Table of Contents
Backgrounds
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.
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. The Gods of the Multiverse section contains a sample pantheon, from the Forgotten Realms setting. 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 pouch containing 15 gp.
Feature: 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.
(I'm not gonna spend the time to transfer the tables. Go look online.)
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 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.
Skill Proficiencies: Deception, Sleight of Hand
Tool Proficiencies: Disguise kit, forgery kit
Languages: None
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 15 gp
Feature: Favorite Schemes
Every charlatan has an angle they use in preference to other schemes. Choose a favorite scam or roll on the table below.
d6 | 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. |
Feature: 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.
(I'm not gonna spend the time to transfer the tables. Go look online.)
Criminal
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.
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One type of gaming set, thieves' tools
Languages: None
Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15gp
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.
Feature: Criminal Specialty
There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even 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.
d8 | Specialty | d8 | Specialty |
---|---|---|---|
1 | Blackmailer | 5 | Highway robber |
2 | Burglar | 6 | Hired killer |
3 | Enforcer | 7 | Pickpocket |
4 | Fence | 8 | Smuggler |
Feature: 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.
(I'm not gonna spend the time to transfer the tables. Go look online.)
Entertainer
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.
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), a costume, and a belt pouch containing 15 gp
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.
d10 | Entertainer Routines |
---|---|
1 | Actor |
2 | Dancer |
3 | Fire-eater |
4 | Jester |
5 | Juggler |
6 | Instrumentalist |
7 | Poet |
8 | Singer |
9 | Storyteller |
10 | Tumblr |
Feature: 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.
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 tumblr 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.
Suggested Characteristics
d8 | Personality Trait |
---|---|
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. |
d6 | Ideal |
---|---|
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) |
d6 | Bond |
---|---|
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. |
d6 | Flaw |
---|---|
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. |
Faction Agent
Many organizations active in the North and across the face of Faerûn aren't bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for use by the faction’s operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that organization, but who serve as its hands, head, and heart.
As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in Faerûn. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in the faction.
Skill Proficiencies: Insight and one Intelligence, Wisdom, or Charisma skill of your choice, as appropriate to your faction
Languages: Two of your choice
Equipment: Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 15 gp
Factions of the Sword Coast
The lack of large, centralized governments in the North and along the Sword Coast is likely directly responsible for the proliferation of secret societies and conspiracies in those lands. If your background is as an agent for one of the main factions of the North and Sword Coast, here are some possibilities.
The Harpers. Founded more than a millennium ago, disbanded and reorganized several times, the Harpers remain a powerful, behind-the-scenes agency, which acts to thwart evil and promote fairness through knowledge, rather than brute force. Harper agents are often proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and innkeepers, rangers, and the clergy of gods that are aligned with the Harpers'ideals.
The Order of the Gauntlet. One of the newest power groups in Faerûn, the Order of the Gauntlet has an agenda similar to that of the Harpers. Its methods are vastly different, however: bearers of the gauntlet are holy warriors on a righteous quest to crush evil and promote jus tice, and they never hide in the shadows. Order agents tend to be proficient in Religion, and frequently seek aid from law enforcement friendly to the order's ideals, and the clergy of the order's patron gods.
The Emerald Enclave. Maintaining balance in the natural order and combating the forces that threaten that balance is the twofold goal of the Emerald Enclave. Those who serve the faction are mas ters of survival and living off the land. They are often proficient in Nature, and can seek assistance from woodsmen, hunters, rangers, barbarian tribes, druid circles, and priests who revere the gods of nature.
The Lords' Alliance. On one level, the agents of the Lords' Alliance are representatives of the cities and other governments that constitute the alliance. But, as a faction with interests and concerns that transcend local politics and geography, the Alliance has its own cadre of individuals who work on behalf of the organizations, wider agenda. Alliance agents are required to be knowledgeable in History, and can always rely on the aid of the governments that are part of the Alliance, plus other leaders and groups who uphold the Alliance's ideals.
The Zhentarim. In recent years, the Zhentarim have become more visible in the world at large, as the group works to improve its reputation among the common people. The faction draws employees and associates from many walks of life, setting them to tasks that serve the goals of the Black Network but a ren't necessarily criminal in nature. Agents of the Black Network must often work in secret, and are frequently proficient in Deception. They seek aid from the wizards, mercenaries, merchants and priesthoods allied with the Zhentarim.
Feature: Safe Haven
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
Suggested Characteristics
Use the tables for the acolyte background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a faction agent. (For instance, consider the words “faith” and “faction” to be interchangeable.)
Your bond might be associated with other members of your faction, or a location or an object that is important to your faction. The ideal you strive for is probably in keeping with the tenets and principles of your faction, but might be more personal in nature.
Far Traveler
Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.
You aren't one of those folk.
You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not choose to share.
Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go.
Skill Proficiencies: Insight, Perception
Tool Proficiencies: Any one musical instrument or gaming set of your choice, likely something native to your homeland
Languages: Any one of your choice
Equipment: One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerûn, a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship, and a pouch containing 5 gp
Why Are you Here?
A far traveler might have set out on a journey for one of a number of reasons, and the departure from his or her homeland could have been voluntary or involuntary. To determine why you are so far from home, roll on the table below or choose from the options provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.
d6 | Reason | d6 | Reason |
---|---|---|---|
1 | Emissary | 4 | Pilgrim |
2 | Exile | 5 | Sightseer |
3 | Fugitive | 6 | Wanderer |
Where are you From?
The most important decision in creating a far traveler background is determining your homeland. The places discussed here are all sufficiently distant from the North and the Sword Coast to justify the use of this background.
Evermeet. The fabled elven is lands far to the west are home to elves who have never been to Faerûn. They often find it a harsher place than they expected when they do make the trip. If you are an elf, Evermeet is a logical (though not mandatory) choice for your homeland.
Most of those who emigrate from Evermeet are either exiles, forced out for committing some infraction of elven law, or emissaries who come to Faerûn for a purpose that benefits elven culture or society.
Halruaa. Located on the southern edges of the Shining South, and hemmed in by mountains all around, the magocracy of Halruaa is a bizarre land to most in Faerûn who know about it. Many folk have heard of the strange skyships the Halruaans sail, and a few know of the tales that even the least of their people can work magic.
Halruaans usually make their journeys into Faerûn for personal reasons, since their government has a strict stance against unauthorized involvement with other nations and organizations. You might have been exiled for breaking one of Halruaa's many byzantine laws, or you could be a pilgrim who seeks the shrines of the gods of magic.
Kara-Tur. The continent of Kara-Tur, far to the east of Faerûn, is home to people whose customs are unfamiliar to the folk of the Sword Coast. If you come from Kara-Tur, the people of Faerûn likely refer to you as Shou, even if that isn't your true ethnicity, because that's the blanket term they use for everyone who shares your origin.
The folk of Kara-Tur occasionally travel to Faerûn as diplomats or to forge trade relations with prosperous merchant cartels. You might have come here as part of some such delegation, then decided to stay when the mission was over.
Mulhorand. From the terrain to the architecture to the god-kings who rule over these lands, nearly everything about Mulhorand is alien to someone from the Sword Coast. You likely experienced the same sort of culture shock when you left your desert home and traveled to the unfamiliar climes of northern Faerûn. Recent events in your homeland have led to the abolition of slavery, and a corresponding increase in the traffic between Mulhorand and the distant parts of Faerûn.
Those who leave behind Mulhorand's sweltering deserts and ancient pyramids for a glimpse at a different life do so for many reasons. You might be in the North simply to see the strangeness this wet land has to offer, or because you have made too many enemies among the desert communities of your home.
Sossal. Few have heard of your homeland, but many have questions about it upon seeing you. Humans from Sossal seem crafted from snow, with alabaster skin and white hair, and typically dressed in white.
Sossal exists far to the northeast, hard up against the endless ice to the north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly terrible or seek something incredibly important.
Zakhara. As the saying goes among those in Faerûn who know of the place, “To get to Zakhara, go south. Then go south some more.” Of course, you followed an equally long route when you came north from your place of birth. Though it isn't unusual for Zakharans to visit the southern extremes of Faerûn for trading purposes, few of them stray as far from home as you have.
You might be traveling to discover what wonders are to be found outside the deserts and sword-like mountains of your homeland, or perhaps you are on a pilgrimage to understand the gods that others worship, so that you might better appreciate your own deities.
The Underdark. Though your home is physically closer to the Sword Coast than the other locations discussed here, it is far more unnatural. You hail from one of the settlements in the Underdark, each of which has its own strange customs and laws. If you are a native of one of the great subterranean cities or settlements, you are probably a member of the race that occupies the placebut place but you might also have grown up there after being captured and brought below when you were a child.
If you are a true Underdark native, you might have come to the surface as an emissary of your people, or perhaps to escape accusations of criminal behavior (whether warranted or not). If you aren't a native, your reason for leaving “home” probably has something to do with getting away from a bad situation.
Feature: All Eyes on You
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
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.
Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: One type of artisan's tools, vehicles (land)
Languages: None
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 10gp
Feature: 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 | d10 | Defining Event |
---|---|---|---|
1 | I stood up to a tyrant's agents. | 6 | I broke into a tyrant's castle and stole weapons to arm the people. |
2 | I saved people during a natural disaster. | 7 | I trained the peasantry to use farm implements as weapons against a tyrant's soldiers. |
3 | I stood alone against a terrible monster. | 8 | A lord rescinded an unpopular decree after I led a symbolic act of protect against it. |
4 | I stole from a corrupt merchant to help the poor. | 9 | A celestial, fey, or similar creature gave me a blessing or revealed my secret origin. |
5 | I led a militia to fight off an invading army. | 10 | Recruited into a lord's army, I rose to leadership and was commended for my heroism. |
Feature: 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 Characteristic
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.
(I'm not gonna spend the time to transfer the tables. Go look online.)
Guild Artisan
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.
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 15gp
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.
Rather than proficiency with artisan's tools, you might be proficient with navigator's tools or an additional language. And instead of artisan's tools, you can start with a mule and a cart.
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 | Guild Business | d20 | Guild Business |
---|---|---|---|
1 | Alchemists and apothecaries | 11 | Leatherworkers, skinners, and tanners |
2 | Armorers, locksmiths, and finesmiths | 12 | Masons and stonecutters |
3 | Brewers, distillers, and vintners | 13 | Painters, limners, and sign-makers |
4 | Calligraphers, scribes, and scriveners | 14 | Potters and tile-makers |
5 | Carpenters, roofers, and plasterers | 15 | Shipwrights and sailmakers |
6 | Cartographers, surveyors, and chart-makers | 16 | Smiths and metal-forgers |
7 | Cobblers and shoemakers | 17 | Tinkers, pewterers, and casters |
8 | Cooks and bakers | 18 | Wagon-makers and wheelwrights |
9 | Glassblowers and glaziers | 19 | Weavers and dyers |
10 | Jewelers and gemcutters | 20 | Woodcarvers, coopers, and bowyers |
As a member of your guild, you know the skills needed to create finished items from raw materials (reflected in your proficiency with a certain kind of artisan's tools), as well as the principles of trade and good business practices. The question now is whether you abandon your trade for adventure, or take on the extra effort to weave adventuring and trade together.
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.
(I'm not gonna spend the time to transfer the tables. Go look online.)
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.
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 5gp
Feature: 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 to roll on the table below to determine the reason behind your seclusion.
d8 | Specialty | d8 | Specialty |
---|---|---|---|
1 | I was searching for spiritual enlightenment. | 5 | I needed a quiet place to work on my art, literature, music, or manifesto. |
2 | I was partaking of communal living in accordance with the dictates of a religious order. | 6 | I needed to commune with nature, far from civilization. |
3 | I was exiled for a crime I didn't commit. | 7 | I was the caretaker of an ancient ruin or relic. |
4 | I retreated from society after a life-altering event. | 8 | I was a pilgrim in search of a person, place, or relic of spiritual significance. |
Feature: 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.
(I'm not gonna spend the time to transfer the tables. Go look online.)
Noble
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.
Skill Proficiencies: History, Persuasion
Tool Proficiencies: One type of gaming set
Languages: One of your choices
Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp
Feature: 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 Noble: 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 (see below) instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. 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).
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. (This person could be your bond.)
Variant Feature: Retainers
If your character has a noble background, you may select this background feature instead of Position of Privilege.
You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who 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.
d8 | Personality Trait |
---|---|
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 dome an injury, I will crush you, ruin your name, and salt your fields. |
d6 | Ideal |
---|---|
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 at 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) |
d6 | Bond |
---|---|
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. |
d6 | Flaw |
---|---|
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. |
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.
Skill Proficiencies: Athletics, Survival
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 10gp
Feature: 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.
d10 | Origin | d10 | Origin |
---|---|---|---|
1 | Forester | 6 | Bounty hunter |
2 | Trapper | 7 | Pilgrim |
3 | Homesteader | 8 | Tribal nomad |
4 | Guide | 9 | Hunter-gatherer |
5 | Exile or outcast | 10 | Tribal marauder |
Feature: 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.
(I'm not gonna spend the time to transfer the tables. Go look online.)
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.
Skill Proficiencies: Arcana, History
Tool Proficiencies: None
Languages: Two of your choice
Equipment: A bottle of 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 10gp
Feature: Specialty
To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.
d8 | Specialty | d8 | Specialty |
---|---|---|---|
1 | Alchemist | 5 | Professor |
2 | Astronomer | 6 | Researcher |
3 | Discredited academic | 7 | Wizard's apprentice |
4 | Librarian | 8 | Scribe |
Feature: 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 arc 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.
(I'm not gonna spend the time to transfer the tables. Go look online.)
Sailor
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 traveled? 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)
Languages: None
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 chapter 5), a set of common clothes, and a belt pouch containing 10gp
Variant: 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 unsavory 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.
Feature: 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 crewmate). 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.
Alternative: Bad Reputation
If your character has a pirate 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 civilized settlement, you can get away with minor criminal offenses, 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.
(I'm not gonna spend the time to transfer the tables. Go look online.)
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.
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.
Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: One type of gaming set, vehicles (land)
Languages: None
Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10gp
Feature: 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 | Specialty | d8 | Specialty |
---|---|---|---|
1 | Officer | 5 | Healer |
2 | Scout | 6 | Quartermaster |
3 | Infantry | 7 | Standard Bearer |
4 | Cavalry | 8 | Support staff (cook, blacksmith, or the like) |
Feature: 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.
(I'm not gonna spend the time to transfer the tables. Go look online.)
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.
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
Feature: City 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.
d8 | Personality Trait |
---|---|
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. |
d6 | Ideal |
---|---|
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. |
d6 | Bond |
---|---|
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 replay 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. |
d6 | Flaw |
---|---|
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. |