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Wheel of Time Race and Background Homebrew
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Anyone heard of The Wheel of Time books? Well I have been working on this for a while and I would love some feedback. I am also working on a Gleeman and Illuminator background, but I haven't typed those up yet.

Sorry for any formatting issues, this is primarily in a word document that is properly formatted but I just copied it here. If there are any issues please tell me!

Races:

Human Races

All Human players also get to choose 1 in any stat of their choice

Aiel

A fierce, semi-nomadic desert people who value honor above all else.

Benefits: 1 Constitution, 1 Strength
Ability: Forged by the Three-Fold Land: Does not suffer from conditions that would make a character fatigued. Conditions that would make an Aiel exhausted instead allow for them to ignore exhaustion once/long rest.
Background Skills (Pick 2 Pick One of any): History, Perception, Stealth, Survival
Countries: The Aiel Waste

Atha’an Miere

A dark-skinned seafaring people who ply exotic seas in the most powerful ships the world over.
Benefits: 2 Dexterity
Ability: People of the Sea: 5 to all Con checks made to hold your breath underwater, 5 to all checks regarding the sailing of ships or swimming.
Background Skills (Pick 3): Acrobatics, Survival, Nature, Stealth, Athletics
Countries: The Sea Folk

Borderlander

Tough warrior folk from the kingdoms that border the Blight.

Benefits: 2 Constitution,
Ability: Continue the Fight: Once per long rest you can reroll 1 failed death save.
Background Skills (Pick 2): History, Intimidate, Perception, Animal Handaling
Countries: Arafel, Kandor, Saldaea, Shienar

Cairhienin

A nation founded on order and driven by the subtleties of the Great Game of Houses.
Benefits: 2 Intelligence
Ability: Playing the Game: Reroll Wis-based skill check once per day.
Background Skills (Pick 1): Persuasian, Perception, Insight, History
Countries: Cairhien

Ebou Dari

A passionate people famed for settling all manner of offense with the dueling knife.
Benefits: 2 Dexterity
Ability: Beware the Knife: 1/long rest you can attack with a dagger or knife as a bonus action
Background Skills (Pick 2): Acrobatics, Persuasian, Slight of Hand, Intimidation
Countries: Altara

Illianer

The people of a powerful seafaring nation that values justice and stability.
Benefits: 2 Wisdom
Ability: Thus Always to Tyrants : Once per day add character level to damage roll
Background Skills (Pick 2): Persuasion, Performance, Intimidate, History
Countries: Illian

Midlander

The sturdy, stalwart folk of the central regions of the westlands, known for their practical outlook on life and modest country ways.
Benefits: 2 Wisdom
Ability: Wool-Headed: Charisma saving throws for this character are at advantage.
Background Skills (Pick 2): Animal Handing, Medicine, Athletics, Survival
Countries: Amadicia, Andor, Far Madding, Ghealdan, Murandy

Tairen

A powerful nation renowned for its horses, the absolute grip of its nobles over the people, and its tendency to war upon its neighbors.
Benefits: 2 Dexterity
Ability: Glory and Conquest: 1d4 damage to all critical hits.
Background Skills (Pick 2): Animal Handling, Perception, Athletics, Insight
Countries: Tear

Tar Valoner

Citizens of the most beautiful, civilized, and learned city in the world, who live under the ever-present shadow of the White Tower.
Benefits: 2 Intelligence
Ability: If I Recall Correctly: Reroll Int-based skill check once per day.
Background Skills (Pick 1): Persuasion, Performance, History, Arcana
Countries: Tar Valon

Taraboner

A people torn by civil strife but justly proud of a heritage and learning that dates back to the Age of Legends.
Benefits: 2 Intelligence
Ability: How We Did It in the Old Days: Once per day automatically roll 13 on any skill even if circumstances would not normally allow it.
Background Skills (Pick 2): Persuasion, Sleight of Hand, Stealth, Deception
Countries: Tarabon

Tinker

A wandering people who refuse to take up any sort of weapon, even in defense. They travel the countryside searching for their lost Song.
Benefits: 2 Intelligence
Ability: The Way of the Leaf: The player has a 5 checks to hide from fighting or to attempt to descalate situations once/long rest.
Background Skills (Pick 2): Religion, Sleight of Hand, Performance, Disable Device
Countries: -

Domani

A sensuous and exotic people famed for their fierce tempers, cunning in negotiation, and inscrutable ways.
Benefits: 2 Charisma
Ability: The Art of Seduction: Reroll Cha-based skill check once per day.
Background Skills (Pick 1): Slight of Hand, Deception, Persuasion, Performance
Countries: Arad Doman

Seanchan

A prideful conquering people that is supremely devoted to their empress. They have a strict class system that prevents interaction between classes. They are currently conducting raids on the coast
Benefits: 2 Wisdom
Ability: Omens: The player can ask for the DM to provide a omen from the provided list once per long rest.
Background Skills (Pick 2): Arcana, Intimidation, Survival, History

List of Omens:

· Albatross - A symbol of victory.

· An owl hooting at dawn or hooting two times - A prediction of death.

· An owl hooting and not flying away when looked at - An omen indicating great care should be taken, that the next few days would be ones of important decisions.

· Birds circling overhead more than once - Signifies a storm approaching.

· A bird entering indoors during the day - An extremely bad omen, the evil of which is averted by a night in prayer and contemplation.

· Three porpoises rising only once - Stay on your chosen course.

· Two dead rats on their back, one with a tail in the other's mouth - A chillingly terrible omen, one of the worst.

· Lightning on a day without rain - Tread very lightly and be careful what you speak.

· A new spring rose dropping three petals - An omen of great victory.

· A hawk with a white head flying away - An omen of great power.

· Rain without clouds - Expect an unexpected visitor.

· A burst of wind revealing the skull of a rodent - Danger.

· Peach blossoms - The most powerful omen known.

Ogier

Ogier are a race of nonhuman creatures whose existence predates the Age of Legends. Substantially larger than humans and known for their artistic temperaments (many of the westlands’ most beautiful cities were originally built by Ogier stonemasons), Ogier are peaceful creatures who live in isolated communities and have little contact with humanity. As a result of this remoteness, many westlanders consider Ogier little more than legends or children’s tales.

Ogier characters gain the following traits:

§ 2 Strength, 1 Intelligence, 1 Wis, -2 Dexterity. Ogier possess great strength and wit, but their size sometimes makes them clumsy.

§ Large Size: As large creatures, Ogier have a natural reach of 10 feet and a -1 size modifier to AC.

§ Ogier base speed is 40 feet.

§ Low-Light Vision: Ogier can see twice as far as humans in poor illumination.

§ Ogier automatically receive become proficient in 1 intelligence based skill.

§ 2 bonus on Perception checks. The large ears of Ogier allow them to hear better than humans do.

§ 2 bonus on Skill checks related to working stone or constructing buildings.

§ Disadvantage on all animal handling checks regarding horses. Ogier’s are generally too big to ride most horses and has a result have little skill regarding them.

§ Ogier do not possess the ability to channel and cannot gain levels in any magic class.

§ Languages: Old Tongue, Common. Not all Ogier speak the New Tongue, but all adventuring Ogier do.

Character Backgrounds:

Aes Sedai

You are a member of the illustrious and all female Aes Sedai. You have spent your life learning of the weaves of the Wheel of Time and how to manipulate these weaves with the One Power. You have gone through many trials to reach the point you are.

· Older Aes Sedai are immediately recognizable through their ageless look. They can live up to 200 years longer than the average human.

· All Aes Sedai upon being raised to the shawl choose an ajah, which determines the specialty of the sister.

§ White – This Ajah teaches philosophy.

§ Brown – This Ajah is focused on research and history.

§ Red – This Ajah focuses on the hunting of men who can channel and stilling them.

§ Blue – Each sister of this Ajah chooses her own cause that she spends her life pursuing.

§ Green – This Ajah is often called the battle Ajah and focuses on the combative elements of the one power and hunting darkspawn.

§ Grey – this Ajah focuses on political mediation.

§ Yellow – This Ajah focuses on the healing aspects of the One Power.

· Aes Sedai are held by the 3 oaths:

  1. To speak no word that is not true. (Often times Aes Sedai work around this oath by withholding or manipulating information without outright lying)

  2. To make no weapon with which one man may kill another.

  3. Never to use the One Power as a weapon except against Darkfriends or Shadowspawn, or in the last extreme defense of her life, the life of her Warder, or another Aes Sedai

· Proficiencies (Pick 1): Arcana, History, Persuasion

· Equipment: One fine set of robes with a shawl of your respective Ajah, 20 gp, A letter from the sitter of your Ajah, a writing set.

· Feature: As a member of your respective Ajah, you have been trained in the signals of the eyes and ears of your Sitter. Upon seeing a signal you can identify a source of information or safehouse.

§ Variant: Accepted – you are a trainee Aes Sedai who has been accepted to the white tower but has not earned her shawl. Accepted rarely leave the tower and spend most of their days training and teaching Novices.

Kinswoman

You are a woman who has been rejected from the White Tower at some point in your life. You still hold the White Tower in high regard and respect their decision, but you acknowledge that woman with the power to channel are more powerful together and have joined the Kinswomen for its support system

· Skill Proficiencies (Pick 1): Arcana, Deception, History

· Tool Proficiencies: One set of craftsman’s tools

· Equipment: One set of Craftsman’s tools, 15 gp, a set of everyday worker’s clothes.

· Feature: You have been trained to identify both Aes Sedai and other Kinswoman and can easily find safehouses with members of the latter organization.

Warder

You are a soldier who has chosen to spend his life protecting a single Aes Sedai. You have a bond forged of the one power connecting the two of you and you are a highly trained warrior.

· Skill Proficiencies (Pick 1): Athletics, Survival, Stealth

· Tool Proficiencies: Light and Heavy armor, Martial weapons.

· Equipment: One Warder Shroud (Advantage on all stealth checks in natural terrain), 15 gp, 1 long sword (if not provided by your class), one trinket given to you by your Aes Sedai.

· Feature: Your bond with your Aes Sedai allows for you to locate her at all times, feel her emotions, and, when extreme, feel when she is in pain.

Wilder

You are a woman or man who has always had certain extraordinary abilities, seemingly strange tasks seem easy to you. Unknowingly for your entire life you have been manipulating the One Power with no formal spell casting, usually due to a unique Talent.

· Skill Proficiencies (Pick 1): Nature, Survival, Insight

· Tool Proficiencies: Either a herbalism kit or one set of Craftsman’s tools.

· Equipment: Either a herbalism kit or one set of Craftsman’s tools, simple working clothes, a focus that you utilize to focus your Talent, 15 gp.

· Feature: Wilders often have an extreme skill at one aspect of the One Power, allowing them to develop a Talent. You get to choose one Talent from the following list:

o Aligning the Matrix - The ability to make metal stronger, allowing for the creation of Power-wrought weapons.

o Storm Sense – The ability to discern future weather activities with complete accuracy.

o Compulsion - The ability to influence another person's mind and actions. Once per long rest the user can insert a thought into a person’s mind that they believe originated from within.

o Delving - Allows the user to discern a patient's injuries and illnesses.

o Earth Singing - The ability to understand, control and manipulate Earth with more ease and dexterity than usual. This talent is less common among female channelers. This talent grants the user access to the spell Mold Earth 1/long rest.

o Air control - The ability to understand, control and manipulate Air with more ease and dexterity than usual. This talent is less among male channelers. This talent grants the user access to the spell levitate 1/long rest.

o Healing - The Talent to heal another person of any wounds or ailments. This talent allows for advantage on all medicine checks.

o Reading Residues - A channeler with this Talent can read the residues in uses of the One Power.

o Ter'angreal reading - The ability to discern the purpose of a ter'angreal.

§ Variant: Wise Woman – You are a respected member of the community who often takes leadership or healers roles. Often times, the community will be suspicious of your abilities but defend you to outsiders due to your service to them.

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