Histories

Histories replace backgrounds in Arcanis. You choose two different types of histories, a major history and a minor history. These describe where you are from in the world of Arcanis.

Your major history is most often your country of origin, but it could also be a category, such as monasteries, or a collection of clans. Your major history grants a skill proficiency and a +1 to an ability score. It also determines which minor histories you may choose from.

Your minor history is more specific than your major history. It could be a town, kingdom, a specific clan, or something of that type. Each minor history grants a skill proficiency and a special ability of some kind.

Homerra
The Homerra major history grants +1 to WIS and proficiency in the Battle skill.

Escapee (Aesir's Escape)
Ability: Aesir’s Escape is a place of refuge for the former residents of the Kingdom of Aesir. They have taken up a peaceful life of fishing and trading. However, they have not forgotten their ways of old. '''You may choose 2 tools. You gain proficiency in them. You also gain proficiency in the lowest armor you are not already proficient in. If you are proficient in all types of armor, you gain proficiency in one of Arcanis’s exotic weapons.'''

Proficiency - History

Death Child (Morintro's Gate
Ability: Born in Morintro’s Gate, you have an innate connection to the gods, but death in particular. All born in his gate hold his favor. You have advantage on death saving throws.

Proficiency - Religion

Spirit Born (Romendraw)
Ability: The spirits have a strong presence within Romendraw. Having lived here for most of your life, you have become quite attuned to these spirits. You may cast Speak with Dead once per long rest.

Proficiency - Insight

Upstart (Primus)
Ability: Primus is a safe haven for everyone, as well as where adventurers go to make their start. This comes from the community fostered by former adventurers. As such, you’ve learned the ways of the adventurers. You gain proficiency in three skills of your choice.

Guide (Jelkin)
Ability: Over the course of your life, you’ve helped many travelers on their path with directions and tips for the area. '''You always know which way is north and the direction to the nearest town. Additionally, you have advantage on Wisdom (Survival), Wisdom (Perception), and Wisdom (Investigation) checks to track or find creatures.'''

Proficiency - Perception

Prospering Power (Bycluse, Taclewson)
Ability: You live within the great parts of Taclewson, where your prosperity will never end. As such, you have learned to use your power effectively. You have advantage on Charisma (Persuasion) checks to acquire assistance from a noble.

Proficiency - Intimidation

Blade of the Night (Felldon, Taclewson)
Ability: Felldon is a place where the black market reigns supreme. It is a place where one might go to find illegal products or because there is nowhere else to go. No matter your reason, your existence itself goes against the law. As such, you’ve adapted your morals and your skills to survive in such a place. '''You have advantage on Dexterity (Sleight of Hand) and Dexterity (Stealth) checks when in darkness. Additionally, if your class or subclass has tenets, you may choose two of them. You do not have to follow those tenets.'''

Proficiency - Deception

Book Born (Dalmor)
Ability: Dalmor boasts the largest library in all of Homerra and the second largest in Ordelgia, beaten only by the Great Library built by the Tearn in Ikkar. Those who have access to Dalmor’s library can learn many things, such as minor magic, even if they do not have an actual teacher. '''You may learn two Cantrips from the Wizard spell list. Intelligence is your spellcasting modifier for these Cantrips.'''

Proficiency - Arcana

River Runner (Malinto)
Ability: The great river of Malinto provides many boons, such as fish, fresh water, and a great fountain. This river is at the center of life for those who live here. They have adapted to its presence and associate it with Cryotora, making it a place of worship. As a resident of Malinto, you have become attuned to life with this river. '''You can hold your breath for an hour. Additionally, you have a swimming speed of 20 feet.'''

Proficiency - Athletics

Mountain Miner (Gulinfro)
Ability: The mountains of Gulinfro are rich with materials. The miners harvest these materials and both sell and use them. You’ve learned all the tricks of the trade, making you quite proficient in the arts of precious metals. '''You automatically identify the type of metal something is made of. You have advantage on any checks to find out more about objects made of metal.'''

Proficiency - History

Skill Born (Doxton)
Ability: Doxton is a place where every skill one has can and will be fostered and developed, even the more nefarious skills. It is a place of acceptance and where adventurers come to hone their skills. You may choose one of the following options (though other concepts may be requested):


 * Mage: You learn a 1st level spell from the Wizard spell list and may cast it once every long rest.
 * Smith: You gain proficiency in smith’s tools and a discount of 10% on all purchases directly from smiths.
 * Soldier: You gain a usage of the Fighter’s Action Surge that you may use once every Long Rest and proficiency in one of Arcanis’s exotic weapons.

Proficiency - Performance

Mad Mountaineer (Madd Morc's Point)
Ability: The mountains of Madd Morc’s Point hold the great beasts that the orc king Madd Morc fought centuries ago. It is said they are beasts that no mere mortal can fight alone, but you have managed to survive nonetheless. '''You have advantage on saving throws vs. Fear effects. Additionally, you have resistance to Acid damage.'''

Proficiency - Animal Handling

Monasteries
The Monastery major history grants +1 to INT and proficiency in the Religion Skill.

Field Dreamer (Dreamfield)
Ability: You have seen much in your time. You have seen every spell at one point or another, and you have read of the dreams. You may cast the Detect Thoughts spell on a creature that is sleeping at will.

Proficiency - Insight

Runner of the Night (Nightrange)
Ability: The Nightrange Monastery is a place open to adventurers and others who require shelter and assistance. Aside from that, though, they are the hunters of Nightmares, protecting people from the dark children of their Goddess. You do +3 damage to demon type creatures.

Proficiency - Medicine

Southern Clans
The Southern Clan major history grants +1 to CHA and proficiency in the Deception Skill.

Ketsueki Clan
Ability: The Ketsueki Clan is home to the greatest warriors of the Southern Clans. They are the ones you hear at the front lines of every battle and they are the ones who bear the scars of the clans. They are resilient and steadfast, fighting to protect and end the fight. You have advantage on attacks against evil aligned characters.

Proficiency - Battle

Judo-Teki Clan
Ability: The Judo-teki Clan is the home of the greatest assassins the Southern Clans have to offer. They are the ones who use their skills to find peace in the world, even if others don’t agree with their methods. Even if you aren’t one of their assassins, you’ve picked up a few tricks. '''You gain a Rogue’s Sneak Attack feature, though it stays at 1d6 perpetually. If you are already a Rogue, your Sneak Attack is improved by 1d6.'''

Proficiency - Stealth

Konpeki Clan
Ability: In Konpeki, secrecy is survival and information is more valuable than gold. Everyone knows this fact and everyone respects it. No matter who you are, you are tight-lipped until the right price is offered. You have advantage on any checks or Saving Throws to resist your information being given to others (this includes deception at the DM’s discretion)

Proficiency - Insight

Ume Clan
Ability: You are born of strife and a torn life. Whether you be an Oni or human, or any other humanoid, your world is split into a duality. As such, you have become quite proficient in putting on a nice face to avoid trouble or to accomplish a goal. You have advantage on Charisma (Deception) and Charisma (Persuasion) checks when attempting to convince someone you didn’t do something.

Proficiency - Performance

Famgaland
The Famgaland major history grants +1 to STR and proficiency in the Nature Skill.

Penny Pusher (Banyad)
Ability: Whether poor or rich, you know to conserve your money and maximize your profits. As such, you have become quite good at bartering, whether it be to lower the price of a purchase or raise the price of a sale. You have advantage on Charisma (Persuasion) checks made to barter.

Proficiency - Persuasion

Crafter (Malcry)
Ability: Each resident of Malcry has a skill in some form of crafting. It is developed and fostered over the course of their lives. Though it is most commonly blacksmithing, it can be anything one wishes. '''You gain proficiency in one artisan’s tools. During long rests, you may make products that can be sold, the quality and therefore value of which is decided by a dice roll of a Dexterity check with your Proficiency Bonus x 2 added to it.'''

Proficiency - Investigation

Fallen from the Sky (Ikkar)
Ability: Living in Ikkar has made you quite good at catching the wind under yourself. Even if you don’t have wings, you’ve learned to use a cape or cloak to lift yourself into the air. '''You gain a flying speed of 15 feet. If you already have a flying speed, it is increased by 15 feet.'''

Proficiency - Acrobatics

Risen from the Sea (Erin's Cove)
Ability: Erin’s Cove is the place where those of the Undersea can communicate in complete freedom with those of the land. It is a place of diplomacy. Due to this, the residents of Erin’s Cove have learned some of the trades of the undersea. When visiting a smith, you can have a weapon specially crafted to prevent detriments in underwater combat.

Proficiency - Medicine

War Born (Brinsen)
Ability: Brinsen is the home of war in Famgaland. Many within the city dedicate themselves to Bitka, goddess of war. They are warriors of the highest degree, and this is, in part, due to Bitka’s blessing. '''Any weapon you wield gains a +1 enchantment. If it is already enchanted, it is enchanted further. A +1 becomes +2, +2 becomes +3, and +3 becomes +4.'''

Proficiency - Battle

Draconic Clans
RESTRICTION: You must be a Draconic race to take this Origin. The Draconic races are what are normally considered Draconic as well as any Lizardfolk.

The Draconic Clan major history grants +1 to DEX and proficiency in the Intimidation Skill. If not already known, you also learn Draconic.

Verthicha Mountains
Ability: Living in the mountains has made you adept at scaling sharp inclines, even completely vertical walls. '''You gain a climbing speed of 30ft. If you already have a climbing speed, it increases by 15ft.'''

Proficiency - Battle or Performance

Arux Valley
Ability: Living in the valleys held by the Arux requires speed to get from place to place and avoid the beasts that lurk in the wild. Your walking speed increases by 15ft.

Proficiency - Survival

Coisig Coast
Ability: The Coisig Coast holds many of its resources in the water. Whether it be for food or other resources, your body has adapted to the water to allow ease of access to these resources. '''You gain a swimming speed of 30ft. If you already have a swimming speed, it increases by 15ft.'''

Proficiency - Arcana

Kowbull's Cape
The Kowbull's Cape major history grants +1 to CON and proficiency in the Survival Skill

Student of the Master (Moe's Rest)
Ability: Moe’s Rest is the home of freedom in Kowbull’s Cape. While Kowbull’s Cape is technically a part of Famgaland, it has been agreed upon that Moe’s Rest is the true capital of the region, and thus it is governed from there, though the governing in Kowbull’s Cape is at a low amount. Nevertheless, Moe’s Rest is a safe haven and it is where many retired pirates make their homes. There, they teach the next generation of their tricks and their trade. '''You gain proficiency in brewer’s supplies, scimitars, and light armor. If you already have proficiency in scimitars, you may choose another martial weapon. If you already have proficiency in light armor, you may gain proficiency in a martial weapon of your choice.'''

Proficiency - Intimidation

Honorary Rogue (Kenku Coast)
Ability: The Kenku Coast is the first area to be charted by Toot, a famous Kenku pirate and cleric of Iugas. His charts revealed many smaller islands just out of sight off the coast. These revealed great treasures to all. The Kenku Coast has now been settled and a large thieves’ guild established, as the area prospers because of the islands’ treasures. Even if you are not part of the thieves’ guild, they are so present that you’ve picked up a few things. '''You learn Thieves’ Cant. If you already know Thieves’ Cant, you may choose one language to learn that is not Druidic.'''

Proficiency - Sleight of Hand

Palace Diver (Royal Coast)
Ability: The Royal Coast is the second area to be charted by Toot, a famous Kenku pirate and cleric of Iugas. The charts of the Royal Coast revealed a great sunken kingdom just a small ways out. Some say it was the home of Tritons or some other deepfolk. Others, however, believe it once sat above the water and sank over time. Either way, many of the residents of the coast have explored the area, learning of many secrets, and you are one of these explorers. '''You know two 1st level spells from the Sorcerer’s spell list. You may cast each of these spells once per day. Intelligence is your casting modifier for these spells.'''

Proficiency - Arcana

Phoenixborn (Phoenix Coast)
Ability: The Phoenix Coast is the third area to be charted by Toot, a famous Kenku pirate and cleric of Iugas. The Phoenix Coast is home to great magical secrets held by the great creatures of the flame, the Phoenixes. The residents of the coast have found many scrolls and images portraying these secrets and have learned of them. '''You learn the Sacred Flame cantrip. It uses your Intelligence as its casting modifier. It does double damage to creatures resistant to fire damage.'''

Proficiency - Nature

Child of Change (Changeling's Chance)
Ability: Within Ordelgia, most shapeshifters are regarded with suspicion and prejudice. The exception is Kowbull’s Cape. As a place of freedom, all are welcome, and a haven for Changelings was erected by a Changeling pirate captain named Ahst, a friend of Moe Kowbull. However, it is not just Changelings that live here. As stated before, all are welcome in Kowbull’s Cape. Due to your life in Changeling’s Chance, you’ve learned to spot shapeshifters and illusions with ease. You have advantage on checks made to perceive illusions and shapeshifters.

Proficiency - Insight

Wolf-Blooded (Wailwolf's Waste)
Ability: Within Ordelgia, most shapeshifters are regarded with suspicion and prejudice. The exception is Kowbull’s Cape. As a place of freedom, all are welcome, even those commonly considered nefarious, such as Wailwolves. Waiwolf’s Waste was made as a place where those peoples commonly considered to be nefarious may go without fear of prejudice or judgement. Others who live within this place learn that these can be normal people who just want to live normal lives like everyone else. Over the years, many have even mixed their bloodlines. '''You have advantage on Wisdom (Perception) checks relying on smell. If you already possess this trait, you may choose another sense to have this effect applied to.'''

Proficiency - Animal Handling