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One of my characters uses this background and I used the discovery feature like he has discovered he is a PC in a game called dungeons and dragons and that some greater being (me) is controlling his every move and this allows for some very meta deadpool like moments.
I'm currently working with my dm to figure out what the discovery is. Currently we are working with the idea that my characters home Grove would be considered a safe haven should the party ever need an exit. Safe from many lower level detection magics and protected by the surrounding forest.
My idea for the discovery is maybe you have started having visions of the future (you could have written some down) so you became an adventurer to change the future to prevent the vision you saw
Here's my Hermit, in case anyone is looking for idea on what a Hermit could be: Got a new 1-20 long-term 5e campaign coming up. Planning to Roll a Kobold Hermit. His story is that he's a Chaotic Evil Wizard whose "Descovery" is that he found an ancient Dracolich's spellbook of Necromancy while his tribe was mining and began to study it obsessively, much to the tribe's dissaproval. He was eventually sentenced to be sacrificed by his tribe for using Necromancy to ressurrect corpses to work the mines. He only escaped by unleashing the power of the book and killing them all, an act of such raw power that he's convinced himself that he has a great destiny to fulfil. Now, after long period of solitude and study, he seeks to gather Kobold followers to him as he builds a cult in his name with one stated goal: To achieve Undeath and raise him up as the first Kobold God of Death. How I'm using the "Hermit" background: I'm going to be playing him as a classical witch doctor/evil wizard. Imagine Tim, from "Monty Python and the Holy Grail" but as a Kobold. Medicine and Religion work because I'm also going to be working on potion making (got plans with the DM to make a potion that turns people into Wererats (my preferred "elite" Kobold cult warriors.)). I'll be "experimenting" with a bubling cauldron to build my Alchemy/Poisoning Skills. The Religion obviously helps with building the Cult, and I've got a few points in Charisma to help. The Dracolich's spellbook will be written in Draconic (which I know as a Kobold) and Infernal (My Hermit language choice which I learned from studying the book during my time in seclusion). Since Kobolds are "Smart, not Wise", I'm using Wisdom and Strength as dump stats, while pushing the rest in Int, Con, then a few points in Dex and Charisma.
I’ve seen people suggest using the Discovery to gain access to an ability from another class. One example would be giving a Druid the Find Familiar spell (considering that there are the Strixhaven and Ravnica backgrounds, this isn’t too overpowered). Or allowing a non-Elf to become a Bladesinger. Or allowing a non-Druid to learn Druidic (basically making you an honorary Druid?). I’m thinking you could give a Circle of the Stars Druid an extra home brewed Constellation. Ideally nothing too strong, but perhaps gives an out-of-combat effect(s), like a Charm effect from Virgo (The Maiden) or a swim speed from Pisces (Quipper) or a Detect Good and Evil effect from Libra (The Scales), etc. For additional combative Forms maybe Gemini (The Twins) casts Mirror Image as a defensive option but can only be used once per short rest (so it can’t be refreshed multiple times at level 10) or it can do a sort of Invoked Duplicity thing for casting spells? Or a more melee focused option from Leo (The Lion) in place of the Archer’s ranged attacks? That seems fairly logical given their interest in the stars and the fact that there are clearly more than 3 constellations out there, that it’s probable that there could be more Starry Forms. Plus so long as you are mindful about what you are allowing as a DM, it shouldn’t be too gamebreaking since they can’t exactly stack the Starry Forms.
this is my character background...is a aasimar but with a twist he doesn't descending from a angel...he have a angel sealed inside him ..and that is the big secret so he have to live alone... this angel is both his paladin patron and his warlock patron and is a divine soul sorcerer because of this... the idea is to have a conflict with himself basically... and the angel is not a very nice guy have a lot of darkness and rage inside
The main benefit of the Discovery Feature is that it sparks a discussion between player and DM, opening up a world of possibilities. Using the Feature as justification, the DM could reasonably award a Feat, a Cantrip the character wouldn't normally have access to, an improved version of a spell, or even a lower tier magic item. It's also a fantastic justification for awarding something entirely homebrew. Barring elements that could be considered "OP", Discovery also gives the DM an excuse to have the Hermit player be the bearer of a particular bit of campaign-specific lore, or know a location that will be important later on, or be possessed of revelations that may be useful in combating particular supernatural foes. I would argue it's the single best Feature in a background because, as long as either the player or DM have some good ideas, it becomes a catch-all of "make this character interesting, useful, or relevant!". This is one where you just need to read between the lines a little.
*ADVENTURE IS CALLING! If you have a craving to play D&D or want to experiment with a new character, please come to our Interactive Campaign!*
ua-cam.com/channels/9psrDU3oftnU49mrbUNWLA.html
One of my characters uses this background and I used the discovery feature like he has discovered he is a PC in a game called dungeons and dragons and that some greater being (me) is controlling his every move and this allows for some very meta deadpool like moments.
I'm stealing that
I'm currently working with my dm to figure out what the discovery is. Currently we are working with the idea that my characters home Grove would be considered a safe haven should the party ever need an exit. Safe from many lower level detection magics and protected by the surrounding forest.
My idea for the discovery is maybe you have started having visions of the future (you could have written some down) so you became an adventurer to change the future to prevent the vision you saw
Here's my Hermit, in case anyone is looking for idea on what a Hermit could be:
Got a new 1-20 long-term 5e campaign coming up. Planning to Roll a Kobold Hermit. His story is that he's a Chaotic Evil Wizard whose "Descovery" is that he found an ancient Dracolich's spellbook of Necromancy while his tribe was mining and began to study it obsessively, much to the tribe's dissaproval. He was eventually sentenced to be sacrificed by his tribe for using Necromancy to ressurrect corpses to work the mines. He only escaped by unleashing the power of the book and killing them all, an act of such raw power that he's convinced himself that he has a great destiny to fulfil. Now, after long period of solitude and study, he seeks to gather Kobold followers to him as he builds a cult in his name with one stated goal: To achieve Undeath and raise him up as the first Kobold God of Death.
How I'm using the "Hermit" background: I'm going to be playing him as a classical witch doctor/evil wizard. Imagine Tim, from "Monty Python and the Holy Grail" but as a Kobold.
Medicine and Religion work because I'm also going to be working on potion making (got plans with the DM to make a potion that turns people into Wererats (my preferred "elite" Kobold cult warriors.)). I'll be "experimenting" with a bubling cauldron to build my Alchemy/Poisoning Skills. The Religion obviously helps with building the Cult, and I've got a few points in Charisma to help.
The Dracolich's spellbook will be written in Draconic (which I know as a Kobold) and Infernal (My Hermit language choice which I learned from studying the book during my time in seclusion).
Since Kobolds are "Smart, not Wise", I'm using Wisdom and Strength as dump stats, while pushing the rest in Int, Con, then a few points in Dex and Charisma.
I’ve seen people suggest using the Discovery to gain access to an ability from another class. One example would be giving a Druid the Find Familiar spell (considering that there are the Strixhaven and Ravnica backgrounds, this isn’t too overpowered). Or allowing a non-Elf to become a Bladesinger. Or allowing a non-Druid to learn Druidic (basically making you an honorary Druid?).
I’m thinking you could give a Circle of the Stars Druid an extra home brewed Constellation. Ideally nothing too strong, but perhaps gives an out-of-combat effect(s), like a Charm effect from Virgo (The Maiden) or a swim speed from Pisces (Quipper) or a Detect Good and Evil effect from Libra (The Scales), etc.
For additional combative Forms maybe Gemini (The Twins) casts Mirror Image as a defensive option but can only be used once per short rest (so it can’t be refreshed multiple times at level 10) or it can do a sort of Invoked Duplicity thing for casting spells? Or a more melee focused option from Leo (The Lion) in place of the Archer’s ranged attacks?
That seems fairly logical given their interest in the stars and the fact that there are clearly more than 3 constellations out there, that it’s probable that there could be more Starry Forms. Plus so long as you are mindful about what you are allowing as a DM, it shouldn’t be too gamebreaking since they can’t exactly stack the Starry Forms.
I'm trying to make a druid character with this background and was just thinking that their discovery could be wild magic
I think a tool proficiency is useful.
What I'm worried about is my wife playing a hermit druid. How is that going to mess with the group dynamics?
this is my character background...is a aasimar but with a twist he doesn't descending from a angel...he have a angel sealed inside him ..and that is the big secret so he have to live alone...
this angel is both his paladin patron and his warlock patron and is a divine soul sorcerer because of this...
the idea is to have a conflict with himself basically...
and the angel is not a very nice guy have a lot of darkness and rage inside
The main benefit of the Discovery Feature is that it sparks a discussion between player and DM, opening up a world of possibilities. Using the Feature as justification, the DM could reasonably award a Feat, a Cantrip the character wouldn't normally have access to, an improved version of a spell, or even a lower tier magic item. It's also a fantastic justification for awarding something entirely homebrew. Barring elements that could be considered "OP", Discovery also gives the DM an excuse to have the Hermit player be the bearer of a particular bit of campaign-specific lore, or know a location that will be important later on, or be possessed of revelations that may be useful in combating particular supernatural foes. I would argue it's the single best Feature in a background because, as long as either the player or DM have some good ideas, it becomes a catch-all of "make this character interesting, useful, or relevant!". This is one where you just need to read between the lines a little.
Due to a build I’m making it I accidentally made it so it will know 4 different languages… oopsie daisy
Ooooooooooo
The feature us available just by talking to your DM about your backstory. Bad feature. Take something else and get a backstory worked out.
First