So I'm putting together a campaign for my group where Elves have taken over and use the other races as slaves/beasts; think Planet of the Apes with Elves.
Since the existing backgrounds don't really fit in that kind of a setting I'm coming up with my own and just looking to get some additional eyes on it.
Guard
Skills: Athletics and Intimidation or Perception
Equipment: Club, common clothes
Feature:
Pet
Skills: Performance, Insight
Tools: Musical Instrument
Equipment: Musical Instrument, fancy clothes
Feature: Where I Belong - You know how to act like you're supposed to be in normally restricted areas; once per long rest gain advantage to a Persuasion check to convince people you're where you should be.
Worker
Skills: Survival, Animal Handling
Tools: One artisan's tools or Vehicles (land)
Equipment: A tool related to your job, common clothes
Feature: Life of Toil - You're used to long days of hard labour; once per long rest you can ignore the effects of exhaustion for 1 hour
So that's what I've come up with so far. I'm not sure what to give for a feature to the Guard and since it's the only one that'll be starting with an actual weapon I feel like I should make it weaker than the other two but not sure how much.
Any input is appreciated, I'm open to any suggestions.
Since the existing backgrounds don't really fit in that kind of a setting I'm coming up with my own and just looking to get some additional eyes on it.
Guard
Skills: Athletics and Intimidation or Perception
Equipment: Club, common clothes
Feature:
Pet
Skills: Performance, Insight
Tools: Musical Instrument
Equipment: Musical Instrument, fancy clothes
Feature: Where I Belong - You know how to act like you're supposed to be in normally restricted areas; once per long rest gain advantage to a Persuasion check to convince people you're where you should be.
Worker
Skills: Survival, Animal Handling
Tools: One artisan's tools or Vehicles (land)
Equipment: A tool related to your job, common clothes
Feature: Life of Toil - You're used to long days of hard labour; once per long rest you can ignore the effects of exhaustion for 1 hour
So that's what I've come up with so far. I'm not sure what to give for a feature to the Guard and since it's the only one that'll be starting with an actual weapon I feel like I should make it weaker than the other two but not sure how much.
Any input is appreciated, I'm open to any suggestions.