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Adventurer

You never stopped following your profession- you have always been an adventurer for as long as you have had a profession. Now, "adventuring" in this sense is not the same as the dragon-slaying heroism
typical of in-play adventuring. Really, a more accurate description would be along the lines of "helpful grave-robbing", and probably involved a lot more sneaking around, running in terror, setting traps, and
possibly taking credit for the work of others, or complete strokes of luck.

Examples
Maybe your parents were adventurers,
maybe you were rescued by a group of adventurers who then raised you,
maybe being an adventurer is a respectable profession in your homeland,
maybe you ran away at a young age to become an adventurer,
maybe you grew up in an adventurers guild hall,
maybe you're just starting out new and fresh to the profession

Whatever the case is, you are willing and able to do work that nobody in their right mind would even consider. As an adventurer, you have likely traveled extensively, encountered violence and death, are
comfortable around magic, and have likely seen many a strange, terrible, and wonderful thing. Many professional adventurers use a sort of professional slang or jargon resembling game terms, such as referring
to people by their perceived "level", or ranking enemies by supposed "challenge ratings". What took you down this path, and where has it taken you? Are you pushed by some driving goal, or flee from some
terrible thing? Or do you just go wherever the money flows? Are you an experienced party member, or are you more of the loner riding in the back of the cart? Were you trained up to be a professional, or did
you learn by experience? What kinds of adventures have you had? What amazing sights have you seen? How have these experiences changed you?

Skill Proficiencies: Athletics or Acrobatics, and Insight or Perception


Tool Proficiencies: Thieves' Tools.
Languages: You may speak two exotic languages, or you may be fully literate with one standard language.
Equipment: a wooden training sword, a set of traveler's clothes, a small pouch containing 5gp, a shovel, a crowbar, one trophy, (such as a trinket from PHB p.160) one cloak.

Party Role
No adventurer is as great as the party, for no adventurer is quite alike. They must depend on the unique talents and tactics of their party to succeed in their dangerous world.
d6 Party Role
1 The Brains
2 The Muscle
3 The Professional
4 The Coin
5 The Sneak
6 The Load

Feature: Beloved Outcast


You can always find a job, but somehow you can never find a place to sleep. People know you`re good for the work, but the fact that you are indicates that you`re probably not the sort of person they want to
have around. People view adventurers in a mixed light with conflicting values. On the one hand, most adventurers are nothing more than murderous, grave-robbing vagrants. On the other hand, who else will
rob that grave and murder those local bullies for you? Most common folk consider adventurers to be dangerous, unpredictable, and probably insane... But in a world filled with slavers, mad cults, dragons,
walking dead, pit fiends, and extradimensional horrors, just about everyone could find a use for a psychotic sell-sword. Adventurers who survive and reach higher renown may find they have a small following
of supporters or fans, but even they may cringe at the idea of that adventurer spending an evening in their home. Most adventurers by profession are members of an adventurers guild through which they can
readily attain professional work and contacts in the field.

Suggested Characteristics
Adventurers are quite the varied lot, and ascribing any common traits to them beyond "they adventure" is difficult.

d8 Personality Trait
1 I speak with an accent nobody recognizes.
2 I look at the ceiling every time I enter a room, even if I was just there five seconds ago.
3 I assume every job is a trap.
4 I take notes about everyone and everything I encounter everywhere I go.
5 I leave marks for myself wherever I go, as messages to myself when I return. Their meaning is known only by me.
6 I tell stories about my adventures to anyone who will listen. Even tales of woe and disaster are retold with enthusiasm!
7 I am more accustomed to life on the road or underground than in a settlement or my actual "home".
8 I only respect other adventurers.

d6 Ideal
1 Virtue. I am the sword of virtue for those in need! (Good)
2 Curiosity. If the job is interesting, I'm in! (Neutral)
3 Control. I'll do the work, but some day I will return with a request... (Evil)
4 Justice. I fill the cracks crime slips through. (Lawful)
5 Wealth. I'm in it for the money! (Neutral)
6 Boredom. Get me away from this boring life! (Chaotic)

d6 Bond
1 The things I have with me are everything I have and everything I am.
2 The people who raised me made me into an adventurer.
3 I am on a quest to obtain some rare or important object.
4 I can never linger anywhere for too long, or my secret will catch up to me.
5 I cannot remember my past before I was an adventurer.
6 I need to be the most famous adventurer alive.

d6 Flaw
1 Adventuring has either made me jaded and pessimistic, or paranoid and jumpy.
2 I am almost dangerously greedy.
3 I cannot resist a drink, or the folk who serve it.
4 I egregiously underestimate or overestimate the risks a job represents.
5 I cannot maintain meaningful relationships.
6 I cannot manage money to save my life.

Afflicted
Since early in life, possibly from birth, you have been subject to a highly visible abnormal condition. Your condition is chronic and, in the absence of powerful magic or advanced medical technology, incurable,
though not detrimental to your ability to function. The main impact of your condition is cosmetic, though it may also be uncomfortable, affect your diet, alter your mannerisms, or shorten your lifespan in the
long run. People are generally ignorant of the plight of their fellow man, and even in highly advanced enlightened societies, they will swiftly judge one another based on little more than looks alone. As a result,
anyone who stands out as being weird in any way is likely to be the target of fear, suspicion, rumors, superstition, abuse, and other expressions of plain ignorance. People suffering through such circumstances
find themselves living a life that is not their own, foisted upon them by fate and misfortune, trying to choose their own direction as others try to decide things for them.
A character may, with the DM's permission, take anti-feats.

Skill Proficiencies: Intimidation and Persuasion.


Tool Proficiencies: One tool of any sort.
Languages: any one language
Equipment: A medical device (A mask, crutch, brace, etc.) you use to maintain some comfort, a set of common clothes, a bag, a blank notebook, and a belt pouch containing 5gp.

Affliction
What is it which makes you so hideous?

d6 Specialization
1 Disease. You are afflicted by a chronic disease which cannot be cured. (Real world example is Leprosy.)
2 Deformity. You are permanently disfigured, due to a birth defect. (Think Elephant Man)
3 Dysfunction. You have some neurological problem which prevents you from thinking, remembering, understanding, communicating, or coordinating yourself normally. (In ancient times,
people thought these things meant you were possessed.)
4 Disfigurement. An accident has left you horribly scarred. (Note, this does not mean dismembered; it is cosmetic, like the Phantom of the Opera.)
5 Distortion. A magical effect has substantially altered you in a frightening way. (Such as having a warthog's head, or no shadow.)
6 Modification. You have some sort of substantial body modification which is significantly outside of normal, even for people with modifications, and dramatically alters your appearance. (Full
body tattoos, facial brandings, etc.)
Feature: Pity

People feel your pain. Even if they have never been through anything like what happened to you, they can somehow empathize. People will take pity on you, opting to reduce your suffering if they can, or at
least choosing not to inflict any more suffering upon you. This can range from a farmer letting you spend the night in his barn, to a jailer who is cruel to everyone else, but simply neglectful of you.

Alternate Feature: Fear


Your condition is so severe it dehumanizes you. People have difficulties identifying your gender or race. Some may mistake you for a monster. Children run, babies cry, and people slam doors in your face. On
the other hand, you are the master of clearing a room. Nobody knows what's wrong with you, but most people are too afraid to find out! A menacing look or an impossible threat could come across as
believable from you, and people might just go along with it because they'd rather not see what happens if you actually spit in the well.
Suggested Characteristics
d8 Personality Trait
1 I am unyieldingly genuine, and laugh, cry, or scream without restraint.
2 I act as though there is nothing different about me, even when it affects my life.
3 I take advantage of others' pity to shirk my responsibilities.
4 I can't even look at my own reflection.
5 I came to terms with this a long time ago.
6 I am a permanent optimist, and can find the silver lining to any storm cloud.
7 I never smile- not really anyways, and anyone who pays attention can see the sadness in my false smiles.
8 My condition makes it difficult to communicate, and people have troubles understanding me.

d6 Ideal
1 Betterment. Some day, I will make life better for everyone like me. (Good)
2 Practicality. If I can make my situation useful, I will. (Neutral)
3 Retribution. I believe the cause of my affliction can be traced to a specific source- and it shall feel my vengeance! (Evil)
4 Coexistence. One cannot legislate love or repect, but one can enforce tolerance. (Lawful)
5 Ambivalence. I don't look like you, but I'm just like you. (Neutral)
6 Whatever. Who cares? Nothing will hold me back! (Chaotic)

d6 Bond
1 I have nothing to lose and everything to gain.
2 I believe there is a way to make me normal, and I am on a quest to find it.
3 Growing up, there was only one person who could see past my affliction to the real me. I would do anything for them.
4 I keep hold of some small object which acts as a reminder of life before my affliction.
5 All I want is to find somewhere I belong.
6 I have a diary or journal which I record my experiences in every time I rest.

d6 Flaw
1 While most would think I am brave, those who know me worry that I may be suicidally so.
2 I am just as judgmental and prejudiced as everyone else- perhaps more so.
3 Years of mistreatment have left me misanthropic and cruel.
4 My affliction matches a description in some prophecy- and anyone who knows about it wants me dead when they find out.
5 My affliction has left me cowardly and over cautious.
6 I don't understand why people fear or pity me.

Air Acrobat
Thousands of feet below you, a small crowd watches in awe as you flip and maneuver through the air. For the grand finale, you dive towards the ground, flying at your top speed. You land with a thundering
boom, the audience moving back slightly from the wind. On your landing, you are greeted with great applause and laughter.
Soaring through the clouds is something that Air Acrobats look forward to each and every day. They live to fly, finding new ways to perfect their craft any time they can. They're so good at what they do that
they are able to use their gift of flight as a way to make a living, putting on performances for amazed audiences by flipping and doing stunts in the air. Because of the immense amount of talent needed to
perform in the air and the danger that it brings, Air Acrobats are usually winged creatures or those that hail from the Elemental Plane of Air, such as aarakocra living in the Material Plane.

Skill Proficiencies: Acrobatics, Performance


Tool Proficiencies: One type of artisan's tools
Languages: Auran
Equipment: a pair of Aviator's Goggles, a set of clothing custom-tailored for the purpose of flight safety, and a pouch containing 10gp.
Feature: Unmatched Flight[edit]

Being an Air Acrobat takes years of practice and dedication. It is extremely difficult to master the art of flight, but it does come with its benefits in the long run. Because of your constant exposure to the
atmosphere and high altitudes, you are acclimated to Extreme Cold, as described in the Dungeon Master’s Guide (page 110). You also have an abnormally strong pair of lungs, which in turn allows you to hold
your breath longer that the average creature.
Your speed and technique in the air is also unrivaled compared to other creatures, and so performing using your talents is something you've learned to take advantage of. When in a town or village, you can
find an elevated area in the town, such as the top of a tall tower or a hill, to put on a performance of intense acrobatic moves in the sky. When rolling to determine the success of your flying extravaganza, you
can choose to treat it as either a Performance skill check or an Acrobatics skill check. If your flying act is a success, you receive free lodging and food at a comfortable standard somewhere in the town or village,
as long as you perform once per day. In addition, a successful performance makes you the talk of the town. When strangers encounter you in a town where you have performed, they will recognize you and
take a liking to you, maybe even starting a conversation with you or asking for an autograph.

d8 Personality Trait
1 I've always loved the great outdoors.
2 I absolutely loathe machinery, as they pollute the air that we all breathe.
3 Being inside for too long makes me feel a little uncomfortable.
4 I'd much rather escape conflict rather than facing it head-on. Being able to fly makes that a lot easier to do, after all.
5 My wings are my livelihood. Because of this, I tend to them with utmost care.
6 I'm very soft-spoken. I'd rather express myself through the art of flight.
7 I tend to push myself too far when learning new tricks, so I usually end up injured after a long day of practice.
8 I wish that someday all creatures could experience the thrill of flying through the air.

d6 Ideal
1 Freedom. The winds are ever-changing. As a result, we must always trust ourselves and not worry about the expectations of society. (Chaotic)
2 Change. The world is riddled with conflict. I want let those who are troubled to lose their worries and feel the freedom of the sky with each performance. (Good or Chaotic)
3 Greed. Flight is such a new form of performance that people don't know what's good and what's bad. It's super easy to just wing a performance and scam everyone out of their money. (Evil)
4 Exploration. I try to set the example of what an Air Acrobat is. Hopefully other entertainers will follow in my example. (Lawful)
5 Society. My race is normally seen as an anomaly in this world. Maybe by entertaining people can see me and my race in a new light. (Neutral)
6 Enjoyment. Making money and inspiring others is important, but having fun is above everything else! (Any)

d6 Bond
1 I was rejected in another form of entertainment, so I decided to make my own.
2 I fly through the skies to support my community in times of need.
3 Although it may seem like entertainment to some, my true purpose is to fly through the sky to check my surroundings in case of trouble.
4 While my wings give me flight, I use my entertainment to search of romance, so that my heart may fly one day.
5 A wizard blessed me with the pair of wings that give me flight. Entertainment is my form of repaying him.
6 Being an Air Acrobat is my life. It's what I was born to do, and I will never give it up.

d6 Flaw
1 When choosing fight or flight, I always choose flight. A lot of people call me a coward for making that choice.
2 I injure myself often in my acrobatic routines. Who cares about my health if my audience can see a great show?
3 Trust isn't something that I'm used to. The winds never fail to be honest to the soul, so how can I trust ground-dwelling creatures?
4 I get jealous very quickly, especially if another entertainer that isn't an Air Acrobat steals my limelight.
5 I find it very difficult to speak to others. I am the opposite of eloquently spoken.
6 My soul resonates with those that fly as I do. As a result, I feel awful if I have to hurt another flying creature.

Alchemic Construct
You, much like a homunculus, were created in an alchemical experiment. Perhaps you were created by an evil wizard as a slave, or perhaps a powerful group of magi created you simply to prove they could.
Regardless of why you were created, unlike others, you are certain of the reason behind your creation. For one reason or another, you have been left to your own devices, and you have the freedom to choose
your own destiny.
Skill Proficiencies: Arcana and Nature
Tool Proficiencies: Alchemist's Supplies
Languages: One language, specifically the language spoken by your creator. (This can be the choice of the player, or determined by the DM)
Equipment: A simple set of robes, a journal containing ciphered notes on your creation, a brand or tattoo left on you by your creator, and a pouch containing 5 gold pieces.
Purpose[edit]

You were created for a purpose, and that could be just about anything. You could come up with your own origin of creation, or work with your DM to make one, or simply use the table below.
d6 Purpose
1 My body was meant to be the new vessel for my creator's soul. How I became sentient remains a mystery.
2 I was created to act as a servant/slave to my creator.
3 My creator was incredibly lonely, and created me as a companion.
4 It seems that I was created simply to prove that it could be done.
5 I am the product of a horrible accident. Not only was my creation unintended, but there are those who seek to destroy me.
6 I was created, with many others, to serve as test subjects for a plethora of spells and alchemical blends.

(Note) The feature provided by this background is quite unique, and rarely used in most campaigns. This feature, much like this background, is meant to create a unique roleplaying experience.)
Feature: Unnatural[edit]
You are a product of science, and an affront to nature, as such, certain powerful beings take notice of your unnatural existence. Celestials, Fey, and Fiends see you as special, and when encountering you, may
treat you differently than normal. Celestials, for example, will likely treat you as a curiosity, and perhaps take pity on you. Fey will almost always greet you with hostility, and Fiends will be especially intrigued in
creating contracts with you or becoming your patron.

Suggested Characteristics
d8 Personality Trait
1 It seems that emotions were seen as unnecessary when I was created.
2 I am endlessly curious in regards to the world around me, especially when it comes to other living creatures.
3 I lack interest in most scholarly fields, only having interest for the pleasures of life.
4 I seek a new master. One who can adequately guide me to my purpose.
5 I am filled with envy towards those naturally born. I endlessly crave the family I can never have.
6 Hatred, Anger, Greed and Envy are pointless emotions that serve only to waste our efforts.
7 I am emotionally unstable, swiftly alternating from emotion to emotion. This must be a defect in my creation.
8 Death fascinates me. If those born of natural means are unsure of their final destination, I must wonder what death has in store for me.

d6 Ideal
1 Curiosity. The world is meant to be studied, and morality only stands in the way. (Neutral)
2 Purpose. All things were created for a reason, and have their place in the world. (Lawful)
3 Vengeance. I was brought into a world that hates and fears me. Those responsible for my suffering must pay. (Evil)
4 Understanding. I may be born of unnatural means, but I am no less a person than anyone else. (Neutral)
5 Betterment. That I am feared and misunderstood only goes to show that the world has room to be changed for the better. (Good)
6 Freedom. To hell with my creator's wishes! I am free to choose my own purpose! (Chaotic)

d6 Bond
1 My creator is/was like a father/mother to me.
2 I've learned of a land far from where I was created. I am obsessed with reaching this distant land.
3 My creator's penchant for study was instilled in me, and I have taken up their work.
4 Upon waking, I killed my creator, and still do not know my purpose for being.
5 Being feared and hated by all has taught me to rely only on myself.
6 My body was created from the blood of another. I must find this person.

d6 Flaw
1 Some might call me fearless, in reality, I simply lack self preservation instincts.
2 I am angered and saddened extremely easily.
3 I do not understand emotion, and find it hard to empathize with others.
4 My obsession with my purpose leaves little room for anything else in my life.
5 I have an uncanny fear of magic of any sort.
6 I don't know who or what I am, and as such am always seeking guidance.

Alchemist
You have worked in a town or a city as an Alchemist. Maybe working for the ruler of the settlement or for yourself trying to earn a living. Working with chemicals and potions has given you a large array of
knowledge of how to make such concoctions. Using these skills you can make potions, deadly poisons, or primitive explosives (if your DM allows it).

Skill Proficiencies: Arcana and Medicine


Tool Proficiencies: Alchemist's Supplies
Languages: 1 Chosen language
Equipment: Alchemist's supplies, 1d4+2 Books on Alchemical Formula, a belt pouch with 2d4 GP and common clothes

Feature: Experimenter
Based on your previous experiments, you know where to go when attempting to identify the uses for new components to be used.

Feature: Potion Brewer


During the course of a rest you may make an intelligence check to make a potion of any rarity. The DC of this roll depends on the rarity of the potion you intend to make(Magic items): DC10 for common, DC15
for uncommon, DC20 for rare, and DC25 for very rare. You must be unbound and have access to your alchemical supplies to make use of this ability. Before attempting to make any potion you must have
immediate access to the material components (if any) of the spell that the potion most resembles. (potion of healing=cure wounds etc.)

Suggested Characteristics
d8 Personality Trait
1 I have a thirst for knowledge.
2 I'm a little crazy.
3 I am not the best around people.
4 I refuse to lead, I'm more of a follower
5 I will not follow, only lead.
6 I will not make my self look a fool.
7 I will do anything for research.
8 I'm not too good around people.

d6 Ideal
1 I will use my skills to help anyone who needs it. (<-Good->)
2 I could help but that's if I can be bothered. (<-Neutral->)
3 I will use my creations to burn and murder any thing that crosses me. (<-Evil->)
4 I am invested into who ever I am helping. (<-Lawful->)
5 I'm willing to do anything to protect the group. (<-Chaotic->)
6 I will happily help anyone in any way I think is necessary. (<-Any->)

d6 Bond
1 I will look after my family back at home
2 I share a bond with my customers
3 Anyone who has better conations than me deserves my respect
4 I seek knowledge anyone who has it is a friend
5 anyone who saves my life has proven to be trust worthy
6 My teacher is still alive I respect him/her and will protect him/her if need be

d6 Flaw
1 I have accidentally killed people with my creations, the guilt eats at me at some times
2 HAHAHAHA all this time around chemicals had made me slightly insane
3 I have an odd obsession for destruction
4 I like the smell of some of my concoctions, they can become addicting
5 I will not help (pick a race) they have done some bad things to me
6 I will not adventure alone

Alcoholic
The vice of alcohol holds a tight grip on your heart, as well as your liver, for some reason or another. Maybe some past trauma has caused you to turn to fermented fruits and grains as a solace and way to cope,
no matter how poor it may be. Maybe you enjoy the flavor to the point that you would do anything for a single drop of the bitter tasting substance. You will do anything to continue living your life through beer
goggles, and it has lead to desperate measures, be it a life of crime, or brewing your own alcohol in the privacy of your home. Its plain to see that your life has spiraled out of your control and many people have
suggested you get help. Maybe that's why you turned to adventuring, to turn over a new leaf and get a fresh start, or maybe you seek more gold to feed your alcoholism.

Skill Proficiencies: Sleight of Hand and Medicine


Tool Proficiencies: Brewer's Tools or Thieves' Tools
Equipment: A flask filled with your favorite alcohol, a memento of your life before alcohol, common clothes, a heavy blanket, and a pouch with 5 sp

Drink of Choice
While you will drink any alcohol if need be, you of course have your own preferences for drinks. Maybe it was the first alcohol you tried, or maybe you just like the flavor, either way, you are utterly obsessed
with this beverage and are even more susceptible to its siren song.

d6 Drink of Choice
1 Beer
2 Wine
3 Rum
4 Mead
5 Brandy
6 Scotch
Feature: Temperance
Having already struggled through addiction in the past you know how to identify the signs of addiction, and are better equipped to quit other addictions or help others through their addictions. Your demeanor
after giving up alcohol may also affect the way different people interact with you.

Alternate Feature: Pitiful.


You love alcohol far too much, and find yourself forgoing inns for the tavern. As such, you have garnered a form of condescending pity from people and can typically find a place to stay on the condition that you
do not drink for the duration of your stay. Whether you hold up your end of the bargain or not is up to you.

Alternate Feature: Strong-headed


You are extremely tolerant of alcohol and have advantage on Constitution checks related to alcohol. You also can consume 3 times that of most people before feeling even a little tipsy.

Suggested Characteristics
Alcoholics are not meant to be envied, they are sad individuals who feel they need alcohol, and their personalities should reflect that.
d8 Personality Trait
1 I have mastered the art of crocodile tears and use them to get whatever I want from whoever I want.
2 I live for any distraction from my monotonous life.
3 I have found that everyone's a lot more attractive after a few drinks.
4 I find a wooden table to be an easier surface to fall asleep on than a bed.
5 I find the scent of alcohol to be revolting, but still find myself drawn to it.
6 I have found that praying to gods has been ineffective, and have decided to give up on religion all together.
7 I hate confrontation about my problematic behaviors.
8 I have a very fragile ego and sense of self.

d6 Ideal
1 Self-Serving. Nobody helped me, so why should I do the same for them? (Evil)
2 Idealistic. If there's still hope for me, there's hope for anyone. (Good)
3 Drinking. I don't care about much else other than alcohol. (Neutral)
4 Tempered. I find that drinking within reason keeps me sane, but I still need alcohol everyday. (Lawful)
5 Hedonism. If something's good why shouldn't I pursue it? (Chaotic)
6 Change. I want to change my ways and be a better person. (Any)

d6 Bond
1 The local barkeep is my only real friend.
2 I have abandoned my family for alcohol, I want to fix that.
3 There is at least one night stand who is a bit bitter towards me.
4 Turning away from alcohol has lost me a lot of my drinking buddies.
5 I have sequestered myself away to avoid alcohol.
6 I have at least one illegitimate child from a drinking bender.

d6 Flaw
1 I drink to run from my problems.
2 I owe people a lot of money from when I was drunk.
3 Loyalty to anyone but alcohol is something I don't get.
4 I use my drinking as an excuse to be a terrible person.
5 I think that anyone who chooses not to drink is a sanctimonious jerk.
6 I blame everyone other than me for my problems.

Alcoholic Scientist
Skill Proficiencies:Arcana, Insight, Perception
Tool Proficiencies: Tinker’s tools and Calligrapher's supplies
Equipment: A backpack, a set of lab coats, a bedroll, a pouch containing 15 gp, lab notes on the experiment, three flasks of alcohol, three empty flasks, an ink bottle, a feather pen, and a chess set.

Feature: Drunken Genius


You drink. Like a lot. No, really you're a goddamn drunk. On the upside though, you're so smart that somehow you actually found out how to make yourself smarter when you're drunk. So when drunk you have
an advantage on History, Insight, Investigation, and Perception.

Suggested Characteristics
d8 Personality Trait
1 I’m fascinated by technology.
2 I don’t understand the role of religion.
3 I am tolerant (or intolerant) of faith and respect (or condemn) the worship of gods.
4 I always have a plan for what to do when things go wrong.
5 I'll settle for nothing less than perfection.
6 I believe that everything worth doing is worth doing right. I can't help it--I'm a perfectionist.
7 I am utterly serene, even in the face of disaster.
8 I use polysyllabic words to convey the impression of great erudition.

d6 Ideal
1 Sincerity. There's no good pretending to be something I'm not. (Neutral)
2 Aspiration. I'm determined to make something of myself. (Any)
3 Creativity. The world is in need of new ideas and bold action. (Chaotic)
4 Respect. People deserve to be treated with dignity and respect. (Good)
5 Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
6 Knowledge. The path to power and self-improvement is through knowledge. (Neutral)

d6 Bond
1 I'm trying to pay off an old debt I owe to a generous benefactor.
2 Someone stole my precious scientific instrument, and someday I'll get it back
3 The workshop where I learned my trade is the most important place in the world to me.
4 It is my duty to protect my students. Even if I'm drunk right now.
5 I work to preserve a library, university, scriptorium, or monastery.
6 I owe a debt I can never repay to the person who took pity on me.

d6 Flaw
1 I am inflexible in my thinking.
2 I have a weakness for the vices of the city, especially hard drink.
3 Once I start drinking, it's hard for me to stop.
4 Now that I've returned to the world, I enjoy its delights a little too much.
5 I am too enamored of ale, wine, and other intoxicants.
6 I have an insatiable desire for carnal pleasures.

Amnesiac
You... don't even know who you were before becoming an Adventurer. You come up with so many different ideas of who you were, ideas that would keep you up at night. You adventure, dig through history,
investigate on leads, hoping that they'd bring you one step closer to finding out who you truly are... That is if you even want to know who you are.. Maybe you lost your memory from an explosion that caused
you to hit your head, maybe you overdosed on a dodgy potion that blanked your mind, maybe you were cursed to forget everything, maybe you did this to yourself to forget a horrible trauma. Whatever
happened, you have no idea, but there must be evidence of the past somewhere...

Skill Proficiencies: Perception, Investigation


Tool Proficiencies: Choose one musical instrument or gaming set
Languages: One of your choice
Equipment: Two trinkets from your past (one of which is a meaningless red herring and the other being pivotal to your forgotten backstory. Which is which is up to your DM, who does not have to share which if
they don't want to), a set of commoner's clothes, and a belt pouch containing 5 GP.

Quirks and Impulses


Although you have no memory, you are not a blank slate. Certain mannerisms and behaviours persist, even though you don't remember their point of origin.

d6 Specialization
1 Formal Attitude, You speak extremely formally at all times, especially to those you see as superiors. This may have been due to a military or noble background.
2 Racist Disposition, For whatever reason, your stomach turns when you see certain races of people or certain types of creature. Maybe you were once wronged by one of them and your mind
has marked them out as your enemy. You may choose to embrace or reject this impulse, but it will be there regardless.
3 Forgiver, Even when you don't always fully believe it, you have a strong feeling that everyone should be given a second chance. This impulse may steer you right, but you may also develop a
deep distrust of it as well.
4 Wanderlust, You feel a compulsion to travel, like you used to do it all the time. When in one place for too long, you grow physically restless. Over time, you might choose to curb this instinct.
5 Resignation, For some reason, you feel used to resigning yourself to failure or contentment. You don't have a natural urge to achieve or to change your circumstances, you just let the world
be. Whether you become comfortable in this feeling or fight it is up to you.
6 Religious Thinking, You find yourself easily convinced by religious figures and messages. Evidently, you were quite the devout in your past, although you might now have a fresh perspective on
the consequences of such thinking now that you're starting from scratch.
Feature: Deja Vu[edit]

You suddenly remember a huge amount of detail about a person, place or thing that you are currently looking at or interacting with without knowing why. Maybe a certain phrase or image sets you off, but you
suddenly know all about this thing like you've been familiar with it for years. Any Insight, Investigation or History checks you make relating to this thing are done with advantage. You can use this feature three
times per campaign and/or per character.
Alternate Feature: "Oh, I know that!"[edit]

Despite your amnesia, you clearly remember one specific field of knowledge, lore, or something else. Choose the field you want your character to know and write it down on your character sheet. If you fail
your History roll regarding that field of knowledge, you can consult for the answer regardless unless it is otherwise impossible to know about it (i.e. it's unknown)

d8 Personality Trait
1 I like to do something to capture the current moment, be it writing down a poem or drawing a picture.
2 I keep a notebook of all the things I'm supposed to know so I won't forget it.
3 I have a ribbon tied to my finger at all times... And I don't know why.
4 I get constant headaches when I want to think about my past.
5 I come up with a new story of who I was every time I am asked.
6 I worry that I'll forget the life I'm living right now.
7 I sometimes think about who my family was and where I fitted in.
8 I don't want to pay close attention to my past.

d6 Ideal
1 Beginning. "This is a new, fresh start for me!" (Any)
2 Placement. "I will become a helpful member of my community, both from my past and my new future." (Lawful)
3 Improvement. "In order for me to be better in the future, I must know about my past." (Good)
4 Neglect. "Why bother searching for my past? It's in the past, after all." (Neutral)
5 Freedom. "Having no memories means having no obligations." (Chaotic)
6 Advantage. "Once I find out who I was, I'll use it to take back what I want." (Evil)

d6 Bond
1 A kindly old man took me in when he found me. I owe him a favor ever since.
2 I had a lover in my past who wants me to come back to her.
3 I hold onto my trinket, the only thing that I remember in my past.
4 The home I live in right now is the only home that matters to me.
5 I have a good idea who's responsible for my amnesia, and they will pay for it.
6 I remember only one person from my past. He holds the key to finding out about who I was.

d6 Flaw
1 I will stop at nothing to find out who I was.
2 Every time I hit a dead end in learning of my past, I mentally shut down for a bit.
3 On top of forgetting my past, I also forgot basic stuff like eating.
4 I'm quick to forget things.
5 I will latch onto anything that will provide me at least an idea of who I was, even if it's an obvious trap.
6 I am almost certain that what I did in the past was bad, and the guilt eats me up even though I don't know what it was.

Old one cultist


You are part of a cult that follows a great old one, you were either born into it or joined later in life for one reason or another. For one reason or another you have decided to leave your cultist family. You can't
stand what your family has done and what you've been made to do, so you have decided to leave that life behind, or at least try to. You have set out on a private mission, direct by your god and you are willing
to do everything in your power to finish it.

Skill Proficiencies: Arcana, Religion


Tool Proficiencies: torturers kit
Languages: Deep speech
Equipment: A set of traveler's clothes, your cult’s identification mark, a marked dagger and 10gp
Feature: Member of the family
Thanks to your long affiliation with a cult community, you can very easily identify anyone who is a member of a cult that follows an old one.

Suggested Characteristics
d8 Personality Trait
1 My past still haunts me in my dreams. I often wake up screaming or do not sleep at all.
2 I anger quickly and I am prone to violent tantrums when someone tries to control me or give me orders.
3 Being a pawn in someone else’s game left me with an inability to make choices of my own. I am indecisive.
4 I am having second thoughts about my leaving the cult. I am afraid I could easily return to my old ways given the right circumstance.
5 Boundaries were violated time and time again in the cult until I lost sense of which boundaries were appropriate. I often behave inappropriately or in a seemingly random manner.
6 Constant feelings of shame, helplessness and inferiority make me change my mood at a moment’s notice. I suffer from mood swings or sudden emotional breakdowns.
7 I feel immense guilt over my past actions and welcome suffering as my atonement. I have little or no regard for my personal health.
8 Every day I expect to get a knife in my gut and I see vengeful assassins in every shadow. I am paranoid or suspicious of others.

d6 Ideal
1 Protective. Dark cults trifle with powers that are beyond their understanding or control. Those fools must be stopped. (lawful)
2 Nihilist. What’s the point of anything? People are insignificant and their struggle is futile. (neutral)
3 Repentant. I cannot possibly undo the wrongs I have done, but I can still try and atone. (good)
4 Anarchist. Lives of men should not be ruled by anyone. No gods, no masters! (chaotic)
5 Faithful. While our cause to righteous, the cult's leaders are corrupt: I seek to follow my god's plans. (any)
6 Selfish. The world is doomed either way. Better make to most of it. (evil)

d6 Bond
1 When I left the cult, I took one of its relics with me. For some strange reason, I cannot part with it.
2 They were supposed to be sacrificed, I have helped them escape. Now I feel responsible for them.
3 It breaks my heart to know that my close friend, lover or family member is still a loyal follower of the cult.
4 The cult leader made me kill my old friend during the initiation. I have not forgotten that and I want revenge.
5 I cannot stand by and watch as more children and youths get turned into mindless fanatics or are exploited for someone else's personal gain.
6 No one must ever know about my involvement with the cult.

d6 Flaw
1 Sometimes, I hear voices in my head that command me to do terrible things. And sometimes, I give in.
2 I trance out and lose touch with reality. I am sometimes delusional or experience delirious states.
3 I take great solace in flagellation. The road to salvation leads through blood and self-inflicted pain.
4 Before I left, I was given a task (by the dark lord or deity, or the cult leader) that I am yet to fulfill.
5 In the cult, they fed us drugs. I am still heavily addicted and I will do anything to get a dose.
6 I dread the idea of killing another sentient creature, I have already spilled enough blood.

Antiquarian
You study ancient lore and recover priceless artifacts from past civilizations and bygone ages. You preserve that which was once thought lost, and seek to uncover the forgotten stories of those who came before.
Your journeys often take you to abandoned ruins far removed from the comforts of modern civilization, but there is nowhere else you’d rather be. You’ve seen some of the greatest historical wonders the world
has to offer, and you may have even helped discover some of them.

Skill Proficiencies: History, Investigation


Tool Proficiencies: Calligrapher's supplies
Languages: One of your choice
Equipment: A bottle of black ink, a quill, a tome that appears to contain the history of an unknown settlement or culture, a set of traveler's clothes (Indiana Jones hat Included), and a belt pouch containing 10 gp

Feature: It Belongs in a Museum


You are a member of a respected museum, university, or other organization that preserves relics of ages past. You can gain access to the facilities where such antiquities are stored and can participate in their
study. You may be allowed to accompany expeditions seeking to explore ruins or retrieve items of historical interest, if your area of expertise is relevant to the task at hand.
Suggested Characteristics
Because they spend large amounts of time studying the past, antiquarians tend to be quite knowledgeable, although they can sometimes be ignorant to more modern happenings. They are often excited by
new discoveries, and are fascinated by exotic cultures and practices. Their social lives often leave much to be desired, as they frequently disappear for days or weeks at a time exploring lost ruins.

d8 Personality Trait
1 I quote historical texts and famous philosophers whenever they seem relevant to the situations I’m in.
2 I insist on checking every ruined fortress, abandoned town, and forgotten castle I come across.
3 I speak in a dull monotone that is more likely to put others to sleep than to entertain them.
4 I am more interested in the past than the present; as a result, I am mostly asocial.
5 Whenever I meet a new person, I try to learn about their history if at all possible
6 I freely offer my knowledge to those who wish to learn, and I encourage those I know to do so as well.
7 I enjoy going through ruins for the adventure; getting to experience lost history is just a bonus.
8 Ignorance frustrates me, and I always try to correct others when they’re wrong.

d6 Ideal
1 Preservation We must protect the relics of the past, else their creators will fade from memory. (Lawful)
2 Betterment By studying the mistakes of our elders, we might prevent the mistakes of our children. (Good)
3 Dominance The past holds secrets I can use against those who oppose me. (Evil)
4 Trophy The original inventors of these relics are dead; why shouldn’t I hold on to them for a while? (Chaotic)
5 Expertise I must become the authority in my field of study. (Any)
6 Vigil Only by remembering the dead do we honor their accomplishments. (Lawful)

d6 Bond
1 I must prevent the relics of the past from falling into the hands of thieves and looters.
2 The historical works of my race must be preserved for the enrichment of future generations.
3 I work to uncover the truth of past events, even if doing so is harmful to my nation or organization.
4 My family, clan, or guild has a rich history, and I must ensure that others are aware of its importance
5 I will perform the heroic deeds that future historians will surely write about.
6 If an artifact has been entrusted to me, I will protect it at all costs, even my life.

d6 Flaw
1 I have falsely claimed to have discovered a forgotten civilization and faked evidence to support it.
2 If I ever find a relic of singular worth, I might keep it for myself…or for the merchant down the road.
3 There is an intense rivalry between myself and a particular colleague, and it often clouds my judgment.
4 I pretend to know far more than I actually do, and will often ignore any evidence that proves me wrong.
5 I care more for the money I’m paid by the museums than for the artifacts I deliver to them
6 My obsessive search for a particular object has pushed my loved ones away.

Apothecary
You have studied the myriad illnesses and ailments of the mortal body as well as the treatments for each. You know which herbs can soothe a fever and which oils can help prevent the pox. Not all medicine is
good for the body, though: you have also learned which toxins can stop the heart or drive a man to madness. You know how to manufacture and refine all of these things, and you make a living dispensing tonics
and tinctures to those in need. In a pinch you can even perform minor medical procedures, although these things are better left to a proper surgeon.

Skill Proficiencies: Medicine, Nature


Tool Proficiencies: Herbalism kit.
Languages: One of your choice.
Equipment: Herbalism kit, a merchant’s scale, a set of common clothes, and a belt pouch containing 10 gp.

Feature: Medical Profession.


You have a reputation as a healer of the sick, and are often called upon by those who are diseased or injured. You can usually gain an audience with anyone who needs treatment — even if protocol would
normally prevent you from doing so — simply by agreeing to offer your assistance. By spending a few moments examining a chemical — a vial of liquid, a packet of ground powder, or the like — you can determine
whether the substance is intended to harm or heal (or neither). This examination does not reveal any specific information about the substance(such as that a powder is actually an inhaled poison, or that it
paralyzes its victim), only that it is either harmful or helpful to those that it is used on.

Suggested Characteristics
Apothecaries are defined by their attention to detail. Because so many of the illnesses they treat often have similar symptoms, they are careful about the things they say and the questions they ask, always
looking to gather precise and accurate information. They tend towards cleanliness and organization, as they need to keep their tools sterile and their supplies ready at all times.

d8 Personality Trait
1 I distance myself from everyone, even those I care about.
2 I keep all of my possessions meticulously clean, and I hate any kind of filth.
3 I am honest to a fault; knowing all of the information is the only way to make an accurate diagnosis.
4 I make incredibly poor jokes in an attempt to put others at ease.
5 I talk down to others when speaking on a field I believe myself to be knowledgeable in.
6 I present everything I say as a guess or estimate so that I don’t look bad if it turns out to be wrong.
7 It seems like I always try to strike up a conversation at the worst possible moment.
8 I set very high standards for myself, and expect others to follow my example.

d6 Ideal
1 Aid Every sick or wounded person deserves my help, regardless of the life they lead. (Good)
2 Control By deciding who lives and who dies, I can shape the world to my liking. (Evil)
3 Loyalty It is my duty to treat those to whom I have sworn allegiance. (Lawful)
4 Efficency I am not emotionally invested in those I aid; to act otherwise would compromise my work. (Neutral)
5 Prevention Stopping the spread of sickness is better than treating it. (Any)
6 Research In order to treat patients effectively, we must understand the maladies afflicting them. (Any)

d6 Bond
1 I share my discoveries with my fellow apothecaries, to further the goals of our trade.
2 I give my aid to those who protect my country and my ruler.
3 Many medicinal reagents are rare or hard to find; those who secure them deserve respect.
4 I seek a cure to a mysterious disease that afflicts one of my loved ones.
5 I wish to prove that “mundane” healing is just as viable as magic.
6 I work closely with a group that aims to eliminate a particular disease from existence.

d6 Flaw
1 I use unproven treatments on my patients without their knowledge.
2 I refuse to give aid to those of a certain species or nationality, no matter how desperately they need it.
3 If a disease is particularly deadly, I refuse to treat it out of fear for my own health.
4 Memories of a horrible plague that I failed to cure still haunt me to this day.
5 The sight of blood makes me queasy, and I can only treat those who have no external wounds
6 I am only interested in the ailments my patients suffer from, not the people themselves.

Arcana Spy
You’re the reason wizards distrust other wizards. A previous occupation of yours involved copying spells from the spellbooks of the best wizards and selling them to the highest bidder, whether it be another
wizard or the wizard who owned the spell originally.

Skill Proficiencies: Arcana and Stealth


Tool Proficiencies: Thieves' Tools and Calligrapher's Tools
Equipment: Thieves' Tools, a Grappling Hook, a hooded Cloak and a small pouch containing 12gp.
Feature: Spell Scribe

With time being money in your line of work, it is important to copy everything down quickly. When you come across written spells, you can take time to create a non-magical Spell Scroll of the spell. The scroll
can be used to copy the spell to other sources at a later date but cannot be used to produce the spell itself. The time taken to create the scroll is equal to 10 minutes times spell level (Cantrips take 5 minutes).

Characteristics
d8 Personality Trait
1 I always have a plan for what to do when things go wrong.
2 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3 The first thing I do in a new place is note the locations of everything valuable-or where such things could be hidden.
4 I like to talk at length about my profession.
5 I don’t part with my money easily and will haggle tirelessly to get the best deal possible.
6 The odds of fulfilling a mission don't matter to me, so don't bother trying to tell me.
7 The best way to get me to do something is to tell me I can't do it.
8 I believe that anything worth doing is worth doing right. I can’t help it— I’m a perfectionist.

d6 Ideal
1 Generosity. My talents were given to me so that I could use them to benefit the world. (Good)
2 People. I’m committed to the people I care about, not to ideals. (Neutral)
3 Greed. I'm doing it for the money. (Evil)
4 Honor. I don’t steal from others in the trade. (Lawful)
5 Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
6 Aspiration. I work hard to be the best there is at my craft. (Any)

d6 Bond
1 I’m trying to pay off an old debt I owe to a generous benefactor.
2 My ill-gotten gains go to support my family.
3 Something important was taken from me, and I aim to steal it back.
4 I will become the greatest thief that ever lived.
5 I’m guilty of a terrible crime. I hope I can redeem myself for it.
6 I once sold a powerful spell to a cult. That was a mistake

D6 Flaw
1 I'm naturally untrustworthy.
2 Being overly cautious is just part of the job.
3 If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
4 I can't socialize at all.
5 I’m never satisfied with what I have— I always want more.
6 So long as someone has gold, I don't mind selling to them.

Arcane Dominion
You lived in the most magically advanced nation to ever exist. You grew up surrounded by magic as an everyday occurrence, and thus you lack the superstitious dread that most people experience in the presence
of the supernatural. Wherever you travel, no matter whom you encounter, you do so with the knowledge of your culture’s innate superiority.

Skill Proficiencies: Arcana, Investigation


Tool Proficiencies: Two of your choice
Equipment: A set of fine clothes, a vial of black ink, a quill, traveling journal, dagger, copy of your favorite book, and a belt pouch containing 15 gp

Feature: Network of Knowledge


Whether you possess arcane talents or not, your nationality provides you with professional cachet among wizards and other arcane spellcasters. You can request favors from these individuals, such as advice on
magical problems, research concerning magic items and relics, and translation of sigils or runes. If you ask a favor, however, you must repay it in a reasonable time or risk alienating your peers.

Suggested Characteristics
Growing up in an Arcane Dominion formed many of your attitudes towards magic and spellcasters, as well as your opinions regarding people without magical ability. If you possessed arcane talent, you enjoyed
the good life as one of your nation’s most valued citizens. Thanks to your upbringing, you find magic familiar and even comforting, and pity those who fear magic or refuse to benefit from its use.

d4 Personality Trait
1 I belong to the most advanced nation in the world, and so I must represent my people in the best possible light.
2 I feel comfortable around magic, and I feel anxious anywhere magic is unwelcome.
3 I travel and explore the world to avoid becoming complacent.
4 I yearn for novel experiences and discoveries, especially since I become bored so easily.

d4 Ideal
1 Knowledge. The acquisition of knowledge is the noblest pursuit. (Any)
2 Discovery. I will do anything to uncover lost magical secrets. (Chaotic)
3 Mastery. I must become the most powerful arcanist in the world. (Neutral)
4 Hope. Doom threatens this world, and only magic can save us from it. (Good)

d4 Bond
1 I betrayed my master for knowledge, and I must atone for what I’ve done.
2 Thanks to a youthful indiscretion, I fell under an ancient curse and now must find a way to remove it.
3 My memories have been lost to me, and something tells me my life depends on getting them back.
4 My family must recover the lost arcane secrets of our ancestors before our enemies do.

d4 Flaw
1 I don’t make mistakes, even when I do.
2 I never met a book I could resist reading.
3 Magic has its price, and I’m willing to pay it, or let someone else pay.
4 I look down on those who lack the talent for magic.

Artist
Artists are sought after and respected individuals all over the world. No matter their race age or gender, all artists are loved for their talent to place life and emotion into things such as clay, stone and paint. As
an Artist you have perfected your art to the point that people pay to see you and pay your for your grand works of art. When choosing this background for your character you must ask yourself these questions:
Is your character self taught? Are they a natural at what they do, or must they work as hard as they can everyday? Is your character struggling or successful? If they are indeed good at what they do, are they well
known or new to the artist scene? Do they have a high opinion of themselves or are they humble? What has brought them into the world of adventuring? Did they choose to follow a band of warriors for
inspiration? Or are they caught in the midst of a mess they cant get out of?

Skill Proficiencies: Performance and Persuasion


Tool Proficiencies: Artist's Tools
Languages: Any two, as you specialize in creating and describing art in many tongues.
Equipment: Artist's Tools, a set of common clothes, a diplomats pack and a belt pouch with 15gp.

Specialization
Not every artist is great at everything. Though you may dabble with the different types of artistry, there will always be one thing that places you above the rest. What is that thing? And are you the best?

d6 Specialization
1 Painting
2 Playwright
3 Sculpting
4 Composing Music
5 Dancing
6 Architecture

Feature: Commissioned Artist


You are a Commissioned Artist. You are known well throughout your local area or maybe even globally. On request, you gain entry into royal courts and meetings with rich merchants who want a commissioned
piece. You get paid ahead of time for your efforts, you must discuss and negotiate the price you will be paid for your art work. You have an advantage when rolling to persuade a merchant or noble person.
Alternate Feature: The Peoples Poet.

You have made a name for yourself making works of art that point out the flaw in society, making fun of those in charge, of religion, law enforcement. Though Royals and Rich Merchants may not fancy your
company the common people love you for your satirical and controversial artwork. You gain an advantage when rolling to persuade a commoner or working class person.
Suggested Characteristics
A life surrounded by artists and critics has molded you into the person you are today. Is your art or life? Or just a hobby?

d8 Personality Trait
1 My art is my life. It is my soul, I will defend it at all costs.
2 I am my own worse critic, these nothing you can say about me I haven't already said to myself.
3 I am not worth the time of the common folk, they don't pay.
4 The people deserve to be heard and I am their voice, viva la revolution!
5 I am like art, I flow, I feel. I do want feels natural, what feels right.
6 Art is like magic or science, there are strict rules to follow otherwise your no better than a three year old with a pile of clay.
7 I create beautiful thing to woo beautiful women.
8 My art is private. Only my commissioned works are for the public eye.

d6 Ideal
1 Cubism. I must do what is commissioned of me, or I wont get payed. (Lawful)
2 Abstract. I flow from place to place, doing what's best for me. (Chaotic)
3 Vandalism. The world is my canvas, I will paint it how I please and no one will tell me otherwise! (Evil)
4 Realism. I deal with whats real. And try and help as many as I can. (Good)
5 Impressionism. I learn a great deal from those around me. They are my inspiration. (Any)
6 Minimalism. A little bit of this and a little bit of that is all you need in life. (Neutral)

d6 Bond
1 I am for ever indebted to the one who taught me my craft.
2 I am simply trying to provide for my family.
3 I am constantly trying to win the affection of the one whose caught my eye.
4 I am drawn to travel, to see the world and recreate it's wonders in art.
5 I am forever competing against my long time rival, they're always one step ahead.
6 I will not finish a task until it is the best i can possibly do.

d6 Flaw
1 I will kill the critic who depreciates my work!
2 If there's no gain for me in any way. There's no way I'll do it.
3 I get jealous easily, especially around other artists.
4 I will do anything for a turn with a nice pair of legs.
5 I am the best at what I do. Bring me someone who is better? You can't!
6 I spend most of my gold overindulging in life's pleasures.

Arvoreen Keeper
You are a current or former Arvoreen Keeper. Also known as Keepers of the Vigilant Guardian, they are primarily composed of halflings that crave action. They are the defenders of their communities. They believe
in an active defense, much like their patron god, Arvoreen the Defender, who promises them a glorious afterlife at his side. Consequently, keepers aggressively prepare for incursions into halfling lands and are
always ready to repulse hostile invaders at the first sign of trouble. They construct defensive barriers, signaling systems, beacons, and traps to protect their charges. They patrol the community and surrounding
areas, driving away or killing monsters and intruders. They also keep the peace and lead village militias when invaders attack. A few keepers choose to wander, becoming deputy-rangers or road sheriffs - law
officers given authority by local officials to wander afar in search of those who commit crimes against halfling communities.
They follow a code of ethics, but understand that it is only a set of guidelines that cannot cover every situation. Keepers might make questionable alliances, even steal at times, if such extremes are required to
defend their charges. Similarly, they might ignore a petty theft if no one was injured. In times of war, Arvoreen's keepers are commanders of halfling soldiers, elite warriors, and scouts. In times of peace, they
are sentinels and troubleshooters, often serving as local constables, sheriffs, wardens, magistrates, or marshals, being politely nosy, maintaining order, and enforcing the law. However, even when they do not
hold these positions, the local sheriff and halfling clergy know they can always call on keepers for assistance.

Skill Proficiencies: Insight, Religion


Tool Proficiencies: Thieves' tools
Languages: One of your choice
Equipment: An insignia denoting your status as a Keeper, ball bearings, manacles, a set of traveler’s clothes, a pouch of 15 gold coins

Feature: Protector of the Good Folk


Keepers command the fidelity and respect of halflings everywhere, who love the keepers for keeping them safe. Neutral Halflings are always considered to be friendly toward you unless you have proven yourself
to be a danger to them. Additionally, 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.

Suggested Characteristics
d8 Personality Trait
1 If someone is in trouble, I’m always ready to lend help.
2 I can stare down a hell hound without flinching.
3 My friends know they can rely on me, no matter what.
4 I’m rude to people who lack my commitment to an ethical code.
5 I’m confident in my own abilities and do what I can to instill confidence in others.
6 I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.
7 I never lie or go back on a deal... which is why I choose my wording very carefully.
8 I judge people by their actions, not their words.

d6 Ideal
1 Aspiration. With my actions, I always seek to make the world better than it was. (Good)
2 Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
3 Charity. I always help those in need, no matter the personal cost. (Good)
4 Faith. I trust that Arvoreen will guide my actions. I have faith that if I follow his teachings, things will go well. (Lawful)
5 People. I’m committed to the people I care about, not to ideals. (Neutral)
6 Live and Let Live. Meddling in the affairs of outsiders only causes trouble. (Neutral)

d6 Bond
1 I protect those who cannot protect themselves.
2 I idolize a hero from old folk tales and measure my deeds against that person’s.
3 My loyalty to Arvoreen is unwavering.
4 I work to ensure the safety of my homeland.
5 I was gravely wronged and will not rest until the culprit is brought to justice.
6 My honor is my life.

d6 Flaw
1 I’d rather eat my armor than admit when I’m wrong.
2 I am quick to anger when my beliefs are questioned.
3 I hold the safety of others above my own to an unhealthy extent.
4 I am dogmatic and tend to see the world in staunch black and whites
5 My position has made me skeptical of outsiders, I am slow to trust anyone not of my ilk.
6 I can be ‘persuaded’ to overlook the transgressions of others.

Aspirant
Growing up, we’ve all heard or read legends of selfless heroes and dastardly villains. These stories stick with us our entire lives and tend to inspire us in one way or another. But you…you’ve taken it a step beyond.
Whether you call it passion or obsession, the “hero” of these legends has influenced every facet of your life, down to very decisions you make. Some aspirants become traveling storytellers, spreading the tales
of their idol across the world. Others follow in the footsteps of their idol, using him or her as an inspiration to aspire to. A small few, however, have become so enveloped in these legends that they’ve become
completely delusional, believing THEMSELVES to be the very idol from these stories.

Skill Proficiencies: Performance and History


Tool Proficiencies: Calligrapher tools or Disguise Kit
Languages: A language that your idol knows
Variant: Other Proficiencies: Talebearing
Equipment: A bottle of black ink, a quill, a tome or scrolls with the legends of your idol written out, common clothes, a costume inspired by your idol, and a belt pouch containing 10 gp

Feature: Just like in the Stories


Considering how often their idol’s legacy is on their mind, aspiriants are always trying to find connections between their lives and the folklore surrounding their idol.
Roll a D10. If you roll a 9 or 10, your current situation bears an uncanny resemblance to one your idol was in. What this means is completely up to the discretion of the DM. You may remember a weakness that
your idol exposed against a similar enemy or meet a new person in the same way your idol met their love interest meaning you know that new person's motives.
This may be rolled whenever you make a check where you are experiencing something "for the first time". Examples of this include the first time you meet a new NPC, the first time you visit a new location, the
first time you see a quest specific item, etc.

Suggested Characteristics
d8 Personality Trait
1 I believe that my idol and I are connected in some way.
2 I try to make connections between my idol’s situations and my own.
3 Sometimes my passion is confused for obsession. However, sometimes those people are right.
4 I am typically more interested in what my idol has done than what I am currently doing.
5 I sometimes begin to daydream about my idol to a point where I lose focus of everything around me.
6 I become incredibly excited whenever someone shows even the smallest amount of interest in my idol.
7 I repeat the same stories about my idol to anyone who will listen, no matter how many times they have heard it before.
8 I have a near encyclopedic knowledge of the legends of my idol.

d6 Ideal
1 Imitator: Never straying from the legends, I act identical to the way my idol has in similar situations. (Lawful)
2 Hero: My idol was a hero of the people and I was inspired by his or her good deeds. (Good)
3 Villain: My idol spread terror throughout the land and hurt many innocent people. (Evil)
4 Surpasser: Even though they have inspired me, I act distinctly from my idol. I’ll create my own legends. (Chaotic)
5 Messenger: I will spread the legends of my idol far and wide. (Any)
6 Mogul: My idol became an incredibly wealthy and powerful man /woman and I aspire to be one as well. (Neutral)
d6 Bond
1 I am obsessed with my idol or at least the legend surrounding him or her.
2 The oral traditions of my idol must be passed on to future generations.
3 I am more than just a fan of my idol. I have become them!
4 My idol is an ancestor of mine and my family is proud that I am following in his or her footsteps.
5 I have sworn that I will one day be as renown as my idol. They will tell stories of me!
6 The tomes or scrolls containing the stories of my idol must be protected at all costs, even at the expense of my life.

d6 Flaw
1 I am completely delusional to a point where I have become my idol. The actual “me” no longer exists.
2 I care little about the consequences of my actions and how they affect other people.
3 I can hear my idol’s voice speaking to me in my head.
4 I follow my idol around everywhere they go to the point where they have become a little uneasy around me.
5 I struggle making decisions not based on my idol’s previous choices.
6 My obsession with my idol has become so severe it has pushed my loved ones away.

Astronaut
You've traveled the stars in search of knowledge and artifacts. In the past you've spent years studying: learning magic, construction, and leadership skills that most sages dream of acquiring. You've might have
encountered new planets or stars; you've might even had walked on worlds that aren't your own. Regardless if you explored multiple stars and planets or haven't yet discovered any new about the infinite
Multiverse, the life of an astronaut is perhaps the most demanding yet most wondrous life anyone can fathom.
When you choose this background, discuss with your DM the following: What is the importance of your expeditions? What company or academy you worked you (or if you work independently)? What drove you
to explore space? If your work with a crew, what are your relations with your crew-members? What type of spaceship you work on? And what powers the spaceship? Also discuss why you're now adventuring on
land: does your ship need refueling or repairs and it requires a rare or endangered material? Is there something on land—made by the gods or by an ancient civilization—that is required to understand a
constellation or an extraterrestrial paradox? Do you need to protect the world by something out there in the depths of space? Were you fired or betrayed by your crew? Retired? Or perhaps you've felt that you
haven't explored the lands well enough to be considered an actual explorer?
Notice: Like Sage with the Researcher feature, campaigns can revolve around this background, but it doesn't have to. Sure you can have a campaign about an expedition to collect an extraterrestrial substance,
or you could have a regular campaign set on the world. That depends on the DM.

Skill Proficiencies: Acrobatics, Arcana


Tool Proficiencies: One set of artisan's tools, vehicles (land)
Languages: Two non-exotic languages or one exotic language
Equipment: A bottle of black ink, a quill, a map of constellations, a damaged blueprint for a huge ship written in an undecipherable code, a set of artisan's tools, a set of traveler's clothes, and a pouch
containing 10 gp.

Specialty
In crews, people have a specific role to play to make sure that everything goes well in an expedition. Roll or choose from the table below to determine your role. Ignore if you work alone in your travels.
d8 Specialty
1 Captain
2 Guard
3 Pilot
4 Astrophysicist or Mage
5 Constellations Cartographer
6 Collector of Alien Substances
7 Linguist or Cryptographer of Alien Languages
8 Janitor or Repair-worker

Feature: Celestial Contacts


You worked with a crew for a long time. A bond created with crew-members is (mostly) an unbreakable one. If you can get in contact with one of your crew-members, they usually feel obliged to help you.
Whenever it's a place to stay, a companion for combat, or help with a dungeon's puzzle or code. Renting a spaceship however, is impossible unless the situation is absolutely dire. And even then is incredibly
difficult and it always takes a long time to prepare a ship.
Alternate Feature: Constellations
If you work alone, you may not have any contacts to help you on your adventures. But, you can recall certain constellations and their effects on the Material Plane. Work with your DM to create a list of
constellations and how they affect you and your party members (positively and negatively), when they appear, and if the effects are proven to be consistent or not.

Suggested Characteristics
Astronauts are the smartest but most occupied people in the world. They understand the natural and magical laws of the Multiverse and they have unquenchable wanderlust and curiosity; but they are often
absent-minded or aloof—often getting lost in thoughts and calculations—and they quickly get bored the familiar. They are also vulnerable to putting common sense behind for the sake of curiosity.
d8 Personality Trait
1 Going to new places on land excites me because they're not infinite like space.
2 I like to pretend I'm smart in areas I'm not.
3 I've learned to never be afraid of a new place or experience.
4 I'll rather talk about the unknown than common gossip.
5 I never run out of productive things to do, or productive to my job at least.
6 The stars we can see on land bore me.
7 I can't stand untrue superstitions about the Multiverse
8 It's not worth delegating my work if it's unlikely that most people can do it as well as I can.

d6 Ideal
1 Advancement: The point of my work is to advance society and our limits. (Lawful)
2 Conservation: We must only use what we need of extraterrestrial materials and knowledge to conserve the beauty of the Multiverse. (Good)
3 Freedom: Space is the only place where you can truly go anywhere. (Chaotic)
4 Power: If I gain enough knowledge of the Multiverse, I can rule under any universe with unfathomable power. (Evil)
5 Knowledge: I'm only here to improve understanding of the Multiverse. (Neutral)
6 Discovery: I want to make a massive discovery or solve an ancient problem. (Any)

d6 Bond
1 My ship is the most important thing to me.
2 I'm willing to die for my crew-mates.
3 I've discovered a new planet in the telescope and I must be the first to explore it.
4 I do this for an old sage. I will make his/her dreams come true.
5 My parents died doing this, I shall do the same.
6 Nothing is more important than the Multiverse.

d6 Flaw
1 I get to caught up in the complex that I sometime forget rudimentary knowledge.
2 One time I almost made my crew-mates want me dead, I'm afraid that I'll do something similar again.
3 I guess more than I'll like to admit.
4 I get stir crazy easier than most people.
5 Whenever someone questions me on anything, I immediately start to doubt myself.
6 Sometimes I think that I'm the only one as smart and daring as I am.

Barmaid
Have you ever wanted to spend your days babysitting belligerent drunkards while trying desperately to earn a living? Well too bad, someone has to do it. As a Barmaid you spent your life using both charisma
and brute strength to "persuade" drunkards to follow the rules like everybody else.

Skill Proficiencies: Persuasion and Intimidation


Tool Proficiencies: An instrument or game set, and your choice of one of the following: Brewer's Supplies, Calligrapher's Supplies, or Cook's Utensils.
Equipment: A Barmaid outfit, a weighted club, a flask filled with mead/hard cider, an instrument or game set, and a pouch with 15 gold.

Place of Employment
The type of establishment you were employed at can have a big impact on your life, as well as your future adventures
d4 Specialization
1 You worked in a Tavern, where you met many travellers, and probably picked up another language and preformed many songs.
2 You worked in a Speakeasy, where you found that a knack for deception was a necessary job skill.
3 You worked in a Saloon, were you had to learn how to handle animals
4 You worked in a Village Pub, where some of the locals taught you how to use the tools of their trade

Feature: Plastered Persuasion


After spending years tending to the regular drunkards and new faces in the establishment you work in, you have become an expert at getting what you want from the drunk, the tipsy and the plastered.
Alternate Feature: Hard Cider Sale[edit]
You understand that the more people drink, the more you get paid. Because of this you have finely tuned your art of negotiating a sale. This feature is most effective on the inebriated.
Suggested Characteristics
d8 Personality Trait
1 I understand that sometimes a little bit of flirting goes a long way.
2 Regulars always get the cheapest drinks. New-comers are almost always trouble.
3 Drinking on the job is never a problem.
4 My quick temper can end as many problems as it starts. At least, that's what I tell myself.
5 Sleazebag pervert is one bad comment away from a slap.
6 A jolly smile and cheerful laugh is the best way to start the day.
7 I hate my job and everyone I have to serve.
8 My loyalty to my employer is unmatched.

d6 Ideal
1 Kindness. Service with a smile is everyone's right. (Good)
2 Strictly Business. You get what you pay for and I can't help that. (Lawful)
3 Loose Change. The drunk make easy money for stealing. (Evil)
4 Work Ethic. Hard days work for a hard days pay. (Neutral)
5 Fickle. My time is worth whoever is paying me. (Chaotic)
6 Self-Betterment. I'm working to be the best I can be. (Any)

d6 Bond
1 My employer saved me from a horrible fate. I want to repay him properly
2 The regulars keep money in my pocket and food on my table, they're like family.
3 A great debt keeps me tied to this tavern.
4 I will never forget the name of the adventurer who saved me from a cruel fate.
5 My family has run this tavern for years.
6 I work at a tavern to support my family.

d6 Flaw
1 My bar was raided, which has led to a natural distrust of authority figures.
2 I am a perfect example for why you shouldn't sample your own product.
3 I can never turn down a chance to gamble.
4 I'm willing to try anything to have a good time.
5 A little coin and I will do anything you want.
6 Never leave money out around me.

Battlesmith
Battlesmiths are the undisputed masters of traditional Dwarven martial arts. They originated as simple well-equipped berzerkers to counter the savage assaults of Orcish raiders and warbands. As time went on
though, Battlesmith-driven victories raised their status to something of the Dwarven equivalent to a knight, socially. As Dwarven craftsmanship improved, battlesmiths became a class of people, each one of them
a living symbol of Dwarven warfare.
Many early battlesmiths were more than just great warriors. Some became kings, carving out new holdings for the Dwarven race from the ruins of enemy land. Others became legendary tactitians, conquering
armies with little more than terrified peasants and livestock. Some were great craftsmen, and created fascinating Dwarven weapons, such as the urgrosh. Given this history, many battlesmiths model their beliefs
and careers off the lives of these ancient heroes.
The true power behind the battlesmith is more than brute strength or literal combat prowess, though most have both. Battlesmiths wage war on the minds of their enemies as much as their bodies. They aim to
make the enemy believe they have already lost before a battle has even begun. Early battlesmiths blundered into this tactic when they discovered that simply killing the right orc can turn an army of thousands
into a stampede of fleeing cowards. Making an enemy think they've lost more blood than they have can cause them to pass out from shock alone. As they became more refined, so too did their techniques.
Today, battlesmith is mostly an inherited title, though it is possible to rise into their ranks through impressive military service. Those born into the title carry a heavy burden as they are expected to take on the
responsibilities of their name. Battlesmiths are often the champion of a noble clan, leading the clan's military force, organizing defense of their land, or taking on special tasks presented only to them.
Although almost all battlesmiths are dwarves, a few of other races have learned their ways- mostly elves who fought in ancient wars against orcish armies alongside battlesmiths. Humans have proven to be
impressive battlesmiths, but most dwarves find their loyalties too difficult to discern or too fickle to maintain, and so humans have greater difficulty proving their worth. There are no records of any half orc
battlesmiths, and you would be hard pressed to convince anyone that there should be- the title evolved out of a way of killing orcs after all!

Skill Proficiencies: Athletics, Intimidation


Tool Proficiencies: Your choice of Smith's, Mason's, or Brewer's Tools.
Other Proficiencies:Prestige
Equipment: A metal flask, a set of common or fine clothes, a whetstone, a flask of oil, a letter from your patron, a badge showing your patron's crest, a hammer, 5ft of chain, and a small pouch containing 4gp.

Feature: Champion
You are or were, the champion of a patron, (likely a noble dwarven clan) and a known battlesmith. Your patron may come to you with demands or requests; enemies of your patron may try to buy, manipulate,
or kill you; and you will likely have made some enemies of your own during your career. The life of a battlesmith can be busy, hectic, and complicated, even long after retirement or expulsion. Work with your
DM to flesh out your patron, their enemies, and your personal enemies if you have any.
Suggested Characteristics

Battlesmiths are warrriors first, with a lifestyle revolving around combat. For all of the advantages of this lifestyle, there are many drawbacks, and time can take a heavy toll on the minds and spirits of battlesmiths.
d8 Personality Trait
1 My status as a battlesmith has brought me only bloodshed and sorrow.
2 I am always ready to fight.
3 I am unforgiving or intolerant.
4 I envy the easier lives of commoners.
5 I revere the lives and deaths of even my most cruel and fearsome enemies.
6 I make light of violence and death.
7 I'm never too far from a bottle of alcohol.
8 I speak very little- if even at all.

d6 Ideal
1 Responsibility. My power is a gift not to be taken lightly, and I should avoid seeking out unnecessary conflict. (lawful)
2 Duty. My purpose is the continued peace and safety of my people. (good)
3 Authority. I do as I wish- who's going to stop me? (chaotic)
4 Power. All who oppose me must be crushed under my boot! (evil)
5 Function. This is what I was made to do. (neutral)
6 Purification. I must stamp out evil wherever it may dwell. (good)

d6 Bond
1 A battlesmith saved me or someone close to me, and I strive towards filling their enormous footsteps.
2 My patron clan is everything to me, and I will do whatever I can do to glorify their name.
3 Countless battles have not shaken the faith I have in my allies.
4 I became a battlesmith to defend my home and people from a great evil.
5 My patron has sent me on one final task before I retire. It must be done at all costs.
6 I am in love with either another battlesmith or a hated enemy.

d6 Flaw
1 I find any reason to fight, often attacking enemies when other solutions could have been met.
2 I care more about my weapon, armor, or other possession, than I do about my friends.
3 I have crossed a foreign military force and they have hunted me ever since.
4 I am unwaveringly loyal to my patron, even if my orders conflict with my personal beliefs.
5 I have offended my patron clan, nation, or fellow battlesmiths, and have been stripped of my title.
6 I am actually a terrible coward, willing to do anything to gain glory or power without fighting, and will shy away from a fight if the battle goes sour.

Bloodluster
You are a bloodluster, a warrior that seeks out flesh in battle. You often take souvenirs from those you kill in combat. What kind of things do you take? What made you so bloodthirsty?

Skill Proficiencies: Your choice of 2 from Intimidation, Survival, Atheletics, Religion, Arcana, or Deception.
Tool Proficiencies: Two martial weapons of your choice.
Languages: Two languages that originate from a place you've killed in before.
Equipment: A bone from your (former) worst enemy, a sacrifical knife used to appease bloodthirsty gods, a set of commoner's clothes, and a suspiciously kidney-shaped sack containing 30 gp, 20 of which was
from former enemies.

Background Feature: Savage


Choose one god of choice. This god may not be of the good alignment. Gain proficiency with one weapon of your choice. Once per day, you may add an additional hit dice to your damage roll. An equal amount
of damage is dealt to you. Alternatively, you may gain advantage on one attack roll. These effects do not apply to constructs, undead, or anything that does not spill blood. Your sacrificial dagger gains magic from
your bloodthirst. The dagger may extend to become a longsword at will. Once per day, you may add 1d4 to your attack roll, you taking an equal amount of damage. This weapon replaces a weapon you would
get from your class equipment list.
Background Feature: Praiser
You gain 4 vials of blood. These vials may only be used for the ability shown below. Choose one god of choice. This god may not be of the "good" alignment. You gain two cantrips of your choice from the warlock
spell list. These take up a vial of blood. This sacrifice of blood is taken by the god of your choice. Your sacrificial dagger gains magic from the god of choice. Whenever you reduce a creature to 0 hit points with
this dagger, you kill the creature and a vial is filled. It still has the previous applications of a normal dagger.

Suggested Characteristics
d8 Personality Trait
1 I thirst for battle, and it sometimes shows.
2 When I do combat, I become an entirely different person.
3 I collect bits and pieces of my worst enemies for a souvenir.
4 I will sometimes be so obsessed with killing i will almost kill myself trying.
5 I will do anything to appease my god of choice.
6 I believe my god of choice will someday rule all, and I pity followers of other religions.
7 I'm never able to back down from a fight, or be called a coward.
8 I make my own rules. Rule number one: mess with me and you die.

d6 Ideal
1 Troublemaker. I will do anything to get a kill in. (Chaotic)
2 Murder Within Law. I'll kill, but i'll follow the rules to do it. (Lawful)
3 Guardian. I kill to protect someone/something I love. (Good)
4 Maniac. My god is the only important thing. (Evil)
5 For Fun. I kill for the shits and giggles. (Chaotic)
6 Acceptance. Death comes to everyone. I make it come a bit faster. (Neutral)

d6 Bond
1 I want death for all my enemies.
2 I collect 'souvenirs' from all my enemies.
3 Death appeases my god, so it appeases me.
4 All death is a part of the balance. Predator eats prey.
5 I have to write down the story of almost every kill.
6 All I truly want is my god of choice to communicate and celebrate me.

d6 Flaw
1 I will do anything to kill, often hurting myself more than necessary.
2 I shriek after a kill, to appease my god.
3 I sometimes make gruesome projects out of former enemy parts.
4 Sometimes I will carry too many enemy parts to handle.
5 Killing has become so easy it's a hobby.
6 I will do anything to appease my god, even sacrifice myself.

Bounty Hunter
However fine and noble the world might have seemed at first glance, once you dug a little deeper beneath the facade, a deeper truth revealed itself to you. Conflict and strife are the only real constants in
"civilized" lands, and for you, therein lay the opportunity for profit. As a bounty hunter you had plied your trade well, offering dubious (if effective) services and skills to all manner of client for myriad reasons-
superficial or otherwise. Regardless of the cause, the justification, or the moral impunity associated with locating your mark. Every job finished brought the clink of coin between your purse strings at the expense
of another poor soul fated to endure consequences dire, and often foul.
Though the time spent in this line of work has left you grim and jilted, your reputation for ruthlessness and cunning precedes you. More often than not, you found yourself sought after and petitioned to ferret a
mark, never needing to eke out the work on your own. From the lowly debtor owing the wrong merchant guild, to the misguided runaway offspring of a minor noble, or the thieving murderer eluding the city
guard, none could evade your dogged pursuit, and many more dared not try once your involvement was learned.

Skill Proficiencies: Deception, Intimidation


Tool Proficiencies: Thieves' Tools
Equipment: Ink bottle, a set of traveler's clothes, ink pen, 6 pages of parchment, 4 hunting traps, thieves' tools, 5 rare trinkets from previous bounties (roll on table PHB pg. 160-161), and a belt pouch
containing 30 gold

Feature: Names, Faces, and Places


Though many claim the role of a bounty hunter, few actually excel at the profession save those with a keen eye for observation. Among the adept are those who are truly gifted, having an almost preternatural
talent for anticipating the behavior of their targeted mark. Being among their ranks, you have an uncanny ability to recall specific details of conversation and names you overhear or participate in as it relates to
your bounty, or otherwise see written, even if only for a moment or two. You can also sketch out faces and general locations you've seen with accuracy, possessing exceptional recollection. In addition, you often
effortlessly identify clues when tracking your bounty's movements and disposition that would be otherwise lost on lesser pursuers.

Feature: Contacts and Forgery


As a bounty hunter you have traveled far and wide which has allowed you to have built up a network of contacts and informants that can help you track down your mark. If you are in a town or city where one of
your contacts or informants reside (DM's discretion) you may inquire about information that pertains to your mark for the right price or trade a favor to gain the information (DM's discretion). Additionally you
have trained yourself in creating documents that will allow you to gain entry into areas you would normally not be allowed to enter in order to capture your mark. You can forge documents including officials
papers and personal letters, as long as you have seen an example of the kind of document or handwriting you are trying to copy.

Feature: Ear to the Ground


You are in frequent contact with people in the segment of society that your chosen mark moves through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets,
or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people, places and the political standings of the local area.
Suggested Characteristics[edit]

A bounty hunter's sole purpose is to hunt down people with a price on their head, for grievances ranging from the mundane to the terrible. Those who follow this life can be quiet, taciturn individuals as readily
as they can be savage brutes living not for the pay, but for the thrill of pursuit. Hunters are therefore often as varied in personality as their marks.

d8 Personality Trait
1 I tend to approach conversation with people I've just met as though it were an interrogation.
2 I project arrogance and conceit at times, especially after turning in a troublesome target.
3 I'll accept the help of others with a bounty, so long as they can prove their skill to me first.
4 It needn't be hunting down a mark - I'll chop firewood for an old woman if there's pay involved.
5 I'm not prone to idle chatter, and prefer keeping to myself unless the topic's business.
6 I've a great deal of practical experience from hunting bounties, and can relate to almost any situation.
7 I'm rather adept at games of skill like darts, or five-finger fillet.
8 I frequently move from town to town, eager to pursue new marks and seek new contacts.

d6 Ideal
1 Justice These people have violated the law once. I won't let it happen twice. (Lawful)
2 Wealth The only path to true freedom is having gold enough to do as you will. (Chaotic)
3 Brutality Gold pales to the brilliance of the life draining from their eyes. (Evil)
4 Morality It's not enough to hunt them down. They have to understand what they've done is reprehensible. (Good)
5 Ambiguity This job's just a job, like any other. Nothing personal against my targets. (Neutral)
6 Endurance In no other line of work could anyone expect to test their limits so completely. (Any)

d6 Bond
1 Once a solider, my comrade's grave betrayal forced me from my home, and into this life.
2 Though my friends are few, I owe them my life many times over, and would happily die for them.
3 Horrendous tales and vile rumor destroyed my family's good name, and this path is the only recourse to find the truth.
4 The contract turned sour, and now I find myself yoked to dangerously twisted employers.
5 All my deeds would surely consign me to prison - only by servicing officials do I stay free.
6 Mindless thuggery stole the life of one I cherished, and the price they must pay is one I will collect.

d6 Flaw
1 Sleep, when it comes, is no sleep at all. The time spent tracking marks has left me skittish and paranoid.
2 Not only am I good at what I do, but I love what I do - and I hate myself for it.
3 I refuse to believe anyone can be trusted, and will root through their life until I'm satisfied they can be.
4 At a younger age my actions earned me the brand of a criminal, those mistakes haunting me and my fellows even today.
5 It is only for my own selfish need to be the best at what I do that I abandon my team to bring the bounty in first.
6 Contract or not, I never bring murder bounties back alive. They showed no mercy, and so neither will I.

Variant Bounty Hunter: Vigilante


Standing in contrast to the mercenaries who haul in anyone labelled a criminal for coin are those who target thieves, charlatans, and murderers exclusively - and for no material reward. Vigilantes are as often
soldiers dumbstruck by newly-found social decay and corruption whence they return home from war, as they are wealthy citizens with a penchant for martial prowess an and axe to grind against their city's seedy
underbelly for a past, personal transgression. As a matter of course, a particularly zealous vigilante may come into conflict with a bounty hunter, deeming her as guilty of violating the law as any brigand skulking
about an alleyway. If you indeed wish to be a vigilante, select the Crime Doesn't Pay feature outlined below instead of the Names, Faces, & Places feature above. Living a life of vigilantism means that you will
always be on the lookout for criminal activity, especially so if you're within the boundaries of a town or other settlement you claim as your home. The promise of payment never sways your decisions in whom
you target, and you hold yourself to a higher code than your capricious counterparts - you consider it preferable to turn your marks over to the appropriate authorities instead of harming them.
City guard and militia are likely to turn a blind eye to your unsanctioned activities unless you cross someone in their rank, be they corrupted, prideful, or otherwise. Additionally, as your reputation grows, you
will gradually earn the accolades and support of the common people who find their streets safer, and petty thugs less inclined to hold them at knife point over a few coins. At the same time, organizations and
individuals accustomed to using their coffers to help guide a settlement's definition of "criminal" (such as a merchant house, corrupt council member, and the like) will gradually grow to resent and perhaps lash
out at your burgeoning reputation.

Variant Feature: Crime Doesn't Pay


Pulling from your prior experiences as a soldier, mercenary, or even an extensive time living the life of a vigilante, you have the skills needed to wage a kind of psychological battle against the criminal elements
of society. When interrogating someone to glean information about the location, motive, or operations of their superiors, they will easily buckle under questioning and often times readily give up sensitive
knowledge without the need to press further. Any promises you may make concerning their fate in exchange for information you are not obligated to keep, short of killing them.You can coordinate this information
with any authority in a city you're on amiable terms with, be it the guard or militia, your own old military unit, or even a sympathetic temple's leadership, provided that temple maintains soldiers of their own.
In addition, replace the Deception proficiency in the skills list above with Stealth, and substitute the hunter's traps and bounty trinkets with a magnifying glass and a set of manacles.

Butler
As a servant to a noble or a high ranking family, you spent your time as their faithful retainer. Your daily chores might have included laundry, helping others dress, cooking, taking care of animals, gardening,
mending worn out clothes, cleaning, playing with kids as a babysitter, shopping, and other tasks given by your master. The people you served under became your family, something very close to you. Your own
family might be deceased, or you might be a part of a servant ancestry with a long tradition of working under your master's family.
Your life might not have been eventful, or interesting, but that will change soon. Right now you are called somewhere else, towards adventure. When picking this background, ask yourself why you decided to
take a detour from a simple life you led so far? Perhaps you were forced to by something? What were the circumstances of you becoming a butler? How much do you know about your biological family? Is service
to your master the only way to satisfy you in your life? Were you always diligent in your work? Perhaps you were always planning on leaving your master behind along with your profession? When choosing this
background you gain the following:

Skill Proficiencies: Investigation and Persuasion


Tool Proficiencies: Cook’s utensils
Languages: You can optionally pick two additional languages from Dwarvish, Elvish, Gnomish or Halfling. It must be the same languages your master is able to speak.
Equipment: A fine butler's suit (equivalent to Fine Clothes), a signet ring given to the servants of the family you worked at and a pouch containing 10 gp.

Relation with Master


What was your relationship with your master from when you were a butler?
d8 Relation with Master
1 I was always happy to see master's face, and I always tried to ease his or her mood.
2 My master was a good person, albeit greedy. I never had the money or time to spend it on the things I wanted.
3 My master treated me as nothing more than his or her servant. As long as I was doing my job properly I never got scolded.
4 My master always asked me to perform the most difficult tasks. I wish he or she would understand how hard this work was.
5 According to my master, I never understood my position. Many times I suffered physical abuse, after which I sometimes plotted to murder him or her.
6 I secretly fell in love with my master, but I never confessed my feeling towards him or her.
7 My master always tried his or her best at prohibiting me from social interactions. I had to cleverly lie about my relations with others.
8 I want to become just like my master. I openly idolize him or her, even if my master never acknowledged that.

Feature: Butler's Profession


As a long servant to your family, noble or high ranking people will recognize your origin. They might be willing to listen to you, if your family had any connections with them, but they also might be reluctant to
trust you. As a servant to your family, whenever former or present, you are still seen through their reputation.
Additionally, your expertise and heritage is useful in the eyes of your potential employers. You should be able to find a job that involves your profession easier.

Suggested Characteristics
Being a butler doesn't mean that you didn't have a personality or a life of your own. Pick the ones you find pleasing and fitting for your character or roll for them. You should only pick one from each table.
d8 Personality Trait
1 I am always cheerful, thinking about what I am going to do tomorrow.
2 I enjoy peaceful music and relaxing downtime activities.
3 I'm only glad when the work is over, it is the only time when I can finally doze off.
4 I live my life day-to-day, I can't imagine changing anything.
5 I am a perfectionist. I always push myself to my limit when I'm working or doing something.
6 I am confident in my own skills and I will do what I want, even things that would hurt my master indirectly.
7 I have many goals and dreams I want to achieve, but I am not sure which are the ones I want to pursue.
8 I respect my master more than anyone in the world. I always try to mimic his or her pattern of speech and demeanour.

d6 Ideal
1 Diligent and honest work is the key to making society a better place, a one big family where everyone helps each other.
2 People are born to serve others, or to serve something. Order of that must be preserved.
3 Those that abuse and exploit others should suffer the same, just like I did.
4 You can only do so much, but even if the task seems impossible, the first step is more important than the journey.
5 There is no use crying over spilled milk, that's why I think people should always move forward.
6 I sincerely believe that lies and deceit is the only way to make sure a person can be respected by others.

d6 Bond
1 I always try to help and accept requests from others because servicing others reminds me of my family.
2 I hated the place I was forced to work at. I want to ran away from my previous life as far as I can.
3 Even if I am just a butler, I want others to see me as someone different than a servant.
4 I'm fed up with being a tool. Rather than serving others, I want to make others serve me instead.
5 I will only listen to what my master has to say and do anything I can to execute his or her orders.
6 I want to learn more about my real family, wherever they are, their past is shrouded by mysterious oddities.

d6 Flaw
1 I can't help that I am naturally clumsy and I was never good at my work.
2 I always complain about everything because I find work boring.
3 I'm always secretly jealous about something others have that I don't.
4 I can't prevent myself from prying into other people's secrets.
5 I can never remember where I put stuff away and I'm always forgetful about fine details.
6 I was always poor, until I found out how easy it is to steal. Kleptomania is something I want to suppress.

Chief guard
Why did you decide to become a guard? Do you come from a family of guards?

Skill Proficiencies: Investigation and insight


Languages: Any two
Equipment: Gold badge which has the magic mouth spell cast on it, set of common clothes, halberd

Features: You are an enforcer of the law and as such have special status in your region.You can command lower ranking guards to carry out orders as long as they are not suicidal and are within the law.
Campaign settings(For DM):The player must patrol and carry out missions for the region to keep being employed, Any money that the player gets as a fine or as tax should be reported back to the local garrison
so that it can be kept there.The player may decide to keep it for themselves but they do have to bring in a certain amount of money from taxes and fines to not raise suspicion and keep their job.You may
decide to create laws for your setting which the player can enforce.

Suggested Characteristics
Chief Guards end up in their line of work for all manner of reasons so their personalities and flaws are often as varied as the citizens they protect.
d8 Personality Trait
1 I am always polite and respectful.
2 My friends know they can rely on me no matter what.
3 Breaking up a brawl is the fun part of my day.
4 I can stare down a hell hound without flinching.
5 I enjoy being strong and able to protect others.
6 My language is as foul as a bug-bear.
7 I like the night patrols best, very peaceful or very not.
8 I like gate duty best.

d6 Ideal
1 Our lot is to lay down our lives for others. (Good)
2 I must do as the city rulers command to keep order. (Lawful)
3 I must do what is right for the city despite orders. (Chaotic)
4 People will always do as I say with force. (Evil)
5 There will always be crime, or there are no guards. (Neutral)
6 I love my city, and I will do anything to protect it. (Any)
d6 Bond
1 It is my duty to protect the city and its citizens.
2 My fellow Guards are my brothers/sisters in arms.
3 Someone saved my life on patrol, and I still owe them to this day.
4 My honor is my life
5 I will never forget or forgive the crime lord who killed my fellows.m
6 I fight for those who cannot fight for themselves.

d6 Flaw
1 I made a mistake once, and it cost a lot of lives.
2 My hatred for raiders is blinding and furious.
3 I obey the law even when it serves no good.
4 I can be bribed easily; a few gold here, please...
5 I care only for my own authority.
6 I will never let injustice pass me by.

Cattle Rustler
You lived in the shadows, raiding farmers and shepherds in the dead of night. What made you choose this path of crime? Did you notice the abundance of unprotected livestock around you? Did you notice you
had a certain knack for smuggling animals in the darkness? Cattle Rustlers are stealthy and quiet, they operate unseen and unheard.

Skill Proficiencies: Stealth, Animal Handling


Tool Proficiencies: Thieves tools
Languages: One of your choice
Equipment: Black cloak, Hempen Rope (50 feet), Chain (20 feet)

Feature: Animal Affinity


You find that you have a certain affinity with all animals. You find it easy to communicate with them and understand how they are feeling. You are especially good at calming wild animals you encounter,
possibly preventing an attack on your party.

Alternate Feature: Quick Getaway


You always know the quickest escape route out of any building, should things turn south.

Suggested Characteristics
d8 Personality Trait
1 I am constantly observing every corner of my surroundings, especially when in unfamiliar territory.
2 I never settle for an unfair price and I am willing to haggle for hours.
3 I never panic, even when outnumbered in a fight.
4 I've never been caught, which makes me cocky.
5 I often act on my instincts
6 I have little patience when forced to work with others.
7 If I cannot see someone, I assume they are trying to attack me from behind.
8 I cannot sleep without having a weapon nearby.

d6 Ideal
1 Charity. I never steal from people who cannot afford it. (Good)
2 Domination. People should protect what they own, they deserve to be stolen from. (Evil)
3 Solitude. I don't rely on anyone else, just the way I like it. (Chaotic)
4 Equality. Things would be easier if everyone could share their wealth. (Chaotic)
5 Respect. I never steal livestock from people who share their wealth with the needy. (Lawful)
6 Harmony. People should treat animals with more respect (Any)

d6 Bond
1 I owe my talents to my mentor, who taught me everything I know.
2 I never use another man's weapons, and I never let anyone else touch mine.
3 I often return to my home town, donating some of my wealth to help the poor
4 My ex-partner turned himself in so I could escape the authorities. I owe my freedom to him.
5 My horse is my closest companion, I would kill to protect her.
6 I stole from a powerful noble. He has set a bounty on my head.

d6 Flaw
1 I always leave a calling card at the scene of the crime.
2 I underestimate other people's intelligence.
3 I run away if the fight turns against me.
4 I view myself above the eyes of the law.
5 I am hesitant when delivering the killing blow.
6 I am suspicious of mundane surroundings.

Changeling
The further human civilisation expands, the more people are forced to coexist with primal forces from the dawn of time. Be they mischievous elves, wrathful fiends, or creatures from beyond the material plain,
these entities are well documented for snatching children who wander into the forest, sleep too soundly, or misbehave. Often, they leave behind replacements. These replacements are otherworldly children
who take their place in society, and reap the benefits of being human. You aren’t human, but people think you are. You’ve lived most of your life as a human, and that isn’t likely to change any time soon.

Skill Proficiencies: Insight, Survival


Tool Proficiencies: Special (see Human Parents below)
Languages: One of your choice. In addition, you may forego one of the languages offered by your race (other than common) to learn one additional language.
Equipment: One set of traveller’s clothes, a trinket that reminds you of your former life (a broken hilt with Elvish script, a necklace made of various holy symbols, a broken demon’s horn, or a glass orb that
replicates yesterday's weather inside itself), and a belt pouch containing 15gp.

Changeling origin
Think about how your character became a changeling. Why were you chosen by your original people to be sent into the human world? How did your human family come into contact with these people? Does
your character even know that they are a changeling? You can roll on these tables to get inspiration for your character. Bear in mind, however, that the circumstances that give rise to changelings are as
infinitely diverse as the changelings themselves, and as such some of these traits may contradict one another.

Otherworldly Races
Every changeling initially belonged to a culture of otherworldly significance. Choose a playable race that fits this archetype or roll on the table below:
d4 Culture (And Player Race)
1 Fey (Elf)
2 Fiends (Tiefling)
3 Celestials (Aasimar)
4 Elementals (Genasi)

Exodus From Your Original realm


d6 Otherworldly Exodus
1 My people no longer wanted to raise me. I was sent to live as a human as a punishment.
2 I volunteered to be assimilated into human society in order to sate my own curiosity.
3 My realm was dying. I was sent away to survive.
4 War was looming on the horizon. I was chosen to spy on the humans.
5 My people feared the humans, but wished for peace. I was meant to be an ambassador.
6 My people wished to steal a human child without arousing suspicion.

Human Family
d6 Human Parents (And Tool Proficiency)
1 My parents were simple farmers, toiling away in the shadow of an enchanted forest. (Land vehicles)
2 My parents were researchers who got too close to an otherworldly power. (Choose 1: navigator's tools, cartographer's tools)
3 I had no parents. I was raised in an orphanage. (Thieves' tools)
4 My parents were villagers who angered a powerful warlock. (One type of artisan's tools)
5 My mother was barren, and made a pact with an otherworldly entity to be given a child. (Alchemist's supplies)
6 My parents were caravaneers, who often found themselves crossing uncharted areas. (Choose 1: land vehicles, extra language)
Feature: Assimilation
Feature: Assimilation Whatever your race truly is, it doesn’t matter to people around you. You present as a full human. The illusion is so good in fact, that even you may not realise who you truly are. There are
few, if any, physical indications of your true heritage, and the way you behave may or may not be a giveaway, depending on how much of your life you spent as a human. Due to your outsider’s perspective, you
also have a slight edge when determining if people are who or what they claim to be, so long as you have a point of reference for how the thing they claim to be should act.

Variant: Non-Human Changeling


While most changelings are forced into the lives of humans, a few have been known to target other mortal races. You might have been raised as a dwarf, or a member of one of the monstrous races, for example.
If you choose to do this, change the assimilation feature to match the race you choose, and choose one of the languages that that race speaks. You may also want to work with your Dungeon Master to come up
with a replacement for the proficiency granted by the Human Family.

Suggested Characteristics
Personality Traits
d6 Personality Trait
1 My tastebuds are not arranged like a human’s. I often gag when eating human delicacies.
2 Everybody I meet thinks I have a strange obsession with a particular otherworldly race.
3 I think human cities are hideous, even though I have nothing to compare them to.
4 I frequently treat my friends to lengthy moralising lectures based around my (very unusual) values.
5 I get bored very easily. I can’t handle a day without adventure.
6 I have inherited the godlike confidence of my otherworldly kin.

Ideals
d6 Ideal
1 Diplomacy. I have been given the opportunity to bridge the gap between two peoples. I must not waste it. (good)
2 Superiority. I have no respect for humans. I will take what I want then return to my true people. (Evil)
3 Assimilation. I feel obliged to follow the customs of my adopted culture to the best of my ability. (Lawful)
4 Pride. I flaunt my otherworldly origin at every opportunity. Anybody who doesn’t like it can go kiss a fire elemental. (Chaotic)
5 Fairness. I try to balance my two loyalties as best I can. (Neutral)
6 Apathy. I don’t care who I was in the past. I just want to get on with my life. (Any)

Bonds
d6 Bond
1 I watched my children die of old age. No parent should have to go through that.
2 I was disowned and outcast when my secret was discovered.
3 I am usually accompanied by a messenger from my original realm. Only I can see it, and it guides my morality.
4 When I first joined the human world, I had no idea how to behave. The townsfolk thought I was possessed, but a kindly old sage convinced them that he could fix me. I owe him my life.
5 I have a great many siblings, and every one of them behaves more like a changeling than I do.
6 I often wonder what happened to my human double.

Flaws
d6 Flaw
1 I secretly worry that everyone who finds out who I really am is plotting to kill me.
2 I can’t help thinking of humans as strange or inferior.
3 No matter where I go, I never feel like I belong, and I fear I never will.
4 Where I come from, morality and ideals are unyielding juggernauts. I don’t understand the complexity of this world.
5 I often don’t understand what people say. They usually have to repeat themselves multiple times before it suddenly hits me.
6 I hate the fact that I look like a human. It feels wrong.

Child of Ares
This background is a more balanced and specific revision of my previous work, Godspawn
Few mortals can claim to be a demigod. But fewer still can claim the parentage that you possess. Your mother was courted by the mighty god of war, "Insert D&D god". Together they sired you, a true child of a
War God itself. Do you strive to earn his respect through bloody battles with a weapon in hand? Or do you seek independence as a mage, or even more drastic, a pacifist? Do you hope to one day battle at his
side? Or do you crave the chance to clash your steel to his in an epic battle between father and child?

Skill Proficiencies: Intimidation, Perception


Weapon Proficiencies: Simple and Martial Weapons
Equipment: Any simple melee weapon (a gift from your father which has a unique look), a set of bone dice or a deck of cards, common clothes, and a pouch containing 15 gold.

Feature: Call to Arms


Due to the battle instincts from your father or mother, you find it easier to rally others to your cause. Whether commoners or soldiers, those around you feel more inclined to accompany you into battle against
your foes. The more likely the victory, the easier it becomes to convince others to fight at your side.

Alternate Feature: Soldier's Sanctuary


You know the location of all army camps and outposts in the land and can seek refuge at any one of them due to your parentage. You must be in good standing with the particular division and are expected to
earn your keep by doing such tasks as helping the smithy or even participating in battles. If you are in particularly high standing with the division, they may supply you and your party with food and water, and
perhaps even surplus weaponry or armor.

Suggested Characteristics
You may use these characteristics or use your imagination.
d8 Personality Trait
1 I constantly feel the need to impress those around me.
2 One day, my father and I will battle side by side in a battle of blood and glory.
3 I yearn for the day I lead my own army into battle as general.
4 I may have a god of war for a father, but I denounce unnecessary violence.
5 I may not swing a sword well, but I can burn your face off with a fireball.
6 This world is mine to conquer.
7 I train so I might one day duel Father and win his true respect.
8 War is all I know. Peace is a scary idea to me.

d8 Ideal
1 Discipline. An army without discipline is like a sword with no edge. (Any)
2 Order. I do not question the authority of my commanding officer, as those below me do not question mine. (Lawful)
3 Pacifism. Battling for peace is like screaming for silence. (Neutral)
4 Wrath. All those that stand in my way will taste my blade. (Evil)
5 Honor. I will bring honor to my regiment, my father, and my land. (Good)
6 Frenzy. Every second spent developing a plan is another second the enemy has to ready their defenses. (Chaotic)
7 Nonconformity. Not every Child of Ares has to be a sword swinging brute. (Any)
8 Duty. It is my responsibility to ensure the safety of those I care for. (Good)

d6 Bond
1 My regiment is the only family I need.
2 I still care deeply for my mother, and will do anything to protect her.
3 My weapon is my best friend; only friend I need.
4 I care about those who are orphans of war.
5 I see any mortal as beneath me, for I am the child of War itself.
6 I have a favorite drinking buddy who was also my childhood friend.

d6 Flaw
1 I often charge into battle without a plan.
2 I tend to mourn the loss of my comrades a bit too much.
3 When I get hurt, I tend to fly into rage; wildly attacking whatever hit me.
4 I believe I am too strong to die; and so tend not to heal myself.
5 Father sees me as a failure due to my ways.
6 I care only for myself in battle, rarely aiding comrades.

City Guard
City Guards come from all walks of life, whether they be born into it, a retired solider or mercenary, a reformed criminal or perhaps just your average citizen in need of a job. They form the back bone of law and
order but also form an effective fighting unit in the event of a siege or bandit raid. Garrisons vary wildly depending on location and culture. Some are the perfect aspiration of honor and justice while others are
little better than enforcers for the local ruler. Important things for a City Guard to consider are: How did you end up a guard? What city are you from? Why did you leave? What was your garrison like?

Skill Proficiencies: Athletics or Acrobatics and Insight or Investigation


Tool Proficiencies: Musical Instrument - Horn
Languages: Choose one Standard Language
Equipment: Instrument-Horn, a set of common clothes, City Insignia on a necklace, pair of shackles and 2 keys, Guards Cloak and a belt pouch containing 10gp
Guardsman
During your time as a guardsman what duties did you most frequently carry out.
d6 Specialization
1 Wall Watchman
2 Gate Guard
3 Palace Guard
4 Street Patroler
5 Guard Officer
6 Dungeon Warden

Feature: One of the Guard:


When in a city or town you can always find food and a place to sleep with the local guards garrison. The local Guards will be hesitant to start a fight with you and are likely to come to your aid in a fight, the guards
will also believe you except in the face of overwhelming evidence or under the command of a superior. For this effect to apply you must be in a city that you would fit in as a Guard, this is decided by the DM.

Suggested Characteristics
City Guards end up in their line of work for all manner of reasons so their personalities and flaws are often as varied as the citizens they protect.
d8 Personality Trait
1 I am always polite and respectful.
2 My friends know they can rely on me no matter what.
3 Breaking up a brawl is the fun part of my day.
4 I can stare down a hell hound without flinching.
5 I enjoy being strong and able to protect others.
6 My language is as foul as a bug-bear.
7 I like the night patrols best, very peaceful or very not.
8 I like gate duty best.

d6 Ideal
1 Our lot is to lay down our lives for others. (Good)
2 I must do as the city rulers command to keep order. (Lawful)
3 I must do what is right for the city despite orders. (Chaotic)
4 People will always do as I say with force. (Evil)
5 There will always be crime, as sure as there will be guards. (Neutral)
6 I love my city, and I will do anything to protect it. (Any)

d6 Bond
1 It is my duty to protect the city and its citizens.
2 My fellow Guards are my brothers/sisters in arms.
3 Someone saved my life on patrol, and I still owe them to this day.
4 My honor is my life
5 I will never forget or forgive the crime lord who killed my fellows.
6 I fight for those who cannot fight for themselves.

d6 Flaw
1 I made a mistake once, and it cost a lot of lives.
2 My hatred for raiders is blinding and furious.
3 I obey the law even when it serves no good.
4 I can be bribed easily; a few gold here, please...
5 I care only for my own authority.
6 I will never let injustice pass me by.

City Worker
Every city has tedious, dirty jobs that need to be done. You do those jobs for little pay, and are often ignored or looked down upon by others.

Skill Proficiencies: You are proficient in Perception and Stealth.


Tool Proficiencies: One gaming set.
Languages: You know Thieves' Cant.
Equipment: A broom, a shovel, a hooded lantern, common clothes, and a pouch containing 5 gp.

Job
The city pays you to perform menial labour. Choose your job or roll on the table below.
d6 Job
1 Lamp lighter
2 Street cleaner
3 Postal worker
4 Gong fermer
5 Knocker-upper
6 Gravedigger

Feature: In the Background


People have a tendency to ignore you. You can utilise this to slip into crowds or hide in plain sight. Also, people are less likely to suspect you or question your movements.

Suggested Characteristics
Ignored and shunned because of your job, the excitement of adventure or the notoriety of a life of crime has always appealed to you. People don't often choose to be gong fermers or street cleaners, so you
probably have very little choice when it comes to your employment. Still, you get by somehow.

d8 Personality Trait
1 I tend to look on the bright side.
2 I get lost in my daydreams often.
3 I believe it's better not to do something than to do it badly.
4 I'm full of stories about random people I've seen.
5 I'm zealously proud of my town.
6 I resent those with more money than me.
7 I'm a misanthrope—if people treated you the way they treated me, you would be too.
8 I keep my personal life separate from my work life.

d6 Ideal
1 Ambition. I'm going to work my way up until I'm living the life I want. (Any)
2 Opportunity. My job gives me many criminal opportunities. (Evil)
3 Duty. Someone's got to do what I do. (Lawful)
4 Justice. When I see someone getting hurt, I have to help. (Good)
5 Personal Freedom. If I hurry, I have more time to myself. Who cares how badly I did my job? (Chaotic)
6 Money. I do my job because I need the money. I would jump ship if a better offer cam along. (Neutral)

d6 Bond
1 My boss has been taking money out of my pay. One day, I'll get him back.
2 I have a workmate who disappeared.
3 I have a criminal contact who pays me for any information I pick up.
4 The local noble never passes up the chance to sneer at me.
5 I'm friends with a clerk who's trying to get me a better job.
6 There's a person who stops to pity me every time they see me. They are so condescending.

d6 Flaw
1 I try to inconvenience those I dislike.
2 I'm too passive. I do whatever people tell me.
3 I have trouble keeping my anger in check—it's cost me more than one job.
4 I would kill for a better job.
5 I perform my duties poorly, if at all.
6 I was the one who vandalised the noble's manor—if they find out, I'm dead.
Clone
You were created by the clone spell- a work of necromantic magic that is normally used to escape death. However, before your original died, your container was disturbed, and you awoke with all the memories
of the original up to the moment you were awoken. Your original has not died yet- they are still out there in the world, and you have a thorough understanding of who they are and what their objectives are.
Perhaps you have only recently awoken... or maybe you have been in this world longer than that? Did you emerge from a vat or chamber that you were created in, or was there some other means that you were
created by? Did you know the person that you were created from, or have the two of you never met, or do you even realize they're still alive? Do you know who created you? Was your creator also the person
you are cloned from? What purpose were you created for? Will you seek out your creator or are you happy to never know the person that shares your face? Do you think you have a real soul, or are you just
some mistake of arcane magic gone awry? What do you think will happen when your original dies- will your life be overwritten by their soul as the spell intended?

Skill Proficiencies: Arcana and Medicine


Tool Proficiencies: Herbalism Kit
Languages: One of your choice
Equipment: Two trinkets from the trinket table that you took from the original you, a set of common clothes, and a small pouch with 15gp.

Purpose
Why were you created as a clone?
d6 Purpose
1 To serve as a body double in dangerous situations.
2 To replace the original person after a secret coup or assassination.
3 To carry on the legacy of the original.
4 For spare parts, in case the original was ever grievously injured.
5 To be part of a clone army.
6 To satisfy the desires or needs of someone that could never be with the original.

Feature: Mistaken Identity


Being a perfect copy of someone has its perks. Anyone who knew your original will initially think you are them. They will treat you as your original and, if convinced of that identity, allow you access to all that
your original would have had access to. If you fail to impersonate your original, the person may become aware of the deception, and fear you are a doppleganger, disguised spy, illusionist, polymorphed monster,
or some other horrid thing. This mistaken identity may also work against you at times, as any enemies of your original will also believe you to be the original unless convinced otherwise- and even then they may
still dislike you. Work with your Dungeon Master to create an NPC representing your original, and their memories. Choose a background for them; you may utilize that background feature as you wish, but
background features which rely on your interaction with NPCs will only be effective if you can successfully impersonate your original.

Suggested Characteristics
d8 Personality Trait
1 I'm always paranoid that I'll see my own face in the crowd.
2 I am constantly asking questions of new people I meet. They might know more about me than I do!
3 I try to stay out of the spotlight, or else people might look too closely.
4 I frequently have odd feelings of déjà vu when engaging in new things or meeting new people.
5 I feel like those around me are hiding things they know about me.
6 I indulge in any new experience that is offered to me.
7 I am fascinated by birth and childhood, having never experienced it myself.
8 I frequently draw self portraits of myself or gaze into the mirror.

d6 Ideal
1 Make It Count: I need to make the most of this life I was given and make a positive mark on the world. (Good)
2 Stolen Identity: You say that this castle belongs to me-I mean, it's great to be back home! (Evil)
3 Purpose Fulfilled: I need to find my creator and carry out my purpose. It's what I was made for. (Lawful)
4 Co-Exist: All I want to do is make my own way in the world. I don't care how, I just want to live. (Neutral)
5 Experience: I never got a chance to do that before! I'll need to try it out. (Chaotic)
6 Only One: A face as nice as this one shouldn't be shared...I'll need to do something about that. (Evil)

d6 Bond
1 I desperately want to meet the person I am a copy of.
2 I was never supposed to be alive. I need to make certain no more like me are ever created.
3 I have flashes of memories that don't belong to me and I use them to guide me in my actions.
4 I hold all the people who think I'm the original dear to my heart, even though I have no real connection to them.
5 I work harder than most people, as I feel I need to prove my right to exist.
6 There are people looking for me and I will do what I need to avoid them.

d6 Flaw
1 I enjoy acting in a way I know is in opposition to the original.
2 I secretly believe that I am the original and not the clone.
3 I lie that I am a twin whenever confronted with the reality of my existence as a clone.
4 I believe that I am far superior to the original.
5 I lose all focus on other tasks when information about my original is available.
6 I will go out of my way to get recognized, if I haven't been recognized in awhile. Just to keep things interesting.

Combat Medic
War has happened many times in your life and armies always need someone to fight, someone to help save troops that are wounded and somebody to pray with them. Your family's history has inspired you into
learning the medical field and combat. You trained as a youth, studied survival techniques, studied the use of weapons and armor, and studied ways of keeping people alive. You might have been a medic for an
army or a freelancer medic for mercenary companies. You're primarily responsible for providing emergency medical treatment, protection, and evacuation from a point of injury or illness. You help keep your
comrades alive and fight off the enemies as well. Not only do you keep your comrades alive but you take care of them after injury and help boost moral by keeping them company, hearing their worries and giving
them telling them inspirational stories from religious scripts.

Skill Proficiencies: Medicine, Athletics Tool Proficiencies:


Tool Proficiences: healers kit, Vehicle (Land).
Lenguajes: one of your choise.
Equipment: Healers kit, soap, lamp, common clothes, blanket, a roll of bandages, a pouch containing 10 gp, and an insignia denoting your role as a medic.

Speciality
During a your time as a medic, you handle your job in different ways in your unit or army. Roll a d6 or choose from the table.
d6 Specialization
1 Surgeon
2 Nurse
3 Doctor
4 Battle Medic
5 Assistant
6 Supervisor

Feature: Health Care Specialist


You are a medical soldier and spiritual advisor, who heals the heart mind and body. Did you extract arrows or prepare healing herbal brews? Were you sent out onto a battlefield to retrieve wounded soldiers?
Perhaps you had to fight to defend yourself. Either way, both sides respect and take comfort when they see your distinctive uniform coming over the battlefield towards them. Wherever you go, you are welcomed.
Soldiers of all ranks and villagers alike will come to you with their wounds, illnesses, and to seek spiritual guidance (as long as similar alignment, values). If you help others, they will help you; this will provide you
with contacts and allies others don't have. In "civilized" warfare, it is often considered a war crime to attack a combat medic.

Suggested Characteristics
As medic war never changes but it can change you. You may stay sane or go insane from combat or from the sight of the injured people.
d8 Personality Trait
1 I'm respectful and polite
2 I will never give up
3 Danger will not stop me from helping
4 I'm haunted by memories of people I couldn't save
5 I enjoy fixing things
6 I have a sense of humor... sometimes odd
7 I have many stories of seeing serious injuries
8 I'm quick to make new friends

d6 Ideal
1 Responsibility: We will save lives no matter the cost (Lawful)
2 Greater Good: We will sacrifice our lives if needed (Good)
3 Independence: We are not judges, our job is to save lives (Neutral)
4 Soldier: Sometimes to save a life, you must take a life (any)
5 Solo: Sometimes it's not worth risking my life for yours (Evil)
6 Judge: Listen, I'm the one who will decide if you live or not (Chaotic)
d6 Bond
1 I will risk my life to save another
2 I will never leave anyone behind
3 The safety of my patients is my priority
4 I fight for those who cannot defend themselves
5 My family medical experience inspired me to save lives
6 My job is my life

d6 Flaw
1 My hesitation cost many people their life
2 The injuries i've seen have haunted me
3 I will never forgive the enemy, even after it's all over
4 Sometimes I prefer to work alone
5 I can never get along with comrades that I dislike
6 I have no respect to anyone until they have proven themselves

Confederacy of Feuding Houses


You understand the value of family and bloodline above all else. You grew up in a realm splintered into dozens of factions, each one vying for power and wealth. You learned to watch for hidden daggers and
poisoned food at an early age, and your first lessons taught you how to read people and manipulate them for your family’s benefit. Perhaps you belonged to a lesser house, forced to serve a larger and more
infamous family. Or you could have belonged to one of the great houses, living a life surrounded by both luxury and the constant threat of betrayal. Regardless, you understand the complexities and allure of
courtly intrigue.

Skill Proficiencies: Deception, Persuasion


Tool Proficiencies: Forgery kit, poisoner’s kit
Lenguage: two of your choice.
Equipment: A steel mirror, a signet ring (with hidden compartment), a set of traveler’s clothes, a dagger, and a belt pouch containing 15 gp

Feature: The Black Market


When you enter a town or city, you only need a few conversations with locals to find the best dealers in illegal goods and services. Whether you want to buy poisons, hire an assassin, or purchase classified
information, you can uncover whom to talk to, where to go, and how best to approach them.

Suggested Characteristics
A citizen who lived his life among the feuding houses may prove slow to trust and difficult to decipher. When they speak, they seem incapable of giving a straightforward answer. Although these folk appreciate
the value of allies and friends, they understand the dangers of lowering one’s defenses. They guard their words and actions, even around friends.

d4 Personality Trait
1 I don’t like leaving my back exposed in public places.
2 Until I know someone, I watch them for signs of betrayal.
3 I try to uncover the secrets of both friends and enemies. Such information always proves invaluable.
4 I’m constantly searching for an angle or leverage over everyone I meet.

d4 Ideal
1 Respect. Never forget your place, and make certain your inferiors remember theirs. (Lawful)
2 Family. Nothing is more important than family. I would die for them, and I would kill for them. (Any)
3 Knowledge. Never enter a fight or negotiation without proper information, and always have an escape plan. (Neutral)
4 Vengeance. If you hurt my friends or family, your parents will wish you were never born. (Evil)

d4 Bond
1 I escaped an arranged marriage, so now two furious families and one determined betrothed hunt for me.
2 I’ve lived my life serving others. Now I seek the freedom to make my own choices.
3 I will return my family to its rightful position of power, and punish those who forced our downfall.
4 I must atone for the crimes I committed in my family’s name.

d4 Flaw
1 Lying comes naturally to me. I struggle to tell the truth, even when I want to.
2 When someone slights me, I always repay the favor.
3 I failed my family in every possible way, and now they seek my destruction.
4 I don’t mind using my allies as bait, with or without their approval.

Cook
You once were a chef, the king of food. Either you were an artisan chef with a fine sense of taste, a master chef who knows dozens on dozens of recipes by heart, or a cook at the mess hall, serving food quickly
and on the double. You understand that food has a voice; it can express moods with the right combinations of ingredients, or bring people together with a peaceful meal. What brought you out of the kitchen? A
rare ingredient? Maybe your upper chef decided it was time for you to go? Or, maybe, you wanted to go on an adventure to diversify you recipe book? Regardless on why you decided to change pace from your
culinary solitude, your cooking and food handling skills will prove vital to an adventuring party. You may even find food where most people don't!

Skill Proficiencies: Insight, Performance


Tool Proficiencies: Cook's Utensils
Languages: A standard language of your choice, from which you derive your cullinary terminology and techniques.
Equipment: A mess kit, a bottle of cooking oil, a spice kit, several recipe books, a tinderbox, an iron pot, costume or fine clothes, an electrum spook, and a belt pouch containing 5gp.

Brigade de Cuisine
Brigade de cuisine, (kitchen brigade in Common) is a system of hierarchy found in restaurants and hotels employing extensive staff, commonly referred to as "kitchen staff" in common-speaking countries. This
structured team system delegates responsibilities to different individuals who specialize in certain tasks. You can alter these titles to suit your language choice for this background.

d6 Specialization
1 Chef de Cuisine or Sous Chef, Manages the kitchen and its staff. The Chef de Cuisine is typically authorised to write and alter the menu, while a sous chef is just a manager.
2 Chef de Partie, Manages a partion of the kitchen staff if the team is very large. Examples include Rôtisseur (roast cook), Entremetier (entrée preparer), and Pâtissier (pastry cook). If they do the
work themselves, they are called a demi-chef.
3 Cuisinier, An cook in an independent position which requires no team or division of oversight, so are generally superior to cuisiniers de parti, but subordinate to all chefs. Examples include,
Saucier (saucemaker), Poissonnier (fishcook), Boucher (butcher), and Communard (Kitchen staff meal cook).
4 Cuisinier de Parti, A subordinate to a chef in a particular area of the kitchen. The Grillardin (grill cook) and Friturier (fry cook) answer to the Rôtisseur. The Potager (soup cook) and Legumier
(vegetable cook) answer to the Entremetier. The Confiseur (candy maker), Glacier (frozen desert maker), Décorateur (desert decorator), and Boulanger (baker) answer to the Pâtissier.
5 Apprentice or Commis, Generally an assistant, they look after the cooking equipment, not the food. A successful apprentice becomes a commis, who eventually takes on higher responsibilities.
6 Kitchen Staff, These positions deal with other tasks around the kitchen, and include the Garde Manger (pantry supervisor), Aboyeur (announcer/expediter), Tournant (spare hand/roundsman),
Garçon de cuisine (kitchen boy), and Plongeur/Marmiton or Porter (dish/pot washer). All of these positions are known to be enlisted to do basic/menial food preparation.

Feature: A Tasteful Sentiment


You can use food to communicate more than just good flavor; you can produce intellectually meaningful dishes which can send a message, however simple and abstract. At the DM's discretion, (Preferably based
on how the player describes what they do to send a message) you may make persuasion, deception, and even intimidation attempts by simply feeding a person a meal, or by preparing it in front of them. You
may also treat public preparation of food as a performance.
(For example, in an attempt to persuade a peace between two nations, you may prepare a dish which incorporates both cultures' cuisines in a creative and enjoyable way and then serve it to the negotiation
delegates.)
(An example of an intimidating meal would be one designed to appear poisonous; made from the target's fallen allies; or decorated with unpleasant symbolism, like a union jack cake served to a colonial American
minuteman.)
(Examples of food preparation as a performance would include juggling/tossing of ingredients, fancy knife work, preparation of flambe, and other visually entertaining techniques)
(To the DM: Generally, this means that they should be allowed to add their tool proficiency to the check, even if they lack the typical skill proficiency, but it's really up to you whether it counts and when. The
whole intent of this feature is for you and the player to work together to incorporate their background into play by rewarding its creative application, not to give the player four skill proficiencies for all situations,
or to give you a method of wiping out the value of their roleplaying feature. Don't be a pushover OR a jerk about it.)

Alternate Feature: Through Their Stomachs


You are able to earn a comfortable living for free during your downtime, by working as a cook. In addition you are able to feed your adventuring companions modest meals each day for free, unless the DM
discerns that you are in a barren place devoid of anything edible for miles, such as a desert or dungeon. You are also able to use your talents to arrange meetings with anyone interested in a free meal. By offering
to a cook a free meal for someone who would appreciate it, you are able to have audience with them over that meal, or they may otherwise simply owe you a small favor.
(This roleplaying feature was modified from one written by blogger, James Introcaso. His work is pretty good, and I recommend you visit his blog. --Kydo (talk) 22:40, 5 October 2016 (MDT))'

Suggested Characteristics
d8 Personality Trait
1 When I eat something I critique the dish aloud.
2 I multitask very well.
3 I let others know I expect them to work as hard as I do.
4 I make noises which indicate my mood when I eat.
5 When insulted, I hurl even greater insults (or food) back.
6 I like to take my time and savor each moment.
7 I try to keep things as clean as possible.
8 I am always on the lookout for something novel and exotic.

d6 Ideal
1 Creativity. I don't even follow my own recipes, I just follow my gut instinct! (Chaotic)
2 Knowledge. You can learn a lot about people from what they choose to eat. (Neutral)
3 Hierarchy. I know my place. Know yours. (Lawful)
4 Generosity. My gift is for all to enjoy! (Good)
5 Community. I am just one contribution which keeps this society together (Neutral)
6 Fame. I will be known as the greatest master chef for all time! (Any)

d6 Bond
1 My grandmother had a secret recipe she took to her grave. I am trying to replicate it.
2 There is a famous chef who I idolize.
3 I am putting together a book of recipes from around the world!
4 While other lands have vibrant cuisine, nothing beats a meal in the home country.
5 I use only the elaborate techniques of my master, even when preparing simple dishes.
6 I always keep a bottle of my favorite spice or herb on hand.

d6 Flaw
1 I'd rather eat nothing than something bland, stale, burnt, undercooked, or otherwise beneath me.
2 I am comedically competetive.
3 I am a gluttonous pig.
4 I whine and complain when uncomfortable.
5 I have little to no tolerance for frivolity.
6 I have troubles trusting others with their assigned tasks, especially if I assigned them.

Courtesan
Nobles, politicians, criminals, the common man; hell, maybe even an orc or two. At some point in your life, you have been with all manner of society's finest and worst through your profession. Your profession,
whether through freedom of choice, or a cruel twist of unfortunate events, is one that utilizes a very specific set of skills: the art of seduction. Though your circumstances may be unfortunate, you use them to
your advantage. Whether it is using your body to persuade a client to change their mind on an issue, using your unique skill set to distract clients while you steal from right under their noses, or even playing the
part of a cheap assassin. When making a character with this background ask yourself these question: What led your character to these circumstances? Was it a twisted and unfortunate fate? Or was it a vocation
of choice? How much do you charge for your services? Are you self employed, or do you work under a pimp? Where do you work? Where is your place of work? These are the questions you must consider and
consider wisely, for they will shape your character, in the beginning of their journey at least.

Skill Proficiencies: Persuasion, Sleight of Hand


Tool Proficiencies: Disguise kit
Languages: One standard language of your choice.
Equipment: A set of fine clothes, a purse containing 5 gp, a disguise kit, and a small gilded mirror.

History of Service
Although open to all ways of life, a courtesan has a story behind them, that, for the most part, discerns their own ways of living.
d4 History of service
1 I was under the wing of royalty, always loyal to their whims.
2 I have broken so many hearts, either for gold or fun.
3 I used to offer my services in a brothel.
4 My services always opened even the best locked doors.

Feature: The Oldest Profession


Due to your history of work, you can obtain free lodging in brothels or inns where you have conducted business in the past. The owners of these establishments can recommend other locations where you may
be able to obtain discounted lodging by dropping their name or offering your services during your stay. If you encounter past clients, you may be able to obtain resources or other aid from them. Depending on
your relationship with any given client, this may be through blackmail or through seduction.

Suggested Characteristics
d8 Personality Trait
1 I am highly flamboyant; I like to exaggerate my movements and mannerisms.
2 My speech is like a switch; I speak either very warmly or very coldly to anyone.
3 I am unafraid to get up-close and "personal" with some people or situations.
4 I keep silent about any shortcomings I may be experiencing. I can't stand being pitied.
5 I am extremely flirtatious, even with friends.
6 I prefer to leave things finished, rather then let bygones be bygones.
7 I love being the center of attention, but I don't envy those who take that from me.
8 I am quite hesitant to name my profession when asked about it.

d6 Ideal
1 Cynicism. Everyone uses others, why should I act any different? (Evil.)
2 Sympathy. I sympathize with those who work hard but gain little in their endeavors. (Good.)
3 Pride. I love the work I do, despite what any naysayers may call me. (Any.)
4 Personal Gain. When I’m doing you a service, I am yours. If I’m not, I want nothing to do with you. (Chaotic.)
5 Respect. My favorite clients are the ones who have reasonable expectations and don't stir up trouble. (Lawful.)
6 Independence. My body and soul are my own, no matter what anyone else may say about me. (Neutral.)

d6 Bond
1 I am highly skeptical when someone offers me something without asking for anything in return.
2 I don't concern myself with the turmoil spawned from other's problems.
3 There is someone I'm waiting for so we can live together.
4 I know a secret about one of my clients that could cost me my life if revealed.
5 My clients are all I have.
6 I have a child, and I would do anything for them.

d6 Flaw
1 Despite my own ability to read people, I myself am very easily read by others.
2 If someone has some kind of debt over me, I feel obligated to fulfill said debt no matter what.
3 I sometimes expect or wish for others would take care of my problems.
4 Depending on the pay, I will do anything for a client.
5 I use any means I have at my disposal to complete a goal.
6 I love presents or gifts, and cannot refuse one, even if I know doing so is a bad idea.

Crazed Hermit
You either grew up isolated in nature, or chose to leave civilization to be alone. Either way, your years apart from other sentient beings have left you distinctly off-balance. But one man’s ‘crazy’ is another man’s
‘uncharacteristically in tune with all things primordial’. After so much time tending to your own needs, following your own daily rituals, living through the earth and landscape, and speaking to an inanimate object
that has become your surrogate for all social needs, you find yourself navigating the civilized world with great difficulty. Why did you leave civilization? What is your attitude toward populated places, settlements,
and other people in general? Are you able to adapt to being back amongst others of your kind, or have you grown so accustomed to your loneliness that a return to the norm is almost unthinkable?

Skill Proficiencies: Nature, Survival


Tool Proficiencies: Herbalism kit
Languages: Sylvan
Equipment: Any small useless object (often given a name), stitched fur garments, a small knife, a journal, a quill, a jar of ink, a belt pouch with 5gp

Type of Eremetism
d6 Specialization
1 Spiritualist
2 Artist/Poet
3 Runaway
4 Disillusioned Cynic
5 Outcast
6 Practitioner of Questionable Things
Feature: A Different Level
Your time in the wilderness has left you with an altered perspective that most people cannot appreciate. You have difficulty conversing about the mundane, and people often find you incomprehensible. As such,
you often find yourself at odds with grounded folk, who have no time to waste on your ramblings, just as you have no patience for their limited perspectives. However, you find yourself able to connect easily
with people of the mystical and cryptic variety—prophets, enlightened priests, fellow hermits, wise ancient creatures and spirits, crazed homeless fellows dancing naked in the streets—and as such are able to
befriend such characters and exchange information with them with relative ease.

Suggested Characteristics
d6 Personality Trait
1 I believe that all things are sacred.
2 No one can me make me do anything. I'm my own person.
3 I find it sad that most people are so weighed down by the material that they neglect the spiritual.
4 I like my personal space and become violent when it is violated.
5 I like to tinker with things, even if it is dangerous. Or life-risking.
6 I love the suffering of others. It’s a shame that most find this love an aberration. But at least in the wilderness there is no one to judge me.

d6 Ideal
1 Peace. I desire to share the calm I have found within these woods with all who would have it. (Good)
2 Harbinger. I am Nature's Wrath. I shall bring Her judgment to all who have harmed her. (Lawful)
3 Knowledge. It is time I returned and judged for myself which is better, Nature or Civilization. (Any)
4 Nothing Better. Wilson's been moody lately anyway. Might as well go see something new. (Neutral)
5 The Rule of Beasts. Out in the wilds, I have seen the order of things. The strongest survive, the weak perish. (Evil)
6 Isolation. These people are trying to trap me so they can control me. I'll show them what real freedom is! (Chaotic)

d6 Bond
1 I have grown wise in the wilds, and now I feel drawn to philosophers and the learned, so that I might debate with them on all I have contemplated in my solitude and share my revelations.
2 None shall destroy the sanctity of Nature, not on my watch. I love every plant and creature as my brethren. I even speak to them.
3 I have found my God in the wilds, and I will carry out its will.
4 I feel a kinship with those who live a quiet, lonely existence.
5 My inanimate friend is my soulmate. I still speak to them daily.
6 I did things in the wilds. I have a penchant for mind-altering substances and those who use them.

d6 Flaw
1 I lose sight of the finer details and focus on the big picture.
2 I cannot interact normally with anyone, and this makes me impatient and short-tempered.
3 I’ve been eating bad berries for a long time, and have epileptic fits on occasion as a result.
4 I condescend to people, and they hate me for it.
5 I am a total hedonist and have no regard for consequences.
6 I’ve been in the wilds so long that I have no clue about anything that happened in the last [x] years, and no respect for “civilized” customs.

Crusader Nation
You grew up a citizen of the greatest kingdom in the land, a realm that served as an example of civilization and stability in a dark, lawless world. Unfortunately, your homeland faces many enemies both within
and without; enemies that seek the destruction of everything your nation represents. You have dedicated your life to one of the many holy orders protecting the kingdom. Your order boasts agents, allies, and
stalwarts across the world, even in the world’s darkest, most dangerous corners.

Skill Proficiencies: Intimidation, Religion


Tool Proficiencies: Smith's Tools, vehicles (land)
Equipment: An insignia of your order, a tabard with your order’s symbol, a set of traveler’s clothes, a letter of introduction signed by your superior, and a belt pouch containing 15 gp.

Feature: Friend of the Order


Your order maintains a network of spies, agents, and supporters. Your kingdom has friends, even in places dominated by evil. When necessary, you know how to locate safe havens in otherwise dangerous places,
and you know which individuals to contact for shelter, food, sanctuary, and basic healing.

Suggested Characteristics
The citizens of this kingdom understand the need for perpetual vigilance, especially in the face of so many enemies. You understand the importance of loyalty to your order, to your kingdom, and to your beliefs;
beliefs for which you would sacrifice everything you own.

d4 Personality Trait
1 I have trouble trusting outsiders.
2 The world is beyond the help of normal men, but I am no normal man!
3 I see the corrupting touch of evil everywhere I look.
4 I seek to bring justice to those who deserve it.

d4 Ideal
1 Loyalty. I stand beside my companions and allies, regardless the cost. (Lawful)
2 Honor. I defend the honor of my order and my kingdom, for without honor we are nothing. (Good)
3 Protection. I promise to safeguard those who cannot defend themselves. (Good)
4 Vengeance. Those who wrong me deserve whatever retribution I deliver unto them. (Evil)

d4 Bond
1 My order means everything to me, and I’ll die before I dishonor it.
2 I serve my kingdom above all, regardless of my own needs and desires.
3 I owe my life to the priest who saved me, and I have pledged my soul in service of his order.
4 No matter how long it takes, I must atone for the sins and failures of my past.

d4 Flaw
1 When I see an evil act, I feel compelled to intervene.
2 I cannot lie; falsehood is the first step towards damnation, even when it is for a noble cause.
3 I hold myself responsible for the misdeeds of my friends and allies.
4 I give my trust and loyalty too easily, often to the wrong people.

Cults X-Golden Child


Born into it and cult and worshiped as a living god or avatar of their god. The cult lavish you with everything you want to please you and you grew to believe their lied starting to think of you as a god (or whatever).
Though that came to an end when a government, another faith, hero, or so whatever stepped in and wiped it out. With luck you escaped this fate now finding out how mortal you are. Not used to caring for one
self a kind soul has taken you in and taught you skills and how to live. This mentor has put you on the path you are on now.

Skill Proficiencies: Investigation and Insight


Tool Proficiencies: Tinker’s tools
Languages: Deep Speech & Abyssal
Equipment: A set of traveler's clothes, your cult’s holy symbol, a dagger, a pack of candles, chalk, pouch of 100 marbles, and a pouch containing 5gp.

Suggested Characteristics
d4 Personality Trait
1 me gusta castigarme por cualquier pecado que crea merecer
2 siempre repito las escrituras como yo las entiendo
3 me encanta sacrificar criaturas más débiles que yo y siempre soy el primero en ofrecerme a sacrificar.
4 soy obediente a todo lo que diga el lider de culto aunque piense que pueda atentar contra mi seguridad.

d4 Ideal
1 Loyalty. I stand beside my companions and allies, regardless the cost. (Lawful)
2 Honor. I defend the honor of my order and my kingdom, for without honor we are nothing. (Good)
3 Protection. I promise to safeguard those who cannot defend themselves. (Good)
4 Vengeance. Those who wrong me deserve whatever retribution I deliver unto them. (Evil)

d4 Bond
1 My cult means everything to me, and I’ll die before I dishonor it.
2 I serve my cult above all, regardless of my own needs and desires.
3 I owe my life to the cultist lider who raise me, and I have pledged my soul in service of his order.
4 No matter how long it takes, I must be the cultist lider one day.
d4 Flaw
1 When I see an good act, I feel compelled to intervene.
2 I cannot lie; falsehood is the first step towards damnation, even when it is for a noble cause for May cult.
3 I hold myself responsible for the misdeeds of my friends and allies.
4 I give my trust and loyalty too hard, often to the people i serve.

Cursed
Woe is you, unfortunate soul. You have been cursed, whether from birth or some unfortunate series of events, and this curse holds sway over your life. You are not sure if the curse can be broken, but certainly
your life would be much more pleasant without it. Each time the fates seem to be working in your favor some disaster strikes and suddenly all your efforts seem thwarted. You may at times feel helpless against
the power of this curse, or maybe you reject these dark fortunes and strive against them. In the end though, luck is not on your side. It is up to you and your DM to determine what kinds of effects your curse
may have on you beyond what is detailed in this background.

Skill Proficiencies: Investigation, and one of the following that is associated with your curse's origin: Arcana, Nature, Religion
Tool Proficiencies: One of your choice
Languages: One of your choice
Equipment: Religious book, thyme, a set of common clothes, and a small pouch with 15gp, plenty of scars and a gothic trinket.

Origin of Curse
What cursed you?
d10 Origin
1 Demonic: A demon has placed this curse upon you.
2 Divine: A good or evil deity has cursed you.
3 Primal: The spirits of nature or a primordial has cursed you.
4 Fey: An elven or other fey creature has set a curse on you.
5 Arcane: A wizard or other arcane force has stricken you with a curse.
6 Draconic: A dragon saw it fit to curse you.
7 Elemental: An elemental or the elements themselves have conspired and cursed you.
8 Immortal: An immortal being, neither divine nor demonic, has found amusement in cursing you.
9 Aberration: A being from beyond your plane has inflicted a curse upon you, whether it knows is the question.
10 Unknown: Somehow, you are so unlucky it is considered a curse.

Feature: Curse Catcher


You are drawn to others who are under the influence of a curse or similar magics. NPCs that are suffering from a curse will be drawn to you, and you to them. In addition to this, you have an eye for curses similar
to your own. You can determine if a curse shares its origin with your own (demonic, fey, primal, etc.) due to your lengthy time spent under the influence of the curse.

Suggested Characteristics
d8 Personality Trait
1 I'm incredibly optimistic in the face of my terrible curse.
2 I get angry when I hear people complaining about their lives. They don't know what true misfortune is!
3 I engage in a variety of rituals to attempt to lessen my curse.
4 I am fearful of creatures that share an origin with my curse.
5 I pray frequently, hoping the gods will break my curse.
6 I always try to persevere when the odds are against me.
7 Taking risks is worth it, if it gives me a chance to test the curse's power.
8 I am often melancholic when presented with the effects of my curse.

d6 Ideal
1 Fate I was cursed for a reason, and therefore I will live with this burden. (Lawful)
2 Experimental Perhaps this will break the curse! No? Well, then maybe I'll give this a try! Not that either? Then maybe... (Chaotic)
3 Suffering If I must bear this pain then so shall the world! (Evil)
4 Defiance I will do the one thing that this curse cannot stop me from doing... ignoring it. (Any)
5 Retribution My ancestors deserved this curse but I will do whatever i must to cleanse my bloodline! (Chaotic)
6 Triumph Each victory I have is precious, for each one is a blow against my curse! (Good)

d6 Bond
1 The being that cursed me knows a dark secret about me or my bloodline. This is payment for them keeping silent.
2 This curse pushed my family or lover away. I would do anything to get them back.
3 I had a master who died in an attempt to remove my curse.
4 I took the place of the one who was supposed to have this curse.
5 I've been kicked out of towns and cities before because they were afraid I'd bring bad luck.
6 I almost had a lover once but they fled when they found out. It was probably my lowest point.

d6 Flaw
1 I blame misfortune on the curse even when I know it was my own actions that caused it.
2 I secretly wish I could transfer my curse onto another to escape it, no matter who that person is.
3 I have become cold and bitter as the curse has pushed people away.
4 I am afflicted with devastating nightmares and sometimes have panic attacks.
5 I am slow to trust others. After all, others cursed me once, and ive never cursed anyone.
6 I hate it when other people refer to me as "cursed" or "unfortunate", and will get verbal when they do.

Dark Lord
You have delve into the other side of mankind, bathing yourself through all kind of horrors that no man could withstand. You soon risen out from the depths of darkness, having now become part of that world
and reborn as a creature of evil. But just being evil isn't enough, as you rose up and grew overtime as a powerful, ruthless "Dark Lord". The path of being a lord of darkness is not an easy one, as you will be both
feared and hated from most of the common people, while those with authority and power will not try to stop you. As to how you became a Dark Lord is much questionable; did you either inherit the title from a
family legacy, work hard to obtain the statues of evil from nothing, or once thrown aside your good nature and heroic self in order to become the ruler of darkness. Over the years, you have come to understand
wealth, power, and terror you possess as a Dark Lord. The title of "Dark Lord" carry a powerful hold to the small land of your own, while also wielding significant influence within the criminal underworld. You
seek to expand your land and power, gathering the forces of darkness to your side by using fear and might, while having some contacts within other criminals from the inside. You’re far closer than most people
to the world of evil, seeing the world more than just "black and white" and know that just being nice and saving lives isn't the solution to saving the world, but instead ruling it.
Work with your DM to come up some ideas as to determine how much authority and influences the title of "Dark Lord" carries on the evil creatures/humans within the campaign, such as if he/she own a fortress
for example. You also need to discuss at how your origin/background will have an effect on both the common people, the criminals/villains and the land soldiers living within the game. These details help establish
your family and your title as features of the world of the campaign. If you didn't own a land from a family heritage, then you must explain how you acquired your own land and fortress, whether you did it all by
yourself, made a deal with a demon/ dark god, or if you had help from your own assemble army of evil.

Skill Proficiencies: Choose two from the following: Persuasion, Deception, Intimidation, History or Insight.
Tool Proficiencies: Either forgery Kit or Thieves Kit.
Languages: Choose any one language's.
Equipment: A set of dark-color armor, one simple weapon's, a signet ring, one evil/cursed item and a satchel containing 35 gp's.

Origin of Evil
Why did you become the Dark Lord? What tragedies or choices that pave this path to you? Were always evil or once a good person? You can work with your DM to determine the story behind your accession to
being the dark side, or you can choose to roll on the table below to determine how you become the Dark Lord.

d10 Origin of Evil


1 My family had raise and groom since I was born, in order to become the heir of their legacy and rule over the forces of evil.
2 I was corrupted by an evil sorcerer spell that brainwash me, to which now I have become the Dark Lord against my will.
3 I had discover that I was the lost child of the old Dark Lord, to which I now claim my heritage as the new Dark Lord.
4 I was betray and left for death by those closest to me, yet I was able to survive and now I have return as the Dark Lord for one reason: revenge.
5 I dream of being an adventure with good intention, yet I end up making horrible mistakes that force me onto a dark path, resulting me to become the Dark Lord.
6 I desire to change the land ruled by an unfair society and the unjustice laws made the corrupted ruler, to which I choice to rebel and take over as the new ruler.
7 I was banish from the kingdom and my right as the rightful ruler, to which soon I buld up my reputation as the Dark Lord to reclaim my throne.
8 My home was destroyed by war and I was the only survivor to escape, to which now I am filled with hatred and desire power to crush the those responsible for destroying my life.
9 I have been alseep for hundreds of years by a powerful magic, to which now I have awaken and now seek to start my conquest upon the land once more.
10 I had made a deal with a powerful, dark entity (archdemon, demon lord, outsider, etc.) that cause me to become a Dark Lord, in exchange for serving under them.

Feature: Influence over the Darkness


Thanks to your notoriety as the Dark Lord, the common folk are frightened of you and your reputation. They will hesitate to act, trying to tolerate you with an inclination to listen to you (as long as you aren't
terrorizing them) in order to avoid your wrath, though they express a deep disdain for your presence. Few among them would outright flee from you, call on the guards, deny you entrance to a building or even
attempt to ambush you in some alley. You are also feared by the political nobles and other high-ranking elite, who will not hesitate to call the guards to arrest you if you threaten or scorn them. Simultaneously,
you have to practice caution around organized forces and militias and try not to cause excessive trouble, else they will arrest or hunt you with far less hesitation. There are great risks of bearing the Dark Lord
title, yet you hold the most power within the shady world of evil, where the low-lifes, evil wizards, cultists and all incarnations of intelligent evil reside.
Every form of criminal organization and evil entity will know much about you, your exploits, and your title as the Dark Lord. You have the ability to use Charisma (Intimidation) with advantage to terrify groups of
enemies to flee from potential combat, or instead use Charisma (Persuasion) with advantage to convince them to fight on your behalf instead of against you, and those who do with success are likely to rejoin
future incarnations of your dark army. On this note, many aspirant characters of evil may come to you to worship and offer their services to you, often initially for free or at great discount. Roguish spies in the
underworld might be your eyes and ears, relaying all kinds of information to you, or assassins might be the agents of your will, removing some "obstructions" as you command (though they can't be high ranking/
high-challenge rating characters or such). You are even able to have an audience with some of the local evil characters to make deals with, yet failure during these negotiations can and will often break down into
confrontation. There are some limits of being a Dark Lord; mindless monsters/beasts, high-challenge rating villains, or enemies who already hate you cannot be reasoned with, and will only desire to attack or
ambush you.
The core of being a Dark Lord is all about maintaining the reputation of supremacy and power, and as such, if you suffer frequent failures, flee from combat, or some great humiliation, the benefits of this feature
may be withheld until you rectify the source of the problem: returning to defeat the enemy you lost to or fled, butchering the one who humiliated you, or bringing great suffering to your enemies and rivals. One
step further: with a greater string of exploits, more offerings will be made to you, with worshippers offering gifts, such as supplies, exclusive information, or even minor magical items, all in the attempt to please
you. Rewarding these displays rapidly builds loyalty, and those who are zealous in their admiration for you will go to great lengths for you.
Suggested Characteristics[edit]

From their own perception, Dark Lord's view the world differently to the like of common hero's of justice and benevolent ruler's, that the world isn't just plain "black and white", but in fact in-between and gray.
It with their appearance and personality that might make them seem like any 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 hold some sense honor and promise, yet dark lords rarely show any respect for law or authority. Dark Lords also have some form of responsibilities that would make them seem
similar to nobles, expect make dealing with low-lives and criminals of the land, while managing their lands and fortress, yet can have some loyal allies to mange the land while they on the quest with other allies.

d8 Personality Trait
1 I am not easily frighten by the mere sight of evil, for I have done worse.
2 As the lord of darkness, I must show some some restraint to not harm my land.
3 All who stands before me will tremble in fear and engrave my image to their mind's.
4 I take great joy in toturing them, while taking something of theirs as a reminder of me.
5 I shall bring this land and the people within it into a new edge of peace, even if I have to become the villain as the result.
6 I don't really open myself to anyone, mostly due to my nature of not trusting the good guys.
7 I can't not show any weakness to anyone as a Dark Lord, thus must kept the pain to myself.
8 I show no mercy to weak, giving them the most painful death till there nothing lieft of them.

d6 Ideal
1 Responsibility. As the lord of darkness, I planned to expanded my influence over the land and become the ruler of it. (Lawful)
2 Respect. Even as a evil Dark Lord, I am still able to at least treated my loyal minions with some dignity. (Good)
3 Destruction. I have only the desire to burn the land and unleash chaos upon the people. (Chaotic)
4 Power. I only desire to obtain more power so that I can rule the land with only fear and despair. (Evil)
5 People. I’m loyal only to my 'minions', not to any ideals or any laws that tries to forces itself upon me. (Neutral)
6 Redemption. There’s a chance that even a Dark Lord could become good, to become a good ruler instead. (Good)

d6 Bond
1 Although I don't say a lot of kind words and tend to be cruel, I still care for others in my own way.
2 My alliance toward the forces of evil must be sustained at all costs.
3 Even I hold my relationship with the most pathetic, low-life minion with high regard.
4 Even the lord of evil still possess the ability to love another person and willing to sacrifice my life to save them.
5 I own my life to the one who save my life, even if they are the good guys.
6 Even if the common folks only see me as the villain, I will protect them.

d6 Flaw
1 I have issues in trusting people, always thinking that everyone is after my life.
2 I tend to hide secrets from those closest to me, making deals behind their back's.
3 I unable to stop myself from manipulating or commanding others either in the open or from the shadows.
4 I can only find pleasure from making other people writhe in pain and agony.
5 Everyone I see are nothing to me but worms for me to crush under my boot.
6 I have lived too long and seep too deep within the depth of evil, thus I have no idea at how to act or even be 'good'.

Demonologist
A demonologist has spent most of their life cloistered away because of their studies. Why have they become so obsessed with demons that they would leave behind society? Do they come from a long line of
warlocks and seek to know more information about the ones they’ve formed a pact with? Or perhaps they need knowledge for a mission given to them by the church. Whatever their reasoning may be, their
knowledge would surely be useful in a battle.

Skill Proficiencies: Religion and Investigation


Tool proficiencies: calligraphers supplies
Languages: Abyssal and Infernal
Equipment: A backpack, a set of common clothes, a hooded cloak, several books on the origin of demons, a bedroll, six tattered scrolls, a pouch containing 5 gp.

Feature: Abyssal Obsession


Having spent several years of your life studying demons, you’ve gained knowledge of their sort. You are able to recognize any fiend as well as recall basic information about them. (i.e. resistances, vulnerabilities,
and other basic information the DM may choose to disclose) However, people who learn of your obsession will try to avoid contact with you if at all possible.

Suggested Characteristics
d8 Personality Trait
1 I think we can relate more to demons than celestials.
2 I don’t understand the role of religion.
3 I have far more important things to do than save the world.
4 I honestly forgot why I started my research, but it passes the time.
5 I'll settle for nothing less than perfection.
6 I believe that everything worth doing is worth doing right. I can't help it--I'm a perfectionist.
7 I am utterly serene, even in the face of disaster.
8 I once spent a night at an inn with a succubus… We just talked, I swear.

d6 Ideal
1 Sincerity. There's no good pretending to be something I'm not. (Neutral)
2 Aspiration. I'm determined to make something of myself. (Any)
3 Creativity. The world is in need of new ideas and bold action. (Chaotic)
4 Respect. People deserve to be treated with dignity and respect. (Good)
5 Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
6 Knowledge. The path to power and self-improvement is through knowledge. (Neutral)

d6 Bond
1 I'm trying to discover the truth behind the demon my family has pacted with.
2 My life’s work was stolen from me, and I will stop at nothing to get it back.
3 The church that took me in as a child is the most important place in the world to me.
4 I’m trying desperately to find my apprentice ever since he’d disappeared during an experiment.
5 I work to preserve a library, university, scriptorium, or monastery.
6 I owe a debt I can never repay to the person who took pity on me.

d6 Flaw
1 I am a little too flexible with my thinking.
2 I have a weakness for the vices of the city, especially the brothel.
3 Once I start drinking, it's hard for me to stop.
4 Now that I've returned to the world, I enjoy its delights a little too much.
5 I’d forgotten what the outside looks like, and it’s only disappointed me.
6 ...Okay. Maybe I did more than talk with the succubus.

Denizen
You are a spirit, a soul that has come into possession of a body that did not originally belong to you; whether the original occupant gave up their body willingly, you deceived or tricked them out of it, or some
other way entirely. Who were you before? Perhaps you were once a terrible human warlock, trapped in an amulet and hidden away. A dwarven hero who gave in to selfish desire and escaped death. An ancient
halfling wizard who desired to see the future, and so contained your soul for a thousand years. You see with new eyes, and feel with new hands. What is your desire for your new life?

Skill Proficiencies: Arcana, Deception


Tool Proficiencies: One of your choice
Languages: One of your choice
Equipment: A small trinket, a pouch of 8 gp, a set of common clothes

Feature: Soul Whisper


Your time spent as a soul without a body, whether for a millennium or a mere moment, granted you valuable insight into spirits and other paranormal beings. As a result, you have the ability to converse with the
souls of the recently deceased, ghosts, as well as those souls that may be magically contained.
Feature: Phantom Body[edit]
Adjusting to a new body can be an odd sensation, and something that many never get used to. You may catch yourself ducking under a doorway as a dwarf, or breaking a door when you simply meant to open it
as an orc.

Suggested Characteristics
d8 Personality Trait
1 I am very secretive. No one can find out about my past life.
2 I am somewhat absentminded and will sometimes ramble about my past life
3 Preoccupied with death, I constantly seek a way to escape it
4 I am extremely cheerful, even a terrible day can’t bring me down
5 The living don't matter so much as the secrets of the dead
6 The memories of my host body co-exist with my own, making me appear at times to have two personalities
7 Despite the many who view me as an abomination, I am very open about my past life
8 I fear paladins and priests, and will avoid them at all costs

d6 Ideal
1 Opportunity. This new body offers me another chance to prove myself, I’ll make the most of it (Any)
2 Immortality. I must escape death, no matter the cost (Evil)
3 Knowledge. With another lifetime, I can learn so much more. (Neutral)
4 Redemption. My new body came at great cost, I must repay my debt to the people, and help them wherever they may need it. (Good)
5 Chance. Death is just the roll of the dice, and I plan to gamble with it (Chaotic)
6 Balance. Death is a delicate thing, no one must be allowed to cheat it again (Lawful)

d6 Bond
1 I have family who believe me dead, I must find them
2 The ancient trinket my soul was contained in was stolen, I wish to find it
3 The gods would see me returned to the grave, I will not allow it
4 I wish to find, and win back, my lover from my past life
5 I have a very strong bond with the people from my past life, but they must never know I still live
6 I owe a great debt to the family of my host, and I will repay them in kind

d6 Flaw
1 Others are more often a burden than not, I like to do things alone
2 If I come too close to death, I will abandon the field out of cowardice
3 Ambition blinds me, I sometimes ignore everything else in pursuit of what I want
4 My new body is simply a shell, losing life and limb doesn't matter to me
5 I am above everyone, even the most powerful of mortal authorities
6 I am a pathological liar, even in the smallest of things

Diplomat
You are, or were, a diplomat, a person appointed by a nation to conduct diplomacy with one or more other nations. The main functions of diplomats are; representation and protection of the interests and
nationals of the sending nation; initiation and facilitation of strategic agreements; treaties and conventions; promotion of information; trade and commerce; technology; and friendly relations. Seasoned diplomats
of international repute may be members of an international committee, or be employed by multinational companies for their experience in management and negotiating skills. Diplomats are members of foreign
services and diplomatic corps of various nations of the world. Diplomats are the oldest form of any of the foreign policy institutions of the state, predating by centuries foreign ministers and ministerial offices.

Skill Proficiencies: Persuasion, Insight


Languages: 2 of your choice
Equipment: A set of fine clothes, a quill and bottle of ink, a blank treaty, and a belt pouch containing 15 gp

Diplomatic Rank
Diplomats have different specialisations, and traits are often also present in their adventuring careers. What did you do during your time as a diplomat?
d6 Rank
1 Secretary
2 Counselor
3 Minister
4 Ambassador
5 Envoy
6 International Affairs
7 Under The Table Accounts

Feature: Diplomatic Immunity


In peaceful foreign lands that recognise you and your place of origin, you may use your status as a diplomat to avoid penalties for minor crimes, and you may not be attacked by soldiers or guards. You may
procure audience with various officials and nobles by using your title, though they are less likely to meet with you directly if you are not on official business. If you are ever publicly arrested in a foreign land, your
nation will likely negotiate your return if this is both possible and desired by them. Abuse of this power will mean that it will be ignored or revoked.

Suggested Characteristics
d8 Personality Trait
1 My actions reflect on my liege, so I must always be at my best.
2 I am accustomed to high living after years as a diplomat.
3 I will not tolerate violence between sentients, and will always try to peacefully resolve the situation.
4 I don't like to get involved in dirty business.
5 I love intrigue and mystery.
6 I have a tale or anecdote for any situation from my days as a diplomat.
7 If you have a good reason, I will listen to any request.
8 I weave flattery into my speech.

d6 Ideal
1 Peace - I do what I do to end wars. (Good)
2 Kingmakers - The right touch here and there can topple empires and raise kings. (Any)
3 Power - With my power, I could start a war. (Evil)
4 Transparency - Secrets have no place in government and must be shared with the people. (Chaotic)
5 A Voice - I speak for those who cannot. (Lawful)
6 Competence - Whatever the aims and goals of the state, I must do my best to make them happen. (Neutral)

d6 Bond
1 I became a diplomat to better serve my liege.
2 My actions go to assist the people.
3 My loyalty is neither to my liege or my people, but to the nation.
4 I love the sounds of a treaty being signed.
5 I would perform any action for my hometown, a tiny hamlet that pooled its funds to send me to an esteemed place of learning.
6 I was inspired by a diplomat who ended wars and defeated tyrants, all with just a quill.

d6 Flaw
1 I would sooner start a war than swallow my pride.
2 I will do whatever I need to succeed as the ends justify the means.
3 I hold a grudge if I ever feel that someone has got one over on me; they will pay dearly for it in the end.
4 I am actually a coward and am willing to risk everyone's life but my own.
5 I abuse my powers as a diplomat for personal gain whenever I feel I can get away with it.
6 I have told so many lies that it's hard for me to recognise the truth anymore.

Disgrace
You're a disappointment. A worthless waste of food and air. A disgrace. At least, that's what others will say about you. You may have always been frowned upon by society, or perhaps you were once a respected
member of your community, but regardless, you are now considered a nuisance at best or a downright curse to your community at worst. You're hated by all and loved by few, if any.

Skill Proficiencies: Intimidation, Perception


Tool Proficiencies: Brewer's Supplies and a Gaming Set of your choice
Lenguage: one of your choice
Equipment: An old set of commoner's clothes, a gaming set of your choice, a bottle of hard liqueur, and 1d12 copper pieces.
Origins of Disgrace
There's a reason you're hated. Either come up with an origin for yourself, work with your DM to create a backstory for your disgrace, or roll from the table below
d6 Origins of Disgrace
1 I am a drunkard and a layabout. I have done nothing but prove that I am useless.
2 I was born into a noble family, but I didn't live up to my family's expectations.
3 I am a bastard child, and nobody cares for a fatherless wretch.
4 I was accused of a terrible crime that I didn't commit. Even though no evidence came of the investigations, rumors are still spread about me.
5 I spoke out against the local government's injustices. The nail that sticks out gets hammered down...
6 I was supposedly a prophesied hero, but I failed to meet the expectations of my people.

Feature: Wretched Kinship


The undesirables of society trust you, mostly because they assume that you fear persecution as much as they do. You are able to find free 'lodging' (You sleep for free, but you are only experiencing the 'comforts'
of the wretched lifestyle) with criminals and vagrants alike. However, if you are in a town, village, or city in which your name is known, you are unable to stay in any respectable establishment.

Alternate Feature: Redeemer


Though you are still hated by the masses, you have found a generous bunch that is willing to overlook your societal standing. Be it a wealthy employer or a religious sect, you are able to obtain free food and
lodging when dealing with associates of your ward. (Work with your DM to decide if you wish to work with a church, be a servant, or maybe even a bodyguard to a wealthy noble.) You will still be looked down
upon by commoners and nobility alike, but the organization that took you in will treat you with respect so long as you do the same.

Suggested Characteristics
Your reputation may or may not be a product of your personality traits...
d8 Personality Trait
1 I don't speak much since I have been stigmatized by my people.
2 I believe that others are always looking for an excuse to hate me.
3 I know people hate me, and that's fine. I hate them more.
4 I won't let some stupid stigma against me hold me back. I still have a life to live.
5 I am excessively apologetic to others, fearing that any little mistake is a potential angry mob in my future.
6 I don't let the little things bother me. There's plenty worse than judgmental stares and whispered rumors.
7 I am aggressive and abrasive, always making sure to let people know that they're no better than me.
8 I am determined to grow and rise above this adversity, taking every day in stride.

d6 Ideal
1 Refuge I just want to be left to live my life without constantly hearing others gripe. (Neutral)
2 Revenge There's a reason I'm hated, and that's because there were those who thought themselves more powerful than me. I'll prove them wrong... (Evil)
3 Redemption I am flawed, and I have done wrong before, but I can become a productive member of society once again. (Lawful)
4 Respite I don't care what it takes, I will ensure that no other faces unjust persecution like I did. (Good)
5 Ravage Society is to blame for my ill fortune. Surely, society must be made anew... (Chaotic)
6 Revitalize I know I can be more than this. I will become better, stronger, smarter. (Any)

d6 Bond
1 I once had a child, but either before or after I fell to this level of depravity, they were taken from me. I wish to find them again.
2 My childhood friend stood with me even after all others turned on me. I owe them so much.
3 I used to own a business, but it was taken from me in the trials. I will have it once again.
4 I truly did wrong someone (Be it an individual, a group or a family) and I must make amends for the suffering I have caused them.
5 I was imprisoned after my trial, but a traveling businessman heard me out and paid my bail. I will repay him however I can.
6 My faith has kept me strong through my disgrace, I thank my god every day for the freedom I still have.

d6 Flaw
1 The distrust of others has led me to my own suspicions of others.
2 I hate all nobility. It's because of their damnable politicking that my life fell apart.
3 I've taken a bit too well to pariah-hood. I'm uncomfortable around law-abiding individuals.
4 I've only recently re-entered the civilized world. My hostile environment still haunts me, making me skittish and fearful.
5 High ranking officials who ask too many questions often receive thinly veiled death threats from me.
6 I'm still just as much of a disgrace as I was accused of being. I will lie, cheat and steal to my heart's content.

Disowned Noble
A disowned noble a person on twitter drew. Give better credit you coward.
This is for those who want to have an interesting background or wanna have a noble heritage, but be a black sheep. Why were you disowned? Did you save a criminal? Were you a bastard and another family
member took over and disowned you? Well decide and talk to your DM about it.

Skill Proficiencies: Two of your choice.


Tool Proficiencies: A musical instrument and Weaver's or Leatherworker's Tools.
Languages: One Common Language
Equipment: A set of tattered fine clothes, a damaged piece of jewelry with your family's crest on it, an heirloom either stolen or given to you (This can be anything, just check with your DM), and a pouch containing
15 gp.

Reason
Why were you disowned?
d6 I was disowned ...
1 Because I betrayed a family member by telling guards they had committed a crime that had gone unsolved.
2 Because I brought shame upon my family.
3 Because I'm the bastard of the lord of the house and he has died, so the new head of house has disowned me.
4 Because I wouldn't bring heirs into the world.
5 Because I was caught in a forbidden relationship.
6 Because I saved a criminal who was wrongly accused.

Feature: Friends in Low Places


After being disowned you have found kinship in the wretches and criminals of the cities. You can gain information from your many contacts, the infamous and those derelicts beneath notice. You may also gain
residency with them in conditions ranging from wretched to comfortable.

Alternate Feature: DM's Choice


I'm making this to make something a bit more unique.This feature is here so you may have a unique feature, talk to your DM about your backstory to get a feature suited to your cup of tea.

Suggested Characteristics
These are some suggested characteristics.
d8 Personality Trait
1 I am still dignified and honorable.
2 I tend to be quiet and observe people.
3 I am wary of high ranking people, believing them untrustworthy thanks to my family.
4 I often prefer the company of myself to others.
5 After years of dealing with people who expected me to act a certain way I can keep my cool even under the most stressful times.
6 I never eat my fill in order to preserve my figure.
7 I miss one of my family members who is forced to shun me.
8 I care little about my disownment and live my life how I wish now.

d6 Ideal
1 Freedom. I'm enjoying my newfound freedom. (Neutral)
2 Proud. I wish to uphold my family name even though I have been disowned. (Lawful)
3 Ruin. I wish to ruin my family name even more than I already have. (Chaotic)
4 High Road. I wish to be better than my family. (Good)
5 Revenge. I wish to get revenge on my family for disowning me. (Evil)
6 Redemption. I strive to redeem myself in anyway possible. (Any)

d6 Bond
1 My bond is to the wretches and criminals who have helped me so much more than my family.
2 I miss the only family member who did not agree with my banishment.
3 I have helped myself more than anyone else.
4 I often think of the luxuries I had as a noble.
5 I would rather die than go back to being a noble.
6 You choose or reroll.

d6 Flaw
1 I'm an alcoholic.
2 I often manipulate others to get what I want.
3 My temper has gotten me into a lot of trouble.
4 I keep to myself, bordering on being antisocial.
5 My quietness often disturbs those around me.
6 I often spend money on unnecessary luxuries.

Divine
You have spent most of your life dwelling on one of the Upper Planes, surrounded by creatures straight out of legend, such as unicorns, angels and archons. Perhaps one of your ancestors settled there, never to
return home, or it may be that your parents were planar travelers who left you in the care of an angelic guardian. Maybe you are the servant of a deity, brought to the heavens by their will. Whatever the case,
the planes of goodness are your home and you were raised under the tutelage of celestials who taught you the importance of temperance, charity and diligence. Now you travel the Prime Material Plane,
entranced by its landscapes and confused by the selfishness of its cultures, with each day bringing new mysteries of the various creatures that call this strangely mundane world their home.

Skill Proficiencies: Religion, Arcana


Languages: Celestial
Tools Proficiencies: One type of musical instrument
Equipment: A set of fine clothes, a musical instrument (one of your choice), a belt pouch containing 15 gp, a piece of your home plane (a shard of Mount Celestia, a vial of water from the River Oceanus, etc.) and
a token from a celestial friend or family member (ie. an angel's feather, a lock of hair from a unicorn's mane or a glass reliquary holding a spark of light from a lantern archon).

Reason for Leaving


For some reason or another, you found yourself walking the world of mortals. Work with your DM to decide why you left the myriad paradises of the upper planes and what drew you to wander the Prime or roll
on the table below.
d6 Reason for Traveling
1 I was tasked by a Solar to hunt down a great evil.
2 I witnessed the tragedies that plague the people of the Prime and I seek to make their lives better.
3 I broke a cardinal rule of the plane and have been banished. The only way to return is to regain my honor.
4 I was left in the care of a celestial guardian and want to find my birth parents.
5 My home plane bores me. I seek new and greater thrills.
6 I am chasing someone important to me who left the upper planes and did not return.

Feature: Planar Resident


Hailing from a place beyond the boundaries of the Prime Material Plane, you know more about the inner workings of the cosmos than most. When you make an intelligence check to learn or recall a piece of lore
regarding a specific plane or its denizens, you have advantage. Additionally, your time on the upper planes has left its mark on you, and this might be recognized by certain other creatures. Celestials will react
favorably to your presence and will grant you and those you travel with food, water and a place to hide or rest should they have such things available unless you have shown yourself to be a danger to them.
Fiends on the other hand will consider you a prime target for their schemes and will often act to harm or undermine you if it is in their power to do so without inconveniencing themselves.

Suggested Characteristics
Denizens of the upper planes carry the spark of their homeland in their hearts wherever they go, and this spark drives them to vanquish evil and uphold the ideals of compassion and justice, leaving the world a
better place than they found it. They usually have a natural magnetism and charisma that allows them to speak with conviction and confidence, but they will also often find themselves bewildered by the morality
and ethics of many residents of the Prime.
d8 Personality Trait
1 Helping those around me, especially those in need, is something that gives my life purpose.
2 I get homesick often, especially when looking upon religious artwork or architecture that depicts or mimics the upper planes.
3 I constantly compare the many wonders of my homeworld to the comparatively bland landscapes of the Prime.
4 The people of this plane often use idioms, metaphors and jokes that I do not understand.
5 I often fail to read social clues and will ask inappropriate questions.
6 I always expect the worst from those around me.
7 My time in the upper planes has made me consider my opinion to be far more important than my mortal peers.
8 I am a very flirty person, even with people I have no attraction to.

d6 Ideal
1 Temperance. I must keep my mind and body pure from the temptations of this plane. (Lawful)
2 Compassion. We are all one people and we need to start treating each other that way. (Good)
3 Wanderlust. The Prime is a menagerie of strange creatures and beautiful places, and I wish to see them all. (Chaotic)
4 Justice. This world is filled with evil that goes unpunished far too often, and I will purify it. (Lawful)
5 Balance. I must bring harmony to the mortal plane and help its people understand their place in the cosmos. (Neutral)
6 Love. I want nothing more out of life than the affection of someone close to me. (Any)

d6 Bond
1 My family is extremely important. Through my actions, I must bring them honor.
2 Life is a journey and the Prime is my first step.
3 My birth parents are from this plane. I must seek them out and learn where I truly come from.
4 I am deeply in love with someone from this world. It is my honor and my duty to see them safe.
5 I seek to find a way to become a true celestial.
6 I have been dishonored and I must prove that I belong in the upper planes

d8 Flaw
1 I will put myself in harm's way to save people, even total strangers.
2 I consider the denizens of the Prime to be beneath me.
3 I have a deep attraction and curiosity to demons and darker powers. I mean, who wouldn't want to taste the forbidden fruit?
4 Hailing from a place where evil and malicious intent are nearly non-existent, I find myself trusting others far too often.
5 I secretly find all things that are not divine in nature to be repulsive.
6 I constantly seek the approval of my celestial peers and hold their opinions above all others.
7 I have a need to help each and every person that asks me for it. I simply can't say no.
8 I love getting into dangerous and life-threatening situations, it just gets my blood flowing. After all, what's life without a little danger?

Doctors
Whether you were a tribal witch-doctor, a medicine-man, a holy healer, a military field medic, or a genuine medical professional from some unusually enlightened society, you specialize in the treatment of
suffering. You have seen injury, disease, poison, and death, and still you have defied it all, fighting to save that every last soul. As a medical professional, you have sworn a Hippocratic oath, (code of ethics). You
have pledged your life to protect life, that all who suffer are your patient, to support other doctors as family, to train any who swear the oath, to practice to the best of your ability, to always improve upon the
art, to practice only your specialization, to practice not for your own gain, to practice within the law, and to keep all of your patients' secrets. Why did you turn away from the medical profession? Or if you haven't,
what was it that drew you into the life of the adventurer? And what do you think of the oath, or other doctors?

Specialist
Each doctor must choose a field of specialization to practice within the broader art of medicine.
d6 Specialization
1 Diagnostics
2 Apothecary
3 Surgery
4 Bone Setting
5 Therapy
6 Research

Skill Proficiencies: Medicine, Investigation


Tool Proficiencies: Medicine Kit
Languages: One of your choice
Equipment: Doctor's Tools, 2-man tent, bedroll, blanket, Book (About anatomy, disease, apothecary, or surgery), common clothes, five bars of soap, a belt pouch containing 5 gp.

Feature: Burden of Life


Due to your vow, you are expected to cure the ill, regardless of morals or prejudice, even if they are your enemy. It is considered a horrid evil to intentionally kill a doctor for no reason. As such, intelligent enemies
are less likely to target you, (Provided they are not frighteningly evil in a manner that would be inappropriate for younger audiences) and even your enemy patients will at least not attack immediately while
under your care. What happens after they leave your care...? Well you can't decide their fate. Restored individuals may be grateful, or feel some form of life-debt to you. Enemies may repay you by specifically
choosing not to kill you, or they may give free information, or a scout you once saved may turn a blind eye to your presence.
Provided you stay true to your vow, (as best as you can) you can make use of any hospital or medical facility, (typically located in churches, noble estates, universities, and other places of higher learning) as
temporary residence for yourself, your patient(s), and your companions if there is room for them. Doctors will put you up at a lifestyle one step below their own if you can maintain a good relationship with them.
However, if ever you are proven to have broken your vow, you will be fully and publicly discredited as a doctor, and other doctors who pay attention to medical society will recognize you as such. You and all who
are with you will be turned away from mundane medicine and the places it is provided. Because you swore on your life, breaking your vow is technically a personal death sentence, though no doctor true to his
vows is free to enact it upon you. Even so, more enlightened nations are likely to have laws regarding the treatment of doctors and their vows, and enlightened does not necessarily mean "kind" or "gentle".

Suggested Characteristics
Doctors may come from many walks of life, but all became enrolled in some place of higher learning, or tutored by a renowned doctor, and eventually swore an oath- and that oath is not a light load to bear.
Doctors are often studious, intense, passionate, clinical, intellectual, or unusually calm under extreme stress. Many are troubled by harrowing events they bore witness to. Some are shockingly pragmatic, with
an "it may not be pretty, but you'll live" approach to problems. Many are seemingly tireless, hard-working individuals. Some can be inspiring souls, with a deep appreciation, not only for life, but for the person
who is alive as well. There is much debate among doctors as to just what the oath means, and what tenets have priority in any given situation.
d8 Personality Trait
1 All I think about is saving lives, or lives that have been lost.
2 I practice in the name of my religion, nation, or clan.
3 I am cold and calculating in my every word and action, even when furious or frightened.
4 When the bodies hit the floor, my hands go into automatic.
5 I consider magical healers and healing either to be cheating and unaccountable, or an integral future counterpart of a greater medical art.
6 I am waging a personal war on death itself.
7 I am entranced and inspired by the brilliance and glory of the living body.
8 I am actively involved in the medical society and engage in theoretical discourse and debate.

d6 Ideal
1 Life. I was put in this world to protect and save life. (Good)
2 I swore my oath, and now I must live by its tenets. (Lawful)
3 Vigilantism. No man can dictate who shall die, when, or how! (Chaotic)
4 Profit. Is it really my fault that all who come to me suffering also come bearing compensation? (Evil)
5 Survival. We are all in this together, for better or for worse. (Neutral)
6 Right. Everyone deserves to live. (Neutral)

d6 Bond
1 I owe everything to my home village/clan, for pooling their resources to have me educated.
2 I was pushed, or encouraged, into the field by my parents, one of whom may have been a doctor.
3 My professor is the most important person in the world to me.
4 My patients are my everything- losing one of them is like dying, but it never ends.
5 I took up the profession because someone close to me died of something treatable.
6 I started my training alone from texts I obtained by my own means.

d6 Flaw
1 I took the vow not realizing its full implications.
2 No one can know that I have broken my vow.
3 I feel contempt for many of my patients.
4 I think I am better than other doctors, and other people in general.
5 Sometimes I go too far in my search for knowledge.
6 I am frightened/sickened by human suffering.

Variant Doctor: Veterinarian


Your specialization still stands, but instead of treating people, your art is focused on our fuzzy friends. Exchange Investigation for Animal Handling or Nature. Animals who have been healed do not behave the
same way people do. Some more intelligent creatures, such as wolves, may be capable of feeling gratitude, but have limited ability to express such. Monsters are, true to their name, usually incapable of such
emotion and will likely just attack the moment they recover. Other doctors may not take you as seriously as you deserve, but anyone who has an important animal, such as a knight's steed or a caster's familiar,
will have deep respect for you, for even acknowledging that their animal is worth saving.

Dog of the Military


You are or were a member of the armed forces of a powerful nation or kingdom. The military took notice of your talents and resourcefulness and appointed you to act as a free roaming agent, subject, however,
to their ability to assign particular missions and projects to you. Perhaps you were a government investigator, attempting to solve crimes, root out corruption or uncover infiltrated agents of your country's
enemies. Perhaps you are a field researcher looking for insights into lost technologies or magical matters that the military believes may be useful to them in the future. Whatever your role, the military provides
little direct oversight, preferring to trust in your expertise...until it needs to call its dog to heel. Whether you are a current member of the military or a former member, you may be called upon to provide "special
service" in the military's time of need (being recalled to duty in some cases). It may be that they want you to undertake some special project related to your independent work, or it may be that they want you to
defend the nation from threats external or internal to it. Your DM will determine whether the military views such a call to service as optional or mandatory and what the consequences would be for refusing the
call. Your investigations may take the form of seeking answers to multiple discrete mysteries, each unrelated to the others, or you may pursue a single question (or series of related questions) over the course of
many years.

Skill Proficiencies: Investigation, and Persuasion or Intimidation


Tool Proficiencies: smiths tools
Languages: Any two of your choice
Equipment: A bottle of black ink, a quill, a journal for taking notes, a set of traveler's clothes, an indicia of office indicating your role as an independent agent of the military (which may be a letter, a badge, medal,
rank insignia, or other object that can be used to confirm your position to others), and a belt pouch containing 15 gold pieces

Feature: Mind If I Ask You A Few Questions


Your position (or former position) as a special investigator commands a certain degree of respect and can be used to open doors. Within the nation whose military you serve, if you request the opportunity to ask
questions of people, including officials, reclusive wizards, powerful merchants or the haughtiest of priests, they and their retainers will generally be inclined to grant the request. The more reasonable you make
the request sound, the more likely it will be granted. This does not mean that people will answer questions happily, fully or honestly, or be positively inclined towards you, merely that they or their representatives
will meet with you and hear and potentially answer questions pertinent to the topic you are investigating.

Suggested Characteristics
A dog of the military is largely defined by their training and drive to investigate matters of interest to them. They have spent most of their life in the self-motivated pursuit of answers to the questions that haunt
them.
d8 Personality Trait
1 I tend to talk about the topics under investigation in far more detail than most care to hear.
2 I consider the military to be the bulwark of the nation. I revere its methods, its history and sing its praises.
3 My time as an investigator taught me the value of secrets, I keep them very well and have a few of my own.
4 Joining the military was just a means to an end, it's my own research that's important to me. They agreed to let me conduct it and I use my connection to the military to further my own interests,
nothing more.
5 My investigations mean nothing to me. I joined the military so that I could see combat. If they want me to conduct investigations on the side, so be it.
6 When I find answers to my questions, it is a hugely gratifying feeling, but even better is when the solution to one problem opens up several more!
7 I see conspiracies everywhere and I seek to find the evidence that will expose those involved once and for all.
8 I am a 'by the book' person. Discipline and order to the key to a life well lived.

d6 Ideal
1 Investigation for its own Sake I ask questions and unravel mysteries simply because they are there and unraveling the truth is so enjoyable. (Neutral)
2 For the Greater Good My investigations will service to make people safer (Good)
3 Power Knowledge is power. The more questions I can answer, the more knowledge I will have to control those around me (Evil)
4 Order My service to the military uncovers secrets and exposes those who are corrupting the system, and thereby imposes more order on a chaotic world. (Lawful)
5 Independence I question everything and pursue my investigations only do long as they do not bore me. I often abandon investigations when more interesting questions arise.(Chaotic)
6 Dire Need My investigations have an importance that is deeply personal to me. I must find the answers if I am ever to be happy. (Any)

d6 Bond
1 I often think of the loved ones I left behind when I joined the military, I would like to find them some day.
2 I joined the military following a loss at the hands of our enemies. I will get my revenge.
3 I am utterly loyal to my nation, everything else comes second.
4 I was drummed out of my military service, and now I am hunting the one responsible for my disgrace.
5 My nation's enemies seek the same answers I do, and I must be the first to find them, at all costs.
6 I have a superior officer whom I idolize and want to impress.

d6 Flaw
1 People who are wary of the military are potential spies and traitors and must be watched closely.
2 I think everyone is more or less equal, and therefore I have difficulty taking orders seriously, whether they come from nobles, military officials, the city watch or otherwise.
3 Group cohesion is the most important thing. I will do what others want me to do, even if I personally think it's wrong or counterproductive.
4 I can get so distracted by the investigation I am working on that I can ignore other issues that may be more pressing or time-sensitive.
5 I don't fit in with others who are or used to be in military or martial service, from military officials to city guardsmen. I tend to be abrasive to them, knowing that they are dogs just as I am.
6 The military taught me how to live my life and now I tell others how to live theirs. I look down on those who ignore my commands ... err, I mean "advice."

Dragon Trained
Throughout your life you may have wanted to have knowledge, power, or maybe a reason to do anything, well here it is you at some point in your early life had met a dragon, be it chromatic or metallic and
convinced it to train you in the ways of the Dragons. These dragons could have many different reasons to actually train you, maybe they liked you, maybe they wanted you out of their hair, or maybe they even
considered you a possible rival or pawn in the future, but regardless of the reason they agreed to train you and that they did. But for whatever reason you chose to leave that area you trained in and got used to,
maybe the dragon left, or was killed, or many other possibilities but for whatever reason those has increased your ambition and you leave to accomplish said task.

Skill Proficiencies: Choose 2 of these skills History, Intimidation, Nature, Perception, Survival
Tool Proficiencies: Choose 1 of any
Languages: Draconic, or if you already know it one of your choice.
Equipment: Clothing set based on your stature in society, and a belt pouch containing 50 gold
Specialization
Roll or pick one that suits your character.
d6 Social Class
1 Born of noble birth.
2 Was raised by the dragon who taught me.
3 I was born a commoner who wanted more..
4 I never knew my parents, nor did I ever want to, I raised myself.
5 I bounced around from place to place so I never really fit into a class.
6 Born of the middle class, I had all I wanted.

Feature: Dragon Fame


When interacting with Dragons or other dragon like creatures you can use "Dragon Fame" to open special interactions making them possibly like you or hate you based on the dragon who trained you and your
relationship with him/her.

Alternate Feature: Dragon Intimidation[edit]


When Interacting with Dragons or other dragon like creators you can use "Dragon Intimidation" to reveal who trained you in hopes of intimidating them to give you what you want..

Alternative Feature: Dragon Like


You gain resistance to your Dragon trainer damage. You can use your action to exhale destructive energy. Your draconic trainer determines the size, shape, and damage type of the exhalation.When you use your
breath weapon, each creature in the area of the exhalation must make a saving throw. The type of which is determined by your draconic trainer (look at the Dragonborn ancester table). The DC for this saving
throw equals 8 +your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th levei. 4d6
at 11th leveI, and 5d6 at 16th leveI. You can use this ablility up to 1 + (Constitution bonus) / 2 . Your breath weapon ragain 1 charge every 12 hours you dont use it.

Suggested Characteristics
Dragon trained are usually uneasy around their own kind, having spent years or even their whole lives in the company of dragons. The alignments of dragon trained usually depend on the dragon that raised
them, i.e. most Gold Dragons influence their humanoid peers to be lawful good, most Red Dragons teach their humanoid peers to be chaotic evil. Becuase of this, a dragon trained's goals and morals reflect that
or their draconic parent and/or guardian.
d8 Personality
1 I know the history of the Dragons and other old civilizations and want to learn more
2 If you betray me, I will burn you.
3 I often challenge people because of my love to fight
4 I enjoy the company of others and I'm very social.
5 I was exiled from my town because people were jealous of my power.
6 I don't care about anyone, I just wanna have fun.
7 I trust no one and that will stay
8 I enjoy spreading my dragon training as it makes me feel superior.

d6 Ideal's
1 Power. I must become more powerful at all costs. (chaotic)
2 Conquest. The world will be mine. (Evil)
3 Order. I must bring balance to the world. (lawful)
4 Knowledge. I will seek knowledge at any cost. (Any)
5 People. I'm loyal to my friends and family, no need for any one else. (Neutral)
6 Honor. I must fight to help the weak and the defenseless (Good)

d6 Bond
1 Caring for people just makes you weak.
2 I care for my family and friends but they just hold me back.
3 I only have one family, the dragon who raised me.
4 I care for anyone who is weak.
5 I am loyal to dragons first, people come next.
6 I will use the power I have attained to spread my family name.

d6 Flaw
1 I am very knowledgeable and sometimes clash because I think I know better.
2 I am Arrogant/Prideful and can't back down from a challenge of any kind.
3 I get emotionally attached to easy which makes it harder when I lose those close to me.
4 I have a lust for women/men beyond reasonable thought.
5 I find it hard to trust people of strong religious faith.
6 I am prone to acts of anger and often regret them.

Drunken Bum
Eyes glazed from drunkenness, and a gait swaggering like a swaying pillar, you walk, flask in hand, down the street, past people who think you're a degenerate and cast you looks of pity and scorn. Your only
companion is your flask, filled with your favorite alcohol. The taverns know you well for your infinite thirst and willingness to shell out for more rounds. Your breath smells of alcohol, and you may have even been
notorious for starting fights in the local taverns. How did you become a drunkard? Are you struggling right now to stop your habit? What drives you to drink, be it grief or pleasure? What is your purpose then for
trying to stop? Do you even plan to stop?

Skill Proficiencies: Performance, Sleight of Hand


Tool Proficiencies: One type of gaming set
Languages: One of your choice and Drunken Slurs if it counts
Equipment: A flask, a set of dice or deck of cards, a set of well-worn common clothes, and a belt pouch containing 10 gp

Reason for drinking


While making a drunken bum, ask yourself why you were driven to drink. You can roll on the following table at random, or choose a result that fits your character.
d6 Reason for drinking
1 I lost a loved one and haven't been able to move on.
2 I'm unable or unwilling to perform steady honest work.
3 The last time I tried to be a hero, I lost my nerve and ran.
4 I'm permanently injured, and I literally drink to dull the pain.
5 I'm mourning the good old days that have long past.
6 I've always been a drinker, my habit simply spiraled out of control.

Feature: Alcohol Tolerance


You can drink just about anyone under the table. You can drink at least three times as much as most before you begin feeling the effects. (I.e advantage on alcohol checks)

Suggested Characteristics
d8 Personality Trait
1 I unconsciously make myself look as small as possible.
2 I have poor hygiene from not taking care of myself.
3 I'm not afraid to take grossly unreasonable risks in the face of danger, after all my life isn't worth that much.
4 I often mumble to myself.
5 I often tell long, rambling stories whether anyone's listening or not.
6 I have an extraordinarily foul mouth.
7 I'm smarter or meaner than I look and I know it.
8 I behave oddly when I'm drunk.

d6 Ideal
1 Repentance. This is finally my chance to stop being a screw-up and a failure. (Good)
2 Might. I've been betrayed and beaten down my whole life. Now I just want to strike back. (Evil)
3 Opportunity. I'll do anything for money. (Evil)
4 People. Letting myself down is one thing I can do, but letting my friends down is one thing I can't. (Neutral)
5 Freedom. I don't owe society nuthin'. (Chaotic)
6 Aspiration. I know I'm stuck in a rut and I have to get out. (Any)

d6 Bond
1 I know a great and terrible secret, and I'll keep it to my grave.
2 There's a person I've upset who's out looking for me. I do my best to avoid them.
3 I have a soft spot for people who remind me of my old self.
4 My drinking buddies are everything to me. I'd give my life for them in a heartbeat.
5 There's a seat in a bar with my name on it.
6 I'll never forget the past.
d6 Flaw
1 I can't resist a pretty face.
2 I'm financially irresponsible.
3 I don't think there's a wrong time or place to be drunk.
4 I'm a coward at heart.
5 I envy those who are better than me.
6 I'm unreliable and can't be trusted to do a good job.

Drunken Pirate
You lived your life as a pirate, Did you choose?, Were you forced?, What age did you become one?. You sailed the seven seas as a normal, Sober pirate, Then one day, You find a bottle of alcohol, Were you peer
pressured?, Did you choose to drink it?. It felt like that you could solve all of your problems when drunk!, Did it actually?, What did it do to you?, Are you happy with your choice?. And ever since that day, You've
always been drunk. Did it become a bad habit or a good one?. One day, Your ship crashed, What caused it?. With all of your crew scattered across the land. Do you go find them?, Or forget about them?, Do you
drink them away?. You decided to roam around as a drunk pirate, Still finding some of your stuff that is left in your satchel and you set sail to the land of where you crashed, Sharing your pirate training and
culture to everyone else!, Or do you just forget about it?.

Skill Proficiencies: Persuasion, Performance


Tool Proficiencies: Navigators Tools
Languages: Drunken Slurs (If it counts as a language)
Equipment: 2 bottles of ale, A satchel filled with 6 empty ale bottles, Pirates garb. Tri fold hat, An empty wallet, A cutlass that reeks of alcohol

Feature: Drunken Sea Dog


You can sniff out ale in towns, You absolutely love ale

Suggested Characteristics
d8 Personality Trait
1 When you get drunk, You tend to be better at everything
2 Alcohol is your first mate at this point, Helping you in every situation
3 You feel like you do better as a pirate when drunk
4 Seeing the seas reminds you of the old days...Of drinking kegs
5 You like to share your happiness with people by giving alcohol
6 You feel like your life isn't over yet, There's more that your buddies want to show you
7 Alcohol is your soul essence to you, You treat it like you treat your crew
8 You tend to party hard with your pirate buddies, And have great reputation for being drunk

d6 Ideal
1 Naval Calvary: I must make my nautical buddies proud!, I will show them true order! (Lawful)
2 Goody two shoes: I have a great responsibility in protecting these sober and weak landlubbers!, Everyone deserves to drink! (Good)
3 Drunken Egalitarian: It is everyone's responsibility to fall into the drink, And drink. (Any Neutral)
4 Classic Pirate: Sail the seven seas, Drink the mead and ale!, Change up at certain times!, Its your life, Live it! (Any)
5 Drunken Sailor: DRUNKEN FRENZY FOR ALL!, GIVE THE ALE TO EVERYONE!, SCREW THE LANDLUBBING LAWS! (Chaotic)
6 Bad Pirate: All the mead is for me and me only!, No one else can have any! (Evil)

d6 Bond
1 I feel better when drinking with friends.
2 I'll keep all my bottles so I can find a brewery with my new pals.
3 I will hold all my secrets that I've been told, Even when drunk.
4 I always help my crew when I'm drunk, And I work better when I am!
5 I always love to bring a light mood to my crew, And that's why I'm here with my drinks
6 Sharing is caring, I follow by that mindset everyday, I share all of my drinks with everyone

d6 Flaw
1 I will do absolutely ANYTHING for alcohol
2 I think I have a problem...
3 I always forget the previous night whenever I drink, and I tend to do horrible things
4 I think I'm higher up then anyone else, because I've seen more then they have
5 I always speak in drunken slurs, I can't stop it!
6 I spill out all of my secrets when drunk, Leading to a lot of problems for my crew.

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