Backgrounds
Every story has a beginning. Your character's background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester.
Acolyte Background
Charlatan Background
City Watch / Investigator Background
Courtier Background
Criminal / Spy Background
Entertainer / Gladiator Background
Farmer Background
Feylost Background
Folk Hero Background
Guild Artisan / Guild Merchant Background
Hedge Magician Background
Hermit Background
Marked by the Beast Background
Noble / Knight Background
Northland Raider Background
Oleander Citizen Background
Oleander Legionnaire Background
Outlander Background
Sage Background
Sailor / Pirate Background
Squire Background
Soldier Background
Touched by the Fey Background
Urchin Background
Acolyte
You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric — performing sacred rites is not the same thing as channeling divine power.Acolyte Background
Acolyte
Overview:
You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric — performing sacred rites is not the same thing as channeling divine power.
Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.
Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment:
A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt common pouch containing 15 gp
Features:
Shelter of the Faithful
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.Suggested Characteristics: Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.
Personality Trait:
| Dice 1d8 | Personality Traits | |||
|---|---|---|---|---|
| 1 | I idolize a particular hero of my faith, and constantly refer to that person's deeds and example. | |||
| 2 | I can find common ground between the fiercest enemies, empathizing with them and always working towards peace. | |||
| 3 | I see omens in every event and action. The gods try to speak to us, we just need to listen. | |||
| 4 | Nothing can shake my optimistic attitude. | |||
| 5 | I quote (or misquote) sacred texts and proverbs in almost every situation. | |||
| 6 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. | |||
| 7 | I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me. | |||
| 8 | I've spent so long in the temple that I have little practical experience dealing with people in the outside world. |
Ideal:
| Dice 1d6 | Ideals | |||
|---|---|---|---|---|
| 1 | Tradition: The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) | |||
| 2 | Charity: I always try to help those in need, no matter what the personal cost. (Good) | |||
| 3 | Change: We must help bring about the changes the gods are constantly working in the world. (Chaotic) | |||
| 4 | Power: I hope to one day rise to the top of my faith's religious hierarchy. (Lawful) | |||
| 5 | Faith: I trust that my deity will guide my actions, I have faith that if I work hard, things will go well. (Lawful) | |||
| 6 | Aspiration: I seek to prove myself worthy of my god's favor by matching my actions against their teachings. (Any) |
Bond:
| Dice 1d6 | Bonds | |||
|---|---|---|---|---|
| 1 | I would die to recover an ancient relic of my faith that was lost long ago. | |||
| 2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. | |||
| 3 | I owe my life to the priest who took me in when my parents died. | |||
| 4 | Everything I do is for the common people. | |||
| 5 | I will do anything to protect the temple where I served. | |||
| 6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. |
Flaw:
| Dice 1d6 | Flaws | |||
|---|---|---|---|---|
| 1 | I judge others harshly, and myself even more severely. | |||
| 2 | I put too much trust in those who wield power within my temple's hierarchy. | |||
| 3 | My piety sometimes leads me to blindly trust those that profess faith in my god. | |||
| 4 | I am inflexible in my thinking. | |||
| 5 | I am suspicious of strangers and expect the worst of them. | |||
| 6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. |
Charlatan
You have always had a way with people. You know what makes them tick, you can tease out their hearts' desires after a few minutes of conversation, and with a few leading questions you can read like they were children's books. It's a useful talent, and one that you're perfectly willing to use for your advantage.Charlatan Background
Charlatan
Overview:
You have always had a way with people. You know what makes them tick, you can tease out their hearts' desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It's a useful talent, and one that you're perfectly willing to use for your advantage.
You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you're around. The bottle of pink colored liquid will surely cure that unseemly rash, this ointment – nothing more than a bit of fat with a sprinkle of silver dust can restore youth and vigor, and there's a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal.
Favorite Schemes
Every charlatan has an angle they use in preference to other schemes. Choose a favorite scam or roll on the table below.| Roll a D6 1d6 | Scam |
|---|---|
| 1 | I cheat at games of chance. |
| 2 | I shave coins or forge documents. |
| 3 | I insinuate myself into people's lives to prey on their weakness and secure their fortunes. |
| 4 | I put on new identities like clothes. |
| 5 | I run sleight-of-hand cons on street corners. |
| 6 | I convince people that worthless junk is worth their hard-earned money. |
Skill Proficiencies: Deception, Sleight of Hand
Tool Proficiencies: Disguise kit, forgery kit
Equipment:
A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15gp
Features:
False Identity
You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.Suggested Characteristics: Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.
Personality Trait:
| Roll a d8 1d8 | Personality Trait | |||
|---|---|---|---|---|
1 |
I fall in and out of love easily, and am always pursuing someone. | |||
2 |
I have a joke for every occasion, especially occasions where humor is inappropriate. | |||
3 |
Flattery is my preferred trick for getting what I want. | |||
4 |
I'm a born gambler who can't resist taking a risk for a potential payoff. | |||
5 |
I lie about almost everything, even when there's no good reason to. | |||
6 |
Sarcasm and insults are my weapons of choice. | |||
7 |
I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment. | |||
8 |
I pocket anything I see that might have some value. |
Ideal:
| Roll a d6 1d6 | Ideal | |||
|---|---|---|---|---|
1 |
Independence. I am a free spirit – no one tells me what to do. (Chaotic) | |||
2 |
Fairness. I never target people who can't afford to lose a few coins. (Lawful) | |||
3 |
Charity. I distribute the money I acquire to the people who really need it. (Good) | |||
4 |
Creativity. I never run the same con twice. (Chaotic) | |||
5 |
Friendship. Material goods come and go. Bonds of friendship last forever. (Good) | |||
6 |
Aspiration. I'm determined to make something of myself. (Any) |
Bond:
| Roll a d6 1d6 | Bond | |||
|---|---|---|---|---|
1 |
I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about. | |||
2 |
I owe everything to my mentor – a horrible person who's probably rotting in jail somewhere. | |||
3 |
Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her. | |||
4 |
I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me. | |||
5 |
A powerful person killed someone I love. Some day soon, I'll have my revenge. | |||
6 |
I swindled and ruined a person who didn't deserve it. I seek to atone for my misdeeds but might never be able to forgive myself. |
Flaw:
| Roll a d6 1d6 | Flaw | |||
|---|---|---|---|---|
1 |
I can't resist a pretty face. | |||
2 |
I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in. | |||
3 |
I'm convinced that no one could ever fool me the way I fool others. | |||
4 |
I'm too greedy for my own good. I can't resist taking a risk if there's money involved. | |||
5 |
I can't resist swindling people who are more powerful than me. | |||
6 |
I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough. |
City Watch / Investigator
You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.City Watch / Investigator Background
City Watch / Investigator
Overview:
You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.
Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community.
Skill Proficiencies: Athletics, Insight
Languages: Any two of your choice
Equipment:
A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp
Features:
Watcher's Eye
Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.Variant: Investigator
Rarer than watch or patrol members are a community's investigators, who are responsible for solving crimes after the fact. Though such folk are seldom found in rural areas, nearly every settlement of decent size has at least one or two watch members who have the skill to investigate crime scenes and track down criminals. If your prior experience is as an investigator, you have proficiency in Investigation rather than Athletics.Suggested Characteristics: The struggles of the watch and the threats against it tends to create a strong brotherhood, creating strong bonds between other watchmen, often even having an innate respect for watchmen of other cities. Individual watch members vary, from rigid with discipline to shady and corrupt.
Personality Trait:
| Dice 1d8 | Personality Traits | |||
|---|---|---|---|---|
| 1 | I'm always polite and respectful. | |||
| 2 | I'm watchful and suspicious of people that I don't know. | |||
| 3 | Getting to the point of trust is difficult for me and I am slow to make friends. | |||
| 4 | I'm full of inspiring and cautionary tales from my watch experience relevant to almost every situation. | |||
| 5 | I can stare down a hell hound without flinching. | |||
| 6 | I enjoy being strong and like breaking things. | |||
| 7 | I have a crude sense of humor. | |||
| 8 | I face problems head-on. A simple, direct solution is the best path to success. |
Ideal:
| Dice 1d6 | Ideals | |||
|---|---|---|---|---|
| 1 | Greater Good: Our lot is to lay down our lives in defense of others. (Good) | |||
| 2 | Responsibility: I do what I must and obey the law. (Lawful) | |||
| 3 | Independence: Not every law is just, and part of the job is determining which to enforce. (Chaotic) | |||
| 4 | Might: Strength in might and authority wins. (Evil) | |||
| 5 | Live and Let Live: Deescalation is the best answer. (Neutral) | |||
| 6 | City: My city and people are all that matter. (Any) |
Bond:
| Dice 1d6 | Bonds | |||
|---|---|---|---|---|
| 1 | I would still lay down my life for the people I served with. | |||
| 2 | Someone saved my life on duty. To this day, I will never leave a friend behind. | |||
| 3 | My honor is my life. | |||
| 4 | I'll never forget my fellow watchmen lost by lawbreakers. | |||
| 5 | Those who fight beside me are those worth dying for. | |||
| 6 | I fight for those who cannot fight for themselves. |
Flaw:
| Dice 1d6 | Flaws | |||
|---|---|---|---|---|
| 1 | The raid that went wrong still triggers me and leaves me quivering with fear. | |||
| 2 | I have little respect for anyone who is not in a position of authority. | |||
| 3 | I made a terrible mistake on duty that cost many lives — and I would do anything to keep that mistake secret. | |||
| 4 | My hatred of criminal elements is blind and unreasoning. | |||
| 5 | I obey the law, even if the law causes misery. | |||
| 6 | Admitting I am wrong is giving up my authority and I will not do it. |
Courtier
In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position.Courtier Background
Courtier
Overview:
In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position.
Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.
Skill Proficiencies: Insight, Persuasion
Languages: Any two of your choice
Equipment:
A set of fine clothes and a pouch containing 10 gp.
Features:
Court Functionary
Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.Suggested Characteristics: You may have been called to court for a number of reasons, perhaps because of a powerful relative, or your family name, or simply because you are good at a skill that would serve your court. Being a member of a court gives you advantages and a bit of power and prestige, as well as a means to pursue your own interests. Some use their position to serve, while others use it to coax on their lord's coin, looking for any luxury to indulge in.
Personality Trait:
| Dice 1d8 | Personality Traits | |||
|---|---|---|---|---|
| 1 | I believe that anything worth doing is worth doing right. I can't help it — I'm a perfectionist. | |||
| 2 | I'm a snob who looks down on those who don't have the means to enjoy the finer things in life. | |||
| 3 | I always want to know how things work and what makes people tick. | |||
| 4 | I'm full of witty aphorisms and have a proverb for every occasion. | |||
| 5 | I'm rude to people who lack any social status. | |||
| 6 | I like to talk at length about my experiences at court. | |||
| 7 | I spend money lavishly to impress people around me. | |||
| 8 | I'm well known in many social circles. I'm always taken aback when people haven't heard of me. |
Ideal:
| Dice 1d6 | Ideals | |||
|---|---|---|---|---|
| 1 | Community: It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful) | |||
| 2 | Philanthropist: My money and connections can be used to help those who cannot help themselves. (Good) | |||
| 3 | Freedom: Everyone should be free to pursue their own livelihood. (Chaotic) | |||
| 4 | Greed: Money and influence are the only things that matter. (Evil) | |||
| 5 | People: I'm committed to the people I care about, not to ideals. (Neutral) | |||
| 6 | Bon Vivant: Life is meant to be enjoyed. (Any) |
Bond:
| Dice 1d6 | Bonds | |||
|---|---|---|---|---|
| 1 | My lord's reputation was tarnished by a rival and I seek to amend his reputation and standing. | |||
| 2 | I am seeking an artist to patron. I want to be a part of a masterpiece. | |||
| 3 | I owe my lord a great debt for forging me into the person I am today. | |||
| 4 | I pursue wealth and status to try to obtain attention of a love of a higher station. | |||
| 5 | One day I will return to my lord's court and prove my worth to them all. | |||
| 6 | I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood. |
Flaw:
| Dice 1d6 | Flaws | |||
|---|---|---|---|---|
| 1 | I attach myself to anyone with power in hopes of getting advantage from the connection. | |||
| 2 | I'm quick to assume that someone is jealous of my station. | |||
| 3 | No one must ever learn that I once stole money from my lord. | |||
| 4 | I'm never satisfied with what I have — I always want more. | |||
| 5 | I would kill to acquire a noble title of my own. | |||
| 6 | I am unable to resist discovering gossip and equally unable to resist spreading it. |
Criminal / Spy
You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.Criminal / Spy Background
Criminal / Spy
Overview:
You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
Criminal Specialty
There are many kinds of criminals, and withing a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.| Dice 1d8 | Specialty |
|---|---|
| 1 | Blackmailer |
| 2 | Burglar |
| 3 | Enforcer |
| 4 | Fence |
| 5 | Highway Robber |
| 6 | Hired Killer |
| 7 | Pickpocket |
| 8 | Smuggler |
Variant: Spy
Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One type of gaming set, thieves' tools
Equipment:
A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp.
Features:
Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.Suggested Characteristics: Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
Personality Trait:
| Dice 1d8 | Personality Traits | |||
|---|---|---|---|---|
| 1 | I always have a plan for what to do when things go wrong. | |||
| 2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. | |||
| 3 | The first thing I do in a new place is note the locations of everything valuable — or where such things could be hidden. | |||
| 4 | I would rather make a new friend than a new enemy. | |||
| 5 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide. | |||
| 6 | I don't pay attention to the risks in a situation. Never tell me the odds. | |||
| 7 | The best way to get me to do something is to tell me I can't do it. | |||
| 8 | I blow up at the slightest insult. |
Ideal:
| Dice 1d6 | Ideals | |||
|---|---|---|---|---|
| 1 | Honor: I don't steal from others in the trade. (Lawful) | |||
| 2 | Freedom: Chains are meant to be broken, as are those who would forge them. (Chaotic) | |||
| 3 | Charity: I steal from the wealthy so that I can help people in need. (Good) | |||
| 4 | Greed: I will do whatever it takes to become wealthy. (Evil) | |||
| 5 | People: I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) | |||
| 6 | Redemption: There's a spark of good in everyone. (Good) |
Bond:
| Dice 1d6 | Bonds | |||
|---|---|---|---|---|
| 1 | I'm trying to pay off an old debt I owe to a generous benefactor. | |||
| 2 | My ill-gotten gains go to support my family. | |||
| 3 | Something important was taken from me, and I aim to steal it back. | |||
| 4 | I will become the greatest thief that ever lived. | |||
| 5 | I'm guilty of a terrible crime. I hope I can redeem myself for it. | |||
| 6 | Someone I loved died because of a mistake I made. That will never happen again. |
Flaw:
| Dice 1d6 | Flaws | |||
|---|---|---|---|---|
| 1 | When I see something valuable, I can't think about anything but how to steal it. | |||
| 2 | When faced with a choice between money and my friends, I usually choose the money. | |||
| 3 | If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. | |||
| 4 | I have a "tell" that reveals when I'm lying. | |||
| 5 | I turn tail and run when things look bad. | |||
| 6 | An innocent person is in prison for a crime that I committed. I'm okay with that. |
Entertainer / Gladiator
You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life.Entertainer / Gladiator Background
Entertainer / Gladiator
Overview:
You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life.
Entertainer Routines
A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer.| Dice 1d10 | Entertainer Routine |
|---|---|
| 1 | Actor |
| 2 | Dancer |
| 3 | Fire-Eater |
| 4 | Jester |
| 5 | Juggler |
| 6 | Instrumentalist |
| 7 | Poet |
| 8 | Singer |
| 9 | Storyteller |
| 10 | Tumbler |
Variant: Gladiator
A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your By Popular Demand feature, you can find a place to perform in any place that features combat for entertainment – perhaps a gladiatorial arena or secret pit fighting club. You can replace the musical instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net.Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: Disguise Kit, one type of musical instrument
Equipment:
A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), costume clothes, and a belt pouch containing 15 gp
Features:
By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Suggested Characteristics: Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.
Personality Trait:
| Dice 1d8 | Personality | |||
|---|---|---|---|---|
| 1 | I know a story relevant to almost every situation. | |||
| 2 | Whenever I come to a new place, I collect local rumors and spread gossip. | |||
| 3 | I'm a hopeless romantic, always searching for that "special someone." | |||
| 4 | Nobody stays angry at me or around me for long, since I can defuse any amount of tension. | |||
| 5 | I love a good insult, even one directed at me. | |||
| 6 | I get bitter if I'm not the center of attention. | |||
| 7 | I'll settle for nothing less than perfection. | |||
| 8 | I change my mood or my mind as quickly as I change key in a song. |
Ideal:
| Dice 1d6 | Ideals | |||
|---|---|---|---|---|
| 1 | Beauty: When I perform, I make the world better than it was. (Good) | |||
| 2 | Tradition: The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful) | |||
| 3 | Creativity: The world is in need of new ideas and bold action. (Chaotic) | |||
| 4 | Greed: I'm only in it for the money and fame. (Evil) | |||
| 5 | People: I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral) | |||
| 6 | Honesty: Art should reflect the soul; it should come from within and reveal who we really are. (Any) |
Bond:
| Dice 1d6 | Bonds | |||
|---|---|---|---|---|
| 1 | My instrument is my most treasured possession, and it reminds me of someone I love. | |||
| 2 | Someone stole my precious instrument, and someday I'll get it back. | |||
| 3 | I want to be famous, whatever it takes. | |||
| 4 | I idolize a hero of the old tales and measure my deeds against that person's. | |||
| 5 | I will do anything to prove myself superior to my hated rival. | |||
| 6 | I would do anything for the other members of my old troupe. |
Flaw:
| Dice 1d6 | Flaws | |||
|---|---|---|---|---|
| 1 | I'll do anything to win fame and renown. | |||
| 2 | I'm a sucker for a pretty face. | |||
| 3 | A scandal prevents me from ever going home again. That kind of trouble seems to follow me around. | |||
| 4 | I once satirized a noble who still wants my head. It was a mistake that I will likely repeat. | |||
| 5 | I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble. | |||
| 6 | Despite my best efforts, I am unreliable to my friends. |
Farmer
You were what most common folk are–a farmer. You worked on a lord's estate, their land, or you worked for a company and you produced resources from the land in return for food, shelter, clothing, protection, and other benefits. Farmers focus on raising living things and harvesting various useful goods–mostly food–from the land. Farmers make up the vast majority of the peasantry, alongside other raw resource producers, such as miners and fishermen. Farmers are a hearty, enduring folk, they work long hours under the sun often doing dirty and exhausting or even disgusting work. How did you become a farmer, and for how long were you one? What did you do on your farm? Were you the landlord of the farm, or were you just a farmhand? And what caused you to leave that life behind? Was your home destroyed by war? Were you cast out for some crime? Did you flee taxes you could not pay? Were you called to join the Lord's army? Was your home stolen by an unscrupulous rival? How did you learn your current profession?Farmer Background
Farmer
Overview:
You were what most common folk are–a farmer. You worked on a lord's estate, their land, or you worked for a company and you produced resources from the land in return for food, shelter, clothing, protection, and other benefits. Farmers focus on raising living things and harvesting various useful goods–mostly food–from the land. Farmers make up the vast majority of the peasantry, alongside other raw resource producers, such as miners and fishermen. Farmers are a hearty, enduring folk, they work long hours under the sun often doing dirty and exhausting or even disgusting work. How did you become a farmer, and for how long were you one? What did you do on your farm? Were you the landlord of the farm, or were you just a farmhand? And what caused you to leave that life behind? Was your home destroyed by war? Were you cast out for some crime? Did you flee taxes you could not pay? Were you called to join the Lord's army? Was your home stolen by an unscrupulous rival? How did you learn your current profession?
Skill Proficiencies: Animal Handling, Nature
Tool Proficiencies: Land Vehicles and Farming Implements
Languages: You only speak Common
Equipment:
A farm implement (such as a pitchfork or shovel), a set of work clothes or common clothes, a wide brimmed hat, a sack containing 5 gp worth of trade goods, and a belt pouch containing 5 gp or 1d4+2 gp.
Features:
Not every farm is alike; there are a vast range of goods produced by farmers of different sorts, and nearly all farms focus on just one product or a limited group of products. d6 Farm
1 Rancher. You raised animals for slaughter most likely for food, but also for leather, furs, and other useful materials.
2 Grazier. You harvested goods produced by animals such as milk, eggs, feathers, or wool.
3 Stockman. You bred animals to sell for work or as pets such as guard dogs, racing horses, and griffons.
4 Peasant. You harvested edible or useful plants such as wheat, corn crops, or apples at an orchard.
5 Forester. You grew trees for ornament or construction such as trees grown for bow staves, boat masts, or buildings.
6 Silk. You raised silk worms or another exotic animal, and harvested their silk.
You lack the formal education of the higher classes, but for how little you may know there is a great deal that you understand. You have a practical, working knowledge of astrology and meteorology, and can easily track the time and date as well as predict the weather within a few hours, or days if you're lucky. You understand the "secrets of life"; the needs of life (water, light, air, salt, etc.), the patterns of physical inheritance, and the connections between different plants and animals. At the DM's discretion, this can be represented by allowing a farmer to cast commune with nature once per long rest, except that the range is limited to environments common to you within 10 feet and you can only choose one of the first two choices.
Farm
Not every farm is alike; there are a vast range of goods produced by farmers of different sorts, and nearly all farms focus on just one product or a limited group of products. d6 Farm
1 Rancher. You raised animals for slaughter most likely for food, but also for leather, furs, and other useful materials.
2 Grazier. You harvested goods produced by animals such as milk, eggs, feathers, or wool.
3 Stockman. You bred animals to sell for work or as pets such as guard dogs, racing horses, and griffons.
4 Peasant. You harvested edible or useful plants such as wheat, corn crops, or apples at an orchard.
5 Forester. You grew trees for ornament or construction such as trees grown for bow staves, boat masts, or buildings.
6 Silk. You raised silk worms or another exotic animal, and harvested their silk.
Feature: Of the Land
You lack the formal education of the higher classes, but for how little you may know there is a great deal that you understand. You have a practical, working knowledge of astrology and meteorology, and can easily track the time and date as well as predict the weather within a few hours, or days if you're lucky. You understand the "secrets of life"; the needs of life (water, light, air, salt, etc.), the patterns of physical inheritance, and the connections between different plants and animals. At the DM's discretion, this can be represented by allowing a farmer to cast commune with nature once per long rest, except that the range is limited to environments common to you within 10 feet and you can only choose one of the first two choices.
Alternate Feature: Of the People
For better or for worse, you are just very normal. Among commoners and on the road, most people just don't notice you, and security checks at city gates or on the road are often brisk and half-hearted. People tend to trust that you're just another face in the crowd. However, whenever you are some place commoners should not be, or normally are not seen, you stand out like a sore thumb and draw a good deal of attention, one way or another. You are unlikely to be preceded by your reputation, if you even have one, and if you do, nobody expects you to be them.Suggested Characteristics: When creating a Farmer, it is important to remember that is it not a class typically seen as the brave heroes out to save the world. You are usually the typical peasant or commoner that stays to the background while more flamboyant members of society move about the world and make an impact in it.
As such, some important questions to ask would be: Why is your Farmer adventuring? Did they accidentally get roped into traveling with other adventurers and it’s too hard to get out of it now? Did you want a life outside of working in the field all day? Or were you fed up with the everyday troubles your fellow peasants faced and decided to go out on your own to solve them?
You can further expand on this depending on the campaign’s background: Are there many troubles that you commoners face? Is the ruling body of where you live corrupt? Did you start out as a commoner? Or did you escape some other life and decide to settle down, only to somehow be pulled into drama once more?
Personality Trait:
d8 Personality Trait
1 I'm always early to bed and early to rise.
2 I keep my gear and supplies in careful check.
3 I speak with a distinctive drawl or accent common to my class.
4 I always save up as much as I can, spending and consuming only what I must.
5 When work needs doing, I do the work.
6 I keep constant track of the sun, moon, stars, seasons, and weather.
7 I like to sleep in the sun when I can.
8 I'm always chewing on a sprig of grass, a toothpick, tobacco, seeds, or preserved meat.
1 I'm always early to bed and early to rise.
2 I keep my gear and supplies in careful check.
3 I speak with a distinctive drawl or accent common to my class.
4 I always save up as much as I can, spending and consuming only what I must.
5 When work needs doing, I do the work.
6 I keep constant track of the sun, moon, stars, seasons, and weather.
7 I like to sleep in the sun when I can.
8 I'm always chewing on a sprig of grass, a toothpick, tobacco, seeds, or preserved meat.
Ideal:
d6 Ideal
1 Fill the Need. There are a lot of hungry mouths in the world, with enough hands the world can feed them all. (Good)
2 It's a Living. I do what I'm good at because what I'm good at is good for me. (Neutral)
3 Brutal Practicality. Bury a fish or bury a man, just get the job done. (Evil)
4 Hard Work. A labor of love is a purpose and meaning. (Lawful)
5 A Simple Way of Life. If it ain't broke, don't fix it! (Neutral)
6 Amusement. Playing a hand in the growth and development of things delights me. (Chaotic)
1 Fill the Need. There are a lot of hungry mouths in the world, with enough hands the world can feed them all. (Good)
2 It's a Living. I do what I'm good at because what I'm good at is good for me. (Neutral)
3 Brutal Practicality. Bury a fish or bury a man, just get the job done. (Evil)
4 Hard Work. A labor of love is a purpose and meaning. (Lawful)
5 A Simple Way of Life. If it ain't broke, don't fix it! (Neutral)
6 Amusement. Playing a hand in the growth and development of things delights me. (Chaotic)
Bond:
d6 Bond
1 I want to find that special someone and raise a home full of children.
2 I'll never forget the family farm I grew up on.
3 Some day, I'll be the lord of my own land.
4 I want to grow or raise the biggest or best example of my profession to prove I am the best!
5 My son was sent to war and never returned. I must find him!
6 I am out to start a homestead of my own in an unexplored fringe territory.
1 I want to find that special someone and raise a home full of children.
2 I'll never forget the family farm I grew up on.
3 Some day, I'll be the lord of my own land.
4 I want to grow or raise the biggest or best example of my profession to prove I am the best!
5 My son was sent to war and never returned. I must find him!
6 I am out to start a homestead of my own in an unexplored fringe territory.
Flaw:
d6 Flaw
1 I can be lazy and sleepy, sneaking off to take naps when work can wait.
2 I am absurdly isolated, innocent, or pious.
3 I believe in and obey my nation's nobility blindly.
4 I abandoned my home to avoid taxation, conscription, or court and cannot return.
5 I am not used to being wealthy and tend to overindulge.
6 I show off to attractive people too much.
1 I can be lazy and sleepy, sneaking off to take naps when work can wait.
2 I am absurdly isolated, innocent, or pious.
3 I believe in and obey my nation's nobility blindly.
4 I abandoned my home to avoid taxation, conscription, or court and cannot return.
5 I am not used to being wealthy and tend to overindulge.
6 I show off to attractive people too much.
Feylost
You grew up in the Feywild after disappearing from your home plane as a child. Perhaps you were spirited away by kindly Fey who thought you were destined for great things. Perhaps you stumbled through a fey crossing by chance during a twilight stroll in the woods. Perhaps you were kidnapped by evil Fey but escaped from their clutches. Whatever the manner of your disappearance, you gradually fell under the Feywild’s spell and learned a little about the nature of the mercurial tricksters that dwell there. When you finally returned to your home plane, you did not come back unchanged. You are haunted by the fact that the Feywild—a mirror world hidden behind a mere twist of perception—is only a hair’s breadth away. Although your memories of the Feywild grow fainter with each passing day, your heart swells with a mixture of fear and joy at the prospect of one day venturing back to the Plane of Faerie—your home away from home.Feylost Background
Feylost
Overview:
You grew up in the Feywild after disappearing from your home plane as a child. Perhaps you were spirited away by kindly Fey who thought you were destined for great things. Perhaps you stumbled through a fey crossing by chance during a twilight stroll in the woods. Perhaps you were kidnapped by evil Fey but escaped from their clutches. Whatever the manner of your disappearance, you gradually fell under the Feywild’s spell and learned a little about the nature of the mercurial tricksters that dwell there.
When you finally returned to your home plane, you did not come back unchanged. You are haunted by the fact that the Feywild—a mirror world hidden behind a mere twist of perception—is only a hair’s breadth away. Although your memories of the Feywild grow fainter with each passing day, your heart swells with a mixture of fear and joy at the prospect of one day venturing back to the Plane of Faerie—your home away from home.
Skill Proficiencies: Deception, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice of Elvish, Gnomish, Goblin, or Sylvan
Equipment:
A musical instrument (one of your choice), a set of traveler’s clothes, three trinkets (each determined by rolling on the Feywild Trinkets table), and a pouch containing 8 gp.
Features:
Dice 1d8 |Fey Mark
1|Your eyes swirl with iridescent colors.
2|You have a sweet scent, like that of nectar or honey.
3|You have long whiskers like those of a cat.
4|Your ears are covered with soft tufts of fur.
5|Your skin sparkles in moonlight.
6|Flowers either bloom or wilt (your choice) in your presence.
7|Your hair is made of vines or brambles and grows back to normal length within 1 hour of being cut.
8|You have a tail like that of a dog or another animal.
Dice 1d8 |Visitor
1|Awakened creature (a Beast or an ordinary plant that has had the awaken spell cast on it)
2|Centaur
3|Dryad
4|Faerie dragon
5|Pixie
6|Satyr
7|Sprite
8|Unicorn
d100 Trinket
01 Cookie cutter shaped like a unicorn
02 Two yew rings linked together
03 Silver hand mirror with a nymph-shaped handle
04 Painted wooden key whose teeth change configuration every day at dawn
05 Delicate silver cameo with pictures of twin children opposite one another
06 Golden pendant charm shaped like a leprechaun
07 Tiny wooden box containing a croquet set sized for pixies or sprites
08 Tiny pair of sharp, iron scissors
09 Chess piece shaped like a dancing satyr wearing a bishop’s hat and clutching a gnarled staff
10 Saltshaker shaped like a wizard’s tower
11 Crystal orb that allows an elf who holds it to sleep
12 Pendant that shows the phases of the moon
13 Large iron fingernail
14 Tiny electrum whistle that only Fey can hear
15 Wooden jigsaw puzzle piece as big as a saucer, with a painted image of a jug on it
16 Spool of glistening silver thread
17 Sheet of music that goblins find upsetting when they hear it played or sung
18 Rotten ogre’s tooth with the Elvish glyph for “moon” etched into it
19 Vitrified eye of a displacer beast
20 Tiny duskwood coffin containing the ashes of a troll
21 Old invitation to a banquet in the Summer Court, written in ink on vellum in Sylvan
22 Gossamer shawl that glows faintly in moonlight
23 Ball-and-cup toy that plays a short, victorious jingle whenever the ball lands in the cup
24 Sprite’s skull covered in ink fingerprints
25 Silver fork with the outer tines bent sideways
26 A soot-stained sock in which a nugget of coal magically appears each day at dawn
27 Tiny wooden stool (sized for a pixie or sprite) that gives splinters to those who hold it
28 Tiny clockwork dragonfly that slowly beats its wings (but can’t fly) when wound up
29 Toy unicorn made of wood, painted with bright colors
30 Pixie plushie that sings when you squeeze it
31 1-inch-square painting of a sleeping elf
32 Thimble that helps you daydream when worn
33 Pumpkin cupcake that magically regenerates itself in its paper cup each day at dawn
34 Fake Three-Dragon Ante card depicting a faerie dragon
35 Teacup made from a varnished mushroom cap that magically keeps its liquid contents lukewarm
36 Rock that floats and is small enough to hide in your closed fist
37 Tiny bottle filled with rainwater collected from the Feywild
38 Opalescent conch shell that laughs when you hold it to your ear
39 Vial of viscous liquid labeled “Fomorian spit. Do not drink!”
40 Wax candle that roars and crackles like a bonfire while lit
41 Potted daffodil that sways when near a source of music
42 8-ounce, glass wine bottle that magically reassembles itself 1 minute after being broken
43 Tiny wooden sylph figurehead from a model ship
44 Tiny pumpkin-shaped cauldron carved out of bog oak
45 Bar of soap that smells like something memorable from your childhood
46 Piece of orange parchment folded to look like a knight astride a unicorn
47 Tinted glasses so dark that they can’t be seen through
48 8-inch-long glass ant figurine
49 Piece of parchment bearing a child’s drawing of an oni
50 Tiny hourglass without sand in it
51 Empty vial with corked ends at the top and bottom
52 Pair of green leprechaun boots tied together by their laces
53 Smoking pipe made from a tree root
54 Red cap that droops down to one’s shoulders when worn
55 Mask that helps you remember your dreams if you wear it while you sleep
56 Notebook that shows what’s written on it only when held upside down
57 Wooden top with four sides, each bearing the image of child enjoying a different season
58 Tiny beehive wig made for sprites or pixies
59 Wooden mouse figurine that squeaks when held
60 Stuffed oni doll with a creepy smile and one missing eye
61 Empty bag labeled “Candy”
62 Tinted glass monocle that makes things look green
63 Black executioner’s hood sized for a pixie or sprite
64 Piano key carved from a satyr’s horn
65 Tiny wooden lute with cat hairs for strings
66 Iron needle with an eye that refuses to let thread pass through it
67 Tiny sundial that casts a shadow only in moonlight
68 Wooden pan flute that attracts harmless local fauna when played
69 Silvered pinecone
70 Flask of spectral glowworms that change color to reflect the mood of the flask’s holder
71 Wooden apple painted blue
72 Tuning fork that sounds the tone for the F key
73 Nunchaku sized for a pixie or sprite
74 Copper coin with a smiling satyr’s face on one side and a satyr’s skull on the other
75 Severed chicken’s foot attached to a leather cord
76 Collection of baby teeth in a tiny wooden box
77 Pinwheel whirligig that spins even when there’s no wind
78 Child’s parasol covered in moss and leaves
79 Wooden magnifying glass missing its lens
80 Glossy mushroom with a red, bell-shaped cap that jingles when shook
81 Pouch of seeds that smell like home
82 Petrified robin’s egg
83 Wooden spoon with a hole in the center
84 Paper wasp nest in a jar
85 Sprig of rosemary wrapped with ribbon at one end
86 Tiny, unfurnished dollhouse sized for a pixie child
87 Paintbrush made entirely of ceramic—even the bristles
88 Candlestick whose candlelight looks like a tiny, dancing fairy made of fire
89 Spectacle frames in the shape of butterfly wings
90 Set of false wooden teeth
91 Tiny book of fairytales
92 Rucksack in which one potato magically appears each day at dawn
93 Pixie’s winter jacket lined with fox fur
94 Tasseled wine charm shaped like a sprite
95 Weak magnetic wand
96 100-sided die the size of a plum, cut from coal
97 Glass slipper, missing its mate
98 Tiny dreamcatcher
99 Barbell sized for a pixie or sprite
100 Music box that plays a sprightly tune you remember from your childhood
Fey Mark
You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined by rolling on the Fey Mark table. Fey MarkDice 1d8 |Fey Mark
1|Your eyes swirl with iridescent colors.
2|You have a sweet scent, like that of nectar or honey.
3|You have long whiskers like those of a cat.
4|Your ears are covered with soft tufts of fur.
5|Your skin sparkles in moonlight.
6|Flowers either bloom or wilt (your choice) in your presence.
7|Your hair is made of vines or brambles and grows back to normal length within 1 hour of being cut.
8|You have a tail like that of a dog or another animal.
Feywild Visitor
Whenever you’re sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit’s form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM’s discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can’t speak that language normally. Feywild VisitorDice 1d8 |Visitor
1|Awakened creature (a Beast or an ordinary plant that has had the awaken spell cast on it)
2|Centaur
3|Dryad
4|Faerie dragon
5|Pixie
6|Satyr
7|Sprite
8|Unicorn
Feature: Feywild Connection
Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild. Feywild Trinketsd100 Trinket
01 Cookie cutter shaped like a unicorn
02 Two yew rings linked together
03 Silver hand mirror with a nymph-shaped handle
04 Painted wooden key whose teeth change configuration every day at dawn
05 Delicate silver cameo with pictures of twin children opposite one another
06 Golden pendant charm shaped like a leprechaun
07 Tiny wooden box containing a croquet set sized for pixies or sprites
08 Tiny pair of sharp, iron scissors
09 Chess piece shaped like a dancing satyr wearing a bishop’s hat and clutching a gnarled staff
10 Saltshaker shaped like a wizard’s tower
11 Crystal orb that allows an elf who holds it to sleep
12 Pendant that shows the phases of the moon
13 Large iron fingernail
14 Tiny electrum whistle that only Fey can hear
15 Wooden jigsaw puzzle piece as big as a saucer, with a painted image of a jug on it
16 Spool of glistening silver thread
17 Sheet of music that goblins find upsetting when they hear it played or sung
18 Rotten ogre’s tooth with the Elvish glyph for “moon” etched into it
19 Vitrified eye of a displacer beast
20 Tiny duskwood coffin containing the ashes of a troll
21 Old invitation to a banquet in the Summer Court, written in ink on vellum in Sylvan
22 Gossamer shawl that glows faintly in moonlight
23 Ball-and-cup toy that plays a short, victorious jingle whenever the ball lands in the cup
24 Sprite’s skull covered in ink fingerprints
25 Silver fork with the outer tines bent sideways
26 A soot-stained sock in which a nugget of coal magically appears each day at dawn
27 Tiny wooden stool (sized for a pixie or sprite) that gives splinters to those who hold it
28 Tiny clockwork dragonfly that slowly beats its wings (but can’t fly) when wound up
29 Toy unicorn made of wood, painted with bright colors
30 Pixie plushie that sings when you squeeze it
31 1-inch-square painting of a sleeping elf
32 Thimble that helps you daydream when worn
33 Pumpkin cupcake that magically regenerates itself in its paper cup each day at dawn
34 Fake Three-Dragon Ante card depicting a faerie dragon
35 Teacup made from a varnished mushroom cap that magically keeps its liquid contents lukewarm
36 Rock that floats and is small enough to hide in your closed fist
37 Tiny bottle filled with rainwater collected from the Feywild
38 Opalescent conch shell that laughs when you hold it to your ear
39 Vial of viscous liquid labeled “Fomorian spit. Do not drink!”
40 Wax candle that roars and crackles like a bonfire while lit
41 Potted daffodil that sways when near a source of music
42 8-ounce, glass wine bottle that magically reassembles itself 1 minute after being broken
43 Tiny wooden sylph figurehead from a model ship
44 Tiny pumpkin-shaped cauldron carved out of bog oak
45 Bar of soap that smells like something memorable from your childhood
46 Piece of orange parchment folded to look like a knight astride a unicorn
47 Tinted glasses so dark that they can’t be seen through
48 8-inch-long glass ant figurine
49 Piece of parchment bearing a child’s drawing of an oni
50 Tiny hourglass without sand in it
51 Empty vial with corked ends at the top and bottom
52 Pair of green leprechaun boots tied together by their laces
53 Smoking pipe made from a tree root
54 Red cap that droops down to one’s shoulders when worn
55 Mask that helps you remember your dreams if you wear it while you sleep
56 Notebook that shows what’s written on it only when held upside down
57 Wooden top with four sides, each bearing the image of child enjoying a different season
58 Tiny beehive wig made for sprites or pixies
59 Wooden mouse figurine that squeaks when held
60 Stuffed oni doll with a creepy smile and one missing eye
61 Empty bag labeled “Candy”
62 Tinted glass monocle that makes things look green
63 Black executioner’s hood sized for a pixie or sprite
64 Piano key carved from a satyr’s horn
65 Tiny wooden lute with cat hairs for strings
66 Iron needle with an eye that refuses to let thread pass through it
67 Tiny sundial that casts a shadow only in moonlight
68 Wooden pan flute that attracts harmless local fauna when played
69 Silvered pinecone
70 Flask of spectral glowworms that change color to reflect the mood of the flask’s holder
71 Wooden apple painted blue
72 Tuning fork that sounds the tone for the F key
73 Nunchaku sized for a pixie or sprite
74 Copper coin with a smiling satyr’s face on one side and a satyr’s skull on the other
75 Severed chicken’s foot attached to a leather cord
76 Collection of baby teeth in a tiny wooden box
77 Pinwheel whirligig that spins even when there’s no wind
78 Child’s parasol covered in moss and leaves
79 Wooden magnifying glass missing its lens
80 Glossy mushroom with a red, bell-shaped cap that jingles when shook
81 Pouch of seeds that smell like home
82 Petrified robin’s egg
83 Wooden spoon with a hole in the center
84 Paper wasp nest in a jar
85 Sprig of rosemary wrapped with ribbon at one end
86 Tiny, unfurnished dollhouse sized for a pixie child
87 Paintbrush made entirely of ceramic—even the bristles
88 Candlestick whose candlelight looks like a tiny, dancing fairy made of fire
89 Spectacle frames in the shape of butterfly wings
90 Set of false wooden teeth
91 Tiny book of fairytales
92 Rucksack in which one potato magically appears each day at dawn
93 Pixie’s winter jacket lined with fox fur
94 Tasseled wine charm shaped like a sprite
95 Weak magnetic wand
96 100-sided die the size of a plum, cut from coal
97 Glass slipper, missing its mate
98 Tiny dreamcatcher
99 Barbell sized for a pixie or sprite
100 Music box that plays a sprightly tune you remember from your childhood
Personality Trait:
d8 Personality Trait
1 I’m haunted by fey laughter that only I can hear, though I know it’s just my mind playing tricks on me.
2 Like a nomad, I can’t settle down in one place for very long.
3 Good music makes me weep like a baby.
4 Wherever I go, I try to bring a little of the warmth and tranquility of home with me.
5 I have never lost my childlike sense of wonder.
6 When I have a new idea, I get wildly excited about it until I come up with another, better idea.
7 I live by my own set of weird and wonderful rules.
8 I can’t bring myself to trust most adults.
Ideal:
d8 Ideal
1 Friendship. I never leave a friend behind. (Good)
2 Empathy. No creature should be made to suffer. (Good)
3 Wanderlust. I prefer to take the less traveled path. (Chaotic)
4 Changeability. Change is good, which is why I live by an ever-changing set of rules. (Chaotic)
5 Honor. A deal is a deal, and I would never break one. (Lawful)
6 Rule of Three. Everything in the multiverse happens in threes. I see the “rule of three” everywhere. (Lawful)
7 Obsession. I won’t let go of a grudge. (Evil)
8 Greed. I will do whatever it takes to get what I want, regardless of the harm it might cause. (Evil)
Bond:
d8 Bond
1 I would never break my word.
2 I find magic in all its forms to be compelling. The more magical a place, the more I am drawn to it.
3 I do what I can to protect the natural world.
4 A trusted friend is the most important thing in the multiverse to me.
5 I can’t bring myself to harm a Fey creature, either because I consider myself one or because I fear the repercussions.
6 The Witchlight Carnival feels like home to me.
7 I’m drawn to the Feywild and long to return there, if only for a short while.
8 I feel indebted to Mister Witch and Mister Light for giving me a home and a purpose.
Flaw:
d8 Flaw
1 I easily lose track of time. My poor sense of time means I’m always late.
2 I think the whole multiverse is out to get me.
3 I’m always operating under a tight timeline, and I’m obsessed with keeping everything on schedule.
4 I’m a kleptomaniac who covets shiny, sparkling treasure.
5 I’m forgetful. Sometimes I can’t remember even the simplest things.
6 I never give away anything for free and always expect something in return.
7 I have many vices and tend to indulge them.
8 I’m always changing my mind—well, almost always.
Folk Hero
You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.Folk Hero Background
Folk Hero
Overview:
You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.
Defining Event
You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.| d10 | Defining Event |
|---|---|
| 1 | I stood up to a tyrant's agents. |
| 2 | I saved people during a natural disaster. |
| 3 | I stood alone against a terrible monster. |
| 4 | I stole from a corrupt merchant to help the poor. |
| 5 | I led a militia to fight off an invading army. |
| 6 | I broke into a tyrant's castle and stole weapons to arm the people. |
| 7 | I trained the peasantry to use farming implements as weapons against a tyrant's soldiers. |
| 8 | A lord rescinded an unpopular decree after I led a symbolic act of protest against it. |
| 9 | A celestial, fey, or similar creature gave me a blessing or revealed my secret origin. |
| 10 | Recruited into a lord's army, I rose to leadership and was commended for my heroism. |
Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: One type of artisan's tools, vehicles (land)
Equipment:
A set of artisan's tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp
Features:
Rustic Hospitality
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.Suggested Characteristics: A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.
Personality Trait:
| Dice 1d8 | Personality Traits | |||
|---|---|---|---|---|
| 1 | I judge people by their actions, not their words. | |||
| 2 | If someone is in trouble, I'm always ready to lend help. | |||
| 3 | When I set my mind to something, I follow through no matter what gets in my way. | |||
| 4 | I have a strong sense of fair play and always try to find the most equitable solution to arguments. | |||
| 5 | I'm confident in my own abilities and do what I can to instill confidence in others. | |||
| 6 | Thinking is for other people. I prefer action. | |||
| 7 | I misuse long words in an attempt to sound smarter. | |||
| 8 | I get bored easily. When am I going to get on with my destiny? |
Ideal:
| Dice 1d6 | Ideals | |||
|---|---|---|---|---|
| 1 | Respect: People deserve to be treated with dignity and respect. (Good) | |||
| 2 | Fairness: No one should get preferential treatment before the law, and no one is above the law. (Lawful) | |||
| 3 | Freedom: Tyrants must not be allowed to oppress the people. (Chaotic) | |||
| 4 | Might: If I become strong, I can take what I want – what I deserve. (Evil) | |||
| 5 | Sincerity: There's no good in pretending to be something I'm not. (Neutral) | |||
| 6 | Destiny: Nothing and no one can steer me away from my higher calling. (Any) |
Bond:
| Dice 1d6 | Bonds | |||
|---|---|---|---|---|
| 1 | I have a family, but I have no idea where they are. One day, I hope to see them again. | |||
| 2 | I worked the land, I love the land, and I will protect the land. | |||
| 3 | A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter. | |||
| 4 | My tools are symbols of my past life, and I carry them so that I will never forget my roots. | |||
| 5 | I protect those who cannot protect themselves. | |||
| 6 | I wish my childhood sweetheart had come with me to pursue my destiny. |
Flaw:
| Dice 1d6 | Flaws | |||
|---|---|---|---|---|
| 1 | I have a family, but I have no idea where they are. One day, I hope to see them again. | |||
| 2 | I worked the land, I love the land, and I will protect the land. | |||
| 3 | A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter. | |||
| 4 | My tools are symbols of my past life, and I carry them so that I will never forget my roots. | |||
| 5 | I protect those who cannot protect themselves. | |||
| 6 | I wish my childhood sweetheart had come with me to pursue my destiny. |
Guild Artisan / Guild Merchant
You are a member of an artisan's guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.Guild Artisan / Guild Merchant Background
Guild Artisan/Guild Merchant
Overview:
You are a member of an artisan's guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.
Guild Business
Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly.| d20 1d20 | Specialty |
|---|---|
| 1 | Alchemists and apothecaries |
| 2 | Armorers, locksmiths, and finesmiths |
| 3 | Brewers, distillers, and vintners |
| 4 | Calligraphers, scribes, and scriveners |
| 5 | Carpenters, roofers, and plasterers |
| 6 | Cartographers, surveyors, and chart-makers |
| 7 | Cobblers and shoemakers |
| 8 | Cooks and bakers |
| 9 | Glassblowers and glaziers |
| 10 | Jewelers and gemcutters |
| 11 | Leatherworkers, skinners, and tanners |
| 12 | Masons and stonecutters |
| 13 | Painters, limners, and sign-makers |
| 14 | Potters and tile-makers |
| 15 | Shipwrights and sail-makers |
| 16 | Smiths and metal-forgers |
| 17 | Tinkers, pewterers, and casters |
| 18 | Wagon-makers and wheelwrights |
| 19 | Weavers and dyers |
| 20 | Woodcarvers, coopers, and bowyers |
Variant: Guild Merchant
Instead of an artisans' guild, you might belong to a guild of traders, caravan masters, or shopkeepers. You don't craft items yourself but earn a living by buying and selling the works of others (or the raw materials artisans need to practice their craft). Your guild might be a large merchant consortium (or family) with interests across the region. Perhaps you transported goods from one place to another, by ship, wagon, or caravan, or bought them from traveling traders and sold them in your own little shop. In some ways, the traveling merchant's life lends itself to adventure far more than the life of an artisan.Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: One type of artisan's tools
Languages: One of your choice
Equipment:
A set of artisan's tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 gp
Features:
Guild Membership
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.Suggested Characteristics: Guild artisans are among the most ordinary people in the world—until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness.
Personality Trait:
| Dice 1d8 | Personality Traits | |||
|---|---|---|---|---|
| 1 | I believe that anything worth doing is worth doing right. I can't help it — I'm a perfectionist. | |||
| 2 | I'm a snob who looks down on those who can't appreciate fine art. | |||
| 3 | I always want to know how things work and what makes people tick. | |||
| 4 | I'm full of witty aphorisms and have a proverb for every occasion. | |||
| 5 | I'm rude to people who lack my commitment to hard work and fair play. | |||
| 6 | I like to talk at length about my profession. | |||
| 7 | I don't part with my money easily and will haggle tirelessly to get the best deal possible. | |||
| 8 | I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me. |
Ideal:
| Dice 1d6 | Ideals | |||
|---|---|---|---|---|
| 1 | Community: It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful) | |||
| 2 | Generosity: My talents were given to me so that I could use them to benefit the world. (Good) | |||
| 3 | Freedom: Everyone should be free to pursue their own livelihood. (Chaotic) | |||
| 4 | Greed: I'm only in it for the money. (Evil) | |||
| 5 | People: I'm committed to the people I care about, not to ideals. (Neutral) | |||
| 6 | Aspiration: I work hard to be the best there is at my craft. |
Bond:
| Dice 1d6 | Bonds | |||
|---|---|---|---|---|
| 1 | The workshop where I learned my trade is the most important place in the world to me. | |||
| 2 | I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy. | |||
| 3 | I owe my guild a great debt for forging me into the person I am today. | |||
| 4 | I pursue wealth to secure someone's love. | |||
| 5 | One day I will return to my guild and prove that I am the greatest artisan of them all. | |||
| 6 | I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood. |
Flaw:
| Dice 1d6 | Flaws | |||
|---|---|---|---|---|
| 1 | I'll do anything to get my hands on something rare or priceless. | |||
| 2 | I'm quick to assume that someone is trying to cheat me. | |||
| 3 | No one must ever learn that I once stole money from guild coffers. | |||
| 4 | I'm never satisfied with what I have — I always want more. | |||
| 5 | I would kill to acquire a noble title. | |||
| 6 | I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals. |
Hedge Magician
Magic is a closely guarded secret requiring apprenticeships and training at formal institutions. But those who practice and learn on their own and learn to channel bits of magic outside of the formal magic system are known as Hedge Magicians and are often seen as unscrupulous charlatans by trained wizards, but are often a rural community's only source of arcane magic and they look up to you and your gifts.Hedge Magician Background
Hedge Magician
Overview:
Magic is a closely guarded secret requiring apprenticeships and training at formal institutions. But those who practice and learn on their own and learn to channel bits of magic outside of the formal magic system are known as Hedge Magicians and are often seen as unscrupulous charlatans by trained wizards, but are often a rural community's only source of arcane magic and they look up to you and your gifts.
Perhaps you were once enrolled at an arcane academy or taken in as apprentice to a wizard but were cast out in disgrace, or your mentor died leaving you only with bits of knowledge. Perhaps you had an innate ability to decipher magic and worked hard to piece together what you could, or maybe you were the student of another Hedge Magician who taught you what they knew of their trade. Once learned, some Hedge Magicians may continue their practice hidden in secret, while others are known to their local community, and others still, set out in wagons visiting rural communities to sell their services.
Skill Proficiencies: Arcana, History
Tool Proficiencies: Alchemist's set
Languages: Common and either Celestial or Infernal
Equipment:
An alchemy kit, tattered remnants of a magical scroll or book, a trinket or fetish of supposed magical or monstrous origin, common clothes, a pouch with 10 gp.
Features:
Hedge Magic
You gain access to one cantrip, regardless of class type, that you may cast once per long rest. You also gain access to one non-damage dealing first level spell, regardless of class type, that you may cast once per long rest, but only as a ritual (regardless if the spell is a ritual spell or not). These spells do not increase in effectiveness at higher levels and remain as Hedge Magic spells following these rules even if you have any levels in spellcasting classes.Reptuation
You are viewed as a hero and helper to most rural communities that do not have regular access to magic. Any community dependant upon hedge magic view you favorably and might offer you shelter or even a place to hide in exchange for your craft. Established wizards and more urban communities often disparage, if not outright hinder the works of Hedge Magicians.Hermit
You lived in seclusion — either in a sheltered community such as a monastery, or entirely alone — for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.Hermit Background
Hermit
Overview:
You lived in seclusion — either in a sheltered community such as a monastery, or entirely alone — for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.
Life of Seclusion
What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion.| d8 | Life of Seclusion |
|---|---|
| 1 | I was searching for spiritual enlightenment. |
| 2 | I was partaking of communal living in accordance with the dictates of a religious order. |
| 3 | I was exiled for a crime I didn't commit. |
| 4 | I retreated from society after a life-altering event. |
| 5 | I needed a quiet place to work on my art, literature, music, or manifesto. |
| 6 | I needed to commune with nature, far from civilization. |
| 7 | I was the caretaker of an ancient ruin or relic. |
| 8 | I was a pilgrim in search of a person, place, or relic of spiritual significance. |
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
Languages: One of your choice
Equipment:
A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp
Features:
Discovery
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.Suggested Characteristics: Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society.
Personality Trait:
| Dice 1d8 | Personality Traits | |||
|---|---|---|---|---|
| 1 | I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt. | |||
| 2 | I am utterly serene, even in the face of disaster. | |||
| 3 | The leader of my community had something wise to say on every topic, and I am eager to share that wisdom. | |||
| 4 | I feel tremendous empathy for all who suffer. | |||
| 5 | I'm oblivious to etiquette and social expectations. | |||
| 6 | I connect everything that happens to me to a grand, cosmic plan. | |||
| 7 | I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings. | |||
| 8 | I am working on a grand philosophical theory and love sharing my ideas. |
Ideal:
| Dice 1d6 | Ideals | |||
|---|---|---|---|---|
| 1 | Greater Good: My gifts are meant to be shared with all, not used for my own benefit. (Good) | |||
| 2 | Logic: Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful) | |||
| 3 | Free Thinking: Inquiry and curiosity are the pillars of progress. (Chaotic) | |||
| 4 | Power: Solitude and contemplation are paths toward mystical or magical power. (Evil) | |||
| 5 | Live and Let Live: Meddling in the affairs of others only causes trouble. (Neutral) | |||
| 6 | Self-Knowledge: If you know yourself, there's nothing left to know. (Any) |
Bond:
| Dice 1d6 | Bonds | |||
|---|---|---|---|---|
| 1 | Nothing is more important than the other members of my hermitage, order, or association. | |||
| 2 | I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them. | |||
| 3 | I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me. | |||
| 4 | I entered seclusion because I loved someone I could not have. | |||
| 5 | Should my discovery come to light, it could bring ruin to the world. | |||
| 6 | My isolation gave me great insight into a great evil that only I can destroy. |
Flaw:
| Dice 1d6 | Flaws | |||
|---|---|---|---|---|
| 1 | Now that I've returned to the world, I enjoy its delights a little too much. | |||
| 2 | I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell. | |||
| 3 | I am dogmatic in my thoughts and philosophy. | |||
| 4 | I let my need to win arguments overshadow friendships and harmony. | |||
| 5 | I'd risk too much to uncover a lost bit of knowledge. | |||
| 6 | I like keeping secrets and won't share them with anyone. |
Marked by the Beast
Your blood has a hint of the beast, the foul master behind the lycanthropes of the Moontide Isles. In the past your family was touched by one of the Cult of the Claw or another lycanthrope of the Moontides. Whether it came from the Cult of the Claw, or even by a peaceful shapeshifter, you’re fairly sure your infection will never bloom into full lycanthropy. You sometimes, however, feel the burn of rage or the coolness of natural peace. You’ve managed to make your way through this life without killing anyone when in your darker moods, and you have a kinship with the creatures that live in the wild, almost like you understand them and they you. Both the light and the dark dwell within you, and how you’ll handle this pain,this anger, and this connection to the land is up to you, for good or ill.Marked by the Beast Background
Marked by the Beast
Overview:
Your blood has a hint of the beast, the foul master behind the lycanthropes of the Moontide Isles. In the past your family was touched by one of the Cult of the Claw or another lycanthrope of the Moontides. Whether it came from the Cult of the Claw, or even by a peaceful shapeshifter, you’re fairly sure your infection will never bloom into full lycanthropy. You sometimes, however, feel the burn of rage or the coolness of natural peace. You’ve managed to make your way through this life without killing anyone when in your darker moods, and you have a kinship with the creatures that live in the wild, almost like you understand them and they you. Both the light and the dark dwell within you, and how you’ll handle this pain,this anger, and this connection to the land is up to you, for good or ill.
Your Pain
Something happened to you that caused you to be marked, be it magical or just the pain of living. Choose or randomly determine a defining event that makes you marked for lycanthropy.| Dice 1d6 | Pain |
|---|---|
| 1 | Your family was killed by the Cult of the Claw, but you survived. |
| 2 | An ancestor was touched by lycanthropy but was healed, leaving just a trace in your family. |
| 3 | You were attacked by a wolf, and some said it was a werewolf. |
| 4 | As a child you drank from a pool corrupted by the Cult of the Claw. |
| 5 | Rumor says your grandfather was a werebear that protected the local town. |
| 6 | You were born by the light of the blood moon, and the locals have always thought you cursed. It feels like a blessing to you. |
Skill Proficiencies: Nature, Survival
Tool Proficiencies: Any artisan tool
Languages: Any one of your choice
Equipment:
A journal from one of your relatives with details of their association with a lycanthrope, common clothes, a set of artisan tools (one of your choice), the claw of an animal, and a pouch containing 10 gp.
Features:
Unseen Rage
An unexplained rage bubbles just below the surface of your personality. Animals sense this within you and mayreact in different ways. Small animals that are typically prey such as rodents, beasts of burden, or other small creatures, fear you or act with hostility. Animals that tend to be predators see you as more of kindred spirit and are docile or, at the DM's discretion, even protective towards you. Exceptions may happen if you enter an alpha creature’s territory as sensing you could cause heightened aggression.Suggested Characteristics: One marked by the beast is shaped by that experience. The alternating rage and peace one feels can be disorienting, and people may not treat you normally. You might find solace in nature, or you might embrace the rage and let it drive you to greater heights than you could have achieved before.
Personality Trait:
| Dice 1d8 | Personality Traits | |||
|---|---|---|---|---|
| 1 | I wear my rage on my sleeve. | |||
| 2 | I love wandering the woods and will spend hours in them. | |||
| 3 | I fumble my words around other people. | |||
| 4 | Tension always seems to thicken when I enter a room. | |||
| 5 | I have no use for books or the words within them. They annoy me. | |||
| 6 | I rise early and make sure any companions rise with me. | |||
| 7 | A first impression is very important to me, and I'm not apt to change my mind about a person after I've met them. | |||
| 8 | I'm rude to those who are rude to others, even if I don't know them or the person they are being rude to. |
Ideal:
| Dice 1d8 | Ideal | |||
|---|---|---|---|---|
| 1 | Aspiration: I wish to be accepted by those around me. (Any) | |||
| 2 | Freedom: I want to walk the woods of the Moontide Isles without fear of the darkness within them. (Chaotic) | |||
| 3 | Self-Knowledge: I want to understand the feelings within myself, where they come from, and how to live with them. (Lawful) | |||
| 4 | Independence: If I can attain more knowledge, I can throw off this burden. (Any) | |||
| 5 | Greater Good: I need to stop the Cult of the Claw for the good of the Moontide Isles. (Good) | |||
| 6 | Might: By embracing my situation, I can become stronger. (Neutral) |
Bond:
| Dice 1d6 | Bond | |||
|---|---|---|---|---|
| 1 | It's my duty to protect the animals of the Moontide Isles. | |||
| 2 | An injury to the Moontide Isles is an injury to me. | |||
| 3 | My instincts warn me of a coming disaster, and I will do anything to prevent it. | |||
| 4 | I've been searching my whole life for the answer to my inherent rage. | |||
| 5 | I've been corrupted by the Cult of the Claw. I hope to find a way to cleanse myself someday. | |||
| 6 | I have a lover who doesn't know I'm marked by the Beast. |
Flaw:
| Dice 1d6 | Flaw | |||
|---|---|---|---|---|
| 1 | Once someone questions my courage, I never back down no matter how dangerous the situation. | |||
| 2 | Once I start drinking it's hard to stop. | |||
| 3 | I let my rage get the better of me way too often. | |||
| 4 | I take people for granted and I am not very empathetic. | |||
| 5 | When it comes to lycanthropes, especially the Cult of the Claw, I am never cautious. | |||
| 6 | I'm not one for saving those who can't save themselves. It's just a way for nature to cull the weak. |
Noble / Knight
You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.Noble / Knight Background
Noble/Knight
Overview:
You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.
Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn't stand on its own — it's connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.
Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?
What's your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don't embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family's good graces, or shunned by the rest of your family?
Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?
These details help establish your family and your title as features of the world of the campaign.
Variant: Knight
A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature instead of the Position of Privilege feature. As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart in a chaste sort of devotion.Skill Proficiencies: History, Persuasion
Tool Proficiencies: One type of gaming set
Languages: One of your choice
Equipment:
A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp
Features:
Position of Privilege
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.Variant: Retainers
You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. One of your retainers is a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood (This person could be your bond.). Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on). Your retainers can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.Suggested Characteristics: Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds — responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble.
Personality Trait:
| Dice 1d8 | Personality Traits | |||
|---|---|---|---|---|
| 1 | My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. | |||
| 2 | The common folk love me for my kindness and generosity. | |||
| 3 | No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. | |||
| 4 | I take great pains to always look my best and follow the latest fashions. | |||
| 5 | I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations. | |||
| 6 | Despite my noble birth, I do not place myself above other folk. We all have the same blood. | |||
| 7 | My favor, once lost, is lost forever. | |||
| 8 | If you do me an injury, I will crush you, ruin your name, and salt your fields. |
Ideal:
| Dice 1d6 | Ideals | |||
|---|---|---|---|---|
| 1 | Respect: Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good) | |||
| 2 | Responsibility: It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful) | |||
| 3 | Independence: I must prove that I can handle myself without the coddling of my family. (Chaotic) | |||
| 4 | Power: If I can attain more power, no one will tell me what to do. (Evil) | |||
| 5 | Family: Blood runs thicker than water. (Any) | |||
| 6 | Noble Obligation: It is my duty to protect and care for the people beneath me. (Good) |
Bond:
| Dice 1d6 | Bonds | |||
|---|---|---|---|---|
| 1 | I will face any challenge to win the approval of my family. | |||
| 2 | My house's alliance with another noble family must be sustained at all costs. | |||
| 3 | Nothing is more important than the other members of my family. | |||
| 4 | I am in love with the heir of a family that my family despises. | |||
| 5 | My loyalty to my sovereign is unwavering. | |||
| 6 | The common folk must see me as a hero of the people. |
Flaw:
| Dice 1d6 | Flaws | |||
|---|---|---|---|---|
| 1 | I secretly believe that everyone is beneath me. | |||
| 2 | I hide a truly scandalous secret that could ruin my family forever. | |||
| 3 | I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger. | |||
| 4 | I have an insatiable desire for carnal pleasures. | |||
| 5 | In fact, the world does revolve around me. | |||
| 6 | By my words and actions, I often bring shame to my family. |
Northland Raider
The Northlanders of the Moontide Isles are a rugged and hardy people who can sail, fight, and seemingly live off the rocks and the ice of the sea. As one of these Northlanders, you fit the bill perfectly. You were once one of the raiders that attacked the other people of the Moontides. You can fight on land and sea and are as comfortable on a vessel as you are on dry land. You fought for your people, but now as a tenuous alliance holds under the High Queen, you are forced to see the Daoine as allies instead of as a people to raid.Northland Raider Background
Northland Raider
Overview:
The Northlanders of the Moontide Isles are a rugged and hardy people who can sail, fight, and seemingly live off the rocks and the ice of the sea. As one of these Northlanders, you fit the bill perfectly. You were once one of the raiders that attacked the other people of the Moontides. You can fight on land and sea and are as comfortable on a vessel as you are on dry land. You fought for your people, but now as a tenuous alliance holds under the High Queen, you are forced to see the Daoine as allies instead of as a people to raid.
Skill Proficiencies: Athletics, Nature
Tool Proficiencies: Navigator's tools, vehicles (water)
Equipment:
Navigator's tools, traveler's clothes, a charm of Ran or Tempest, and a pouch containing 10 gp.
Features:
Sea Dog
You've sailed long enough to know the ships of the Moontide Isles when you see them: the colors of their sails, the look of the ships, and other distinctive features. If you get a good look at the ship, you know what ship it is and if it is native to the Moontide Isles. If it is not from the Moontide Isles, you at least know where the ship hails from. Additionally, when interacting with other sailors of the Moontide Isles, Northlanders starting attitudes begin at Friendly, while Daoine starting attitudes begin at Hostile.Suggested Characteristics: The Northlanders and a hardy people. They fight amongst themselves for supremacy, but they understand a life of raiding and pillaging means they have each other's backs when away from home. This hard way of life informs their personal outlooks.
Personality Trait:
| Dice 1d8 | Personality Trait | |||
|---|---|---|---|---|
| 1 | I might not like someone, but I will fight by their side and fight well. | |||
| 2 | The sea and ice are harsh, but they give me everything I need. | |||
| 3 | I like a good fight more than a good conversation. | |||
| 4 | Sailing these waters is where I find beauty in this world. | |||
| 5 | It's not about killing my enemies, as long as I can take their things for my own. | |||
| 6 | A life taken by me is no different than one taken by old age or disease. | |||
| 7 | I live by a code of honor, although it might be a little more violent than other's codes. | |||
| 8 | I only raid to keep those I love alive. |
Ideal:
| Dice 1d8 | Ideal | |||
|---|---|---|---|---|
| 1 | Loyal: I fight for my Jarl, no matter who they are. (Lawful) | |||
| 2 | Hate: All outsides of the Moontide Isles must die. (Evil) | |||
| 3 | Open: I can learn many things from those I fight. (Neutral) | |||
| 4 | Repentance: I'll never kill another innocent. (Good) | |||
| 5 | Power: I live for the thrill of battle. (Chaotic) | |||
| 6 | Curious: I wish to see the whole of the Moontide Isles and beyond. (Chaotic) |
Bond:
| Dice 1d8 | Bond | |||
|---|---|---|---|---|
| 1 | My loved ones and my ancestors drive me to succeed. | |||
| 2 | I will never let down my people with my actions. | |||
| 3 | The horizon, and the people and lands there, hold my greatest joy. | |||
| 4 | I would do anything for my people. | |||
| 5 | I seek glory to be worthy of someone's love. | |||
| 6 | Reavers killed my comrades and took our ship. I will take the ship back and kill every last one of them. |
Flaw:
| Dice 1d8 | Flaw | |||
|---|---|---|---|---|
| 1 | The Daoine are a weaker version of the Northlanders and are beneath me. | |||
| 2 | I don't take insults well, and I don't forget or forgive them easily. | |||
| 3 | Killing, fighting, and pillaging are the best ways to solve problems. | |||
| 4 | The Moontides are harsh and death comes to us all. I protect myself first and all others second. | |||
| 5 | I follow orders because I trust my captain, even if it costs me everything. | |||
| 6 | The liquor of the Moontides is my greatest joy and greatest enemy. |
Oleander Citizen
Citizenship in the Oleander Throne is a priviledged political and legal status affored to free peoples of the Throne with respect to laws, property, and governance. You may have been born into the priviledged class, served the Throne to earn it, or purchased the right through corruption and bribery. The Oleander Throne gives advantage and education to any whom it deems Citizen.Oleander Citizen Background
Oleander Citizen
Overview:
Citizenship in the Oleander Throne is a priviledged political and legal status affored to free peoples of the Throne with respect to laws, property, and governance. You may have been born into the priviledged class, served the Throne to earn it, or purchased the right through corruption and bribery. The Oleander Throne gives advantage and education to any whom it deems Citizen.
Skill Proficiencies: History, Persusaion
Tool Proficiencies: One type of gaming set
Languages: Silvium, plus two others
Equipment:
An Oleander writ marking your Citizenship, a set of common clothes, a pouch containing 20 gp (10 Oleander-minted 1-aureus coins).
Features:
Oleander Rights
When in Oleander territories, the citizen cam expect food and lodging to be provided to them at no cost. Further, within Oleander territories, Oleander citizens are given preferential treatment over non-citizens in any dispute and cannot be punished with torture and can commute sentences of death to exile. Citizens can marry non-citizens and their children will be considered to be Oleander Citizens. Any Oleander Citizen automatically receives advantage with any social proficiency check against anyone loyal to the Oleander Throne (This check is subject to the DM's approval, but can never be put at disadvantage).Oleander Legionnaire
As a member of the Oleander Legion, your life is devoted to the service of the Empire and consecrated to the work of establishing justice and peace on the outreaches of the Empire. You might be a true believer, inspired by the example of the war priests of the Allfather, moved by the plight of the downtrodden, and devoted to the cause of justice. Or you could be a cynic in the ranks, perhaps because you reluctantly followed in the footsteps of a Oleander parent, succumbed to the persuasion of a charismatic recruiter's lofty promises, or were drawn in by the prospect of a life of action.Oleander Legionnaire Background
Oleander Legionnaire
Overview:
As a member of the Oleander Legion, your life is devoted to the service of the Empire and consecrated to the work of establishing justice and peace on the outreaches of the Empire. You might be a true believer, inspired by the example of the war priests of the Allfather, moved by the plight of the downtrodden, and devoted to the cause of justice. Or you could be a cynic in the ranks, perhaps because you reluctantly followed in the footsteps of a Oleander parent, succumbed to the persuasion of a charismatic recruiter's lofty promises, or were drawn in by the prospect of a life of action.
Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: One type of gaming set
Languages: Silvium
Equipment:
An Oleander insignia, a markiing of the Allfather, a tattered piece of a Oleander banner (a souvenir from a famous battle), a set of common clothes, and a pouch containing 2gp (Oleander-minted 1-aureus coins).
Features:
1st Guiding Bolt, Heroism
2nd Aid, Scorching Ray
3rd Beacon of Hope, Blinding Smite
4th Death Ward, Wall of Fire
5th Flame Strike
Your magic often features dramatic bursts of flame or radiance. When you cast beneficial spells on your allies, they appear momentarily surrounded with halos of bright fire.
d8 Contact
1 A former comrade in arms was promoted to Legate.
2 One of my parents is a ranking Oleander officer.
3 A close friend serves abroad the Fides II, a flying fortress.
4 I had a tangled affair with an Oleander garrison captain.
5 I have maintained a relationship with one of my instructors at Pax Ultaris Military Academy.
6 I competed with a fellow student for the attention of a mentor at Pax Ultaris Military Academy.
7 The person who recruited me into the legion changed the course of my life.
8 An Oldeander Legate knows my true name.
Non-Oleander Contacts
d10 Contact
1 One of my siblings is a pagan priest.
2 Roll an additional Oleander contract; you can decide if the contact is an ally or a rival.
3 I showed mercy to an injured, now-grateful pagan.
4 I suspect someone I know is a pagan assassin, but I can't prove it.
5 An adolescent relative ran off to join the armies of a pagan lord in an act of rebellion and has not yet returned.
6 I once befriended a demi-human pagan, and we're still cordial though the relationship ended messily.
7 I owe a monetary debt to a pagan moneylender.
8 A pagan witch seems to enjoy harassing me.
9 I tried to recruit a friend who ended up turning his back on the Throne.
10 I keep running into a particular non-violent opposer, and I enjoy the arguments that inevitably result.
Legion Station
You have an established place in the hierarchy of the Oleander Legion. You can requisition simple equipment for temporary use, and you can gain access to any Oleander garrison in Auluin, where you can rest in safety and receive the attention of medics. You are also paid a salary of 1 gp (a Oleander-minted 1-aureus coin) per week, which (combined with free lodging in your garrison) enables you to maintain a poor lifestyle between adventures.Boros Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature For you, the spells on the Boros Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) Oleander Spells Cantrip Fire Bolt, Sacred Flame1st Guiding Bolt, Heroism
2nd Aid, Scorching Ray
3rd Beacon of Hope, Blinding Smite
4th Death Ward, Wall of Fire
5th Flame Strike
Your magic often features dramatic bursts of flame or radiance. When you cast beneficial spells on your allies, they appear momentarily surrounded with halos of bright fire.
Contacts
The ordered structure of the Oleander Legion offers abundant opportunities to make friends - and rivals - in higher places. You might have close friends in other communities that share the Oleander emphasis on order and community, or bitter enemies among the pagans that represent chaos and destruction. Roll twice on the Oleander Contacts table (for an ally and a rival) and once on the Non-Oleander Contacts table. Oleander Contactsd8 Contact
1 A former comrade in arms was promoted to Legate.
2 One of my parents is a ranking Oleander officer.
3 A close friend serves abroad the Fides II, a flying fortress.
4 I had a tangled affair with an Oleander garrison captain.
5 I have maintained a relationship with one of my instructors at Pax Ultaris Military Academy.
6 I competed with a fellow student for the attention of a mentor at Pax Ultaris Military Academy.
7 The person who recruited me into the legion changed the course of my life.
8 An Oldeander Legate knows my true name.
Non-Oleander Contacts
d10 Contact
1 One of my siblings is a pagan priest.
2 Roll an additional Oleander contract; you can decide if the contact is an ally or a rival.
3 I showed mercy to an injured, now-grateful pagan.
4 I suspect someone I know is a pagan assassin, but I can't prove it.
5 An adolescent relative ran off to join the armies of a pagan lord in an act of rebellion and has not yet returned.
6 I once befriended a demi-human pagan, and we're still cordial though the relationship ended messily.
7 I owe a monetary debt to a pagan moneylender.
8 A pagan witch seems to enjoy harassing me.
9 I tried to recruit a friend who ended up turning his back on the Throne.
10 I keep running into a particular non-violent opposer, and I enjoy the arguments that inevitably result.
Suggested Characteristics: The Oleander Legion is a zealous army, full of righteous energy tempered with military discipline. Its members share its leadership's devotion to the ideals of justice, or they find satisfaction in the more warfare-oriented aspects of the legion's work.
Personality Trait:
d8 Personality Trait
1 I approach every task with the same high degree of military precision.
2 I am always the first into the fray.
3 I bear any injury or indignity with stoic discipline.
4 My righteous wrath is easily inflamed by the slightest iniquity.
5 My honor is more important to me than my life.
6 Dangerous work is best accomplished by an orderly group working with common purpose.
7 I treat my weapon, uniform, and insignia with reverence, for they are gifts of the Allfather.
8 I pace when standing and fidget incessantly when forced to sit.
1 I approach every task with the same high degree of military precision.
2 I am always the first into the fray.
3 I bear any injury or indignity with stoic discipline.
4 My righteous wrath is easily inflamed by the slightest iniquity.
5 My honor is more important to me than my life.
6 Dangerous work is best accomplished by an orderly group working with common purpose.
7 I treat my weapon, uniform, and insignia with reverence, for they are gifts of the Allfather.
8 I pace when standing and fidget incessantly when forced to sit.
Ideal:
d8 Ideal
1 Legion. My Legion is all that really matters. (Any)
2 Justice. Achieving justice requires establishing fair, equitable, and compassionate relationships within a community. (Good)
3 Order. Society functions only if people do their duty and respect the chain of command. (Lawful)
4 Dominion. Those who have not seen the Allfather's glory in their heart, will instead see it by your blade. (Evil)
5 Solidarity. It is most crucial to act with a single will, marching side by side in perfect accord. (Lawful)
6. Conversion. Those who do not understand the Oleander ways need to be taught them. (Neutral)
7 Supremecy. Non-Oleanders are uncivilized pagan barbarians and cannot be taught the true ways. (Evi)
8 Conviction. Anything worth doing is worth doing with your whole heart. (Lawful)
1 Legion. My Legion is all that really matters. (Any)
2 Justice. Achieving justice requires establishing fair, equitable, and compassionate relationships within a community. (Good)
3 Order. Society functions only if people do their duty and respect the chain of command. (Lawful)
4 Dominion. Those who have not seen the Allfather's glory in their heart, will instead see it by your blade. (Evil)
5 Solidarity. It is most crucial to act with a single will, marching side by side in perfect accord. (Lawful)
6. Conversion. Those who do not understand the Oleander ways need to be taught them. (Neutral)
7 Supremecy. Non-Oleanders are uncivilized pagan barbarians and cannot be taught the true ways. (Evi)
8 Conviction. Anything worth doing is worth doing with your whole heart. (Lawful)
Bond:
d6 Bond
1 I would lay down my life for Oleander and the Allfather.
2 I owe my life to the Oleander captain who took me in when I was living on the streets.
3 My fellow legionnaires are my family.
4 I wield the same Oleander weapon my grandparent did, for the honor of our family.
5 I ran with the pagans in my youth, and I'm striving to atone for my past misdeeds.
6 I do what I can to help out the spouse of a comrade who died in battle.
1 I would lay down my life for Oleander and the Allfather.
2 I owe my life to the Oleander captain who took me in when I was living on the streets.
3 My fellow legionnaires are my family.
4 I wield the same Oleander weapon my grandparent did, for the honor of our family.
5 I ran with the pagans in my youth, and I'm striving to atone for my past misdeeds.
6 I do what I can to help out the spouse of a comrade who died in battle.
Flaw:
d6 Flaw
1 I act bravely when I'm in a group, but I'm a coward when I'm alone.
2 I see everything in clear-cut black and white.
3 I'm just a little fascinated by the ways of the pagans.
4 I trust the chain of command more than anything - more even than my closest friends.
5 I'm slow to trust members outside of the Oleander Throne.
6 I've been known to turn a blind eye to injustice, with the help of a modest bribe.
1 I act bravely when I'm in a group, but I'm a coward when I'm alone.
2 I see everything in clear-cut black and white.
3 I'm just a little fascinated by the ways of the pagans.
4 I trust the chain of command more than anything - more even than my closest friends.
5 I'm slow to trust members outside of the Oleander Throne.
6 I've been known to turn a blind eye to injustice, with the help of a modest bribe.
Outlander
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.Outlander Background
Outlander
Overview:
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
Origin
You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.| Dice 1d10 | Origin |
|---|---|
| 1 | Forester |
| 2 | Trapper |
| 3 | Homesteader |
| 4 | Guide |
| 5 | Exile or Outcast |
| 6 | Bounty Hunter |
| 7 | Pilgrim |
| 8 | Tribal Nomad |
| 9 | Hunter-gatherer |
| 10 | Tribal Marauder |
Skill Proficiencies: Athletics, Stealth
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment:
A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a belt pouch containing 10 gp
Features:
Wanderer
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.Suggested Characteristics: Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
Personality Trait:
| Dice 1d8 | Personality Trait | |||
|---|---|---|---|---|
| 1 | I'm driven by a wanderlust that led me away from home. | |||
| 2 | I watch over my friends as if they were a litter of newborn pups. | |||
| 3 | I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to. | |||
| 4 | I have a lesson for every situation, drawn from observing nature. | |||
| 5 | I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear. | |||
| 6 | I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | |||
| 7 | I feel far more comfortable around animals than people. | |||
| 8 | I was, in fact, raised by wolves. |
Ideal:
| Dice 1d6 | Ideal | |||
|---|---|---|---|---|
| 1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | |||
| 2 | Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good) | |||
| 3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) | |||
| 4 | Might. The strongest are meant to rule. (Evil) | |||
| 5 | Nature. The natural world is more important than all the constructs of civilization. (Neutral) | |||
| 6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
Bond:
| Dice 1d6 | Bond | |||
|---|---|---|---|---|
| 1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. | |||
| 2 | An injury to the unspoiled wilderness of my home is an injury to me. | |||
| 3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. | |||
| 4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. | |||
| 5 | I suffer awful visions of a coming disaster and will do anything to prevent it. | |||
| 6 | It is my duty to provide children to sustain my tribe. |
Flaw:
| Dice 1d6 | Flaw | |||
|---|---|---|---|---|
| 1 | I am too enamored of ale, wine, and other intoxicants. | |||
| 2 | There's no room for caution in a life lived to the fullest. | |||
| 3 | I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me. | |||
| 4 | I am slow to trust members of other races, tribes, and societies. | |||
| 5 | Violence is my answer to almost any challenge. | |||
| 6 | Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish. |
Sage
You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.Sage Background
Sage
Overview:
You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.
Specialty
To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.| d8 | Field of Study |
|---|---|
| 1 | Alchemist |
| 2 | Astronomer |
| 3 | Discredited academic |
| 4 | Librarian |
| 5 | Professor |
| 6 | Researcher |
| 7 | Wizard's apprentice |
| 8 | Scribe |
Skill Proficiencies: Arcana, History
Languages: Two of your choice
Equipment:
A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp
Features:
Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.Suggested Characteristics: Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly — sometimes in its own right, sometimes as a means toward other ideals.
Personality Trait:
| Dice 1d8 | Personality Traits | |||
|---|---|---|---|---|
| 1 | I use polysyllabic words that convey the impression of great erudition. | |||
| 2 | I've read every book in the world's greatest libraries — or I like to boast that I have. | |||
| 3 | I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others. | |||
| 4 | There's nothing I like more than a good mystery. | |||
| 5 | I'm willing to listen to every side of an argument before I make my own judgment. | |||
| 6 | I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me. | |||
| 7 | I am horribly, horribly awkward in social situations. | |||
| 8 | I'm convinced that people are always trying to steal my secrets. |
Ideal:
| Dice 1d6 | Ideals | |||
|---|---|---|---|---|
| 1 | Knowledge: The path to power and self-improvement is through knowledge. (Neutral) | |||
| 2 | Beauty: What is beautiful points us beyond itself toward what is true. (Good) | |||
| 3 | Logic: Emotions must not cloud our logical thinking. (Lawful) | |||
| 4 | No Limits: Nothing should fetter the infinite possibility inherent in all existence. (Chaotic) | |||
| 5 | Power: Knowledge is the path to power and domination. (Evil) | |||
| 6 | Self-Improvement: The goal of a life of study is the betterment of oneself. (Any) |
Bond:
| Dice 1d6 | Bonds | |||
|---|---|---|---|---|
| 1 | It is my duty to protect my students. | |||
| 2 | I have an ancient text that holds terrible secrets that must not fall into the wrong hands. | |||
| 3 | I work to preserve a library, university, scriptorium, or monastery. | |||
| 4 | My life's work is a series of tomes related to a specific field of lore. | |||
| 5 | I've been searching my whole life for the answer to a certain question. | |||
| 6 | I sold my soul for knowledge. I hope to do great deeds and win it back. |
Flaw:
| Dice 1d6 | Flaws | |||
|---|---|---|---|---|
| 1 | I am easily distracted by the promise of information. | |||
| 2 | Most people scream and run when they see a demon. I stop and take notes on its anatomy. | |||
| 3 | Unlocking an ancient mystery is worth the price of a civilization. | |||
| 4 | I overlook obvious solutions in favor of complicated ones. | |||
| 5 | I speak without really thinking through my words, invariably insulting others. | |||
| 6 | I can't keep a secret to save my life, or anyone else's. |
Sailor / Pirate
You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.Sailor / Pirate Background
Sailor / Pirate
Overview:
You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.
Discuss the nature of the ship you previously sailed with your DM. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely travelled? Is it still sailing, or is it missing and presumed lost with all hands?
What were your duties on board – boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?
Skill Proficiencies: Athletics, Perception
Tool Proficiencies: Navigator's tools, vehicles (water)
Equipment:
A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in PHB chapter 5), a set of common clothes, and a belt pouch containing 10 gp.
Features:
Ship's Passage:
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crew mate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.Variant Sailor: Pirate
You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You've indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavoury reputation in many a port town. If you decide that your sailing career involved piracy, you can choose the Bad Reputation feature below instead of the Ship's Passage feature.Variant Feature: Bad Reputation
If your character has a sailor background, you may select this background feature instead of Ship's Passage. No matter where you go, people are afraid of you due to your reputation. When you are in a civilised settlement, you can get away with minor criminal offences, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.Suggested Characteristics: Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments.
Personality Trait:
| Roll a d8 1d8 | Personality Trait | |||
|---|---|---|---|---|
1 |
My friends know they can rely on me, no matter what. | |||
2 |
I work hard so that I can play hard when the work is done. | |||
3 |
I enjoy sailing into new ports and making new friends over a flagon of ale. | |||
4 |
I stretch the truth for the sake of a good story. | |||
5 |
To me, a tavern brawl is a nice way to get to know a new city. | |||
6 |
I never pass up a friendly wager. | |||
7 |
My language is as foul as an otyugh nest. | |||
8 |
I like a job well done, especially if I can convince someone else to do it. |
Ideal:
| Roll a d6 1d6 | Ideal | |||
|---|---|---|---|---|
1 |
Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good) | |||
2 |
Fairness. We all do the work, so we all share in the rewards. (Lawful) | |||
3 |
Freedom. The sea is freedom-the freedom to go anywhere and do anything. (Chaotic) | |||
4 |
Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil) | |||
5 |
People. I'm committed to my crew mates, not to ideals. (Neutral) | |||
6 |
Aspiration. Someday I'll own my own ship and chart my own destiny. (Any) |
Bond:
| Roll a d6 1d6 | Bond | |||
|---|---|---|---|---|
1 |
I'm loyal to my captain first, everything else second. | |||
2 |
The ship is most important – crew mates and captains come and go. | |||
3 |
I'll always remember my first ship. | |||
4 |
In a harbour town, I have a paramour whose eyes nearly stole me from the sea. | |||
5 |
I was cheated out of my fair share of the profits, and I want to get my due. | |||
6 |
Ruthless pirates murdered my captain and crew mates, plundered our ship, and left me to die. Vengeance will be mine. |
Flaw:
| Roll a d6 1d6 | Flaw | |||
|---|---|---|---|---|
1 |
I follow orders, even if I think they're wrong. | |||
2 |
I'll say anything to avoid having to do extra work. | |||
3 |
Once someone questions my courage, I never back down no matter how dangerous the situation. | |||
4 |
Once I start drinking, it's hard for me to stop. | |||
5 |
Once I start drinking, it's hard for me to stop. | |||
6 |
Once I start drinking, it's hard for me to stop. |
Squire
You were the shield-bearer for a knight, and in training to become a knight yourself. You carried out various tasks for your liege, such as saddling their horse, carrying weapons and armor, or holding their flag in battle. As a page-boy or girl you had already received an education that may have included horse-riding, hunting, hawking, combat, music and board games. Roughly at the age of 15 (or equivilent) you were sworn in as a squire, accompanied your liege on his duties, and received further training in the chivalric code, mounted combat and the history of royalty and nobles.Squire Background
Squire
Overview:
You were the shield-bearer for a knight, and in training to become a knight yourself. You carried out various tasks for your liege, such as saddling their horse, carrying weapons and armor, or holding their flag in battle. As a page-boy or girl you had already received an education that may have included horse-riding, hunting, hawking, combat, music and board games. Roughly at the age of 15 (or equivilent) you were sworn in as a squire, accompanied your liege on his duties, and received further training in the chivalric code, mounted combat and the history of royalty and nobles.
You should decide on some details of your liege, particularly their name and personality. What were thier virtues; were they honorable, brave, or kind? What were their failings; were they cruel, or lazy, or arrogant? Did they give you a chance to prove yourself in combat? Were they lenient with you, or did they give you an excessive workload? Were you satisfied with your duties, or did you become disillusioned with the life of a knight?
How did your life as a squire end? You may have been dubbed into knighthood; your liege may have been killed or murdered; or did you abandon your duties?
Skill Proficiencies: Animal Handling, Athletics
Tool Proficiencies: Dragonchess set, one type of musical instrument
Equipment:
A set of livery clothes, a pot of metal polish, a set of traveller's clothes, a belt pouch with 10 gp.
Features:
Arma Patrina
Despite all your training, you did not qualify for knighthood. Perhaps you never proved yourself, or grew too old, or could not afford the expenses of knighthood. However, your upbringing is still recognized by the courts of your nation: you are called "arma patrina". You are allowed to wear your livery clothes, carry a shield displaying your escutcheon, and bear arms exclusive to knights (typically a lance). In addition, you have courtly savoir faire and know the conventions of life at a castle: graceful greetings, dining etiquette, rules of tournaments, where to find the blacksmith, and so forth.Alternate Feature: Quest
You completed your training and received your accolade of knighthood. However, either by your own will, or by that of the sovereign, you have not been awarded land. As a result, you are unlanded nobility, with no estate to speak of, making you a Knight- (or Dame-) Errant. In order to be awarded your estate, you must complete a grand quest. This quest may be any number of things, such as finding an ancient holy relic, slaying a powerful monster, leading forces to victory in a war, winning the heart of a nobleman's heir... Work out what the quest is with your DM. Determine just how long it should take to accomplish. The longer the quest, the greater the reward should be. This reward of land is made in the place of other typical material rewards, and should be of approximately equal worth to what would have been earned otherwise. Knights-Errant do not normally stop doing what they do. Once one quest is completed, it is typically followed up by yet another glorious mission, sometimes even to the surprise of the Knight.Personality Trait:
d8 Personality Trait
1 I am excited – perhaps naively – by castles, tournaments, and other romanticized aspects of knightly culture.
2 I am quick to befriend a horse or other noble mount.
3 I relish hard work, long marches and swordplay.
4 I regale my friends with apocryphal tales about famous knights and members of the royalty.
5 I know many tips about swordplay and am glad to spread them, sometimes to the annoyance of my warrior friends.
6 I am narrow-minded about things that happen outside my nation; I refuse to believe when my nation does something wrong.
7 I am gracious in defeat and humble in victory.
8 I seek to honor myself with glorious battles, or at least dream about doing so.
Ideal:
d6 Ideal
1 Chivalry. I respect the knightly code of conduct of bravery, honesty, generosity, and defending the weak. (Good)
2 Fealty. I remain true to oaths I pledge to my superiors, and I expect others to do the same. (Lawful)
3 War. Armies must be pitched against each other, infidels must be crushed without mercy. The larger the conflict, the more glory, and I must be at the forefront. (Evil)
4 Power. Being a squire was just a stepping stone. One day I shall be a lord. (Any)
5 Freedom. I was little more than a servant. No-one should endure a subservient position. (Chaotic)
6 Nation. I am proud of my nation, its achievements and its militant orders. (Any)
Bond:
d6 Bond
1 I am still in a close relationship with my master/mistress, although he/she is not what they once were.
2 My liege retired from his quest to recover a holy relic – I will find it and prove my worth!
3 The castle I grew up in is ruined and forgotten, but I sometimes return to reflect on my past.
4 I will take revenge on the blackguard that slew my liege.
5 I want a bard or playwright to chronicle my adventures.
6 I am in love with a lord or lady but courtly rules prevent us from eloping.
Flaw:
d6 Flaw
1 I'm acutely aware of the social standing of my foes: overestimating my combat prowess against peasants but pulling my blows against nobles.
2 I won't carry anything for anyone else ever again.
3 I don't feel right unless I'm hauling four or more different weapons, and I'm eager to tell my comrades what they should be wielding.
4 If anyone insults my nation or my liege, I will not contain my rage.
5 I hide when a battle arrives and seek shelter like a coward. Maybe that is why I am not a knight.
6 I easily fall for any attractive prince or princess that I see, regardless of any rules or tradition.
Soldier
War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.Soldier Background
Soldier
Overview:
War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.
When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble's or merchant's private army, or a mercenary company.
Specialty
During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:| d8 | Role |
|---|---|
| 1 | Officer |
| 2 | Scout |
| 3 | Infantry |
| 4 | Cavalry |
| 5 | Healer |
| 6 | Quartermaster |
| 7 | Standard-bearer |
| 8 | Support staff (cook, blacksmith, or the like) |
Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: One type of gaming set, vehicles (land)
Equipment:
An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a bone dice set or playing card set, a set of common clothes, and a belt pouch containing 10 gp
Features:
Military Rank
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.Suggested Characteristics: The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.
Personality Trait:
| Dice 1d8 | Personality Traits | |||
|---|---|---|---|---|
| 1 | I'm always polite and respectful. | |||
| 2 | I'm haunted by memories of war. I can't get the images of violence out of my mind. | |||
| 3 | I've lost too many friends, and I'm slow to make new ones. | |||
| 4 | I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation. | |||
| 5 | I can stare down a hell hound without flinching. | |||
| 6 | I enjoy being strong and like breaking things. | |||
| 7 | I have a crude sense of humor. | |||
| 8 | I face problems head-on. A simple, direct solution is the best path to success. |
Ideal:
| Dice 1d6 | Ideals | |||
|---|---|---|---|---|
| 1 | Greater Good: Our lot is to lay down our lives in defense of others. (Good) | |||
| 2 | Responsibility: I do what I must and obey just authority. (Lawful) | |||
| 3 | Independence: When people follow orders blindly, they embrace a kind of tyranny. (Chaotic) | |||
| 4 | Might: In life as in war, the stronger force wins. (Evil) | |||
| 5 | Live and Let Live: Ideals aren't worth killing over or going to war for. (Neutral) | |||
| 6 | Nation: My city, nation, or people are all that matter. (Any) |
Bond:
| Dice 1d6 | Bonds | |||
|---|---|---|---|---|
| 1 | I would still lay down my life for the people I served with. | |||
| 2 | Someone saved my life on the battlefield. To this day, I will never leave a friend behind. | |||
| 3 | My honor is my life. | |||
| 4 | I'll never forget the crushing defeat my company suffered or the enemies who dealt it. | |||
| 5 | Those who fight beside me are those worth dying for. | |||
| 6 | I fight for those who cannot fight for themselves. |
Flaw:
| Dice 1d6 | Flaws | |||
|---|---|---|---|---|
| 1 | The monstrous enemy we faced in battle still leaves me quivering with fear. | |||
| 2 | I have little respect for anyone who is not a proven warrior. | |||
| 3 | I made a terrible mistake in battle that cost many lives — and I would do anything to keep that mistake secret. | |||
| 4 | My hatred of my enemies is blind and unreasoning. | |||
| 5 | I obey the law, even if the law causes misery. | |||
| 6 | I'd rather eat my armor than admit when I'm wrong. |
Touched by the Fey
You had an encounter with one of the fey in your past. Maybe you wandered into the Feywild and were lost for 100 years without aging a day. Maybe you spoke with a fey creature and beat it in a game of riddles, gaining its appreciation and saving your life. No matter the story, your experience left you marked. Since then, you see the world a little differently from the mortals around you. You have a fey perspective. It's given you a number of advantages and shaped your life.Touched by the Fey Background
Touched by the Fey
Overview:
You had an encounter with one of the fey in your past. Maybe you wandered into the Feywild and were lost for 100 years without aging a day. Maybe you spoke with a fey creature and beat it in a game of riddles, gaining its appreciation and saving your life. No matter the story, your experience left you marked. Since then, you see the world a little differently from the mortals around you. You have a fey perspective. It's given you a number of advantages and shaped your life.
A Fey Encounter
You encountered a wild fey at some point in your past, and it changed you. This is where we find out your story and flesh out what happened to you. Roll on the table below or choose from the options provided.| Dice 1d6 | Encounter |
|---|---|
| 1 | You reveled with the fey for 100 years but didn't age. When you came back to the mortal world, no time had passed. (Seelie) |
| 2 | You bested a fey in a riddle contest, gaining the fey's respect. (Seelie or Unseelie) |
| 3 | You stumbled into the Feywild, found the home of a fey, stole something, and escaped. (Seelie or Unseelie) |
| 4 | You helped a fey survive a perilous situation and gained their friendship. (Seelie or Unseelie) |
| 5 | You made a deal with a fey and managed to get out of it. That fey doesn't like you very much anymore. (Seelie or Unseelie) |
| 6 | You were trapped by a fey who was planning on having you for dinner, but you escaped. (Unseelie) |
Skill Proficiencies: Arcana, Nature
Tool Proficiencies: One type of artisan's tools or one type of musical instrument
Languages: Elven or Sylvan
Equipment:
A set of artisan's tools or one type of musical instrument, a magical mark somewhere on your body that gets mistaken for a tattoo, common clothes, a pouch with 10 gp.
Features:
Fey Touched
You're known to the Seelie and Unseelie fey when they see you because of the mark you bear. Depending on which side you encountered and how that played out, you are welcomed as a friend to one court and are seen as an enemy by the other. This mark cannot be concealed with disguise or magic.Suggested Characteristics: Those touched by the Fey can vary greatly depending on their interaction. Some become obsessed and chaotic, some become aloof and distant, others paranoid, while others still become daring and impulsive. Regardless of the interaction, those touched by the fey tend to be eclectic and often find themselves adhering more and more to superstitions.
Personality Trait:
| Dice 1d8 | Personality Traits | |||
|---|---|---|---|---|
| 1 | I get a far off look in my eyes sometimes. I know the world is so much more than what most of us see. | |||
| 2 | I'm more comfortable with those who are more fey-like than those who are normal. | |||
| 3 | I tell children the fairytales of the Moontide Isles because there is truth in the fiction. | |||
| 4 | I may be touched by the fey, buy I'm not fey and I still live in a world of mortals. Even though I see more than they do, I don't look down on my peers. |
Ideal:
| Dice 1d8 | Ideals | |||
|---|---|---|---|---|
| 1 | Hope: I'll use this fey insight to make the world a better place. (Good) | |||
| 2 | Aspiration: They fey have given me a different way to see the world, and I'll use that to make something of myself. (Neutral) | |||
| 3 | Greed: Now that my eyes have been opened, I will use my sight to take what I want. (Evil) | |||
| 4 | Creativity: My art is the truest form of expression and freedom. (Chaotic) |
Bond:
| Dice 1d8 | Bond | |||
|---|---|---|---|---|
| 1 | My friends are what keep me grounded in this world. I don't know what I'd do without them. | |||
| 2 | My family has accepted my different perspective on the world and still loves me. I don't know what I'd become without them. | |||
| 3 | I saw a way to hurt a person and did. I need to make up for that injury. | |||
| 4 | I fell in love with a fey in the Feywilds, and I must be with them. |
Flaw:
| Dice 1d8 | Flaw | |||
|---|---|---|---|---|
| 1 | I see people's problems and can't help but meddle. | |||
| 2 | I've embraced my "fey" nature and it annoys both fey and mortal equally. | |||
| 3 | I tell people that I'm friends with the fey, and it's gotten me in trouble more than once. | |||
| 4 | I take like a little slower than I should, and I don't always act decisively when I should. |
Urchin
You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each.Urchin Background
Urchin
Overview:
You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each.
You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?
Skill Proficiencies: Sleight of Hand, Stealth
Tool Proficiencies: Disguise kit, thieves' tools
Equipment:
A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp
Features:
City of Secrets
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.Suggested Characteristics: Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life — and maybe get some payback on all the rich people who treated them badly.
Personality Trait:
| Dice 1d8 | Personality Traits | |||
|---|---|---|---|---|
| 1 | I hide scraps of food and trinkets away in my pockets. | |||
| 2 | I ask a lot of questions. | |||
| 3 | I like to squeeze into small places where no one else can get to me. | |||
| 4 | I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms. | |||
| 5 | I eat like a pig and have bad manners. | |||
| 6 | I think anyone who's nice to me is hiding evil intent. | |||
| 7 | I don't like to bathe. | |||
| 8 | I bluntly say what other people are hinting at or hiding. |
Ideal:
| Dice 1d6 | Ideals | |||
|---|---|---|---|---|
| 1 | Respect: All people, rich or poor, deserve respect. (Good) | |||
| 2 | Community: We have to take care of each other, because no one else is going to do it. (Lawful) | |||
| 3 | Change: The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic) | |||
| 4 | Retribution: The rich need to be shown what life and death are like in the gutters. (Evil) | |||
| 5 | People: I help the people who help me – that's what keeps us alive. (Neutral) | |||
| 6 | Aspiration: I'm going to prove that I'm worthy of a better life. (Any) |
Bond:
| Dice 1d6 | Bonds | |||
|---|---|---|---|---|
| 1 | My town or city is my home, and I'll fight to defend it. | |||
| 2 | I sponsor an orphanage to keep others from enduring what I was forced to endure. | |||
| 3 | I owe my survival to another urchin who taught me to live on the streets. | |||
| 4 | I owe a debt I can never repay to the person who took pity on me. | |||
| 5 | I escaped my life of poverty by robbing an important person, and I'm wanted for it. | |||
| 6 | No one else should have to endure the hardships I've been through. |
Flaw:
| Dice 1d6 | Flaws | |||
|---|---|---|---|---|
| 1 | If I'm outnumbered, I will run away from a fight. | |||
| 2 | Gold seems like a lot of money to me, and I'll do just about anything for more of it. | |||
| 3 | I will never fully trust anyone other than myself. | |||
| 4 | I'd rather kill someone in their sleep than fight fair. | |||
| 5 | It's not stealing if I need it more than someone else. | |||
| 6 | People who can't take care of themselves get what they deserve. |