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2 Personality Traits = The character's likes, dislikes, attitudes, or accomplishments. 1 Ideal = The character's moral or ethical values. 1 Bond = The character's connection to another character, group, location, or object. 1 Flaw = The character's weakness, fear, or vice.
There are no personality traits, ideals, flaws or bonds for the backgrounds from Astral Adventurer's Guide, nor recommended ones to take from some other background. Instead, for the two backgrounds presented (Astral Drifter and Wildspacer), some other features can serve as an inspiration for roleplaying the character.
Details about Personality Traits go under "Personality Traits", and gender and sexuality are not among them. This isn't because gender and sexuality don't affect the personality of your character, but because Personality Traits are a game-mechanical construct with game-mechanical implications; they are not purely role-playing "fluff".
Fleshing out your character's personality—the array of traits, mannerisms, habits, beliefs, and flaws that give a person a unique identity—will help you bring him or her to life as you play the game. Four categories of characteristics are presented here: personality traits, ideals, bonds, and flaws.
Nowhere in the book does it say that ability scores affect personality; everything is merely a suggestion. Even the characteristics listed in the following pages under backgrounds are labeled "Suggested Characteristics". For soft things like alignment and personality, the game takes a step back and lets the player have free reign.
I just don't seem to understand correctly on how these 2 traits work: Aggressive and Menacing. Aggressive: As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. I don't quite understand this part in which it says.
Sure, but alignment barely exists in 5e. There's no rules in 5e on how to simulate a character with a debilitating mental disorder like this. Assigning a different alignment to each personality is sensible, and you could possibly even make a disease condition based on the Helm of Opposite Alignment (sadly gone in 5e) to control the switch.
Choose two personality traits, one bond and one flaw The only bit that says work with your DM is if you want to generate a custom feature. You are free to house-rule and restrict which backgrounds and features players can use, but be aware that the backgrounds are not really designed as tight bundles with subfeatures and personality traits ...
Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can't find a feature that matches your desired background, work with your DM to create one. Moreover, all background personal characteristics (traits, ideals, bonds and flaws) aren't supposed to be chosen from the one and only static list.
The 'physical' guideline has enough gray areas that the less obvious traits may need a table ruling. Crawford agrees in an unofficial tweet: A racial trait works with Wild Shape unless that trait requires anatomy the beast form lacks.