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Academy Graduate

You attended a prestigious Academy or University. Your family was wealthy and powerful enough
to gain your entrance or perhaps through luck and talent you caught the eye of a patron who paid
your way or sponsored a scholarship for you. You learned a great deal at university and your
classmates were the sons of Kings, Merchants, and Powerful Wizards. While the skills you gained
will stand you in good stead through the rest of your life, it is the friendships you formed that you
treasure the most.
Skill Proficiencies
Insight, History or Arcana
Tool Proficiencies
One type of Gaming Set
Languages
One of Choice
Equipment
A Diploma scroll in a case, a set of fine clothes, a set of scholarly robes, a gaming set, and a book with
notes scribbled in the margins, a ring with your schools crest, and a belt pouch with 10 gp.
Customization
Major
Choose or roll on the table to determine what your degree is in:
1 Philosophy
2 Statecraft
3 History
4 Medicine
5 Engineering
6 Magic
Feature
Alumni
Attending a great University forms bonds that last a lifetime. It forms a common experience that links
graduates even of different generations. In any large town or hall of power you will be able to find a
fellow alumnus who will be willing to at least listen to whatever you propose. They are under no
obligation to help you, certainly not at risk to themselves, but you can at very least get a foot in the door.
If they are wealthy enough they will be happy to host you and your party for a few days to swap tales and
gossip about the old Alma Matter.
You may occasionally be approached by fellow alums who wish to ask you for favors. You are not obliged
to help, but if you dont word will spread along the school network, and your reputation will suffer.
Suggested Characteristics
University graduates are the elite of the world and they know it. They know how the world works and they
have the ears of those in power. Their classmates included Princes and the sons of powerful bureaucrats.
They studied Tactics and Spellcraft and argued Philosophy with summoned outsiders. They can
accomplish great things but may fall prey to over ambition.
Personality Trait
1 Pedant - Grammatical correctness and syntactic precision are the keys to effective communication. You
shall correct errors wherever you perceive them.
2 Snob - It's really quite charming that this city permits the lower classes to use the same streets as their
betters, but must they really be permited on the sidewalks?
3 Gourmand - You have aquired a taste for the finer things in life and have been exposed to the cuisines of
a wider world. And you want more.
4 Social Climber - Your origins may be humbler than those of your class mates but that's not going to hold
you back. Titles can be bought or married into.
5 Rake - Wine, Women and Song. If only people would just leave you to your pleasures you wouldn't
really need to stab anyone.
6 Life of the Party - Hail fellow well met! Come pour your self a glass and join the company.

Ideal
1 Tradition - The wisdom of the ancients is not to be improved upon.
2 Progress - Oh yes it is.
3 Ambition - History remembers the great, and you want to be remembered.
4 Invention - Mordenkainen is not the only one who can pen a new spell.
5 Art - Through the eyes and hand of an artist the beauty of even a mundane object can be shown.
6 Statesman - The game of Kings and powers is not for the faint hearted. And you are not faint hearted.
Bond
1 I would do anything for a classmate.
2 I am a firm believer in a cause I learned of at University.
3 I am a loyal servant of my King and Country
4 I am eternally grateful to the Patron who guided me through school.
5 History must be chronicled and preserved at all costs.
6 Magic is a force that can make the world a better place.
Flaw
1 Elitest - Who on earth gave this peasant the idea that peasants can have ideas?
2 Ambitious - I will achieve great things, whatever the cost.
3 Schemer - Why go to the trouble yourself when a whisper in the right ear can do it for you?
4 Practical Joker - Well if he can't take a joke, he shouldn't have become an Ambassador.
5 Plagarist - Of course it's my own work, what do youi take me for!
6 The fools! Ill show them all!
Variant
Could also work for a Preperatory Academy or Highschool, or a school of Wizardry perhaps.

Convict
You were recently released from captivity after spending years surviving in prison. Whether or not
you were justly accused or captured by an enemy, you learned to adapt to a life of confinement, and
to handle your fellow inmates.
Skill Proficiencies
Intimidation, Sleight of Hand.
Tool Proficiencies
Cards or dice.
Languages
Prison cant, a slang language hard to understand if you're not used to it.
Equipment
Common clothing, dagger, one random trinket from page 160-161 of the Player's Handbook, a self-made
gaming set, and self-made thieves tools.
Customization
There are various reasons you might have been imprisoned. Roll on or choose from the following table.
1. Crime. You were arrested and tried for a crime.
2. Crime-you-didn't-commit. You were unjustly arrested and found guilty of a crime you did not commit.
3. Prisoner-of-war. You were captured by an enemy in a time of war.
4. Political prisoner. You were imprisoned because you belonged to a particular group or held particular
views.
5. Hostage. You were held prisoner as security for an agreement or negotiation.
6. Asylum. You were locked up "for your own safety".
Feature
Prison creates strong friendships due to shared adverse circumstances. You usually know an ex-convict in
any new town; or, failing that, you can easily find somebody who knows a convict or ex-convict who you
know. This person will provide shelter and food, and will hide you from the law if necessary. Additionally,
you always count as having thieves' tools on your person given 30-minutes notice, because you are able to
salvage and scavenge improvised items to serve.

Suggested Characteristics
Ex-convicts are sometimes scarred by their experiences, for good or for ill. You might be tough and cold,
or you may have become more willing to help those in need. You almost certainly value your freedom
more than most, having been deprived of it.
Personality Trait
1. Now that I am free, I enjoy and exult in my freedom to the maximum.
2. My time in prison broke something inside me; I am quiet, and hard to talk to.
3. I am proud of my time in prison, and talk about it constantly. I wear prison tattoos and symbols.
4. I am somewhat institutionalized, and often follow prison's procedures and customs in the real world.
5. I sometimes get too concerned about the tiny things; things which seemed so important when in prison.
6. Time is very important to me; schedules should be adhered to.
7. I learned how to get along with others, and am a talkative and friendly person, eager not to offend.
8. I am secretive, unwilling to talk about my background or my time in prison.
Ideal
1. Law. I did wrong and served my time. I will no longer break the law. (Law)
2. Freedom. Captivity is unjust, and I will seek to free anybody I can. (Chaos)
3. Position. Prison taught me that position is everything. I seek to dominate any group I am involved with.
(Law)
4. Revenge. I was imprisoned unjustly. I will have my vengeance. (Evil)
5. Wealth. Obtaining or trading items was essential in prison; I learned to value these things beyond all
else. (Evil)
6. Justice. Nobody should ever be falsely accused and imprisoned. (Good)
Bond
1. I can never be imprisoned again. Death is preferable.
2. I have a small pet - a mouse, or a bird, perhaps - who I cared for in prison. I brought it with me when I
left, and it is my best friend.
3. My freedom came at a price, and I now owe a debt to my captors.
4. I became part of a gang or group in prison; there is no leaving that group.
5. I can only eat at certain times of the day.
6. My cellmate became a trusted ally and confidant. I promised to return to free him or her.
Flaw
1. I wake in the night, frightened by nightmares and memories of my time in prison.
2. I am savage and possessive over small items and trinkets, afraid that somebody will take them from me.
3. I am suspicious of everybody's motives, and find it almost impossible to trust anybody.
4. I will not talk to people in authority, especially the law, under any circumstance.
5. Prison made me the type of person who needs to boast about - and often invent - deeds to portray my
toughness.
6. I cannot eat anything except the blandest, poorest food. Rich food makes me ill.

Doctor
You were a surgeon, barber, country doctor, field medic, nurse, or other medical professional.
Healing wounds, treating diseases, and creating medicines for others in need was how you spent
your days. While illness and injury make many uncomfortable, they are areas in which you thrive.
When others panic, you're working on a cure or stopping the bleeding.
Skill Proficiencies
Investigation, Medicine
Tool Proficiencies
Herbalism Kit, Poisoner's Kit
Equipment
A preserved medical anomaly (such as a deformed skull or appendix), an herbalism kit, a set of traveler's
clothes, and a belt pouch containing 15 gp.
Feature

If you work as a healer during your downtime from adventuring you are able to afford a modest lifestyle
for yourself. In addition, whenever you and your allies are in a civilized settlement, you are able to
provide them with free medical care and hospital beds, provided they are sick or injured. This is provided
as a professional courtesy from your others in the field of medicine.
Suggested Characteristics
Many doctors share a passion for healing the human body, whether or not they have bedside manner. Their
studies and experiences have given them an edge and they are often the smartest person in the room. This
quality can make some haughty know-it-alls, but those who are kind are often mentors who are sought out
for advice by others. Many societies hold their healers in high esteem for good reason. It's up to you if this
goes to your head or not.
Personality Trait
1 I often talk about bodily fluids and other subjects most find gross, but I do not.
2 I constantly give out unsolicited medical advice.
3 Where there is a problem I cannot solve or diagnose, I talk it through until I figure it out.
4 I can never give an answer with 100 percent certainty because nothing is certain... I think.
5 When I give instructions I just tell people what to do, never why.
6 I stare openly at people who have medical ailments.
7 When I see a problem which needs solving I become obsessed with finding the answer.
8 I speak up whenever I see a person doing anything I don't like.
Ideal
1 Reason. There are no coincidences because everything can be explained with logic. (Lawful)
2 Charity. All creatures have a right to proper medical care. (Good)
3 People. Governments do not have the best interest of their people at heart. (Chaotic)
4 Knowledge. True power over the anatomy can fix any problem. (Neutral)
5 Mercy. To take the life of any creature without first exhausting all other options is unthinkable. (Good)
6 Independence. I only provide help to those who ask for it. (Neutral)
Bond
1 A relative owns a scalpel I covet which has been in my family for generations.
2 An incurable disease took a loved one and now I'm determined to find a cure.
3 I am devoted to the school where I learned my trade and hope to return as a professor someday.
4 Whenever I'm in civilization, I feel draw to other medical professionals and seek out their company.
5 I have a fascination with a particularly specialized field of medicine, such as leeching or amputation.
6 I have a precious research diary which contains all my medical observations and thoughts.
Flaw
1 My opinion is always factually correct.
2 If someone asks me a question and I don't know the answer I'll lie rather than say I don't know the
answer.
3 Whenever someone does something even a little foolish I can't help but berate them.
4 I do not have a sense of humor, especially when it comes to jokes at my expense.
5 I am very worried about the long-term effects of magical healing, but I will rely on it in a pinch.
6 In cases of extreme suffering I will take the life of patients even when it is against their wishes.
Variant
Variant Doctor: Veterinarian
If you want to play a doctor who treats animals instead of people, you gain proficiency in the Animal
Handling skill instead of the Investigation skill. In addition give yourself the Sure Thing, Doc background
feature in place of The Doctor Is In feature.
Variant Feature: Sure Thing, Doc
If you work as a vet during your adventuring downtime you are able to afford a modest lifestyle for
yourself. In addition when you require an animal (such as horses for mounts or bloodhounds for tracking)
you are able to borrow them from a client, provided you return the animals in good health. The actual

terms of the agreement with the client are between you and DM.

Enforcer
You worked, or still work, in the field of enforcing rules - either the laws of society or the secret
codes of behavior of an organization. Bounty hunters, city guards, inquisitors, thief-takers,
vigilantes, leg-breakers... any of them might belong to this background. Their skills and motivations
are strikingly similar, and the most cynical of them often note that legal codes are little more than a
dividing line between teams. Discerning infractions requires more careful thought and evidence
collection than most realize. If the enforcer is sufficiently feared, there are a lot fewer infractions in
the first place.
When you choose this background, work with your DM to establish who your employer was and
what kinds of "cases" you handled. Which set of laws concerned you, and which side of those laws
did you come down on?
Skill Proficiencies
Investigation, Intimidation
Tool Proficiencies
One type of gaming set, vehicles (land)
Equipment
Club, a badge or token of office, a broadsheet or contract with a bounty for a target, gaming set, hooded
lantern, manacles, traveler's clothes, 5 gp for bribe
Customization
Employer
Someone hired you as an enforcer. If you still work for them, maybe they're a continuing source of
adventure hooks. Or did you burn bridges escaping your employer's service?
d6 Employer
1 Bounty Hunter's Guild (bounty hunter)
2 Church (inquisitor)
3 Craft Guild (thief-taker or caravan guard)
4 Local Baron or Count (palace guard)
5 Sheriff (constabulary)
6 Thieves' Guild or Criminal Family (leg-breaker)
Feature
Legal System - or "Legal" System
You have knowledge and contacts in a legal system - not necessarily the same as one that you previously
served. For example, a criminal who turned Crown's Evidence might have contacts among the city guard.
You have an easier time getting that legal system to hold prisoners for a few days for later questioning,
possibly bending regulations to do so. It may be necessary to put some effort into maintaining these
relationships, of course. Open violations of the rules of that organization may sour your connections as
well, though your knowledge of the system is unchanged.
Suggested Characteristics
Enforcers are often thuggish in nature, though the best and most famous are noted for their genteel
manners. Some play fast and loose with the rules, while others are insufferably strict. Good or bad,
enforcers are defined by the culture of the city streets where they do the majority of their work.
Personality Trait
1 You can never plan for too many contingencies.
2 Once I'm on a case, I can't think of anything else until it's resolved.
3 I like to sound clever, so I use a lot of big words... incorrectly, as often as not.
4 My manners are abrasive enough that I do not make many friends.
5 I love to quote legal principles in conversation.
6 My first resort in conflict is browbeating my opponents with threats of legal retribution.

7 I am stoic in the face of every kind of hardship.


8 Gallows humor? Bit redundant, wouldn't you say?
Ideal
1 Hidebound. If you can't adhere to our laws and traditions, you must suffer the consequences. (Lawful)
2 "Efficient." There's a point, far out there when the structures fail you, and the rules aren't weapons
anymore, they're shackles letting the bad guy get ahead. (Chaotic)
3 Mercy. Mercy and severity are a sacred balance. (Good)
4 Power. When all you have is the law, everyone looks like a criminal. Everyone is guilty of something.
(Evil)
5 Justice. The rules apply equally to all, from the highest to the lowest. (Lawful)
6 Loyalty. With my help, the people I serve will rise above all other competitors. (Any)
Bond
1 I carry a tome of laws and precedents to remind me of my duty.
2 Need for an intellectual challenge draws me on.
3 A criminal escaped me once, and I have hunted that one across the years.
4 The law - and I - exist to protect the weak from the strong.
5 I do terrible things so that others do not have to.
6 I accused a powerful person of a crime, and I've been dodging assassins ever since.
Flaw
1 I obey any legitimate authority, even when they might be wrong.
2 When I don't have a puzzle to occupy my thoughts, my boredom turns dangerous.
3 I took the expedient path, and now I'm constantly trying to cover it up... but the web of lies is fragile.
4 I've seen the worst that my city or my race has to offer - only the bottle keeps the demons at bay.
5 Damsels, gentlemen, or other romantic interests in distress cloud my judgment.
6 I never forgive, nor forget.

Farmer
You have worked the land and hand-raised livestock from birth to feed the mouths of many. As a
farmer, you woke up before the sun and came in from working the fields after it set. You have left
behind a mundane life to seek adventure for thrill or fame or fortune. Work with your DM to
determine the types of livestock and crops you had on your farm. It might have been pigs and corn,
or perhaps you raised deep rothe and mushrooms in The Underdark.
Skill Proficiencies
Animal Handling, Nature
Tool Proficiencies
Vehicles (land)
Languages
One of your choice
Equipment
A relatives recipe for homemade stew, an iron pot, 50 feet of hempen rope, 2 gp worth of trade goods
(your choice), a set of common clothes, and a belt pouch with 10 gp.
Feature
Farmhand. When you are not adventuring you are able to provide a modest lifestyle for yourself by
working on anothers farm. You might sleep in the hayloft or in a spare room. By working this way, you
also ingratiate yourself to the farm owner, who gives you free food for your adventures. Before leaving on
an adventure you are given enough food for you and your party to eat for a week while traveling and
adventuring.
Suggested Characteristics
Farmers are defined by the simple life you havent had as much excitement in your life as others. Before
your adventuring career began, you may have never left your village or town. A farmer could be eager,
scared, naive, overcompensatingly boastful, or all of those, but all are defined by their strong connection
to the farm where they were raised.
Personality Trait

1. I really enjoy talking about and spending time with domesticated animals.
2. I have a catch phrase which I use whenever I am surprised.
3. I often lose the point of the story I am telling.
4. I have a nervous tick which I cant control when I am scared or excited.
5. I often sing the songs of my homeland without provocation.
6. I look forward to eating and enjoy every bite of every meal.
7. I stare openly at that which I have never seen before.
8. I laugh very loudly and clap my hands whenever I am amused.
Ideal
1. Manners. I conduct myself in public with the utmost respect for all people around me. (Lawful)
2. Generosity. I am happy to share whatever I have with those less fortunate. (Good)
3. Destiny. I was meant for more than the simple life. (Neutral)
4. Faith. I am left the farm to bring my religion to others. (Any)
5. Freedom. I want to experience everything I can. (Chaotic)
6. Knowledge. I am learning everything I can about the world. (Any)
Bond
1. My dog ran away when I was irresponsible with its care.
2. My parents have fallen on hard times and I have vowed to help them repair the farm.
3. My best friend is betrothed to the woman I secretly love.
4. I will get vegance on the monsters who destroyed my village.
5. I can only get my favorite food in the town of my birth.
6. I have a prize farm animal I love to show off to others.
Flaw
1. I sometimes wander off without telling anyone where I am going.
2. I am easily fooled and believe whatever I am told.
3. I lie to others to appear more experienced than I am.
4. I ask rude, abrasive questions to strangers.
5. I spend coin too quickly.
6. I do not open my mind to the ethics and morals of other

Fey-snatched
The faerie-folk once claimed you as their own. Perhaps when you were an infant you were swapped
with a duplicate, a changeling, and no one ever noticed the difference. Perhaps as a child you were
seduced by them as they lured you into their twilight world. You partook of their food and drink,
and had no choice but to become their mortal plaything, to be called and dismissed at a whim. But
you escaped their enchanted clutches and eventually found your way back homebut as you
quickly discovered, home isnt what it used to be anymore.
Skill Proficiencies
Arcana, Nature
Languages
Sylvan and another language of your choice.
Equipment
A set of clothes that normal people would deem as fancy, hand mirror, hooded lantern, a bejeweled
trinket worth up to 20 gp.
Customization
The Return: It is a rare thing indeed for a mortal abducted by the fey to break free. Choose or randomly
determine how you returned back to the mortal world.
1: I found a secret pathway out on my own.
2: I tinkered with fey magic to get me out of there.
3: Mortal abductees such as myself aided my escape.
4: My fey master got bored and threw me out like garbage.
5: No clueone moment I was there, the next moment I was here.

6: One of the fey took pity on me and helped me return home.


7: Someone outside of the fey realm used magic to pull me back.
8: Someone who wasnt a fey paid a ransom for my release.
Feature
Knowing the Secret Places: Your time in the demesnes of the fey has allowed you to learn a bit of their
strange ways, even if you still cant quite understand them fully. You can immediately identify if a hidden
pathway leads to a fey realm, or if a certain area or event harbors the traces of fey activity. Additionally,
you can easily find shelter and gather a days worth of sustenance for yourself (and yourself alone) when
you travel in the wilderness where mortal civilization is nearly nonexistent.
Suggested Characteristics
All too often, the fey-snatched find themselves disoriented in a world that seems so normal. Time has
not been kind to them; what may seem to be only a few days in the world of the fey may have been years
in the realm of mortals, or vice versa. Worse, characters who were swapped with a
changeling might find that their families never noticed the change, and having two versions of one
person might cause problems on its own.
Personality Trait
1: I am drawn to secret places in the wilderness.
2: Being around children brings me joy.
3: I often wonder if the people I talk to are people I knew from before I was kidnapped.
4: Im obsessed with looking for fairies.
5: They want me back, Im sure of it. Thats why I take a lot of precautions so they wont get me again.
6: Stories about the faerie-folk either make me really fascinated or really annoyed.
7: I like to learn more about everyday mortal culture, since Ive been a fey thrall for a really long time.
8: Im frustrated that my family doesnt realize their child is a fake duplicate of me.
Ideal
1: Self-identity. My mortality is best lived without the fey. (Chaotic)
2: Vengeance. One less fey is one less mortal taken away. Destroy them and all their secret places. (Evil)
3: Separation. The mortal world cannot find order if the capricious fey constantly interfere. (Lawful)
4: Cautionary Tale. Dont trust strangers, no matter how beautiful they appear. (Neutral)
5: Reclamation. My childhood was stolen, and I want to regain what I lost. (Any)
6: Forgiveness. Make peace with those who stole your life, and start anew. (Good)
Bond
1: Something (or someone) I cherished was left in the fey realms, and I want to get it (or them) back.
2: I have an iron device meant to capture (or slay) my cruel fey master.
3: My changeling double needs my help in some way or another.
4: If I can only find the courage to tell my family the truth of it all...
5: The world needs to know where all these fey paths and faerie realms are. A map would be nice.
6: I dont know why, but I feel the need to return to the world of the fey.
Flaw
1: Is it strange and frustrating for you that I only speak in questions?
2: I dont want to sleep alone because Im afraid they might steal me again.
3: Animals such as dogs, cats or horses flee from me.
4: I only eat bland food, because I think well-prepared food might pull me back to the fey realms.
5: Being in large towns or cities makes me nauseous.
6: I dont go out in public unless I have a bough of fresh flowers on my head.

Lothario
You have always had a way with the gentlemen and/or ladies, depending on your preference. You've
made your way through life by drifting from one romantic entanglement to another, although many
of them may have been quite shallow. You might have children you don't know about, and you
certainly have left a trail of broken hearts behind you.
Skill Proficiencies
Deception, Persuasion

Tool Proficiencies
Any one musical instrument
Languages
Any one
Equipment
Three love letters from different lovers, bouquet of flowers, comb, 4 candles, blanket, bottle of wine,
basket of strawberries, tinderbox, fancy-looking common clothes, leather pouch with 5 gp
Feature
LOVER'S DANCE
You are usually able to find food and lodging by seducing someone when you are in a community of any
real size. You have a knack for finding appropriate targets for your flirtations. However, you sometimes
cross paths with old lovers, whose stance regarding you may vary from nostalgia to murderous rage.
Suggested Characteristics
A Lothario is likely to have traveled from place to place, as leaving a string of broken hearts behind you
may lead to being driven out of town. Some Lotharios merely use their paramours, while others truly love
them, but are fickle.
Personality Trait
d8 --- Personality Trait
1 --- I fall in and out of love at the drop of a hanky.
2 --- I admire poetry, song and art.
3 --- I appear to think very highly of myself, yet am secretly insecure.
4 --- I don't take life seriously, and make jokes and japes constantly.
5 --- I have a secret wish to die dramatically for a cause (or for love).
6 --- I use flattery to try to ingratiate myself with everyone.
7 --- I am distrustful of everyone.
8 --- When I have money, I am generous and like to treat others with it.
Ideal
d6 --- Ideal
1 --- Love. I believe that love can conquer all, and that it is the best way to solve problems. (Good)
2 --- Pleasure. It is right to do that which brings oneself the most pleasure. (Chaotic)
3 --- Independence. I am a free spirit- no one tells me what to do. (Chaotic)
4 --- Manipulation. I love to toy with other peoples' emotions. (Evil)
5 --- Loyalty. I do everything I do in service to a higher organization or goal. (Lawful)
6 --- Social Advancement. I will advance to a higher station in society. (Any)
Bond
d6 --- Bond
1 --- My parents depend on me for their needs, and I won't let them down.
2 --- I still pay frequent visits to the spot where I first made love to the first person I loved, before they
were taken from me. Now that site holds precious memories for me.
3 --- Though there may be others, one of my children is more precious to me than life itself.
4 --- I would do anything to protect a member of the gender of my preference.
5 --- I will not fight one with whom I have shared my hospitality, nor one who has shared his or her
hospitality with me.
6 --- I believe in the superiority of my own culture over others, both those of other races and those of other
cultures within my race.
Flaw
d8 --- Flaw
1 --- If the opportunity to sleep with someone of my preferred race(s) and gender(s) comes up, I'll put
aside my responsibilities to pursue it.
2 --- I'm not entirely clear on when to take 'No' for an answer.
3 --- I judge members of my preferred race(s) and gender(s) on a very shallow, superficial basis.

4 --- I have a hard time controlling my drinking.


5 --- At the most inappropriate moments, I tell highly off-color jokes.
6 --- I am convinced of my handsomeness or beauty and think that others will give me my way because of
my looks.
7 --- When someone else is trying to make a move on a lady or gentleman that is my type, I always swoop
in to try to steal him or her away for myself.
8 --- I refuse to take responsibility for the broken hearts and children I leave in my wake, and might even
refuse to acknowledge any children.

Sheriff
You were a big fish in a small pond--a small-town sheriff dealing with petty crimes and angry
neighbors. Or perhaps you were an overworked figurehead--a Captain of the town guard caught
between a large populace and a clueless City Council. Either way, you are familiar with baser
instincts and the bureaucracies needed to contain them.
Skill Proficiencies
Intelligence (Investigation), Wisdom (Insight)
Tool Proficiencies
Jailer'sTools (Locks, Manacles, chains and other restraints, and the tools needed to maintain them),
Vehicles (Land)
Equipment
(2) Locks, Manacles, Magnifying Glass, Spyglass, Signet Ring, Sealing Wax, small Notebook, Quill, Ink,
Common clothes, Deck of cards, Leather pouch with 10 gp
Feature
Cut the Crap
You know how things get done in town governments. Often it's as simple as divining which palms get
greased, who's ego gets stroked, or who to intimidate or ignore. Town guards feel comfortable dealing
with you, and will often feed you info or let things slide.
Suggested Characteristics
Used to being in charge, you often find it difficult to stand back and let others make decisions. Dealing
with thieves and bullies is especially trying--almost to the point of distraction. Your inclination to study
people and figure them out can put you at odds with others who keep to themselves.
Personality Trait
1 The common folk respond well to a catchy phrase. I'm always trying to find ones to explain a situation.
2 I feel more comfortable around the tools of my trade than around other people--my gear is always
immaculately maintained.
3 A ready smile and quick laugh do more to disarm a situation than a scowl and a sword.
4 I'm completely unaware of how openly and intensely I study people sometimes.
5 You can often hear important things during a game of cards--I try and start a game whenever I can.
6 Most folks are rotten to the core--no sense in pretending otherwise.
7 I swear that someone I've jailed in the past is after revenge.
8 I've seen it all--nothing worries me too much.
Ideal
1 Strict: Rules exist for a reason: I strive to show how important that is. (Lawful)
2 Protector: People need to be protected from the evils of this world, and I'm the one to do it. (Good)
3 Relaxed: Who cares how it happens as long as it gets done. (Chaos)
4 Seeker: I believe there is a pure truth to be uncovered in every situation. (Unaligned)
5 Touchy: Anyone who crosses me pays with their life. (Evil)
6 Uniter: I know I can bring good people together where I go--as a group we can excel. (Good)
Bond

1 I secretly cherish a scrap of cloth that belonged to my dead spouse.


2 My work defines me--I'm nothing without a mystery to solve.
3 I keep a horrible scar hidden from view--but I'll never forget how I got it.
4 In my youth I wronged someone--I hope to someday pay them back.
5 Having witnessed a terrible crime, it drives me prevent similar acts.
6 I couldn't do what I do alone. My companions always have my help.
Flaw
1 I have a deep mistrust for races other than my own.
2 Exerting control over others gives me pleasure.
3 I have a hard time accepting that I'm wrong.
4 It would hard for me to make through a day without drinking.
5 I tend to get too rough with prisoners.
6 I hate people who come whining for help when I think they should be able to help themselves.

Slave
Your earlier life was spent as a slave, working for the benefit of others. You may have been sold
into slavery, condemned for a crime, or born into a situation from which few escape. Nevertheless,
you are now free to travel and adventure, having earned or bought your freedom.
Skill Proficiencies
Survival, Insight
Tool Proficiencies
One set of artisan's tools related to your former slave profession.
Languages
One language used by your former owners.
Equipment
A set of common clothes, an artisan toolset of your choice, a pair of manacles, and a small bag containing
10gp worth of assorted coins.
Customization
Choose or roll on the following table to determine your former role as a slave.
1. Miner.
2. House servant.
3. Land worker.
4. Coach driver and groom.
5. Personal servant.
6. Guardsman.
Feature
Fitting In. As a former slave, you know the workings and ways of great households, castles, temples, and
other institutions and locations. You can always immediately locate the "worker's" entrance to such a
building or compound and, as long as your companions do not give the game away, can often talk your
way inside. You can generally move about within such a location without notice, following the patterns
and demeanours of working staff.
Suggested Characteristics
A slave, or former slave, usually has a downcast, subservient aura even after being freed. A former slave
will tend to obey authority, fear those of high station, and avoid authority figures where possible.
Personality Trait
1. I am fearful of others, with downcast eyes and placating words. It takes a lot to make me stand up for
myself or others.
2. My experiences as a slave have made me angry towards authority; I will stubbornly disobey
instructions whenever I can.
3. I only knew life institutionalized as a slave. I am uncomfortable and awkward in public, and secretly
desire a return to the orderly life that I knew.

4. I earned my freedom, and I am joyous. I take delight and cheer in every step I make now that I am free.
Every tree, every rock, is a wonder to behold.
5. Now that I am able to own property, I hoard it greedily, afraid that it will be taken from me.
6. Years of placating those above me have made me diplomatic, always seeking to talk my way out of
situations.
Ideal
1. Vengeance. Those who enslave others make me angry; I am hostile and vengeful in the face of such
people. (Chaos)
2. Order. Although I am free, I do not regret my life. Its order and regulation were a comfort, and rules are
something I welcome. (Law)
3. Freedom. I truly believe that all beings should be free, and seek to bring about that ideal. (Chaos)
4. Power. I envied my owner's power, and secretly desire the same for myself. (Evil)
5. Exultation. Free, I can now enjoy life's pleasures - and I do, with joy and delight. (Any)
6. Hierarchy. My life effectively brainwashed me; I believe to the core of my being that social rankings
are deserved and divinely given.
Bond
1. My family was killed or died in slavery. I will have my vengeance, in this life or the next.
2. My memories of my home are dim and distant, but I will return there.
3. My freedom cost me dearly, and I owe a life or monetary debt which must be repaid.
4. I was not freed; I escaped. For the rest of my life, I will be looking over my shoulder, waiting to be
recaptured.
5. I do not know who my family was, but I yearn to find out and reunite myself with them.
6. My former owners treated me well; I feel a strong sense of gratitude towards them for that.
Flaw
1. I am unable to meet the eye of anybody of higher social rank than myself.
2. My greed often overcomes me, especially when it comes to food - years of being deprived make me a
glutton and a hoarder now that I am free.
3. I was able to gain my freedom, and so can anybody else. I cannot respect those who accept their lot in
life.
4. I can't help it; now that I am not a slave, I treat slaves poorly. Perhaps I always longed for power.
5. I am a coward, conditioned to flee from the whip.
6. I am so used to lying my way out of situations which would displease my former owner that it often
comes naturally to me even when it is not necessary. I will tend to deceive others about my activities out
of habit.

Tinkerer
You have crafted mechanical marvels and improved existing technologies. You know that nothing in
this world is perfect and everything could be improved. Youre often the one finding ways to
improve them. You might have a workshop filled with categorically organized projects and plans, or
just a crate filled with random, half-complete inventions youll get to someday. Whatever the case,
you know the best way to make a mark is to leave a lot of physical things behind which others
appreciate.
Skill Proficiencies
Arcana, Investigation
Tool Proficiencies
One type of artisans tools, mechs
Equipment
A set of artisans tools (one of your choice), a bottle of black ink, a quill, a puzzle-box containing the plans
to your next creation, parchment, a set of common clothes, and a belt pouch containing 10 gp.
Feature
My Finest Creation Yet! You have a creation that works so well, you are almost never without it. Work
with your DM to create a unique invention which has a mundane purpose that gives you a slight advantage

in exploration or social interaction. Some examples might be an iron claw which can retract and extend
up to 10 feet and lift 5 lbs., a palm-sized perfume dispenser which can create four unique smells of your
choice, a mechanical teddy bear which can be wound up and walk on its own with a speed of 10 feet for
one minute, or a small music box which can be used to record songs as well as play them back.
By showing off your prized possession at taverns and inns, you can receive free meals and lodging from
the owner of the establishment as long as you demonstrate your creation during each night of your stay to
entertain travelers.
Suggested Characteristics
To be an tinkerer is to see the world differently than others. Whether motivated by profit, power, ambition,
knowledge, or benevolence, you are able to identify ways to make the world a more convenient place to
live. Think about how constantly seeing all the worlds inconveniences affect you. You might be scatterbrained and unable to focus on one problem at a time, you might be weary of all the ponderous inventions
you see in the world, or you might get a visceral thrill when solving a problem.
Personality Trait
1. When faced with a problem, I talk out the solution to myself.
2. I have a hard time focusing on conversations when I see an object which requires my expertise.
3. I give unsolicited advice to anyone who will listen.
4. I never do anything technology could do for me.
5. I whole-heartedly believe science is better than magic.
6. I treat everyone as a potential client you never know who might be convinced to invest in an exciting
technology.
7. I get my best ideas when I am drinking.
8. I am unable to relax and must always be working on something.
Ideal
1. Knowledge. I can never know all there is in the universe, but I can try. (Any)
2. Power. When I solve a problem I have dominion over it. (Neutral)
3. Logic. I can fix all the inconviences in the world by applying reason. (Lawful)
4. Creativity. The only way I invent something new by breaking the rules. (Chaotic)
5. Charity. I just want the things I make to help others in need. (Good)
6. Might. With the right invention I can make the world bow at my feet. (Evil)
Bond
1. My rival took credit for an invention that was mine.
2. My parents think Ill never make anything of myself as an inventor.
3. My tools were given to me by world-famous mentor.
4. I will return to the place of my birth a show them all I was a success.
5. I idolize the teachings of a legendary inventor.
6. I look to my friends for feedback on my creations.
Flaw
1. I am terrified that life might be meaningless.
2. Nothing I make is ever good enough for me.
3. I never throw anything away and tend to carry more than I can handle.
4. I give into flattery very easily.
5. I am easily distracted.
6. I bad talk anyone who gets more praise than I.
Variant
Spare Parts (variant Tinkerer feature): Most adventurers ignore the old pots, worn leather boots, ratty
blankets and other trinkets they find in dungeons in favor of more sparkly treasure, but you know there is
a benefit to that which is left behind. By collecting discarded, worn out, and broken materials you are able
to trade cost for time while crafting mundane items during your downtime. When you craft an item, at the
DMs discretion, you may choose to spend only 1/3 the items market price, but must spend 50% more
time crafting the item than you normally would.

Undead Hunter
Hunting the undead is more an obsession than a profession. You have spent your life until now
learning how to hunt the undead. You have scoured oral traditions, legends and scholarly lore about
these vile abominations to learn how to find them, how to defend against them, and most
importantly, how to destroy them.
Skill Proficiencies
Investigation, Religion
Tool Proficiencies
Herbalism kit
Equipment
A holy symbol, a wooden stake, a vial of holy water, a garland of garlic, a small mirror, a set of common
clothes, and a belt pouch containing 10 gp.
Feature
Secrets of the Dead. You know all the common folklore about the abilities and weaknesses of common
types of undead (what the typical village priest, shaman or elder would know about these creatures). Folk
that know they are menaced by undead will give you any common supplies or equipment you need, as
well as a place to stay, and information you need, in your pursuit of undead, so long as they dont
knowingly have to put their lives or that of their loved ones at risk. When you attempt to learn or recall a
piece of information about an undead or type of undead, necromancy, or items, gods, or rituals or other
magic or lore related to the undead, if you do not know that information, you often know where you can
find it, though obtaining it may require significant effort in some cases, or even be difficult or impossible
to obtain.
Suggested Characteristics
Undead hunters are generally a dark and brooding sort, shunned by normal people due to their obsession
(some would say insane obsession), but sought after when there is need at hand due to the threat of the
undead. Undead hunters sometimes let their obsessive hatred of the undead get the better of them, by
getting themselves in over their heads, or by hardening themselves to the point of losing their own
humanity and compassion in order to make themselves strong enough to wipe out the obscenity against
life that undead represent.
Personality Trait
1. I dont like to get too close to people. If they are turned someday, I may have to kill my own loved ones
(again).
2. I am very compassionate to the family of those whove become undead or been killed by undead.
3. I cherish life and joy when not hunting, to forget the darkness of the undead for a time.
4. I pity each undead, for once they were alive and now exist in a state of abomination. I weep for each
one I put to rest, but only when my task is done.
5. I have little patience for the follies of the living. The undead have no weaknesses, so we must be just as
hard.
6. I am prone to dark and sullen moods because of the horrors I have seen and done.
Ideal
1. Duty. My work is essential and must be done at any cost. (Lawful)
2. Life. My work saves and protects and celebrates life, for undeath is its antithesis. (Good)
3. Death. Eternal rest is everyones right. I help those who have lost their way to find it. (Lawful)
4. Vengeance. My loved ones were victims of the undead. I shall not rest until none walk the earth. (Any)
5. Faith. My faith decrees these vile things are abominations and we must destroy them. (Any)
6. Compassion. I must help those who are in danger from the menace of the undead, and release those who
have already succumbed. (Good)
Bond
1. My village/town/neighborhood/region is afflicted by undead and I must cleanse it.
2. I am part of a network of other undead hunters, and whatever our differences, when it comes to hunting
the undead, we are as one.
3. My loved one was turned by the undead, but I dont know where he/she is. One day I will find him/her

and free him/her from that curse.


4. I released one from the clutches of undeath. The family saw it differently and now hunts me as a
murderer.
5. My mentor was killed by a powerful vampire (or other undead) that probably now seeks me out to kill
me or turn me too.
6. My loved one(s) was turned by the undead, but I cannot bear to destroy him/her/them yet. Perhaps
when Ive destroyed many undead, I will grow numb enough to do what must be done.
Flaw
1. I am stubborn and prone to taking risks when it comes to slaying the undead or those who create them.
2. Im prone to drink, or other forms of intense entertainment when Im not actively hunting, to forget the
horrors I have seen and done.
3. I can be overzealous in spotting the signs of the undead, perhaps even sometimes when they are not
involved.
4. My manners with the living are crude, since I spend so little time with them.
5. I am horrified of being turned undead, and will sometimes panic if it looks like that may happen.
6. I am unforgiving of those who fail to do what must be done against the undead.

Wildling
You grew up in the wilderness, alone, or raised by animals. Whether adopted as part of a wolf pack,
hiding in watery caverns deep underground, or swinging through the trees as the king of the jungle,
your true home will always be the great outdoors, your best friends the animals and creatures which
populate it. Part of you always yearns to return to that simple existence.
Skill Proficiencies
Animal Handling, Survival, Athletics
Tool Proficiencies
You have no tool proficiences; instead you gain a third skill proficiency (above).
Languages
You have no bonus languages; instead you gain a third skill proficiency (above).
Equipment
Ragged clothing, 50' rope (vine), dagger (stone), sling, spear. You may not start with any other equipment
or with any money.
Customization
Choose or roll on the following table to determine an animal affinity and favored terrain. You were
brought up by these animals, and your behavior often resembles them.
1. Plains; wolves.
2. Jungle; apes.
3. Aquatic; dolphins.
4. Mountains; yeti.
5. Underground; myconids.
6. Arctic; polar bears.
7. Desert; hyenas.
8. Plains; lions.
9. Hills; eagles.
10. Swamp; frogs.
Feature
Your favored animal type will never attack you; indeed, you can rely upon them for assistance and aid. In
addition, you gain advantage on Wisdom (Survival) checks made in your favored terrain type, enabling
you to easily follow tracks, hunt, guide and more in that environment.
Suggested Characteristics
Wildlings can be basic and feral in nature, struggling to understand the ways of civilized society. Often
their behaviors and values resemble those of their adopted animal type, and can appear alien or amusing to
more educated people.

Personality Trait
1. I do not trust civilized folk; I only trust my animal friends. While I will work with and travel with them,
I will always be suspicious of their motives.
2. I'll believe pretty much anything I'm told; all this worldy stuff is new to me.
3. I am fearful of technology and architecture, and it can take a lot of work to persuade me to interact with
it.
4. This brave new world excites me; I am cheerful, open, and enthusiastic!
5. My curiosity is my strongest trait. I am fascinated by new things, and seek to learn more of them.
6. I am hostile and aggressive, especially towards civilized people.
Ideal
1. Company. I grew up with a pack or herd, and I feel uncomfortable when not with others. (Law)
2. Nature. I feel I need to protect nature from the artifice of civilization. (Chaos)
3. Instinct. The most important things are food, sleep, and safety. My fight or flight impulse is finely
tuned. (Any)
4. Protection. I was the protector of my pack or herd, and that has stayed with me. I range about the
perimeter, stand guard, and look after my companions as best I can. (Good)
5. Ferocity. I learned young that only the strongest survive. There is no room for weakness; any potential
threat must be destroyed. (Evil)
6. Property. I love the new shiny, and I must have it! I may not understand its value, but it is exotic and
desirable to me. (Any)
Bond
1. I seek my real parents, wishing to know why they abandoned me.
2. I have a constant companion, a member of my former pack or herd. I will do anything to protect them.
3. I yearn to return to my home, and vow to do so once my mission is done.
4. I seek revenge on those who killed my family, leaving me to grow up alone in the wild.
5. I am looking for a new, safe home for my former pack or herd.
6. I fell in love with the first civilized person I saw; a love that goes unrequited.
Flaw
1. My speech is basic, guttural, and consists of few words. Sometimes I find it hard to make myself
understood.
2. I stink. I smell so bad that others avoid my company.
3. I have an unpleasant habit brought from my upbringing - perhaps I eat meat raw, or kill others' pets.
4. I can explode into violence at any moment, often unproved; civilized folks do not understand the animal
ways and body language which tell me when to attack.
5. I will not enter a building or structure without at least an hour's persuasion.
6. I walk in an unusual way - perhaps like an ape, or on all fours like a wolf.

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