Backgrounds

  • Sourcebook:


    PHB
  • Features:


    SHELTER OF THE FAITHFUL
  • Proficiencies:


    Insight, Religion, two languages of your choice

ACOLYTE

Vou have spent your life in the service of a temple to a specific god or pantheon of gods, Vou act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. Vou are not necessarily a cleric-performing sacred rites is not the same thing aS channeling divine power. Choose a god, a pantheon of gods, or some other quasi-divine being from among those listed in appendix B or those specified by your DM, and work with your DM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established tem pIe structure, or even an occult group that served a fiendish master that you now deny.

  • Skills Insight, Religion
  • Languages Two languages of your choice
  • Equipment A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp

SHELTER OF THE FAITHFUL


As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. Vou might also have ties to a specific tem pIe dedicated to your chosen deity or pantheon, and you have a residence there, This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home, While near your temple. you can call upon the priests for assistance. provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Suggested characteristics


Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideaIs. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.

Personality trait

  1. I idolize a particular hero of my faith, and constantly refer to that person's deeds and example,
  2. I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
  3. I see omens in every event and action. The gods try to speak to us, we just need to listen
  4. I quote (or misquote) sacred texts and proverbs in almost every situation.
  5. Nothing can shake my optimistic attitude.
  6. I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.
  7. I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me.
  8. I've spent so long in the temple that I have little practical experience dealing with people in the outside world.

Ideals

  1. Tradition. The aneient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
  2. Charity. I always try to help those in need, no matter what the personal cost. (Good)
  3. Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)
  4. Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful)
  5. Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
  6. Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any)

Bonds

  1. I would die to recover an ancient relic of my faith that was lost long ago.
  2. I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
  3. I owe my life to the priest who took me in when my parents died.
  4. Everything I do is for the common people.
  5. I will do anything to protect the temple where I served.
  6. I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.

Flaws

  1. I judge others harshly, and myself even more severely.
  2. I puttoo much trust in those who wield power within my temple's hierarchy.
  3. My piety sometimes leads me to blindly trust those that profess faith in my god.
  4. Iam inflexible in my thinking.
  5. I am suspicious af strangers and expect the worst of them.
  6. Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
  • Sourcebook:


    ToA
  • Features:


    ADEPT LINGUIST
  • Proficiencies:


    Insight, Religion, 2 languages

ANTHROPOLOGIST

You have always been fascinated by other cultures, from the most ancient and primeval lost lands to the most modern civilizations. By studying other cultures' customs, philosophies, laws, rituals, religious beliefs, languages, and art, you have learned how tribes, empires, and all forms of society in between craft their own destinies and doom. This knowledge came to you not only through books and scrolls, but also through firsthand observation-by visiting far-flung settlements and exploring local histories and customs.

  • Skills Insight, Religion
  • Languages Two of your choice
  • Equipment A leather-bound diary, a bottle of ink, an ink pen, a set of traveler's clothes, one trinket of special significance, and a pouch containing 10 gp

CULTURAL CHAMELEON


Before becoming an adventurer, you spent much of your adult life away from your homeland, living among people different from your kin. You came to understand these foreign cultures and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs. Choose a race whose culture you've adopted, or roll on the Adopted Culture table.

ADOPTED CULTURE

  1. Aarakocra
  2. Dwarf
  3. Elf
  4. Goblin
  5. Halfling
  6. Human
  7. Lizardfolk
  8. Orc

FEATURE: ADEPT LINGUIST


You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures-enough to communicate on a rudimentary level.

Suggested characteristics


Anthropologists leave behind the societies into which they were born to discover what life ls like in other parts of the world. They seek to see how other races and civilizations survive-or why they did not. Some anthropologists are driven by intellectual curiosity, while others want the fame and recognition that comes with being the first to discover a new _people, a lost tribe, or the truth about an ancient empire's downfall.

1D6 Personality trait

  1. I prefer the company of those who aren't like me, in­cluding people of other races.
  2. I'm a stickler when it comes to observing proper eti­quette and local customs.
  3. I would rather observe than meddle.
  4. By living among violent people, I have become de­sensitized to violence.
  5. I would risk life and limb to discover a new culture or unravel the secrets of a dead one.
  6. When I arrive at a new settlement for the first time, I must learn all its customs.

Ideals

  1. Discovery. I want to be the first person to discover a lost culture. (Any)
  2. Distance. One must not interfere with the affairs of another culture-even one in need of aid. (lawful)
  3. Knowledge. By understanding other races and cultures, we learn to understand ourselves. (Any)
  4. Power. Common people crave strong leadership, and I do my utmost to provide it. (Lawful)
  5. Protection. I must do everything possible to save a society facing extinction. (Good)
  6. Indifferent. Life is cruel. What's the point in saving people if they're going to die anyway? (Chaotic)

Bonds

  1. My mentor gave me a journal filled with lore and wis­dom. losing it would devastate me.
  2. Having lived among the people of a primeval tribe or clan, I long to return and see how they are faring.
  3. Years ago, tragedy struck the members of an isolated society I befriended, and I will honor them.
  4. I want to learn more about a particular humanoid cul­ture that fascinates me.
  5. I seek to avenge a clan, tribe, kingdom, or empire that was wiped out.
  6. I have a trinket that I believe is the key to finding a long-lost society.

Flaws

  1. Boats make me seasick.
  2. I talk to myself, and I don't make friends easily.
  3. I believe that I'm intellectually superior to people from other cultures and have much to teach them.
  4. I've picked up some unpleasant habits living among goblins, lizardfolk, or ores.
  5. I complain about everything.
  6. I wear a tribal mask and never take it off.
  • Sourcebook:


    ToA
  • Features:


    DUST DIGGER
  • Proficiencies:


    History, Survival, Cartographer's tools or navigator's tools, 1 language

ARCHAEOLOGIST

An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains-their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and cataclysms.

  • Skills History, Survival
  • Languages One of your choice
  • Tools Cartographer's tools or navigator's tools
  • Equipment A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25 gp

DUST DIGGER


Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. Roll on the Signature Item table to see what you have, or choose an item from the table.

SIGNATURE ITEM

  1. 10-foot pole
  2. Crowbar
  3. Hat
  4. Hooded lantern
  5. Medallion
  6. Shovel
  7. Sledgehammer
  8. Whip

FEATURE: HISTORICAL KNOWLEDGE


When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans , yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.

Suggested characteristics


Few archaeologists can resist the lure of an unexplored ruin or dungeon, particularly if such a site is the source of legends or is rumored to contain the treasures and relics of wizards, warlords, or royalty. Some archaeologists plunder for wealth or fame, while others consider it their calling to illuminate the past or keep the world's greatest treasures from fa lli ng into the wrong hands.
Whatever their motivations, archaeologists combine the qualities of a scrappy historian with the self-made heroism of a treasure-hunting scoundrel.

Personality trait

  1. I love a good puzzle or mystery.
  2. I'm a pack rat who never throws anything away.
  3. Fame is more important to me than money.
  4. I have no qualms about stealing from the dead.
  5. I'm happier In a dusty old tomb than I am in the centers of civilization.
  6. Traps don't make me nervous. Idiots who trigger traps make me nervous.
  7. I might fail, but I will never give up.
  8. You might think I'm a scholar, but I love a good brawl. These fists were made for punching.

Ideals

  1. Preservation. That artifact belongs in a museum. (Good)
  2. Greed. I won't risk my life for nothing. I expect some kind of payment. (Any)
  3. Death Wish. Nothing is more exhilarating than a narrow escape from the jaws of death. (Chaotic)
  4. Dignity. The dead and their belongings deserve to be treated with respect. (Lawful)
  5. Immortality. All my exploring is part of a plan to find the secret of ever lasting life. (Any)
  6. Danger. With every great discovery comes grave danger. The two walk hand in hand. (Any)

Bonds

  1. Ever since I was a child , I've heard stories about a lost city. I aim to find it, learn its secrets, and earn my place In the history books.
  2. I want to find my mentor, who disappeared on an expedition some time ago.
  3. I have a friendly rival. Only one of us can be the best, and I aim to prove it's me.
  4. I won't sell an art object or other treasure that has historical significance or is one of a kind.
  5. I'm secretly in love with the wealthy patron who sponsors my archaeological exploits.
  6. I hope to bring prestige to a library, a museum, or a university.

Flaws

  1. I have a secret fear of some common wild animal - and in my work, I see them everywhere.
  2. I can't leave a room witho ut searching it for secret doors.
  3. When I'm not exploring dungeons or ruins, I get jittery and impatient.
  4. I have no time for friends or family. I spend every waking moment thinking about and preparing for my next expedition.
  5. When given the choice of going left or right, I always go left.
  6. I can't sleep except in total darkness.
  • Sourcebook:


    MOoT
  • Features:


    ECHOES OF VICTORY
  • Proficiencies:


    Acrobatics, Athletics, Vehicles (land), 1 language

ATHLETE

You strive to perfect yourself physically and in execution of everything you do. The thrill of competition lights fire in your blood, and the roar of the crowd drives you forward. Tales of your exploits precede you and might open doors or loosen tongues. Whether in one of the poleis, between them, or among the nonhuman peoples of Theros, physical contests and those who pursue them command respect bordering on reverence. Athletes arise from all walks of life and all cultures and quite often cross paths with one another.

  • Skills Acrobatics, Athletics
  • Languages One of your choice
  • Tools Vehicles (land)
  • Equipment A bronze discus or leather ball, a lucky charm or past trophy, a set of traveler's clothes, and a pouch containing 10 gp

FAVORED EVENT


While many athletes practice various games and events, most excel at a single form of competition. Roll or choose from the options in the Favored Event table to determine the athletic event in which you excel.

Favoured event

  1. Marathon
  2. Long-distance running
  3. Wrestling
  4. Boxing
  5. Chariot or horse race
  6. Pankration (mixed unarmed combat)
  7. Hoplite race (racing in full armor with a unit)
  8. Pentathlon (running, long jump, discus, javelin , wrestling)

FEATURE: ECHOES OF VICTORY


You have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent chance you can find someone there who admires you and is willing to provide information or temporary shelter. Between adventures, you might compete in athletic events sufficient enough to maintain a comfortable lifestyle, as per the "Practicing a Profession" downtime activity in chapter 8 of the Player's Handbook.

Suggested characteristics


Competition can forge strong bonds between teammates and rivals or ignite bitter feuds that burn outside the arena. Athletes often apply lessons from their training to their lives in general.

Personality trait

  1. I feel most at peace during physical exertion, be it exercise or battle.
  2. I don't like to sit idle.
  3. I have a daily exercise routine that I refuse to break.
  4. Obstacles exist to be overcome.
  5. When I see others struggling, I offer to help.
  6. I love to trade banter and gibes.
  7. Anythi n g worth doing is worth doing best.
  8. I get irritated if people praise someone else and not me.

Ideals

  1. Competition. I strive to test myself in all things. (Chaotic)
  2. Triumph. The best part of winning is seeing my rivals brought low. (Evil)
  3. Camaraderie. The strongest bonds are forged through struggle. (Good)
  4. People. I strive to inspire my spectators. (Neutral)
  5. Tradition. Every game has rules , and the playing field must be level. (Lawful)
  6. Growth. Lessons hide in victory and defeat. (Any)

Bonds

  1. My team mates are my family.
  2. I will overcome a rival and prove myself their better.
  3. My mistake got someone hurt. I'll never make that mistake again.
  4. I will be the best for the honor and glory of my home.
  5. The person who trained me is the most i m portant person in my world.
  6. I strive to live up to a specific hero's example.

Flaws

  1. I indulge in a habit that threatens my reputation or my health.
  2. I'll do absolutely anything to win.
  3. I ignore anyone who doesn't compete and anyone who loses to me.
  4. I have lingering pain from old injuries.
  5. Any defeat or failure on my part is because my opponent cheated.
  6. I must be the captain of any group I join.
  • Sourcebook:


    PHB
  • Features:


    FALSE IDENTITY
  • Proficiencies:


    Deception, Sleight of Hand

CHARLATAN

Vou have always had a way with people. Vou know what makes them tick. you can tease out their hearts' desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. !t's a useful talent, and one that you're perfectly willing to use for your advantage.
You know what people want and you deliver. or rather, you promise to deliver. Common sense should steer people away from things that sound toa good to be true, but common sense seems to be in short supply when you're around. The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment-nothing more than a bit of fat with a sprinkle of silver dust-can restore youth and vigor, and there's a bridge in the city thatjust happens to be for sale. These marvels sound implausible, but you make them sound like the real deal.

FAVORITE SCHEMES

  1. I cheat at games of chance.
  2. I shave coins or forge documents.
  3. I insinuate myselfinto people's lives to prey on their weakness and secure their fortunes.
  4. I put on new identities like clothes.
  5. I run sleight-of.hand cons on street corners.
  6. I convince people that worthless junk is worth their hard.earned money.
  • Skills Deception, Sleight of Hand
  • Tools Disguise kit, forgery kit
  • Equipment A set of fine c1othes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke). and a belt pouch containing 15 gp

FEATURE: FALSE IDENTITY


Vou have created a second identity that includes documentation, established acquaintallces, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

Suggested characteristics


Charlatans are colorful characters who conceal their true selves behind the masks they construcl. They reflect what people want to see, what they want to believe, and how they scc the world. But their true sclves are sometimes plagued by an uneasy conscience, a n old enemy, or deep-seated trust issues.

Personality trait

  1. I fali in and out of love easily, and am always pursuing someone.
  2. I have a joke for every occasion, especially occasions where humor is inappropriate.
  3. Flattery is my preferred trick for getting what I want,
  4. I'm a born gambler who can't resist taking a risk for a potential payoff.
  5. I lie about almost everything. even when there's no good reason to.
  6. Sarcasm and insults are my weapons of choice.
  7. I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given momento
  8. I pocket anything I see that might have some value.

Ideals

  1. Independence. I am a free spirit-no one tells me what to do. (Chaotic)
  2. Fairness. I never target people who can't afford to lose a few coins. (Lawful)
  3. Charity. I distribute the money I acquire to the people who really need it. (Good)
  4. Creativity. I never run the same con twice. (Chaotic)
  5. Friendship. Material goods come and go. Bonds of friendship last forever. (Good)
  6. Aspiration. I'm determined to make something of myself. (Any)

Bonds

  1. I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
  2. I owe everything to my mentor-a horrible person who's probably rotting in jail somewhere.
  3. Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her.
  4. I come frem a noble family, and one day 1'11reelaim my lands and title from those who stole them from me.
  5. A powerful person killed someone I love. Some day soon, I'll have my revenge.
  6. I swindled and ruined a person who didn't deserve it. I seek to atone for my misdeeds but might never be able to forgive myself.

Flaws

  1. I can't resist a pretty face.
  2. I'm always in debt. I spend my ill.gotten gains on decadent luxuries faster than I bring them in.
  3. I'm convinced that no one could ever fool me the way I fool others.
  4. I'm too greedy for my own good. I can'! resist taking a risk if there's money involved.
  5. I can't resist swindling people who are more powerful than me.
  6. I hate to admit it and will hate myself for it, but 1'11run and preserve my own hide if the going gets tough.
  • Sourcebook:


    SCAG
  • Features:


    Watcher's Eye
  • Proficiencies:


    Athletics, Insight, 2 languages

CITY WATCH

You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.
You might have been part of the City Watch of Waterdeep, the baton-wielding police force of the City of Splendors, protecting the common folk from thieves and rowdy nobility alike. Or you might have been one of the valiant defenders of Silverymoon, a member of the Silverwatch or even one of the magic-wielding Spellguard.
Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the City of Skilled Hands.
Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community.

VARIANT: INVESTIGATOR

Rarer than watch or patrol members are a community's investigators, who are responsible for solving crimes after the fact. Though such folk are seldom found in rural areas, nearly every settlement of decent size has at least one or two watch members who have the skill to investigate crime scenes and track down criminals. If your prior experience is as an investigator, you have proficiency in Investigation rather than Athletics.
  • Skills Athletics, Insight
  • Languages Two of your choice
  • Equipment A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp

FEATURE: WATCHER'S EYE


Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.

Suggested characteristics


Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch. Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes.

  • Sourcebook:


    SCAG
  • Features:


    RESPECT OF THE STOUT FOLK
  • Proficiencies:


    History, Insight, Artisan tools, Dwarvish or 1 language

CLAN CRAFTER

The Stout Folk are well known for their artisanship and the worth of their handiworks, and you have been trained in that ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours and dismissive, sour-tempered treatment in order to gain the fine skills you possess today.
You are most likely a dwarf, but not necessarily-particularly in the North, the shield dwarf clans learned long ago that only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of other races. If you aren't a dwarf, however, you have taken a solemn oath never to take on an apprentice in the craft: it is not for non-dwarves to pass on the skills of Moradin's favored children. You would have no difficulty, however, finding a dwarf master who was willing to receive potential apprentices who came with your recommendation.

  • Skills History, Insight
  • Languages Dwarvish or one other of your choice if you already speak Dwarvish
  • Tools One type of artisan's tools
  • Equipment A set of artisan's tools with which you are proficient, a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of traveler's clothes, and a pouch containing 5 gp and a gem worth 10 gp

FEATURE: RESPECT OF THE STOUT FOLK


As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.

Suggested characteristics


Use the tables for the guild artisan background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a clan crafter. (For instance, consider the words "guild" and "clan" to be interchangeable.)
Your bond is almost certainly related to the master or the clan that taught you, or else to the work that you produce. Your ideal might have to do with maintaining the high quality of your work or preserving the dwarven traditions of craftsmanship.

  • Sourcebook:


    SCAG
  • Features:


    LIBRARY ACCESS
  • Proficiencies:


    History, plus your choice of one from among Arcana, Nature, and Religion, 2 languages

CLOISTERED SCHOLAR

As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of Faerfin's great institutes of learning , where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home-not to abandon it, but to quest for new lore to add to its storehouse of knowledge.
The most well known of Faerfin's fonts of knowledge is Candlekeep. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Candlekeep's own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world.
Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the few who aid Herald's Hold fast, helping to catalogue and maintain records of the information that arrives daily from across Faerûn.

  • Skills History, plus your choice of one from among Arcana, Nature, and Religion
  • Languages Two of your choice
  • Equipment The scholar's robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp

FEATURE: LIBRARY ACCESS


Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.
You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.
Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.

Suggested characteristics


Use the tables for the sage background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a cloistered scholar.
Your bond is almost certainly associated either with the place where you grew up or with the knowledge you hope to acquire through adventuring. Your ideal is no doubt related to how you view the quest for knowledge and truth-perhaps as a worthy goal in itself, or maybe as a means to a desirable end.

  • Sourcebook:


    SCAG
  • Features:


    COURT FUNCTIONARY
  • Proficiencies:


    Insight, Persuasion, 2 languages

COURTIER

In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position.
You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or perhaps you traveled in Waterdeep's baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur's Gate or Neverwinter, or you might have grown up in and around the castle of Daggerford.
Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.

  • Skills Insight, Persuasion
  • Languages Two of your choice
  • Equipment A set of fine clothes and a pouch containing 5 gp

FEATURE: COURT FUNCTIONARY


Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.

Suggested characteristics


Use the tables for the guild artisan background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a courtier.
The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization.

  • Sourcebook:


    PHB
  • Features:


    CRIMINAL CONTACT
  • Proficiencies:


    Deception, Stealth

CRIMINAL

Vou are an experienced criminal wilh a history of breaking the law. You have spent a lot time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to lhe world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.

CRIMINAL SPECIALTY

There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on lhe table below.

  • Blackmailer
  • Burglar
  • Enforcer
  • Fence
  • Highway robber
  • Hired killer
  • Pickpocket
  • Smuggler
  • Skills Deception, Stealth
  • Tools One type of gaming set, thieves' tools
  • Equipment A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp

FEATURE: CRIMINAL CONTACT


Vou have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. Vou know how lo get messages to and from your contact, even over great distances; specifically, you know lhe local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Suggested characteristics


Criminals might seem like villains on lhe surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be not among thieves, but criminals rarely show any respect for law or authority.

Personality trait

  1. I always have a plan for what to do when things go wrong.
  2. I am always calm, no maller 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 eould be hidden.
  4. I would rather make a new friend than a new enemy.
  5. I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
  6. I don't pay attention to the risks in a situation. Never tell me the odds.
  7. The best way to get me to do something is to tell me I can't do it.
  8. I blow up at the slightest insult.

Ideals

  1. Honor. I don't steal from others in the trade. (Lawful)
  2. Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
  3. Charity. I steal from the wealthy so that I ean help people in need. (Good)
  4. Greed. I will do whatever it takes to become wealthy. (Evil)
  5. People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
  6. Redemption. There's a spark of good in everyone.(Good)

Bonds

  1. I'm trying to pay off an old debt I owe to a generous benefactor.
  2. My ill gotten gains go to support my family.
  3. Something important was taken from me, and I aim to steal it back.
  4. I will beeome the greatest thief that ever lived.
  5. I'm guilty of a terrible crime. I hope I can redeem myself for it.
  6. Someone I loved died because of I mistake I made. That will never happen again.

Flaws

  1. When I see something valuable, I can't think about anything but how to steal it.
  2. When faced with a choice between money and my friends, I usually choose the money.
  3. If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
  4. I have a "tell" that reveals when I'm Iying.
  5. I turn tail and run when things look bad.
  6. An innocent person is in prison for a crime that I committed. I'm okay with that.

VARIANT CRIMINAL: Spy

Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. Vou might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.
  • Sourcebook:


    PHB
  • Features:


    By POPULAR DEMAND
  • Proficiencies:


    Acrobatics, Performance, Disguise kit, musical instrument

Entertainer

Vou thrive in front of an audience. Vou know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life.

ENTERTAINER ROUTINES

A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer.

1D10 Entertainer Routine

  1. Actor
  2. Dancer
  3. Fire-eater
  4. Jester
  5. Juggler
  6. Instrumentalist
  7. Poet
  8. Singer
  9. Storyteller
  10. Tumbler
  • Skills Acrobatics, Performance
  • Tools Disguise kit, 1 musical instrument
  • Equipment A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 15 gp

Feature: By POPULAR DEMAND


Vou can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Suggested characteristics


Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideaIs about the practice of art and the appreciation of beauty.

Personality trait

  1. I know a story relevant to almost every situation.
  2. Whenever I come to a new place, I collect local rumors and spread gossip.
  3. I'm a hopeless romantic, always searching for that "special someone."
  4. Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
  5. I love a good insult, even one directed at me.
  6. I get bitter if I'm not the center of attention.
  7. I'll settle for nothing less than perfection.
  8. I change my mood or my mind as quickly as I change key in a song.

Ideals

  1. Beauty. When I perform, I make the world better than it was. (Good)
  2. Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)
  3. Creativity. The world is in need of new ideas and bold action. (Chaotic)
  4. Greed. I'm only in it for the money and fame. (Evil)
  5. People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral)
  6. Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)

Bonds

  1. My instrument is my most treasured possession, and it reminds me of someone I love.
  2. Someone stole my precious instrumenl, and someday I'll get it back.
  3. I wanl to be famous, whatever it takes.
  4. I idolize a hero of the old tales and measure my deeds against that person's.
  5. I will do anything to prove myself superior to my hated rival.
  6. I would do anything for the other members of my old troupe.

Flaws

  1. I'll do anything to win fame and renown.
  2. I'm a sucker for a pretty face.
  3. A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
  4. I once satirized a noble who still wants my head. It was a mistake lhat I will likely repeat.
  5. I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
  6. Despile my best efforts, I am unreliable to my friends.

VARIANT ENTERTAINER: GLADIATOR

A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your By Popular Demand feature, you can find a place to perform in any place that features combat for entertainment-perhaps a gladiatorial arena or secret pit fighting club. Vou can replace the musical instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net.
  • Sourcebook:


    SCAG
  • Features:


    SAFE HAVEN
  • Proficiencies:


    Insight and one Intelligence, Wisdom, or Charisma skill of choice, 2 languages

FACTION AGENT

Many organizations active in the North and across the face of Faeriln aren't bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for use by the faction's operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that organization, but who serve as its hands, head, and heart.
As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in Faeriln. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in the faction.

FACTIONS OF THE SWORD COAST

The lack of large, centralized governments in the North and along the Sword Coast is likely directly responsible for the proliferation of secret societies and conspiracies in those lands. If your background is as an agent for one of the main factions of the North and Sword Coast, here are some possibilities.
The Harpers. Founded more than a millennium ago, disbanded and reorganized several times, the Harpers remain a powerful, behind-the-scenes agency, which acts to thwart evil and promote fairness through knowledge, rather than brute force. Harper agents are often proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and innkeepers, rangers, and the clergy of gods that are aligned with the Harpers' ideals.
The Order of the Gauntlet. One of the newest power groups in Faeriln, the Order of the Gauntlet has an agenda similar to that of the Harpers. Its methods are vastly different, however: bearers of the gauntlet are holy warriors on a righteous quest to crush evil and promote justice, and they never hide in the shadows. Order agents tend to be proficient in Religion, and frequently seek aid from law enforcement friendly to the order's ideals, and the clergy of the order's patron gods.
The Emerld Enclave. Maintaining balance in the natural order and combating the forces that threaten that balance is the twofold goal of the Emerald Enclave. Those who serve the faction are masters of survival and living off the land. They are often proficient in Nature, and can seek assistance from woodsmen, hunters, rangers, barbarian tribes, druid circles, and priests who revere the gods of nature.
The Lords' Alliance. On one level, the agents of the Lords' Alliance are representatives of the cities and other governments that constitute the alliance. But, as a faction with interests and concerns that transcend local politics and geography, the Alliance has its own cadre of individuals who work on behalf of the organizations, wider agenda. Alliance agents are required to be knowledgeable in History, and can always rely on the aid of the governments that are part of the Alliance, plus other leaders and groups who uphold the Alliance's ideals.
The Zhentrim. In recent years, the Zhentarim have become more visible in the world at large, as the group works to improve its reputation among the common people. The faction draws employees and associates from many walks of life, setting them to tasks that serve the goals of the Black Network but aren't necessarily criminal in nature. Agents of the Black Network must often work in secret, and are frequently proficient in Deception. They seek aid from the wizards, mercenaries, merchants and priesthoods allied with the Zhentarim.

  • Skills Insight and one Intelligence, Wisdom, or Charisma skill of your choice, as appropriate to your faction
  • Languages Two of your choice
  • Equipment Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 15 gp

FEATURE: SAFE HAVEN


As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.

Suggested characteristics


Use the tables for the acolyte background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a faction agent. (For instance, consider the words "faith" and "faction" to be interchangeable.)
Your bond might be associated with other members of your faction, or a location or an object that is important to your faction. The ideal you strive for is probably in keeping with the tenets and principles of your faction, but might be more personal in nature.

  • Sourcebook:


    SCAG
  • Features:


    ALL EYES ON YOU
  • Proficiencies:


    Insight, Perception, 1 language, 1 instrument or gaming set.

FAR TRAVELER

Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.
You aren't one of those folk.
You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerun for your own reasons, which you might or might not choose to share.
Although you will undoubtedly find some of this land's ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go.

  • Skills Insight, Perception
  • Languages Any one of your choice
  • Tools Any one musical instrument or gaming set of your choice, likely something native to your homeland
  • Equipment One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerun, a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship, and a pouch containing 5 gp

WHY ARE YOU HERE?

A far traveler might have set out on a journey for one of a number of reasons, and the departure from his or her homeland could have been voluntary or involuntary. To determine why you are so far from home, roll on the table below or choose from the options provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.

1D6 WHY ARE YOU HERE?

  1. Emissary
  2. Exile
  3. Fugitive
  4. Pilgrim
  5. Sightseer
  6. Wanderer

WHERE ARE You FROM?

The most important decision in creating a far traveler background is determining your homeland. The places discussed here are all sufficiently distant from the North and the Sword Coast to justify the use of this background.
Evermeet. The fabled elven islands far to the west are home to elves who have never been to Faerun. They often find it a harsher place than they expected when they do make the trip. If you are an elf, Evermeet is a logical (though not mandatory) choice for your homeland.
Most of those who emigrate from Evermeet are either exiles, forced out for committing some infraction of elven law, or emissaries who come to Faerun for a purpose that benefits elven culture or society.
Halruaa. Located on the southern edges of the Shining South, and hemmed in by mountains all around, the magocracy of Halruaa is a bizarre land to most in Faerun who know about it. Many folk have heard of the strange skyships the Halruaans·sail, and a few know of the tales that even the least of their people can work magic. Halruaans usually make their journeys into Faerun for personal reasons, since their government has a strict stance against unauthorized involvement with other nations and organizations. You might have been exiled for breaking one of Halruaa's many byzantine laws, or you could be a pilgrim who seeks the shrines of the gods of magic.
Kara-Tur. The continent of Kara-Tur, far to the east of Faerfm, is home to people whose customs are unfamiliar to the folk of the Sword Coast. If you come from Kara-Tur, the people of Faerfin likely refer to you as Shou, even if that isn't your true ethnicity, because that's the blanket term they use for everyone who shares your origin.
The folk of Kara-Tur occasionally travel to Faerfin as diplomats or to forge trade relations with prosperous merchant cartels. You might have come here as part of some such delegation, then decided to stay when the mission was over.
Mulhorand. From the terrain to the architecture to the god-kings who rule over these lands, nearly everything about Mulhorand is alien to someone from the Sword Coast. You likely experienced the same sort of culture shock when you left your desert home and traveled to the unfamiliar climes of northern Faerfin. Recent events in your homeland have led to the abolition of slavery, and a corresponding increase in the traffic between Mulhorand and the distant parts of Faerfin.
Those who leave behind Mulhorand's sweltering deserts and ancient pyramids for a glimpse at a different life do so for many reasons. You might be in the North simply to see the strangeness this wet land has to offer, or because you have made too many enemies among the desert communities of your home.
Sossal. Few have heard of your homeland, but many have questions about it upon seeing you. Humans from Sossal seem crafted from snow, with alabaster skin and white hair, and typically dressed in white.
Sossal exists far to the northeast, hard up against the endless ice to the north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly terrible or seek something incredibly important.
Zakhara. As the saying goes among those in Faerfin who know of the place, "To get to Zakhara, go south. Then go south some more." Of course, you followed an equally long route when you came north from your place of birth. Though it isn't unusual for Zakharans to visit the southern extremes of Faerfin for trading purposes, few of them stray as far from home as you have.
You might be traveling to discover what wonders are to be found outside the deserts and sword-like mountains of your homeland, or perhaps you are on a pilgrimage to understand the gods that others worship, so that you might better appreciate your own deities.
The Underdark. Though your home is physically closer to the Sword Coast than the other locations discussed here, it is far more unnatural. You hail from one of the settlements in the Underdark, each of which has its own strange customs and laws. If you are a native of one of the great subterranean cities or settlements, you are probably a member of the race that occupies the place - but you might also have grown up there after being captured and brought below when you were a child.
If you are a true Underdark native, you might have come to the surface as an emissary of your people, or perhaps to escape accusations of criminal behavior (whether warranted or not). If you aren't a native, your reason for leaving "home" probably has something to do with getting away from a bad situation.

FEATURE: ALL EYES ON YOU


Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

Personality trait

  1. I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence, or reacting to ignorant invasion of my own.
  2. I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.
  3. I have a strong code of honor or sense of propriety that others don't comprehend.
  4. I express affection or contempt in ways that are unfamiliar to others.
  5. I honor my deities through practices that are foreign to this land.
  6. I begin or end my day with small traditional rituals that are unfamiliar to those around me.

Ideals

  1. Open. I have much to learn from the kindly folk I meet along my way. (Good)
  2. Reserved. Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)
  3. Adventure. I'm far from home, and everything is strange and wonderful! (Chaotic)
  4. Cunning. Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil)
  5. Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)
  6. Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any)

Bonds

  1. So long as I have this token from my homeland, I can face any adversity in this strange land.
  2. The gods of my people are a comfort to me so far from home.
  3. I hold no greater cause than my service to my people.
  4. My freedom is my most precious possession. I'll never let anyone take it from me again.
  5. I'm fascinated by the beauty and wonder of this new land.
  6. Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day.

Flaws

  1. I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land.
  2. I pretend not to understand the local language in order to avoid interactions I would rather not have.
  3. I have a weakness for the new intoxicants and other pleasures of this land.
  4. I don't take kindly to some of the actions and motivations of the people of this land, because these folk are different from me.
  5. I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst.
  6. I have a weakness for the exotic beauty of the people of these lands.
  • Sourcebook:


    GoS
  • Features:


    HARVEST THE WATER
  • Proficiencies:


    History, Survival, 1 language

FISHER

You have spent your life aboard fishing vessels or combing the shallows for the bounty of the ocean. Perhaps you were born into a family of fisher folk, working with your kin to feed your village. Maybe the job was a means to an end-a way out of an undesirable circumstance that forced you to take up life aboard a ship. Regardless of how you began, you soon fell in love with the sea, the art of fishing, and the promise of the eternal horizon.

  • Skills History, Survival
  • Languages One of your choice
  • Equipment Fishing tackle, a net, a favorite fishing lure or oiled leather wading boots, a set of traveler's clothes, and a belt pouch containing 10 gp

FEATURE: HARVEST THE WATER


You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day.

FISHING TALE


You can tell a compelling tale, whether tall or true, to impress and entertain others. Once a day, you can tell your story to willing Hsteners. At the DM's discretion, a number of those listeners become friendly toward you; this is not a magical effect, and continued amicability on their part depends on your actions. You can roll on the following table to help determine the theme of your tale or choose one that best fits your character. Alternatively, work with your DM to create your own fishing tale.

1D8 Tale

  1. Lobster Wrestling. You fought in hand-to-hand combat with an immense lobster.
  2. It Dragged the Boat. You nearly caught a fish of monstrous size that pulled your boat for miles.
  3. Fins of Pure Gold. You caught a sea animal whose fins were made of pure gold, but another fisher stole it.
  4. Ghost Fish. You are haunted by a ghostly fish that only you can see.
  5. Nemesis Clam. A large clam containing a pearl the size of your head claimed one of your fingers before jetting away; one day, you'll find that clam.
  6. It Swallowed the Sun. You once saw a fish leap from the water and turn day into night.
  7. Dive into the Abyss. You found yourself in an underwater cave leading to the Abyss, and your luck has been sour ever since.
  8. Love Story. You fell in love with a creature of pure water, but your brief romance ended tragically.

Suggested characteristics


Fishers succeed only if they spend time at their jobs. As such, most fishers have a strong work ethic, and they admire others who earn their living honestly. Fishers tend to be superstitious. forming attachments to particular fishing lures or special fishing spots. They have a connection to the bodies of water in which they fish, and they think poorly of those whose actions adversely affect their livelihood.

Fisher Personality trait

  1. I am unmoved by the wrath of nature.
  2. My friends are my crew; we sink or Aoat together.
  3. I need long stretches of quiet to clear my head.
  4. Rich folk don't know the satisfaction of hard work.
  5. I laugh heartily, feel deeply, and fear nothing.
  6. I work hard; nature offers no handouts.
  7. I dislike bargaining; state your price and mean it.
  8. Luck favors me, and I take risks others might not.

Fisher Ideals

  1. Camaraderie. Good people make even the longest voyage bearable. (Good)
  2. Luck. Our luck depends on respecting its rules-now throw this salt over your shoulder. (Lawful)
  3. Daring. The richest bounty goes to those who risk everything. (Chaotic)
  4. Plunder. Take all that you can and leave nothing for the scavengers. (Evil)
  5. Balance. Do not fish the same spot twice in a row; suppress your greed, and nature will reward you. (Neutral}
  6. Hard Work. No wave can move a soul hard at work. (Any)

Fisher Bonds

  1. I lost something important in the deep sea, and I intend to find it.
  2. Someone else's greed destroyed my livelihood, and I will be compensated.
  3. I will fish the many famous waters of this land.
  4. The gods saved me during a terrible storm, and I will honor their gift.
  5. My destiny awaits me at the bottom of a particular pond in the Feywild.
  6. I must repay my village's debt.

Fisher Flaws

  1. I am judgmental, especially of those I deem homebodies or otherwise lazy.
  2. I become depressed and anxious if I'm away from the sea too long.
  3. I have lived a hard life and find it difficult to empathize with others.
  4. I am inclined to tell long-winded stories at inopportune times.
  5. I work hard, but I play harder.
  6. I am obsessed with catching an elusive aquatic beast, often to the detriment of other pursuits.
  • Sourcebook:


    PHB
  • Features:


    RUSTIC HOSPITALITY
  • Proficiencies:


    Animal Handling, Survival, One type of artisan's tools, vehicles (land).

FOLK HERO

Vou come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.

DEFINING EVENT

You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.

1D10 Defining Event

  1. I stood up to a tyrant's agents.
  2. I saved people during a natural disaster.
  3. I stood alone against a terrible monster.
  4. I stole from a corrupt merchant to help the poor.
  5. I led a militia to fight off an invading army.
  6. I broke into a tyrant's castle and stole weapons to arm the people.
  7. I trained the peasantry to use farm implements as weapons against a tyrant's soldiers.
  8. A lord rescinded an unpopular decree after I led a symbolic act of protect against it.
  9. A celestial, fey, or similar creature gave me a blessing or revealed my secret origin.
  10. Recruited into a lord's army, I rose to leadership and was commended for my heroismo
  • Skills Animal Handling, Survival
  • Tools One type of artisan's tools, vehicles (land).
  • Equipment A set of artisan's tools (one of your choice), a shovel, an iran pot, a set of common clothes, and a belt pouch containing 10 gp

FEATURE: RUSTIC HOSPITALITY


Since you come from the ranks of the common folk, you fit in among them with ease. Vou can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for YOU.

Suggested characteristics


A folk hero is one of the common people, for better or for worse. Most folk heraes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.

Personality trait

  1. I judge people by their aclions, nol their words.
  2. If someone is in trouble, I'm always ready to lend help.
  3. When I set my mind to something, I follow through no matter what gets in my way.
  4. I have a strong sense of fair play and always try to find the most equilable solution to arguments.
  5. I'm confident in my own abilities and do what I can to instill confidence in others.
  6. Thinking is for other people. I prefer action.
  7. I misuse long words in an attempt to sound smarter.
  8. I get bored easily. When am I going to get on wilh my destiny?

Ideals

  1. Respect. People deserve to be treated with dignity and respect. (Good)
  2. Fairness. No one should get preferentialtreatment before the law, and no one is above the law. (Lawful)
  3. Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
  4. Might. If I become strong, I can take what I want - what I deserve. (Evil)
  5. Sincerity. There's no good in pretending to be something I'm not. (Neutral)
  6. Destiny. Nothing and no one can steer me away from my higher calling. (Any)

Bonds

  1. I have a family, butl have no idea where they are. One day, I hope to see them again.
  2. I worked the land, I love the land, and I will protect the land.
  3. A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
  4. My tools are symbols of my past life, and I carry them so that I will never forget my roots.
  5. I protect those who cannot protect themselves.
  6. I wish my childhood sweetheart had come with me to pursue my destiny.

Flaws

  1. The tyrant who rules my land will stop at nothing to see me killed.
  2. I'm convinced ofthe significance ofmy destiny, and blind to my shortcomings and the risk failure.
  3. The people who knew me when I was young know my shameful secret, so I can never go home again.
  4. I have a weakness for the vices of the city, especially hard drink.
  5. Secretly, I believe that things would be better if I were a tyrant lording over the land.
  6. I have trouble trusting in my allies.
  • Sourcebook:


    PHB
  • Features:


    GUILD MEMBERSHIP
  • Proficiencies:


    Insight, Persuasion, One type of artisan's tools, One language

GUILD ARTISAN

Vou are a member of an artisan's guild, skilled in a particular field and c10sely associated with other artisans. Vou are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. Vou learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.

GUILD BUSINESS

Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. Vou can select your guild business from the Guild Business table or roll randomly.

1D20 Guild Business

  1. Alchemists and apothecaries
  2. Armorers, locksmiths, and finesmiths
  3. Brewers, distillers, and vintners
  4. Calligraphers, scribes, and scriveners
  5. Carpenters, roofers, and plasterers
  6. Cartographers, surveyors, and chart-makers
  7. Cobblers and shoemakers
  8. Cooks and bakers
  9. Glassblowers and glaziers
  10. Jewelers and gemcutters
  11. Leatherworkers, skinners, and tanners
  12. Masons and stonecullers
  13. Painters, Iimners, and sign.makers
  14. Potters and tile-makers
  15. Shipwrights and sailmakers
  16. Smiths and metal-forgers
  17. Tinkers, pewterers, and casters
  18. Wagon-makers and wheelwrights
  19. Weavers and dyers
  20. Woodcarvers, coopers, and bowyers

As a member of your guild, you know the skills needed to creale finished items from raw materiaIs (reflected in your proficiency with a certain kind of artisan's tools), as well as the principies of trade and good business practices. The question now is whether you abandon your trade for adventure, or take on the extra effort to weave adventuring and trade together.

  • Skills Insight, Persuasion
  • Languages One of your choice
  • Tools One type of artisan's tools
  • Equipment A set of artisan's tools (one of your choice), a letter of introduction from your guild, a set of traveler's c1othes, and a belt pouch containing 15 gp

FEATURE: GUILD MEMBERSHIP


As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime isjustifiable. Vou can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.

Suggested characteristics


Guild artisans are among the most ordinary people in the world-until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness.

Personality trait

  1. I believe that anything worth doing is worth doing righl. I can't help it-I'm a perfectionisl.
  2. I'm a snob who looks down on those who can't appreciate hne art.
  3. I always want to know how things work and what makes people tick.
  4. I'm full ofwitty aphorisms and have a proverb for every occasion.
  5. I'm rude to people who lack my commitment to hard work and fair play.
  6. I like to talk at length about my profession.
  7. I don't part with my money easily and will haggle tirelessly to get the best deal possible.
  8. I'm well known for my work, and I want to make sure everyone appreclates lI. I'm always taken aback when people haven't heard of me.

Ideals

  1. Title. Community. It is the duty of ali civilized people to strengthen the bonds of community and the security of civillzation. (Lawful)
  2. Title. Generosity. My talents were given to me so that I could use them to beneht the world. (Good)
  3. Title. Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
  4. Title. Greed. I'm only in it for the money. (Evil)
  5. Title. People. I'm committed to the people I care about, not to ideais. (Neutral)
  6. Title. Aspiration. I work hard to be the best there is at my craft.

Bonds

  1. The workshop where I learned my trade is the most important place in the world to me.
  2. I created a great work for someone, and then found them unworthy to receive it. I'm stilllooking for someone worthy.
  3. I owe my guild a great debt for forging me into the person I am today.
  4. I pursue wealth to secure someone's love.
  5. One day I will return to my guild and prove that I am the greatest artisan of them alI.
  6. I will get revenge on the evil forces that destroyed my place ofbusiness and ruined my Iivelihood.

Flaws

  1. 1'11do anything to get my hands on something rare or priceless.
  2. I'm quick to assume that someone Is trying to cheat me.
  3. No one must ever learn that I once stole money from guild coffers.
  4. I'm never satished wlth what I have-I always want more.
  5. I would kill to acquire a noble title.
  6. I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivais.

VARIANT GUILD ARTISAN: GUlLD MERCHANT

Instead of an artisans' guild, you might belong to a guild of traders, caravan masters, or shopkeepers. Vou don't craft items yourself but earn a living by buying and selling the works of others (or the raw materials artisans need to practice their craft). Your guild might be a large merchant consortium (or family) with interests across the region. Perhaps you transported goods from one place to another, by ship, wagon, or caravan, or bought them from traveling traders and sold them in your own little shop. In some ways, the traveling merchant's life lends itself to adventure far more than the life of an artisan. Rather than proficiency with artisan's tools, you might be proficient with navigator's tools or an additional language. And instead of artisan's tools, you can start with a mule and a cart.

  • Sourcebook:


    PHB
  • Features:


    Discovery
  • Proficiencies:


    Medicine, Religion, Herbalism kit, 1 language

HERMIT

Vou lived in seclusion-either in a sheltered community such as a monastery, or entirely aJone-for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.

LIFE OF SECLUSION

What was the reason for your isolation, and what changed to allow you to end your solitude? Vou can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion.

1D8 Life of Seclusion

  1. I was searching for spiritual enlightenment.
  2. I was partaking of communal living in accordance with the dictates of a religious order.
  3. I was exiled for a crime I didn't eommit.
  4. I retreated from soeiety after a life-altering event.
  5. I needed a quiet plaee to work on my art, literature, music, ar manifesto.
  6. I needed to commune with nature, far from civilization.
  7. I was the caretaker of an aneient ruin or relic.
  8. I was a pilgrim in seareh of a person, place, or relic of spiritual significance.
  • Skills Medicine, Religion
  • Languages One of your choice
  • Tools Herbalism kit
  • Equipment A scroll case stuffed full of notes fram your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp

FEATURE: DISCOVERY


The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. Vou might have uncovered a fact that has long been forgotten, or unearthed some reli c of the past that could rewrite history. It might be information that would be damaging to the peopJe who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.

Suggested characteristics


Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideais. A few are driven slightly mad by their years apart from society.

Personality trait

  1. I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
  2. I am utterly serene, even in the faee of disaster.
  3. The leader of my eommunity had something wise to say on every topie, and I am eager to share that wisdom.
  4. I feel tremendous empathy for ali who suffer.
  5. I'm oblivious to etiquette and social expectations.
  6. I connect everything that happens to me to a grand, cosmic plan.
  7. I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
  8. I am working on a grand philosophical theory and love sharing my ideas.

Ideals

  1. Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)
  2. Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
  3. Free Thinking. Inquiry and euriosity are the pillars of progress. (Chaotic)
  4. Power. Solitude and eontemplation are paths toward mystical or magical power. (Evil)
  5. Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
  6. Self Knowledge. If you know yourself, there's nothing left to know. (Any)

Bonds

  1. Nothing is more important than the other members of my hermitage, order, or association.
  2. I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
  3. I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
  4. I entered seclusion because I loved someone I could not have.
  5. Should my discovery come to light,it could bring ruin to the world.
  6. My isolation gave me great insight into a great evil that only I can destroy.

Flaws

  1. Now that I've returned to the world, I enjoy its delights a little too much.
  2. I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
  3. I am dogmatic in my thoughts and philosophy.
  4. I let my need to win arguments overshadow friendships and harmony.
  5. I'd risk too much to uncover a lost bit of knowledge.
  6. I like keeping secrets and won't share them with anyone.

OTHER HERMITS

This hermit background assumes a contemplative sort of seclusion that allows room for study and prayer. If you want to play a rugged wilderness recluse who lives off the land while shunning the company of other people, look at the outlander background. On the other hand, if you want to go in a more religious direction, the acolyte might be what you're looking for. Or you could even be a charlatan, posing as a wise and holy person and letting pious fools support you.

  • Sourcebook:


    SCAG
  • Features:


    INHERITANCE
  • Proficiencies:


    Survival, plus one from among Arcana, History, and Religion, 1 musical instrument or gaming set, 1 language

INHERITOR

You are the heir to something of great value-not mere coin or wealth, but an object that has been entrusted to you and you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you-by force, if need be.

  • Skills Survival, plus one from among Arcana, History, and Religion
  • Languages Any one of your choice
  • Tools Your choice of a gaming set or a musical instrument
  • Equipment Your inheritance, a set of traveler's clothes, any items with which you are proficient, and a pouch containing 15 gp

FEATURE: INHERITANCE


Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.
The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.
When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.

1D8 INHERITANCE

  1. A document such as a map, a letter, or a journal
  2. 2-3 A trinket (see "Trinkets" in chapter 5 of the Player's Handbook)
  3. 2-3 A trinket (see "Trinkets" in chapter 5 of the Player's Handbook)
  4. An article of clothing
  5. A piece of jewelry
  6. An arcane book or formulary
  7. A written story, song, poem, or secret
  8. A tattoo or other body marking

Suggested characteristics


Use the tables for the folk hero background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as an inheritor.
Your bond might be directly related to your inheritance, or to the person from whom you received it. Your ideal might be influenced by what you know about your inheritance, or by what you intend to do with your gift once you realize what it is capable of.

  • Sourcebook:


    SCAG
  • Features:


    KNIGHTLY REGARD
  • Proficiencies:


    Persuasion, plus one from among Arcana, History, Nature, and Religion, 1 musical instrument or gaming set, 1 language

KNIGHT OF THE ORDER

You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable endeavor. Faerun has a wide variety of knightly orders, all of which have a similar outlook concerning their actions and responsibilities.
Though the term "knight" conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in Faerun don't restrict their membership to such individuals. The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren't limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the order's cause.
The "Knightly Orders of Faerun" sidebar details several of the orders that are active at present and is designed to help inform your decision about which group you owe allegiance to.

  • Skills Persuasion, plus one from among Arcana, History, Nature, and Religion, as appropriate for your order
  • Languages One of your choice
  • Tools One type of gaming set or musical instrument
  • Equipment One set of traveler's clothes, a signet, banner or seal representing your place or rank in the order, and a pouch containing 10 gp

KNIGHTLY ORDERS OF FAERUN

Many who rightfully call themselves "knight" earn that title as part of an order in service to a deity, such as Kelemvor's Eternal Order or Mystra's Knights of the Mystic Fire. Other knightly orders serve a government, royal family, or are the elite military of a feudal state, such as the brutal Warlock Knights ofVaasa. Other knighthoods are secular and nongovernmental organizations of warriors who follow a particular philosophy, or consider themselves a kind of extended family, similar to an order of monks. Although there are organizations, such as the Knights of the Shield, that use the trappings of knighthood without necessarily being warriors, most folk of FaerQn who hear the word "knight" think of a mounted warrior in armor beholden to a code. Below are a few knightly organizations.
Knights of the Unicorn. The Knights of the Unicorn began as a fad of romantically minded sons and daughters of patriar families in Baidu r's Gate. On a lark, they took the unicorn goddess Lurue as their mascot and went on various adventures for fun. The reality of the dangers they faced eventually sank in, as did Lurue's tenets. Over time the small group grew and spread, gaining a following in places as far as Cormyr. The Knights of the Unicorn are chivalric adventurers who follow romantic ideals: life is to be relished and lived with laughter, quests should be taken on a dare, impossible dreams should be pursued for the sheer wonder of their completion, and everyone should be praised for their strengths and comforted in their weaknesses.
Knights of Myth Drannor. Long ago, the Knights of Myth Drannor were a famous adventuring band, and Dove Falcon hand, one of the famous Seven Sisters, was one of them. The band took its name to honor the great but fallen city, just as the new Knights of Myth Drannor do today. With the city once again in ruins, Dove Falconhand decided to reform the group with the primary goal of building alliances and friendship between the civilized races of the world and goodly people in order to combat evil. The Knights of Myth Drannor once again ride the roads of the Dalelands, and they've begun to spread to the lands beyond. Their members, each accepted by Dove herself, are above all valiant and honest.
Knights of the Silver Chalice. The Knights of the Silver Chalice was formed by edict of the demigod Siamorphe in Waterdeep a century ago. Siamorphe's ethos is the nobility's right and responsibility to rule, and the demigod is incarnated as a different noble mortal in each generation. By the decree of the Siamorphe at that time, the Knights of the Silver Chalice took it upon themselves to put a proper heir on the throne ofTethyr and reestablish order in that kingdom. Since then they have grown to be the most popular knighthood in Tethyr, a nation that has hosted many knighthoods in fealty to the crown.

FEATURE: KNIGHTLY REGARD


You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community-whether a lone settlement or a great nationthat they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals.
This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.

Suggested characteristics


Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a knight of your order.
Your bond almost always involves the order to which you belong (or at least key members of it), and it is highly unusual for a knight's ideal not to reflect the agenda, sentiment, or philosophy of one's order.

  • Sourcebook:


    GoS
  • Features:


    STEADY
  • Proficiencies:


    Athletics, Survival, Vehicles (water, land)

MARINE

You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your second home, the rain your shelter, and the crashing waves your battle cry.

  • Skills Athletics, Survival
  • Tools Vehicles (water, land)
  • Equipment A dagger that belonged to a fallen comrade, a folded flag emblazoned with the symbol of your ship or company, a set of traveler's clothes, and a belt pouch containing 10 gp

FEATURE: STEADY


You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of the Player's Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.

HARDSHIP ENDURED


Hardship in your past has forged you into an unstoppable living weapon. This hardship is essential to you and is at the heart of a personal philosophy or ethos that often guides your actions. You can roll on the following table to determine this hardship or choose one that best fits your character.

1D6 Tale

  1. Nearly Drowned. You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have died, you had a revelation about your existence.
  2. Captured. You spent months enduring thirst, starvation, and torture at the hands of your enemy, but you never broke.
  3. Sacrifice. You enabled the escape of your fellow soldiers, but at great cost to yourself. Some of your past comrades may think you're dead.
  4. Juggernaut. No reasonable explanation can explain how you survived a particular battle. Every arrow and bolt missed you. You slew scores of enemies single-handedly and led your comrades to victory.
  5. Stowaway. For days, you hid in the bilge of an enemy ship, surviving on brackish water and foolhardy rats. At the right moment, you crept up to the deck and took over the ship on your own.
  6. Leave None Behind. You carried an injured marine for miles to avoid capture and death.

Suggested characteristics


Marines are looked up to by other soldiers and respected by their superiors. They are veteran warriors who rarely lose composure on the battlefield. Marines who leave the service tend to work as mercenaries, but their combat experience also makes them excellent adventurers. Though they are self-reliant. marines tend to operate best in groups, valuing camaraderie and the companionship of like-minded individuals.

ID8 Personality trait

  1. I speak rarely but mean every word I say.
  2. I laugh loudly and see the humor in stressful situations.
  3. I prefer to solve problems without violence, but I finish fights decisively.
  4. I enjoy being out in nature; poor weather never sours my mood.
  5. I am dependable.
  6. I am always working on some project or other.
  7. I become cantankerous and quiet in the rain.
  8. When the sea is within my sight, my mood is jovial and optimistic.

Ideals

  1. Teamwork. Success depends on cooperation and communication. (Good)
  2. Code. The marines' code provides a solution for every problem, and following it is imperative. (Lawful)
  3. Embracing. Life is messy. Throwing yourself into the worst ofit is necessary to get the job done. (Chaotic)
  4. Might. The strong train so that they might rule those who are weak. (Evil)
  5. Bravery. To act when others quake in fear-this is the essence of the warrior. (Any)
  6. Perseverance. No injury or obstacle can turn me from my goal (Any)

Bonds

  1. I face danger and evil to offset an unredeemable act in my past.
  2. I. Will. Finish. The. Job.
  3. I must set an example of hope for those who have given up.
  4. I'm searching for a fellow marine captured by an elusive enemy.
  5. Fear leads to tyranny, and both must be eradicated.
  6. My commander betrayed my unit, and I will have revenge.

Flaws

  1. I grow combative and unpredictable when I drink.
  2. I find civilian life difficult and struggle to say the right thing in social situations.
  3. My intensity can drive others away.
  4. I hold grudges and have difficulty forgiving others.
  5. I become irrational when innocent people are hurt.
  6. I sometimes stay up all night listening to the ghosts of my fallen enemies.
  • Sourcebook:


    SCAG
  • Features:


    MERCENARY LIFE
  • Proficiencies:


    Athletics, Persuasion, 1 type of gaming set, vehicles (land)

MERCENARY VETERAN

As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the battlefield. You might have served with a large outfit such as the Zhentarim or the soldiers of Mintarn, or a smaller band of sell-swords, maybe even more than one. (See the "Mercenaries of the North" sidebar for a collection of possibilities.)
Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably suited for battle, so now you fight on in a different way.

  • Skills Athletics, Persuasion
  • Tools One type of gaming set, vehicles (land)
  • Equipment A uniform of your company (traveler's clothes in quality), an insignia of your rank, a gaming set of your choice, and a pouch containing the remainder of your last wages (10 gp)

FEATURE: MERCENARY LIFE


You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook).

Suggested characteristics


Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a mercenary.
Your bond could be associated with the company you traveled with previously, or with some of the comrades you served with. The ideal you embrace largely depends on your worldview and your motivation for fighting.

MERCENARIES OF THE NORTH

Countless mercenary companies operate up and down the Sword Coast and throughout the North. Most are smallscale operations that employ a dozen to a hundred folk who offer security services, hunt monsters and brigands, or go to war in exchange for gold. Some organizations, such as the Zhentarim, Flaming Fist, and the nation of Mintarn have hundreds or thousands of members and can provide private armies to those with enough funds. A few organizations operating in the North are described below.
The Chill. The cold and mysterious Lurkwood serves as the home of numerous groups of goblinoids that have banded together into one tribe called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and maintains relatively good relations so that they can hire themselves out as warriors. Few citystates in the North are willing to field an army alongside the Chill, but several are happy to quietly pay the Chill to battle the Uthgardt, ores, trolls of the Evermoors, and other threats to civilization.
Silent Rain. Consisting solely of elves, Silent Rain is a legendary mercenary company operating out of Evereska. Caring little for gold or fame, Silent Rain agrees only to jobs that either promote elven causes or involve destroying ores, gnolls, and the like. Prospective employers must leave written word (in Elvish) near Evereska, and the Silent Rain sends a representative if interested.
The Bloodaxes. Founded in Sundabar nearly two centuries ago, the Bloodaxes were originally a group of dwarves outcast from their clans for crimes against the teachings of Moradin Soulforger. They began hiring out as mercenaries to whoever in the North would pay them. Since then the mercenary company has broadened its membership to other races, but every member is an exile, criminal, or misfit of some sort looking for a fresh start and a new family among the bold Bloodaxes.

  • Sourcebook:


    PHB
  • Features:


    POSITION OF PRIVILEGE
  • Proficiencies:


    History, Persuasion, 1 gambling set, 1 language.

NOBLE

Vou understand wealth, power, and privilege. Vou carrya noble title, and your family owns land, collects taxes, and wields significant political influence. Vou might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.
Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn't stand on its own-it's connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.
Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?
What's your position in the family? Are you the hei r to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don't embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family's good graces, or shunned by the rest of your family?
Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?
These details help establish your family and your title as features of the world of the campaign.

  • Skills History, Persuasion
  • Languages One of your choice
  • Tools One type af gaming set
  • Equipment A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp

FEATURE: POSITION OF PRIVILEGE


Thanks to your noble birth, people are inclined to think the best of you. Vou are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. Vou can secure an audience with a local noble if you need to.

Suggested characteristics


Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds-responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble.

Personality trait

  1. My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
  2. The common folkloveme for my kindness and generosity.
  3. No one could doubt by lookingat myregai bearing tha!I am a cut above the unwashed masses.
  4. I take great pains to alwayslook my best and followthe latest fashions.
  5. I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.
  6. Despite my noble birth, I do not place myself above other folk. We all have the same blood.
  7. Myfavor,once lost, is lost forever.
  8. If you do me an injury, I will crush you, ruin your name, and salt your fields.

Ideals

  1. Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)
  2. Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)
  3. Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)
  4. Power. If I can attain more power, no one will tell me what to do. (Evil)
  5. Family. Blood runs thicker than water. (Any)
  6. Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)

Bonds

  1. I will face any challenge to win the approval of my family.
  2. My house's alliance with another noble family must be sustained at alc costs.
  3. Nothing is more important than the other members of my family.
  4. I am in love with the heir of a family that my family despises.
  5. My loyalty to my sovereign is unwavering.
  6. The common folk must see me as a hero of the people.

Flaws

  1. I secretly believe that everyone is beneath me.
  2. I hide a truly scandalous secret that could ruin my family forever.
  3. I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.
  4. I have an insatiable desire for carnal pleasures.
  5. In fact, the world does revolve around me.
  6. By my words and actions, I often bring shame to my family.

VARIANT NOBLE: KNIGHT

A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. ]f you wish to be a knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might inelude a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).
As an emblem of chivalry and the ideais of courtly love, you might inelude among your equipment a banner or other token from a noble lord or lady to whom you have given your heart-in a chasle sort of devotion.
(This person could be your bond.)

If your character has a noble background, you may select this background feature instead of Position of Privilege. You have the service ofthree retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.
  • Sourcebook:


    PHB
  • Features:


    WANDERER
  • Proficiencies:


    Athletics, Survival, One musical instrument, 1 language.

OUTLANDER

You grew up in lhe wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a reei use, a hunter-gatherer, or even a marauder. Even in places where you don'l know the specific features of the terrain, you know the ways of the wild.

ORIGIN

You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. Vou can roll on the following table lo delermine your occupation during your time in the wild, or choose one that best fits your character.

1D10 Origin

  1. Forester
  2. Trapper
  3. Homesteader
  4. Guide
  5. Exile or outcast
  6. Bounty hunter
  7. Pilgrim
  8. Tribal nomad
  9. Hunter-gatherer
  10. Tribal marauder
  • Skills Athletics, Survival
  • Languages One of your choice
  • Tools One type of musical instrumenl
  • Equipment A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp

FEATURE:WANDERER


You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourse]f and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Suggested characteristics


Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cites. The ties of tribe, e1an, family, and the natural world of which they are a part are the most important bonds to most outlanders.

Personality trait

  1. I'm driven by a wanderlust that led me away from home.
  2. I wateh over my friends as if they were a litter of newborn pups.
  3. I onee ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to.
  4. I have a lesson for every situation, drawn from observing nature.
  5. I plaee no stoek in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
  6. I'm always pieking things up, absently fiddling with them, and sometimes aeeidentally breaking them.
  7. I feel far more eomfortable around animais than people.
  8. I was, in faet, raised by wolves.

Ideals

  1. Change.Life is like the seasons, in constant change, and we must change with it. (Chaotic)
  2. Greater Good.It is each person's responsibility to make the most happiness for the whole tribe. (Good)
  3. Honor.If I dishonor myself, I dishonor my whole clan. (Lawful)
  4. Might.The strongest are meant to rule. (Evil)
  5. Nature.The natural world is more important than ali the constructs of eivilization. (Neutral)
  6. Glory.I must earn glory in battle, for myself and my clan. (Any)

Bonds

  1. My family, clan, or tribe is the most important thing in my life, even when they are far from me.
  2. An injury to the unspoiled wilderness of my home is an injury to me.
  3. I will bring terrible wrath down on the evildoers who destroyed my homeland.
  4. Iam the last of my tribe, and it is up to me to ensure their names enter legend.
  5. I suffer awful visions of a coming disaster and will do anything to prevent it.
  6. It is my duty to provide children to sustain my tribe.

Flaws

  1. I am too enamored of ale, wine, and other intoxicants.
  2. There's no room for caution in a life lived to the fullest.
  3. I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
  4. I am slow to trust members of other raees, tribes, and societies.
  5. Violence is my answer to almost any challenge.
  6. Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.
  • Sourcebook:


    PHB
  • Features:


    RESEARCHER
  • Proficiencies:


    Arcana, History, 2 languages

SAGE

Vou spent years learning the lore of the multiverse. Vou scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

SPECIALTY

To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.

1D8 Specialty

  1. Alchemist
  2. Astronomer
  3. Discredited academic
  4. Librarian
  5. Professor
  6. Researcher
  7. Wizard's apprentice
  8. Scribe
  • Skills Arcana, History
  • Languages Two of your choice
  • Equipment A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp

FEATURE: RESEARCHER


When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Suggested characteristics


Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly-sometimes in its own right, sometimes as a means toward other ideals.

Personality trait

  1. I use polysyllabic words that convey the impression of great erudition.
  2. I've read every book in the world's greatest libraries - or I like to boast that I have.
  3. I'm used lo helping out lhose who aren't as smarl as I am, and I patiently explain anything and everything to others.
  4. There's nothing I like more than a good mystery.
  5. I'm willing to listen to every side of an argumenl before I make my own judgment.
  6. I ... speak ... slowly ... when talking ... to idiots ... which ... almost ... everyone ... is ... compared ... to me.
  7. I am horribly, horribly awkward in social situations.
  8. I'm convinced that people are always trying to steal my secrets.

Ideals

  1. Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
  2. Beauty. What is beautiful points us beyond itself toward what is true. (Good)
  3. Logic. Emotions must not cloud our logical thinking.(Lawful)
  4. No Limits. Nothing should fetter the infinite possibility inherent in all existenee. (Chaotic)
  5. Power. Knowledge is the path to power and domination. (Evil)
  6. Self Improvement. The goal of a life of study is the betterment of oneself. (Any)

Bonds

  1. It is my duty to protect my students.
  2. I have an aneient text that holds terrible secrets that must not fall into the wrong hands.
  3. I work to preserve a library, university, scriptorium, or monastery.
  4. My life's work is a series of tomes related to a specific field of lore.
  5. I've been searching my whole life for the answer to a certain question.
  6. I sold my soul for knowledge. I hope to do great deeds and win it back.

Flaws

  1. I am easily distracted by the promise of information.
  2. Most people scream and run when they see a demon. I stop and take notes on its anatomy.
  3. Unlocking an ancient mystery is worth the price of a civilization.
  4. I overlook obvious solutions in favor of complieated ones.
  5. I speak without really thinking through my words, invariably insulting others.
  6. I can't keep a seeret to save my life, or anyone else's.
  • Sourcebook:


    PHB
  • Features:


    SHIP'S PASSAGE
  • Proficiencies:


    Athletics, Perception, Navigator's tools, vehides (water)

SAILOR

Vou sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizan, but the time has come to try your hand at something new.
Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands?
What were your duties on board-boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?

  • Skills Athletics, Perception
  • Tools Navigator's tools, vehides (water)
  • Equipment A belaying pin (dub), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common dothes, and a belt pouch containing 10 gp

FEATURE: SHIP'S PASSAGE


When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. Vou might sail on the ship you served on, or another ship you have good relations with (perhaps one captained bya former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Suggested characteristics


Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as welI. Life aboard a ship shapes their outlook and forms their most important attachments.

Personality trait

  1. My friends know they can rely on me, no matter what.
  2. I work hard so that I can play hard when lhe work is done.
  3. I enjoy sailing into new ports and making new friends over a flagon of ale.
  4. I stretch lhe truth for the sake of a good story.
  5. To me, a tavem brawl is a nice way to get to know a new city.
  6. I never pass up a friendly wager.
  7. My language is as foul as an otyugh nesl.
  8. I like a job well done, especially if I can convince someone else to do it.

Ideals

  1. Respect. The thing thal keeps a ship togelher is mutual respect between captain and crew. (Good)
  2. Fairness. We all do lhe work, so we all share in the rewards. (Lawful)
  3. Freedom. The sea is freedom - the freedom to go anywhere and do anything. (Chaotic)
  4. Mastery. I'm a predator, and lhe other ships on the sea are my prey. (Evil)
  5. People. I'm committed to my crew mates, not to ideals.(Neutral)
  6. Aspiration. Someday I'll own my own ship and chart my own destiny. (Any)

Bonds

  1. I'm loyal to my captain first, everything else second.
  2. The ship is most important - crewmates and captains come and go.
  3. I'll always remember my first ship.
  4. In a harbor town, I have a paramour whose eyes nearly stole me from the sea.
  5. I was cheated out of my fair share of the profits, and I want to get my due.
  6. Ruthless pirates murdered my caplain and crewmates, plundered our ship, and lefl me to die. Vengeance will be mine.

Flaws

  1. I follow orders, even if I think they're wrong.
  2. I'll say anylhing lo avoid having to do extra work.
  3. Once someone questions my courage, I never back down no matter how dangerous the situation.
  4. Once I start drinking, it's hard for me lo stop.
  5. I can't help but pocket loose coins and other trinkels I come across.
  6. My pride will probably lead lo my destruclion.

VARIANT SAILOR: PIRATE

You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a wortd of sharks and savages. You've indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town.
If you decide that your sailing career involved piracy, you can choose the Bad Reputalion feature (see below) instead of the Ship's Passage feature.

VARIANT FEATURE: BAD REPUTATION

If your characler has a sailor background, you may select this background feature instead of Ship's Passage. No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern ar breaking down doors at a local shop, since mosl people will not report your activity to the authorities.
  • Sourcebook:


    GoS
  • Features:


    I'LL PATCH IT!
  • Proficiencies:


    History, Perception, Carpenter's tools, vehicles (water)

SHIPWRIGHT

You have sailed into war on the decks of great ships, patching their hulls with soup bowls and prayers. You once helped build a fishing vessel that single-handedly saved a town from starvation. You have seen a majestic prow in your dreams that you have not been able to replicate in wood. Since childhood. you have loved the water and have been captivated by the many vessels that travel on it.

  • Skills History, Perception
  • Tools Carpenter's tools, vehicles (water)
  • Equipment A set of well-loved carpenter's tools, a blank book, 1 ounce of ink, an ink pen. a set of traveler's clothes, and a leather pouch with 10 gp

FEATURE: I'LL PATCH IT!


Provided you have carpenter's tools and wood, you can perform repairs on a water vehicle. When you use this ability, you restore a number of hit points to the hull of a water vehicle equal to 5 x your proficiency modifier. A vehicle cannot be patched by you in this way again until after it has been pulled ashore and fu1ly repaired.

LIFE AT SEA

Your life at sea and in port has shaped you; you can roll on the following table to determine its impact or choose an element that best fits your character.

  1. Grand Designs. You are working on plans and schematics for a new, very fast ship. You must examine as many different kinds of vessels as possible to help ensure the success of your design.
  2. Solid and Sound. You patched up a war galley and prevented it from sinking. The local navy regards you as a friend.
  3. Favored. You insisted on thicker planking for a merchant vessel's hull, which saved it from sinking when it smashed against a reef. You have a standing invitation to visit the merchant's distant mansion.
  4. Master of Armaments. You specialized in designing and mounting defenses for the navy. You easily recog-nize and determine the quality of such items.
  5. Low Places. You have contacts in the smuggling outfits along the coast; you occasionally repair the criminals' ships in exchange for coin and favors.
  6. Mysteries of the Deep. You experienced an encounter with a possibly divine being while sailing alone. Work with your DM to determine the secret about the deep waters of the sea that this entity revealed to you.

Suggested characteristics


Shipwrights are resourceful carpenters and designers. They often have a dedicated spot at the local tavern, since shipwrights are invaluable to coastal communities. Some travel with naval fleets and might serve as officers if their temperament suits it. Shipwrights have an affinity for working with their hands and often perform feats of carpentry that others might deem miraculous.

Personality trait

  1. I love talking and being heard more than I like to listen.
  2. I'm extremely fond of puzzles.
  3. I thrive under pressure.
  4. I love sketching and designing objects, especially boats.
  5. I'm not afraid of hard work-in fact, I prefer it.
  6. A pipe, an ale, and the smell of the sea: paradise.
  7. I have an endless supply of cautionary tales related to the sea.
  8. I don't mind getting my hands dirty.

Ideals

  1. Title. Crew. If everyone on deck pitches in, we'll never sink. (Good)
  2. Title. Careful Lines. A ship must be balanced according to the laws of the universe. (Lawful)
  3. Title. Invention. Make what you need out of whatever is at hand. (Chaotic)
  4. Title. Perfection. To measure a being and find it lacking is the greatest disappointment. (Evil)
  5. Title. Reflection. Muddied water always clears in time. (Any)
  6. Title. Hope. The horizon at sea holds the greatest promise. (Any)

Bonds

  1. I must visit all the oceans of the world and behold the ships that sail there.
  2. Much of the treasure I claim will be used to enrich my community.
  3. I must find a kind of wood rumored to possess magical qualities.
  4. I repair broken things to redeem what's broken in myself.
  5. I will craft a boat capable of sailing through the most dangerous of storms.
  6. A kraken destroyed my masterpiece; its teeth shall adorn my hearth.

Flaws

  1. I don't know when to throw something away. You never know when it might be useful again.
  2. I get frustrated to the point of distraction by shoddy craftsmanship.
  3. Though I am an excellent crafter, my work tends to look as though it belongs on a ship.
  4. I am so obsessed with sketching my ideas for elaborate inventions that I sometimes forget little thing like eating and sleeping.
  5. I'm judgmental of those who are not skilled with tools of some kind.
  6. I sometimes take things that don't belong to me, especially if they are very well made.
  • Sourcebook:


    GoS
  • Features:


    DOWN LOW
  • Proficiencies:


    Athletics, Deception, Vehicles (water)

SMUGGLER

On a rickety barge, you carried a hundred longswords in fish barrels right past the dock master's oblivious lackeys. You have paddled a riverboat filled with stolen elven wine under the gaze of the moon and sold it for twice its value in the morning. ln your more charitable times, you have transported innocents out of war zones or helped guide herd animals to safety on the banks of a burning river.

  • Skills Athletics, Deception
  • Tools Vehicles (water)
  • Equipment A fancy leather vest or a pair of leather boots, a set of common clothes, and a leather pouch with 15 gp

FEATURE: DOWN LOW


You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city. or other similarly sized community (DM's discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.

CLAIM TO FAME

Every smuggler has that one tale that sets them apart from common criminals. By wits, sailing skill, or a silver tongue, you lived to tell the story-and you tell it often. You can roll on the following table to determine your claim or choose one that best fits your character.

Accomplishment

  1. Spirit of the Whale. You smuggled stolen dwarven spirits in the body of a dead whale being pulled behind a fishing boat. When you delivered the goods, the corpse suddenly exploded, sending whale meat and whiskey bottles for half a mile.
  2. Cart and Sword. You drove a cart filled with stolen art through the middle of a battlefield while singing sea shanties to confuse the combatants.
  3. The Recruit. You enlisted in another nation's navy for the purpose of smuggling stolen jewels to a distant port. You attained a minor rank before disappearing from the navy and making your way here.
  4. River of Shadows. Your riverboat accidentally slipped through the veil into the Shadowfell for several hours. While you were there, you sold some stolen dragonborn artifacts before returning to this plane and paddling home.
  5. Gold-Hearted. You agreed to transport a family escaping a war. The baby began to cry at a checkpoint, and you gave the guards all your gold to let you pass. The family never found out about this gesture.
  6. Playing Both Sides. You once smuggled crates of crossbow bolts and bundles of arrows, each destined for an opposing side in a regional war, at the same time. The buyers arrived within moments of each other but did not discover your trickery.

Suggested characteristics


In general, smugglers value survival, and then profit, above other things. One could be a part of a larger organization, or might run a small smuggling vessel of their own. Smugglers live the lies they have told, and they have a natural ability to recall all the falsehoods and half-truths they have ever spouted.

Personality trait

  1. I love being on the water but hate fishing.
  2. I think of everything in terms of monetary value.
  3. I never stop smiling.
  4. Nothing rattles me; I have a lie for every occasion.
  5. I love gold but won't cheat a friend.
  6. I enjoy doing things others believe to be impossible.
  7. I become wistful when I see the sun rise over the ocean.
  8. I am no common criminal; I am a mastermind.

Ideals

  1. Wealth. Heaps of coins in a secure vault is all I dream of. (Any)
  2. Smuggler's Code. I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful)
  3. All for a Coin. I'll do nearly anything if it means I turn a profit. (Evil)
  4. Peace and Prosperity. I smuggle only to achieve a greater goal that benefits my community. (Good)
  5. People. For all my many lies, I place a high value on friendship. (Any)
  6. Daring. I am most happy when risking everything. (Any)

Bonds

  1. My vessel was stolen from me, and I burn with the desire to recover it.
  2. I intend to become the leader of the network of smug-glers that I belong to.
  3. I owe a debt that cannot be repaid in gold.
  4. After one last job, I will retire from the business.
  5. I was tricked by a fellow smuggler who stole something precious from me. I will find that thief.
  6. I give most of my profits to a charitable cause, and I don't like to brag about it.

Flaws

  1. Lying is reflexive, and I sometimes engage in it without realizing.
  2. I tend to assess my relationships in terms of profit and loss.
  3. I believe everyone has a price and am cynical toward those who present themselves as virtuous.
  4. I struggle to trust the words of others.
  5. Few people know the real me.
  6. Though I act charming, I feel nothing for others and don't know what friendship is.
  • Sourcebook:


    PHB
  • Features:


    MILITARY RANK
  • Proficiencies:


    Athletics, Intimidation, One type of gaming set, vehicles (land)

SOLDIER

War has been your life for as long as you care to remember. Vou trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. Vou might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.
When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your mi!itary career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble's or merchant's private army, or a mercenary company.

SPECIALTY

During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:

1D8 Specialty

  1. Officer
  2. Scout
  3. Infantry
  4. Cavalry
  5. Healer
  6. Quartermaster
  7. Standard bearer
  8. Support staff (cook, blacksmith, or the like)
  • Skills Athletics, Intimidation
  • Tools One type of gaming set, vehicles (land)
  • Equipment An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10 gp

FEATURE: MILITARY RANK


Vou have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. Vou can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Suggested characteristics


The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.

Personality trait

  1. I'm always polite and respectful.
  2. I'm haunted by memories of war. I can't get lhe images of violence out of my mind.
  3. I've lost too many friends, and I'm slow to make new ones.
  4. I'm full of inspiring and cautionary tales from my mililary experience relevant to almost every combat situation.
  5. I can stare down a hell hound without flinching.
  6. I enjoy being strong and like breaking things.
  7. I have a crude sense of humor.
  8. I face problems head on. A simple, direct solution is the best path to success.

Ideals

  1. Greater Good. Our 101 is to lay down our lives in defense of others. (Good)
  2. Responsibility. I do what I must and obey just authority. (Lawful)
  3. Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
  4. Might. In life as in war, the stronger force wins. (Evil)
  5. Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)
  6. Nation. My city, nation, or people are all that matter. (Any)

Bonds

  1. I would still lay down my life for the people I served with.
  2. Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
  3. My honor is my life.
  4. I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
  5. Those who fight beside me are those worth dying for.
  6. I fight for those who cannot fight for themselves.

Flaws

  1. The monstrous enemy we faced in battle still leaves me quivering with fear.
  2. I have little respect for anyone who is not a proven warrior.
  3. I made a terrible mistake in battle cost many lives - and I would do anything to keep that mistake secret.
  4. My hatred of my enemies is blind and unreasoning.
  5. I obey the law, even if the law causes misery.
  6. I'd rather eat my armor than admit when I'm wrong.
  • Sourcebook:


    SCAG
  • Features:


    EAR TO THE GROUND
  • Proficiencies:


    2 from among Deception, Insight, Persuasion, and Stealth, 2 tools.

URBAN BOUNTY HUNTER

Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed.
You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves' guilds and street gangs. You might be a "velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faerun's great metropolises, such as Waterdeep or Baldur's Gate, or a less populous location, perhaps Luskan or Yartar-any place that's large enough to have a steady supply of potential quarries.
As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives-but on the other hand, you can take down much more formidable targets with the help of your companions.

  • Skills Choose two from among Deception, Insight, Persuasion, and Stealth
  • Tools Choose two from among one type of gaming set, one musical instrument, and thieves' tools
  • Equipment A set of clothes appropriate to your duties and a pouch containing 20 gp

FEATURE: EAR TO THE GROUND


You are in frequent contact with people in the segment of society that your chosen quarries move 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 and places of the local area.

Suggested characteristics


Use the tables for the criminal background in the Player's Handbook as the basis for your bounty hunter's traits and motivations, modifying the entries when appropriate to suit your identity as a bounty hunter.
For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable.

  • Sourcebook:


    PHB
  • Features:


    CITY SECRETS
  • Proficiencies:


    Sleight of Hand, Stealth

URCHIN

You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. Vou fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each.
You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?

  • Skills Sleight of Hand, Stealth
  • Tools Disguise kit, thieves' tools
  • Equipment A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp

FEATURE: CITY SECRETS


Vou know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Suggested characteristics


Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life - and maybe get some payback on all the rich people who treated them badly.

Personality trait

  1. I hide scraps offood and trinkets away in my pockets.
  2. I ask a lot of questions.
  3. I like to squeeze into small places where no one else can get to me.
  4. I sleep wilh my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
  5. I eat like a pig and have bad manners.
  6. I think anyone who's nice to me is hiding evil intent.
  7. I don't like to bathe.
  8. I bluntly say what olher people are hinting at or hiding.

Ideals

  1. Respect. All people, rich or poor, deserve respect. (Good)
  2. Community. We have to take care of each other, because no one else is going to do it. (Lawful)
  3. Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)
  4. Retribution. The rich need to be shown what life and death are like in the gutters. (Evil)
  5. People. I help the people who help me - that's what keeps us alive. (Neutral)
  6. Aspiration. I'm going to prove that I'm worthy of a better life.

Bonds

  1. My town ar city is my home, and I'll fight to defend it.
  2. I sponsor an orphanage to keep others from enduring what I was forced to endure.
  3. I owe my survival to another urchin who taught me to live on the streets.
  4. I owe a debt I can never repay to the person who took pity on me.
  5. I escaped my life of poverty by robbing an important person, and I'm wanted for it.
  6. No one else should have to endure the hardships I've been through.

Flaws

  1. If I'm outnumbered, I will run away from a fight.
  2. Gold seems like a lot of money to me, and I'll do just about anything for more of it.
  3. I will never fully trust anyone other than myself.
  4. I'd rather kill someone in their sleep then fight fair.
  5. It's not stealing if I need it more than someone else.
  6. People who can't take care of themselves get what they deserve.
  • Sourcebook:


    SCAG
  • Features:


    UTHGARDT HERITAGE
  • Proficiencies:


    Athletics, Survival, Musical instrument or artisan tools, 1 language

UTHGARDT TRIBE MEMBER

Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation and group effort when striving for supremacy. You learned these principles, and much more, as a member of an Uthgardt tribe.
Your people have always tried to hold to the old ways. Tradition and taboo have kept the Uthgardt strong while the kingdoms of others have collapsed into chaos and ruin. But for the last few generations, some bands among the tribes were tempted to settle, make peace, trade, and even to build towns. Perhaps this is why Uthgar chose to raise up the totems among the people as living embodiments of his power. Perhaps they needed a reminder of who they were and from whence they came. The Chosen of Uthgar led _bands back to the old ways, and most of your people abandoned the soft ways of civilization.
You might have grown up in one of the tribes that had decided to settle down, and now that they have abandoned that path, you find yourself adrift. Or you might come from a segment of the Uthgardt that adheres to tradition, but you seek to bring glory to your tribe by achieving great things as a formidable adventurer.
See the "Uthgardt Lands" section of chapter 2 for details on each tribe's territory and its activities that will help you choose your affiliation.

BARBARIAN TRIBES OF FAERUN

Though this section details the Uthgardt specifically, either it or the outlander background from the Player's Handbook can be used for a character whose origin lies with one of the other barbarian tribes in Faerun.
You might be a fair-haired barbarian of the Reghed, dwelling in the shadow of the Reghed Glacier in the far North near lcewind Dale. You might also be of the nomadic Rashemi, noted for their savage berserkers and their masked witches. Perhaps you hail from one of the wood elf tribes in the Chondalwood, or the magic-hating human tribes of the sweltering jungles of Chult.
  • Skills Athletics, Survival
  • Languages One of your choice
  • Tools One type of musical instrument or artisan's tools
  • Equipment A hunting trap, a totemic token or set of tattoos marking your loyalty to Uthgar and your tribal totem, a set of traveler's clothes, and a pouch containing 10 gp

FEATURE: UTHGARDT HERITAGE


You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there.
Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle.

Suggested characteristics


Use the tables for the outlander background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of an Uthgardt tribe.
Even if you have left your tribe behind (at least for now), you hold to the traditions of your people. You will never cut down a still-living tree, and you may not countenance such an act being done in your presence. The Uthgardt ancestral mounds-great hills where the totem spirits were defeated by Uthgar and where the heroes of the tribes are interred-are sacred to you.
Your bond is undoubtedly associated with your tribe or some aspect of Uthgardt philosophy or culture (perhaps even Uthgar himself). Your ideal is a personal choice that probably hews closely to the ethos of your people and certainly doesn't contradict or compromise what being an Uthgardt stands for.

  • Sourcebook:


    SCAG
  • Features:


    KEPT IN STYLE
  • Proficiencies:


    History, Persuasion, 1 gaming set or musical instrument, 1 language

WATERDHAVIAN NOBLE

You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across FaerOn for being eccentric, spoiled, venal, and, above all else, rich.
Whether you are a shining example of the reason for this reputation or one who proves the rule by being an exception, people expect things of you when they know your surname and what it means. Your reasons for taking up adventuring likely involve your family in some way: Are you the family rebel, who prefers delving in filthy dungeons to sipping zzar at a ball? Or have you taken up sword or spell on your family's behalf, ensuring that they have someone of renown to see to their legacy?
Work with your DM to come up with the family you are part of -there are around seventy-five lineages in Waterdeep, each with its own financial interests, specialties, and schemes. You might be part of the main line of your family, possibly in line to become its leader one day. Or you might be one of any number of cousins, with less prestige but also less responsibility.

  • Skills History, Persuasion
  • Languages One of your choice
  • Tools One type of gaming set or one musical instrument
  • Equipment A set of fine clothes, a signet ring or brooch, a scroll of pedigree, a skin of fine zzar or wine, and a purse containing 20 gp

FEATURE: KEPT IN STYLE


While you are in Waterdeep or elsewhere in the North your house sees to your everyday needs. Your name a􀁇d signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe.
This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income-the benefit is a line of credit, not an actual monetary reward.

Suggested characteristics


Use the tables for the noble background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of a Waterdhavian family.
Like other nobles, you were born and raised in a different world from the one that most folk know-one that grants you privilege but also calls you to fulfill a duty befitting your station. Your bond might be associated with your family alone, or it could be concerned with another noble house that sides with or opposes your own. Your ideal depends to some extent on how you view your role in the family, and how you intend to conduct yourself in the world at large as a representative of your house.