
Legend has it that the ignoble House of Ramshackle was founded seven hundred years ago by the scion of a warlock in service to Baphomet and her horned cloven hooved demon mate (details are scant on what type of Tanaari/True Demon he was). The family has been based in the city of Sigil, at the center of the multiverse for at least the past six centuries where they have dwelt in a mansion dubbed the Ramshackle House. The building is improbably large with several floor buried beneath the street level by centuries of haphazard urban development. In Sigil, the Dabus routinely cultivate the growth of the city by building walls, and cobbling new streets over older buildings so the bulk of the Ramshackle House is now buried beneath the surrounding neighborhood. As is true of all of Sigil, every bounded space can be a portal to another place, each room in the Ramshackle House has a portal to another world or plane of existence, and some portals actually convey travellers to other parts of the House. The Ramshackle House seems to be alive in some fashion, though injured by decades of neglect and at least one fire. Players would make members of the House (tieflings; who all share the cloven feet of their demonic ancestor) or servants, hirelings, and henchmen of the family (think Lurch; any race is acceptable). Despite the abyssal ancestry of the family, members are not necessarily evil. However feel free to adopt a comedically sociopathic vibe when roleplaying them. If it wasn't obvious, I'm going for Addams Family here. The current head of the family is an NPC by the name of Random Ramshackle, a level 3 abyssal bloodline Sorcerer. Random works as an advocate (aka a lawyer) in Sigil, working as a public defender. Random is something of a decadent existential nihilist and a member of the Bleak Cabal. I welcome any and all classes from any 5e book, and am open to allowing conversions of classes from other editions or 13th Age as long as the skills match up. Ability Scores I would prefer if everyone made a Ramshackle bloodline tiefling, I want you to roll 4d6 (i.e. 4-24) six times using the roll20 dice roller so there is a record of what you rolled; assigning the numbers in the order that they were rolled, to Charisma, Constitution, Dexterity, Intelligence, Strength, and Wisdom, apply the +2 racial bonus to Charisma and either a +1 Constitution or a +1 Strength. Next choose a class. If you choose to play one of the hangers on such as a butler, valet, bodyguard or similar please roll 3d6, six times similar as above. The idea here is to make character creation a little more gamey as well as producing characters that are not exactly what you envision, perhaps getting you to play something new that you wouldn't normally, and also encouraging you to play a Ramshackle because they might get better starting scores. If you hate rolling dice, you can always use the standard array of 15, 14, 13, 12, 11, 10. Ramshackle bloodline Abyssal Tiefling Ability Score Increase: +2 Charisma, and either +1 Constitution or +1 Strength Size: Tieflings are about the same size and build as humans. Your size is medium. If you are playing a child, you can start small. Speed: Your base walking speed is 30 feet. Age: Tieflings of the Ramshackle family mature at the same rate as humans for approximately their first 40 years, and a unpredictable rate after that. Some begin to age rapidly, others begin aging in reverse, and others still find their aging halts for years at a time before catching up. For this reason, there is a traditional search for immortality that tends to strike like a midlife crisis. Attractive: Each time you level up (and aren't undead), roll 1d4 + Charisma modifier (and ask the DM what modifier to subtract) the result is how many followers you manage to attract. Abyssal Arcana : Each time you finish a long rest,
you gain the ability to cast cantrips and spells
randomly determined from a short list. At 1st level,
you can cast a cantrip. When you reach 3rd level,
you can also cast a 1st-level spell. At 5th level, you
can cast a 2nd-level spell. And at 7th level, you can cast a 3rd level spell. You can cast a spell gained from this trait only
once until you complete your next long rest. You
can cast a cantrip gained from this trait at will, as
normal. For 1st-level spells whose effect changes if
cast using a spell slot of 2nd level or higher, you
cast the spell as if using a 2nd-level slot. Spells of
2nd level are cast as if using a 2nd-level slot.
At the end of each long rest, you lose the cantrips
and spells previously granted by this feature, even
if you did not cast them. You replace those cantrips
and spells by rolling for new ones on the Abyssal
Arcana Spells table. Roll separately for each
cantrip and spell. If you roll the same spell or
cantrip you gained at the end of your previous long
rest, roll again until you get a different result. Cantrips 1st-level spells 2nd-level spells 3rd-level spells 1 Control Flames Animal Friendship Animal Messenger Animate Dead 2 Create Bonfire Beast Bond Beast Sense Bestow Curse 3 Friends Burning Hands Flame Blade Conjure Animals 4 Message Command Flaming Sphere Phantom Steed 5 Spare the Dying Find Familiar Misty Step Stinking Cloud 6 Vicious Mockery Witch Bolt See Invisibility Vampiric Touch Infravision: Thanks to your abyssal heritage, you have superior vision in darkness. You can see heat sources within 60 feet of you, allowing you detect warm blooded creatures in total darkness including most fiends and some mortal races but not undead. Labyrinthine Recall: You can perfectly recall
any path you have traveled. Languages: You can speak Abyssal and one other language per point of Intelligence you have over 10. Names: The Ramshackle family has a particular fondness for names that evoke virtues or vices such as Abstinence, Art, Chastity, Courage, Creed, Despair, Diligence, Excellence, Fear, Glory, Gluttony, Greed, Hope, Humility, Ideal, Lust, Music, Nowhere, Open, Patience, Random, Reverence, Sorrow, Temerity, Torment,