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E very story has a beginning. Your character's background reveals where you carne from, how you beca me an adventurer, and your place in the world. Your tighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as ajester. Choosing a background provides you with important story cues about your character's identity. The most important question to ask about your background is what changed? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, ifyou come from a wealthy background, why don't you have more money? How did you learn the skills ofyour e1ass? What sets you apart from ordinary people who share your background?


I don't like the term "Background." I prefer backstory. When considering your character's motivation, struggles and challenges. I love to have a stories within stories - what the 'campaign' is about, and what your specific character is about intertwines within that narrative to resolve past trauma or some mysterious character plot hook.

Campaign offerings-wise; LitRPG doesn't really need to worry about this, but for TPK, the story IS your character's backstory, and you'll get out it what you put into it, promise.


To make this content more entertaining to read, I'm going to sprinkle some writting prompts throughout the listings. Enjoy.

Your Character, Your Choice.

You are welcome to either choose specific Ideals, Bonds, Flaws and Traits from your chosen background rather than roll for them, and you may even swap or add to such from other backgrounds.

The personality of your character will be yours to control and modify. Ultimately, I will be looking for a consistency in your character's personality development and narrative and do not require you to hold to personality choices made at character development.

TL;DR - Your character, your choice. Enjoy and Expore.

Index

of Backstories

Acolyte

You have spent your life in the service in a temple to a specific god or pantheon.

Amnesiac

You wake up, your past is a mystery, how will you recover it?

Anthropologist

You've sought to discover what life is like in other parts of the world.

Archaeologist

Few archaeologists can resist the lure of an unexplored ruinx or dungeons.

Black Fist Double Agent

You are an informant for the Tears of Virulence

Caravan Specialist

You are used to life on the road.

Charlatan

A trained Con artist, you work your angles, but it's another that takes the fall.

Child of War

A child exposed to and grew up amidst the ravages of war

The Choosen

Touched by the extraordinary, you have a special gift.

The Choosen One, Almost

Touched by the extraordinary, you have a special gift.

City Watch

A member of the town guard with a bit of investigator

Clan Crafter

An honored craftsman trained by shield Dwarves

Cloistered Scholar

A student most comfortable lost in bookshelves

Convict

A former (or current) Criminal - you learned to survive in prision.

Cormanthor Refugee

You are one of hundreds of refugees that were driven from Hillsfar or that fled the destruction of Myth Drannor

Courtier (Modified)

A natural at court politics and intrigue

Criminal (Spy)

You've made a career of living off other's efforts

Doctor

A trained healer, you're a boon to anywhere you go and well received ... most people have a real nice relative you'd love to meet.

Dragon Casualty

need text?

Drifter

You've spent most of your life moving from place to place, along the way you've met some people.

Duelist

Your kind of justice costs, who can goad others into honor duels

Earthspur Miner

You are a down-on your luck miner

Entertainer

You shine most brightly when you have an audience.

Faction Agent (Sword Coast specific)

You've chosen sides in the intrigue of the Sword Coasts

Far Traveler

A life of wandering has brought you to

Farmer

You lived a simple life living off the land. Things have changed. Now you're seeking to put thing IN the dirt.

Folk Hero

Big Fish, tiny pond. But, you've certainly impressed the locals.

Gate Urchin

You grew up on the streets in the shadow of that great steel edific

Backgrounds | Index

Index

of Backstories

Gladiator

Trained killer in the arena.

Guard

Part Constable, Part Militia. Quis custodiet ipsos custodes?

Guild Artisan

You are skilled in particular art/skill and the guild that supports such, and all the resources they possess.

Haunted One

You are haunted by something so terrible that you dare not speak of it. You poor thing.

Healer

A mercy worker for those in pain.

Hermit

You've avoided people and focused on learnin' - and you've found something! (and you can say GET OFFA MY LAWN! in many languages!)

Hillsfar Merchant

You were a successful merchant operating out Hillsfar, the City of Trade.

Hillsfar Smuggler

You slip into and out of the city unnoticed, for a price.

House Renegade (Eberron specific)

Eberron Dragonmarked house - between royalty and Merchant lay the Dragonmarked houses.

House ... (Eberron specific)

Eberron Dragonmarked house - between royalty and Merchant lay the Dragonmarked houses.


Inheritor (removed)

Inquisitive (Eberron specific)

You are a par boiled detective, with contacts in the crime world.

Investigator

Responsible for solving crimes after the fact. You've developed an understanding of criminal locals.

Iron Route Bandit

An erstwhile bandit.

Knight of the Order

The elite military of a feudal state. Awarded the respect by those that serve, or have served.

Mercenary Veteran

Those offer security services, hunt monsters and brigands, or go to war in exchange for gold. You know your own and where to find them.

Mulmaster Aristocrat

You are a member of the City of Danger's aristocracy.

Noble

You understand wealth, power, and privilege. Your birth has affored you a position of power.

Outlander

A journeyer who's learned to live off the land.

Phlan Insurgent

Rather than flee the region, you've chosen to stay and fight.

Phlan Refugee

One of the lucky few who escaped Phlan.

Refugee

Fleeing the Last War a citizen of Khorvaire

Sage

You are well read, trained in scholarship - sheltered.

Sailor

A gifted sea farer either for profit or profession.

Secret Identity

You live by an assumed name.

Shade Fanatic

You remain loyal to Netheril and seek other Shade loyalists.

Soldier

You have a rank, you have a purpose.

Stojanow Prisoner

You were captured by the Tears of Virulence.

Backgrounds | Index

Index

of Backstories

Student of Prophecy (Eberron specific)

Bookish you, found a scrap with an obviously PLOT HOOK

ThunderGuide (Eberron specific)

You have made many trips across the Thunder Sea, and built a bit of fan following.

Ticklebelly Nomad

A nomadic tribe that called the Ticklebelly Hills home.

Tinkerer

You're a bit of a kook, but you make clever little things.

Townsfolk

Good ol' folk. Salt of the Earth.

Trade Sherrif

You are one of the many people that make sure the trade routes are clear at ALL times.

Urban Bounty Hunter

You've made a living tracking down people for pay.

Urchin

Raised in the gutters and back alleys, you know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss.

Uthgardt Tribe Member (Sword Coast specific)

Waterhavian Noble

You are a scion of one of the great noble families of Waterdeep.

Backgrounds | Index

Acolyte

You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric-performing sacred rites is not the same thing as channeling divine power.

Choose a god, a pantheon of gods, or some other quasi-divine, 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 temple structure, or even an occult group that served a fiendish master that you now deny.

Skill Proficiencies: Insight, Religion

Languages: Two of your choice

Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp


Suggested Characteristics

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

d8 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 towards peace.
3 I see omens in every event and action. The gods try to speak to us, we just need to listen
4 Nothing can shake my optimistic attitude.
5 I quote (or misquote) sacred texts and proverbs in almost every situation.
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.

d6 Ideal
1 Tradition. The ancient 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)

d6 Bond
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.

d6 Flaw
1 I judge others harshly, and myself even more severely.
2 I put too 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 I am inflexible in my thinking.
5 I am suspicious of 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.
Backgrounds
Feature: Shelter of the Faithful

As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.


Source: Player’s Handbook, page 127

Long, long ago ...

What is your character's earlist memory?

What is their most cherished memory?

What memory haunts them still?

Backgrounds

Amnesiac

You... don't even know who you were before becoming an Adventurer. You come up with so many different ideas of who you were, ideas that would keep you up at night. You adventure, dig through history, investigate on huge leads, hoping that they'd bring you one step closer to finding out who you truly are... That is if you even want to know who you are...

Skill Proficiencies: History,

Tool Proficiencies: One of your choice (After the game starts, with advantage if after 5th level)

Languages: one of your choice (After the game starts)

Equipment: A trinket clue from your past, a set of commoner's clothes, a note, and a belt pouch containing 5 gp.

A LOOSE END

Work with your DM to figure out if your character's past will be important to the plot or something to perform as a side-quest. Once that's figured out, work with them to see what kind of past they have if it's plot important. If it's simply a side-quest or inconsequential to the plot, then think of something or roll a d6 on the table below. In both cases, select a third Skill to have a Proficiency in. You can work with a DM later on if you think it can create a hook so massive it could be tied to the plot.

| d6 | 1: You were simply a passenger on a ship that got shipwrecked. Why and how you got on the ship is up to you to decide. (Survival) 2: You're the child of a wealthy and powerful crime lord who rules a city with an iron fist. (Intimidation) 3: You were an assassin hired to kill anyone who would stand in the way of your employer. (Stealth) 4: You and a close family member were attacked by a monster. Whether the member lived or died is up to you to decide. (Nature) 5: You were a scholar of a magic school who walked in on a master sage doing something unethical. They wiped your memory so that you wouldn't remember their heinous act (up to you to decide what... or perhaps you were the one doing the heinous act). (Arcana) 6: You were a priest who was just walking down the village before you got beaned in the head by a rock (or perhaps a group of thugs). (Religion)

However, if you and the DM decide that your Loose End is important to the plot, but you and the DM can't figure it out, here's an idea:

DM-Fiat: You were the leader of a group that serves as the antagonist to the heroes. Keyword being were, as they consider you long dead and replaced you with the current leader. Deception

Suggested Characteristics

Amnesiacs are blanks. Being able to function but not aware of how they know what they know, and often even if they even have proficiencies.

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

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

d6 Bond
1 A kindly old man took me in when he found me. I owe him a favor ever since.
2 I had a lover in my past who wants me to come back to her.
3 I hold onto my trinket, the only thing that I remember in my past.
4 The home I live in right now is the only home that matters to me.
5 I have a good idea who's responsible for my amnesia, and they will pay for it.
6 I remember only one person from my past. He holds the key to finding out about who I was.
Backgrounds
 
d6 Flaw
1 I will stop at nothing to find out who I was.
2 Every time I hit a dead end in learning of my past, I mentally shut down for a bit.
3 On top of forgetting my past, I also forgot basic stuff like eating.
4 I'm quick to forget things.
5 I will latch onto anything that will provide me at least an idea of who I was, even if it's an obvious trap.
6 I am almost certain that what I did in the past was bad, and the guilt eats me up even though I don't know what it was.

FEATURE: Hyperthymesia

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


{Gamespeak - You gain quasi-omniscience in a field}


SOURCE: Homebrew

Foible

Your character hates something about themselves. What is it? Where did this hatred or fear of their weakness come from?

...and what would they do to get rid of it?

Backgrounds

Anthropologist

Anthropologists leave behind the societies into which they were born to discover what life is like in other parts of the world.

Skill Proficiencies. 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.

d8 Culture
1 Aarakocra
2 Dwarf
3 Elf
4 Goblin
5 Halfling
6 Human
7 Lizardfolk
8 Orc

Suggested Characteristics.

Anthropologists leave behind the societies into which they were born to discover what life is 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.

d6 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.

d6 Ideal
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)

d6 Bond
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.

d6 Flaw
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 orcs.
5 I complain about everything.
6 I wear a tribal mask and never take it off.

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.

Source: Tomb of Annihilation, page 191

Backgrounds

Archaeologist

Few archaeologists can resist the lure of an unexplored ruin or dungeon

Skill Proficiencies. History, Survival

Tool Proficiencies. Cartographer's tools or navigator's tools

Languages. One of your choice

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.

d8 Item
1 10-foot pole
2 Crowbar
3 Hat
4 Hooded lantern
5 Medallion
6 Shovel
7 Sledgehammer
8 Whip

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 falling 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.

d8 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.

d6 Ideal
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 of my exploring is part of a plan to find the secret of everlasting life. (Any)
6 Danger. With every great discovery comes grave danger. The two walk hand in hand. (Any)

d6 Bond
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.

d6 Flaw
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 without 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.
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.


Source: Tomb of Annihilation, page 192

Backgrounds

Black Fist Double Agent

You are an informant for the Tears of Virulence who now lord over Phlan, but are also a double agent for original town guard of Phlan, the Black Fists. For the Tears you’ve been tasked with ferreting out the secrets of Phlan's criminal underworld, insurgency, and the common peoples of Phlan. In exchange for reporting on the activities of dissenters, criminals, and other rebel elements, the Tears of Virulence leave you alone to conduct your affairs in peace.

In reality you work for the deposed Black Fists, sharing misinformation with the Tears of Virulence that often helps the Black Fists and other phlan insurgents.

Since the evacuation of Phlan, you are even busier today than you ever were previously, as the number of dissenters among the refugees grows daily, while you are afforded many opportunities to spy on the peoples of Mulmaster and Elventree, to the pleasure of your contact(s) within the Tears of Virulence.

Skill Proficiencies. Deception, Insight

Tool Proficiencies. Disguise Kit, and one type of artisan's tools or gaming set

Equipment. Disguise kit, common clothes, a Tears of Virulence emblem, a writ of free agency signed by the Lord Regent, a set of artisan's tools or gaming set you are proficient with, and a pouch with 15 gp (payment for services rendered).

Lifestyle. Moderate

d8 Personality Trait
1 People are only as trustworthy as you are valuable to them. Always strive to be the most valuable person around.
2 My eloquence and sophistication are tools I use to avoid arousing suspicion myself.
3 I am a thrill-seeker, excited by covert and dangerous missions.
4 I live by my wits and always check every lock twice, just to be certain.
5 I never admit to my mistakes lest they be used against me.
6 I take every effort to be unnoticeable and blend into the crowd. Passersby rarely give me a second look.
7 I am prepared for any eventuality; including the day my usefulness as a spy comes to an end.
8 I always make certain to know my enemy before acting, lest I bite off more than I can chew.
d6 Ideal
1 Suspicious. In my experience, everybody has something to hide, and what they hide can usually hurt me. (Any)
2 Secretive. I trade in secrets, and am not about to let any of mine slip. (Any)
3 Hedonist. Life is short. I live my life to the fullest, as I know any day could be my last. (Chaotic)
4 Selfless. I use my position to help the downtrodden avoid persecution from the authorities. (Good)
5 Patriotic. I am a loyal supporter of Phlan and its leaders, and see my role as a solemn duty and necessary evil to prevent anarchy. (Lawful)
6 Manipulative. I use my knowledge to blackmail and manipulate others to my own benefit. (Evil)
d6 Bond
1 I was framed for a crime I did not commit, and seek to bring the true culprit to justice.
2 I am a part of an underground network that smuggles innocent civilians out of the city prior to being raided by the authorities.
3 I miss the glory days of Phlan, before the coming of the dragon.
4 I seek to prove myself worthy of joining the Black Fist as a member of their order.
5 My sister was killed by a Tear of Virulence, and now I feed them false information whenever possible.
6 My family was wrongly imprisoned, and I act as an informant in order to secure their release.
d6 Flaw
1 I think too highly of myself, and have an exaggerated sense of self-importance.
2 I have difficulty trusting strangers. I see spies and informants everywhere.
3 Years of getting away with minor crimes has left me believing that I am above the law, and have diplomatic immunity above my station.
4 Years of seeing innocent people suffer have left me despondent and pessimistic for the future.
5 My desire for vengeance often gets me into trouble.
6 I am spendthrift, and share my wealth with the patrons of my favorite tavern.
Feature: Double Agent.

You have a reliable and trusty contact within the Tears of Virulence garrison in Phlan to whom you pass information and secrets. In exchange, you can get away with minor criminal offenses within the town of Phlan. In addition, your Black Fists contacts can help you secure an audience with the Lord Regent, the Lord Sage, members of the Black Fists, or deposed nobles and authority figures who are sympathetic to the Phlan refugees and insurgents. Note: This feature is a variant of the Noble feature.

SOURCE: Adventurers League: Curse of Strahd, page 2

Backgrounds

Caravan Specialist

Skill Proficiencies. Animal Handling, Survival

Tool Proficiencies. Land Vehicles

Languages. One of your choice

Equipment. A whip, a tent, a regional map, a set of traveling clothes, and a belt pouch containing 10 gp Lifestyle. Poor

Overview.

You are used to life on the road. You pride yourself at having traveled every major trade way in the Moonsea region, including the best backroads and shortcuts. When traveling these roads, you know where the best inns, campsites, and water sources are located, as well as potential locations of danger such as ambush. Having worked the roads as long as you have, you have made many acquaintances and find it easy to pick up information and rumors floating from town to town. You are skilled with beasts of burden and handling and repairing wagons of all kinds.

Suggested Characteristics


d8 Personality Trait
1 Any group is only as strong as its weakest link. Everyone has to pull their own weight.
2 There's always someone out there trying to take what I've got. Always be vigilant.
3 Anything can be learned if you have the right teacher. Most folks just need a chance.
4 Early to bed and early to rise; this much at least is under my control.
5 You can listen to me or don't and wish you had. Everyone ends up on one side of that fence.
6 Eventually my hard work will be rewarded. Maybe that time has finally come.
7 A strong ox or horse is more reliable than most people I've met.
8 I never had time for books, but wish I had. I admire folks who have taken the time to learn.

d6 Ideal
1 Service. Using my talents to help others is the best way of helping myself. (Good)
2 Selfish. What people don't know WILL hurt them, but why is that my problem? (Evil)
3 Wanderer. I go where the road takes me. Sometimes that's a good thing... (Chaotic)
4 Fittest. On the open road, the law of nature wins. Victims are the unprepared. (Lawful)
5 Focused. I simply have a job to do, and I'm going to do it. (Neutral)
6 Motivated. There's a reason I'm good at what I do, I pay attention to the details. (Any)
 
Feature: Wagonmaster.

You are used to being in charge of the operation and your reputation for reliability has you on a short list when the job is critical. Experience has taught you to rely on your gut. Others recognize this and look to you for direction when a situation gets serious. You are able to identify the most defensible locations for camping. If you are part of a caravan outfit, you are able to attract two additional workers that are loyal to you based on your reputation. You have an excellent memory for maps and geography and can always determine your cardinal directions while traveling. Note: This feature is a variant of the Outlander feature.

d6 Bond
1 My brother has a farm In Elmwood and I've helped him and his neighbors move their goods to Mulmaster and other surrounding towns. Those are good people.
2 A caravan I lead was attacked by bandits and many innocents died. I swear that I will avenge them by killing any bandits I encounter.
3 The Soldiery are mostly good guys who understand the importance of protecting the roads. The City Watch is who you have to look out for. If they are inspecting your goods, get ready to pay a fine.
4 The new commander of Southroad Tower, Capt. Holke, understands the importance of safe roads. He's hired me for several jobs and I'm grateful.
5 There's always a road I haven't traveled before. I'm always looking for new places to explore.
6 Wealth and power mean little without the freedom to go where and when you want.

d6 Flaw
1 I have trouble trusting people I've just met.
2 I enjoy the open road. Underground and tight spaces make me very nervous.
3 I expect others to heed my orders and have little respect or sympathy if they don't.
4 I am very prideful and have trouble admitting when I'm wrong.
5 Once I decide on a course of action, I do not waiver.
6 I like to explore, and my curiosity will sometimes get me into trouble.

Source: Adventurers League: Elemental Evil, page 2

Charlatan

You have always had a way with people. You know what makes them tick, you can tease out their hearts' desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It’s a useful talent, and one that you’re perfectly willing to use for your advantage.

You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you’re around. The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment—nothing more than a bit of fat with a sprinkle of silver dust—can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal.

Skill Proficiencies: Deception, Sleight of Hand

Tool Proficiencies: Disguise kit, forgery kit

Equipment: A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp

Favorite Schemes

Every charlatan has an angle he or she uses in preference to other schemes. Choose a favorite scam or roll on the table below.

d6 Scam
1 I cheat at games of chance.
2 I shave coins or forge documents.
3 I insinuate myself into people’s lives to prey on their weakness and secure their fortunes.
4 I put on new identities like clothes.
5 I run sleight-of-hand cons on street corners.
6 I convince people that worthless junk is worth their hard-earned money.

Suggested Characteristics

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

d8 Personality Trait
1 I fall 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 moment.
8 I pocket anything I see that might have some value.

d6 Ideal
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)

d6 Bond
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 from a noble family, and one day I’ll reclaim 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.
Backgrounds
 
d6 Flaw
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’t 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 I'll run and preserve my own hide if the going gets tough.

Feature:False Identity

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona.

Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

SOURCE: Player’s Handbook, page 128

Bad Friend!

How easy is it for your character to make friends? How much do they value their friends? One of your character's closest friends, clearly upset, begs your character to help them commit a crime. Under what conditions would your character help? Under which ones would they reject or even turn it the friend to the guards?

Backgrounds

Child of War

You were born in a war-torn country, and your history reflects this. Whether you were the only survivor of the ransacking of your birth city or you come from a long line of weary soldiers and broken families, you have had to live on your own for years, and have become quite self-sufficient and hearty because of it. You may not be who people look at and think of as a hero, and you are definitely not a leader, but you have lived outside of society for long enough that neither of these things bother or influence you. Instead, you adventure for your own purposes, though what those might be are for you alone to know...

Skill proficiencies:Stealth, Survival

Tool proficiency: Vehicles (Land)

Languages: One language of your choice

Equipment: A locket or other keepsake that belonged to someone important to you, tinder and flint, a first aid kit, 50’ of rope, a dagger, a horse or other mount.

Defining event:

Something traumatic happened to end your mostly peaceful life, leaving you stranded and alone in a world that gave you no second chances. Instead of falling like so many in your situation would, you instead thrived, and you set off to find your own fortune. Decide or randomly determine what this event was and how you reacted to it by referencing the tables below

d10 Event
1 My hometown was destroyed by a particularly vicious attack
2 My family was part of a guild war and were among the casualties
3 I was part of my country’s army, and was the only survivor of my company after a one-sided defeat.
4 My family was part of a criminal organization that was eliminated by its competition.
5 I am part of a church who lost to a rival god’s disciples in a particularly bloody confrontation.
6 I was kidnapped and held hostage by a rival noble house, I barely escaped with my life from my captors and ignited a war in the
7 I was part of a pioneer caravan that was raided by a bandit army, leaving me stranded in the wilderness.
8 I was the heir of a merchant empire before it fell into ruin and my brothers and sisters killed each other in the ensuing blood feud.
9 Two groups of outsiders dragged their eternal war onto the mortal plane, leaving me an orphan in the care of a traveling hero who tried and failed to save my home town.
10 My town was controlled by a tyrannical regime that a group of adventurers removed. The power vacuum that was left behind caused multiple factions to rise up, and I was driven out of the town.
 

Suggested Characteristics


Roll Trait
1 I distrust strangers and people who earn my loyalty must work to keep it.
2 I believe that someone is still hunting me, and do not like leaving my safe house because of it.
3 I am proud of the things that I accomplish despite all of the odds being stacked against me.
4 I weigh the risks and rewards of a situation before acting on it.
5 I miss my home and my family, and tend to gravitate to the people and places that remind me of them.
6 I dislike the company of others, and refuse to socialize unless absolutely necessary.
7 I firmly believe in my own freedom and safety, and protect them above all else.
8 I think that the few friends that I have are precious companions that must be protected at all costs.

Roll Ideal
1 Safety: Regardless of where I go, I should have a safe place to fall back on if necessary (Neutral)
2 Justice: Those that commit atrocities should be punished, in or out of the court system. (Good)
3 Spite: Those that slight me will pay for it dearly, regardless of how severe or real the insult may be. (Evil)
4 Caution: One should know exactly what they are getting into and only act when they have all of the facts (Lawful)
5 Phobia: I am afraid of the things that destroyed my life in the past, and will do my best to avoid them if I can. (Chaotic)
6 Survivor: No matter what, I will have the tools and skills I need to survive in any situation. (Neutral)

Roll Bond
1 I am looking for the creatures that destroyed my life to enact my vengeance.
2 I am looking for a new home to call my own.
3 I am looking for any family or friends that might have survived the horrific events of my life.
4 I am looking for an item that might be able to restore my homeland to its former glory.
5 I want to move on from my loss, but am afraid to trust others completely with my life or feelings.
6 I refuse to move on from my past, and take solace in the heirloom that I was able to hold on to.
Backgrounds
Varient Feature: Vengeful Agent

While you might be hunted and demonized by those who destroyed your home, you still have some friends out there who are more than willing to help you repay the... "kindness" you have been shown. When you go to a village, town or city that reasonablely could hold some of your former allies, they may be willing to provide you with food and shelter, as well as information on the activities of your mutual enemies, including potential weak points and targets. If you are deep in enemy territory and are a known threat to your enemies, however, only the most staunch of your former allies will be willing to risk their security for you.

 
Roll Flaw
1 I am being hunted by the captors I escaped.
2 I owe an organization my life, and am at its beck and call until I repay them.
3 I have fallen back on drugs and alcohol to try and numb the pain of my loss.
4 I cannot function if I lose my keepsake, and must keep it with me at all times.
5 I am unable to function in crowds, and will attempt to escape any public places I enter.
6 It hurts too much to talk about my past, and I cannot do it even if it is vital to the situation.

Feature: Safe House

After having been forced into hiding and attacked so many times, you know how to make a secure and secret hideaway that you can retreat to. By working for a week you may set up a safe house in a particular city, section of the wilderness or other location. This hideaway is large enough for yourself and up to four other people to live comfortably, and requires a DC 15 investigation check to discover. If you are able to reasonably find or purchase supplies, then you may increase the DC of this check by 5 by either spending 50 gold or one month of work improving the concealment of your safe house. You may have any number of safe houses at any time and you may start the game with a fully developed one in any one city or landmark.

Nom nomm nommmm ... mmmmm

What's the smell?! Your character picks up the scent of their favorite food. Suddenly they remember where they first had it, when they last had it and which was the best. What is that dish? What memories are associated with it for them? Who created the nickname, and.. how does your character feel about it? How often do they get to have it?

Backgrounds

The Choosen

You are chosen of a god or goddess and are now a pawn in a much bigger game. Some gods care for their chosen, while some gods let their chosen survive or die on their own wits and strength. Chosen are chosen from several backgrounds as street rats to nobles are all called to some purpose. Who has chosen you changes who and what you are or could become.

Skill Proficiencies: Religion or Arcana

Tool Proficiencies: Inquisitive Kit or Thieves’ Tools

Languages: Common or one of your choice

Equipment: Choose an equipment package from another background. This reflects your former life before you realized you were chosen.

Customization:

Choose a god/goddess of your campaign. You are a chosen of this god.

Suggested Characteristics

Choose another background to choose from.

FEATURE: Chosen power

Choose an arcane or divine cantrip. This represents your god infusing you with power. If a save or attack roll is needed for that cantrip, you are considered proficient with the spell. You are eligible to become a priest of that God. You cast the spell at its lowest level to determine save DC and attack attribute(s).If you chose a class that gives that allows that spell as a cantrip, your are able to use your effective class level when using the power. The use of that power is regained after a long rest, or by expending a HD.

Cupid's Touch

Who was your character's first love? What happened between them? And where is that love now?

Backgrounds

The Chosen One, ... almost

Thousands of years ago a prophecy in your kingdom foretold of a great evil rising to power and of a great good that would vanquish that evil. It was said that that person would be born under the right combination of stars, with the right hair color, the right eye color, and a birthmark in one specific place. Sadly your older twin is the one with the birthmark, not you. This left you with a life of being ignored. Maybe your parents still loved you for who you were but the country had no care as to what you would do with your life, leaving you to teach yourself. Still everything you ever did was overshadowed by your older sibling. Did they do this on purpose? Were they intentionally trying to make you look bad to make everyone love them more, or was it simply the nature of who they were that caused them to be in the way of every step you made? Were your parents always supportive of you despite you not becoming the great good that would vanquish evil, were they extra hard on you so that you could still have a life of meaning, or did they cast you aside, allowing you to do whatever you pleased because they had already given up hope of you achieving anything? How many times have you pretended to be your sibling in order to get favors, or maybe just feel the love that they are given? Whatever the case you grew up with much hatred and resentment in your heart, did you pursue a holy life to try to purge you of this hatred or did you embrace it, seeking to bring about the evil your sibling was fated to destroy, only to murder your sibling after wards?

Skill Proficiencies: Stealth (no one is looking anyway) and Deception

Tool Proficiencies: Disguise Kit (good), Forgery Kit (Neutral), Thieves' Tools (Evil)

Languages: Any One

Equipment: Common Clothes; 1 days rations; 1 water skin; Disguise Kit, Forgery Kit, or Theives' Tools depending on proficencies

Reasons for Running Away

Are you chasing your sibling's shadow, or running away from your emotionally abusive family?

d6 Specialization
1 You are going to gather information to bring back to your sibling to help them defeat the evil.
2 An oracle told you that if you also have the potential to defeat the darkness, so you set out to vanquish it before your sibling can.
3 Your fiance has chosen to abandon you in favor for your sibling, so you plan to abandon everyone else.
4 Your parents told you to start paying rent or leave.
5 You were just bored.
6 You went off chasing after your sibling, glory by association.
 

Suggested Characteristics

d8 Personality Trait
1 I am persistent, even if I fail I will keep trying until I get it right.
2 I have to do something that no one has ever done before to prove my worth.
3 When people talk to me I assume they are talking to someone else and sometimes ignore them completely.
4 I often pretend to be my sibling.
5 I am prone to complaining uncontrollably about the smallest things.
6 I automatically assume that everyone is better at everything than me.
7 Having no self esteem, I will needlessly put myself in dangerous situations when I think it will protect someone else.
8 I don't know how to talk about anything other than my sibling.

d6 Ideal
1 Control: One day, I'll make the world see that prophecies are meaningless; I control my destiny. (Any)
2 Equality: Those in power, like my sibling, should not overlook those who are weaker, like myself. (Lawful)
3 Sidekick: I will help protect everyone to make things easier on my sibling. (Good)
4 Isolationism: I want to explore the world without living in my sibling's shadow. (Neutral)
5 Adventure: I will try everything at least once, since I haven't had the chance before. (Chaotic)
6 Villain: If I can destroy the world before my sibling saves it, I'll finally prove they're not so great. (Evil)

d6 Bond
1 I want to kill my sibling and take their place.
2 Only my god can be depended on.
3 I will be an asset to anyone willing to see me for me.
4 If I can't get people to like me, maybe I can get animals to like me.
5 I can't let my companions find out how uncool I actually am.
6 My parents have supported me more then anyone else, I will make them proud.
Backgrounds
Feature: Sibling of the Chosen One

Due to the status of your sibling, people don't look in your direction if your sibling is near. Everyone is too awestruck by your sibling, and, to be blunt, don't give two flying chamber pots about you. However, you can get certain things for free, like whatever you can get your hands on while no one is looking. Sometimes you can even get a free room or service by promising the Chosen one will visit an establishment.

 
d8 Flaw
1 I will forgo sleep if it means training to be better then my sibling.
2 I actually think I am the chosen one and will act accordingly.
3 I can't stand people I think are better than me.
4 I will desperately pursue adventure if it means showing up my sibling.
5 I secretly have deep attractions and feelings for my sibling.
6 My anxiety from my sibling has lead to a massive drinking problem I can't kick.
7 I will accept any challenge if it makes me seem better then my sibling.
8 I'm cowardly and often find myself running from battles, screaming for someone's help.

SOURCE: Homebrew

Boundaries

A character's personality -- indeed their personal character -- is defined by their boundaries, what it is that they can or cannot allow from themselves, their allies, and even their leadership, and how strong do they defend those boundaries.

Backgrounds

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.

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.


  • Skill Proficiencies: 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

City Watch can tend towards two extremes, those who foster peace and safety among the less fortunate people in the community you are a part of, and those that like to be a position of authority and power. Which are you? Was your service relatively quiet and peaceful, or do you hail from a city like Sharn where you have seen all manner of corruption and law-breakers?

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 a re 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.

d20 Personality Trait
1 When I set my mind to something, I follow through no matter what gets in my way.
2 I'm always polite and respectful!
3 I'm haunted by memories of a crime I responded to. I can't get the images out of my mind.
4 I've lost too many friends, and I'm slow lo make new one.
5 I'm full of inspiring and cautionary tales from my watch experience relevant to almost every tavern situation.
6 I can stare down a hell hound without flinching.
7 I am very good at waiting. Patience is a virtue I have conquered.
8 I keep my weapons and armor meticulously maintained.
9 My mustache is a thing of beauty and perfection. Keeping it groomed is time well spent.
10 I'm a responsible lady. It's my duty to protect my people, and the people of the world from any dangers.
11 I enjoy being strong and like breaking things.
12 I have a crude sense of humor.
13 I face problems head on. A simple, direct solution is the best path to success.
14 I'm willing to listen to every side of an argument before I make my own judgment.
15 Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
16 There's nothing I like more than a good mystery.
17 I'm a charming, cheerful fellow, very optimistic about the world.
18 I have a strong sense of fair play and always try to find the most equitable solution to arguments.
19 If someone is in trouble, I'm always willing to lend help.
20 Thinking is for other people. I prefer action.

Darkest Hour

What was the character's lowest point?

How did they get through it? Were friends involved? Do they owe 'favors' as a result?

Or did they run and are attempting to escape such?

BACKGROUNDS | CITY WATCH
d12 Ideal
1 Greater Good. Our lot is to lay down our lives in defense of others. (Good)
2 Nation. My city, nation, or people are all that matter. (Any)
3 Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)
4 Independence. When people follow orders blindly they embrace a kind of tyranny. (Chaotic)
5 Peace. Ideals aren't worth killing for. (Neutral)
6 Might. The strongest are meant to rule. (Evil)
7 Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
8 Justice. Nothing is more important than wrongdoers brought to justice, no matter what. (Lawful)
9 Aspiration. I'm going to prove that I'm worthy of a better life. (Any)
10 Danger. It is the threat of death that lets us know we're alive. (Neutral)
11 Nobility. Protecting those that can not protect themselves, basically upholding the virtues that makes one noble not the title of noble birth. (Good)
12 Loose Cannon. Who cares how it happens as long as it gets done. (Chaotic)
d12 Bond
1 I would lay down my life for the those I served with.
2 My honor is my life.
3 Those who fight beside me are those worth dying for.
4 I protect those who cannot protect for themselves.
5 Everything I do is for the common people.
6 A powerful person killed someone I love. That will never happen to anyone else.
7 My loyalty to my sovereign is unwavering.
8 I'm loyal to my captain first, everything else second.
9 I seek vengence against those who destroyed the museum that I collected relics for.
10 I hold no greater cause than my service to my people.
11 I have sworn to oppose the person, organization, or government that is corrupt.
12 I always return a favor, or a slight.
d12 Flaws
1 The monstrous enemy we faced in the city 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 hurting an innocent and I would do anything to keep that mistake secret.
4 My hatred of my lawbreakers is blind and unreasoning.
S I obey the law, even if the law causes misery.
6 I'd rather eat my armor than admit when I'm wrong.
7 I am dogmatic in my thoughts and philosophy.
8 I follow orders, even if I think they're wrong.
9 My greatest vice is hedonistic pleasure.
10 Only the results are important. I can't make an omelette without breaking a few eggs.
11 I am self-conscious about my social flaws and breaches of etiquette. Rejection is among my greatest fears.
12 I am easily seduced, especially by those who can fight or otherwise compete with me.

Source: Sword Coast Adventurer’s Guide, page 145

Catch Phrase

What does your character like to say?

What phrase is something they rely upon?

Do they curse? If so, ... how much and how often?

Backgrounds

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 fin e s kills you possess today.

You are most likely a dwarf, but not necessarily. 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 nondwarves to pass on the skills of those that live in the Mror Holds. You would have no difficulty, however, finding a dwarf master who was willing to receive potential apprentices who came with your recommendation.


  • Skill Proficiencies: History, Insight
  • Tool Proficiencies: One type of artisan's tools
  • Languages: One of your choice
  • 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 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

Clan crafters 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.

Variant: Respect of the Makers

In Eberron, this background can also be used by humans who work with or for House Cannith. The same feature as Respect of the Stout Folk applies but to the makers of House Cannith.

d20 Personality Trait
1 It's not pompous and boastful if it is true.
2 I'm a snob who looks down on those who can't appreciate the art.
3 I always want to know how things work and what makes people tick.
4 I'm full of witty 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 appreciates it. I'm always taken aback when people haven't heard of me.
9 Whittling is how I spend much of my time.
10 My friends know they can rely on me, no matter what.
11 I'm always polite and respectful.
12 I'll settle for nothing less than perfection.
13 I know that if I present myself in the latest fashions and present myself as a modern avant garde personality, people will take my artisnaship seriously.
14 I often use large, important sounding words when speaking, even if I don't always know what the words actually mean.
15 I try to infuse my actions with a theatrical flourish, but will never admit that my showmanship is anything but genuine.
16 As I speak, I can’t help but vary my inflections dramatically and gesture wildly.
17 I speak mostly in cryptic phrases.
18 I am awkward and uncomfortable around people I am attracted to.
19 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
20 I are prone to telling stories of my past crafting achievements, even to people who have heard the same stories many times before.
BACKGROUNDS | CLAN CRAFTER
d12 Ideal
1 Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
2 Generosity. My talents were given to me so that I could use them to benefit the clan. (Good)
3 Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
4 Greed. I'm only in it for the money. (Evil)
5 People. I'm committed to the preserve dwarven traditions of craftsmanship. (Neutral)
6 Aspiration. I work hard to be the best there is at my craft. (Any)
7 Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)
8 Art. Through the eyes and hand of an artist the beauty of even a mundane object can be shown. (Neutral)
9 Calm. I am content when I'm am working on something. (Any)
10 Tradition. The ancient traditions of my craft must be preserved and upheld. (Lawful)
11 Creativity. The world is in need of new ideas and bold action. (Chaotic)
12 Greed. I do what I do for riches and fame, not some high-minded ideals. (Evil)
d12 Bond
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 still looking for someone worthy.
3 One day I will return to my clan and prove that I am the greatest artisan of them all.
4 I owe my clan a great debt for forging me into the person I am today.
5 I pursue wealth to secure someone's love.
6 I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.
7 Nothing is more important than the other members of my clan.
8 My tools are symbols of my past life, and I carry them so that I will never forget my roots.
9 I have alienated many in my tireless pursuit of my craft.
10 One of my companions is my sibling or relative who's looking out for me.
11 My single most important piece of equipment? My tools of course, they have been passed down from prior generations.
12 I'm loyal to my mentor first, everything else second.
d12 Flaws
1 I'11 do 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 clan coffers.
4 I'm never satisfied with 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 rivals.
7 Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
8 I hold to tradition at the expense of adaptability.
9 I over-plan every endeavor.
10 I have a weakness for the vices of the city, especially hard drink.
11 I have little respect for anyone outside the realm of crafting.
12 I have a tendency to be unintentionally insulting or boastful.

SOURCE: Sword Coast Adventurer’s Guide, page 145

Manners

How are your character's manners? Do they Burp with every mean? Eat with their hands... even for soup? Are they fastidious and constantly cleaning and polishing? Do they open doors for people, or into them?

BACKGROUNDS | CLAN CRAFTER

Character ²

Write up a scene where your character is approached by someone who wronged them in the past. Except this person is now begging for your character's help. How does your character react? Under what circumstances can trust be restored?

 

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 Khorvaire'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 Khorvaire fonts of knowledge is the Library of Korranberg. 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 Korranberg'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 Morgrave University or University of Wynarn. 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 Arcane Congress, helping to catalogue and maintain records of the information that arrives daily from across Khorvaire.


  • Skill Proficiencies: 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 Khorvaire, as professional courtesy shown to a fellow scholar.

Suggested Characteristics

Cloistered scholars are defined by their extensive studies and their life within their place of studies. Their characteristics reflect this life of study. Devoted to scholarly pursuits, a scholar values knowledge highly sometimes in its own right, sometimes as a means toward other ideals.

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.

BACKGROUNDS | CLOISTERED SCHOLAR
2d8 Personality Trait
2 I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything.
3 There's nothing I like more than a good mystery.
4 I like to know the names of everyone around me.
5 I'm obsessed with things from a prior age, collecting many relics from that time.
6 I prefer to wait and watch before acting.
7 I'm willing to listen to every side of an argument before I make my own judgment.
8 I speak mostly in cryptic phrases.
9 I'm constantly describing the historical significance of everything I see.
10 I am horribly, horribly awkward in social situations.
11 I use polysyllabic words to convey the impression of great erudition.
12 I wish to see the world, so I hunt for knowledge that take me to foreign places.
13 I was the first to discover something important and well-known.
14 I rarely talk louder than a whisper.
15 I've read every book in the world's greatest libraries—or like to boast that I have.
16 There is a history in these lands waiting to be discovered.
d12 Ideal
1 Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
2 Aspiration. Someday I'll discover something to great that future academics will read my work. (Any)
3 Beauty. What is beautiful points us beyond itself toward what is true. (Good)
4 Discovery. The knowledge of the world must be explored and catalogued. (Any)
5 Logic. We must maintain logic and reason. (Lawful)
6 No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
7 Power. Knowledge is the path to power and domination. (Evil)
8 Self-improvement. The goal of a life of study is the betterment of oneself. (Any)
9 Wonderment. The world is full of inspiring sites and moments of incredible beauty. Find them. (Any)
10 Order. There's a right way to do things and a wrong way to do things. (Lawful)
11 Empowerment. I want to make the world a better place with my inventions or research. (Good)
12 Truth. I believe there is a pure truth to be uncovered in every situation. (Neutral)
d12 Bond
1 I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
2 I work to preserve a library, university, scriptorium, or monastery.
3 I've been searching my whole life for the answer to a certain question.
4 My life's work is a series of tomes related to a specific field of lore.
5 Every puzzle must be solved.
6 History must be chronicled and preserved at all costs.
7 I know of a famous scholar or sage out there that I'll find someday.
8 I owe everything to my mentor—a wonderful person who was taken from this life early.
9 I will discover the truth hidden in the ruins.
10 It's my duty to enlighten the people of the world about the history of this land.
11 Nothing is more important than seeking greater knowledge to make a difference in the world.
12 The library I apprenticed at is the most important place in the world to me.
d12 Flaws
1 My wisdom comes at a price to those who are not my companions.
2 I am easily distracted by the promise of information.
3 I long for the world to return to a past age. I've adopted the manners and style of this age, and are fascinated by its customs, relics, and artifacts, and by the historical figures of that time.
4 I overlook obvious solutions in favor of complicated ones.
5 I speak without really thinking through my words, invariably insulting others.
6 Most people scream and run when they see a demon. I stop and take notes on its anatomy.
7 Unlocking an ancient mystery is worth the price of a civilization.
8 I am overly curious and concerned with the private lives of others.
9 I have a tendency to be unintentionally insulting to those who do not know as much as I do.
10 I'm a coward when violence springs around me.
11 Sometimes I go too far in my search for knowledge.
12 Grammatical correctness and syntactic precision are the keys to effective communication. I shall correct errors wherever I perceive them.

SOURCE: Sword Coast Adventurer’s Guide, page 146

BACKGROUNDS | CLOISTERED SCHOLAR

Convict

You were recently released from captivity after spending years surviving in prison. Whether or not you were justly accused or captured by an enemy, you learned to adapt to a life of confinement, and to handle your fellow inmates.

Skill Proficiencies: Intimidation, Sleight of Hand.

Tool Proficiencies: Cards and dice.

Languages: Thieves' Cant.

Equipment:Common clothing, dagger, one random trinket from page 160-161 of the Player's Handbook, a self-made gaming set, and self-made thieves tools.

CUSTOMIZATION There are various reasons you might have been imprisoned. Roll on or choose from the following table.

d6 Crimes
1 Crime. You were arrested and tried for a crime.
2 Crime-you-didn't-commit. You were unjustly arrested and found guilty of a crime you did not commit.
3 Prisoner-of-war. You were captured by an enemy in a time of war.
4 Political prisoner. You were imprisoned because you belonged to a particular group or held particular views.
5 Hostage. You were held prisoner as security for an agreement or negotiation.
6 Asylum. You were locked up "for your own safety".

Suggested Characteristics

The hardship of life in prison can change a person but others are molded by it. They know them must fight for what they can get and know how far they can push the rules without negative consequences. This may push some to more chaotic alignments while others decide they want to outgrow their hardships and favor more lawful ones.

d8 Personality Trait
1 I believe that I must earn that which is mine.
2 I dislike those who use their power to lord over the weak.
3 I protect fiercely anything or anyone I hold dear.
4 I hate to be insulted and will confront anyone who would do so.
5 I hate planning and prefer to rush into combat.
6 I only talk when I find it necessary to say something.
7 I respect anyone who has proven themselves a better fighter than me.
8 I hoard trophies and small objects that I have earned or found.
d6 Ideal
1 Life. My time and life in prison should be experienced by no one. (Law)
2 Freedom. Laws that oppress the people are unjust and should be destroyed. (Chaos)
3 Friendship. Material goods are unimportant, friendship has worth. (Good)
4 Might. The strongest are meant to rule. (Evil)
5 Self. I am myself and no one can change that or take it away. (Neutral)
6 Aspiration. I seek to prove that I am the best at all I do. (Any)
d6 Bond
1 I must protect those who protected me during my time in prison.
2 I owe a favor to a powerful crime lord.
3 I wish revenge on those who put me in prison.
4 I wish to reconnect with an old friend that managed to escape.
5 Others should not live the life I did and I will do anything to make sure they do not.
6 I have learned a dangerous secret and there are those who will kill me to keep it such.
d6 Flaw
1 I love pushing people’s limits to see them snap.
2 Now that I am out I am a little too enamored by the luxuries offered.
3 I challenge those in positions of power in attempts to increase my social rank.
4 I steal for basic needs even when I don’t need to.
5 I am completely oblivious to etiquette and normal social interaction.
6 Now that I am out I find I like it better on the inside.
FEATURE: CHAIN GANG

Prison creates strong friendships due to shared adverse circumstances. You usually know an ex-convict in any new town; or, failing that, you can easily find somebody who knows a convict or ex-convict who you know. This person will provide shelter and food, and will hide you from the law if necessary. Additionally, you always count as having thieves' tools on your person given 30-minutes notice, because you are able to salvage and scavenge improvised items to serve. You also know a Tattoo Artist. Tattooist's Tools


{Gamespeak - you have free squalid, low lifestyle half the renown loss }

Backgrounds

Cormanthor Refugee

You are one of hundreds of refugees that were driven from Hillsfar or that fled the destruction of Myth Drannor and who now shelter in hidden camps under the northern eaves of the Cormanthor Forest. If you up grew in the camps, you have never been to a settlement other than the village of Elventree. As a guest of the elves, you have learned their ways and the ways of the forest. You are also a traumatized, as residual wild magic, energies released by the fall of Thultanar upon Myth Drannor, and the constant fear of raids hunting for non-humans to fight in Hillsfar's Arena have taken their toll on you, as they have on everyone in the camps.

Skill Proficiencies. Nature, Survival

Language Proficiencies. Elven

Tool Proficiencies. One type of artisan's tools

Equipment. A two-person tent, artisan's tools, a holy symbol, a set of traveler's clothes, a belt pouch, 5 gp

Lifestyle. Poor

Feature: Shelter of the Elven Clergy

The clerics of Elventree have vowed to care for the Cormanthor refugees. They will help you when they can, including providing you and your companions with free healing and care at temples, shrines, and other established presences in Elventree. They will also provide you (but only you) with a poor lifestyle.

[Note: This feature is a variant of the Acolyte feature.]

d8 Personality Trait
1 I long for a home that never really existed, whether in the camps, Hillsfar, or Myth Drannor.
2 Though I am not an elf, I am a fervent, radical worshipper of the elven gods.
3 I live in the moment, knowing my life could be turned upside down any day.
4 I appreciate beauty in all of its forms.
5 I hate the dark elves and the Netherese for each driving the elves out of Cormanthyr in the past.
6 I am a forest bumpkin who grew up in a tent in the woods and is wholly ignorant of city life.
7 I was raised alongside children of many other races. I harbor no racial prejudices at all.
8 T he elves have just the right word for so many things that cannot be expressed as well in other languages. I pepper my speech with elven words, phrases, and sayings.
d6 Ideal
1 Patient: The elves have taught me to think and plan for the long-term. (Lawful)
2 Rebellious: Governments and politicians drove my family to the camps. I subtly defy authority whenever I think I can get away with it. (Chaotic)
3 Self-Absorbed: I've had to look out for number one so long that it has become second nature. (Any)
4 Wanderlust: I want to see as much of the world beyond the camps as I can. (Any)
5 Generous: I give everything I can to help those in need, regardless of who they are. (Good)
6 To the Abyss with Them: The people of Hillsfar cast me out. I won't risk my hide to help them. (Evil)
d8 Bond
1 The elves took me in when I had nowhere else to go. In return, I do what I can to help elves in need.
2 I seek revenge against the people of Hillsfar for driving my family into the forest.
3 My family lost everything when they were driven from Hillsfar. I strive to rebuild that fortune.
4 The forest has provided me with food and shelter. In return, I protect forests and those who dwell within.
5 I am deeply, tragically in love with someone whose racial lifespan is far longer or shorter than mine.
6 Members of my extended family did not make it to the camps or have been kidnapped to fight in the Arena. I search for them tirelessly.
d8 Flaw
1 I am very uncomfortable indoors and underground.
2 I am haughty. I grew up among the elves and emulate them. Other races are crude in comparison.
3 Elf this, elf that. I am sick and tired of the elves.
4 I am a miser. Having lost everything once before, I clutch my possessions and wealth very tightly.
5 I am a moocher. I am so used to others providing for me that I have come to expect everyone to do it.
6 I believe the gods have cursed me, my family, and all of the Cormanthor refugees. We are all doomed, doomed I tell you!
Backgrounds

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 Fairhaven, or perhaps you traveled in Sharn'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 Korth or Thaliost, or you might have grown up in and around the birth of Regalport.

 

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.


  • Skill Proficiencies: Insight, Persuasion
  • Languages: Two of your choice
  • Equipment: A set of fine clothes, identification papers with a portrait and a pouch containing 20 gp

Suggested Characteristics

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.

2d8 Personality Trait
2 I'm a snob who looks down on those who can't appreciate fine art.
3 I believe that everything worth doing is worth doing right. I can't help it--I'm a perfectionist.
4 I am cold and calculating in my every word and action, even when furious or frightened.
5 I like to talk at length about my profession.
6 I always want to know how things work and what makes people tick.
7 I'm full of witty aphorisms and have a proverb for every occasion.
8 I am very good at waiting. Patience is a virtue I have conquered.
9 I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me.
10 I don't part with my money easily and will haggle tirelessly to get the best deal possible.
11 I'm rude to people who lack my commitment to hard work and fair play.
12 It's not pompous and boastful if it is true.
13 I've met many interesting people in my day, seen many amazing things, and I enjoy regaling others with the tales.
14 My mustache is a thing of beauty and perfection. Keeping it groomed is time well spent.
15 When there is not much going on, I like to eat. My gut would indicate, maybe I like it a bit too much.
16 There's no point to going out if you're not having fun. Other people never seem to appreciate my jokes as much as I do.
BACKGROUNDS | COURTIER
d10 Ideal
1 Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
2 Aspiration. I work hard to be the best there is at my profession. (Any)
3 Generosity. My talents were given to me so that I could use them to benefit the world. (Good)
4 People. I'm committed to the people I serve, not to ideals. (Neutral)
5 Aspiration. I'm determined to make something of myself. (Any)
6 Creativity. The world is in need of new ideas and bold action. (Chaotic)
7 Order. Understanding comes from strict systematic procedures. (Lawful)
8 Greed. I'm only in it for the money. (Evil)
9 The Game The game of court or the organization is all that matters, one must advance within this game. Winning or playing the game is what matters (Neutral)
10 Culture. Learning about others reveals important qualities in us. (Good)
d12 Bonds
1 I did great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy of my service.
2 The court I worked in was utterly corrupt, I am sworn to oppose them an clean up corruption.
3 I owe my court life a great debt for forging me into the person I am today.
4 One day I will return to my court and prove that I am the greatest functionary of them all.
5 My loyalty to my sovereign is unwavering.
6 I am a loyal servant of my King and Country.
7 I hold no greater cause than my service to my people.
8 I pursue wealth to secure someone's love.
9 I owe everything to my mentor—a wonderful person who was taken from this life early.
10 The court or organization where I learned my trade is the most important place in the world to me.
11 I'm loyal to my liege or lord first, everything and everyone else is second.
12 I will face any challenge to win the approval of my court or organization.
d12 Flaws
1 I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.
2 I'm quick to assume that someone is trying to cheat me.
3 I'm never satisfied with what I have—I always want more.
4 I would kill to acquire a noble title.
5 I secretly believe that everyone is beneath me.
6 I'll do anything to get my hands on something rare or priceless.
7 No one must ever learn that I once stole money from court coffers.
8 I'm horribly jealous of anyone who outshines my handiwork. Everywhere I go, I'm surrounded by rivals.
9 I hold my own wisdom above that of others.
10 I think I am better than other court functionaries, and other people in general.
11 I have little respect for anyone outside the realm of the court or organization.
12 I sometimes overestimate my abilities due to years of being sheltered in court or the organization.

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.


Source: Sword Coast Adventurer’s Guide, page 146

Who is the most influential person your character has met?
How'd they meet?
BACKGROUNDS | COURTIER

Criminal

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

Skill Proficiencies: Deception, Stealth

Tool Proficiencies: One type of gaming set, thieves’ tools

Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp

Criminal Specialty

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

d8 Specialty d8 Specialty
1 Blackmailer 5 Highway robber
2 Burglar 6 Hired killer
3 Enforcer 7 Pickpocket
4 Fence 8 Smuggler

Suggested Characteristics

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

d8 Personality Trait
1 I always have a plan for what to do when things go wrong.
2 I am always calm no matter what the situation. I never raise my voice or let my emotions control me.
3 The first thing i do in a new place is note the location of everything Valuable- or where such things would be hidden.
4 I would rather make a new friend than a new enemy.
5 I am incredibly slow to trust. thoose who seem the fairest have the most to hide.
6 I dont pay attention to the risk 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.
d6 Ideal
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 can 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)

d6 Bond
1 I’m trying to pay off an old debt I owe to a generous benefactor.
2 My ill-gotten gains go to support my family.
3 Something important was taken from me, and I aim to steal it back.
4 I will become the greatest thief that ever lived.
5 I’m guilty of a terrible crime. I hope I can redeem myself for it.
6 Someone I loved died because of a mistake I made. That will never happen again.

d6 Flaw
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 lying.
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.

Feature: Criminal Contact

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

Backgrounds

Doctor

You were a surgeon, barber, country doctor, field medic, nurse, or another medical professional. Healing wounds, treating diseases, and creating medicines for others in need was how you spent your days. While illness and injury make many uncomfortable, they are areas in which you thrive. When others panic, you're working on a cure or stopping the bleeding..

Skill Proficiencies: Medicine (at 8th level gain advantage on checks)

Tool Proficiencies: Herbalism Kit, Poisoner's Kit

Equipment: A preserved medical anomaly (such as a deformed skull or appendix), an herbalism kit, a set of traveler's clothes, and a belt pouch containing 15 gp.

FEATURE: WELL SITUATED

If you work as a healer during your downtime from adventuring you are able to afford a modest lifestyle for yourself. In addition, whenever you and your allies are in a civilized settlement, you are able to provide them with free medical care and hospital beds, provided they are sick or injured. This is provided as a professional courtesy from your others in the field of medicine.

Variant Feature: Sure Thing, Doc

If you work as a vet during your adventuring downtime you are able to afford a modest lifestyle for yourself. In addition when you require an animal (such as horses for mounts or bloodhounds for tracking) you are able to borrow them from a client, provided you return the animals in good health. The actual terms of the agreement with the client are between you and DM.

{Gamespeak - You have no upkeep costs for your character, and any income you make is above and beyond your daily costs}

What's your character's favorite Joke?

What makes them laugh, and ... how do they laugh? Slight smile and Pfffft! exhalation, or a braying donkey laugh that makes Fran Drescer sound heavenly?

Backgrounds

Dragon Casualty

When the Maimed Virulence descended upon Phlan, you were one of the unfortunate casualties of war. Captured during the initial assault, you have spent the last year of your life as a plaything of a capricious and malevolent overlord.

While many of your fellow prisoners fell to the dragon's insatiable fury over the coming months, you and your fellow "survivors" were spared only for a worse fate as one of the dragon's magical experiments, leaving you and those who survived the torture scarred and disfigured.

What reasons the dragon had for releasing you few survivors, nobody knows. You only fear that those who died under his terrible claw were the lucky ones, and you and your fellow Dragonscarred are doomed for a fate worse than death.

Skill Proficiencies: Intimidation, Survival

Tool Proficiencies: Special (see origin below)

Languages: Draconic Equipment: A dagger, tattered rags, a loaf of moldy bread, a small cast-off scale belonging to Vorgansharax – the Maimed Virulence, and a pouch with 5 gp of various coins (salvaged during your escape from Phlan)

Lifestyle: Wretched

Origin

Prior to the coordinated attack by the Maimed Virulence and her rebel Black Fist supporters, you were once a citizen or visitor to Phlan. While the trauma of your recent ordeal has greatly altered your motivations and perception of the world, your former life still clings to you and colors your mannerisms, behaviors, and outlook on life. Choose one entry on the following table (or roll randomly) to determine your former occupation prior to your incarceration and torture. Your choice determines your tool proficiency from this background.

d8 Origin (Occupation) Tool Proficiency
1 Dockworker/Fisherman Vehicles (water)
2 Tradesperson / Merchant Artisans' Tools
3 Black Fist Soldier Gaming set or Vehicles (land)
4 Adventurer / Visitor Vehicles (land)
5 Entertainer Musical Instrument
6 Scholar / Healer Alchemists Supplies or Herbalism Kit
7 Criminal Thieves' Tools, Forgery Kit, or Disguise Kit
8 Unskilled laborer Gaming Set

Feature: Dragonscarred

Over a period of several months you were subject to magical and mundane torture at the claws of Vorgansharax and his minions. These experiments have left you horribly disfigured but mark you as a survivor of the Maimed Virulence.

This affords you a measure of fame and notoriety, for those who know of your harrowing ordeal are keen to hear the tale personally but makes it difficult to disguise your appearance and hide from prying eyes. You can parley this attention into access to people and places you might not otherwise have, for you and your companions. Nobles, scholars, mages, and those who seek to ferret out the secrets of the Maimed Virulence would all be keen to hear your tale of survival, and learn what secrets (if any) you might possess, and/or study your affliction with great interest.

However, you fear that your afflictions are not completely mundane and that the Maimed Virulence may as yet have some nefarious reason for allowing your escape, as your scars burn with acidic fury and seem to writhe beneath your skin at times.

[Note: This feature is a variant of the Far Traveler feature.]

Disfigurement (Optional)

In addition to extensive scarring, you may choose one of the following options to represent your disfigurement. This disfigurement is purely cosmetic, misshapen, and horrific to look upon.

d8 Disfigurement
1 Small non-functional wing(s) or alternately - misshapen, wing-like membranes along one or both arms
2 Elongated, claw-like hand(s) and/or feet
3 Painful green scales randomly embedded in skin
4 Bulbous, reptilian eye(s)
5 Enlarged dorsal spines
6 Hair replaced with small irregular spines
d8 Personality Trait
1 I am driven to escape my past, and rarely stay in one place long.
2 I know secrets of the Maimed Virulence, but fear the harm that may befall me should others learn them.
3 Speaking of my ordeal helps sooth the still open wounds in my soul.
4 My former life is meaningless, and was ripped to shreds by the claws of Vorgansharax. All that matters now is what I do with the future.
5 I have faced the worst a dragon can deliver and survived. I am fearless, and my resolve unshakable.
6 I am haunted my tortured past, and wake at night screaming at half-remembered horrors.
7 I sleep with my back to a wall or tree, and a weapon within arm’s reach.
8 I am slow to trust, but incredibly loyal to those who have earned it.
Backgrounds
 
d6 Ideal
1 Survivor: No matter the cost, I will take any action necessary to survive (any)
2 Independence: When in trouble, the only person I can rely on is myself (Chaotic)
3 Compassionate: I have suffered long at the hands of a Dragon, and take pitty and compassion on the suffering of others (Good)
4 Secretive: I am withdrawn, and hide my monstrous appearance for fear of drawing unwanted attention (Chaotic).
5 Justice: I have been wronged, and will not allow the same fate to befall others (Lawful).
6 Sycophant: During my ordeal, I became a willing servant of the Maimed Virulence, and spy on his behalf (evil)

d6 Bond
1 I have sworn vengeance on the Maimed Virulence and those that follow him.
2 I long to reunite with friends and family who may dwell among the Phlan Refugees, and protect them.
3 While a prisoner of the Maimed Virulence, I overheard rumors of an item or treasure the Dragon seeks. I will have that treasure for myself!
4 I seek to reclaim and rebuild my former life to the best of my ability.
5 I have been reborn as a child of Vorgansharax. I will claim my birthright as his chosen heir and successor.
6 I attribute my survival to the work of the divine, and seek to prove myself worthy of the honor.

d6 Flaw
1 I have been touched with dragon-greed, and have a lust for wealth which can never be satisfied.
2 I secretly believe others are plotting to harm me.
3 I no longer enjoy the simple pleasures in life. Food is but ashes and bile in my throat.
4 Anyone who refuses to celebrate my celebrity does not deserve my company.
5 I am paranoid and overly suspicious of others. Anyone may be an agent of the Maimed Virulence.
6 Once I make up my mind, I follow my chosen course of action regardless of the consequences.

Humanoid's Best Friend

Pets.

Most children will find one, or have a family one. What was your character's pet? Was it a family pet or secret one? What was the relationship between the two? Did the pet help your character, or was the character burdened by it?

Backgrounds

Drifter

You've spent most of your life moving from place to place, never settling down in one location for long. Maybe your family was part of a traveling circus, or perhaps you are an outlaw on the run. As you've wandered, you've dealt with people of all backgrounds and from all walks of life.

Skill Proficiencies: Insight, Persuasion

Tool Proficiencies: vehicles (land)

Languages: Any two standard languages of your choice

Equipment: A set of traveler's clothes, souvenirs from various places you've called home, belt pouch containing 15gp.

FEATURE: Contacts.

You know someone (or someone knows you) in every place you've been to. You can find a place to hide, rest, or recuperate among people you know unless you've shown yourself to be a danger or too much of a nuisance to them. They will help you as much as they are able, but they will not risk their well-being for you.

{Gamespeak: A contact with which you have Renown (10) in each town}

A Picture is worth 1,000 Words

Sketch your character. You don't have to be an artist. You just have to think about how they smile. The distance between their eyes. How thick their eyebrows are, and how strong or weak their jaw is. Do they have an tilt to their head when they listen? If this was a selfie, what were they doing when this picture was 'taken'?

Backgrounds

Duelist

You are a travelling combatant, always on the lookout for a new challenger. You duel with those who seem competent enough to push you further. You might use swords, magic, or even games of chance to test yourself and your chosen foe. In the end there is nothing more important to you than proving of your mettle.

Skill Proficiencies: Insight , Intimidation

Tool Proficiencies: One type of gaming set

Languages: One of your choice

Equipment: A token of favor from an admirer (a handkerchief, flower, or love letter), a set of bone dice or deck of cards, a set of traveler’s clothes, and a belt pouch containing 12 gp

Suggested Characteristics

d8 Personality Trait
1 My honour above my life.
2 I have a wit sharper even than my blade, and I keep my blade quite sharp.
3 Duelling is the only thing that makes me feel alive anymore.
4 I would never dream of duelling a lady.
5 Disagreements ought to be solved with swords not with words.
6 I can flirt with anyone, and I do.
7 Duels have rules, and I would die before I break those rules.
8 I always believe I can win every fight.

d6 Ideal
1 Justice I bring the justice the courts can't. (Good or Lawful)
2 Fun What, can't I enjoy a good fight? (Chaotic)
3 Reputation Every duel I win shows the world my skill. (Neutral)
4 Pain I like to watch my enemies suffer as they realize they cannot beat me. (Evil)
5 Vengeance I fight to kill those who wronged me. (Any)
6 Skill Each duel I fight makes me better, whether I win or lose. (Any)

d6 Bond
1 I fight to avenge the death of a family member.
2 If I win enough duels, my family will finally respect me.
3 My weapon is like a person to me.
4 My victories will show my love my true worth.
5 I do not kill in fights of honour.
6 To leave a duel unbloodied makes it no true duel.

d6 Flaw
1 I have a temper quicker than my sword.
2 I have a crippling addiction to gambling.
3 I intentionally offend everyone in the hopes of sparking a fight.
4 Duels are the only way I know of to overcome my cowardice.
5 I cannot fight sober.
6 I take offence with exceptional ease.

FEATURE: Challenger

Your reputation and bearing as a duelist compels others to accept your challenges. So long as you offer them a duel while outside of combat, most NPCs who are not utterly outclassed by your Level are willing to have a go with you one-on-one, without the help of their companions or bodyguards. Foes are usually willing to duel until first blood, but some are even up for a fight to unconsciousness or death, particularly if you’ve really angered them.


{Gamespeak - Compelled Duel as a class feature 1/long rest}


SOURCE: Homebrew

Honor in battle

Are they an opportunist? or do they like a 'fair fight'? Do they like to fight up close, or prefer to maintain distance and not get "messy"?

Backgrounds

Earthspur Miner

You are a down-on your luck miner from the Earthspur Mountains who is no stranger to hardship. You have spent a great deal of time living among the dwarves, goliaths, and denizens of the Underdark that also work mines in the area. At this point, you're just as comfortable working underground as above. You know how to read a seam, dicker for supplies with the deep gnomes, party with dwarves, and find your way back to the surface afterwards. Unfortunately, you haven't struck it rich…yet. Although you've come to Mulmaster looking for work, the tall peaks and deep mines of the Earthspurs still call to you.

Skill Proficiencies. Athletics, Survival

Languages. Dwarven and Undercommon

Equipment. A shovel or a miner's pick, a block and tackle, a climber's kit, a set of common clothes, and a belt pouch containing 5 gp.

Lifestyle. Poor

Suggested Characteristics

d8 Personality Trait
1 Nothing bothers me for long.
2 I hate the horrors of the Underdark with a passion. They took my friends and family and almost got me.
3 Anything worth doing takes time and patience. I have learned to plan and wait for the things I want and to be patient to achieve my goals.
4 I can party with everyone. Whether with dwarves, or goliaths, or deep gnomes, I can find a way to have a good time.
5 I'd rather be mining. This is okay; mining is better.
6 I think that I will stumble upon great riches if I just keep looking.
7 People who don't work with their hands and who live in houses are soft and weak.
8 I wish I were more educated. I look up to people who are.

d6 Ideal
1 Generosity: The riches of the earth are to be shared by all. (Good)
2 Greed: Gems and precious metals, I want them all for myself. (Evil)
3 Mooch: Property, schmoperty. If I need it, I take and use it. If I don't, I leave it for someone else. (Chaotic)
4 Boundaries: Everything and everyone has its prescribed place; I respect that and expect others to do the same. (Lawful)
5 Let it Be: I don't meddle in the affairs of others if I can avoid it. They're none of my business. (Neutral)
6 Materialist: I want riches to improve my life. (Any)
 
Feature: Deep Miner

You are used to navigating the deep places of the earth. You never get lost in caves or mines if you have either seen an accurate map of them or have been through them before. Furthermore, you are able to scrounge fresh water and food for yourself and as many as five other people each day if you are in a mine or natural caves.

[Note: This feature is a variant of the Outlander feature.]

d8 Bond
1 The people of the Earthspur mines are my family. I will do anything to protect them.
2 A deep gnome saved my life when I was injured and alone. I owe his people a great debt.
3 I must behold and preserve the natural beauty of places below the earth.
4 Gems hold a special fascination for me, more than gold, land, magic, or power.
5 I want to explore new depths and scale new heights.
6 Someday I'm going to find the mother lode, then I'll spend the rest of my life in luxury.

d8 Flaw
1 I'm uncomfortable spending time under the open sky. I'd rather be indoors or underground.
2 I'm not used to being around other people much and sometimes get grouchy about it.
3 Good tools are more reliable than people. In a cave in, I would save a sturdy pick before a stranger.
4 I jealously guard my secrets, because I think others will take advantage of me if they learn what I know.
5 I am obsessed with getting rich. I always have a scheme brewing for making it big.
6 I'm afraid of the dark.
Backgrounds

Entertainer

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

Skill Proficiencies: Acrobatics, Performance

Tool Proficiencies: Disguise kit, one type of musical instrument

Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 15 gp

Entertainer Routines

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

d10 Entertainer Routine d10 Entertainer Routine
1 Actor 6 Instrumentalist
2 Dancer 7 Poet
3 Fire-eater 8 Singer
4 jester 9 Storyteller
5 juggler 10 Tumbler

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. You can replace the musical instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net.

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 ideals about the practice of art and the appreciation of beauty.

d8 Personality Trait
1 I know a story relevant to almost every situation.
2 Whenever I come to a new place, I collect local rumors and spread gossip.
3 I’m a hopeless romantic, always searching for that “special someone.”
4 Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
5 I love a good insult, even one directed at me.
6 I get bitter if I’m not the center of attention.
7 I’ll settle for nothing less than perfection.
8 I change my mood or my mind as quickly as I change key in a song.
d6 Ideal
1 Beauty. When I perform, I make the world better than it was. (Good)
2 Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)
3 Creativity. The world is in need of new ideas and bold action. (Chaotic)
4 Greed. I’m only in it for the money and fame. (Evil)
5 People. I like seeing the smiles on people’s faces when I perform. That’s all that matters. (Neutral)
6 Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)
d6 Bond
1 My instrument is my most treasured possession, and it reminds me of someone I love
2 Someone stole my precious instrument, and someday I’ll get it back.
3 I want to be famous, whatever it takes.
4 I idolize a hero of the old tales and measure my deeds against that person’s.
5 I will do anything to prove myself superior to my hated rival.
6 I would do anything for the other members of my old troupe.
d6 Flaw
1 I’ll do anything to win fame and renown.
2 I’m a sucker for a pretty face.
3 A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
4 I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
5 I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
6 Despite my best efforts, I am unreliable to my friends.
Backgrounds

Faction Agent

Many organizations active in the North and across the face of Faerun 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 Faerun. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in the faction.

Skill Proficiencies: Insight and one Intelligence, Wisdom, or Charisma skill of your choice, as appropriate to your faction

Languages: Two of your choice

Equipment: Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 15 gp

Factions of the Sword Coast

The lack of large, centralized governments in the North and along the Sword Coast is likely directly responsible for the proliferation of secret societies and conspiracies in those lands. If your background is as an agent for one of the main factions of the North and Sword Coast, here are some possibilities.

The Harpers. Founded more than a millennium ago, disbanded and reorganized several times, the Harpers remain a powerful, behind-the-scenes agency, which acts to thwart evil and promote fairness through knowledge, rather than brute force. Harper agents are often proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and innkeepers, rangers, and the clergy of gods that are aligned with the Harpers' ideals.

The Order of the Gauntlet. One of the newest power groups in Faerun, 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 Emerald Enclave. Maintaining balance in the natural order and combating the forces that threaten that balance is the twofold goal of the Emerald Enclave. Those who serve the faction are 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 Zhentarim. In recent years, the Zhentarim have become more visible in the world at large, as the group works to improve its reputation among the common people. The faction draws employees and associates from many walks of life, setting them to tasks that serve the goals of the Black Network but a ren't necessarily criminal in nature. Agents of the Black Network must often work in secret, and are frequently proficient in Deception. They seek aid from the wizards, mercenaries, merchants and priesthoods allied with the Zhentarim.

Suggested Characteristics

Use the tables for the acolyte background 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.

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.

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Backgrounds

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.

Skill Proficiencies: Insight, Perception

Tool Proficiencies: Any one musical instrument or gaming set of your choice, likely something native to your homeland

Languages: Any one of your choice

Equipment: One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in 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.

d6 Reason d6 Reason
1 Emissary 4 Pilgrim
2 Exile 5 Sightseer
3 Fugitive 6 Wanderer

Where are you from?

The most important decision in creating a far traveler background is determining your homeland. The places discussed here are all sufficiently distant from the North and the Sword Coast to justify the use of this background.

Evermeet. The fabled elven is lands far to the west are home to elves who have never been to 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 Faen1n, is home to people whose customs are unfamiliar to the folk of the Sword Coast. If you come from Kara-Tur, the people of Faerun 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 Faerun 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 a lien 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 Faerun. 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 Faerun.

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 Faerun 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 Faerun 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.

Backgrounds

The Underdark. Though your home is physically closer to the Sword Coast than the other locations discussed here, it is far more unnatural. You hail from one of the settlements in the Underdark, each of which has its own strange customs and laws. If you are a native of one of the great subterranean cities or settlements, you are probably a member of the race that occupies the placebut 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.

Suggested Characteristics


d6 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 ritua ls that are unfamiliar to those around me.

d6 Ideal
1 Open. I have much to learn from the kind ly folk I meet along my way. (Good)
2 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 eve rything is strange and wonderful! (Chaotic)
4 Cunning. Th ough 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 carefu l, for I have no way of telling fr iend from foe here. (Any)
 
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.

d6 Bond
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 lame not having to leave my loved one(s) behind. I hope to see them again one day.
d6 Flaw
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.
Backgrounds

Farmer

You have worked the land and hand—raised livestock from birth to feed the mouths of many. As a farmer, you woke up before the and sun came in from working the fields after it set. You worked the land for many years, or perhaps even owned a farm of your own. For some reason, that path is closed to you now. Maybe your farm was razed during the Last War. Maybe days of work under the hot sun no longer appealed to you. In any case, you sold what you could and equipped yourself for a more exciting future. You have left behind a mundane life to seek adventure for thrill or fame or fortune or cause there is nothing else.

You could have mainly worked with animals as a dairy farmer, or a small plot in the woods, or as a fungus farmer, or worked as a hand on a vineyard. Figure out the kind of farmer you where and work with your DM to determine the types of livestock and crops you had on your farm.


  • Skill Proficiencies: Animal Handling, Nature
  • Tool Proficiencies: Vehicles (land)
  • Languages: One of your choice
  • Equipment: A relative's recipe for homemade stew, an iron pot, 50 feet of hemp rope, 2 gp worth of trade goods (your choice), a set of common clothes, and a belt pouch with 5 gp
Feature: Farmhand

When you are not adventuring you are able to provide a modest lifestyle for yourself by working on another's farm. You might sleep in the hayloft or in a spare room. By working this way, you also ingratiate yourself to the farm owner, who gives you free food for your adventures. Local farmers value your work ethic, and as such will easily share with you all the latest news and rumors of the surrounding area.


{Gamespeak - Stew Grants Advantage on Cooking Skill Check, Automatic Modestlife Style provided you spend 8hr a day working}

Suggested Characteristics

Farmers are defined by the simple life—you haven't had as much excitement in your life as others. Before your adventuring career began, you may have never left your village or town. A farmer could be eager, scared, or naive on adventures, but all are defined by their strong connection to the farm where they were raised.

d20 Personality Trait
1 I prefer to let my actions speak for me, and use as few words as possible.
2 I have a rural catch phrase I use whenever I am surprised.
3 I often lose the point of the story I am telling.
4 I have a tick I can't control when I am scared or excited.
5 I often sing the songs of my homeland without provocation.
6 I look forward to eating and enjoy every bite of every meal.
7 I stare openly at that which I have never seen before.
8 I laugh very loud and clap my hands when amused.
9 I would kill to acquire a noble title.
10 I am overly curious and concerned with the private lives of others.
11 I have developed a weakness for strong drink and pipe weed, vices common to farm hands.
12 I have trouble trusting allies that don't seem capable of a hard day's work.
13 I'm afraid of cities and big buildings. When I'm in such places, I tend to behave skittish or paranoid.
14 I am self-conscious about your social flaws and breaches of etiquette.
15 I really enjoy talking about and spending time with domesticated animals.
16 I carry a variety of seeds or maps with me, and am always looking to add to my collection.
17 I connect everything that happens to the behavior of plants and animals in some way; it helps me to make sense of the world.
18 Life is endless toil and I hate it. I didn't quit farming to do more boring work.
19 I know that no man is an island, and you have to work together in order to survive.
20 My families farm was destroyed in the Last War, and I have been adrift since then. I vow to protect others from the same thing that happened to my family.
BACKGROUNDS | FARMER
d12 Ideal
1 Faith. I have left the farm to bring my religion to others. (Any)
2 Freedom. I want to experience everything I can. (Chaotic)
3 Knowledge. I have learned all I can about the world on the farm, it is time to leave and find out more. (Any)
4 Nature. If we line in harmony with the world around us, it will care for us as we care for it. (Neutral)
5 Manners. I conduct myself in public with the utmost respect for all people around me. (Lawful)
6 Generosity. I am happy to share whatever I have with those less fortunate. (Good)
7 Destiny. I was meant for more than the simple life. (Neutral)
8 Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
9 Aspiration. I'm determined to make something of myself. (Any)
10 Community. Those I travel with are my family. (Lawful)
11 Balance. Everything has his place in the world, and nothing has precedence over anything else. (Neutral)
12 Justice. Every man must pay for their bad deeds – but I will make those who have hurt me pay for their deeds before it comes time to pay for mine. (Evil)
d12 Bonds
1 My parents have fallen on hard times and I have vowed to help them repair the farm.
2 My best friend is betrothed to the woman I secretly love.
3 I will get vengeance on the monsters that destroyed my village.
4 No one else is going to have to endure the hardships I've been through.
5 My family, clan, or tribe is the most important thing in my life, even when they are far from me.
6 One day I will return to the farm and show them that I have become someone great.
7 I wish my childhood sweetheart had come with me to pursue my destiny.
8 I worked the land, I love the land, and I will protect the land.
9 I worked the land and I will protect and care for others who do the same.
10 Predators of all kinds are a threat, and I will protect civilization from them.
11 My family lost everything in a violent attack, and no one will ever take anything from me by force again.
12 I am fascinated by the beauty and wonder of this land.
d12 Flaws
1 I sometimes wander off without telling anyone.
2 I am easily fooled and believe whatever I am told.
3 I lie to others to appear more experienced than I am.
4 I ask rude, abrasive questions to strangers.
5 People who have never worked with their hands in the dirt or the sea are divorced from the realities of the world, and are inherently untrustworthy.
6 I do not open my mind to the ethics and morals of others.
7 You are self-conscious about your social flaws and breaches of etiquette.
8 I have trouble trusting allies that don't seem capable of a hard day's work.
9 I daydream and sometimes wonder off in mid sentence.
10 I'm never satisfied with what I have—I always want more.
11 I have a serious illness or disease that I keep well hidden.
12 I was a bonded servant and escaped. I still owe a man three years.

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BACKGROUNDS | FARMER

Folk Hero

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

Skill Proficiencies: Animal Handling, Survival

Tool Proficiencies: One type of artisan’s tools, vehicles (land)

Equipment: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp

Defining Event

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

d10 Defining Event
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 heroism.

Feature: Rustic Hospitality

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

Suggested Characteristics

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

d8 Personality Trait
1 I judge people by their actions, not 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 equitable 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 with my destiny?
d6 Ideal
1 Respect. People deserve to be treated with dignity and respect. (Good)
2 Fairness. No one should get preferential treatment 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)
d6 Bond
1 I have a family, but I 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.
d6 Flaw
1 The tyrant who rules my land will stop at nothing to see me killed.
2 I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of 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.
Backgrounds

Gate Urchin

All traffic into and out of the City of Trade passes through the Hillsfar Gate, making it the ideal place for the destitute to gather to panhandle, busk, gossip, and pick pockets. You grew up on the streets in the shadow of that great steel edifice, which houses both Red Plumes and Guild Mages. Though you may have moved on, you still have friends among them, and that life has had a lasting impact on you.

Skill Proficiencies. Deception, Sleight of Hand

Tool Proficiencies. Thieves' tools, one type of musical instrument

Equipment. A battered alms box, a musical instrument, a cast-off military jacket, cap, or scarf, a set of common clothes, a belt pouch, and 10 gp

Lifestyle. Poor

Feature: Red Plume and Mage Guild Contacts

You made a number of friends among the Red Plumes and the Mage's Guild when you lived at the Hillsfar Gate. They remember you fondly and help you in little ways when they can. You can invoke their assistance in and around Hillsfar to obtain food, as well as simple equipment for temporary use. You can also invoke it to gain access to the low-security areas of their garrisons, halls, and encampments.

[Note: This feature is a variant of the Soldier feature.]

d8 Personality Trait
1 I appreciate the simple things in life: a song, a warm meal, a sunny day. I don't need any more.
2 My problems are always caused by others. I'm never to blame.
3 I am afraid I could wind up back on the streets any day.
4 I get along with everyone.
5 I see people as marks for a con and have difficulty feeling true empathy for them.
6 I have a real flair for matchmaking. I can find anyone a spouse!
7 I think money is the true measure of appreciation and affection. Everything else is talk or an act.
8 I don't like having a lot of stuff, just a few simple things I need. I don't like being tied down and tend to leave things behind when I don't need them anymore.
d6 Ideal
1 Loyal: I never rat out any of my friends, even when the Red Plumes or the Rogues Guild ask. (Lawful)
2 Adventurous: I don't like doing the same thing every day. I crave variety. (Chaotic)
3 Strong: Only the strong survive. I respect those who are strong and powerful. (Any)
4 Witty: Brains are better than brawn. I rely on my wits and respect others who do the same. (Any)
5 Honest: Others can do what they want, but I won't lie or steal, even to feed my family. (Good)
6 Ungrateful: Those who give, only do it to make themselves feel better. I steal from them. (Evil)
d8 Bond
1 The Joydancers of Lliira gave me my instrument when I really needed food. I hate them for that.
2 Busking has taught me to love music above all else.
3 The Rogues Guild spared me when I did a job without cutting them in. I owe them a great debt.
4 I know people hate the Red Plumes, but some of them were really good to me. I help Red Plumes whenever I can, and I respect them. They're just doing what they have to do to get by in this world.
5 I will be wealthy some day. My descendants will live in comfort and style.
6 I know how hard life on the streets is. I do everything I can for those who have less than me.
d8 Flaw
1 Though I no longer live at the Gate, I am still always concerned about where I will get my next meal.
2 Years of thieving have become habit. I sometimes steal from strangers without thinking about it.
3 I am ashamed of my origins. I pretend I am higher-born and fear others will find out the truth.
4 I think people who grew up in houses are soft, spoiled, and ungrateful. I frequently tell them so.
5 I am still very uncomfortable wearing nice clothes, sleeping in a warm bed, and eating fine food.
6 I do not trust anyone who has not had a hard life.
Backgrounds

Gladiator

You have gained some fame (or infamy) by participating in the sport of armed combat, being pitted in battle against other gladiators, wild animals, and magical beasts for the enjoyment of the masses. Sometimes these battles are preceded by competitions of martial skill such as archery contests, chariot races, or foot races through dangerous obstacle courses.

Gladiatorial combats may be held in public arenas, sponsored by a ruler or government, or could be clandestine, held underground in secret clubs, for the profit of a criminal organization. You may have become a gladiator by choice or against your will, after having been captured or sold into slavery. Or perhaps you were even a criminal, condemned to the arena as punishment, who succeeded despite the odds. Maybe you fought in the Burning Ring in Sharn, work with your DM.


  • Skill Proficiencies: Performance, and your choice of either Athletics or Acrobatics
  • Tools Proficiencies: Disguise kit, one type of gaming set
  • Equipment: A costume, a trinket (such as a title belt, ornate sash, badge, or trophy) from a gladiatorial competition that you won, an unusual weapon (such as a net, scimitar, or trident), and a purse containing 15 gp.
Feature: Ring Name

Your skill as a gladiator has brought your fame (or infamy) and you are known widely by a ring name – a moniker that protects your true identity. Your ring name functions effectively as a second identity. You may not be recognized while wearing normal clothing, and travelling under your real name, but people far and wide will recognize you and treat you accordingly when you are wearing your costume and being called by your stage name. Depending on the ring you fought at, you name might be known among the underground. This will depend on where your combats occured.


{Gamespeak: Access to Bloodsports in towns large enough to support such, and to arena combat for those even larger. Success in the ring grants money & Renown, failure means losses in wealth (healing costs) and global renown)


Suggested Characteristics

Gladiators are generally outspoken and prideful even to the point of boasting. However, their true personality may be quite different than the character they play in the arena. You personality will also largely be determined on if you were a willing gladiator or an unwilling gladiator.

d20 Personality Trait
1 I strongly dislike one type of wild beast (bears, wolves, lions, etc.) that I once faced in combat.
2 I try to infuse my actions with a theatrical flourish, but will never admit that my showmanship is anything but genuine.
3 I only ever speak about myself in the third person.
4 I have a short catch phrase which I try to use in battle (and sometimes in conversation) whenever possible.
5 I insist that others always (or never) call me by my ring name and will correct them whenever they do otherwise.
6 I pretend to be from a foreign land even though I actually grew up nearby (or vice versa).
7 I often use large, important sounding words when speaking, even if I don't always know what the words actually mean.
8 I are prone to telling stories of my past arena combats, even to people who have heard the same stories many times before.
9 I love a good insult, even one directed at me.
10 I get bitter if I'm not the center of attention.
11 I give combat pointers to nearly everyone I meet.
12 I'm confident in my own abilities and do what I can to instill confidence in others.
13 I was sprung from my mother with sword in hand. The ways of battle are second nature, passed down from father to son.
14 I think I'm a celebrity and act as though I'm constantly recognized.
15 I prefer to let my actions speak for me, and use as few words as possible.
16 I present myself in the latest fashions and as a modern avant garde personality.
17 I have seen many strange things on my journeys and enjoy telling tales.
18 I am cold and calculating in my every word and action, even when furious or frightened.
19 As I speak, I can’t help but vary my inflections dramatically and gesture wildly.
20 I keep my weapons and armor meticulously maintained.
BACKGROUNDS | GLADIATOR
d12 Ideal
1 Freedom. Now that I have gained my independence, I will never submit again. (Chaotic)
2 Championship. I turn everything I do into a competition and I always strive to win. (Any)
3 Exaltation. The roar of the crowd chanting my name is all I need to be reinvigorated. (Good)
4 Greed. I'm only in it for the money and fame. (Evil)
5 Camaraderie. I treasure the friendship and fraternity of my fellow gladiators above all else. (Lawful)
6 Anonymity. I have grown tired of fame and fighting and wish now to put my past behind me. (Neutral)
7 Friendship. Material goods come and go. Bonds of friendship last forever. (Good)
8 Ambition. History remembers the great, and I want to be remembered. (Any)
9 Ceremony. The dead must be honored and this is why I must fight. (Lawful)
10 Victory. Winning is the only thing that matters. (Evil)
11 Thrill I live by the sword, and I die by the sword. But not today. (Neutral)
12 Independence. Carving out my future means submitting to no authority but my own. (Chaotic)
d12 Bond
1 A foe that I once humiliated in the arena has sworn vengeance against me (or visa versa).
2 I have sworn to oppose the person, organization, or government that forced me into the gladiatorial life.
3 I have vowed to protect the family of a fellow gladiator that I once fought with.
4 I escaped from gladiatorial service and are now pursued relentlessly by my old masters.
5 I have visions of my brutal death, and live to undo the prophecy.
6 Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day.
7 I will always make for the most dangerous foe.
8 I want to be famous, whatever it takes.
9 My weapon is my most treasured possession – it has saved my life dozens of times.
10 I’m in love with my greatest rival.
11 I am eternally grateful to the Patron who guided me through my training.
12 Defeat is not an option.
d12 Flaw
1 I have become so immersed in my gladiatorial persona that I now have a hard time separating myself from it.
2 I have a tendency to be unintentionally insulting or boastful.
3 I have a tendency to be unintentionally insulting or boastful.
4 I sometimes overestimate my abilities due to years of theatrically manufactured success.
5 I feel like a fraud and fear that my fans will discover that most of my victories were fixed.
6 I have a hard time trusting people, feeling that everyone is always trying to use I in some way.
7 I'll do anything to win fame and renown.
8 I'm horribly jealous of anyone who outshines my performance in combat.
9 I owe a gambling debt of a small fortune to someone and have three months to pay them back.
10 Only the results are important. I can't make an omelette without breaking a few eggs.
11 I'll do anything to protect my reputation from the ring.
12 I secretly find the opposite sex a lesser part of the species.

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BACKGROUNDS | GLADIATOR

Guard

You have the skills to protect other people and their possessions. In the past you may have been a bodyguard protecting a traveling merchant caravan, protecting an important person or a security guard protecting a place of business. Likely you've done a bit of all of those tasks over the years. However, keeping other people's gold safe gets old after a while. Eventually you decided to go out and find your own gold...though sometimes you still have to take the occasional guard job to pay the bills

Skill Proficiencies: Intimidation, Perception Tool Proficiencies: One type of gaming set Languages: one of your choice (After the game starts)

Equipment: A set of common clothes, a set of bone dice, a belt pouch continuing 10gp

FEATURE: Steadfast You are used to spending long periods of time waiting but being on high alert the entire time. During a long rest you can perform light activities such as reading, talking, eating, or standing watch for 4 hours instead of the maximum of 2 hours.

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Backgrounds

Guild Artisan

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

Skill Proficiencies: Insight, Persuasion

Tool Proficiencies: One type of artisan’s tools

Languages: One of your choice

Equipment: A set of artisan’s tools (one of your choice), a letter of introduction from your guild, a set of traveler’s clothes, and a belt pouch containing 15 gp

Guild Business

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

d20 Guild Business
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 stonecutters
13 Painters, limners, 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 create finished items from raw materials (reflected in your proficiency with a certain kind of artisan’s tools), as well as the principles of trade and good business practices. The question now is whether you abandon your trade for adventure, or take on the extra effort to weave adventuring and trade together.

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.

d8 Personality Trait
1 I believe that anything worth doing is worth doing right. I can’t help it— I’m a perfectionist.
2 I’m a snob who looks down on those who can’t appreciate fine art.
3 I always want to know how things work and what makes people tick.
4 I’m full of witty 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 appreciates it. I'm always taken aback when people haven’t heard of me.
d6 Ideal
1 Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
2 Generosity. My talents were given to me so that I could use them to benefit the world. (Good)
3 Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
4 Greed. I’m only in it for the money. Why should I cares about anyone else? They can Starve for all i care. (Evil)
5 People. I’m committed to the people I care about, not to ideals. (Neutral)
6 Aspiration. I work hard to be the best there is at my craft.
d6 Bond
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 still looking 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 all.
6 I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.
Backgrounds
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 is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.

Variant Guild Artisan: Guild Merchant

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

Rather than proficiency with artisan’s tools, you might be proficient with navigator’s tools or an additional language. And instead of artisan’s tools, you can start with a mule and a cart.

 
d6 Flaw
1 I’ll do 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 satisfied with 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 rivals.

Faith?

What are your character's feelings around practicing religion? What god(s) do they believe in? If they do believe in a god, which ones? What gods do they not believe in, and which ones do they acknowledge by hate?

Backgrounds

Haunted One

You are haunted by something so terrible that you dare not speak of it. You've tried to bury it and flee from it, to no avail. This thing that haunts you can't be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from others and making you question your sanity. You must find a way to overcome it before it destroys you.


  • Skill Proficiencies: Choose two from among Arcana, Investigation, Religion, and Survival
  • Tools Proficiencies: One type of gaming set or musical instrument
  • Languages: Choose one exotic language (Argon, Draconic, Giant, Gnoll, Reidran, Sahuagin, or Undercommon)
  • Equipment: A monster hunter's pack (see the sidebar), a set of common clothes, and one trinket of special significance (choose one or roll on the Gothic Trinkets table), and a belt punch containing 10gp.
Feature: Heart of Darkness

Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Harrowing Event

Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape. Choose a harrowing event that haunts you, or roll one on the Harrowing Events table.

d12 Harrowing Event
1 A monster that slaughtered dozens of innocent people spared your life, and you don't know why.
2 You were born under a dark star. You can feel it watching you, coldly and distantly. Sometimes it beckons you in the dead of night.
3 An apparition that has haunted your family for generations now haunts you. You don't know what it wants, and it won't leave you alone.
4 Your family has a history of practicing the dark arts. You dabbled once and felt something horrible clutch at your soul, whereupon you fled in terror.
5 An oni took your sibling one cold, dark night, and you were unable to stop it.
6 You were cursed with lycanthropy and later cured. You are now haunted by the innocents you slaughtered.
7 A hag kidnapped and raised you. You escaped, but the hag still has a magical hold over you and fills your mind with evil thoughts.
8 You opened an eldritch tome and saw things unfit for a sane mind. You burned the book, but its words and images are burned into your psyche.
9 A fiend possessed you as a child. You were locked away but escaped. The fiend is still inside you, but now you try to keep it locked away.
10 You did terrible things to avenge the murder of someone you loved. You became a monster, and it haunts your waking dreams.
11 You watched your family controlled and eventually killed by one of the Lords of Dust. You still don't know how you managed to escape.
12 You stumbled onto the portal of one of the Daelkyr. You had moments of staring into the madness within before you where saved by a Gatekeepr. But you cannot get the madness out of your head when you sleep.

Suggested Characteristics

You have learned to live with the terror that haunts you. You are a survivor, who can be very protective of those who bring light into your darkened life.

Monster Hunter's Pack A monster hunter's pack includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and three torches. Purchasing the pack costs 33 gp, which is cheaper than buying its contents individually.

BACKGROUNDS | HAUNTED ONE
2d10 Personality Trait
2 I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness.
3 I spend money freely and live life to the fullest, knowing that tomorrow I might die.
4 I live for the thrill of the hunt.
5 I don't talk about the thing that torments me. I'd rather not burden others with my curse.
6 I expect danger around every corner.
7 I refuse to become a victim, and I will not allow others to be victimized.
8 I put no trust in divine beings.
9 I am waging a personal war on madness itself.
10 I believe my horror speaks to me in my dreams.
11 I believe strongly in destiny, accepting all events as meant to be.
12 I have seen a coming war or apocalypse.
13 I often get lost in my own thoughts, becoming oblivious to my surroundings.
14 I see omens in every event and action. The gods try to speak to us, we just need to listen.
15 I have no fear of death, but madness...
16 I speak mostly in cryptic phrases.
17 I rarely talk louder than a whisper.
18 I believe strongly in destiny, accepting all events as meant to be.
19 I have a joke for every occasion, especially occasions where humor is inappropriate.
20 I don't run from evil. Evil runs from me.

d12 Bonds
1 No one else is going to have to endure the darkness I've been through.
2 I would sacrifice my life and my soul to protect the innocent.
3 My torment drove away the person I love. I strive to win back the love I've lost.
4 A terrible guilt consumes me. I hope that I can find redemption through my actions.
5 There's evil in me, I can feel it. It must never be set free.
6 I have a child to protect. I must make the world a safer place for him (or her).
7 I have visions of my brutal death, and live to undo the prophecy.
8 I am seeking for someone or something to save me from my past.
9 The evil forces in the world must be stopped.
10 I will discover the truth hidden in this darkness.
11 I keep my thoughts and discoveries in a journal. My journal is my legacy.
12 I will get revenge on the evil forces that destroyed my life.
d12 Ideal
1 Danger. It is the threat of death that lets us know we're alive. (Neutral)
2 Survival I'll stop the spirits that haunt me or die trying. (Any)
3 Greater Good. I kill monsters to make the world a safer place, and to exorcise my own demons. (Good)
4 Might. I have a dark calling that puts me above the law. (Chaotic)
5 Competence. I like to know my enemy's capabilities and weaknesses before rushing into battle. (Lawful)
6 Power. I'm a monster that destroys other monsters, and anything else that gets in my way. (Evil)
7 Cunning. I will outsmart the horror of my past. (Any)
8 People. I help people who help me—that's what keeps us alive. (Neutral)
9 Charity. I try to help those in need, no matter what the personal cost. (Good)
10 Faith. I trust that my deity will guide my actions. I have faith I can overcome this darkness in me. (Lawful)
11 Freedom. The world must be free of this darkness. (Chaotic)
12 Justice. Every monster must pay for their bad deeds, no matter how. (Evil)

d12 Flaws
1 I have certain rituals that I must follow every day. I can never break them.
2 I assume the worst in people.
3 I feel no compassion for the dead. They're the lucky ones.
4 I have an addiction.
5 I am a purveyor of doom and gloom who lives in a world without hope.
6 I talk to spirits that no one else can see.
7 I can be goaded into a fight rather easily.
8 I live on the lip of insanity, wanting to know reasons...
9 I am cautious and guarded—wary of others who might harm me or be agents of darkness.
10 I take foolish risks because I think I'm being tested by my god.
11 I am attached to a precious possession with immense sentimental value and significance. Without it, I am no longer myself and am prone to suffer from depression, moodiness, or aggressive behavior. Roll on the Gothic trinkets table.
12 I will never fully trust anyone other than myself.
BACKGROUNDS | HAUNTED ONE

Healer

Whether you were a tribal witch-doctor, a medicine-man, a holy healer, a military field medic, or a genuine medical professional from some unusually enlightened society, you specialize in the treatment of suffering. You have seen injury, disease, poison, and death, and still you have defied it all, fighting to save that every last soul. As a medical professional, you have sworn an oath to help those who are sick. You have pledged your life to protect life, that all who suffer are your patient, to support other doctors as family, to train any who swear the oath, to practice to the best of your ability, to always improve upon the art, to practice only your specialization, to practice not for your own gain, to practice within the law, and to keep all of your patients' secrets.


  • Skill Proficiencies: Medicine, Nature
  • Tool Proficiencies: Healer's Kit, herbalism kit
  • Equipment: Healer's kit or herbalism kit, healer's robes, blanket, a badge or identification papers that identifies you as a healer, pouch with 10 gp

Specialty

Healers come in many varieties — from the academically trained physician to the villager who helps their neighbors in need with simple folk remedies and attentive care. All share the bond of working to treat people who are sick and injured. Very often this places them in positions of great respect in their communities and people travel from far and wide to seek their cures.

d6 Specialty d6 Specialty
1 Apothecary/Herbalist 4 Chirurgeon
2 Folk Healer 5 Anatomist/Academic
3 Physician 6 Witch-Doctor

Feature: Healer's Calm

Healers are almost universally seen positively. They can gain the trust of almost any intelligent creature that is sick or hurt if they present themselves as willing to help. Even hostile creatures will often let a healer approach them to render aid. This effect is instantly negated if the healer or their companions acts with hostility.

Suggested Characteristics

Healers for the most part genuinely care for others and wish to help them get better. They are raised in an environment that sees and cares for others as a priority. Being a healer comes with great responsibility. Additionally when others find out who are healers attitudes change and the healers are often sought out.

 

BACKGROUNDS | HEALER
2d8 Personality Trait
2 If someone is in trouble, I'm always willing to help.
3 I collect holy symbols and give lip service to all gods equally. I think this puts me on the safe side.
4 I am obsessed with historical trivia and recount it whenever, even though most don't care.
5 I stay unperturbed at breaking into graves, yet superstitious in all other activities.
6 I use measures such as excessive smoking or perfume to hide the stench of death on me.
7 I have a strong sense of fair play and always try to find the most equitable solution to arguments.
8 I am prone to morbid speculation on my own and my friends immediate future.
9 When I set my mind to something, I follow through no matter what gets in my way.
10 Nothing can shake my optimistic attitude.
11 I can find common ground between the fiercest enemies and always working toward peace.
12 All I think about is saving lives, or those lost.
13 I am entranced and inspired by the brilliance and glory of the living body.
14 I am from a far away or minority culture, with ways that confuse others.
15 I am waging a personal war on death itself.
16 I hum the same tune when nervous or unsure.
d12 Ideal
1 Destiny. Nothing and no one can steer me away from my higher calling.(Any)
2 Equality. I dug up beggars and lords alike and guess what? In death we are all the same. So, no reason for anyone to act high and mighty in life either. (Good)
3 Glory. They reject my scholarly works now, but I will make discoveries that will have scholars around the world singing my praise. (Chaotic)
4 Spite. Call me a looser? A freak? Think I am no good? I will show you no good, I will show you all! (Evil)
5 Pragmatism. Why do what I do? I am good at it. That is the best one can do right? Get some food on the table, a roof that does not leak and always act professional, I say. (Neutral)
6 Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)
7 Meaningful. It may not be glamorous but what I do is of value. (Any)
8 Community. We have to take care of each other, because no one else is going to do it. (Lawful)
9 Courage. Sometimes I must do what must be done, no matter the consequences. (Chaotic)
10 People. I like seeing the smiles on people's faces when I help them. That's all that matters. (Neutral)
11 Community. We have to take care of each other, because no one else is going to do it. (Lawful)
12 Aspiration. I'm determined to make something of myself. (Any)
d12 Bond
1 Hey, I have a lot of respect for the dead. In fact I once robbed my idols grave out of reverence. Still got the skull, tell him all my sorrows and dreams.
2 I was once caught by an old gravedigger, but instead of squealing on me, he got me some hot chocolate and useful tips. I have been taking care of the old creep ever since.
3 The weak must be protected.
4 Somewhere out there I have a child who doesn't know me. I'm making the world better for him or her.
5 My patients are my everything—losing one of them is like dying, but it never ends.
6 My mentor up and disappeared. I have to find them, maybe out of honest concern or because they owe me something.
7 I'll always remember my first patient.
8 I was pushed, or encouraged, into the field by my parents, one of whom may have been a doctor.
9 I took up the profession because someone close to me died of something treatable.
10 I owe everything to my mentor—a wonderful person who was taken from this life early.
11 I hold no greater cause than my service to my people.
12 I am too close to the animals; I can't stand to eat meat anymore.
d12 Flaw
1 My job landed me a prize on my head back home and the bounty hunters could come knocking any day.
2 The first graves I broke open where those of my own ancestors and I discovered a horrible family secret doing so. The shame lies heavy on me.
3 I am perpetually disappointed in the abilities of other people.
4 I hide a truly scandalous secret that could ruin my family forever.
5 I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.
6 I am far to good at my job and now some organization that is to unsavory even for me wants to recruit me with progressively greater pressure.
7 Once I start drinking, it's hard for me to stop.
8 I'm never satisfied with what I have—I always want more.
9 I'm bossy and obnoxious, and people around me tends to be irritated by my behavior.
10 I speak without really thinking through my words, invariably insulting others.
11 A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
12 I am at times hostile to those not of my faith.
BACKGROUNDS | HEALER

Hermit

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

Skill Proficiencies: Medicine, Religion

Tool Proficiencies: Herbalism kit

Languages: One of your choice

Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp

Life of Seclusion

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

d8 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 commit.
4 I retreated from society after a life-altering event.
5 I needed a quiet place to work on my art, literature, music, or manifesto.
6 I needed to commune with nature, far from civilization.
7 I was the caretaker of an ancient ruin or relic.
8 I was a pilgrim in search of a person, place, or relic of spiritual significance.

Suggested Characteristics

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

d8 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 face of disaster.
3 The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.
4 I feel tremendous empathy for all 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.
d6 Ideal
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 curiosity are the pillars of progress. (Chaotic)
4 Power. Solitude and contemplation 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)

d6 Bond
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.

d6 Flaw
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.
Backgrounds

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.

Feature: Discovery

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

Do I Know you?

Write out a scene in were your character notices a stranger has been staring at them from across the room/street for several minutes. How does your character respond?

Backgrounds

Hillsfar Merchant

Before becoming an adventurer, you were a successful merchant operating out Hillsfar, the City of Trade. Your family operated warehouses, organized caravans, managed stores, or owned a ship and has trade contacts throughout the Moonsea region, as well as up and down the length of the Sword Coast. Perhaps they import ore, uncut gems, untreated furs, or grain into the City of Trade, or they export fine cloth, faceted gems, fine furs, or Dragon's Breath, a brandy-like liquor. Regardless, you've largely given that life up for some reason and have chosen to seek adventure instead. Nevertheless, the training you received then, and perhaps the contacts you made, serve you well as an adventurer.

Skill Proficiencies. Insight, Persuasion

Tool Proficiencies. Vehicles (land) and vehicles (water)

Equipment. A fine set of clothes, a signet ring, a letter of introduction from your family's trading house, and a purse containing 25 gp.

Lifestyle. Wealthy

Choose one of the following features:

Feature: Factor

Although you’ve left the day-to-day life of a merchant behind, your family has assigned you the services of a loyal retainer from the business, a factor, husbanding agent, seafarer, caravan guard, or clerk. This individual is a commoner who can perform mundane tasks for you such as making purchases, delivering messages, and running errands. He or she will not fight for you and will not follow you into obviously dangerous areas (such as dungeons), and will leave if frequently endangered or abused. If he or she is killed, the family assigns you another within a few days.

[Note: This feature is a variant of the Noble Knight's Retainers feature.]

Alternate Feature: Trade Contact

You and your family have trade contacts such as caravan masters, shopkeepers, sailors, artisans, and farmers throughout the Moonsea region and all along the Sword Coast. Once per game session, when adventuring in either of those areas, you can use those contacts to get information about the local area or to pass a message to someone in those areas, even across the great distance between the two areas.

[Note: This feature is a variant of the Criminal Contact and Researcher features.]

d8 Personality Trait
1 I fill my evenings with wine or mead and song.
2 I greatly admire gladiators and enjoy the Arena.
3 I take my wealth for granted. It seldom occurs to me that others aren't rich themselves.
4 I leave broken hearts all around the Moonsea and up and down the Sword Coast.
5 I work hard and seldom make time for fun.
6 I am a particularly devout and pray often.
7 The Red Plumes caught me once. I hate them.
8 I ask a lot of questions to get information about those with whom I am working and dealing.
d6 Ideal
1 Frugal: I spend my money very carefully. (Lawful)
2 Profligate: I tend to spend extravagantly. (Chaotic)
3 Honest: I deal with others above board. (Any)
4 Sharp: I seek to make the best deal possible. (Any)
5 Charitable: I give generously to others. (Good)
6 Greedy: I do not share my wealth with others. (Evil)
d8 Bond
1 I am fiercely loyal to those with whom I work.
2 I must uphold the good name of my family.
3 I will prove myself to my family as an adventurer.
4 Deals are sacrosanct. I never go back on my word.
5 I love making deals and negotiating agreements.
6 I guard my wealth jealously.
d8 Flaw
1 I am a braggart. I promote myself shamelessly.
2 I am vain. I always wear the latest fashions.
3 I am a glutton. I eat and drink to excess.
4 I am a snob. I want only the finest things in life.
5 I am lazy. I want others to take care of everything.
6 I am overconfident. I overestimate my abilities.
Backgrounds

Hillsfar Smuggler

Hillsfar is the City of Trade. However, the Great Law of Trade only protects "legitimate" trade, trade that passes through the city's sole gate, which the Red Plumes monitor and tax. And the Great Law of Humanity banishes non-humans from the city altogether. The two Great Laws create great demand and great risk for smugglers, who shepherd illicit goods and non-humans into and out of the city by secret routes. The Rogues Guild tightly controls all of this activity, taking its cut from sanctioned jobs and exacting punishment for independent jobs.

Perhaps you trafficked Dragon's Breath (a brandy-like liquor) to avoid tariffs or contraband to avoid seizure, or maybe you are a human who sympathizes with the non-humans and worked as part of the network of secret routes and safe houses that helps them pass through Hillsfar. Either way, you have contacts in the smuggling community who can help you slip into and out of the city unnoticed, for a price.

Skill Proficiencies. Perception, Stealth

Language Proficiencies. One racial language

Tool Proficiencies. Forgery kit

Equipment. A forgery kit, a set of common clothes, a belt pouch, and 5 gp

Lifestyle. Modest

Feature: Secret Passage

You can call on your contacts within the smuggling community to secure secret passage into or out of Hillsfar for yourself and your adventuring companions, no questions asked, and no Red Plume entanglements. Because you’re calling in a favor, you can’t be certain they will be able to help on your timetable or at all. Your Dungeon Master will determine whether you can be smuggled into or out of the city. In return for your passage, you and your companions may owe the Rouges Guild a favor and/or may have to pay bribes.

[Note: This feature is a variant of the Sailor feature.]

d8 Personality Trait
1 When I'm not smuggling, I gamble.
2 I just love Halfling cooking and baking!
3 I party with dwarves whenever I can.
4 I'm a terrible singer, but I love to do it.
5 I was raised to honor Chauntea and still do.
6 The blood sports of the Arena sicken me.
7 I think non-humans are really interesting.
8 I exaggerate the tales of my exploits.
d6 Ideal
1 Fair: I think everyone deserves to be treated fairly. I don't play favorites. (Lawful)
2 Impulsive: Planning is often a waste of time. No plan survives contact with reality. It's easier to dive in and deal with the consequences. (Chaotic)
3 Curious: I want to learn as much as I can about the people and places I encounter. (Any)
4 Prepared: I think success depends on preparing as much as possible in advance. (Any)
5 Respectful: I think everyone deserves to be treated with respect and dignity, regardless of their race, creed, color, or origin. (Good)
6 Corrupt: I will break the law or act dishonestly if the money is right. (Evil)
d8 Bond
1 I am loyal to the Rogues Guild and would do anything for them.
2 I love the city of Hillsfar and my fellow Hillsfarians, despite the recent problems.
3 I admire the elves. I help them whenever I can.
4 A gnome helped me once. I pay the favor forward.
5 I enjoy tricking the Red Plumes at every opportunity.
6 I smuggled agricultural goods for non-human farmers. I try to help them when I can.
d8 Flaw
1 My hatred for the Red Plumes burns so brightly that I have difficulty suppressing It around them.
2 The Red Plumes caught me once before, and I was branded for my crime. If they catch me again, for any offense, the punishment will be dire.
3 I treat all Hillsfarans poorly. I am disgusted with their failure to revolt against the Great Law of Humanity.
4 I have difficulty trusting strangers. Anyone could be a spy for the authorities.
5 I am greedy. There Isn't much I won't do for money.
6 I'm an informant for the Red Plumes. They let me continue my activities, so long as I pass them information about illegal activity in Hillsfar.
Backgrounds

House Renegade

Sometimes being a member of a dragonmarked house means power, prestige, and influence. Sometimes it means living firmly under the thumb of a controlling relative until you can find a way to escape. Congratulations—you've found a way.

You adventure because it's better than the alternative, a tightly controlled life as part of a dragonmarked house. Your family thinks you should be home, putting your talents to use in the service of your house. Your mother wants you where she can keep an eye on you and make sure you don't get into any trouble. Your father wants to find you someone appropriate to marry and keep your children close at hand.

Fundamentally, you adventure because you know your family hates it. You might not know yet what you want to do with your life–adventuring might just be something you're doing to kill time until you figure it out–but you know it won't involve the work of your house. Clearly, you've got a rebellious streak. You don't necessarily reject all authority, but you certainly don't like to be under anyone's thumb. But you're not bad at heart. Is it so wrong to want to shape your own destiny?


  • Skill Proficiencies: Choose two from among History, Insight, Perception, Persuasion, and Performance
  • Tool Proficiencies: Choose one artisan tool set
  • Languages: Choose one language
  • Equipment: A set of fine clothes, a set of artisan tools with which you are proficient, a signet ring, identification documents and a pouch containing 10 gp.
Feature: Gone But Not Forgotten

Even though you have left home, home hasn't left you. You still have some connections there, and a great deal of memories. You can access some of the benefits of your House in times of need. Though there my be a price tag with it. In particular there is one contact in you house that you have still maintained and has a soft spot for you. Though they will not do anything that will get them in trouble.

Suggested Characteristics

House renegades are either created by choice or by force. For someone too independent or jaded with a dragonmarked house, leaving becomes an option. They may still try and capitalize on the prestige of their house wish to have nothing to do with it. For those that have been forceably removed from a house, a latent sadness or bitterness might be present.

Even though you've probably been disowned, you're used to a life of relative luxury, and your habits and mannerisms reflect that. You prefer to stay in upper-class hotels rather than common inns, and to feast in a private dining room rather than squeeze in to a spot at the board to get your share of stew with the peasants. That said, you have a lot more respect for the working classes than most people of your station, and you're not inclined to boss people around or expect doting service. These people have aspirations and dreams of their own—you can't follow yours without encouraging them to follow theirs.

d20 Personality Trait
1 I abhor the greed of my house.
2 I tend to lose my temper when someone bad mouths my house.
3 I still follow the culture and practices of my old life.
4 If I must live this life I will truly LIVE.
5 I am full of stories from my old life, and am eager to share them.
6 I get very introspective at times thinking of the past.
7 I am driven by a wanderlust now that I have left home.
8 I never pass up a friendly wager.
9 My mustache/hair is a thing of beauty and perfection.
10 Despite my birth, I do not place myself above other folk. We all have the same blood.
11 My favor, once lost, is lost forever.
12 I can't help letting people know where I've been.
13 Luxury and comfort are the only things I will accept.
14 I have a rebelious streak, and don't like to live under the thumb of others.
15 Is it so wrong to want to shape my own destiny?
16 I talk to travelers frequently for any news about house.
17 I prefer to wait and watch before acting.
18 Treasure gives me the thrill I need to feel alive.
19 As I speak, I can’t help but vary my inflections dramatically and gesture wildly.
20 It is the finer things, that make things worthwhile.
d12 Ideal
1 Respect. All people regardless of station deserve to be treated with dignity. (Good)
2 Community. Those I travel with are my family. (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 Aspiration. I'm determined to make something of myself. (Any)
6 Respect. All people, rich or poor, deserve respect. (Good)
7 Freedom. Everyone should be free to pursue his or her livelihood. (Chaotic)
8 Aspiration. I'm determined to make something of myself. (Any)
9 Glory. Notoriety brings with it all the pleasures the world has to offer. (Evil)
10 Camaraderie. I treasure the friendship and fraternity of my fellow adventurers above all else. (Lawful)
11 Drive. Goals define our existence. (Neutral)
12 Destiny. We all deserve to shape our own destiny. (Neutral)
BACKGROUNDS | HOUSE RENEGADE
d12 Bond
1 I protect those that can not protect themselves.
2 I will never betray those I call friend.
3 Those I have left behind will always be in my thoughts and prayers.
4 I have sworn I will return someday to the arms of my love.
5 I never forget the people that I have met.
6 My word is my bond, thus I must be careful when I make promises.
7 Though I had no choice, I lament having to leave loved one(s) behind.
8 I owe everything to my mentor—a horrible person who's probably rotting in jail somewhere.
9 I owe a debt I can never repay to the person who took pity on me.
10 I can never settle down in one place.
11 I shall fulfill my destiny.
12 I shall never stop discovering new things.
 
d12 Flaw
1 I secretly find the opposite sex a lesser part of the species.
2 I seek comfort from my personal problems in self destructive ways.
3 I fight and risk my life because the feeling of invincibility is a heady drug.
4 I help people because I like the recognition and the feeling that I could help them when they needed it.
5 My greatest vice is hedonistic pleasure.
6 I hide a truly scandalous secret that could ruin my family forever.
7 I let my need to win arguments overshadow friendships and harmony.
8 I am suspicious of strangers and suspect the worst of them.
9 Well if he can't take a joke, he shouldn't have become an Ambassador.
10 I borrow money with no intention of paying it back.
11 I have a weakness for the vices of the city, especially hard drink.
12 I sometimes overestimate my abilities due to years of being sheltered by my family.
BACKGROUNDS | HOUSE RENEGADE

House Scion

You were born to one of the thirteen dragonmarked houses that wield enormous power throughout Khorvaire. Perhaps you have manifested one of the magical dragonmarks that showed your descent from a house member, or were born to someone who was granted member-ship or married into a house; regardless, you have lived a life of privilege and responsibility.

The House Scion is a member of a dragonmarked house who embraces his heritage but keeps is distance from the administration of the house. Young heirs often wish to see the world before settling down in one of the house guilds. Some scions are carefree wanderers with no interest in politics and economics. Some are independents, seeking to establish their own personal businesses instead of joining one of the major bound house arms. Some have a deep interest in gaining power in their house, but believe that building powerful allies in the outside world as the best means to do so.

When you choose this background pick a dragonmarked house based on your race, consult the following table as well as a particular set of skill and language/tool proficiencies, and starting equipment.

House Cannith

House Cannith, consisting of humans with the Mark of Making, includes alchemists, artificers, and magewrights of great skill, as well as the best mundane crafters on the continent. Originally, the Cannith clan consisted of traveling tinkers, repairers, and crafters whose burgeoning dragonmarks gave them an edge over the competition. As the house developed, it turned its attention to supernatural disciplines, studying alchemy and pioneering the techniques of artificers and magewrights. As builders, fixers, and creators, the house maintains a lawful outlook. Some of its greatest accomplishments include the lightning rail, the warforged, and the high-rising towers of Sharn.

 

  • Dragonmark: Mark of Making
  • Race: Human
  • Skill Proficiencies: Arcana, Investigation
  • Tool Proficiencies: Two different kinds of artisan's tools
  • Equipment: A set of artisan's tools with Cannith insignia (one of your choice), masterwork of your house (appropriate to your craft), a set of fine clothes, a signet ring, identification papers, and a belt pouch containing 10 gp

House Deneith

Since the rise of Galifar, House Deneith has held to a military structure. Heirs of the house are expected to serve in the Defenders Guild, the Blademarks, or the Sentinel Marshals, and leaders of the house are usually chosen from the generals of the Blademarks. Because of its mercenary forces, Deneith holds the most significant military power among the dragonmarked houses.


  • Dragonmark: Mark of Sentinel
  • Race: Human
  • Skill Proficiencies: Insight, Perception
  • Languages: One of your choice Weapon Proficiency: Either long sword or short sword
  • Equipment: A long sword or short sword with Deneith insignia (your choice), a set of common clothes, a signet ring, identification papers, and a belt pouch containing 15 gp

House Ghallanda

The Mark of Hospitality appeared among the halflings of the Talenta Plains nearly thirty-two hundred years ago. By using its powers related to food and shelter, the Ghallanda clan became a powerful force among the nomads of the Plains. Eventually, the family began to send representatives to the burgeoning human nations, and the Hostelers Guild was born.


  • Dragonmark: Mark of Hospitality
  • Race: Halfling
  • Skill Proficiencies: Animal Handling, Persuasion
  • Tool Proficiencies: Mounts (land), vehicles (land)
  • Equipment: A ledger with Ghallanda insignia, a bottle of black ink, a quill, a set of fine clothes, a signet ring, identification papers, and a belt pouch containing 10 gp

BACKGROUNDS | HOUSE SCION

House Jorasco

The Mark of Healing first appeared among the halflings of the Talenta Plains about three thousand years ago, but the Jorasco family eventually moved its headquarters to Karrnath to better serve greater Khorvaire. For this reason, most of the Jorasco halflings are cosmopolitan and cultured in the traditions of the Five Nations, with few ties to the ancient nomadic ways of the Plains.


  • Dragonmark: Mark of Healing
  • Race: Halfling
  • Skill Proficiencies: Insight, Medicine
  • Tool Proficiencies: Healer's kit, herbalism kit
  • Equipment: A healer's kit with Jorasco insignia, an herbalism kit, a set of common clothes, a signet ring, identification papers, and a belt pouch containing 10 gp

House Kundarak

Possessing great wealth and the magical Mark of Warding, the dwarves of House Kundarak have established themselves as the bankers and moneylenders of Khorvaire, as well as providers of persistent security for businesses and precious goods.


  • Dragonmark: Mark of Warding
  • Race: Dwarf
  • Skill Proficiencies: History, Persuasion
  • Tool Proficiencies: Artisan tools, thieves' tools
  • Equipment: A set of artisan's tools (one of your choice), a lockbox with Kundarak insignia, an abacus, a set of fine clothes, a signet ring, identification papers, and a belt pouch containing 10 gp

House Lyrandar

Hosue Lyrandar dominates two quite different fields. The Windwrights Guild controls the shipping trade, while the smaller Raincallers Guild has made a fortune through control of the weather. The half-elves of Lyrandar might be farmers, sailors, raincallers, or diplomats serving the interests of the Khoravar people.


  • Dragonmark: Mark of Storm
  • Race: Half-elf
  • Skill Proficiencies: Athletics, Survival
  • Tool Proficiencies: Navigator's tools, choose either vehicles (air) or vehicles (water)
  • Equipment: A set of navigator's tools, a set of fine clothes, a set of traveler's clothes, a signet ring, identification papers, and a belt pouch containing 10 gp

House Medani

The half-elves of House Medani carry the Mark of Detection. House Medani originated in pre-Galifar Breland fifteen hundred years ago, using its abilities to detect threats to foresee dangers and establish a base of power related to knowledge in the wake of the War of the Mark.


  • Dragonmark: Mark of Detection
  • Race: Half-elf
  • Skill Proficiencies: Investigation, Search
  • Languages: One of your choice Tool Proficiency: Inquisitive's kit
  • Equipment: A pair of manacles with Medani insignia, a bull's-eye lantern, a flask of oil, a set of fine clothes, a signet ring, identification papers, and a belt pouch containing 10 gp

BACKGROUNDS | HOUSE SCION

House Orien

The humans of House Orien bear the Mark of Passage. The house originated in pre-Galifar Aundair almost two thousand years ago; its abilities related to transporation and teleportation quickly earned it a place among the economic powers.


  • Dragonmark: Mark of Passage
  • Race: Human
  • Skill Proficiencies: History, Survival
  • Tool Proficiencies: Navigator's tools, vehicles (land)
  • Equipment: A set of fine clothes, a set of traveler's clothes, a signet ring, identification papers, and a belt pouch containing 15 gp

House Phiarlin

The Mark of Shadow grants divinatory and illusory powers to those who possess it. The Entertainers and Artisans Guild of House Phiarlan provides gifted members of both professions with gainful employment. The house's true work, done in secret, involves information brokering and espionage.


  • Dragonmark: Mark of Shadow
  • Race: Elf
  • Skill Proficiencies: Persuasion, Stealth
  • Tool Proficiencies: Artisan's tools, disguise kit
  • Equipment: A disguise kit, a set of costume clothes or a set of artisan's tools (your choice), a set of fine clothes, a signet ring, identification papers, and a belt pouch containing 10 gp

House Sivis

Using natural talent and the Mark of Scribing, the gnomes of House Sivis have established themselves as the masters of the written and spoken word. In addition to maintaining the lines of mystical communication that connect the nations of Khorvaire, House Sivis provides translators, notaries, mediators, and advocates to cities across the continent.

 

  • Dragonmark: Mark of Scribing
  • Race: Gnome
  • Skill Proficiencies: Arcana, Insight Languages: Two of your choice
  • Equipment: A scroll case with Sivis insignia, a bottle of black ink, a quill, 10 sheets of parchment, a set of fine clothes, a signet ring, identification documents, and a belt pouch containing 10 gp

House Tharashk

The humans and half-orcs of House Tharashk use the Mark of Finding to work as prospectors, inquisitives, and bounty hunters. The Mark of Finding first appeared in the Shadow Marches about one thousand years ago.


  • Dragonmark: Mark of Finding
  • Race: Half-orc, Human
  • Skill Proficiencies: Search, Survival
  • Tool Proficiencies: Mounts (land), navigator's tools
  • Equipment: An explorer's pack with Tharashk insignia, a set of common clothes, a set of traveler's clothes, a signet ring, identification papers, and a belt pouch containing 15 gp

House Thuranni

Once part of House Phiarlan, the elves of House Thuranni formed their own house during the Last War as the conflict began to turn various house factions against each other. Now Thuranni competes directly with Phiarlan in the areas of espionage, surveillance, and information brokering, as well as in entertainment and artisan endeavors. The two houses share the Mark of Shadow, though the newer version of the house in many ways remains the weaker of the two.


  • Dragonmark: Mark of Shadow
  • Race: Elf
  • Skill Proficiencies: Deception, Stealth
  • Tool Proficiencies: Poisoner's kit, disguise kit
  • Equipment: A disguise kit, a set of costume clothes or a poisoner's kit (your choice), a set of fine clothes, a signet ring, identification papers, and a belt pouch containing 10 gp

House Vadalis

House Vadalis bears the Mark of Handling, which has the power to calm and control animals. The Vadalis Handlers Guild breeds and sells a tremendous variety of animals, and Vadalis handlers serve as teamsters, trainers, and stablekeepers across Khorvaire.


  • Dragonmark: Mark of Handling
  • Race: Human
  • Skill Proficiencies: Insight, Nature
  • Tool Proficiencies: Mounts (land), mounts (air)
  • Equipment: A magebred trained companion (cat, dog, or hawk), a collar and lead with Vadalis insignia, a set of fine clothes, a signet ring, identification papers, and a belt pouch containing 10 gp
BACKGROUNDS | HOUSE SCION

Feature: House Membership

You are a member of a dragonmarked house. The house will provide you with lodging and food, though you may be expected to put in a few hours of work in exchange. Where the house has a presence, you may have access to discounts on other goods and services related to the house's specialty.

Dragonmarked Houses wield tremendous political power in every nation on Khorvaire. If you are accused of a crime, your house will support you if a good case can be made for your innocence or the crime is justifiable in the eyes of the House. You can also gain access to powerful political figures through the house, if you are a member in good standing. Such connections might require that you perform some noteworthy service for the house.

Your house will occasionally call upon you for support. You will have to provide support for the house to remain in the house's good graces.

Suggested Characteristics

The scions of the dragonmarked houses display the full range of motivations. Some spend their time performing charitable works or repaying debts of honor, while others use their house connections to achieve their own ends no matter the cost, same carry on the house business, some were heroes of the Last War. Regardless, their house affiliation irrevocably colors their attitudes and methods. Use whatever personality traits, bonds, and flaws tables you wish, with the following fitting very well Folk Hero, Guild Artisan, Inheritor, Noble, Legendary Lineage, Sharn Noble, and War-Torn Hero fitting particularly well. Pull from the following ideals since you have some sort of tie to your house.

 
d12 Ideal
1 Tradition. The ancient traditions of my house must be upheld and enforced. (Lawful)
2 Freedom. The power of my house means I can do what I want. (Chaotic)
3 Charity. The power of my house allows me to alleviate the suffering of the people. (Good)
4 Power. House affiliation is a sure path to temporal and economic power. (Evil)
5 House. I'm loyal to my house and the people in it, and everyone else can go to Dolurrh for all I care. (Neutral)
6 Destiny. The dragonmarks are intimately tied to the Draconic Prophecy; we must steer it so that we can make the world what we want it to be. (Any)
7 Destiny. Nothing and no one can steer me away from my higher calling. (Any)
8 Glory. I must earn glory in Eberron, for myself and my house. (Any)
9 Greater Good. The gifts of my house are meant to be shared with all, not used for my own benefit. (Good)
10 Honor. If I dishonor myself, I dishonor my whole house. (Lawful)
11 Independence. I must prove that I can handle myself without the coddling of my house. (Chaotic)
12 Mission Oriented. I am good at completing the tasks assigned to me by my house. What happens with the information I gather, or things I do, is outside my area of responsibility. (Neutral)

BACKGROUNDS | HOUSE SCION

House … You are a member of one of the Dragonmarked Houses of Khorvaire, but not necessarily a bearer of a dragonmark. The 13 Dragonmarked Houses are the economic powerhouses of the continent, having used the unique powers of their dragonmarked scions to establish guilds controlling everything from the use of mercenary soldiers (Deneith's Blademarks Guild) to the inspection and approval of inns (House Ghallanda's domain). As a member of one of these houses you have been trained from a young age to join the family business, even if your adventures take you elsewhere in the world. This Background is actually 13 different Backgrounds: "House Cannith", "House Deneith", and so on. House

Mark of … Race Skill Proficiencies Languages / Tool Proficiencies Cannith Making Humans Arcana, Investigation Alchemist's supplies, Tinker's tools Deneith Sentinel Humans Intimidation, Perception One language of your choice, one type of gaming set Ghallanda Hospitality Halflings Survival Brewer's supplies, Cook's utensils Jorasco Healing Halflings Medicine, Nature Alchemist's supplies, Herbalism kit Kundarak Warding Dwarves Insight, Investigation One language of your choice, one type of artisan's tools Lyrandar Storm Half-Elves Arcana, Survival Navigator's tools, Vehicles (air) Medani Detection Half-Elves Investigation, Perception One language of your choice, Inquisitive's kit Orien Passage Humans Nature, Survival One language of your choice, Vehicles (land) Phiarlan Shadow Elves Deception, Performance Disguise kit, one type of musical instrument Sivis Scribing Gnomes History, Investigation Calligrapher's supplies, Forgery kit Tharashk Finding Half-Orcs, Humans Investigation, Survival One language of your choice, Inquisitive's kit Thuranni Shadow Elves Deception, Performance Disguise kit, one type of musical instrument Vadalis Handling Human Animal Handling, Nature One language of your choice, Vehicles (land)

Equipment: A set of artisan's tools or a gaming set (one of your choice), Sivis-certified scroll of pedigree, a set of common clothing, and a belt pouch containing 15 gp.

Feature: Dragonmarked House As a member of one of the dynastic bloodlines of the Dragonmarked you are accorded special treatment, even if you do not possess a dragonmark yourself. Unless you turn rogue, you can find sanctuary in your House's enclaves (the locations of which depend on the House) and non-rival Houses will likely put you up for a few nights for the sake of courtesy. If you bear a dragonmark you are allowed to use the d' prefix before your House or bloodline surname. You must abide by the Korth Edicts or face censure. Taking this makes you’re eligible for the Dragonmarked Feat.

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Backgrounds

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Backgrounds

Inquisitive (eberron)

As a resident of one of Khorvaire's great cities, you've spent far too much time immersed in its shadows. You've seen it all, and nothing fazes you anymore.

Adventuring, to you, is all about investigating crimes and making sure the criminals get what they're due. You probe murders, find missing people, stop blackmailers, and break up smuggling rings. Your investigations are not necessarily limited to such mundane problems: You might unmask a rakshasa posing as a city councilor, find the possessed ancient mask that forced the professor to commit all those grisly murders, or dispel the magic keeping the house scion's son in his comatose slumber.


  • Skill Proficiencies: Investigation, Insight
  • Tool Proficiencies: Inquisitive's Kit or Thieves' Tools
  • Languages: One of your choice
  • Equipment: A set of common clothes, a cloak or long coat, Inquisitive's Kit, a blank book for taking notes, a bottle of ink, a quill, and a belt pouch containing 10 gp
Feature: Watcher's Eye

My experience in enforcing the law, and dealing with lawbreakers, gives me a feel for local laws and criminals. I can easily find the local outpost of the watch, guards or a similar organization, and just as easily pick out the dens of criminal activity in a community. I am far more likely to be welcome in the former locations rather than the latter, however.

Suggested Characteristics

Deep inside, there might be a part of you that still mourns over every corpse you find sprawled in an alley, still grieves for the lost soul of humanity and its kin, and still believers there might be some hope and goodness left in the world.

But the city's underbelly can be a bleak place, and that fact has certainly had an effect on your disposition. You're so used to corruption and crime that you don't expect to meet honest people, and you're surprised at acts of selflessness and sacrifice. "Jaded" doesn't begin to describe how cynical and bitter you can be in your worst moments. You've been cheated so many times that you always ask for money up front. You've seen so much hatred and death that nothing shocks you at this point—or at least that's the image you project.

d20 Personality Trait
1 I don't pay attention to the risks in a situation. Never tell me the odds.
2 I idolize a particular hero of my profession and constantly refer to that person's deeds and example.
3 I am in a suspended state of urgency, no matter how relaxed the conditions are.
4 I find it hard to trust anyone, bad past experiences brought me to exercise this tension.
5 I have extremely limited ability to outwardly express emotion.
6 I get twitchy and behave unusually when in a state of anticipation.
7 My lack of peer communication has left me with an extremely limited vocabulary.
8 A life of isolation was not something I wanted, I must stay close to others.
9 I look down on those who cannot figure out a mystery, and condescendingly explain how simple the solution is.
10 I see conspiracies everywhere.
11 I'm jaded by the corruption and crime of society's underbelly. Nothing shocks me… except selflessness and generosity.
12 If someone is in trouble, I'm always ready to lend help.
13 I've seen it all–nothing phases me much.
14 I think most folks are rotten to the core—no sense in pretending otherwise.
15 My work is my life, I get maudlin whenever there is no puzzle to solve.
16 Secretly, I mourn for every corpse I find sprawled in an alley, but I present a hard face to the world.
17 Whenever I come to a new place, I collect local rumors and find out who the power brokers are.
18 Wisecracks are like an off-hand weapon to me, I can never resist a verbal jab.
19 I take great pains to always look my best and follow the latest fashions.
20 I'm oblivious to etiquette and social expectations.
BACKGROUNDS | INQUISITIVE
d12 Ideal
1 Redemption. I will use my secrets to help the weak. (Good)
2 Change. The excesses on law is what brought down nations. (Chaotic)
3 Order. Understanding comes from strict systematic procedures. (Lawful)
4 Power. My discoveries will allow me rule over others. (Evil)
5 Knowledge. Knowledge is power. (Neutral)
6 Self-improvement. The path I chose is rewarding and has gifted me with many skills. (Any)
7 Conceit. I am always right, and proving it means more to me than anything else. (Any)
8 Friendship. I'm loyal to my friends, and I will do anything for them. (Good)
9 Greed. I do what I do for riches and fame, not some high-minded ideals. (Evil)
10 Justice. Nothing is more important than seeing wrongdoers brought to justice, no matter what. (Lawful)
11 Loose Cannon. Who cares how it happens as long as it gets done. (Chaotic)
12 Truth. I believe there is a pure truth to be uncovered in every situation. (Neutral)
d12 Bond
1 My documented knowledge is everything to me.
2 A discovered a perfect place and made it my domain, one day I will return there.
3 I nearly died trying to find some knowledge, I wish I knew who saved me so I could thank them.
4 Similar to how one loves their home, I love the world.
5 A killer is still on the loose because I couldn't solve the case. Someday I will bring the killer to justice.
6 An innocent person went to prison because of my mistake, I will never let that happen again.
7 I committed a terrible crime. I hope to redeem myself for it.
8 I keep a horrible scar hidden from a previous investigation.
9 I owe it all to my mentor, who taught me everything I know.
10 I was in love once. My beloved turned out to be a criminal, but I let him/her escape (or he/she languishes in prison because of me).
11 I will do anything to prove myself superior to my hated rival.
12 I will do everything in my power to root out the corruption in law enforcement.
d12 Flaw
1 I have vivid nightmares about something I once uncovered.
2 I have no social skills, I find it very hard to talk to others.
3 I have a hideous phobia that often gets in the way.
4 I am a keeper of vile lore, evil knowledge is still knowledge.
5 Curiosity killed the cat, one day it'll do the same to me. I can't help sticking my nose where it doesn't belong.
6 I am suspicious of strangers and think the worst of them.
7 I can't resist a pretty face or a nice rear end.
8 I have a deep mistrust for races other than my own.
9 I have a hard time accepting that I'm wrong.
10 I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
11 I tend to get too rough with suspects.
12 I'm better at making enemies than friends.

{Gamespeak - you’ll be given a criminal contact archetype character}

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BACKGROUNDS | INQUISITIVE

Iron Route Bandit

The Iron Route, once the primary trade route between Phlan and Zhentil Keep, used to be a site of extensive banditry until the Phlan’s recent occupation. Your time as an erstwhile bandit has given you plenty of experience in the saddle and a knack for acquiring and appraising other people’s mounts, pets, and vehicles among other things. This particular set of skills has become very lucrative for you by working for the underground as a horse thief for a local guild of thieves and other shadowy organizations.

Skill Proficiencies: Stealth, Animal Handling

Tool Proficiencies: One type of gaming set, vehicles (land)

Equipment. A set of dark common clothes, pack saddle, burglar’s pack and a belt pouch containing 5 gp.

Lifestyle: Poor

Feature: Black-Market Breeder

You know how to find people who are always looking for stolen animals & vehicles, whether to provide for animal pit fights, or to supply some desperate rogues the means to get away faster on mounts during an illegal job. This contact not only provides you with information of what such animals & vehicles are in high demand in the area, but also offer to give you favors and information (DM choice) if you bring such animals & vehicles to them.

[Note: This is a variant of the Criminal Contact feature.]

d8 Personality Trait
1 If people leave their gear unsecured, they must not want it very much.
2 I feel more comfortable sleeping under the open sky.
3 I always pre-plan my escape should things go bad; I always like to have an exit strategy.
4 I tend to give animal owners breeding and care advice whether or not they want it.
5 I lost a pet as a child and sadly reflect on it to this day.
6 I always form a powerful, emotional bond with my mount.
7 I recoil at the thought of killing someone else’s pet or mount.
8 I prefer to hang to the back of a scuffle or discussion. Better to have my enemies in front of me.
d6 Ideal
1 Loyalty: Never bite the hand that feeds. (Good)
2 Unpredictability: Keep your enemy guessing and off-balance like a confused deer. (Chaotic)
3 Power: I strive to become leader of the pack at all costs. (Lawful)
4 Freedom: I bow to no one I don’t respect. (Chaotic)
5 Resourcefulness: Our wits are our most valuable resource in troubled times. (Any)
6 Unity: Lone wolves fail where the pack succeeds. (Any)
d6 Bond
1 I cannot leave a harmed animal behind; I must save it or put it out of its misery.
2 I leave behind my own personal calling cards when I do a job.
3 I do not trust people who do not have a pet, mount, or furry companion.
4 The pelt I wear on my back was from an animal that died saving my life, I will always cherish it.
5 If my pet does not like you, I do not like you!
6 Once you’ve ridden with me and fought by my side, I’ll be there for you odds be damned.
d6 Flaw
1 I talk to animals; I believe they understand me, even if they do not.
2 I growl at and bite anyone who gets too close to my food while I am eating.
3 I strongly dislike enclosed spaces and require intoxication or firm encouragement to enter them.
4 I robbed the wrong caravan once. The owner is a powerful merchant who holds a grudge.
5 I’m an inveterate gambler.
6 I judge people based on how well they stand their ground in a fight. I got not time for cowards…

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Backgrounds

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. Eberron 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 Eberron 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. Particularly with the prevalence of magic there are some knightly orders that look for battlemages, such as the Knights Arcane of Aundair.


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

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 nation that 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

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.

##### Knightly Orders of Eberron

The Knightly Orders of Eberron sidebar details several of the orders that are active at present in Khorvaire and is designed to help inform your decision about which group you owe allegiance to.

2d10 Personality Trait
2 I can stare down a hellhound without flinching.
3 I enjoy being strong and like breaking things.
4 I face problems head-on. A simple direct solution is the best path to success.
5 I have a crude sense of humor.
6 I'm always polite and respectful.
7 I'm full of inspiring and cautionary tales from my military experience.
8 I'm haunted by memories of war. I can't get the images of violence out of my mind.
9 I've lost many friends, so I'm slow to make new ones.
10 I treat nearly every endeavor as a competition.
11 I'm a responsible. It's my duty to protect my people, and the people of the world from any dangers.
12 Since I can remember, I sought to become a great warrior. Inspired by legends of the past or personal heroes of my civilization, I longed to wield steel and carve my way in the world.
13 I like to have a contingency plan for every mission.
14 I love to be the first in the room, first out the door, first watch, etc.
15 I may not tell outright lies, but I will certainly embellish a deed.
16 I have seen many strange things on my journeys and enjoy telling tales.
17 I live for the thrill of the battle.
18 Nothing can shake my optimistic attitude.
19 I ask a lot of questions.
20 I live a simple lifestyle with few possessions.
d12 Ideal
1 Self-Sacrifice. My job is to save the lives of other people, even at the expense of my own. (Good)
2 Independence. When people follow orders blindly they embrace a kind of tyranny. (Chaotic)
3 Live and Let Live. Ideals aren't worth killing for or going to war for. (Neutral)
4 Might. In life as in war, the stronger force wins. (Evil)
5 Order. My order is all that matters to me. (Any)
6 Responsibility. I do what I must and obey just authority. (Lawful)
7 Defense. The weak must be protected by great champions. (Good)
8 Oath I swore my oath, and now I must live by its tenets. (Lawful)
9 Honor. If I dishonor myself, I dishonor my whole order. (Lawful)
10 Life Everyone deserves to live. (Neutral)
11 Power. I'm a monster that destroys other monsters, and anything else that gets in my way. (Evil)
12 Glory. I must earn glory in battle, for myself and my order. (Any)
BACKGROUNDS | KNIGHT OF THE ORDER
d10 Bonds
1 I fight for those who cannot fight for themselves.
2 I would lay down my life for the people I served with.
3 I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
4 My honor is my life.
5 Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
6 Those who fight beside me are those worth dying for.
7 I am a loyal servant of my Order.
8 Defeat is not an option.
9 I was separated from my family (or homeland) when I joined the Order and now want nothing more to return to them (it) again.
10 I owe everything to my Order, for saving my life and teaching me.
d10 Flaws
1 I have little respect for anyone who is not a proven warrior.
2 I made a terrible mistake in battle that cost many lives-and I would do anything to keep that mistake secret.
3 I obey the law, even if the law causes misery.
4 I'd rather eat my armor than admit when I'm wrong.
5 My hatred of my enemies is blind and unreasoning.
6 The monstrous enemy we faced in battle still leaves me quivering with fear.
7 I am at times hostile to those not of my Order.
8 I am frightened/sickened by human suffering.
9 I have a tendency to be unintentionally insulting or boastful.
10 I hold to traditions of my Order at the expense of adaptability.

Eberron has its fair share of knightly orders, allowing you to select this background in an Eberron campaign. However the orders presented in the Sword Coast Adventurer's Guide do not exist in Eberron. Instead, select an order presented below, or create your own.

Knightly Orders of Eberron

The Knights Arcane Restriction: Must possess arcane spellcasting ability and proficiency with a martial weapon.

The best of Aundair's best are the Knights Arcane, an elite knightly order of soldiers boasting both martial skill and arcane ability. Universally trained in Arcana, these Knights Arcane were singularly important to Aundair's war effort during the Last War, keeping that nation's comparatively small armies in the fight with spell and blade.

 
Knightly Orders of Eberron

**The King's Citadel.** The King's Citadel exists to serve the crown ruler of Breland and protect the nation's people. Divided into the King's Swords, the King's Wands, the King's Shield, and the more secretive King's Dark Lanterns, many talented and capable individuals were elevated to knighthood during the Last War in order to serve in the King's Citadel. Now that the war is over, the King's Citadel has been charged with law enforcement across Breland. Agents of the Citadel travel throughout the nation, trained in Investigate in order to dispense the King’s justice while serving as the eyes, ears, and strong right arm of the crown.

The Knights of Thrane. Though many Knights of Thrane refused to accept anything but Wynarn rule and exiled themselves to Stormreach, many more accepted the Prince Daslin's decision and remained loyal to Wynarn blood, even though they also now serve the Church. The Knights of Thrane train all their inductees in History, ensuring they all know where their true loyalties lie.

The Knights of Purification. Restriction: Must worship the Silver Flame.

Comprised of deeply devout Silver Flame worshipers, the Knights of Purification have a singular goal: the eradication of evil cults. Purifiers are trained in Religion to better identify the rites of and practices of malicious covens and secret brotherhoods, and are then tasked with investigating these cults and shining a holy light on their depravities.

The Order of Rekkenmark. For almost a thousand years, the best military officers in Galifar graduated from Karrnath's Rekkenmark Academy and joined the Order of Rekkenmark. During the Last War, members of the Order of led Karrnath's armies to victory time and again, often against daunting odds. Even in a time of peace, the opal ring that marks a member of the Order earns more respect from veteran soldiers than a dozen medals. All members of the Order are experts in History, studying extensively on past wartime campaigns and important battles.

The Order of the Onyx Skull. The first knightly order of Karrnath to truly embrace the presence of the undead, the Order of the Onyx Skull provided many of the officers during the last war charged with giving units of Karrnathi skeletons and zombies orders, requiring an extensive training in Religion to be able to replicate the Blood of Vol rites for commanding them. The terrifying Bone Knights of Karrnath also exclusively draw their number from the Order of the Onyx Skull.

Order of the Bone Knight The cavalier must devote himself to protecting Karrnath and its people. He must obey the commands of King Kaius without question. He must strive to improve Karrnath's reputation and the organization of its undead forces. The terrifying Bone Knights of Karrnath also exclusively draw their number from the Order of the Onyx Skull.

BACKGROUNDS | KNIGHT OF THE ORDER

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 of Vaasa. Other knighthoods are secular and nongove rnmental 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 warrio rs, most folk of Faerun 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 Baldur'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 of Tethyr 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.

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Backgrounds



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. Given that the Last War just ended a few years ago there was ample opportunity to apply your trade. Question is where you a Mercenary in service to House Deneith or Tharashk, hired by some nation, or a soldier directly hired by one of the many nations, or maybe hired at a local level to provide protection to a small city or noble.

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.


  • Skill Proficiencies: Athletics, Persuasion
  • Tools Proficiencies: 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

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. 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.

d20 Personality Trait
1 When there is not much going on, I like to eat. My gut would indicate, maybe I like it a bit too much.
2 I may not tell outright lies, but I will certainly embellish a deed.
3 I can stare down a hellhound without flinching.
4 I face problems head-on. A simple direct solution is the best path to success.
5 I have a crude sense of humor.
6 I'm haunted by memories of war. I can't get the images of violence out of my mind.
7 I treat nearly every endeavor as a competition.
8 I enjoy being strong and like breaking things.
9 I like to have a contingency plan for every mission.
10 I have a short catch phrase which I try to use in battle (and sometimes in conversation) whenever possible.
11 I have seen many strange things on my journeys and enjoy telling tales.
12 I've lost too many friends, and I'm slow to make new ones.
13 I'm always polite and respectful.
14 I like to know the names of everyone around me.
15 I hum the same tune when nervous or unsure.
16 I love to be the first in the room, first out the door, first watch, etc.
17 Other people never seem to appreciate my jokes as much as I do.
18 Death comes to us all. Press me again, and you shall find yours.
19 I have no fear of death, yet refuse to lead others into hopeless danger.
20 Whittling is how I spend much of my time.
BACKGROUNDS | MERCENARY VETERAN
d12 Ideal
1 Respect. The thing that keeps a unit together is mutual respect between captain and those he commands. (Good)
2 Order. There's a right way to do things and a wrong way to do things. (Lawful)
3 Independence. When people follow orders blindly they embrace a kind of tyranny. (Chaotic)
4 Greed. People are always willing to pay well for highly skilled soldiers. (Evil)
4 Greater Good. Our lot is to lay down our lives in defense of others. (Good)
6 Responsibility. I do what I must and obey just authority. (Lawful)
7 People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down to Khyber for all I care. (Neutral)
8 Ambition. History remembers the great, and I want to be remembered. (Any)
9 Independence. When people follow orders blindly they embrace a kind of tyranny. (Chaotic)
10 Mission Oriented. I am good at completing my assigned tasks. Why we are doing this mission is outside my area of responsibility. (Neutral)
11 Ambition. History remembers the great, and I want to be remembered. (Any)
12 Greed. Plunger and pillaging is its own reward. After all they don't pay me enough for this. (Evil)
 
d12 Bonds
1 I am loyal to my captain, she has earned my respect.
2 My honor is my life.
3 I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
4 Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
5 Defeat is not an option.
6 I have a family, but I have no idea where they are. One day, I hope to see them again.
7 Those who fight beside me are those worth dying for.
8 I can't leave any treasures behind.
9 I owe everything to my mentor—a wonderful person who was taken from this life early.
10 I shall never cheat in a fight.
11 I have visions of my death, and live to undo them.
12 I will become the greatest warrior in the land.
d12 Flaws
1 The monstrous enemy we faced in battle still leaves me quivering with fear.
2 I have little respect for those not proven in war.
3 I'm good at following orders no matter what they are.
4 I am frightened/sickened by human suffering.
5 No one can know that I betray my service/unit/employer in order to ...
6 I'd rather eat my armor than admit when I'm wrong.
7 My hatred of my enemies is blind and unreasoning.
8 Only the results are important. You can't make an omelette without breaking a few eggs.
9 I have trouble trusting allies that don't seem capable of a hard day's work.
10 I have trouble trusting in my allies.
11 I am perpetually disappointed in the abilities of other people.
12 I'll say anything to avoid having to do extra work.



BACKGROUNDS | MERCENARY VETERAN

Mulmaster Aristocrat

From your hilltop home, you have looked down (literally and perhaps figuratively) on the unwashed masses of Mulmaster for your entire life. Your fur-trimmed robes and training in the visual and performing arts mark you as wealthy and perhaps well-born; you are a member of the City of Danger's aristocracy.

None of your immediate family members sits on the Council of Blades or is even a Zor or Zora…yet. Nevertheless, you are one of Mulmaster's elite, and whether you personally covet a higher standing or not, you are at home in the dance halls where the aristocracy gathers to plot, to scheme, to do business, to discuss the arts, and, above all, to see, and to be seen.

Skill Proficiencies. Deception, Performance

Tool Proficiencies. One type of artistic artisan's tools and one musical instrument

Equipment. One set of artisan's tools or musical instrument, a set of fine clothes, and a purse containing 10 gp.

Lifestyle. Wealthy

Feature: Highborn

Mulmaster is run by and for its aristoracy. Every other class of citizen in the city defers to you, and even the priesthood, Soldiery, Hawks, and Cloaks treat you with deference. Other aristocrats and nobles accept you in their circles and likely know you or of you. Your connections can get you the ear of a Zor or Zora under the right circumstances.

[Note: This feature is a variant of the Noble feature.]

d8 Personality Trait
1 My ambitions are boundless. I will be a Zor or Zora one day!
2 I must alwayss look my best.
3 Beauty is everywhere. I can find it in even the homliest person and the most horrible tragedy.
4 Décorum must be preserved at all costs.
5 I will not admit I am wrong if I can avoid it.
6 I am extremely well-educated and frequently remind others of that fact.
7 I take what I can today, because I do not know what tomorrow holds.
8 My life is full of dance, song, drink, and love.
d6 Ideal
1 Generous: I have a responsibility to help and protect the less fortunate. (Good)
2 Loyal: My word, once given, is my bond. (Lawful)
3 Callous: I am unconcerned with any negative effects my actions may have on the lives and fortunes of others. (Evil)
4 Impulsive: I follow my heart. (Chaotic)
5 Ignorant: Explanations bore me. (Neutral)
6 Isolationist: I am concerned with the fortunes of my friends and family. Others must see to themselves. (Any)
d8 Bond
1 I have dedicated my wealth and my talents to the service of one of the city's many temples.
2 My family and I are loyal supporters of High Blade Jaseen Drakehorn. Our fortunes are inexorably tied to hers. I would do anything to support her.
3 Like many families who were close to High Blade Selfaril Uoumdolphin, mine has suffered greatly since his fall. We honor his memory in secret.
4 My family plotted with Rassendyll Uoumdolphin brother usurped brother as High Blade. Betrayal is the quickest route to power.
5 Wealth and power are nothing. Fulfillment can only be found in artistic expression.
6 It's not how you feel, who you know, or what you can do - it's how you look, and I look fabulous.
d8 Flaw
1 I have difficulty caring about anyone or anything other than myself.
2 Having grown up with wealth, I am careless with my finances. I overspend and am overly generous.
3 The ends (my advancement) justify any means.
4 I must have what I want and will brook no delay.
5 My family has lost everything. I must keep up appearances, lest we become a laughingstock.
6 I have no artistic sense. I hide that fact behind extreme opinons and have become a trendsetter.

SOURCE:Source: Adventurers League: Elemental Evil, page 5

Backgrounds

Noble

You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.

Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.

Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?

What’s your position in the family? A re you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family?

Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?

These details help establish your family and your title as features of the world of the campaign.

Skill Proficiencies: History, Persuasion

Tool Proficiencies: One type of gaming set

Languages: One of your choice

Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp

Suggested Characteristics

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

d8 Personality Trait
1 My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
2 The common folk love me for my kindness and generosity.
3 No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
4 I take great pains to always look my best and follow the latest fashions.
5 I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations.
6 Despite my noble birth, I do not place myself above other folk. We all have the same blood.
7 My favor, once lost, is lost forever.
8 If you do me an injury, I will crush you, ruin your name, and salt your fields.

d6 Ideal
1 Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)
2 Responsibility. It is my duty to respect the authority of those above me, just 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)

d6 Bond
1 I will face any challenge to win the approval of my family.
2 My house’s alliance with another noble family must be sustained at all costs.
3 Nothing is more important than the other members of my family.
4 I am in love with the heir of a family that my family despises.
5 My loyalty to my sovereign is unwavering.
6 The common folk must see me as a hero of the people.
Backgrounds
Feature: Position of Privilege

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

As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart—in a chaste sort of devotion. (This person could be your bond.)

Variant Noble: Knight

A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature (see 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 include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).

Variant Feature: Retainers

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

 
d6 Flaw
1 I secretly believe that everyone is beneath me.
2 I hide a truly scandalous secret that could ruin my family forever.
3 I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.
4 I have an insatiable desire for carnal pleasures.
5 In fact, the world does revolve around me.
6 By my words and actions, I often bring shame to my family.

Education

What sort of education did your character recieve? How did they do with that? Did they finish it, or was it interrupted and needs to be picked back up? What did they study and what did they want to be (they can be different)?

Backgrounds

Outlander

You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.

Skill Proficiencies: Athletics, Survival

Tool Proficiencies: One type of musical instrument

Languages: One of your choice

Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a belt pouch containing 10 gp

Origin

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

d10 Origin d10 Origin
1 Forester 6 Bounty hunter
2 Trapper 7 Pilgrim
3 Homesteader 8 Tribal nomad
4 Guide 9 Hunter-gatherer
5 Exile or outcast 10 Tribal marauder

Suggested Characteristics

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

d8 Personality Trait
1 I’m driven by a wanderlust that led me away from home.
2 I watch over my friends as if they were a litter of newborn pups.
3 I once 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 place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
6 I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
7 I feel far more comfortable around animals than people.
8 I was, in fact, raised by wolves.
d6 Ideal
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 all the constructs of civilization. (Neutral)
6 Glory. I must earn glory in battle, for myself and my clan. (Any)

d6 Bond
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 I am 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.

d6 Flaw
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 races, 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.

Feature: Wanderer

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

Backgrounds

Phlan Insurgent

The taking of Phlan by Vorgansharax is a clear memory in your mind. You were going about your everyday business when the green dragon's forces spilled out of the sewers and assailed your home. Many of Phlan's citizens, young and old alike, were captured, killed, or offered as tribute to the Maimed Virulence. You, yourself were one of those captured. But, either with the help of adventurers or through your own wits and sheer determination, you escaped.

Rather than flee the region, you've chosen to stay and fight. Finding refuge outside the town and the deadly thicket surrounding it, you strike out against the Tears of the Virulence and their monstrous allies. You've learned to survive in dire and desperate circumstances, with supplies running low and the arrival of reinforcements uncertain. You've grown accustomed to acting under the cover of night, dealing what blows you can to avenge the friends and family you lost within the currently occupied Phlan. You will drive Vorgansharax out, or you die trying.

Skill Proficiencies: Stealth, Survival

Tool Proficiencies: One type of artisan's tools, vehicles (land)

Equipment: A bag of caltrops (20), a small trinket that connects you to the life you once had before the occupation of Phlan, a healer's kit, a set of dark common clothes that includes a cloak and hood, and a belt pouch containing 5 gp.

Lifestyle: Poor

Origin

Removed from your life as a townsperson, you’ve adapted to rough life in the wilds surrounding Phlan. The trade you practiced still influences your outlook, the manner in which you approach situations, and the way you contribute to the resistance movement against the Maimed Virulence. You can roll on the following table to determine what your occupation was before the fall, or choose one that best fits your character (select from either the general column or the specific column, but not both).

d8 Origin (General) Origin (Specific)
1 Fisher Stojanow river worker
2 Hunter Twilight Marsh worker
3 Craftsperson Mantor’s Library scribe
4 Priest/Priestess Clergy of Ilmater
5 Cook Laughing Goblin server
6 City Watch Black Fist guard
7 Servant House Sokol retainer
8 Unskilled laborer Bay of Phlan dockworker

Feature: Guerilla

You’ve come to know the surrounding forests, streams, caves, and other natural features in which you can take refuge--or set up ambushes. You can quickly survey your environment for advantageous features. Additionally, you can scavenge around your natural surroundings to cobble together simple supplies (such as improvised torches, rope, patches of fabric, etc.) that are consumed after use.

[Note: This feature is a variant of the Outlander feature.]

Suggested Characteristics

You have given up the life you knew as a citizen of Phlan. However, the Maimed Virulence’s invasion resonates deep inside you. Perhaps you have a few friends or family members who were able to escape with you. Or, perhaps, everyone you held dear either perished or went missing during the fall. You may know of someone who is, against all odds, surviving within the thicket and you long to liberate them from a life of peril within the town.

d8 Personality Trait
1 My patience knows no bounds, so long as my goal is in sight.
2 In life and in struggle, the ends justify my actions.
3 If you aren’t helping me, you’d best at least stay out of my way.
4 I long for the life that was taken away from me.
5 Friends and family perished, tragically, before my eyes. I hope never to undergo that again.
6 Making the right choices in life are important to me. The choices I make might save not just my life, but the lives of others as well.
7 I can never allow my foes to get the drop on me.
8 Time is a precious resource that I must spend wisely.
d6 Ideal
1 Leadership: The oppressed need someone to inspire them to courageous acts. (Good)
2 Unpredictability: Keeping the enemy guessing and off-balance is my tactical strength. (Chaos)
3 Determination: Threats to my home must be eliminated at all costs. (Any)
4 Freedom: Those who are enslaved and unjustly imprisoned deserve my aid. (Good)
5 Resourcefulness: Our wits are our most valuable resource in troubled times. (Any)
6 Unity: Working together, we can overcome all obstacles, even the most seemingly insurmountable ones. (Any)
d6 Bond
1 I’ll never let my fellow insurgents down. They are my only remaining friends.
2 I was separated from a loved one during my escape from town. I will find them.
3 One of the Tears of the Virulence was a trusted friend, until the day they betrayed the city. They will pay harshly for their transgressions.
4 An item I hold close is my last remaining connection to the family I lost during the fall.
5 The dragon who took my past life away from me will feel the full extent of my vengeance.
6 The knowledge in Mantor’s Library is an irreplaceable treasure that must be protected.
Backgrounds
d6 Flaw
1 I have no respect for those who flee. I harbor a deep grudge against the citizens who abandoned Phlan.
2 Ale is the only way I can escape the desperation of my circumstances.
3 It doesn’t take much to get me into a fight.
4 Being an insurgent means doing things that aren’t always ethical. I’m still learning to live with that.
5 My desire to liberate Phlan oftentimes clouds my judgement, despite my best efforts.
6 I relentlessly despise the Maimed Virulence and his allies. I’d abandon other goals in order to strike out at them.

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Backgrounds

Refugee

The Last War wreaked havoc on the nations and people of Khorvaire. The desolation of Cyre is only the most obvious example of the destruction and displacement of Khorvaire’s peoples. All across Khorvaire, villages were uprooted as great armies marched through and laid waste. Your home was a casualty of the war—perhaps as were your family, many of your friends, and your innocence.

Perhaps you turned to a life of adventuring because it seemed a better alternative than being herded into the High Walls refugee district of Sharn or taking up residence in New Cyre. Maybe you went to High Walls and found yourself thrust into a life of urban adventure. Or you might have been an adventurer before the destruction of your homeland—and your wandering was the only thing that saved you from suffering the fate of your home. In any case, you have no roots, nothing to keep you from roaming the world in search of adventure, fortune, or a new place to call home.

Reason for Leaving Home

The reasons why refugees flee their homes are diverse, though the Last War gave many reasons. Roll or roll from the chart below.

d12 Reason d12 Reason
1 Persecuted minority group or occupation 6-9 Refugee from Cyre
2 Political dissident 10 Natural disaster
3 Home fell to opposing force 11 Forced out from new nation
4-5 The general conflict of the Last War 12 I believe in Galifar, not this nonesense

  • Skill Proficiencies: Survival, plus one from among Animal Handling, Athletics, History, or Nature
  • Tool Proficiencies: Vehicles (land)
  • Languages: One of your choice
  • Equipment: A set of traveler’s clothes, a bedroll, a walking stick, a token of your old life at home (roll on the trinkets table), a small knife, and a pouch with 5 gp

Feature: Home is where the Heart is

You are not the only one to be displaced from your home. Many more have fled, and together you have bonded together to form a home away from home in the company of each other. In places with well-known networks of your kindred, you know where to find a safe place of refuge and to access basic supplies. You also have a knack for finding other refugees wherever they might be. From your shared experience, a form of camaraderie comes easy for you.

Suggested Characteristics

Hope is not one of your virtues. Some would call you grim, or pessimistic, or overly negative—you’d say realistic. You’re always aware of the worst possibilities in every situation, not because you’re convinced they’ll occur, but because you want to be prepared for anything. The memory of what you’ve lost is always with you, so you avoid creating new attachments to things or people you could later lose. Better to remain separate and unattached than to suffer the devastation you experienced when you returned to your home and found it destroyed.

2d10 Personality Trait
2 I am terse when around strangers, but I open up when around friends and loved ones.
3 I love sharing stories of my long lost homeland.
4 I tend to be dour and sullen, cause I have seen the horrors of war. It comes to everyone.
5 I will hold on to my culture’s ways even in this strange new land.
6 My old life is gone; best it stayed buried in the past.
7 I am confused by this land’s ways and constantly contrast it with those of my homeland.
8 I feel just like one of the locals here.
9 I've seen so many places that they all blend together for me now.
10 I'm haunted by memories of war. I can't get the images of violence out of my mind.
11 I watch over my friends as if it might be the last time I will see them.
12 I connect everything that happens to me to a grand cosmic plan.
13 As I speak, I can’t help but vary my inflections dramatically and gesture wildly.
14 I view my situation as a curse put upon me.
15 I don't bother getting to know anyone's name, no sense in getting attached.
16 I'm not sure when my next meal will be so I am constantly eating something.
17 I have seen a lot of tragedy and misfortune in my life; it happens.
18 I have learned to rely only on yourself and my own judgement
19 I've accepted that my old life is gone and I revel in the new experiences that the world has to offer.
20 No matter my circumstances, I speak proudly of my people and my former life. I will let no one forget them.
BACKGROUNDS | REFUGEE
d12 Ideal
1 Compassion Nobody else should ever have to go through what I had to. (Good)
2 Order Strengthen the laws, and this madness will occur no more. (Lawful)
3 Restoration Someday I will return home and restore it back to its former state of glory. (Any)
4 Vengeance After I have built up my power elsewhere, I shall return to this land and wreak bloody vengeance. (Evil)
5 Aloof. I try not to get close to those I protect, I could lose them all again. (Neutral)
6 Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
8 Security I hope for a safe and secure place to start anew. (Any)
9 Survival We are all in this together, for better or for worse. (Neutral)
10 Loose Cannon. Who cares how it happens as long as it gets done. (Chaotic)
11 Justice. Defending justice and tradition is the only answer to war-mongers and bloodshed. (Lawful)
12 Survival. Fulfilling my destiny means living to see it at all cost. (Evil)
d12 Bond
1 I left some people behind. Someday I’ll go back for them.
2 The road is my home now.
3 Every hero’s journey begins with adversity. I have a great destiny to fulfill.
4 I owe much to the people that took me in and treated me like one of their own.
5 I only seek a safe world for those I love.
6 I’ll make a new home for my people.
7 I am the last of my home, and it is up to me to ensure their names enter legend.
8 I will bring terrible wrath down on the evildoers who destroyed my home.
9 I am seeking for someone or something to save me from my past.
10 I owe me life to someone(s) who took me in when my people died.
11 I always return a favor, or a slight.
12 Whenever I find a new place, I'll leave a marker or map a route so that others may come this way more easily.
 
d12 Flaws
1 I am slow to trust and slower to let others know who I really am.
2 I live in fear of those who might come after me.
3 I constantly complain about this country’s ways and compare it to my homeland.
4 I’m losing my sense of identity.
5 The guilt for those who didn’t make it eats away at my soul.
6 The trauma of what happened haunts my dreams
7 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.
8 As a result of the trauma of losing my home, I have taken on an addiction.
9 There is no hope for anything, what is the point? That is the reality.
10 I am attached to a precious possession with immense sentimental value and significance. Without it, I am no longer myself and am prone to suffer from depression, moodiness, or aggressive behavior. Roll on the trinkets table.
11 I am cautious and guarded—wary of others who might harm me or be agents of darkness.
12 I do not give in, even when I know I am wrong.

BACKGROUNDS | REFUGEE

Sage

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

Skill Proficiencies: Arcana, History

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

Specialty

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

d8 Specialty d8 Specialty
1 Alchemist 5 Professor
2 Astronomer 6 Researcher
3 Discredited academic 7 Wizard’s apprentice
4 Librarian 8 Scribe

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.

d8 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 to helping out those who aren’t as smart 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 argument 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.
d6 Ideal
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 existence. (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)

d6 Bond
1 It is my duty to protect my students.
2 I have an ancient 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.

d6 Flaw
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 complicated ones.
5 I speak without really thinking through my words, invariably insulting others.
6 I can’t keep a secret to save my life, or anyone else’s.

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.

Backgrounds

Sailor

You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.

Discuss the nature of the ship you previously sailed with your 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?

Skill Proficiencies: Athletics, Perception

Tool Proficiencies: Navigator’s tools, vehicles (water)

Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 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. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your 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 well. Life aboard a ship shapes their outlook and forms their most important attachments.

 
d8 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 the work is done.
3 I enjoy sailing into new ports and making new friends over a flagon of ale.
4 I stretch the truth for the sake of a good story.
5 To me, a tavern 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 nest.
8 I like a job well done, especially if I can convince someone else to do it.
d6 Ideal
1 Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)
2 Fairness. We all do the 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 the other ships on the sea are my prey. (Evil)
5 People. I’m committed to my crewmates, not to ideals. (Neutral)
6 Aspiration. Someday I’ll own my own ship and chart my own destiny. (Any)
d6 Bond
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 captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.
d6 Flaw
1 I follow orders, even if I think they’re wrong.
2 I’ll say anything to 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 to stop.
5 I can’t help but pocket loose coins and other trinkets I come across.
6 My pride will probably lead to my destruction.
Backgrounds

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 world of sharks and savages. You’ve indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in many a port town.

If you decide that your sailing career involved piracy, you can choose the Bad Reputation feature instead of the Ship’s Passage feature.

Variant Feature: Bad Reputation

If your character 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 or breaking down doors at a local shop, since most people will not report your activity to the authorities.

Disaster

Describe your character's idea of the worst possible outcome for their life's story.

Backgrounds

Secret Identity

Even though you are a non-human, despite Hillfar's Great Law of Humanity, you continue to live in the City of Trade. You do so by maintaining a secret identity, forging documents, and wearing a disguise. Few, if any, know you aren't human.

If you're a halfling or gnome, you pass as a little person or a child. If you're a half-elf, half-orc, or genasi, you disguise your non-human features. Other races use a combination of disguise and concealing clothing to hide.

Your reasons for doing so are your own. Perhaps you're a dissident or the agent of a foreign power. Maybe you have a relationship with someone you cannot bear to leave. Regardless, this way of life has taken a heavy toll on you.

Skill Proficiencies. Deception, Stealth

Tool Proficiencies. Disguise kit, forgery kit

Equipment. A disguise kit, a forgery kit, a set of common clothes, a belt pouch, 5 gp

Lifestyle. Modest

Feature: Secret Identity

You have created a secret identity that you use to conceal your true race and that offers a covering explanation for your presence in Hillsfar. In addition, 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.

[Note: This feature is a variant of the Charlatan feature.]

d8 Personality Trait
1 Despite its problems, I love Hillsfar, it's the greatest city in the world. The only one for me.
2 I move from place to place, never staying anywhere long and leaving nothing behind.
3 I think flattery is the best way to direct attention away from me.
4 I don't make friends easily. They're a liability I cannot afford.
5 Risk and danger are exhilarate me. Pulling off schemes and deceptions is a rush.
6 The First Lord is right, humans are superior. I really admire them, despite the atrocities.
7 I avoid people of my own race, as well as things associated with my race, lest they give me away.
8 I live for the Arena. I admire gladiators and enjoy the thrill of blood on the sands!
d6 Ideal
1 Quisling: Supporting the rulers of the land and following the laws is the road to salvation. (Lawful)
2 Scofflaw: The laws and lawmakers are corrupt. I follow laws only when it suits me. (Chaotic)
3 Optimist: Everyone Is basically good. Though the government is misguided it will all be okay. (Any)
4 Secretive: I am in the habit of not talking about myself. My business is none of yours. (Any)
5 Heroic: I do everything I can to help non-humans, regardless of the personal cost to me. (Good)
6 Depraved: I have lost my moral compass. The ends justify most any means. (Evil)
d6 Bond
1 The humans of HIllsfar have inflicted terrible harm on me, my family, and my race. I will have revenge.
2 I am part of an underground network that smuggles non-humans into and out of the city.
3 I am a partisan. I commit minor acts of defiance against the First Lord and Red Plumes when I can.
4 I am a spy. I report on events in and around Hillfar.
5 My secret identity is the only thing protecting me from the Arena. I will stop at nothing to maintain it.
6 I am madly in love with a human who does not know my true identity, and I fear rejection if I reveal it.
d6 Flaw
1 After years of denying who I am, I now despise myself and other members of my pathetic race.
2 Years have hiding have made me somewhat paranoid. I trust no one.
3 I've been lying so often and for so long that I can't help it anymore. I frequently lie for no reason at all.
4 I am ashamed. I failed to protect a member of my family who was seized and thrown into the Area.
5 I am struggling with maintaining my secret identity. I subconsciously want to get caught and therefore sometimes let my secret identity slip.
6 Years of successfully deceiving others have made me cocky. I think no one can see through my lies.

Tatoos or Scars

Does your character have any tatoos, scars, and what prompted them to get them and what do they mean to them? Are they a youthful mistake, or a sacred reminder?

Backgrounds

Shade Fanatic

You grew up at a time when the wizards of Netheril were at war with the elves of Cormanthor. You recall sitting cross-legged hearing the stories of the glorious Thultanthar, also called the Shade Enclave and the City of Shade, and aspired to study there and maybe even did, for a time. Your dreams came crashing down a few years ago when Thultanthar fell from the sky upon Myth Drannor.

You know that there was a Netherese Garrison stationed near Hillsfar and have heard rumors that its downfall came from traitors within the ranks. You remain loyal to Netheril and seek other Shade loyalists and fanatics in the Cormanthor for-est and the areas surrounding Hillsfar.

Skill Proficiencies. Deception, Intimidation

Tool Proficiencies. Forgery Kit Languages. Netherese

Equipment. A forgery kit, a transparent cylinder of shadow that has no opening, a signet ring, a set of fine clothes, and 15 gp.

Lifestyle. Moderate

Feature: Secret Society

You have a special way of communicating with others who feel the same way you do about the Shade. When you enter a village or larger city you can identify contact who will give you information on those that would hinder your goals and those would help you simply because of your desire to see the Shade Enclave return in all its glory.

[Note: This feature is a variant of the Criminal feature.]

d8 Personality Trait
1 I am a bully; I try to hide it though.
2 I let my actions speak for themselves
3 I am important; I will not let anyone forget that.
4 You are either with me or against me.
5 I know it is only a time before I am betrayed by those I care for.
6 I never understand why people get so emotional.
7 They are out to get me. It is only my cunning that keeps me ahead of them
8 Everyone has a choice, the one I make is always right though.
d6 Ideal
1 Hope: I know even if I need do evil acts, history will be my redemption. (Chaos)
2 Dedicated: I can do anything I put my mind to (Lawful)
3 Exciting: I have found the truth of the Shadovar and want to share it with everyone. (Any)
4 Frugal: I horde my possessions knowing that someday I will be called upon to give everything I have to the cause (Any)
5 Eloquent: I use my words to sway others to my beliefs. (Any)
6 Compassionate: It is through love that others will join In our cause. (Good)
d6 Bond
1 They say the Shade broke the bonds of mortality; I want to find out how.
2 The whispers in my head remind me that there is power to be found in the shadows.
3 For the glory of Netheril, I will grow in power.
4 I once lived in Hillsfar, I was chased out before I was able to say farewell.
5 My true love was a killed by the Red Plumes; I plot to make them suffer.
6 I had a loved one die in the arena at Hillsfar; I am out to prove I am stronger
d6 Flaws
1 I always over exaggerate my abilities.
2 I cannot bear to let those I care for out of my sight.
3 I am incapable of standing up for myself.
4 The group I am with has committed atrocities; I am always worried their actions will become public.
5 I always enjoy a good mug of ale … or five.
6 I know what I do is wrong, but am afraid to speak up about it.
Backgrounds

Soldier

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.

When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company.

Skill Proficiencies: Athletics, Intimidation

Tool Proficiencies: One type of gaming set, vehicles (land)

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

Specialty

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

d8 Specialty
1 Officer
2 Scout
3 Infantry
4 Cavalry

Feature: Military Rank

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

Suggested Characteristics

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

d8 Personality Trait
1 I'm always polite and respectful.
2 I’m haunted by memories of war. I can’t get the 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 military 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.
d6 Ideal
1 Greater Good. Our lot 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)
d6 Bond
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.
d6 Flaw
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.

SOURCE: Player’s Handbook, page 139

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Backgrounds

Stojanow Prisoner

"We need to leave, now!”

Those words still haunt your dreams at night. When everyone was fleeing Phlan, you choose to stay. Whether out of an emotional attachment, or pursuit of riches, you made the decision that would affect the rest of your life.

Food became scarcer for those without connections. You became a beggar and to stay alive you bartered information to any interested party with food or gold to spare. You were good at what you did, and thought you were invincible. That changed when you were captured by the Tears of Virulence, the soldiers of Vorgansharax, the Maimed Virulence, for selling secrets to those bent on overthrowing the dragon. They locked you in the cells of Stojanow Gate. The first weeks you hoped to stay alive. As the weeks turned into months, and the interrogations continued you began to pray for death.

Skill Proficiencies: Deception, Perception

Tool Proficiencies: One type of gaming set, thieves' tools

Equipment: A small knife, a set of common clothes, a trinket from the life you stayed behind to defend, a belt pouch with 10 gp

Lifestyle: Poor

Feature: Ex-Convict

The knowledge gained during your incarceration lets you gain insight into local guards and jailors. You know which will accept bribes, or look the other way for you. You can also seek shelter for yourself from authorities with other criminals in the area.

[Note: This feature is a variant of the Courtier feature.]

d8 Personality Trait
1 I am a bully; others will suffer as I have.
2 I always say yes even when I mean no; it’s just easier.
3 I aim to misbehave.
4 I go out of my way to frustrate or anger those in power.
5 I strive to obey the law. I will never again make the mistake of going against authority.
6 I always plan everything out. The one time I let others plan things it did not end well for me.
7 I take blame to protect others from pain.
8 I horde information, you never know what may come in handy.
d6 Ideal
1 Loss: I freely give those who offend me what was so brutally denied me, death. (Chaos)
2 Dedication: I never betray those who trust me. (Law)
3 Vengeance: I use any means to get information I need; I have been well taught. (Evil)
4 Redemption: Everyone deserves a second chance. (Good)
5 Resilience: I can survive any challenge (Any)
6 Leadership: The best teams are made up of those that society has discarded.
d6 Bond
1 I take up arms to help establish a free Phlan.
2 The horrors of my time in Stojanow haunt my dreams, only after a day of hard work can I find sleep.
3 I am indebted to those who freed me from prison, I will repay this debt.
4 My torturer survived the attack that set me free, I will find him/her.
5 I will not rest while others suffer fates similar to mine.
6 I am searching for a way to heal the scars of Stojanow, both physical and emotional.
d6 Flaw
1 During stressful times, I find myself crying for no reason.
2 My nerve endings are shot from the interrogations; I am numb to all but the harshest touch.
3 I am incapable of standing up for myself.
4 I folded under the torture, and gave information that I promised would be kept secret. My life would be in jeopardy if others found out.
5 Survival is worth more than friendship.
6 The ghosts from my past hinder my actions.
Backgrounds

Student of Prophecy

You are one of the rare few who share the dragon’s ambitious goal of understanding the Draconic Prophecy. You wander the world seeking signs of the Prophecy in the land and in the heavens, hoping to find new revelations.

Skill Proficiencies: History, Insight Tool Proficiencies: Calligrapher’s Supplies or Cartographer's Tools Languages: Draconic Equipment: A set of traveler’s clothes, calligrapher’s supplies or Cartographer’s Supplies, a scroll case stuffed full of notes from your studies and a map of the area, and a belt pouch containing 5 gp.

INTRODUCTION OF THE PROPHECY How did you firsts discover to the Prophecy, and why have you dedicated yourself to unraveling its? You can work with your DM to determine the exact details, or you can roll on the table below. d6Introduction

  1. member of the Chamber told you of the Prophecy as he died in your arms.
  2. member of your family passed their curiosity on to you at a young age.
  3. Members of the Chamber sought you out because you have some small role to play in the Prophecy.
  4. You encountered a Prophecy Mark by chance.
  5. You found cryptic passages about the Prophecy in a book or scroll.
  6. You once saw a dragon studying a marking in a field, forest, or cliff face. After it flew off, you investigated for yourself.

FEATURE: DISCOVERY Your studies into the Prophecy have given you access to a unique and powerful discovery. It might be a glimpse into the future, the location of a legendary artifact or site, a revelation about the cosmos or the gods, or the answer to a great mystery. Work with your DM to determine the details of your discovery and its impact to the campaign.

{Gamespeak - you will have a significant plot and have magical item you will be given/come across}

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Backgrounds

You have made many trips across the Thunder Sea, acting as a bodyguard to nobles on safari, shepherd to spelunking university professors, or intermediary between merchants and natives. Your familiarity with the customs and locales of far off lands make you a useful addition to any expedition.

Skill Proficiencies: Survival, [Vehicle (watergoing)] Languages: Two of choice from the following list—Aquan, Argon, Draconic, Elven, Giant, Sahuagin Equipment: A piece of native jewelry, a native knife, a pair of boots or bracers lined with exotic fur, a set of traveler’s clothes, and a belt pouch containing 10 gp.

FEATURE: LIONIZED IN THE PRESS You have a reliable and trustworthy contact who acls as your liaison lo a network of other criminals. You know how lo gel messages lo and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

{Gamespeak - Starting 25 renown}

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Backgrounds

Ticklebelly Nomad

You were born into a nomadic tribe that called the Ticklebelly Hills home. You migrated from location to location, living off the land with your tribe. The tribe would seasonally travel south into the Grass Sea and the Giant’s Cairn, north into the Dragonspine Mountains, and even occasionally east across the Stojanow River to the borders of the Quivering forest.

In your migrations, your people have come to know the stone giant tribes that populate the Giant’s Cairn. The dragon cultists came to the hills one day—magic-users wearing purple and riding horrid beasts, black-clad warriors wearing wicked masks, and even soldiers from the nearby town of Phlan. Then the dragon called Vorgansharax arrived and laired in the hills, causing horrid thickets to grow and animals to act unusually. The cultists began raiding nomad camps for victims to offer to the wyrm. Eventually, the dragon moved on to attack Phlan, but life was never again the same for the nomads of the Ticklebelly Hills. Skill Proficiencies: Nature, Animal Handling Tool Proficiencies: Herbalism kit Languages: Giant Equipment: Herbalism kit, a small article of jewelry that is distinct to your tribe, a hunting trap, a set of common clothes, and a belt pouch containing 5 gp. Lifestyle: Poor

Feature: At Home in the Wild

The wilderness is your home and you are comfortable dwelling in it. You can find a place to hide, rest, or recuperate when out in the wild. This place of rest is secure enough to conceal you from most natural threats. Threats that are supernatural, magical, or are actively seeking you out might do so with difficulty depending on the nature of the threat (as determined by the DM). However, this feature doesn’t shield or conceal you from scrying, mental probing, nor from threats that don’t necessarily require the five senses to find you. [Note: This feature is a variant of the Folk Hero feature.]

Suggested Characteristics

Ticklebelly nomads only venture into civilization when necessary. You are social within your tribe, with tribes of other nomads, and even with the stone giant tribes that populate the Giant’s Cairn. However, other communities tend to either put you on your guard or put you in a state of wonder. Was it this wonder that enticed you into a life of adventuring? On the other hand, you are fiercely protective of and dedicated to your tribe. Perhaps it was this dedication that led you to venture out; either of your own will or at the behest of your tribe’s leaders.

d8 Personality Trait
1 I eagerly inject myself into the unknown.
2 Villages, towns, and cities do not suit me. I’d rather be out in the wilderness any day.
3 I accomplish my tasks efficiently, using as few resources as possible.
4 It’s difficult for me to remain in one place for long.
5 I loudly brag about my tribe every chance I get.
6 Having walked among giants, I am fearless in the face of bigger creatures.
7 I am quiet and reserved, but observant. Nothing escapes my attention.
8 My word is my bond. I see a promise to completion, even if it conflicts with my beliefs.
d6 Ideal
1 Kinship: Family is most important in life. Though I may be far from my own, the bonds of family must be protected in others’ lives as well. (Good)
2 Preservation: Nature must not be despoiled by encroaching civilization. (Any)
3 Wanderlust: One must expand their horizons by seeing the world and exploring. (Chaos)
4 Isolation: My tribe and its ways must be protected and shielded from outside influence. (Neutral)
5 Protection: Threats to the land and to the people must be dealt with at any and all costs. (Law)
6 Belonging: All creatures have a place in the world, so I strive to help others find theirs. (Good)
d6 Bond
1 I ache to return to my tribe and the family I left, but cannot until my obligations are fulfilled.
2 The dragon cultists that invaded my homeland stole away one of my tribe’s people. I will not know rest until I’ve found them.
3 The dragon’s presence in the hills destroyed valuable territory and resulted in deaths within my tribe. The creature must pay for what it has done.
4 I carry a trinket that spiritually and emotionally ties me to my people and my home.
5 I discovered a strange relic in the hills during my tribe’s wanderings. I must discover what it is.
6 One of the stone giant clans from the Giant’s Cairn has graced me with a mark of kinship.
Backgrounds
d6 Flaw
1 I throw myself and my friends into situations rarely ever thinking about consequences.
2 Unfamiliar people and surroundings put me on edge.
3 I have absolutely no patience for slowpokes and those who prove indecisive.
4 My desire to experience new things causes me to make unsafe choices.
5 I am overly protective of nature, sometimes to the detriment of my companions and myself.
6 My lack of worldliness often proves my undoing in social, commercial, and hostile situations.

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Backgrounds

Tinkerer

You have crafted mechanical marvels and improved existing technologies. You know that nothing in this world is perfect and everything could be improved. You're often the one finding ways to improve them. You might have a workshop filled with categorically organized projects and plans, or just a crate filled with random, half-complete inventions you'll get to someday. Whatever the case, you know the best way to make a mark is to leave a lot of physical things behind which others appreciate.

Inventor. Architect. Creator. Innovator. These are the names by which you are known. In your laboratory or workshop you have labored innumerable hours to make the brilliant designs within your mind a reality. There is no problem that cannot be solved with a little creative thinking and some trial and error gadgetry.

Some have called you brilliant and written in their journals that your inventions will change the world. Others have called you absurd, laughing with their friends in taverns over your latest ridiculous "success". And there are those that know you to be terrifying, having seen your creations in action.


  • Skill Proficiencies: Investigation , plus one from among Arcana, History, or Insight
  • Tool Proficiencies: One type of artisan's tools, tinker's tools
  • Equipment: A set of artisan's tools (one of your choice), a bottle of black ink, a quill, a puzzle-box containing the plans to your next creation, 10 sheets of parchment, identification papers, a set of common clothes, and a belt pouch containing 10 gp.

Feature: Science and Honor!

Your many inventions have earned you a small measure of fame amongst fellow tinkerers. Other inventors in cities and towns will be willing to aid you in whatever way they can. These mechanically minded folks won’t be much help in a fight, but they just might have a gizmo or gadget that will come in handy that they’d be willing to let you have in exchange for telling other inventors it worked.

Suggested Characteristics

There was always something more to understand about the world and how it worked. Tinkerers love taking things apart and putting them back together again. They have a natural curiosity and exuberance about the world.

To be an tinkerer is to see the world differently than others. Whether motivated by profit, power, ambition, knowledge, or benevolence, you are able to identify ways to make the world a more convenient place to live. Think about how constantly seeing all the world's inconveniences affect you. You might be scatter-brained and unable to focus on one problem at a time, you might be weary of all the ponderous inventions you see in the world, or you might get a visceral thrill when solving a problem.

d20 Personality Trait
1 I am often lost in thought about some possible invention.
2 I have a hard time focusing on conversations when I see an object which requires my expertise.
3 I give unsolicited advice to anyone who will listen.
4 I never do anything technology could do for me.
5 I whole-heartedly believe science is better than magic.
6 I treat everyone as a potential client – you never know who might be convinced to invest in an exciting technology.
7 I get my best ideas when I am drinking.
8 I am unable to relax and must always be working on something.
9 I ask a lot of questions.
10 I believe that everything worth doing is worth doing right. I can't help it—I'm a perfectionist.
11 There's only one way to test an invention, and that's in the field during live fire. There's nothing more invigorating than that!
12 I want to know what that is over there! And how this works! And how that happened!
13 I know that if I present myself in the latest fashions and present myself as a modern avant garde personality, people will take my inventions seriously.
14 I was the first to discover something important and well-known.
15 I know that fortunes can change and seek to make the world better.
16 When faced with a problem, I talk the solution out loud to myself.
17 I very much like to see and hear explosions. Very, very much.
18 I always have my nose in a book.
19 I have a seemingly unending supply of utterly useless gadgets in my backpack.
20 I like to know the names of everyone around me.
BACKGROUNDS | TINKERER
d12 Ideal
1 Knowledge. I can never know all there is in the universe, but I can try. (Any)
2 Power. When I solve a problem I have dominion over it. (Neutral)
3 Logic. I can fix all the inconveniences in the world by applying reason. (Lawful)
4 Creativity. The only way I invent something new by breaking the rules. (Chaotic)
5 Charity. I just want the things I make to help others in need. (Good)
6 Might. With the right invention I can make the world bow at my feet. (Evil)
7 Empowerment. I want to make the world a better place with my inventions. (Good)
8 Order. There's a right way to do things and a wrong way to do things. (Lawful)
9 Change. I want to change the world with my inventions. (Chaos)
10 Pioneer. The best part is being the first person to create something new. (Any)
11 Wisdom. Acting without concern for the future is foolish. (Neutral)
12 Power. Knowledge is the path to power and domination. (Evil)
d12 Bond
1 My rival took credit for an invention that was mine.
2 My parents think I'll never make anything of myself as an inventor.
3 My tools were given to me by world-famous mentor.
4 I will return to the place of my birth a show them all I was a success.
5 I idolize the teachings of a legendary inventor.
6 I look to my friends for feedback on my creations.
7 I've got an idea for the kind of laboratory I'm going to need, and so I'm traveling around looking for all the most important kinds of equipment.
8 I know of a famous inventor out there that I'll find someday.
9 Every puzzle must be solved.
10 I am eternally grateful to the Patron who guided me through school.
11 I came into the possession of a map to a legendary treasure, but I don't know what country it displays.
12 I'll learn something nobody knows before I die.
d12 Flaw
1 Only the results are important. You can't make an omelet without breaking a few eggs.
2 Nothing I make is ever good enough for me.
3 I never throw anything away and tend to carry more than I can handle.
4 I give into flattery very easily.
5 I am easily distracted.
6 I bad talk anyone who gets more praise than I.
7 I know that those people want their money, but they just don't understand the difficulties with getting things done on time.
8 I am easily distracted by the promise of information.
9 I'm actually really lazy and don't like doing the work required to be a successful inventor, instead I exploit people at every turn.
10 Someone stole one of my inventions and I will get revenge on them.
11 I have a wound that never healed correctly, that acts up at inopportune times.
12 I over-plan every endeavor.

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BACKGROUNDS | TINKERER

Trade Sheriff

You are one of the many people that make sure the trade routes are clear at ALL times. You assure that the Great Law of Trade is followed at all costs. You work by yourself or in groups to quell bandits and brigands who might stop trade routes from going through. You investigate potential ambushes and possible rumors as to someone wanting to rob or stop caravans. You are as much an investigator as you are law enforcement.

You are able to go into a town/village around the Hillsfar area and find a contact that is willing to give you information from rumor to fact. This sometimes comes at a cost of a minor bribe of 1-9 silver pieces.

Skill Proficiencies. Investigation, Persuasion

Tool Proficiencies. Thieves Kit

Languages. Elven

Equipment. A thieves kit, a gray cloak, Sherrif's insignia (badge) a set of fine clothes, and 17 gp.

Lifestyle. Moderate


Suggested Characteristics


d8 Personality Trait
1 I am always polite and respectful
2 I let my actions speak for themselves
3 I am haunted by my past having seen the murder of a close friend or family member and it is the one case I always needed to solve but have not been able to.
4 I am quick to judge and slow to vindicate
5 I can be very persuasive and am able to ask questions where others might not be able to.
6 I have a quirky personality that seems to take others off their guard.
7 My sense of humor is considered by most to be awkward
8 Everyone has a choice, and they can always make the right choice, mine!

d6 Ideal
1 Hope: my job is to speak for the victim (good)
2 Dedicated: Once I start an investigation, until told to do so, I do not quit, not matter where it leads. (Lawful)
3 Nation: My city, nation, or people are all that matter (any)
4 Mercenary: When I do investigations, I expect answers immediately (Any)
5 Eloquent: I use my words to sway others to give me answers. . (good)
6 Might: It is through threats and force that I get my answers (lawful)
 
Feature: Investigative Services

You are part of a small force outside of Hillsfar You have a special way of communicating with others and they seem to be at ease around you. You can invoke your rank to allow you access to a crime scene or to requisition equipment or horses on a temporary basis. When you enter a town or village around Hillsfar you can identify a contact who will give you information on the local rumors and would help you simply because of your desire to get answers and information for anyone wanting to disrupt trade.

[Note: This feature is a variant of the soldier feature.]

d6 Bond
1 To this day an unsolved case will always leave me haunted and bother me.
2 Through the might of my personality I will solve an investigation or puzzle
3 It is my right to believe what I will, just try and stop me.
4 I need to prove my worth to my fellow Sherrifs
5 Someone I cared for died under suspicious circumstances. I will find out what happened to them and bring their killer to justice.
6 I speak for those that cannot speak for themselves.

d6 Flaws
1 I always over exaggerate my abilities.
2 I cannot bear to let those I care for out of my sight.
3 I took a bribe to tank an investigation and I would do anything to keep it secret.
4 I have little respect for those that are of “low” intelligence/race.
5 I always enjoy a good mug of ale … or five to cover up my past.
6 I speak for the First Lord of Hillsfar and make sure everyone knows it.

Townsfolk

Your life before adventure was altogether unremarkable. Your parents were neither rich nor poor by relative terms. You never starved, but you did not live in luxury. As you became an adult, your family secured you a place of work and a future of menial but worthwhile labor. However, at some point in this boring existence, something changed. You heard the call to adventure. Whether by seeing some strange sight, the inspiring words of passerby, or the discovery of an adventurer’s lost grave, you trained and studied before leaving for destinations unknown. It is not often that the peasants of rural towns leave the comfort of everyday life. Most think leaving the confines of familiarity to face monstrous creatures and untold peril is insanity. Your parents and relatives probably think you’ve gone mad. But, unfettered by their words, you choose to venture out into a world of danger.

Skill Proficiencies: Persuasion, plus your choice of one from among Athletics, Animal Handling, Medicine, or Survival

Tool Proficiencies: One type of artisan’s tools, one type of gaming set

Equipment: A set of hand-me-down traveling clothes, a trinket reminding you of home (a lucky horseshoe, a bent coin, a broken arrow, a small straw doll, or several pressed flowers), a set of artisan’s tools you are proficient in, and a belt pouch containing 10 gp

Family Trade

Your family had its own niche to fill in your home town. You and yours contributed to the wellbeing of the area, providing services across generations. Choose their trade, or roll on the table below.

FEATURE: Commonsense

You've been raised to be on the lookout for swindlers and braggarts. As a result when someone attempts to use deception against you about something your character is profiecient you have advantage against reroll your insight checks to resist such.

Variant Feature: Sweetheart

Your character has a sweetheart back home. Your heart is spoken for, completely. Whenever a creature attempts to use charm to instill affection or lust through charm, you ... aren't. Period.

Backgrounds

Trade Sheriff

You are one of the many people that make sure the trade routes are clear at ALL times. You assure that the Great Law of Trade is followed at all costs. You work by yourself or in groups to quell bandits and brigands who might stop trade routes from going through. You investigate potential ambushes and possible rumors as to someone wanting to rob or stop caravans. You are as much an investigator as you are law enforcement.

You are able to go into a town/village around the Hillsfar area and find a contact that is willing to give you information from rumor to fact. This sometimes comes at a cost of a minor bribe of 1-9 silver pieces.

Skill Proficiencies. Investigation, Persuasion

Tool Proficiencies. Thieves Kit

Languages. Elven

Equipment. A thieves kit, a gray cloak, Sherrif's insignia (badge) a set of fine clothes, and 17 gp.

Lifestyle. Moderate

Suggested Characteristics.

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

d8 Personality Trait
1 I am always polite and respectful
2 I let my actions speak for themselves
3 I am haunted by my past having seen the murder of a close friend or family member and it is the one case I always needed to solve but have not been able to.
4 I am quick to judge and slow to vindicate
5 I can be very persuasive and am able to ask questions where others might not be able to.
6 I have a quirky personality that seems to take others off their guard.
7 My sense of humor is considered by most to be awkward
8 Everyone has a choice, and they can always make the right choice, mine!
d6 Ideal
1 Hope: my job is to speak for the victim (good)
2 Dedicated: Once I start an investigation, until told to do so, I do not quit, not matter where it leads. (Lawful)
3 Nation: My city, nation, or people are all that matter (any)
4 Mercenary: When I do investigations, I expect answers immediately (Any)
5 Eloquent: I use my words to sway others to give me answers. . (good)
6 Might: It is through threats and force that I get my answers (lawful)
Feature: Investigative Services

You are part of a small force outside of Hillsfar You have a special way of communicating with others and they seem to be at ease around you. You can invoke your rank to allow you access to a crime scene or to requisition equipment or horses on a temporary basis. When you enter a town or village around Hillsfar you can identify a contact who will give you information on the local rumors and would help you simply because of your desire to get answers and information for anyone wanting to disrupt trade.

[Note: This feature is a variant of the soldier feature.]

d6 Bond
1 To this day an unsolved case will always leave me haunted and bother me.
2 Through the might of my personality I will solve an investigation or puzzle
3 It is my right to believe what I will, just try and stop me.
4 I need to prove my worth to my fellow Sherrifs
5 Someone I cared for died under suspicious circumstances. I will find out what happened to them and bring their killer to justice.
6 I speak for those that cannot speak for themselves.

d6 Flaws
1 I always over exaggerate my abilities.
2 I cannot bear to let those I care for out of my sight.
3 I took a bribe to tank an investigation and I would do anything to keep it secret.
4 I have little respect for those that are of “low” intelligence/race.
5 I always enjoy a good mug of ale … or five to cover up my past.
6 I speak for the First Lord of Hillsfar and make sure everyone knows it.

SOURCE: Adventurers League: Rage of Demons, page 11

Backgrounds

 

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 Eberron's great metropolises, such as Sharn or Wroat's Gate, or a less populous location, perhaps Stormreach or Passage-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.


  • Skill Proficiencies: Choose two from among Deception, Insight, Persuasion, and Stealth
  • Tools Proficiencies: Choose two from among one type of gaming set, one musical instrument, and thieves' tools
  • Equipment: A set of clothes appropriate to your duties, a set of manacles, 50' silk rope 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

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.

BACKGROUNDS | URBAN BOUNTY HUNTER
2d8 Personality Trait
2 I always have plan for what to do when things go wrong.
3 I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
4 I don't pay attention to the risks in a situation. Never tell me the odds.
5 I ask a lot of questions.
6 I would rather make a new friend than a new enemy.
7 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
8 The best way to get me to do something is to tell me I can't do it.
9 The first thing I do in a new place is note the locations of every exit-or where such things could be hidden.
10 I dislike games of chance; they treat fortune as a trifle.
11 I do not lie and hate being lied to.
12 I blow up at the slightest insult.
13 I am cold and calculating in my every word and action, even when furious or frightened.
14 I am very good at waiting. Patience is a virtue I have conquered.
15 I can be cavalier and reckless when chasing my prey.
16 I have given names to my weapons and I talk to them.

d12 Bonds
1 I will become the greatest bounty hunter that ever lived.
2 Someone I loved died because of a mistake I made. That will never happen again.
3 I'm trying to pay off an old debt I owe to a generous benefactor.
4 I'm guilty of a terrible crime. I hope I can redeem myself for it.
5 Something important was taken from me, and I aim to steal it back.
6 My ill-gotten gains go to support my family.
7 I can never settle down in one place.
8 I hold no greater cause than my service to my people.
9 I shall catch my quarry fairly or not at all.
10 I'll draw a picture of every interesting thing I encounter.
11 There is an organization or individual that I am indebted to. I keep taking care of contracts for them.
12 One of my companions is my sibling or relative who's looking out for me.
d12 Ideal
1 Greed. I will do whatever it takes to become wealthy. (Evil)
2 Redemption. There's a spark of good in everyone. (Good)
3 Loose Cannon. Who cares how it happens as long as it gets done. (Chaotic)
4 Honor. I only hunt those that deserve to be hunted down. (Lawful)
5 Cunning. I will outsmart my quarry. (Any)
6 People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down to Khyber for all I care. (Neutral)
7 Diligent. I'm getting paid to do a job, I'll see it to its completion. (Lawful)
8 Mission Oriented. I am good at completing my missions. What happens to my quarry is outside my area of responsibility. (Neutral)
9 Calm. I am content when I'm in midst of a chase. (Any)
10 Independence. I am a free spirit-no one tells me what to do. (Chaotic)
11 Defense. The weak must be protected by great champions. (Good)
12 Justice. Every man must pay for their bad deeds – but I will make those who have hurt me pay for their deeds before it comes time to pay for mine. (Evil)

d12 Flaws
1 An innocent person is in prison that I captured and brought in. I'm okay with that.
2 When faced with a choice between money and my friends, I usually choose the money.
3 I like keeping secrets and won't share them with anyone.
4 I turn tail and run when things go bad.
5 I have a 'tell' that reveals when I'm lying.
6 If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
7 I will never fully trust anyone other than myself.
8 I'd rather kill someone in their sleep than fight fair.
9 If I'm outnumbered, I always run away from a fight.
10 I have made an enemy of someone that I brought in, who is determined to kill me.
11 I have a rival who seeks to thwart my endeavors.
12 Only the results are important. I can't make an omelette without breaking a few eggs.

SOURCE: Sword Coast Adventurer's Guide p. 153

BACKGROUNDS | URBAN BOUNTY HUNTER

Urchin

You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You’ve survived despite all odds, and did so through cunning, strength, speed, or some combination of each.

You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?

Skill Proficiencies: Sleight of Hand, Stealth

Tool Proficiencies: Disguise kit, thieves’ tools

Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp

Suggested Characteristics

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

d8 Personality Trait
1 I hide scraps of food and trinkets away in my pockets.
2 I ask a lot of questions.
3 I like to squeeze into small places where no one else can get to me.
4 I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
5 I eat like a pig and have bad manners.
6 I think anyone who’s nice to me is hiding evil intent.
7 I don’t like to bathe.
8 I bluntly say what other people are hinting at or hiding.

d6 Ideal
1 Respect. All people, rich or poor, deserve respect. (Good)
2 Community. We have to take care of each other, because no one else is going to do it. (Lawful)
3 Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)
4 Retribution. The rich need to be shown what life and death are like in the gutters. (Evil)
5 People. I help the people who help me—that’s what keeps us alive. (Neutral)
6 Aspiration. I'm going to prove that I'm worthy of a better life.
 
Feature: City Secrets

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

d6 Bond
1 My town or city is my home, and I’ll fight to defend it.
2 I sponsor an orphanage to keep others from enduring what I was forced to endure.
3 I owe my survival to another urchin who taught me to live on the streets.
4 I owe a debt I can never 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.

d6 Flaw
1 If I'm outnumbered, I will run away from a fight.
2 Gold seems like a lot of money to me, and I’ll do just about anything for more of it.
3 I will never fully trust anyone other than myself.
4 I’d rather kill someone in their sleep 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.
Backgrounds

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 Faerûn 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.

Skill Proficiencies: History, Persuasion

Tool Proficiencies: One type of gaming set or one musical instrument

Languages: One of your choice

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

Suggested Characteristics

d8 Personality Trait
1 My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
2 The common folk love me for my kindness and generosity.
3 No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
4 I take great pains to always look my best and follow the latest fashions.
5 I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.
6 Despite my noble birth, I do not place myself above other folk. We all have the same blood.
7 My favor, once lost, is lost forever.
8 If you do me an injury, I will crush you, ruin your name, and salt your fields.

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 a lone, 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.

d6 Flaw
1 I secretly believe that everyone is beneath me.
2 I hide a truly scandalous secret that could ruin my family forever.
3 I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.
4 I have an insatiable desire for carnal pleasures.
5 In fact, the world does revolve around me.
6 By my words and actions, I often bring shame to my family.
Feature: Kept in Style

While you are in Waterdeep or elsewhere in the North your house sees to your everyday needs. Your name and 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.


SOURCE: Sword Coast Adventurer's Guide p. 154

Backgrounds

TOOLS

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#Background-5e
CUSTOMIZING A BACKGROUND

you might want to tweak some of the features of a background so it better tits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two to01 proticiencies or languages from the sample backgrounds. Voucan either use the equipment package from your background or spend coin on gear as described in chapter 5. (lf you spend coin, you can't also take the equipment package suggestcd for your c1ass.) FinalIy, choose two personality traits, one ideal. one bond, and one flaw. lfyou can't find a feature that matches your desired background, work with your DM to create one.

STEP ONE: GROUND YOUR CHARACTER IN THE CAMPAIGN SETTING Before you can begin creating, you need to fuel your creativity. Now is your chance to settle down with the rulebooks or source material for the setting and enjoy them. (Yes, this is permission to rewatch the show/movies or reread the books!) And if your game or dungeon master is building a world from scratch, she’ll likely be more than happy to tell you all about her original setting if you ask.

Once you’ve immersed yourself in the world, examine which world details strike you as coolest. What do you want to know more about? Is there a remote monastery devoted to a mysterious deity that piques your interest, or is there an interesting settlement that you think would be an intriguing hometown for a character? Make a list of the setting elements—people, places, artifacts, prophecies, etc.—that you might want to incorporate into your character’s backstory. Next, brainstorm how they could have influenced your character. It’s okay if you come up with a couple of different concepts.

STEP TWO: IMBUE YOUR CHARACTER WITH AN INTENSE DESIRE Once you’ve spent time deliberating the hooks that tether your character to the world, you should figure out what your character wants, either from the world or them-self, and why. Consider also how far your character is willing to go to get what they want. Character goals are prime story fodder for your game or dungeon master, so make sure you share your goals.

These goals and the motivations behind them can also lend insight into suitable career or class options if you aren’t already sure what to choose. A character who wants to hunt monsters or protect civilization will look different on the character sheet from one who wants to amass great wealth or rise among the ranks of nobility. A setting faction or organization that interested you in step one might even come with its own built-in goals and character options.

STEP THREE: DIG DEEP INTO THE SOURCE OF THEIR STRENGTHS If writing your backstory after the fact, now is the time to consider how your character accumulated those characteristics, traits, and skills. What were they born with? What did they have to learn? Who taught or mentored them? Did your character learn anything on their own? If you’re coming at the character backstory first, you can use your character desires to determine the aptitudes and training your character will need to accomplish those goals. Now you know where to spend your points during character creation.

You can borrow a page from certain RPGs that use lifepath systems and consider your character’s history in five-year chunks. Which organizations or people were your character affiliated with from age ten to fifteen, fifteen to twenty, and so on? What would your character have learned during that time?

STEP FOUR: BEDEVIL YOUR CHARACTER WITH CONFLICT Chances are your character didn’t come by their training for free. The very people and groups who trained them will have expectations, or those people and groups will put the character into conflict with others. In developing their skills, your character may have jumped from teacher to organization to self-teaching—why? Did they ever disagree with their teachers? How did that argument play out, and how does it still haunt your character?

Another way to look at this step is to ask why your character can’t easily achieve their desire from step two—who or what is preventing them, and how? What might your character have done or be doing to sabotage them-self? Some systems include character options to represent these weaknesses or hindrances, so you can take inspiration from these lists. Alternatively, you could use your choices to inform the mechanical representations you select.

You’ll want to send this list to your GM as well, as they’ll be able to help you dramatize these conflicts during the game sessions. One last note about character conflicts: pick ones that will make the game more fun for you, not less! Your internal and external conflicts are likely to come up mechanically or in the narrative, after all.

STEP FIVE: SPRINKLE IN THE NORMAL AND MUNDANE The biggest mistake I’ve seen new roleplayers make is neglecting the normal in their character’s backstory. Without the mundane, the character’s problems can feel melodramatic. It’s okay if your character isn’t an orphan or hasn’t lost the love of their life to violence. These can be great motivators, but they are also overused. Consider giving your character a stable home life or an endearing hobby.

If a character doesn’t have any touchstones of normalcy, they probably have some pretty intense issues to work out, which can make them less fun for others to roleplay with. Balance is what’s important, so don’t forget to give your character some down-to-earth traits alongside all the awesome.

What character backstory tips do you have for fellow roleplaying gamers? Tell us about your favorite character backstories and how you came up with them in the comments below!

Backgrounds

Part 1: The Basics • What is your full name? • Where and when were you born? • Who are/were your parents? (Know their names, occupations, personalities, etc.) • Do you have any siblings? What are/were they like? • Where do you live now, and with whom? Describe the place and the person/people. • What is your occupation? • Write a full physical description of yourself. You might want to consider factors such as: height, weight, race, hair and eye color, style of dress, and any tattoos, scars, or distinguishing marks. • To which social class do you belong? • Do you have any allergies, diseases, or other physical weaknesses? • Are you right- or left-handed? • What does your voice sound like? • What words and/or phrases do you use very frequently? • What do you have in your pockets? • Do you have any quirks, strange mannerisms, annoying habits, or other defining characteristics?

Part 2: Growing Up • How would you describe your childhood in general? • What is your earliest memory? • How much schooling have you had? • Did you enjoy school? • Where did you learn most of your skills and other abilities? • While growing up, did you have any role models? If so, describe them. • While growing up, how did you get along with the other members of your family? • As a child, what did you want to be when you grew up? • As a child, what were your favorite activities? • As a child, what kinds of personality traits did you display? • As a child, were you popular? Who were your friends, and what were they like? • When and with whom was your first kiss? • Are you a virgin? If not, when and with whom did you lose your virginity? • If you are a supernatural being (i.e. mage, werewolf, vampire), tell the story of how you became what you are or first learned of your own abilities. If you are just a normal human, describe any influences in your past that led you to do the things you do today.

Part 3: Past Influences • What do you consider the most important event of your life so far? • Who has had the most influence on you? • What do you consider your greatest achievement? • What is your greatest regret? • What is the most evil thing you have ever done? • Do you have a criminal record of any kind? • When was the time you were the most frightened? • What is the most embarrassing thing ever to happen to you? • If you could change one thing from your past, what would it be, and why? • What is your best memory? • What is your worst memory?

Part 4: Beliefs And Opinions • Are you basically optimistic or pessimistic? • What is your greatest fear? • What are your religious views? • What are your political views? • What are your views on sex? • Are you able to kill? Under what circumstances do you find killing to be acceptable or unacceptable? • In your opinion, what is the most evil thing any human being could do? • Do you believe in the existence of soul mates and/or true love? • What do you believe makes a successful life? • How honest are you about your thoughts and feelings (i.e. do you hide your true self from others, and in what way)? • Do you have any biases or prejudices? • Is there anything you absolutely refuse to do under any circumstances? Why do you refuse to do it? • Who or what, if anything, would you die for (or otherwise go to extremes for)?

Part 5: Relationships With Others • In general, how do you treat others (politely, rudely, by keeping them at a distance, etc.)? Does your treatment of them change depending on how well you know them, and if so, how? • Who is the most important person in your life, and why? • Who is the person you respect the most, and why? • Who are your friends? Do you have a best friend? Describe these people. • Do you have a spouse or significant other? If so, describe this person. • Have you ever been in love? If so, describe what happened. • What do you look for in a potential lover? • How close are you to your family? • Have you started your own family? If so, describe them. If not, do you want to? Why or why not? • Who would you turn to if you were in desperate need of help? • Do you trust anyone to protect you? Who, and why? • If you died or went missing, who would miss you? • Who is the person you despise the most, and why? • Do you tend to argue with people, or avoid conflict? • Do you tend to take on leadership roles in social situations? • Do you like interacting with large groups of people? Why or why not? • Do you care what others think of you?

Part 6: Likes And Dislikes • What is/are your favorite hobbies and pastimes? • What is your most treasured possession? • What is your favorite color? • What is your favorite food? • What, if anything, do you like to read? • What is your idea of good entertainment (consider music, movies, art, etc.)? • Do you smoke, drink, or use drugs? If so, why? Do you want to quit? • How do you spend a typical Saturday night? • What makes you laugh? • What, if anything, shocks or offends you? • What would you do if you had insomnia and had to find something to do to amuse yourself? • How do you deal with stress? • Are you spontaneous, or do you always need to have a plan? • What are your pet peeves?

Part 7: Self Images And Etc. • Describe the routine of a normal day for you. How do you feel when this routine is disrupted? • What is your greatest strength as a person? • What is your greatest weakness? • If you could change one thing about yourself, what would it be? • Are you generally introverted or extroverted? • Are you generally organized or messy? • Name three things you consider yourself to be very good at, and three things you consider yourself to be very bad at. • Do you like yourself? • What are your reasons for being an adventurer (or doing the strange and heroic things that RPG characters do)? Are your real reasons for doing this different than the ones you tell people in public? (If so, detail both sets of reasons...) • What goal do you most want to accomplish in your lifetime? • Where do you see yourself in 5 years? • If you could choose, how would you want to die? • If you knew you were going to die in 24 hours, name three things you would do in the time you had left. • What is the one thing for which you would most like to be remembered after your death? • What three words best describe your personality? • What three words would others probably use to describe you? • If you could, what advice would you, the player, give to your character? (You might even want to speak as if he or she were sitting right here in front of you, and use proper tone so he or she might heed your advice...)

Character Basics: What name do you give? Do you have any nicknames or titles? What is your full birth name? What gender are you; race/subrace, and lineage? Are any of these important to you? What are your greatest strengths? What are you known for being good at? What are your greatest weaknesses? What are you known for being bad at? How do you describe yourself to strangers? How does your character spend his/her free time? What are your characters short/medium/long term goals?

Character History: Where were you born? How long ago? Who do you consider to be family? If you’re a loner, why? If you moved away, where do you live now? Why did you leave? Do you have a profession? If so, what is it and how did you come by it? Why did you become an adventurer? Do you share this with others? Who taught your character to do what they're good at? Why is your character a ? What led to them to that?

Allies and Enemies: Who are your closest friends? Do you owe anyone a debt? What is the nature of your bond? Who do you consider to be an enemy? Why? Who considers you a threat? Why? Do you have any rivals? What is the nature of your relationship? Is anyone looking for you? Are you looking for anyone? What is the nature of your bond? Why does your character adventure with his or her companions? How was your character's childhood? Who/what is/would be the most important person to your character? Does your character have any family living? If so what is your character's relationship to them? If not what happened to them?

Character Description: In a few words, describe your body type and poise. In three or less words what drives your character? In a few words, describe your style and grooming habits. Do you have any distinguishing features? How do you speak? Do you have a strong accent or unusual speech pattern? Are you shy or outgoing? Are you humble or proud? Are you empathetic or aloof? If you have any, what are your hobbies? What do you do for fun? Do you adhere to a particular diet? Is there anything you refuse to consume? Name two things your character would die for. Name two things your character would kill for. Name two things your character would break alignment for. Name one thing your character would reverse alignment for.

Character Beliefs: Have you ever taken a life? If you would, under what conditions? What is your opinion of other intelligent races? How do you treat animals? Do you feel a connection to the natural world? Do you worship any of the gods? Is your faith important to you? Do you have any strong feelings toward followers of other faiths? Which ones and why? How do you feel about magic users? Is there a story behind this? What do you fear? Do you share this with others? What do you love? Do you share this with others? What do you hate? Do you share this with others? What is your greatest dream? What would you sacrifice for to make it real? What does your character think everyone should do? What does your character think no one should do? When does your character think it would be ok to kill someone? When does your character think it would be ok to lie to someone? How does your character feel about the king/government/church/prominent authority figure or organization? What would your character change about the world if they had the power to do so? What does your character believe in? (Not just gods or religion but faith)

Source Eberron Backgrounds https://homebrewery.naturalcrit.com/user/Freewolf