaps finding new faith in a forgiving god.", + "type": "suggested_characteristics", + "background": "recovered-cultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 519, + "fields": { + "name": "Fortune’s Grace", + "desc": "Your fate-touched essence occasionally leads surrounding events to shift in your favor. You gain 1 Luck point, as per the Lucky feat outlined within the Player’s Handbook pg 167. This luck point is used in the same fashion as the feat, and you regain this expended luck point when you finish a long rest. If you already have the Lucky feat, you add this luck point to your total for the feat.", + "type": "feature", + "background": "fate-touched" + } +} +] diff --git a/data/v2/green-ronin/taldorei/Document.json b/data/v2/green-ronin/taldorei/Document.json new file mode 100644 index 00000000..af884ae6 --- /dev/null +++ b/data/v2/green-ronin/taldorei/Document.json @@ -0,0 +1,18 @@ +[ +{ + "model": "api_v2.document", + "pk": "taldorei", + "fields": { + "name": "Tal'dorei Campaign Setting", + "desc": "Critical Role: Tal'Dorei Campaign Setting is a sourcebook that details the continent of Tal'Dorei from the Critical Role campaign setting for the 5th edition of the Dungeons & Dragons fantasy role-playing game. It was published by Green Ronin Publishing and released on August 17, 2017.", + "publisher": "gr", + "ruleset": "5e", + "author": "Matthew Mercer, James Haeck", + "published_at": "2017-08-17T00:00:00", + "permalink": "https://en.wikipedia.org/wiki/Critical_Role%3A_Tal'Dorei_Campaign_Setting", + "licenses": [ + "ogl10a" + ] + } +} +] diff --git a/data/v2/kobold-press/toh/Background.json b/data/v2/kobold-press/toh/Background.json index 53599097..20b97e63 100644 --- a/data/v2/kobold-press/toh/Background.json +++ b/data/v2/kobold-press/toh/Background.json @@ -85,7 +85,7 @@ "pk": "mercenary-company-scion", "fields": { "name": "Mercenary Company Scion", - "desc": "You descend from a famous line of free company veterans, and your first memory is playing among the tents, training yards, and war rooms of one campaign or another. Adored or perhaps ignored by your parents, you spent your formative years learning weapons and armor skills from brave captains, camp discipline from burly sergeants, and a host of virtues and vices from the common foot soldiers. You've always been told you are special and destined to glory. The weight of your family's legacy, honor, or reputation can weigh heavily, inspiring you to great deeds, or it can be a factor you try to leave behind.\n\n***Mercenary Company Reputation***\nYour family is part of or associated with a mercenary company. The company has a certain reputation that may or may not continue to impact your life. Roll a d8 or choose from the options in the Mercenary Company Reputation table to determine the reputation of this free company.\n\n| d8 | Mercenary Company Reputation |\n|----|--------------------------------------------------------------------------------------------|\n| 1 | Infamous. The company's evil deeds follow any who are known to consort with them. |\n| 2 | Honest. An upstanding company whose words and oaths are trusted. |\n| 3 | Unknown. Few know of this company. Its deeds have yet to be written. |\n| 4 | Feared. For good or ill, this company is generally feared on the battlefield. |\n| 5 | Mocked. Though it tries hard, the company is the butt of many jokes and derision. |\n| 6 | Specialized. This company is known for a specific type of skill on or off the battlefield. |\n| 7 | Disliked. For well-known reasons, this company has a bad reputation. |\n| 8 | Famous. The company's great feats and accomplishments are known far and wide. |", + "desc": "You descend from a famous line of free company veterans, and your first memory is playing among the tents, training yards, and war rooms of one campaign or another. Adored or perhaps ignored by your parents, you spent your formative years learning weapons and armor skills from brave captains, camp discipline from burly sergeants, and a host of virtues and vices from the common foot soldiers. You've always been told you are special and destined to glory. The weight of your family's legacy, honor, or reputation can weigh heavily, inspiring you to great deeds, or it can be a factor you try to leave behind.\r\n\r\n***Mercenary Company Reputation***\r\nYour family is part of or associated with a mercenary company. The company has a certain reputation that may or may not continue to impact your life. Roll a d8 or choose from the options in the Mercenary Company Reputation table to determine the reputation of this free company.\r\n\r\n| d8 | Mercenary Company Reputation |\r\n|----|--------------------------------------------------------------------------------------------|\r\n| 1 | Infamous. The company's evil deeds follow any who are known to consort with them. |\r\n| 2 | Honest. An upstanding company whose words and oaths are trusted. |\r\n| 3 | Unknown. Few know of this company. Its deeds have yet to be written. |\r\n| 4 | Feared. For good or ill, this company is generally feared on the battlefield. |\r\n| 5 | Mocked. Though it tries hard, the company is the butt of many jokes and derision. |\r\n| 6 | Specialized. This company is known for a specific type of skill on or off the battlefield. |\r\n| 7 | Disliked. For well-known reasons, this company has a bad reputation. |\r\n| 8 | Famous. The company's great feats and accomplishments are known far and wide. |", "document": "toh" } }, diff --git a/data/v2/kobold-press/toh/BackgroundBenefit.json b/data/v2/kobold-press/toh/BackgroundBenefit.json index 9a2af81c..2f31901d 100644 --- a/data/v2/kobold-press/toh/BackgroundBenefit.json +++ b/data/v2/kobold-press/toh/BackgroundBenefit.json @@ -404,7 +404,7 @@ "pk": 83, "fields": { "name": "Forester", - "desc": "Your experience living, hunting, and foraging in the woods gives you a wealth of experience to draw upon when you are traveling within a forest. If you spend 1 hour observing, examining, and exploring your surroundings while in a forest, you are able to identify a safe location to rest. The area is protected from all but the most extreme elements and from the nonmagical native beasts of the forest. In addition, you are able to find sufficient kindling for a small fire throughout the night.\n\n ***Life-Changing Event***\nYou have lived a simple life deep in the sheltering boughs of the forest, be it as a trapper, farmer, or villager eking out a simple existence in the forest. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that caused you to leave your home for the wider world. \n\n**Event Options (table)**\n\n| d8 | Event |\n|----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 1 | You were living within the forest when cesspools of magical refuse from a nearby city expanded and drove away the game that sustained you. You had to move to avoid the prospect of a long, slow demise via starvation. |\n| 2 | Your village was razed by a contingent of undead. For reasons of its own, the forest and its denizens protected and hid you from their raid. |\n| 3 | A roving band of skeletons and zombies attacked your family while you were hunting. |\n| 4 | You are an ardent believer in the preservation of the forest and the natural world. When the people of your village abandoned those beliefs, you were cast out and expelled into the forest. |\n| 5 | You wandered into the forest as a child and became lost. For inexplicable reasons, the forest took an interest in you. You have faint memories of a village and have had no contact with civilization in many years. |\n| 6 | You were your village's premier hunter. They relied on you for game and without your contributions their survival in the winter was questionable. Upon returning from your last hunt, you found your village in ruins, as if decades had passed overnight. |\n| 7 | Your quiet, peaceful, and solitary existence has been interrupted with dreams of the forest's destruction, and the urge to leave your home compels you to seek answers. |\n| 8 | Once in a hidden glen, you danced with golden fey and forgotten gods. Nothing in your life since approaches that transcendent moment, cursing you with a wanderlust to seek something that could. |", + "desc": "Your experience living, hunting, and foraging in the woods gives you a wealth of experience to draw upon when you are traveling within a forest. If you spend 1 hour observing, examining, and exploring your surroundings while in a forest, you are able to identify a safe location to rest. The area is protected from all but the most extreme elements and from the nonmagical native beasts of the forest. In addition, you are able to find sufficient kindling for a small fire throughout the night.\r\n\r\n ***Life-Changing Event***\r\nYou have lived a simple life deep in the sheltering boughs of the forest, be it as a trapper, farmer, or villager eking out a simple existence in the forest. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that caused you to leave your home for the wider world. \r\n\r\n**Event Options (table)**\r\n\r\n| d8 | Event |\r\n|----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\r\n| 1 | You were living within the forest when cesspools of magical refuse from a nearby city expanded and drove away the game that sustained you. You had to move to avoid the prospect of a long, slow demise via starvation. |\r\n| 2 | Your village was razed by a contingent of undead. For reasons of its own, the forest and its denizens protected and hid you from their raid. |\r\n| 3 | A roving band of skeletons and zombies attacked your family while you were hunting. |\r\n| 4 | You are an ardent believer in the preservation of the forest and the natural world. When the people of your village abandoned those beliefs, you were cast out and expelled into the forest. |\r\n| 5 | You wandered into the forest as a child and became lost. For inexplicable reasons, the forest took an interest in you. You have faint memories of a village and have had no contact with civilization in many years. |\r\n| 6 | You were your village's premier hunter. They relied on you for game and without your contributions their survival in the winter was questionable. Upon returning from your last hunt, you found your village in ruins, as if decades had passed overnight. |\r\n| 7 | Your quiet, peaceful, and solitary existence has been interrupted with dreams of the forest's destruction, and the urge to leave your home compels you to seek answers. |\r\n| 8 | Once in a hidden glen, you danced with golden fey and forgotten gods. Nothing in your life since approaches that transcendent moment, cursing you with a wanderlust to seek something that could. |", "type": "feature", "background": "forest-dweller" } @@ -414,7 +414,7 @@ "pk": 84, "fields": { "name": "Suggested Characteristics", - "desc": "Forest dwellers tend toward solitude, introspection, and self-sufficiency. You keep your own council, and you are more likely to watch from a distance than get involved in the affairs of others. You are wary, slow to trust, and cautious of depending on outsiders.\n\n| d8 | Personality Trait |\n|----|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 1 | I will never forget being hungry in the winter. I field dress beasts that fall to blade or arrow so that I am never hungry again. |\n| 2 | I may be alone in the forest, but I am only ever lonely in cities. |\n| 3 | Walking barefoot allows me to interact more intuitively with the natural world. |\n| 4 | The road is just another kind of wall. I make my own paths and go where I will. |\n| 5 | Others seek the gods in temples and shrines, but I know their will is only revealed in the natural world, not an edifice constructed by socalled worshippers. I pray in the woods, never indoors. |\n| 6 | What you call personal hygiene, I call an artificially imposed distraction from natural living. |\n| 7 | No forged weapon can replace the sheer joy of a kill accomplished only with hands and teeth. |\n| 8 | Time lived alone has made me accustomed to talking loudly to myself, something I still do even when others are present. |\n\n| d6 | Ideal |\n|----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 1 | Change. As the seasons shift, so too does the world around us. To resist is futile and anathema to the natural order. (Chaotic) |\n| 2 | Conservation. All life should be preserved and, if needed, protected. (Good) |\n| 3 | Acceptance. I am a part of my forest, no different from any other flora and fauna. To think otherwise is arrogance and folly. When I die, it will be as a leaf falling in the woods. (Neutral) |\n| 4 | Cull. The weak must be removed for the strong to thrive. (Evil) |\n| 5 | Candor. I am open, plain, and simple in life, word, and actions. (Any) |\n| 6 | Balance. The forest does not lie. The beasts do not create war. Equity in all things is the way of nature. (Neutral) |\n\n| d6 | Bond |\n|----|--------------------------------------------------------------------------------------------------------|\n| 1 | When I lose a trusted friend or companion, I plant a tree upon their grave. |\n| 2 | The voice of the forest guides me, comforts me, and protects me. |\n| 3 | The hermit who raised me and taught me the ways of the forest is the most important person in my life. |\n| 4 | I have a wooden doll, a tiny wickerman, that I made as a child and carry with me at all times. |\n| 5 | I know the ways of civilizations rise and fall. The forest and the Old Ways are eternal. |\n| 6 | I am driven to protect the natural order from those that would disrupt it. |\n\n| d6 | Flaw |\n|----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 1 | I am accustomed to doing what I like when I like. I'm bad at compromising, and I must exert real effort to make even basic conversation with other people. |\n| 2 | I won't harm a beast without just cause or provocation. |\n| 3 | Years of isolated living has left me blind to the nuances of social interaction. It is a struggle not to view every new encounter through the lens of fight or flight. |\n| 4 | The decay after death is merely the loam from which new growth springs—and I enjoy nurturing new growth. |\n| 5 | An accident that I caused incurred great damage upon my forest, and, as penance, I have placed myself in self-imposed exile. |\n| 6 | I distrust the undead and the unliving, and I refuse to work with them. |", + "desc": "Forest dwellers tend toward solitude, introspection, and self-sufficiency. You keep your own council, and you are more likely to watch from a distance than get involved in the affairs of others. You are wary, slow to trust, and cautious of depending on outsiders.\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | I will never forget being hungry in the winter. I field dress beasts that fall to blade or arrow so that I am never hungry again. |\r\n| 2 | I may be alone in the forest, but I am only ever lonely in cities. |\r\n| 3 | Walking barefoot allows me to interact more intuitively with the natural world. |\r\n| 4 | The road is just another kind of wall. I make my own paths and go where I will. |\r\n| 5 | Others seek the gods in temples and shrines, but I know their will is only revealed in the natural world, not an edifice constructed by socalled worshippers. I pray in the woods, never indoors. |\r\n| 6 | What you call personal hygiene, I call an artificially imposed distraction from natural living. |\r\n| 7 | No forged weapon can replace the sheer joy of a kill accomplished only with hands and teeth. |\r\n| 8 | Time lived alone has made me accustomed to talking loudly to myself, something I still do even when others are present. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | Change. As the seasons shift, so too does the world around us. To resist is futile and anathema to the natural order. (Chaotic) |\r\n| 2 | Conservation. All life should be preserved and, if needed, protected. (Good) |\r\n| 3 | Acceptance. I am a part of my forest, no different from any other flora and fauna. To think otherwise is arrogance and folly. When I die, it will be as a leaf falling in the woods. (Neutral) |\r\n| 4 | Cull. The weak must be removed for the strong to thrive. (Evil) |\r\n| 5 | Candor. I am open, plain, and simple in life, word, and actions. (Any) |\r\n| 6 | Balance. The forest does not lie. The beasts do not create war. Equity in all things is the way of nature. (Neutral) |\r\n\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | When I lose a trusted friend or companion, I plant a tree upon their grave. |\r\n| 2 | The voice of the forest guides me, comforts me, and protects me. |\r\n| 3 | The hermit who raised me and taught me the ways of the forest is the most important person in my life. |\r\n| 4 | I have a wooden doll, a tiny wickerman, that I made as a child and carry with me at all times. |\r\n| 5 | I know the ways of civilizations rise and fall. The forest and the Old Ways are eternal. |\r\n| 6 | I am driven to protect the natural order from those that would disrupt it. |\r\n\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | I am accustomed to doing what I like when I like. I'm bad at compromising, and I must exert real effort to make even basic conversation with other people. |\r\n| 2 | I won't harm a beast without just cause or provocation. |\r\n| 3 | Years of isolated living has left me blind to the nuances of social interaction. It is a struggle not to view every new encounter through the lens of fight or flight. |\r\n| 4 | The decay after death is merely the loam from which new growth springs—and I enjoy nurturing new growth. |\r\n| 5 | An accident that I caused incurred great damage upon my forest, and, as penance, I have placed myself in self-imposed exile. |\r\n| 6 | I distrust the undead and the unliving, and I refuse to work with them. |", "type": "suggested_characteristics", "background": "forest-dweller" } @@ -714,7 +714,7 @@ "pk": 114, "fields": { "name": "Suggested Characteristics", - "desc": "The turmoil of war, the drudgery of the camp, long days on the road, and the thrill of battle shape a Mercenary Company Scion to create strong bonds of loyalty, military discipline, and a practical mind. Yet this history can scar as well, leaving the scion open to guilt, pride, resentment, and hatred.\n\n| d8 | Personality Trait |\n|----|--------------------------------------------------------------------------------------|\n| 1 | I am ashamed of my family's reputation and seek to distance myself from their deeds. |\n| 2 | I have seen the world and know people everywhere. |\n| 3 | I expect the best life has to offer and won't settle for less. |\n| 4 | I know stories from a thousand campaigns and can apply them to any situation. |\n| 5 | After too many betrayals, I don't trust anyone. |\n| 6 | My parents were heroes, and I try to live up to their example. |\n| 7 | I have seen the horrors of war; nothing dis'turbs me anymore. |\n| 8 | I truly believe I have a destiny of glory and fame awaiting me. |\n\n| d6 | Ideal |\n|----|--------------------------------------------------------------------------------------------|\n| 1 | **Glory.** Only by fighting for the right causes can I achieve true fame and honor. (Good) |\n| 2 | **Dependable.** Once my oath is given, it cannot be broken. (Lawful) |\n| 3 | **Seeker.** Life can be short, so I will live it to the fullest before I die. (Chaotic) |\n| 4 | **Ruthless.** Only the strong survive. (Evil) |\n| 5 | **Mercenary.** If you have gold, I'm your blade. (Neutral) |\n| 6 | **Challenge.** Life is a test, and only by meeting life head on can I prove I am worthy. (Any) |\n\n| d6 | Bond |\n|----|-----------------------------------------------------------------------------------------|\n| 1 | My parent's legacy is a tissue of lies. I will never stop until I uncover the truth. |\n| 2 | I am the only one who can uphold the family name. |\n| 3 | My companions are my life, and I would do anything to protect them. |\n| 4 | I will never forget the betrayal leading to my parent's murder, but I will avenge them. |\n| 5 | My honor and reputation are all that matter in life. |\n| 6 | I betrayed my family to protect my friend who was a soldier in another free company. |\n\n| d6 | Flaw |\n|----|---------------------------------------------------------------------------------------------------|\n| 1 | I have no respect for those who never signed on to a mercenary company or walked the battlefield. |\n| 2 | I cannot bear losing anyone close to me, so I keep everyone at a distance. |\n| 3 | Bloody violence is the only way to solve problems. |\n| 4 | I caused the downfall of my family's mercenary company. |\n| 5 | I am hiding a horrible secret about one of my family's patrons. |\n| 6 | I see insults to my honor or reputation in every whisper, veiled glance, and knowing look. |", + "desc": "The turmoil of war, the drudgery of the camp, long days on the road, and the thrill of battle shape a Mercenary Company Scion to create strong bonds of loyalty, military discipline, and a practical mind. Yet this history can scar as well, leaving the scion open to guilt, pride, resentment, and hatred.\r\n\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | I am ashamed of my family's reputation and seek to distance myself from their deeds. |\r\n| 2 | I have seen the world and know people everywhere. |\r\n| 3 | I expect the best life has to offer and won't settle for less. |\r\n| 4 | I know stories from a thousand campaigns and can apply them to any situation. |\r\n| 5 | After too many betrayals, I don't trust anyone. |\r\n| 6 | My parents were heroes, and I try to live up to their example. |\r\n| 7 | I have seen the horrors of war; nothing dis'turbs me anymore. |\r\n| 8 | I truly believe I have a destiny of glory and fame awaiting me. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | **Glory.** Only by fighting for the right causes can I achieve true fame and honor. (Good) |\r\n| 2 | **Dependable.** Once my oath is given, it cannot be broken. (Lawful) |\r\n| 3 | **Seeker.** Life can be short, so I will live it to the fullest before I die. (Chaotic) |\r\n| 4 | **Ruthless.** Only the strong survive. (Evil) |\r\n| 5 | **Mercenary.** If you have gold, I'm your blade. (Neutral) |\r\n| 6 | **Challenge.** Life is a test, and only by meeting life head on can I prove I am worthy. (Any) |\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | My parent's legacy is a tissue of lies. I will never stop until I uncover the truth. |\r\n| 2 | I am the only one who can uphold the family name. |\r\n| 3 | My companions are my life, and I would do anything to protect them. |\r\n| 4 | I will never forget the betrayal leading to my parent's murder, but I will avenge them. |\r\n| 5 | My honor and reputation are all that matter in life. |\r\n| 6 | I betrayed my family to protect my friend who was a soldier in another free company. |\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | I have no respect for those who never signed on to a mercenary company or walked the battlefield. |\r\n| 2 | I cannot bear losing anyone close to me, so I keep everyone at a distance. |\r\n| 3 | Bloody violence is the only way to solve problems. |\r\n| 4 | I caused the downfall of my family's mercenary company. |\r\n| 5 | I am hiding a horrible secret about one of my family's patrons. |\r\n| 6 | I see insults to my honor or reputation in every whisper, veiled glance, and knowing look. |", "type": "suggested_characteristics", "background": "mercenary-company-scion" }