Hello my dear d&d 5th edition game players and aspirants and dms alike. Welcome to my website and thank you so much for checking out our todays article about gruul anarch background 5e. If you’re curious about one of this best guidemaster’s guide to ravnica backgrounds 5e topic then make sure to check out the full article today. Now without any further ado let’s get started with it’s description first.
Description
Basically the whole world of Ravnica is a sprawling metropolis, in any case you are one of the native of the thick forest locations that still exist – the abandoned districts, the rubblebelts, the overgrown parks, and the crumbling ruins. You are being a part of a savage society which clings desperately to the Old Ways – attuned to nature, full of primal rage, and given short shrift by a world consumed with continuing civilization’s march of progress.
Mechanics
- Skill Proficiencies: Animal Handling, Athletics
- Tool Proficiencies: Herbalism Kit
- Languages: Choose one of Draconic, Giant, Goblin, or Sylvan
- Equipment: A Gruul insignia, a hunting trap, an herbalism kit, the skull of a boar, a beast-hide cloak, a set of traveler’s clothes, and a pouch containing 10gp (Azorius 1-zino coins)
This is one of the fewer dnd 5e backgrounds those gets an athletics as their proficiency because you’re awesome. Especially early levels of play the goblin language is super awesome. The equipments that this dnd 5e gruul anarch has a rather long list when it comes to a comparision to most of the any other d&d 5th edition backgrounds. Of course the hunting trap is pretty much interesting as well. In any case you may also like to read this izzet background 5e.
If you do not aware of how a hunting trap would actually work essentially you could affix it to the ground or even you can attach it to an object by taking help of a heavy metal chain or even spike or what have you, however the creature which steps onto a plate should be able to make a dc 13 dexterity saving throw or else take one die four piercing damage and also stop moving so in that case the movement speed shall get to be reduced to zero,
and even though it breaks free from a trap then its movement is limited by the length of the chain or even whatever it is it’s attached to and also it would need to be a dc13 strength check to free itself or have another creature for you.
So in that regards each fail would deal a piercing damage to the trapped creature and also if you’d like to combine this with the herbalism kit and even it might be the poisoners kit as well, it could make for a pretty damn effective tool and specifically at those earlier levels of play. Now let’s check out its feature. Don’t miss this rakdos cultist background 5e.
Feature
Rubblebelt Refuge
You know like a book with places of the city which most of the people shun: the damaged neighborhoods where wurms rampaged, the overgrown parks which has no hand been tended in ten years or more and the vast, of course the sprawling rubblebelts of a broken terrain which is civilized folk have a long abandoned.
In any case you could find a suitable area for you and also for your allies in orde to hide or to take rest in those areas. In an addition to that, you can find meals and fresh water in these areas for yourself and up to five other people per day. You may also like to read this golgari agent 5e.
Gruul Anarch Background 5E Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Gruul Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Gruul Guild Spells
Spell Level | Spell |
---|---|
Cantrip | Fire Bolt, Produce Flame |
1st | Compelled Duel, Speak With Animals, Thunderwave |
2nd | Beast Sense, Shatter |
3rd | Conjure Animals, Conjure Barrage |
4th | Dominate Beast, Stoneskin |
5th | Destructive Wave |
Fueled by the fire of rage burning in your heart, your magic is almost always accompanied by fiery effects, such as flames smoldering behind your eyes or dancing over your hands.
Suggested Characteristics
Personality Traits
d8 | Personality Trait |
---|---|
1 | Unlike people, the beasts of the wild are friends who won't stab me in the back. |
2 | Go ahead and insult me - I dare you. |
3 | I scorn those who can't survive away from the comforts of the city. |
4 | Don't tell me I'm not allowed to do something. |
5 | Laws are for people who are afraid to face their inner beasts. |
6 | I smear the blood of my enemies over my skin. |
7 | I was, in fact, raised by maaka. |
8 | HarrRRAAGGHH! [I rarely form a coherent sentence and prefer to express myself by breaking things.] |
Ideals
d6 | Ideal |
---|---|
1 | Clan. My clan is all that really matters. (Any) |
2 | Anarchy. No person or law or custom can tell another what to do. (Chaotic) |
3 | Nature. We weren't born tame or domesticated, so we shouldn't have to live that way. (Neutral) |
4 | Might. The strongest are meant to dominate the weak. (Evil) |
5 | Rage. AAAAAARRRRggggh! [To live is to feel and express the rage burning in your belly.] (Chaotic) |
6 | Tradition. The Old Ways must be preserved and upheld. (Any) |
Bonds
d6 | Bond |
---|---|
1 | I am determined that one day I will lead my clan - or a new one. |
2 | I would give my life for my clan chieftain. |
3 | The chieftain of another clan has a grudge against me. |
4 | I am devoted to a sacred site in the midst of the rubblebelt. |
5 | My weapon is made from the first raktusk I ever hunted. |
6 | GrrrRRAAAAGGHH! [I will do anything to prove myself greater than my siblings or ancestors.] |
Flaws
d6 | Flaw |
---|---|
1 | If you question my courage, I will never back down. |
2 | HrrrGGGAAAARRuuuh! [My anger in battle led to the death of a loved one.] |
3 | I'm as stubborn as a batterboar. |
4 | I'm so convinced of my superiority over soft, civilized people that I'll take great risks to prove it. |
5 | I'm easily manipulated by people I find attractive. |
6 | I'm not actually all that angry. |
Contacts
The members of the Gruul Clans rely on an each other even like they vie for the territory and the glory. Of course their encounters with the members of an other guild are most frequently horrible than friendly, but occasional bonds do form. You need to roll two times on the Gruul Contacts table (for an ally and a rival) and once on the Non-Gruul Contacts table.
Gruul Contacts
d8 | contact |
---|---|
1 | One of my parents is a renowned warrior in my clan. |
2 | My sibling has the ear of the clan chief. |
3 | I have cousins in a different clan. |
4 | When we were younger, I was romantically involved with a prominent warrior in my clan. |
5 | A druid in my clan believes I have a destiny to fulfill. |
6 | The warrior who trained me remembers me for my exceptional potential. |
7 | My clan chief killed one of my parents, who had challenged the chief for leadership of the clan. Some combination of resentment and remorse stirs the clan chief to help me sometimes. |
8 | I made a strong impression on Borborygmos. |
Non-Gruul Contacts
d10 | contact |
---|---|
1 | An Azorius arrester thinks I can be reformed. |
2 | A Boros soldier gives me gifts in exchange for information about other clans' movements. |
3 | I once caught and released a Dimir spy. |
4 | I consult with a Golgari shaman for spiritual guidance at times. |
5 | Roll an additional Gruul contact; you can decide if the contact is an ally or a rival. |
6 | An Izzet scientist blames the Gruul for the destruction of his life's work in a raid, but seems to think that I'm not like other Gruul. |
7 | I foolishly borrowed money from an Orzhov syndic to indulge a shameful vice. |
8 | A close friend left our clan and joined the Cult of Rakdos. |
9 | A distant relative is trying to recruit me into the Selesnya Conclave. |
10 | I stopped a Simic biomancer from trapping wild beasts to perform vile experiments on them. |