Sounds good to me
I'm sure this will work out! A couple of questions:
1. Do tool proficiencies give the new bonuses as described in Volo's, or are they just fluff? For example, I'm having Vesri be an Outlander (Guide), and she is proficient with cook's equipment. Under the new rules, that gives a few benefits to finding food and making things taste good, but also allows folk to restore an extra 1HP per hit die spent during a rest that includes eating a meal. It sounds fantastically trivial, so no problem either way but thought I'd ask. I've included the specific details in a spoiler below.
2. I'd like to be able to speak a monstrous language as her extra one, since it would be useful in her role as a Guide. What would be an appropriately common monster language? Like, do folk most commonly get attacked by goblins, gnolls, giants around here or what? I've picked goblin for now, but if something else is more appropriate (i.e. there are no goblins in this realm), I'll swap it out.
I've got a +1 quarterstaff (from her tribe), and picked the Lucky Feat as her bonus ASI to suit her superstitiousness. Let me know if you need / want any more details.
Anyway, here's what I've got so far:
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Name: Vesri
Race: Aasimar (She's not fully aware of this yet)
Class: Monk
Sheet Link:
Age: 19
Height: 5'8"
Weight: 130 lb
Physical Description: Vesri has dark skin, bright copper eyes and an athletic build. Her clothes are comfortable, made of linen and soft wool, with a tough hemp tunic over the top. She wears waxed, fur-lined leather boots and a soft, furry, waxed hide cloak to keep the weather out. She wears her hair in a mohawk, into which she has threaded dyed leather strips to fasten the three feathers from three hawks that she caught by hand during her monk training.
Traits: I once ran twenty-five miles without stopping to warn to my village of an approaching orc horde. I’d do it again if I had to.
Ideal: Life is like the seasons, in constant change, and we must change with it.
Bond: My family is the most important thing in my life, even when they are far from me.
Flaw: I am deeply superstitious and go out of my way to avoid situations I think will bring bad luck.
((I couldn't find a flaw I liked, so I made one up. Let me know if this is ok or not))
Backstory:
► Show Spoiler
Backstory: Vesri comes from a culture of nomadic people, who place great importance on self-sufficiency, personal strength and exploration of the world and cultures around them. The people spend most of their lives travelling from place to place in whatever way they see fit, but have a few permanent locations that are used as meeting places in times of need or celebration. New babies of the tribes must be brought to these secret places to be blessed and accepted by the tribe before their first birthday, and they will remain there, being raised communally by the tribe until they are old enough and strong enough to travel alone in the wilds. The elderly return to these places to live out their days once they can no longer travel. Everyone in the tribe is considered to be family, and they are the most important people in her life.
Vesri left the tribe at age 16, carrying a rather beautiful, hand-carved, hardwood quarterstaff that was gifted to her by her grandmother as a parting gift (+1 quarterstaff), and she has been wandering the wilds ever since, providing her services as a guide to hunting parties, scouts, and anyone else who simply wishes to travel quickly off-road. She has a decent reputation as a friendly, fast guide, who knows the regions pretty well and generally keep out of trouble. She can find and cook wild foods surprisingly well, which always goes over well at the end of a long day hiking through mud and rain. She is deeply superstitious however, and will often go out of her way to avoid anything she considers unlucky. This does not always go down well with clients who are in a hurry, and she's generally learned to keep her superstitious reasoning quiet when she's working (though she still acts on them, because, honestly it seems to work (LUCKY FEAT)). She writes letters home regularly (and receives replies at particular roadside inns, or very occasionally by messenger bird), though she will not return there in person until she either has a family of her own to introduce to the tribe, she is called to return for some important event, she has important news or skills to share with her people, or when she can no longer survive in the wilds on her own. Until then, she will wander the wilds and learn.
As far as she knows, she's human, and her extra skills probably come from having a bit of elf blood somewhere in her past.
Aasimar Features
- Within 60 feet, treat dim light as bright and darkness as dim light.
- Resistance to radiant and necrotic damage
- You can heal a creature your level of hit points by touch as an action (1 per long rest)
- You can cast the Light cantrip
Monk Features:
- Add WIS mod to AC when not wearing armor or using a shield.
- When unarmed or using monk weapons, can use DEX for ATT and DAM rolls.
- Unarmed strikes deal more damage (d4)
- Can make an unarmed attack as a bonus action after the normal attack action
Outlander Feature: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Bonus ASI: Lucky Feat
► Show Spoiler
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Proficiencies:
One Musical Instrument (Flute)
Cook's Utensils (-1GP if I can buy these prior to the start of the game)
► Show Spoiler
These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
From Xanathar's (including where it may come into play as part of skill checks):
COOK’S UTENSILS
Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.
Components.
Cook’s utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.
History: Your knowledge of cooking techniques allows you to assess the social patterns involved in a cultures eating habits.
Medicine: When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.
Survival. When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.
Prepare Meals. As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook’s utensils and sufficient food.
Activity (DC)
Create atypical meal (10)
Duplicate a meal (10)
Spot poison or impurities in food (15)
Create a gourmet meal (15)
Trinket
If we get trinkets at all, Vesri carries a pocketknife that was given to by a cousin she was close to. It's a decent, but worn blade, set into a new handle that's been carved from the leg bone of the first wolf he hunted on his own. She's very fond of it.