Homebrew:Wicker Weaver: Difference between revisions

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{{ooc note|This is an implementation of the {{PAGENAME}} background from [[The Crooked Moon]]}}
{{ooc note|This is an implementation of the {{PAGENAME}} background from [[The Crooked Moon]]}}
__NOTOC__
__NOTOC__
Some portion of your past has been swallowed by nothingness. The missing time could be a short interval—mere days or weeks gone from your memory— or you might have only vague hints at best of who you are and where you are from. Flashes of déjà vu are common, taunting you with recollection, but they almost always slip away, as ungraspable as the mists of Druskenvald. An injury, some traumatic experience, or the magical workings of a spell or curse could be the culprit behind your amnesia.
You know the ancient rites kept alive by secretive druids and hedge practitioners in the shadowed groves of the primordial forests. Remedies and hexes woven into wicker charms can stave off misfortune and ward away evil. They could just as likely invite gloom and the ire of the old spirits.


; <nowiki>Feat:</nowiki> : [[homebrew:Memory Starved|Memory Starved]]
; <nowiki>Feat:</nowiki> : [[homebrew:Charm Twister|Charm Twister]]
; <nowiki>Skill Proficiencies:</nowiki> : Choose two (see below)
; <nowiki>Skill Proficiencies:</nowiki> : {{insight}}, {{nature}}
; <nowiki>Tool Proficiencies:</nowiki> : Choose one (see below)
; <nowiki>Tool Proficiencies:</nowiki> : [[equipment:weavers-tools|weaver's tools]]
; <nowiki>Languages:</nowiki> : See below
; <nowiki>Languages:</nowiki> : Sylvan
; <nowiki>Equipment:</nowiki> : Choose A or B: (A) book (personal notes), ink, ink pen, traveler's clothes, 11 gp; or (B) 50 gp
; <nowiki>Equipment:</nowiki> : Choose A or B: (A) quarterstaff, weaver's tools, basket (with dry reeds ready to weave), book (druidic lore), iron pot, traveler's clothes, 19 gp; or (B) 50 gp


== Scattered Memories ==
== Building a {{PAGENAME}} ==
You don't choose skill proficiencies or a tool proficiency when you select this background, and you don't choose any languages other than Common during character creation—these are parts of your past that you are missing. Instead, you can pick one of those proficiencies or languages during play at any time. The knowledge might return in a spontaneous flash, even as you make a roll that relies on the proficiency, or slowly emerge as you struggle to solve a problem. Once you choose one of these features, you can't choose another one until you gain a level.
Compassionate characters driven by a deep connection to the land and a passion to protect it become wicker weavers. Druids of other circles might trade knowledge with the Circle of Wicker. Healers and guardians alike may seek out the Old Ways for remedies and protective charms to ward off evil. Not all who come to the wicker craft do so with noble intent—some, broken by spite and twisted by their pain, wield the power of the wicker into malicious revenge, lashing out with curses bound in twig and bone and inflicting the wrath of the forest upon those who wronged them.
 
The GM might rule that you can choose a new recalled feature early if something reminds you of your past, such as finding a piece of evidence from your missing memories or experiencing an event similar to one you have forgotten. Of particular value is an event relating to one of the story threads or trinkets presented below.
 
== Building an {{PAGENAME}} ==
Any character can face misfortune or a choice that steals their memory. Consider how your character came to lose their memory. Was it lost through injury or illness, or did something more sinister steal it with a toxin or curse? You might decide to leave this choice up to the GM, letting you as a player discover the cause alongside your character.


=== Suggested Story Threads ===
=== Suggested Story Threads ===
This background presents a paradox when considering threads to weave through a campaign, since the character may not remember them. Work with the GM to create some leading events or people that can serve as constants to trace a path through the void of the character's past, especially if the GM can insert existing nonplayer characters into the thread to strengthen these connections. The Amnesiac Story Threads table suggests events and people who can be the start of these threads.
The Wicker Weaver Story Threads table suggests events and people who can be the start of story threads for your character that weave through the campaign.


{| class="wikitable"
{| class="wikitable"
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! 1d6 !! Thread
! 1d6 !! Thread
|-
|-
| 1 || You have recurring dreams of someone you might recognize on your adventures.
| 1 || One of the charms you created ensured a baby was born healthy, and their family sends you small but heartfelt gifts.
|-
|-
| 2 || You absent-mindedly doodle the same design or symbol over and over.
| 2 || Your mentor who taught you the craft has become increasingly withdrawn and uncharacteristically agitated.
|-
|-
| 3 || A friend has been traveling the provinces of Druskenvald with a caravan, searching for any hint of your past as they do.
| 3 || An order of druids, the Circle of Wicker, taught you their ways. You aren't certain why.
|-
|-
| 4 || A rhyme or song you've never heard before comes to mind when your thoughts wander.
| 4 || Someone offered you a shocking sum of coin to twist a wicker charm for them. You're tempted but unsettled by the unwarranted generosity.
|-
|-
| 5 || Rainbow colors, such as those on a soap bubble or oil slick, fill you with unexplained terror.
| 5 || You traded a wicker charm for a child's toy that bound misfortune to its owner. You must keep it until you can sell it, it's stolen, or you lose it.
|-
|-
| 6 || You have a fragmented recollection of traveling to a remote place in the mountains.
| 6 || You wove a hex into a wicker charm to punish a criminal, and they nurse that grudge still.
|}
|}


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! 1d6 !! Trinket
! 1d6 !! Trinket
|-
|-
| 1 || Half of a tarnished silver ring with a partial inscription in a language you don't understand
| 1 || A crescent woven from wicker and laced with silver wire
|-
|-
| 2 || A music box that plays a sad tune you recognize but can't identify
| 2 || A glass bauble that was the first payment you received for your hedge wisdom
|-
|-
| 3 || A short note addressed to you signed with a name you don't recognize
| 3 || A Tiny figure made of acorn caps from the oldest oak in the woods
|-
|-
| 4 || A thin silk scarf with a fading scent that stirs familiarity
| 4 || A rough-forged knife with an etched blade
|-
|-
| 5 || A toy horse with unfamiliar initials inked on it
| 5 || A snake skull in a wicker cage
|-
|-
| 6 || A locket whose portrait is burnt and unrecognizable
| 6 || A battered stuffed animal missing one eye
|}
|}


[[category:homebrew backgrounds]]
[[category:homebrew backgrounds]]

Latest revision as of 23:35, 27 July 2025

(OOC: This is an implementation of the Wicker Weaver background from The Crooked Moon)

You know the ancient rites kept alive by secretive druids and hedge practitioners in the shadowed groves of the primordial forests. Remedies and hexes woven into wicker charms can stave off misfortune and ward away evil. They could just as likely invite gloom and the ire of the old spirits.

Feat:
Charm Twister
Skill Proficiencies:
InsightWisdom (Insight)skillYour Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms., NatureIntelligence (Nature)skillYour Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
Tool Proficiencies:
weaver's tools
Languages:
Sylvan
Equipment:
Choose A or B: (A) quarterstaff, weaver's tools, basket (with dry reeds ready to weave), book (druidic lore), iron pot, traveler's clothes, 19 gp; or (B) 50 gp

Building a Wicker Weaver

Compassionate characters driven by a deep connection to the land and a passion to protect it become wicker weavers. Druids of other circles might trade knowledge with the Circle of Wicker. Healers and guardians alike may seek out the Old Ways for remedies and protective charms to ward off evil. Not all who come to the wicker craft do so with noble intent—some, broken by spite and twisted by their pain, wield the power of the wicker into malicious revenge, lashing out with curses bound in twig and bone and inflicting the wrath of the forest upon those who wronged them.

Suggested Story Threads

The Wicker Weaver Story Threads table suggests events and people who can be the start of story threads for your character that weave through the campaign.

Wicker Weaver Story Threads
1d6 Thread
1 One of the charms you created ensured a baby was born healthy, and their family sends you small but heartfelt gifts.
2 Your mentor who taught you the craft has become increasingly withdrawn and uncharacteristically agitated.
3 An order of druids, the Circle of Wicker, taught you their ways. You aren't certain why.
4 Someone offered you a shocking sum of coin to twist a wicker charm for them. You're tempted but unsettled by the unwarranted generosity.
5 You traded a wicker charm for a child's toy that bound misfortune to its owner. You must keep it until you can sell it, it's stolen, or you lose it.
6 You wove a hex into a wicker charm to punish a criminal, and they nurse that grudge still.

Wicker Weaver Trinkets

When you make your character, you can roll once on the Wicker Weaver Trinkets table instead of on the normal starting Trinkets table.

Wicker Weaver Trinkets
1d6 Trinket
1 A crescent woven from wicker and laced with silver wire
2 A glass bauble that was the first payment you received for your hedge wisdom
3 A Tiny figure made of acorn caps from the oldest oak in the woods
4 A rough-forged knife with an etched blade
5 A snake skull in a wicker cage
6 A battered stuffed animal missing one eye