Alchemy has always been a fascinating topic to me. Among the various indistinct forms of esoteric traditions, alchemy is one of them with more familiar trappings. As a precursor to chemistry, it's been used to heal, to kill, or even for the strangest and most arcane purposes. Fittingly, I've designed a 5e background fitting each purpose.
Alchemical
Arcanist
Skill Proficiencies: Arcana, Nature
Tool Proficiencies: Alchemical Supplies (Artisan’s Kit), Herbalism Kit
Starting equipment: a set of alchemical supplies, a leather apron,
three empty vials, a slip of paper with a partial but incomplete alchemical
formula, and a leather belt strung with two pouches (one of which holds 10 gold
pieces), and a set of common clothing
You are skilled in alchemy and familiar with various occultist
traditions. Unlike an apothecary, you do
not use your alchemical knowledge for healing. Unlike a poisoner, you do not use your
knowledge to kill. Instead, you apply your esoteric knowledge to tasks of an
obscure and arcane nature. You approach
alchemy from a mystical but rational bent; attuning your mind to the world in
the proper way may be just as important as finding the proper alchemical
compounds. You seek to unlock the power
of things through unlocking their essences and mastering the elements. Note that alchemy is not necessarily strictly
the same thing as magic, the art of invoking otherworldly power through spells
and the like. This background doesn’t
give you the ability to cast spells or use similar magic abilities in and of
itself. (However,, this difference won't necessarily keep people from confusing you with a witch and making you burn for it.)
Feature: Alchemical Notation
You are skilled in the common forms of alchemical notation and
cryptography and can decipher them without too much trouble. You can also create your own codes that you
can use to pass on messages to other knowledgeable people. However, deciphering, decoding, or creating
deliberately obtuse or rare forms of alchemical notation may require skill
rolls or more involved procedures.
Alchemical Purpose (1d6)
The discipline of alchemy is not monolithic. Various traditions have sought various goals,
and even the famous philosopher’s stone has been pursued for various
reasons. Roll or choose one or more from
below
11.
Longevity
You seek to learn how to extend mortal life
22.
Immortality You seek the ability to live
forever.
33.
Material transmutation You seek to learn how to transmute minerals
and metals from one form to another, particularly lead into gold
44.
Purification
You seek to purify your mind, body, and soul. It is said that enlightenment, even moral
sainthood can be reached by reaching the proper alchemical states.
55.
Destruction Where there is creation, there also
must be destruction. For your own
reasons, you seek knowledge alchemical knowledge of a destructive capacity.
66.
Creation of life Going beyond the transmutation life, you
seek knowledge of creating entirely new life forms.
Suggested Characteristics
As a precursor to chemistry, alchemy benefits from a rational mind and
an eye for observation. Yet also as a mystical discipline, an appreciation for
the unusual and unexpected is all but required. Despite supposedly benefiting
from rational minds, alchemists are also often quite driven (even obsessive) in
their goals, whatever they may be.
Personality Traits (1d8)
11.
I always document my work with the most
simplicity I can.
22.
My speech is filled with convoluted allegory and
metaphysical concepts.
33.
I begin every conversation with a question.
44.
My mind often wanders even in conversation.
55.
I carefully consider everything before making a
decision.
66.
My experiences have given me a taste for the
bizarre.
77.
I try to “talk shop” even with uninformed
commoners.
88.
I am prone to yelling exclamations like
“EUREKA!” when I’ve solved a problem or made a discovery, no matter how minor.
Ideals (1d6)
11.
Reliability (Lawful) I always go through all the
steps to make sure to go through all the proper steps in the work that I do and
to make sure my discoveries can be replicated.
22.
Redemption (Good) I seek to make up for follies in my past, and
I try to give that opportunity to others.
33.
Enlightenment (Any) I seek a higher state of
consciousness.
44.
Convenience (Neutral) Better living through alchemy!
55.
Anarchy (Chaotic) All of society’s arbitrary
restrictions stifle the creative process!
66.
Self-Divinity (Evil) I will become a god above all.
Bond (1d6)
11.
The academic world will be dazzled by my
findings!
22.
I have heard rumors of a miraculous compound I
must investigate.
33.
My old mentor scarred me in an experiment. I will avenge myself.
44.
My homeland needs a miracle to save its
agriculture.
55.
I lost somebody special, but with the right
knowledge I could…
66.
Every person has a hidden full potential they
can unlock. It’s a joy to see people
find theirs.
Flaws (1d6)
11.
I don’t take setbacks very well.
22.
I focus on one task at a time above all others.
33.
I horde knowledge like misers horde money.
44.
I build up my hopes too high.
55.
My greed often overrides my sense of reason.
66.
I seem cold and unemotional to other people
Apothecary
Skill Proficiencies: Medicine, Nature
Tool Proficiencies: Alchemist’s supplies (Artisan’s Tools), Herbalism
Kit
Starting Gear: a herbalism kit, a small cutting knife, a glass vial,
one outfit of common clothing, two belt pouches (one of which contains 10 gp)
In your youth, you were an apprentice of someone skilled in the
medicinal arts. More specifically, you
were trained in the use of alchemy and herbalism to alleviate others’ wounds
and illnesses. As an apothecary, you are also skilled in other basic healing
techniques such as surgery and midwifery. Your take on these arts may be
mystical, and others may assign you various titles such as “white witch”, or “cunning
person”, even “blasphemer” if they are ill disposed towards your more esoteric
skills. You can make healing potions and other alchemical concoctions. However,
unless you are a spellcaster capable of magical healing, your healing skills do
not reach the potency level of spells.
Feature: Medicinal Miracle
You have made a medicinal discovery that could potentially save many
lives. Work with your GM to come up with an affliction fairly common to the
setting that is either resistant to or afflicts a population underserved by
divine magic and its wielders. Examples
might include particular forms of mutation, lycanthropy, or vampirism. Alternatively, your medicinal miracle could
be some form of preventative medicine that provides a (temporary) resistance or
even (if your GM allows) immunity to the affliction in question. Your treatment is costly and in the early
stages of development; it will require refinement (and thus further adventure)
to reach a stage where it could be widely distributed. Regardless of the nature
of your medicinal discovery, it shouldn’t be anything that is so common as to
eliminate the need for divine magic or other more costly means of healing. (Developing a “cure for death” probably isn’t
valid unless your DM wants to put substantial ramifications into it that would
make such a “cure” more trouble than it is likely worth.)
Suggested Characteristics
A skilled apothecary needs a good eye for observation, especially in a
world without a marketplace regulated to weed out the snake oil. Wisdom and
common sense are highly desired characteristics for apothecaries, as is the
ability to listen to a patient and observe any maladies that person may have. In
a world where divine magic can eliminate many maladies hard or impossible to
deal with the in real world, apothecaries may specialize in dealing with rare
or obscure afflictions that regular divine magic can solve. Therefore, the need for various lore skills
can be even more useful for an apothecary in a fantastic world.
Personality Traits (1d8)
11.
I listen intently when those around talk about
their woes. If they hold back, I
encourage them to speak.
22.
I get all emotional in reaction to unexpected
developments.
33.
I do things scientifically. Hypothesize, observe
and test, draw conclusions.
44.
I hand
out solutions to problems just as I would prescriptions to treat illnesses.
55.
How do these fools keep getting themselves into
trouble like this?!?
66.
I see other healers as potential rivals.
77.
A person’s pain affects me vicariously.
88.
I always phrase my impression of the current
situation in the most favorably sounding way I can.
Ideals (1d6)
11.
Compassion (Good) There is so much suffering in
the world. Let’s see if what we can do
to alleviate some of it.
22.
Eradication (Neutral) This isn’t about healing
the patient. It’s about wiping out the
illness. Disease is an enemy that must be wiped out.
33.
Knowledge (Any) Every affliction is a puzzle. It’s both my job and my pleasure to figure
out the cure.
44.
Opportunism (Evil) The sick and the needy are
easy to milk for a gold piece or two.
55.
Independence (Chaotic) I’ll do things my own way on my own!
66.
Standard Practice (Lawful) It’s best to do things
by the book; precedence exists for a reason.
Bond (1d6)
11.
I work for the memory of my lost loved one. I have vowed, never again.
22.
My healing is a work of faith.
33.
I work for the honor of those who trained me.
44.
My goal is to extend the knowledgebase of treating
illness.
55.
The good I do is for the benefit of all people.
66.
Everybody said I couldn’t do it, but I’ll prove
them wrong!
Flaw (1d6)
11.
Society has called me a blasphemer for the good
I’ve done. I won’t forget this.
22.
I become impatient with those who can’t spit out
what they need to tell me.
33.
I feel a NEED to help people. It’s who I am; it’s in my blood. If there’s no illness around…
44.
A great guilt for all those whom I couldn’t save
weighs me down.
55.
I’ve seen so much illness and suffering. It’s
tired me.
66.
I can only feel scorn for those who bring
misfortune upon themselves. I won’t
suffer fools lightly.
Poisoner
Skill Proficiencies: Deception, Sleight of Hand
Tool Proficiencies: Herbalism Kit, Poisoner’s Kit
Equipment: Poisoner’s kit, two empty vials, a small knife, a set of
commoner’s clothing, pouch with 10 g.p.
Whereas others learn the esoteric arts to heal, you use them to
harm. You have received training in the
fine art of assassination via poison. Not
only are you trained in creating poisons, you are also trained in delivering
them to unsuspecting victims. A few lies
and a little poison tucked away in a sandwich or in a wine goblet, and the
victim can be none the wiser until it’s too late.
Feature: Poison Use
Whenever you apply a poison, you never risk accidentally exposing yourself
to it. Furthermore, you know where to
procure any poison or poison ingredients you may need.
Suggested Characteristics
Above all, poisoners have to be skilled deceivers. They strike from
positions of trust or stealth. Knowing the processes of making poison and how
to administer it is also of vital importance, as you rarely get to make up for
a botched attempt at poisoning someone.
Personality (1d8)
11.
I instinctively examine any food or drink I
might consume for poison.
22 .I maintain a cheery demeanor even as my victims
die in agony before me.
33.
I wring my hands when nobody’s looking.
44.
I’m a neat freak. No spot can go uncleansed.
55.
I’m an idealist at heart. Just one willing to
use extreme measures to achieve the ideal.
66.
My heart is cold. I have no strong feelings
towards anyone.
77.
I weave elaborate plots so byzantine that those
on the outside can’t understand them.
88.
I enjoy engaging in superficial small talk and
gossip about other’s affairs, but always tactfully redirect questions regarding
my business.
Ideals (1d6)
11.
Vengeance (Evil) My foes have wronged me, and
they must be punished.
22.
Profit (Evil) I’m a professional; I’m in only in
this for the bottom line.
33.
Mercy (Good) I only kill as a last resort, and
only to spare lives that would otherwise be lost in needless bloodbath.
44.
Protocol (Lawful) I always do things by the book.
55.
Subtlety (Any) I take great care in making what
I do look natural, or at least make it hard to pin it back on me. You might say it’s an art form.
66.
Cowardice (Chaotic) Ain’t no way I’m gonna make
this a fair fight.
Bonds (1d6)
11.
I was wronged long ago. I haven’t forgotten, and
I’ll hunt down all who were involved.
22.
I kill for my ideology.
33.
At least my code of honor keeps me from becoming
a total monster.
44.
I have many secrets I can’t afford others to
know.
55.
I help the oppressed from the shadows.
66.
The vengeance I carry out is not my own. I swore an oath, and I must see it fulfilled.
Flaws (1d6)
11.
I always gloat to my victims. I enjoy humiliating them just as much as killing
them.
22.
Sometimes when I get too excited, my work
becomes a little sloppy.
33.
I trust no one.
Friends will just get you killed.
44.
I leave a calling card at the scene of my
murders.
55.
I try not to, but sometimes I can’t stop myself
from hurting those I love.
66.
My past kills somehow come back to haunt
me.
No comments:
Post a Comment