Backgrounds Expanded in Erenel | World Anvil

Backgrounds Expanded

Your character's background reveals where you came from, how you became an adventurer, and your place in the world. Choosing a background provides you with important story cues about your character's identity. The most important question to ask about your background is what changed? Why did you stop doing whatever your background describes and start adventuring? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?   The Erenel backgrounds below provide both benefits (features, proficiencies, and languages) as well as roleplaying suggestions. Use the 5E background buttons below for more information.
Erenel 5E Feats
Generic article | Mar 17, 2023

Backgrounds

Big Game Chef

Your love for food is more than just cooking for sustenance. It is the art of bringing people together. A normal chef could be classified as a tavern cook or a baker, but your expertise is far more exotic. The pleasure of your craft comes from preparing and serving big game creatures, monstrosities and dangerous denizens. The best way to collect the necessary ingredients for these exciting recipes is to journey out into the world, tagging along with adventuring groups and expeditions.
Big Game Chef 5E Background

Big Game Chef

Your love for food is more than just cooking for sustenance. It is the art of bringing people together. A normal chef could be classified as a tavern cook or a baker, but your expertise is far more exotic. The pleasure of your craft comes from preparing and serving big game creatures, monstrosities and dangerous denizens. The best way to collect the necessary ingredients for these exciting recipes is to journey out into the world, tagging along with adventuring groups and expeditions.

Skill Proficiencies Performance, Persuasion
Tool Proficiencies Cooking Utensils
Languages One of your choice
Equipment Cooking utensils, book of recipes, a set of common clothes, and a belt pouch containing 15 gp.

Features

Yes Chef!

If you have cooking utensils and the necessary ingredients, with one hour of work or when you finish a long rest, you can cook a number of snacks equal to your proficiency bonus. These snacks last 8 hours after being made. A creature can use an action to eat one of those snacks to gain temporary hit points equal to your proficiency bonus.

Suggested Characteristics

Like an artist using paint to create a masterpiece, you understand how exotic ingredients complement a meal. Whether it be for wealth, fame or the love of journey, few big game chefs can resist the lure of following a hunting group to the den of a legendary creature.

Traits

d8Personality Trait
1I like to take my time and savor every bite of a meal.
2I am overly cautious when it comes to meal prep.
3I am obsessed with reading other chefs' work.
4I am constantly searching for new ingredients.
5I gather inspiration for new meals wherever I go.
6I try to keep my workplace as clean as possible.
7I stick to my recipes without deviation.
8I can't help trying to improve every meal I come across.

Ideal

d6Ideal
1Joy. I cook to bring happiness to the world.
2Ego. Everyone who tastes my recipes should bow to my genius.
3Knowledge. The path to self improvement is through knowledge.
4Generousity. Everything I cook is to be shared with others.
5Discovery. Experimenting with new ingredients has the potential to uncover the next big dish.
6Creativity. There are so many ways to add exotic ingredients to a menu.

Bond

d6Bond
1Everything I do is to show up a rival big game chef.
2I carry a family recipe book that has been passed down from generation to generation.
3I created a poisonous recipe by accident. Sadly, I lost it.
4A relative has a secret recipe I'm trying to duplicate.
5I am pursuing the creation of my masterpiece dish.
6My cooking utensils are family heirlooms I stole from a world renown big game chef.

Flaw

d6Flaw
1I hum or make strange noises when I eat.
2If a meal is bland I wont eat it.
3I secretly hoard valuable ingredients incase I need them.
4I'm on the run after accidentally poisoning a noble.
5I'm incapable of admitting my recipe is flawed.
6I'm so cautious it prevents me from taking action.


Charred Apex Slave

You were once a slave serving the Elemental Lord Volkan the Everburning on Ignathar. Freedom was only a dream until something astonishing happened and you were able to escape Charred Apex. Finding freedom, you've kept your broken shackles as a reminder of the hardships you endured under the tortuous gaze of Volkan and where you wish to go in the future.
Charred Apex Slave 5E Background

Charred Apex Slave

You were once a slave serving the Elemental Lord Volkan the Everburning on Ignathar. Freedom was only a dream until something astonishing happened and you were able to escape Charred Apex. Finding freedom, you've kept your broken shackles as a reminder of the hardships you endured under the tortuous gaze of Volkan and where you wish to go in the future.

Skill Proficiencies Survival, Stealth
Languages Dwarvish, Ignan
Equipment Simple clothes, broken shackles and a belt pouch containing 10 gold.

Features

Knowledge of Ignathar

You spent a part of your life in the Plane of Fire and have a basic understanding of the Pillars of Creation. As part of your escape, you know where to find one working portal to return to Ignathar and the common dangers associated with traveling on the plane.

Traits

Personality
1I always think of an escape plan when I enter a room for the first time.
2I hate seeing others treated poorly.
3I am driven to escape all aspects of my past and rarely stay in one place long.
4I sleep with my back to a wall or tree, and a weapon within arm's reach.
5I refuse to take order from anyone in a position of power.
6I am haunted by my tortured past, and wake at night screaming at half-remembered horrors.
7I hate fire.
8I am slow to trust, but incredibly loyal to those who have earned it.

Ideal

Ideal
1Every person has a right to be free.
2I have been wronged, and will not allow the same fate to befall others.
3No matter the cost, I will take any action to survive.
4I've seen what true power can be used for - and I want it for myself.
5I have suffered long at the hands of an Elemental Lord, and take pity and compassion on the suffering of others.
6I didn't have anything to my name before, now I want as much as I can get.

Bond

Bond
1I gained my freedom with the help of a friend or family member.
2I am planning my revenge on Volkan.
3I attribute my survival to the work of the divine, and seek to prove myself worthy of the honor.
4I will find and free my brethren some day.
5I seek to reclaim and rebuild my former life to the best of my ability.
6While a prisoner, I overheard rumors of a powerful treasure the Fire Salamanders seek. I will have the treasure for myself.

Flaw

Flaw
1I secretly believe everyone is plotting to harm me.
2I did terrible things before I escaped.
3I cower in fear at loud voices.
4I am angry all the time.
5I cannot enjoy simple pleasures in life knowing my brethren are in shackles.
6I keep many secrets to myself in case Volkan is trying to find me.


Cultist

You joined a cult dedicated to an otherworldly being, an archdevil or some evil figure. Joining this dark society could have been a willing choice or thru manipulation by another cult member. Regardless, your cult works in the shadows, pursuing the evil figure’s agenda while attempting to avoid unwanted attention from the populace.   As a Cultist, you’ve likely been taught horrifying rituals to attract your master’s gaze and further their influence. You may have performed awful acts in exchange for dark gifts or participated in diabolical activities. Perhaps you left the cult after seeing these firsthand or were present when the cult was attacked by local authorities or an adventuring party. Alternatively, you do not mind the wickedness and remain in service.
Cultist 5E Background

Cultist

You joined a cult dedicated to an otherworldly being, an archdevil or some evil figure. Joining this dark society could have been a willing choice or thru manipulation by another cult member. Regardless, your cult works in the shadows, pursuing the evil figure’s agenda while attempting to avoid unwanted attention from the populace.   As a Cultist, you’ve likely been taught horrifying rituals to attract your master’s gaze and further their influence. You may have performed awful acts in exchange for dark gifts or participated in diabolical activities. Perhaps you left the cult after seeing these firsthand or were present when the cult was attacked by local authorities or an adventuring party. Alternatively, you do not mind the wickedness and remain in service.   Choose an evil figure to serve from your campaign’s setting by working with the dungeon master. You should consider how you joined the cult, your responsibilities in the cult, and if you are still a member. The cult’s interests could contribute to the story if you have not severed all ties. This should be done in a way to not disrupt the campaign and detract from the adventuring party, unless agreed upon beforehand.

Skill Proficiencies Deception, Religion
Tool Proficiencies Disguise kit or forgery kit
Languages One of your choice
Equipment An unholy symbol (a gift when you finished your initiation), a tome or prayer book relevant to the being you serve, a robe, a set of common clothes, and a belt pouch containing 10 gp.

Features

Doomspeak

Regardless of if you’ve escaped or remain in the cult, you’ve sworn yourself to an otherworldly being. Similar to Thieves’ Cant, you know a secret mix of dialect, jaron and code that allows your cult to hide messages in plain sight. Work with your dungeon master to determine this dialect and its impact on the campaign.  

Corruption

The darkness that has manifested on your soul could cause you have a physical mutation. If you wish to have a mutation, choose one from the list below or let the dice decide!  
d10 Physical Mutation
1 Spikes slightly protrude from your spine, causing you to have a ridged hunch.
2 You grow a long forked tail.
3 You grow a thin webbed skin between your fingers.
4 A small pair of horns grow from your forehead.
5 Your toes curl into cloven hooves.
6 Your nose mutates into a bestial snout.
7 You cry tears of blood that sting as they emerge.
8 Your eyes glow red when you are emotional.
9 A birthmark of the evil figure appears in a prominent location on your body.
10 Your voice is harsh and abhorrent.

Suggested Characteristics

As a Cultist, you’ve sworn yourself to an evil figure during your initiation. You may have an extreme personality or devilish tendencies while clinging to unusual ideas. Cultists often join good alignment parties to defeat a common enemy or other ambitious pursuits, greatly contributing to their overall goal.

Traits

d8Personality Trait
1I try to manipulate others into believing in my cause.
2I take harsh actions to oppose society.
3I obey my superiors completely.
4I avoid sharing any details about my life.
5I cannot trust anyone. They might be members of the cult.
6I have little respect for the gods after learning their truth.
7I don't trust what I cannot verify personally.
8I make friends everywhere so I can exploit them later.

Ideal

d6Ideal
1Anarchy. I resist authority whenever I can.
2Lawful. I trust that the figure I worship will guide me.
3Survival. I will do whatever it takes to survive.
4Vengeance. I will enact my revenge on the false religion.
5Redemption. I might never make up for my mistakes but I will do my best to try.
6Knowledge. I am unafraid to look in the most dangerous places for lost knowledge.

Bond

d6Bond
1I will destroy the cult that stole my life from me.
2I will earn my master's favor and join them in the afterlife.
3I must find a way to reclaim my soul before I die.
4I will be forever grateful to the one who rescued me.
5I have been branded a heretic by the church of light.
6My mentor remains in the cult. I must save them.

Flaw

d6Flaw
1I will pay any price to learn more about the cult.
2I follow my friends blindly.
3I secretly enjoy watching others suffer.
4I'm on the run after escaping the cult.
5I'm incapable of admitting my master is flawed.
6After escaping, I am only loyal to myself.


Demolition Expert

You have a love for technology and an unquenchable thirst for explosives. As a demolition expert, you spend time tinkering with bombs, dynamite, and other dangerous devices, creating new ways to harness weapons of destruction. Perhaps you are a guild member honing your craft for potential buyers or a rebel looking to bring down a corrupt institution by blowing up its headquarters. Whatever the case, your explosive blasts bring down buildings, your enemies, and sometimes yourself.
Demolition Expert 5E Background

Demolition Expert

You have a love for technology and an unquenchable thirst for explosives. As a demolition expert, you spend time tinkering with bombs, dynamite, and other dangerous devices, creating new ways to harness weapons of destruction. Perhaps you are a guild member honing your craft for potential buyers or a rebel looking to bring down a corrupt institution by blowing up its headquarters. Whatever the case, your explosive blasts bring down buildings, your enemies, and sometimes yourself.

Skill Proficiencies Arcana, Investigation
Tool Proficiencies Tinker's Tools
Languages One of your choice
Equipment Tinker's tools, blueprints of an explosive experiment you're working on, a set of common clothes, and a belt pouch containing 10 gp.

Features

Explosive Results

You have a strong knowledge of the structures of buildings and how to bring them down. When using items such as bombs, dynamite, or items your DM agrees are appropriate, they deal double damage to objects and structures.

Suggested Characteristics

You've never met an explosive you didn't like and have seen more destruction than some may ever see in a lifetime.

Traits

d8Personality Trait
1I am always doodling explosive blueprint designs.
2I am overly cautious when it comes to safety protocols.
3I am obsessed with reading other experts' work.
4I enjoy watching structures explode and fall.
5The world is too serious. We all die in the end.
6I could die in a blast. Might as well party today.
7I stick to my blueprints without deviation.
8I am a weapon of mass destruction.

Ideal

d6Ideal
1Science. Logical protocols will lead me farther than any religion.
2Fun. I love a day filled with explosive results.
3Good. I only use explosives to topple evil civilizations.
4Free Thinking. What others do with my inventions is none of my business.
5Discovery. Experimenting on new explosives has the potential to reveal bigger results.
6Creativity. There are so many ways to add an explosive to mundane items.

Bond

d6Bond
1My blueprint journal is the most important thing to me.
2I am haunted by the memories of someone accidentally caught in one of my explosions.
3I created an explosive device that could destroy a city. Sadly, I lost it.
4I have a nemesis who thinks they can outdo my work.
5I was exiled from my childhood village. I will return and burn it to the ground.
6My tools are family heirlooms passed down from generation to generation.

Flaw

d6Flaw
1I will not do anything quietly.
2Like my inventions, I also have a short fuse.
3I see myself as expendable and walk straight into danger.
4I'm on the run after an explosion destroyed a noble's property.
5I'm incapable of admitting a flaw in my logic.
6I'm so cautious it prevents me from taking action.


Dinosaur Tamer

You’ve grown up in an environment that uses Dinosaurs instead of typical beasts of burden and have acquired a knack for understanding their behavior. Dinosaurs seem to understand you, and in turn, you’ve used this skill to help tame and train the prehistoric beasts. You’ve learned to stare down and grow personal bonds with dinosaurs, even putting yourself at risk to find a connection – hopefully before you end up as a meal.
Dinosaur Tamer 5E Background

Dinosaur Tamer

You’ve grown up in an environment that uses Dinosaurs instead of typical beasts of burden and have acquired a knack for understanding their behavior. Dinosaurs seem to understand you, and in turn, you’ve used this skill to help tame and train the prehistoric beasts. You’ve learned to stare down and grow personal bonds with dinosaurs, even putting yourself at risk to find a connection – hopefully before you end up as a meal.

Skill Proficiencies Choose two from Animal Handling, Intimidation, or Survival
Tool Proficiencies Cook's utensils
Equipment A set of cook's utensils, a keepsake from a previous dinosaur you've tamed, a set of traveler's clothes, and a belt pouch containing 10 gp.

Features

Dinosaur Training

When you encounter a dinosaur, you can attempt to approach it in a nonhostile manner. The knowledge and awareness of the dinosaur is limited to their intelligence, but they will generally engage before attacking, depending on their previous experiences. You might be able to persuade the creature to do small favors for you, at the DM's discretion.

Suggested Characteristics

Dinosaur tamers are usually fearless individuals willing to spend their days in the company of dinosaurs, both big and small. Those who have been tamers long enough may even have missing fingers and scars yet remain empathetic and observant of their creature companions.

Traits

d8Personality Trait
1I am slow to trust strangers but grateful to those kind to dinosaurs.
2If I don't like someone, I simply ignore them.
3I always save bites of food from my meals incase I run into a hungry dinosaur.
4I know nothing about manners or proper etiquette.
5I feel lonelier in a busy city than I do in the company of a dinosaur.
6I always have a tale to tell around a campfire.
7I often greet animals before people in social situations.
8I remain calm in stressful situation.

Ideal

d6Ideal
1Respect. I treat dinosaurs with a healthy respect and they repay my kindness.
2Friendship. Material goods come and go. Friendship with a dinosaur lasts forever.
3Knowledge. By understanding a dinosaurs instinct, we learn to understand the world around us.
4Power. Common people crave strength, and I will provide it with my dinosaur allies.
5Independence. I am a free spirit - no one tells me what to do.
6Danger. Danger is everpresent when bonding with a wild animal. The risk is worth the reward.

Bond

d6Bond
1I will rid the world of dinosaur poachers.
2I have bonded with a dinosaur I found as a hatchling.
3I care for dinosaurs because I was saved by one in my youth.
4The scars of failed tames reminds me to stay vigilant.
5I found a dinosaur egg and can't wait to see what is inside.
6Someone who hired me to tame a dinosaur died because of a mistake I made.

Flaw

d6Flaw
1I will only attempt to tame a huge dinosaur while drunk.
2I risk my personal safety to protect my dinosaurs.
3I have a secret fear of a specific type of dinosaur.
4I've picked up an unpleasant habit from living among dinosaurs in the wild.
5I treat people like dinosaurs, using short commands when I speak.
6My personal hygiene is considered animalistic.


Dracolyte

You’ve dedicated your life to serving a dragon, living in its lair, and tending to its needs. You act as an intermediary between the dragon’s interests and, if necessary, serve as a watchful guardian of a dragon’s nest. Dragon eggs require delicate incubation conditions over an extensive period. Often, a Dracolyte serving a nest is tasked with both protecting a clutch and supervising newly hatched dragons emerging into the world.   Maybe you joined a dragon as its Dracolyte to escape a difficult life at home, or maybe you were captivated by the idea of living amongst one of the most powerful creatures in the world. Since then, you’ve returned to the civilized world and left the dragon’s lair behind. This could have been by force or choice. Nevertheless, you’re embroiled in the mysteries of dragonkind with an experience few can comprehend.
Dracolyte 5E Background

Dracolyte

Skill Proficiencies Choose two from among Insight, Intimidation and Survival
Languages Draconic
Equipment Set of traveler's clothes, a keepsake from a dragon's nest, 50 feet of hempen rope, and a belt pouch containing 10 gp.

Features

Dragon Tongue

You've spent time in the company of dragons. Whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Suggested Characteristics

Only a few non dragons are welcome in a dragon’s nest. The Dracolytes are the most dedicated of these rare individuals and as such are shaped by their experience.

Traits

d8Personality Trait
1I always act with caution after growing up around a dragon.
2My beliefs are the same as the dragon I grew up alongside. If they conflict with others, I always side with my upbringing.
3Unless I need to speak, I keep quiet while around others.
4Serving my dragon family is the only thing I truly care about.
5I'm eager to find a new dragon to serve and move on with the next stage of my life.
6I will never forget being rescued from death by a dragon.
7I have a deep viceral hatred for dragons but do what I must.
8I have a hundred stories about living alongside a dragon.

Ideal

d6Ideal
1Generous. If I can help someone in danger, I will. Just like the dragon who saved me from certain doom.
2Greed. I'm only in it to help fill a dragon's vault with magical treasures, gems and gold.
3Devotion. I must prove my worth and devotion to a dragon so that I may be allowed to return to their nest.
4Tradition. Living at my dragon's nest was the best time of my life and I want things to be kept as close to that as possible .
5Seeker. I spend my days searching for and studying about the origin of dragons and their extraordinary power.
6Nature. I must do what I can to protect dragonkind from those who would do it harm.

Bond

d6Bond
1My dragon's nest and its family mean everything to me. I would do anything in my power to help them.
2I am the last living member of a dragon's nest and I cannot let their deaths go unavenged .
3I left my family behind when I became a Dracolyte. I miss them a lot.
4I have sworn revenge on the dragon nest who unjustly banished me.
5I am trying to make amends for losing a dragon's egg.
6I wish to force a mighty dragon to serve my will like I served them in the past.

Flaw

d6Flaw
1I take pleasure in punishing those who oppose me or question my upbringing.
2I would rather serve an evil dragon than serve no one.
3I always do as I'm told, even though sometimes I don't think that I should.
4I have begun hoarding treasure like a dragon.
5I secretly fear dragons and can only serve them while drunk.
6Years of living in the company of dragons has made it a struggle when interacting in social interactions with others.


Dragon Hunter

Dragon Hunters belong to all cultures and societies but share a singular purpose – protecting civilization from dragonkind who would wish it harm. While many Dragons live in harmony alongside Erenel's inhabitants, others seek its destruction.   Driven by greed and ego, the world's greatest natural predators raze villages to the ground in search of treasure to add to their hoard. Depending on the dragon type, these tyrants can act impulsively, bringing ferocity to civilization's doorsteps or, with impressive cunning, spending years infiltrating governments with fierce determination.   As a Dragon Hunter, you have studied the nuances of your prey and relish in the adrenaline of hunting an apex predator. You seek to discover the locations of problematic dragon lairs, ridding the world of these threats with as little destruction as possible.
Dragon Hunter 5E Background

Dragon Hunter

Skill Proficiencies Choose two from among Investigation, Nature, Stealth, or Survival
Languages Draconic
Equipment Set of traveler's clothes, a map showing the believed location of a dragon's lair, and a belt pouch containing 10 gp.

Features

Dragon Slayer

You have a heightened awareness while in an area warped by a dragon’s magic. When you are in a region with regional effects caused by a dragon or in a dragon’s lair, you gain advantage on Wisdom (Perception) checks, and your base walking speed increases by 5 feet.

Suggested Characteristics

Dragon Hunters are courageous individuals who willingly accept facing the overwhelming odds of their hunt. While Dragon Hunters take on great risk in their line of work, they also understand the importance of recruiting necessary assistance for hunting their formidable prey.

Traits

d8Personality Trait
1I love the attention that comes with hunting dragons.
2I take my time to understand the threat before acting.
3I rush ahead and expect those in my company to keep up.
4I look after those in my hunting party as if they are family.
5My respect is difficult to earn but worth it in the end.
6I am devoted to the hunt and will do whatever it takes.
7I have a deep viceral hatred for dragonkind.
8I collect trophies from all my successful hunts.

Ideal

d6Ideal
1Fame. I dream of being known as the greatest dragon hunter Erenel has ever witnessed.
2Discovery. Finding and destroying dragon lairs is the only way we can protect ourselves from their onslaught.
3Passion. I love the thrill of the hunt and chaos that comes with slaying dragons.
4Responsibility. It is my duty to share my knowledge for the betterment of all.
5Unity. If we don't do our part, we are doomed to draconic servitude.
6Violence. The hunt satisfies my craving for bloodshed.

Bond

d6Bond
1The Dragon Hunter who taught me is closer to me than family.
2A fellow Dragon Hunter and I are racing to be the first to slay a powerful dragon.
3I was meant to be sacrificed to a dragon and escaped.
4I am cataloging an encyclopedia of dragonkind. It is my life's work.
5I live to hunt a mythical dragon my community claims is only a legend.
6I wish to force a mighty dragon to serve my will.

Flaw

d6Flaw
1I live by a strict code and refuse to change on even the smallest of matters.
2I am constantly paranoid about a dragon attack.
3I failed in saving a village years ago and do my best to keep this secret from everyone.
4I have begun hoarding treasure like a dragon.
5I secretly fear dragons and can only hunt while drunk.
6My solution to every problem turns to violence.


Eldritch Sleuth

Your life's work is to understand the Black Sea of Void surrounding Erenel and the eldritch horrors that call it home. You’ve probably stumbled upon a Null’s cult, uncovering a horrible act while following a trail of clues left behind. This discovery has no doubt changed your outlook on the world while simultaneously providing sensitivity to whispers from beyond the veil.   When a Null stirs, you are plagued with nightmares and unexplained desires, driving you to odd behaviors. Nevertheless, your encounter has left you primed to help others dealing with insanity and opened your mind to look for traces of the Null. When choosing Eldritch Sleuth, discuss with your Dungeon Master what events your character may have discovered and how they deal with the trauma.
Eldritch Sleuth 5E Background

Eldritch Sleuth

Your life's work is to understand the Black Sea of Void surrounding Erenel and the eldritch horrors that call it home. You’ve probably stumbled upon a Vacuous One’s cult, uncovering a horrible act while following a trail of clues left behind. This discovery has no doubt changed your outlook on the world while simultaneously providing sensitivity to whispers from beyond the veil.   When a Vacuous One stirs, you are plagued with nightmares and unexplained desires, driving you to odd behaviors. Nevertheless, your encounter has left you primed to help others dealing with insanity and opened your mind to look for traces of Vacuous Ones. When choosing Eldritch Sleuth, discuss with your Dungeon Master what events your character may have discovered and how they deal with the trauma.

Skill Proficiencies Insight, Investigation
Tool Proficiencies Disguise Kit
Equipment Set of common clothes, disguise kit, 5 candles, leather bound diary, bottle of black ink, quill and a belt pouch containing 10 gp.

Features

Unravel Mystery

As an Eldritch Sleuth, you have qualifications and contacts on a wide variety of strange occurrences. If you or an ally are under the effects of Insanity: Umbra Malady, you know where to find a hospital or temple where you can obtain treatment. The treatment is quickly administered and discounted to at least half price.   Additionally, when you find yourself at an impasse in your investigations related to the void and Vacuous Ones, you generally know of a colleague or someone who may be able to offer information or a relevant clue.

Suggested Characteristics

Eldritch Sleuths are highly observant individuals dedicated to unmasking eldritch horrors. Their past experiences shape how they investigate and to what lengths they will go to for their work.

Traits

d8Personality Trait
1I am haunted by nightmares of previous investigations.
2I take my time to understand a situation thoroughly before making a conclusion.
3My previous experiences have left me horribly awkward in social situations.
4I can't help but empathize with those I meet who have faced an eldritch horror.
5I focus intently on my work resulting in terrible self awareness.
6I can't help but tell anyone who will listen about my prior experiences with the void.
7I've filled my diary with accounts of my dreams, which I record in a half-asleep feverish state.
8I've filled my diary with accounts of Vacuous Ones, taking notes whenever I learn something new.

Ideal

d6Ideal
1Kindness. I'll help those suffering whenever I can.
2Discovery. Learning eldritch secrets is the only way mortals can protect themselves from the void.
3Supremacy. Knowledge is power, and acquiring it is my expertise.
4Justice. The guilty must be brought into the light to protect the innocent.
5Aspiration. My dreams call me toward a higher purpose and nothing will keep me from it.
6Unity. If we don't do our part, our way of life will fall.

Bond

d6Bond
1I feel an instant connection to anyone struggling to understand their place in the world.
2I know someone affected by a Vacuous One cult. I owe it to them to uncover the truth.
3My body has been marked by an eldritch horror's sigil. I must unravel the mystery.
4I cling to friend or lover to prevent myself from falling into madness.
5I would give my life to prevent a Vacuous One from gaining a foothold on Erenel.
6I seek to obtain some of the void's power for myself.

Flaw

d6Flaw
1I will do anything to become a renowned eldritch investigator.
2I believe my theories are always on the right track.
3I am easily distracted at the promise of information.
4I have trouble trusting anyone but myself. There is no telling who could be a cultist.
5I'm pretty sure I've done something horrible that I can't remember.
6I drink heavily as a sleep aid.


Farmer

You grew up as a farmer working long hours of hard labor to tame the land. You are a hardy folk adept at using beasts of burden and cultivating crops. Perhaps you were born on a family farm, working with your kin to feed your community or maybe the job was a means to an end. Regardless of how you began, you are accustomed to hard work and adapting to your environment.
Farmer 5E Background

Farmer

You grew up as a farmer working long hours of hard labor to tame the land. You are a hardy folk adept at using beasts of burden and cultivating crops. Perhaps you were born on a family farm, working with your kin to feed your community or maybe the job was a means to an end. Regardless of how you began, you are accustomed to hard work and adapting to your environment.

Skill Proficiencies Animal Handling, Nature
Tool Proficiencies One type of artisan's tools, vehicles (land)
Equipment A set of artisan's tools (one of your choice, shovel, straw hat, a set of common clothes, and a belt pouch containing 10 gp.

Features

Feature: Strong Back

As a farmer, you've spent countless hours working outdoors performing hard labor. Your carrying capacity is your Strength score multipled by 18 instead of the standard 15. This is the weight (in pounds) that you can carry.

Suggested Characteristics

You are a tough and rugged individual who prides yourself on perseverance through hard work. You understand the importance of community and value items built by your own hands.  

Down on the Farm

As you leave the farm life behind to become an adventurer, you bring an item that has great emotional value to you. Roll on the table below to see what you have, or choose an item from the table.  
d8 Item
1 A shovel once wielded by a famous "shovel knight"
2 Bag of beans you were warned not to plant
3 Corncob pipe
4 A strange glowing rock dug up from the field
5 Jug you've learned to blow across to make music
6 Locket once worn on the collar of your favorite pet
7 Fishing pole passed down through the generations
8 An old straw hat said to have magic powers by a crazy relative

Traits

d8Personality Trait
1I'm up before the rooster crows. Sleep is for the lazy.
2I'd rather be outside and under the sun.
3I need long stretches of quiet to clear my head.
4I work hard; nature offers no handouts.
5I only use what I need to survive and avoid overconsuming.
6Friends and family know they can rely on me.
7I dislike bargaining; state your price and mean it.
8I'd rather get my hands dirty than let someone else do it.

Ideal

d6Ideal
1Charity. The end of my villages hunger starts by my hand.
2Community. Good people make the hardships of life bearable.
3Family. My family is all that really matters.
4Fun. I love my job. Despite the intense labor, there's nothing I'd rather do.
5Death. Dead bodies make for the best crop fertilizer.
6Hard Work. No hardship will stop my harvest.

Bond

d6Bond
1I've been scared of fire since our barn burned down.
2I hope to own a large amount of land and start a farming empire.
3My farm is all I have and all I want.
4I would do anything my family would ask me to do.
5I'm convinced a neighbors farm wants to sabotage ours.
6My father lost our farm gambling. I aim to get it back.

Flaw

d6Flaw
1Big cities make me nervous.
2I work hard, but I play harder.
3I've spent so much time working the land that I have lost a social filter and will say whatever pops into my head.
4I have to rest often from a life of labor.
5I have a difficult time justifying spending coin on something I could make myself.
6I am addicted to an illegal vice to cope with hardship.


Former Lycanthrope

You were once afflicted with lycanthropy, an ancient curse that caused you to transform into a ravening beast. You either choose to resist the curse or embrace it. By fighting, you retained some aspect of your personality, burying the bestial urges until the full moon rose, unleashing the beast within. You more than likely committed violent acts amplified by the curse, living with its consequences when you regained control. By accepting the curse, you succumbed to bloodlust, becoming an opportunistic creature that preyed on the weak.   Either by choice or force, you’ve been cured and are free of the lycanthropy curse. When creating a backstory, choose the length of time you had the disease, which beast you were cursed as and who helped to cure you.
Formed Lycanthrope 5E Background

Former Lycanthrope

You were once afflicted with lycanthropy, an ancient curse that caused you to transform into a ravening beast. You either choose to resist the curse or embrace it. By fighting, you retained some aspect of your personality, burying the bestial urges until the full moon rose, unleashing the beast within. You more than likely committed violent acts amplified by the curse, living with its consequences when you regained control. By accepting the curse, you succumbed to bloodlust, becoming an opportunistic creature that preyed on the weak.   Either by choice or force, you’ve been cured and are free of the lycanthropy curse. When creating a backstory, choose the length of time you had the disease, which beast you were cursed as and who helped to cure you.

Skill Proficiencies Intimidation, Survival
Equipment A dagger, keepsake from your old animal form, holy symbol made of silver, a set of common clothes, and a belt pouch containing 5 gp.

Features

Forever Marked

Your mannerisms and knowledge of the lycanthropy condition are recognized by former and current lycanthropes, who still see you as one of their own. Lycanthropes who do not view you as an enemy are inclined to come to your aid or share their condition to you in a private setting.

Suggested Characteristics

After being cured of the lycanthropy disease, you’ve grown empathetic toward others like you. Unfortunately, you often appear gloomy or lost and may even miss the beast within you and the strength that came with it.

Traits

d8Personality Trait
1I am always on the lookout for danger.
2I prefer the outdoors and feel discomfort in small spaces.
3I have a soft spot for animals that resemble my old form.
4I know nothing about manners or proper etiquette.
5I pay close attention to the moon's cycle.
6If someone makes me angry, I growl at them menacingly.
7Despite my trauma, I face the darkness head on.
8I rarely tell my story, but I think about it constantly.

Ideal

d6Ideal
1Empathy. I feel obligated to help others afflicted with lycanthropy.
2Revenge. I will see to it all lycanthropes are slain before they can spread the curse.
3Memory. If I act the opposite of what I once was, others will forget my past.
4Power. I miss the power that comes with being cursed and seek to become cursed again.
5Independence. I am free of the beast within and can finally live the life I choose.
6Savage. I show no mercy for the weak.

Bond

d6Bond
1I will never separate myself from the keepsake of my past.
2I will do anything to protect those who saved me.
3I can't bring myself to harm a beast unless it necessary for survival.
4Someone I love has become cursed. It's up to me to save them.
5A small part of the curse dwells within me. I will fight against it for as long as I can.
6A community knows me as a lycanthrope. I must right the wrongs of my past.

Flaw

d6Flaw
1My personal hygiene is considered animalistic.
2I enjoy scaring those who ask about my condition.
3Seeing acts of violence causes me to reminisce on my life before.
4I like to eat my food raw.
5I easily give into anger.
6I would rather die than succumb to an enchantment that changes my behavior.


Freed Familiar

There are those who find themselves bonded to and serving powerful magical creatures as familiars. You’ve spent an amount of time in this same situation, having recently been set free, or escaped, and now pursue your own adventures.   How did you become a familiar? Did you serve willingly, becoming a confidant with your master and decided to leave. Perhaps you were bound against your will as punishment and forced to serve an unkind master, who was slain by powerful adventurers, freeing you in the process. Maybe you were replaced by a more able familiar and sent-off in shame?   In any case, you are now on your own with an open road ahead, free of service, and wiser for it.
Freed Familiar 5E Background

Freed Familiar

There are those who find themselves bonded to and serving powerful magical creatures as familiars. You’ve spent an amount of time in this same situation, having recently been set free, or escaped, and now pursue your own adventures.   How did you become a familiar? Did you serve willingly, becoming a confidant with your master and decided to leave. Perhaps you were bound against your will as punishment and forced to serve an unkind master, who was slain by powerful adventurers, freeing you in the process. Maybe you were replaced by a more able familiar and sent-off in shame?   In any case, you are now on your own with an open road ahead, free of service, and wiser for it.

Skill Proficiencies Insight, Persuasion
Languages Two of your choice
Equipment Set of traveler's clothes, mundane trinket from your previous master, and a belt pouch containing 10 gp.

Features

Feature: Companion Imprint

The emotional hole left by your master is filled by a companion in your adventuring party. Your form a special bond with one party member, regardless of if they choose it or not, and learn small signs that reveal their current mood.   With the chosen party member, you gain advantage on insight checks. You always know if the party member is within 300 feet of you and if they're in danger.

Suggested Characteristics

As a freed familiar, your characteristics may have been shaped by the creature you served and your relationship with your previous master.

Traits

d8Personality Trait
1I don't like being alone and will gravitate to anyone who seems friendly.
2I'm excited to control my own actions and will never go back to my previous life.
3I have missed so much. I must travel far and wide to see the world.
4I am learning how to made decisions on my own. Making a choice, no matter the scope, is difficult.
5I either talk constantly or never speak unless spoken too.
6I focus so much on other's problems that I have little self awareness.
7I tend to look down on other cultures that I deem uncivilized compared to my previous master.
8I like to feel useful to anyone who takes an interest.

Ideal

d6Ideal
1Kindness. I'll help those suffering whenever I can.
2Discovery. I want to see the world.
3Freedom. I would rather die then be shackled again.
4Revenge. My master and their people must pay for what they did.
5Inquisitive. Everything is new, but I have a thirst to learn.
6Companionship. The most important thing in life is that you are surrounded by friends.

Bond

d6Bond
1I made friends with other familiars. I wonder how they are doing?
2I was taken from my home and must return!
3I must find another to take me into service.
4I'm fascinated by the beauty of this strange land.
5My master was slain and I must avenge the wrongdoing.
6I departed on good terms with my master.

Flaw

d6Flaw
1I annoy people by calling them their full name.
2I focus on others and forget to take care of myself.
3I have a weakness for new intoxicants.
4Enclosed spaces make me uncomfortable.
5I am haunted by the nightmares of my master's death.
6I am easily distracted by new things.


Gravedigger

You were a grave digger, a caretaker tasked with digging graves for burials. This sullen responsibility forced you to work with death and the dead regularly, allowing you to develop a thick skin and repellent demeanor. Most gravediggers choose the profession out of necessity. Still, perhaps you are drawn to its morbidity or enjoy taking the last possessions of the dead before laying their bodies to rest. You may also be a gravedigger to uncover what was lost, digging up the deceased out of historical curiosity or a grave robber’s greed. Nevertheless, the eyes of the community look away as you approach out of superstition, disgust or fear.
Gravedigger 5E Background

Gravedigger

You were a grave digger, a caretaker tasked with digging graves for burials. This sullen responsibility forced you to work with death and the dead regularly, allowing you to develop a thick skin and repellent demeanor. Most gravediggers choose the profession out of necessity. Still, perhaps you are drawn to its morbidity or enjoy taking the last possessions of the dead before laying their bodies to rest. You may also be a gravedigger to uncover what was lost, digging up the deceased out of historical curiosity or a grave robber’s greed. Nevertheless, the eyes of the community look away as you approach out of superstition, disgust or fear.

Skill Proficiencies History, Intimidation
Tool Proficiencies Vehicles (land)
Languages One of your choice
Equipment A cart, shovel, a set of common clothes including a hood, and a belt pouch containing 5 gp.

Features

Six Feet Under

The souls of nonhostile creatures can reach out to you thanks to your time spent with the dead. During downtime, you can attempt to reach out to a specific soul or any soul who may be listening by asking a specific question. This might grant you occasional information or roleplay opportunities at the DM's discretion.

Suggested Characteristics

You often appear gloomy, reclusive or brooding. Constantly facing what many perceive as horrifying and grotesque experiences could cause you to come off as cold, excessively blunt or eccentric. They merely fear what they don’t understand. Embrace the motley assortment that makes you unique.

Traits

d8Personality Trait
1I find the dead easier to understand than the living.
2I show almost no emotion, even in the most difficult times.
3I am secretive about how my past led me to this profession.
4I feel a strange connection when I uncover buried mysteries.
5I am secretly appalled by my choice of work.
6I am constantly keeping notes of my historical finds.
7The dead are gone, but their valuables need rescuing.
8I carry charms for protection against angry spirits.

Ideal

d6Ideal
1Good. The dead should be honored and undisturbed.
2Comical. Rotting bodies and the idea of death is hilarious.
3Vengeance. I will dig up and rob every deceitful cultist.
4Generosity. I'm happy to share the knowledge I uncover.
5Respect. Respect for the dead is a courtesy to the living.
6Acceptance. This line of work allows me to be myself.

Bond

d6Bond
1I am a caretaker for the dead as they pass into the beyond.
2I hate all undead and must prevent their existence.
3My faith is unshakeable as a perform an important duty.
4I escaped a life of poverty by pillaging a noble's grave.
5I am pursuing the creation of flesh golem and need parts.
6My family was taken by a plague passed by rotting remains. It will never happen to another.

Flaw

d6Flaw
1A lifetime of social detachment has made me suspicious of the living.
2I am obsessed with preventing my own death. I don't want my remains to end up in a grave.
3No matter how often I clean myself, I smell of death.
4I'm on the run after digging up a lich's phylactery.
5I have trouble viewing the living as "alive."
6I get irritated when the dead refuse to talk back during a conversation.


Greaser

You grew up or spent a portion of your life in the workshop, covered in oil and grime, and witnessing the birth of a new age on Erenel. You helped repair mechanical wonders ushered in by the sudden appearance of the PRIMUS and the many Exile automatons searching for refuge.   A talented mechanic, you feel at home fixing the nuts and bolts of clockwork creations and know your way around a steam engine or two.
Greaser 5E Background

Greaser

You grew up or spent a portion of your life in the workshop, covered in oil and grime, and witnessing the birth of a new age on Erenel. You helped repair mechanical wonders ushered in by the sudden appearance of the PRIMUS and the many Exile automatons searching for refuge. A talented mechanic, you feel at home fixing the nuts and bolts of clockwork creations and know your way around a steam engine or two.

Skill Proficiencies History, Investigation
Tool Proficiencies Tinker's Tools, Vehicles
Equipment Set of common clothes, tinker's tools, and a belt pouch containing 15 gp.

Features

Mechanic

As a Greaser, you've picked up useful knowledge when working with machines. You can repair things without access to proper tools or spare parts such as weapons, vehicles or clockwork devices.   Using whatever you happen to have on hand, describe to the Dungeon Master how you'll repair the machinery. Once you use this feature to repair a specific machine, the machine must be properly repaired before you can use this feature again on the same machine.

Suggested Characteristics

Greasers are highly trained and talented, yet they spend so much time with machines they sometimes come off as rude or aloof. Even so, when others recognize you as a Greaser, the need for services far outweights a strange comment or cold shoulder.

Traits

d8Personality Trait
1I'm more comfortable around machines than people.
2I have strong opinions about different manufacturers.
3I get bored quickly and must experiment.
4High pressure situations do not faze me.
5I focus intently on my work resulting in terrible self awareness.
6I believe if I clean up I'll forget an important lesson.
7A respectable Gear Priest gave me a pamphlet.
8I try my best to understand new technology but am in over my head.

Ideal

d6Ideal
1Artistry. A well-oiled machine is a thing of beauty.
2Perfectionist. It's important to make the world a more organized and efficient place.
3Determination. The purpose of life is to break the mold and create things never created before.
4Death. I will create machines that will take the place of humankind; by force is necessary.
5Aspiration. My goal in life is to learn as much as possible about my craft.
6Wealth. At the end of the day, I'm here for the gold.

Bond

d6Bond
1I'm uncomfortably attached to a particular machine.
2I work to send money home to my family or friend.
3My workshop is all I have and all I want.
4An important clockwork device has been gifted to me for safekeeping.
5I stole my most significant work from another Greaser and must take the secret to my grave.
6An unknown benefactor is funding my work. I wonder what they want with me?

Flaw

d6Flaw
1I try to repair things before correctly accessing the situation, often leading to the job taking longer.
2I take great pride in my work and will attack any who insults it.
3I've spent so much time in my workshop that I have lost a social filter and will say whatever pops into my head.
4I don't trust spellcasters.
5I follow a rigid logic and cannot think outside the box.
6My qualifications are fake. I'm a terrible Greaser faking it til I make it.


Lantern Priest Initiate

The most popular religion across the known world, the Lantern Priests of Light and Law follow Rezmir's teachings. By their decree; no one is above the law, no matter their position of power. The church divides into three main orders filling different roles in society, and these three orders see consistent growth as members of all Erenel races join the ranks to uphold this Holy Order. As an initiate you have recently joined the church as a member of Light's Watch. You will shine a light on the darkness of injustice, wherever it may lurk.

Lantern Priest Initiate 5E Background

Lantern Priest Initiate

The most popular religion across the known world, the Lantern Priests of Light and Law follow Rezmir's teachings. By their decree; no one is above the law, no matter their position of power. The church divides into three main orders filling different roles in society, and these three orders see consistent growth as members of all Erenel races join the ranks to uphold this Holy Order. As an initiate you have recently joined the church as a member of Light's Watch. You will shine a light on the darkness of injustice, wherever it may lurk.

Skill Proficiencies Religion plus your choice of Insight or Persuasion
Languages One languages of your choice
Equipment One set of traveler's clothes, ceremonial lantern with belt hook, and a pouch with 10 gold.

Features

Light's Regard

You receive shelter from members of the Lantern Priests and those who are sympathetic to its cause. This includes temples, religious communities of Rezmir, and any settlement or nation that they serve. This aid comes in the form of shelter, meals and healing when appropriate, as well as the occasional assistance of citizens rallying to a cause of Light and Law.

Suggested Characteristics

You are shaped by your experience with the church of light and law. Feel free to use your own traits, ideals, flaws and bonds in place of the options below.

Traits

Personality
1I am always polite and respectful.
2I can always keep a cheerful disposition, no matter what is going on.
3I give no mercy to those who twist the law.
4I can stare down a demonic threat without flinching.
5I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.
6I pay attention to my appearance. First impressions are everything when introducing Light and Law.
7I let my actions speak for themselves.
8I tolerate cities but I thrive on the road.

Ideal

Ideal
1Ambition and pride are the roots of strife.
2My word is my bond.
3I live frugally because I know that someday I will need to give everything I have to the Lantern Priests.
4Rules exist for a reason. We must follow them, and punish those that don't.
5I use my words to sway others to my beliefs.
6Civilization depends on order to survive.

Bond

Bond
1Everything I learned on the battlefield I learned from my mentor. I hope to live up to their memory.
2I reject villainy. As long as I am present, none will be bullied or oppressed.
3I will lay down my life in pursuit of Light and Law.
4I'll never forget a crushing defeat we suffered or the enemies who dealt it.
5I fight for those who cannot fight for themselves.
6I will always protect the temple that took me in.

Flaw

Flaw
1If there's a choice between the easy way and the hard way, the hard way is always best.
2A monstrous threat we face in battle still leaves me in fear.
3I obey the law even if the law causes misery.
4I still have terrible nightmares of an undead threat from long ago.
5I get too lost to comforts in town, and sometimes get lost in drink and company.
6I never forgive myself or others for their sins. Once guilty, always guilty.


Light Bearer

Shortly after birth, you were blessed by an angelic being from the Above or a Herald of the Illuminated Church. Thanks to this blessing, you are marked with divine calling and placed under the watchful eye of one of the Churches of Yearning. In return, you are expected to follow the tenets of your divine calling and strive for the church's betterment.   Most Light Bearers are taken in by the church and educated to ensure you walk the illuminated path. However, some are raised outside the temple. While they always feel pulled to the Light, they may be unaware of the true nature of their blessing. Choose one of the three Churches of Yearning. Regardless of your choice, you feel a connection to the faith or a nagging pull to walk the illuminated path.
Light Bearer 5E Background

Light Bearer

Shortly after birth, you were blessed by an angelic being from the Above or a Herald of the Illuminated Church. Thanks to this blessing, you are marked with divine calling and placed under the watchful eye of one of the Churches of Yearning. In return, you are expected to follow the tenets of your divine calling and strive for the church's betterment.   Most Light Bearers are taken in by the church and educated to ensure you walk the illuminated path. However, some are raised outside the temple. While they always feel pulled to the Light, they may be unaware of the true nature of their blessing. Choose one of the three Churches of Yearning. Regardless of your choice, you feel a connection to the faith or a nagging pull to walk the illuminated path.  

Hearth Keepers
Followers of Asanna, the Blazing Dawn, the Hearth Keepers, harness sunlight from Ikara the Sol to push back the darkness.  
Lantern Priests
Followers of Rezmir, of Light and Law, the Lantern Priests, harness holy Light found within to push back the darkness.  
Midnight Eyrie
Followers of Luniwyn, the Silver Maiden, the Midnight Eyrie, harness moon and starlight to push back the darkness.

Skill Proficiencies Insight, Religion
Languages Two of your choice
Equipment A holy symbol (a gift from the one who blessed you), a set of common clothes, and a belt pouch containing 15 gp.

Features

Divine Intervention

You are deeply aware of the hurdles before you through your divine calling. Before you make an ability check, you can ask your deity (the dungeon master) to reveal the DC required for success.   You can ask your deity a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Suggested Characteristics

You tend to try and help people while following your belief system. You may seek answers if you believe you were blessed for a reason. If you believe your blessing was a mistake, you may seek a way to escape the church's watchful eye.

Traits

d8Personality Trait
1I seek omens everywhere . My deity could be speaking!
2I am overly cautious when fighting the forces of evil.
3I am obsessed with learning more about my faith's past.
4I idolize a hero of my faith and refer to them constantly.
5I do my best to be positive and uplift others.
6I follow the orders of my faith without a second thought.
7I often quote scripture and have strict etiquette.
8I have spent my life sheltered in the church.

Ideal

d6Ideal
1Charity. I always try to help those in need, no matter what the personal cost.
2Faith. I will spread my faith to all who will listen.
3Self. I am blessed by a higher power. Therefore all my actions are blessed and justified.
4Peace. I do not wish for conflict and prefer to be a voice of reason.
5Tradition. The traditions of my faith must be preserved.
6Logic. Emotions should not cloud our judgment on what is right or wrong.

Bond

d6Bond
1Without my blessing I am nothing. I must protect it.
2I am not the only one in my faith blessed with divine purpose. I must find others like myself.
3Nothing is more important than the faith which blessed me.
4I want to be free of my blessing's expectations.
5I must uncover the true meaning of my blessing.
6I would rather die than see a commoner hurt.

Flaw

d6Flaw
1I believe my path is the only true path.
2I am blinded by faith and follow without question.
3I see myself as expendable and walk straight into danger.
4I believe my blessing is nothing more than a facade.
5I'm incapable of admitting my faith could be wrong.
6I secretly wish I was not blessed.


Raised by Wolves

As a child, you became separated from your parent or guardian. Instead of ignoring or eating you, a unique creature or pack of creatures took you in, raising you as one of your own. The exact creature type is up to you and your DM, but suggestions include bear, chimera, dragon, griffon, tyrannosaurus rex, and wolf.   Life with your “adopted” family was not easy, as you never quite fit in. Nevertheless, you were taught to thrive in their uncivilized world. Since then, you’ve realized your true heritage and have returned to civilization. This could have been by force or choice, yet you still carry what many deem monstrous tendencies.

Raised by Wolves 5E Background

Raised by Wolves

As a child, you became separated from your parent or guardian. Instead of ignoring or eating you, a unique creature or pack of creatures took you in, raising you as one of your own. The exact creature type is up to you and your DM, but suggestions include bear, chimera, dragon, griffon, tyrannosaurus rex, and wolf.   Life with your “adopted” family was not easy, as you never quite fit in. Nevertheless, you were taught to thrive in their uncivilized world. Since then, you’ve realized your true heritage and have returned to civilization. This could have been by force or choice, yet you still carry what many deem monstrous tendencies.

Skill Proficiencies Animal Handling, Survival
Equipment A simple weapon from your life before and a memento to remind you of the creature(s) which raised you, a set of traveler's clothes, and a belt pouch containing 5 gp.

Features

Feature: Family Friend

When you encounter a creature of the same type as your adopted family, you can comprehend and verbally communicate with the creature. The knowledge and awareness of the creature is limited to their intelligence, but they generally will engage before attacking. You might be able to persuade the creature to do small favors for you, at the DM's discretion.

Suggested Characteristics

When you left your adoptive parents and returned to the civilized world, you had a tough time adapting. You are restless in town, longing to feel the thrill of the hunt and surviving in the wilderness.

Traits

d8Personality Trait
1Looking deep into my eyes is a challenge for dominance.
2I don't like bathing or being wet.
3I would rather spend time in the stables with the animals.
4I like to take long sniffs when I meet someone new.
5I don't like to wear restricting clothing.
6I often uses sounds like my adopted parents instead of speaking.
7Normal everyday cookware is fascinating.
8I'd rather eat with my hands.

Ideal

d6Ideal
1Freedom. After returning to civilization, I've come to understand the ridiculousness of their laws.
2Savage. I so no mercy for the weak. They would do the same if they could.
3Family. Everything I do, I do for my pack.
4Power. The civilized world thinks I am broken. I will make their fear a reality.
5Good. Thanks to my upbringing, I hope to become an ambassador and spread prosperity to all.
6Protection. Those with and without fangs and claws deserve a good life.

Bond

d6Bond
1I want to experience everything I missed in the wild.
2I'm hiding from my adoptive parents.
3I study my companions on how to behave appropriately in public.
4I would do anything for my adoptive family.
5I must rescue one of my adoptive family members from certain death.
6When I see a creature resembling my adoptive family I must help it no matter what.

Flaw

d6Flaw
1Big cities make me nervous.
2I would rather fight than argue.
3I have lost a social filter and will say whatever pops into my head.
4I like to eat my food raw.
5I take what I want, whenever I want to survive.
6I don't respect anyone I can easily beat in a fight.


Royal College Student

As a student at the Royal College, you most likely came from money, a family of social prestige somewhere in the world, or showed great promise in tethering the bond resulting in a professor taken notice of your talents and given entry. The Royal College was originally founded by four wizards who created four dormitory houses for students. Upon arrival, you were placed in one of the four houses, provided food, board and scheduled classes with the brightest and most renowned Arch Mages across Erenel.
Royal College Student 5E Background

Royal College Student

As a student at the Royal College, you most likely came from money, a family of social prestige somewhere in the world, or showed great promise in tethering the bond resulting in a professor taken notice of your talents and given entry. The Royal College was originally founded by four wizards who created four dormitory houses for students. Upon arrival, you were placed in one of the four houses, provided food, board and scheduled classes with the brightest and most renowned Arch Mages across Erenel.   Choose one of the four founding houses. This house help represent your ideals and life long friendships.

House Anima
Motto: From One, Many
Values: Science, Society
House Anima far outpaces the other houses academically. Generally, the brightest and most promising students come to House Anima and take little if any supervision from the House Master.

House Ignitus
Motto: Seize Life
Values: Fame, Passion
House Ignitus has a strong and illustrious military history thanks to its Flame Draconic founder. Although the house no longer maintains ties with any militia, its strict discipline and ruthless drive for success makes the house one to be reckoned with.

House Terra
Motto: Stand Firm
Values: Justice, Resolve
It would be easy to dismiss the house as "average" but the student's determination stands as a testament to what is achievable through perseverance even when lacking talent.

House Tritonis
Motto: Find a Way
Values: Determination, Free Thought
Since its founding, House Tritonis has excelled particularly in academics and marine research. The students are seen as more free spirited and enjoy the creative arts.
 

Skill Proficiencies Your choice of two from the following: Arcana, History, Investigation
Languages Two languages of your choice
Equipment A set of fine clothes, a Royal College student uniform, five sheets of parchment, a quill and inkwell, and a belt pouch containing 15 gold.

Features

Field of Study

Years of study at the Royal College has earned you specialized knowledge in a particular field of study. Choose one of the following fields of study below or work with your DM on a selection. When you encounter an example of your Field of Study, you automatically recall some useful fact about it. This doesn't automatically reveal exact locations but may help to answer questions within reason.   Field of Study Choices
  • Creature type
  • Artifacts
  • School of magic
  • Plane of existence
  • Deity or Patron
  • Suggested Characteristics

    You are defined by your extensive studies and House you were placed in upon admission. These characteristics reflect into your life as well as your scholarly pursuits. Feel free to use your own traits, ideals, flaws and bonds in place of the options below.

    Traits

    Personality
    1Those with no magical talent aren't worth my time, and divine tetherers only slightly less so.
    2I've read every book in the Royal Library—or I like to boast that I have.
    3I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.
    4I never pass up the chance to share some trivia regarding my study.
    5I constantly note the surrounding terrain looking for any magical significance.
    6I . . . speak . . . slowly . . . when talking . . . to idiots, . . . which . . . almost . . . everyone . . . is . . . compared . . . to me.
    7I am horribly, horribly awkward in social situations.
    8I'm convinced that people are always trying to steal my belongings.

    Ideal

    Ideal
    1We enjoy great knowledge because those who came before us passed it down. We must follow their example.
    2Sometimes we must sacrifice personal convenience for the good of others
    3Emotions must not cloud our logical thinking.
    4Rules exist for a reason. We must follow them, and punish those who don't.
    5Knowledge is the path to power and domination,
    6The goal of a life of study is the betterment of oneself.

    Bond

    Bond
    1It is my duty to protect those in my House.
    2I came across an ancient text in the Royal Library that I shared with a trusted professor.
    3I accidentally unleashed something during my time of study, and I know I must face it again one day.
    4My life's work is a series of tomes I began before graduation and have since expanded upon.
    5I've been searching my whole life for the answer to a certain question that even the Arch Chancellor could not answer.
    6One professor at the Royal College gave me a second chance. Some day I will repay the favor.

    Flaw

    Flaw
    1I am easily distracted by the promise of information.
    2Most people scream when they see a demon. I stop and take notes on its anatomy.
    3Unlocking an ancient mystery is worth the price of a civilization.
    4I stole the identity and position of another to enter the Royal College
    5I become intensely jealous of anyone who commands stronger magic than I can.
    6My curiosity overrides my fear. One day that'll be the death of me.


    Tetherborn

    In Erenel, spellcasters "tether" into the bond, accessing raw magic left over by the creator, Al'Madoon, to cast spells. While tethered, magic users manipulate the very fabric of the bond for their desired outcome. Unfortunately, tethering into the bond has a real and immediate price, leaving a mystical residue on the spellcaster's life essence. This residue leads to a condition known as Tetherbane, and as the condition worsens, spellcasters begin to lose control. The magic they once skillfully wielded becomes chaotic and uncontrollable. A simple light spell could result in a random burst of magic, devastating a city block.   Tetherborn, unfortunately, are born with or have manifested extreme tetherbane at a young age. While they have learned to harness their magical abilities, the underlying condition is ever-present, putting themselves and those around them in danger. To protect the growing civilization of the known world, a faction known as the Creed act as independent law enforcement for those stricken with Tetherbane. As a Tetherborn, your character could be fleeing from the Creed, or submitted to their laws, losing the ability to cast spells thanks to a magical tattoo placed on the neck or spine.

    Tetherborn 5E Background

    Tetherborn

    In Erenel, spellcasters "tether" into the bond, accessing raw magic left over by the creator, Al'Madoon, to cast spells. While tethered, magic users manipulate the very fabric of the bond for their desired outcome. Unfortunately, tethering into the bond has a real and immediate price, leaving a mystical residue on the spellcaster's life essence. This residue leads to a condition known as Tetherbane, and as the condition worsens, spellcasters begin to lose control. The magic they once skillfully wielded becomes chaotic and uncontrollable. A simple light spell could result in a random burst of magic, devastating a city block.   Tetherborn, unfortunately, are born with or have manifested extreme tetherbane at a young age. While they have learned to harness their magical abilities, the underlying condition is ever-present, putting themselves and those around them in danger. To protect the growing civilization of the known world, a faction known as the Creed act as independent law enforcement for those stricken with Tetherbane. As a Tetherborn, your character could be fleeing from the Creed, or submitted to their laws, losing the ability to cast spells thanks to a magical tattoo placed on the neck or spine.

    Skill Proficiencies Choose two from Arcana, Deception, and History
    Languages Two of your choice
    Equipment A set of common clothes including a hood, and a belt pouch containing 15 gp.

    Features

    Magic Backlash

    When you make a spell attack, before the roll you can choose to have a magical backlash. Flip a coin. On heads, roll 1d4 and add the number to the attack roll. On tails, roll 1d4 and subtract the number from the attack roll.   You can trigger a backlash a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

    Tetherborn Oddity

    Due to your condition you could choose to have one of the following oddities.
    d8 Oddity
    1 You have been tattooed by the Creed on your neck or spine.
    2 Your eyes are different colors and can change color unexpectedly.
    3 When you cast spells your voice echoes loudly.
    4 When you cast spells your body erupts in painful blisters.
    5 When you cast spells your capillaries and veins flash a bright blue.
    6 Your hair has streaks of color that changes based on the current season.
    7 Your feet have become hooved or webbed.
    8 Patches of your skin are scaled or taken a rock-like appearance.

    Suggested Characteristics

    Tetherborn characters battle the thought of using magic and putting themselves or their community at risk. Some tetherborn refuse to cast spells or weigh the pros and cons of the situation beforehand. Others gladly cast spells, disregarding or welcoming the danger brought on by their condition.

    Traits

    d8Personality Trait
    1I am confident in my ability to repress my condition.
    2I always act with caution and am overly serious.
    3I am committed to obeying the magical laws of the land.
    4I always try to stay positive and smile.
    5The world is too serious. We all die in the end.
    6I often reminisce about my time before my condition.
    7I stay up to date on the latest medical breakthroughs.
    8I remain calm in stressful situation.

    Ideal

    d6Ideal
    1Freedom. Society will not dictate the use of my gifts.
    2Friendship. I refuse to cast spells to protect my family.
    3Adventure. I want to experience everything life has to offer.
    4Greed. My condition allows me to take whatever I want.
    5Prestige. I want to be admired, respected or feared.
    6Stability. I just want to live a normal life in peace.

    Bond

    d6Bond
    1The unbearable weight of my condition has driven me to desperation.
    2I must find a cure for myself and others inflicted with tetherbane.
    3It is my duty to protect others like me from the Creed.
    4A tetherbane accident has caused me to flee my home.
    5I come from a long line of successful wizards who have shunned me because of my condition.
    6This condition is a blessing. I must learn why I was blessed and fulfill my destiny.

    Flaw

    d6Flaw
    1I joke about serious stuff when I don't know what to say.
    2I risk my personal safety to protect my friends and family.
    3I see myself as expendable and walk straight into danger.
    4I get angry quickly and threaten to cast dangerous spells to scare others.
    5I believe magic is power and see others who cannot cast spells as inferior.
    6I have nightmares about accidentally hurting my loved ones.


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