Birth Traits

The life you were born into plays a role in how you view the world, and how you were shaped as an individual; as such, each character gains one of the following traits — which is chosen based on their upbringing as a child.   Example: You could be a bastard raised as a commoner, and so you would take the Commoner Birth Trait. Your backstory will still influence those who know your true parentage, but you will be seen as a commoner from those who are not aware.  

Birth Traits 5e

  Your Birth Trait provides you with a variety of benefits, and is part of what determines your starting wealth. The following lists the base Birth Traits available:  
Bastard
  • Bastard: A bastard is the child of any well-off family's head or heir, that was conceived out of wedlock.
Those born a bastard are — typically — still raised in a noble household; as such, you gain proficiency in one weapon of your choice with which you have knowledge of, one tool kit of your choice, and proficiency in one of the following skills: Deception, History, Insight, or Persuasion. A bastard gains Lore in one of the following: (region) Nobility, (region) Etiquette, or (region) Culture, and adds these to the list of Lore's you can take from your Origin; finally, a bastard begins the game with the following starting gear: Fine Clothes, your chosen tool kit, and 25 gp.  
Clergy
  • Clergy: A clergy is a child that was placed in a convent or other religious community at which they — typically — study until adulthood. This child may come from any walk of life, a gentry who disobeyed their father and — as a result — lost their claim to the family fortune and sent to a convent, an escaped slave seeking shelter, an urchin thief who was bailed out by the clergy, etc.
A clergy gains Lore in the Faith of their Deity and the ability to cast a Cantrip from one of the Divine or Primal spellcasting classes, your spellcasting ability with this cantrip is the same as the chosen class's. You gain proficiency in one of the following skills: History, Medicine, or Religion, and one tool kit of their choice. A clergy gains Lore in one of the following: (deity) Faith, (deity) rituals and practices, or (region) Culture, and adds these to the list of Lore's you can take from your Origin; finally, a clergy begins the game with the following starting gear: Priest's Clothes, a holy symbol to your chosen deity, your chosen tool kit, 12 gp, 5 sp.  
Commoner
  • Commoner: A commoner is a child born into any family that lives in a home that is neither well-off, nor destitute.
A commoner has an extra Destiny point that can be used once; regaining this use after completing a Long Rest. This Destiny point, like other Destiny points, once used adds to the worlds Villainous counter; in addition, a commoner gains proficiency in one of the following skills: Athletics or Survival, and two tool kits of your choice. A commoner gains Lore in one of the following: (region) Folklore, (region) (Local Area), or (region) Culture, and adds these to the list of Lore's you can take from your Origin; finally, a commoner begins the game with the following starting gear: common clothes, your chosen tool kits, 1 gp, 2 sp, and 5 cp.  
Gentry
  • Gentry: A gentry is a child born into a wealthy family, this family does not necessarily need to be from a noble family—but they do need to be well-off.
A gentry gains proficiency in one of the following skills: Deception, Intimidation, or Persuasion, one tool kit of your choice. A gentry gains Lore in one of the following: (region) Nobility, (region) Etiquette, or (region) Culture, and adds these to the list of Lore's you can take from your Origin; finally, a gentry begins the game with the following starting gear: Fine Clothes, your chosen tool kit, a signet ring of their family, 38 gp, and 5 sp.  
Mage
  • Mage: A mage is a child raised in a magical institution such as a magic academy or similar community. This child may come from any walk of life, a gentry who showed signs of magical talent sent to learn their craft, a commoner who was viewed as a witch or warlock due to their talent and taken in by a kindly mage, etc.
A mage gains the ability to read, write, and speak one of the Spellcasting Languages and the ability to cast an Arcane cantrip from one classes spell list, your spellcasting ability with this cantrip is the same as the chosen class's; additionally, they gain proficiency in one of the following skills: Arcana, History, or Nature, and one tool kit of their choice. A mage gains Lore in two of the following: (Magic School) Theory and Practices, (Magic School) Rituals, Spheres of Vancian Magic, Fundamentals of Arcana, or (region) Culture, and adds these to the list of Lore's you can take from your Origin; finally, a mage begins the game with the following starting gear: Mage Clothes, your chosen tool kit, an arcane focus, 12 gp, and 5 sp.  
Monk
  • Monk: A monk is a child raised in a secluded compound such as a mountain monastery, or someone that lives a mostly solitary life—such as the son of a hermit.
A monk gains proficiency in one of the following skills: Animal Handling, Arcana, History, Medicine, Nature, Religion, or Survival, and one tool kit of your choice. A monk gains Lore in two of the following: (region) (Local Area), (deity) Faith, Meditation Techniques, (Monastic Tradition), or (region) Culture, and adds these to the list of Lore's you can take from your Origin; finally, a monk begins the game with the following starting gear: one outfit worth no more than 5gp, your chosen tool kit, a book, a quill, a 1oz vial of black ink, 1 gp, 2 sp, and 5 cp.  
Slave
  • Slave: A slave is an individual who was either born into slavery and recently attained their freedom (from some method), or was a slave sometime in their life and has recently attained their freedom, but has not yet regained their old life's material worth.
A slave has an extra Destiny point that can be used once, regaining this use after completing a long rest. This Destiny point, unlike other Destiny points does not add to the worlds Villainous counter; in addition, a slave gains proficiency in one of the following skills: Athletics, Insight, Perception, or Stealth, and one tool kit of your choice; a slave also has a permanent brand or scar, signifying that they were a slave, this scar can be removed with Lesser Restoration or stronger healing magic. A slave gains Lore in one of the following: (region) Slavers, (region) Nobility, or (region) Culture, and adds these to the list of Lore's you can take from your Origin; finally, a slave begins the game with the following starting gear: slave clothes, your chosen tool kit, and 12 cp.
Should you ever be re-enslaved you lose access to this bonus destiny for as long as you remain a slave.  
Tribal
  • Tribal: A tribal is a child born into a small community that is nomadic in nature and does not—typically—dwell on material wealth.
A tribal gains +5 feet to the base speed of all movement types they naturally possess, proficiency in one weapon of their choice that they have knowledge of, and proficiency in one of the following skills: Athletics, Perception, or Survival, and one tool kit of your choice. A tribal gains Lore in one of the following: (region) Folklore, (region) (Local Area), or (Tribe) Tribal Customs, and adds these to the list of Lore's you can take from your Origin; finally, a tribal gains the following starting gear: tribal clothes, your chosen tool kit, and 12 cp.  
Urchin
  • Urchin: An urchin is a child born into destitution, or homelessness, they are "street rats".
An urchin has advantage on Constitution saving throws made against disease, gain proficiency in thieves' tools, and proficiency in one of the following skills: Acrobatics, Athletics, Deception, Insight, Sleight of Hand, or Stealth, and one tool kit of your choice. An urchin gains Lore in one of the following: (region) Folklore, (region) (Local Area), or City Scrounging, and adds these to the list of Lore's you can take from your Origin; finally, an urchin gains the following starting gear: common clothes, your chosen tool kit, and 25 cp.  
Warrior
  • Warrior: A warrior is a child born and raised to be a soldier, they know nothing else.
A warrior deals an additional 2 damage on all martial attack rolls that they make, this damage increases by 2 at level 10, and again by 2 at level 20. They gain proficiency in one weapon of their choice with which they have knowledge of, and they gain proficiency in one of the following skills: Acrobatics, Athletics, Intimidation, or Perception, and one tool kit of your choice. A warrior gains Lore in one of the following: Military Tactics, Siege Engines, or Ambush Tactics, and adds these to the list of Lore's you can take from your Origin; finally, a warrior gains the following starting gear: common clothes, your chosen tool kit, and 2 gp, 5 sp.
Birth Traits 5e
Bastard
Clergy
Commoner
Gentry
Mage
Monk
Slave
Tribal
Urchin
Warrior

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