Heroic Histories

by Smug Coffee Man

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Heroic Histories

Foreward

This document aims to enhance Backgrounds akin to the (as of writing) recently-released UA, Heroes of Kyrnn, by giving each background a Feat fitting of it.

It should be noted, this document will NOT have any of the backgrounds from Acquisitions Incorporated, Explorer's Guide to Wildemount, Eberron: Rising From The Last War, Baldur's Gate: Descent Into Avernus, The Wild Beyond the Witchlight, Guildmaster's Guide to Ravnica or Strixhaven: A Curriculum of Chaos. This is because those backgrounds are meant for those specific settings which are drastically different from Faerun or other standard 5e settings. Additionally, those backgrounds both come with spells baked in which is a good enough substitute for a feat in my mind. Also, the Baldur's Gate Backgrounds are effectively reskins of existing backgrounds and the singular Eberron Background is tailored specifically to Eberron. If you want a recommendation for a Feat for the latter, one of the Dragonmark feats would suffice. Wildemount's backgrounds are either copies of existing ones or the Grinner background which is made for Wildemount's setting. Wild Beyond the Witchlight is again aimed at a specific niche setting and its backgrounds are drastically different - in fact, they seem to be more meant to add to any other background, so I'd recommend adding the new tables to any other background that fits, such as Far Traveler or Outlander.

It should be noted that this is best used with my revised Feats (from Smug's Compendium of Changes, referred to as SCoC in this document, which you can find on my GM Binder page) as well as my Revised Classes for 5th Edition D&D.

If you would rather give your players more choice, you can completely ignore the pre-selected feats for each Background and let your players choose any feat they want. If you do so, check out the Revised Human and Revised Custom Lineage Races at the end of this document; I would argue that offering two feats at 1st level is far too powerful unless everyone gets two feats; it makes Variant Human (PHB) and Custom Lineage (TCE) far too powerful an option and an obvious pick for games that allow them with these rules.

That said, enjoy this document and I hope it brings a new kick in the pants to your games!

Revised Backgrounds


Acolyte

Source: Player's Handbook
Skill Proficiencies: Insight, Religion
Languages: Celestial, one 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

Feature: Blessing of the Faithful

You gain the Theologian (SCoC) Feat.

Additionally 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, and while near a temple of your faith, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with that temple.

Suggested Characteristics

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

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 toward 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 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 Authority. 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. (Neutral)
6 Worth. 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 expose the corrupt person in my faith 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 traditionalists within my faith consider heretical and seek to destroy.
d6 Flaw
1 I hold others to a strict standard of behavior, and myself to an even stricter standard.
2 I put too much trust in those who wield power within my faith's hierarchy.
3 My piety sometimes leads me to blindly trust those that profess faith in my god.
4 I am inflexible in my beliefs and thinking, which can lead to me coming across as rude or intolerant.
5 I am suspicious of those who don't share my faith and expect the worst of them.
6 I am obsessed with spreading the word of my god to the detriment of everything else in my life.

Anthropologist

Source: Tomb of Annihilation
Skill Proficiencies: Choose two from History, Insight, and 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

Feature: Cultural Researcher

You gain the Linguist Feat.

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

Suggested Characteristics

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

d8 Personality Trait
1 I prefer the company of people and races that aren't like me
2 I'm a stickler when it comes to observing proper etiquette and local customs
3 I would rather observe a new people than meddle in their affairs
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.
7 Due to spending time around a race that isn't my own, my eating habits are more akin to that race than those of my own.
8 I find discussion of the history and culture of my own people dull; I'd much rather be speaking of an exciting, exotic culture!
d6 Ideal
1 Distance. One must not interfere with the affairs of another culture - even one in need of aid. (Neutral)
2 Knowledge. By understanding other races and cultures, we learn to understand ourselves. (Good)
3 Power. Common people crave strong leadership, and I'm the one who can provide it. (Evil)
4 Protection. I must do everything possible to save a society facing extinction. (Good)
5 Indifferent. Life is cruel. What's the point in saving people if they're going to die anyway? (Evil)
6 Discovery. I want to be the first person to discover a lost culture. (Any)
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 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 when I get excited, which others tend to find offputting.
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 every chance I get.
6 I wear a tribal mask and never take it off due to a superstition I've picked up from my time spent in primitive tribes.

Archaeologist

Source: Tomb of Annihilation
Skill Proficiencies: History, Investigation.
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

Feature: Dungeon Historian

You gain the Dungeon Delver Feat.

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

Suggested Characteristics

Few archaeologists can resist the lure of an unexplored ruin or dungeon, particularly if such a site is the source of legends or is rumored to contain the treasures and relics of wizards, warlords, or royalty. Some archaeologists plunder for wealth or fame, while others consider it their calling to illuminate the past or keep the world's greatest treasures from 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; I've yet to meet one that's stumped me!
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 just 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. (Evil)
3 Adrenaline Junkie. 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. (Evil)
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.

Athlete

Source: Mythic Odysseys of Theros
Skill Proficiencies: Acrobatics, Athletics.
Tool Proficiencies: Vehicles (land)
Languages: One of your choice.
Equipment: A bronze discus or leather ball, a lucky charm or past trophy, a set of traveler's clothes, and a pouch containing 10 gp

Feature: Athletic Fame

You gain the Athlete (SCoC) Feat.

Additionally, you have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, you can find someone there who admires you and is willing to provide information or temporary shelter.

Suggested Characteristics

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

d8 Personality Trait
1 I feel most at peace during physical exertion, be it exercise or battle.
2 I don't like to sit idle.
3 I have a daily exercise routine that I refuse to break.
4 Obstacles exist to be overcome.
5 When I see others struggling, I offer to help.
6 I love to trade banter and gibes.
7 Anything worth doing is worth doing best.
8 I get irritated if people praise someone else and not me.
d6 Ideal
1 Competition. I strive to test myself in all things. (Chaotic)
2 Triumph. The best part of winning is seeing my rivals brought low. (Evil)
3 Camaraderie. The strongest bonds are forged through struggle. (Good)
4 People. I strive to inspire my spectators. (Neutral)
5 Tradition. Every game has rules, and the playing field must be level. (Lawful)
6 Growth. Lessons hide in victory and defeat. (Any)
d6 Bond
1 My teammates are my family.
2 I will overcome a rival and prove myself their better.
3 My mistake got someone hurt. I'll never make that mistake again.
4 I will be the best for the honor and glory of my home.
5 The person who trained me is the most important person in my world.
6 I strive to live up to a specific hero's example.
d6 Flaw
1 I indulge in a habit that threatens my reputation or my health.
2 I'll do absolutely anything to win.
3 I ignore anyone who doesn't compete and anyone who loses to me.
4 I have lingering pain from old injuries.
5 Any defeat or failure on my part is because my opponent cheated.
6 I must be the captain of any group I join.

Charlatan

Source: Player's Handbook
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

Feature: Master of Deception

You gain the Actor Feat.

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

Suggested Characteristics

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

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 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.
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.

City Watch

Source: Sword Coast Adventurer's Guide
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: Watchman

You gain the Observant Feat.

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

Suggested Characteristics

Use the tables for the soldier background on page 34 of this document as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch.

Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes.

Clan Crafter

Source: Sword Coast Adventurer's Guide
Skill Proficiencies: History, Insight
*Tool Proficiencies: One type of artisan's tools.
Languages: Dwarvish or one of your choice if you already speak Dwarvish.
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: Favor of the Dwarves

You gain the Dwarven Fortitude Feat if you are a Dwarf. Otherwise, you gain the Durable (SCoC) feat.

Additionally, 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 companions) the finest accommodations and assistance.

Suggested Characteristics

Use the tables for the guild artisan background on page 18 of this document as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a clan crafter. (For instance, consider the words "guild" and "clan" to be interchangeable.)

Your bond is almost certainly related to the master or the clan that taught you, or else to the work that you produce. Your ideal might have to do with maintaining the high quality of your work or preserving the dwarven traditions of craftsmanship.

Cloistered Scholar

Source: Sword Coast Adventurer's Guide
Skill Proficiencies: History, plus your choice of one from among Arcana, Nature, and Religion
Languages: any 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: Deep Memory

You gain the Keen Mind feat.

Additionally, you have free and easy access to the majority of libraries, though they 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 and you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy to a fellow scholar.

Suggested Characteristics

Use the tables for the sage background on page 30 of this document as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a cloistered scholar.

Your bond is almost certainly associated either with the place where you grew up or with the knowledge you hope to acquire through adventuring. Your ideal is no doubt related to how you view the quest for knowledge and truth - perhaps as a worthy goal in itself, or maybe as a means to a desirable end.

Courtier

Source: Sword Coast Adventurer's Guide
Skill Proficiencies: Insight, Persuasion
Languages: any two of your choice.
Equipment: A set of fine clothes and a pouch containing 5 gp

Feature: Bureaucrat

You gain the Diplomat (SCoC) feat.

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

Suggested Characteristics

Use the tables for the guild artisan background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a courtier.

The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization.

Criminal

Source: Player's Handbook
Skill Proficiencies: Deception, Sleight of Hand.
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

Feature: Criminal Resources

You gain the Quick-Fingered (SCoC) Feat.

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

Suggested Characteristics

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

d8 Personality Trait
1 I always have a plan for when things go wrong.
2 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3 The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
4 I would rather make a new friend than a new enemy.
5 I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6 The best way to get me to do something is to tell me I can't do it.
7 I don't pay attention to the risks in a situation. Never tell me the odds.
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 was framed for a crime I didn't commit, and a single detective belived my story. I aim to prove my innocence and vindicate his faith in me, no matter what.
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.

Entertainer

Source: Player's Handbook
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), costume clothes, and a belt pouch containing 15 gp

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.

Faction Agent

Source: Sword Coast Adventurer's Guide
Skill Proficiencies: Insight and one Intelligence, Wisdom, or Charisma skill of your choice, as appropriate to your faction
Languages: any two of your choice.
Equipment: Badge or emblem of your faction, a copy of a seminal faction text (or code-book for a covert faction), a set of common clothes, and a pouch containing 15 gp

Feature: Expert Agent

You gain the Actor feat.

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

Suggested Characteristics

Use the tables for the acolyte background on page 2 of this document as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a faction agent. (For instance, consider the words "faith" and "faction" to be interchangeable.)

Your bond might be associated with other members of your faction, or a location or an object that is important to your faction. The ideal you strive for is probably in keeping with the tenets and principles of your faction, but might be more personal in nature.

Far Traveler

Source: Sword Coast Adventurer's Guide
Skill Proficiencies: Insight, Perception
Tool Proficiencies: Any one musical instrument or gaming set of your choice, likely something native to your homeland.
Languages: One of your choice.
Equipment: One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerûn, a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship, and a pouch containing 5 gp

Feature: Foreigner's Gaze

You gain the Alert Feat.

Additionally, 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.

Suggested Characteristics

Far Travelers tend to act in ways that the people in local communities find odd. As such, their Personality Traits tend to be eccentric at best and guarded at worst.

d8 Personality Trait
1 I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence, or reacting to ignorant invasion of my own.
2 I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.
3 I have a strong code of honor or sense of propriety that others don't comprehend.
4 I express affection or contempt in ways that are unfamiliar to others.
5 I honor my deities through practices that are foreign to this land.
6 I begin or end my day with small traditional rituals that are unfamiliar to those around me.
7 I frequently find myself questioning the exotic things around me.
8 I often compare things in this new land to things from my home.
d6 Ideal
1 Open. I have much to learn from the kindly 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 everything is strange and wonderful! (Chaotic)
4 Cunning. Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil)
5 Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)
6 Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any)
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 away from home.
3 I hold no greater cause than my service to my people.
4 My freedom is my most precious possession. I'll never let anyone take it from me again.
5 I'm fascinated by the beauty and wonder of this new land.
6 Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day.
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 once satirized a noble who still wants my head. It was a mistake that I will likely repeaI don't take kindly to some of the actions and motivations of the people of this land, because these folks 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.

Fisher

Source: Ghosts of Saltmarsh
Skill Proficiencies: History, Survival
Languages: Two of your choice.
Equipment: Fishing tackle, a net, a favorite fishing lure or oiled leather wading boots, a set of traveler's clothes, and a belt pouch containing 10 gp

Feature: Fisherman's Tales

You gain the Historian (SCoC) Feat.

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

Suggested Characteristics

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

d8 Personality Trait
1 I am unmoved by the wrath of nature.
2 My friends are my crew; we sink or float together.
3 I need long stretches of quiet to clear my head.
4 Rich folk don't know the satisfaction of hard work.
5 I laugh heartily, feel deeply, and fear nothing.
6 I work hard; nature offers no handouts.
7 I dislike bargaining; state your price and mean it.
8 Luck favors me, and I take risks others might not.
d6 Ideal
1 Camaraderie. Good people make even the longest voyage bearable. (Good)
2 Luck. Our luck depends on respecting its rules—now throw this salt over your shoulder. (Lawful)
3 Daring. The richest bounty goes to those who risk everything. (Chaotic)
4 Plunder. Take all that you can and leave nothing for the scavengers. (Evil)
5 Balance. Do not fish the same spot twice in a row; suppress your greed, and nature will reward you. (Neutral)
6 Hard Work. No wave can move a soul hard at work. (Any)
d6 Bond
1 I lost something important in the deep sea, and I intend to find it.
2 Someone else's greed destroyed my livelihood, and I will be compensated.
3 I will fish the many famous waters of this land.
4 The gods saved me during a terrible storm, and I will honor their gift.
5 My destiny awaits me at the bottom of a particular pond in the Feywild.
6 I must repay my village's debt.
d6 Flaw
1 I am judgmental, especially of those I deem homebodies or otherwise lazy.
2 I become depressed and anxious if I'm away from the sea too long.
3 I have lived a hard life and find it difficult to empathize with others.
4 I am inclined to tell long-winded stories at inopportune times.
5 I work hard, but I play harder.
6 I am obsessed with catching an elusive aquatic beast, often to the detriment of other pursuits.

Folk Hero

Source: Player's Handbook
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

Feature: Local Prodigy

You gain the Prodigy (SCoC) Feat.

Additionally, you fit in among the common folk 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 because I worry for their safety.

Gladiator

Source: Player's Handbook
Skill Proficiencies: Athletics, Performance.
Tool Proficiencies: Disguise kit, one type of musical instrument
Equipment: An inexpensive but unusual weapon, such as a trident or net (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), costume clothes, and a belt pouch containing 15 gp

Feature: Are You Not Entertained?

You gain the Brawny (SCoC) Feat.

Additionally, you can always find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Suggested Characteristics

Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded 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 find out where the best drink is served.
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 my stance in a fight.
d6 Ideal
1 Courage. When I perform, I stoke courage in those who watch me. (Good)
2 Tradition. The stories, legends, and warriors 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. Battles should reflect the soul; a fighting style should come from within and reveal who we really are. (Any)
d6 Bond
1 My weapon is my most treasured possession, and it reminds me of someone I love.
2 Someone stole my precious weapon, 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 gang.
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 mocked 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.

Guild Artisan

Source: Player's Handbook
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

Feature: Artisan Guild Member

You gain the Expert Artisan (SCoC) Feat.

Additionally, you are an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.

You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.

Suggested Characteristics

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

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. (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. (Any)
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.
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.

Haunted One

Source: Van Richten's Guide to Ravenloft
Skill Proficiencies: Choose two from among Arcana, Investigation, Religion, or Survival
Languages: Choose two, one of which must be Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon
Equipment: Monster hunter's pack (containing 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 3 torches), a set of common clothes, one trinket of special significance (choose one or roll on the Horror Trinkets table), and 5 GP

Feature: The Fear of the Darkness

You gain the Shadow Touched Feat.

Additionally, 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.

Suggested Characteristics

Characters in a horror-focused campaign might have distinct motivations and characteristics. Use the following tables to supplement your background's suggested characteristics or to inspire those of your own design.

d8 Personality Trait
1 I had an encounter that I believe gives me a special affinity with a supernatural creature or event.
2 A signature piece of clothing or distinct weapon serves as an emblem of who I am.
3 I never accept that I'm out of my depth.
4 I let people underestimate me, revealing my full competency only to those close to me.
5 I compulsively seek to collect trophies of my travels and victories.
6 I have morbid interests and a macabre aesthetic.
7 Nothing is more important than life, and I never leave anyone in danger.
8 I'm quick to jump to extreme solutions. Why risk a lesser option not working?
d6 Ideal
1 Adrenaline. I've experienced such strangeness that now I feel alive only in extreme situations. (Chaotic)
2 Bound. I've wronged someone and must work their will to avoid their curse. (Lawful)
3 Promise. My life is no longer my own. I must fulfill the dream of someone who's gone. (Good)
4 Revelation. I need to know what lies beyond the mysteries of death, the world, or the Mists. (Neutral)
5 Misdirection. I work vigorously to keep others from realizing my flaws or misdeeds. (Evil)
6 Truth. I care about the truth above all else, even if it doesn't benefit anyone. (Any)
d6 Bond
1 Everything I do is in the service of a powerful master, one I must keep a secret from everyone.
2 I've seen great darkness, and I'm committed to being a light against it—the light of all lights.
3 Someone I love has become a monster, murderer, or other threat. It's up to me to redeem them.
4 I deeply miss someone and am quick to adopt people who remind me of them.
5 I lost someone I care about, but I still see them in guilty visions, recurring dreams, or as a spirit.
6 A great evil dwells within me. I will fight against it and the world's other evils for as long as I can.
d6 Flaw
1 I believe doom follows me and that anyone who gets close to me will face a tragic end.
2 I am exceptionally credulous and believe any story or legend immediately.
3 I need to find the best in everyone and everything, even when that means denying obvious malice.
4 I have a reputation for defeating a great evil, but that's a lie and the wicked force knows.
5 I'm a skeptic and don't believe in the power of rituals, religion, superstition, or spirits.
6 I'm especially superstitious and live life seeking to avoid bad luck, wicked spirits, or the Mists.

Hermit

Source: Player's Handbook
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

Feature: Medical Researcher

You gain the Medic (SCoC) Feat.

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

Work with your DM to determine the details of your discovery and its impact on the campaign.

Suggested Characteristics

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

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.

Inheritor

Source: Sword Coast Adventurer's Guide
Skill Proficiencies: Survival, plus one from among Arcana, History, and Religion
Tool Proficiencies: Your choice of a gaming set or a musical instrument
Languages: any one of your choice.
Equipment: Your inheritance, a set of traveler's clothes, the tool you choose for this background's tool proficiency (gaming set or musical instrument), and a pouch containing 15 gp

Feature: Inherited Knowledge

You gain the Skilled (SCoC) feat.

Additionally, work with your Dungeon Master to choose your inheritance and come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.

The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.

When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.

Suggested Characteristics

Use the tables for the folk hero background on page 16 of this document as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as an inheritor.

Your bond might be directly related to your inheritance, or to the person from whom you received it. Your ideal might be influenced by what you know about your inheritance, or by what you intend to do with your gift once you realize what it is capable of.

Investigator

Source: Van Richten's Guide to Ravenloft
Skill Proficiencies: Investigation and Insight or Perception
Tool Proficiencies: Disguise kit, Thieves' tools
Equipment: A magnifying glass, evidence from a past case (choose one or roll for a trinket from the Horror Trinkets later in this chapter), a set of common clothes, and 10 gp

Feature: Private Eye

You gain the Investigator (SCoC) Feat.

Additionally, you're experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you're investigating. Those who aren't involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own. facing an enemy alone.

Suggested Characteristics

An Investigator is someone who seeks the truth, usually in regards to a crime. They tend to be very analytical and can sometimes miss the forest through the trees or end up with their foot in their mouth.

d8 Personality Trait
1 I'm always on the lookout for hints of anything out of place or untoward.
2 A signature piece of clothing or distinct weapon serves as an emblem of who I am.
3 I enjoy a good smoke break and carry a pipe with me wherever I go.
4 I refuse to let a case go cold; I always get my man.
5 When there's a mystery afoot, I'm the first on the scene.
6 I know a crime scene when I see one, even if others think I'm crazy.
7 I cope with my dangerous line of work with a quick wit and a healthy dose of sarcasm.
8 I'm not particularly fond of social situations, and treat them like interrogations.
d6 Ideal
1 Duty. I have a duty to the law and to my clients to solve the case. (Lawful)
2 Friendship. A good friend is worth a thousand criminal contacts. (Neutral)
3 Justice. Bringing evildoers to justice for the sake of the peace of mind of others is paramount. (Good)
4 Brutality. I do whatever it takes to catch criminals; violence, lying, or cheating included. (Evil)
5 Unpredictability. The best way to keep your target unaware is to be unpredictable. (Chaotic)
6 Truth. The truth is all that matters; nothing else even comes close. (Any)
d6 Bond
1 My mentor who taught me everything I know was murdered. I'm going to bring his killer to justice.
2 I will protect the community I work out of, no matter the cost.
3 An old flame of mine was taken by cultists. I'll rescue them no matter what.
4 My best friend is an ex-convict who owns a tavern. He keeps me posted on the goings-on in seedier circles.
5 My detective agency was burned down when I got too close to the truth. I'll find who did it and bring them in.
6 I'm still hunting leads on my last case. I'll solve it, no matter what.
d6 Flaw
1 I tend to overthink things, drawing absurd conclusions when something simpler would suffice.
2 I sold my soul to stop a crime lord. Someday, I'll get it back.
3 I revealed corruption within a religious order, and was labeled a heretic by that order's high priest.
4 My reputation as a do-gooder makes me a prime target for hits by crime bosses. I always have a target on my back.
5 I'm distrusting of everyone, and earning my absolute trust is a near-impossible feat.
6 I got the wrong man killed for a crime he didn't commit. His screams still haunt me at night.

Knight

Source: Player's Handbook
Skill Proficiencies: Athletics, History
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

Feature: Knight's Training

You gain the Inspiring Leader Feat.

Additionally, you have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. One of your retainers is a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood (This person could be your bond.). 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).

Your retainers can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.

Suggested Characteristics

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

d8 Personality Trait
1 My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
2 The common folk love me for my kindness and generosity.
3 No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
4 I take great pains to always look my best and follow the latest fashions.
5 I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.
6 Despite my noble birth, I do not place myself above other folk. We all have the same blood.
7 My favor, once lost, is lost forever.
8 If you 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 coddling from my family. (Chaotic)
4 Power. If I can attain more power, no one will tell me what to do. (Evil)
5 Family. Blood runs thicker than water. (Any)
6 Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)
d6 Bond
1 I will face any challenge to win the approval of my family.
2 My house's alliance with another noble family must be sustained at all costs.
3 Nothing is more important than the other members of my family.
4 I am in love with the heir of a family that my family despises.
5 My loyalty to my sovereign is unwavering.
6 The common folk must see me as a hero of the people.
d6 Flaw
1 I secretly believe that everyone is beneath me.
2 I hide a truly scandalous secret that could ruin my family forever.
3 I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.
4 I have an insatiable desire for carnal pleasures.
5 In fact, the world does revolve around me.
6 By my words and actions, I often bring shame to my family.

Knight of the Order

Source: Sword Coast Adventurer's Guide
Skill Proficiencies: Persuasion, plus one from among Arcana, History, Nature, and Religion, as appropriate for your order
Tool Proficiencies: Your choice of a gaming set or a musical instrument
Languages: any one of your choice.
Equipment: Your inheritance, a set of traveler's clothes, the tool you choose for this background's tool proficiency (gaming set or musical instrument), and a pouch containing 15 gp

Feature: Knightly Prestige

You gain the Skilled (SCoC) feat.

Additionally, 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 their 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, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.

Suggested Characteristics

Use the tables for the soldier background on page 34 of this document as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a knight of your order.

Your bond almost always involves the order to which you belong (or at least key members of it), and it is highly unusual for a knight's ideal not to reflect the agenda, sentiment, or philosophy of one's order.

Marine

Source: Ghosts of Saltmarsh
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Vehicles (Water, Land)
Equipment: A dagger that belonged to a fallen comrade, a folded flag emblazoned with the symbol of your ship or company, a set of traveler's clothes, and a belt pouch containing 10 gp

Feature: Steady Drinker

You gain the Tavern Brawler (SCoC) Feat.

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

Suggested Characteristics

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

d8 Personality Trait
1 I speak rarely but mean every word I say.
2 I laugh loudly and see the humor in stressful situations.
3 I prefer to solve problems without violence, but I finish fights decisively.
4 I enjoy being out in nature; poor weather never sours my mood.
5 I am dependable.
6 I am always working on some project or other.
7 I become cantankerous and quiet in the rain.
8 When the sea is within my sight, my mood is jovial and optimistic.
d6 Ideal
1 Teamwork. Success depends on cooperation and communication. (Good)
2 Code. The marines' code provides a solution for every problem, and following it is imperative. (Lawful)
3 Embracing. Life is messy. Throwing yourself into the worst of it is necessary to get the job done. (Chaotic)
4 Might. The strong train so that they might rule those who are weak. (Evil)
5 Bravery. To act when others quake in fear—this is the essence of the warrior. (Any)
6 Perseverance. No injury or obstacle can turn me from my goal. (Any)
d6 Bond
1 I face danger and evil to offset an unredeemable act in my past.
2 I. Will. Finish. The. Job.
3 I must set an example of hope for those who have given up.
4 I'm searching for a fellow marine captured by an elusive enemy.
5 Fear leads to tyranny, and both must be eradicated.
6 My commander betrayed my unit, and I will have revenge.
d6 Flaw
1 I grow combative and unpredictable when I drink.
2 I find civilian life difficult and struggle to say the right thing in social situations.
3 My intensity can drive others away.
4 I hold grudges and have difficulty forgiving others.
5 I become irrational when innocent people are hurt.
6 I sometimes stay up all night listening to the ghosts of my fallen enemies.

Mercenary Veteran

Source: Sword Coast Adventurer's Guide
Skill Proficiencies: Athletics, Persuasion
Tool 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 gain the Martial Adept feat.

Additionally, 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 who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook).

Suggested Characteristics

Use the tables for the soldier background on page 34 of this document as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a mercenary.

Your bond could be associated with the company you traveled with previously, or with some of the comrades you served with. The ideal you embrace largely depends on your worldview and your motivation for fighting.

Noble

Source: Player's Handbook
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

Feature: Noble Magic

You gain the Magic Initiate (SCoC) Feat, but you must choose your spells from the Wizard or Bard lists.

Additionally, 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.

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 coddling from my family. (Chaotic)
4 Power. If I can attain more power, no one will tell me what to do. (Evil)
5 Family. Blood runs thicker than water. (Any)
6 Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)
d6 Bond
1 I will face any challenge to win the approval of my family.
2 My house's alliance with another noble family must be sustained at all costs.
3 Nothing is more important than the other members of my family.
4 I am in love with the heir of a family that my family despises.
5 My loyalty to my sovereign is unwavering.
6 The common folk must see me as a hero of the people.
d6 Flaw
1 I secretly believe that everyone is beneath me.
2 I hide a truly scandalous secret that could ruin my family forever.
3 I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.
4 I have an insatiable desire for carnal pleasures.
5 In fact, the world does revolve around me.
6 By my words and actions, I often bring shame to my family.

Outlander

Source: Player's Handbook
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrumentt
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

Feature: Superior Survivalist

You gain the Survivalist (SCoC) Feat.

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

Suggested Characteristics

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

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.

Pirate

Source: Player's Handbook
Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: Navigator's tools, vehicles (water)
Equipment: A belaying pin (club), silk rope (50 feet), 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: Vicious Reputation

You gain the Menacing (SCoC) Feat.

Additionally, no matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

Suggested Characteristics

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

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 Naval officers murdered my captain and crewmates, impounded 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.

Sage

Source: Player's Handbook
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

Feature: Superior Survivalist

You gain the Arcanist (SCoC) Feat.

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

Suggested Characteristics

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

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.

Sailor

Source: Player's Handbook
Skill Proficiencies: Athletics, Perception
Tool Proficiencies: Navigator's tools, vehicles (water)
Equipment: A belaying pin (club), silk rope (50 feet), 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: Sailor's Eyes

You gain the Perceptive (SCoC) Feat.

Additionally, 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.

Shipwright

Source: Ghosts of Saltmarsh
Skill Proficiencies: History, Sleight of Hand
Tool Proficiencies: Carpenter's tools, Vehicles (water)
Equipment: A set of well-loved carpenter's tools, a blank book, 1 ounce of ink, an ink pen, a set of traveler's clothes, and a leather pouch with 10 gp

Feature: Ship's Handyman

You gain the Chef (SCoC) Feat.

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

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 I love talking and being heard more than I like to listen.
2 I'm extremely fond of puzzles.
3 I thrive under pressure.
4 I love sketching and designing objects, especially boats.
5 I'm not afraid of hard work—in fact, I prefer it.
6 A pipe, an ale, and the smell of the sea: paradise.
7 I have an endless supply of cautionary tales related to the sea.
8 I don't mind getting my hands dirty.
d6 Ideal
1 Crew. If everyone on deck pitches in, we'll never sink. (Good)
2 Careful Lines. A ship must be balanced according to the laws of the universe. (Lawful)
3 Invention. Make what you need out of whatever is at hand. (Chaotic)
4 Perfection. To measure a being and find it lacking is the greatest disappointment. (Evil)
5 Reflection. Muddied water always clears in time. (Any)
6 Hope. The horizon at sea holds the greatest promise. (Any)
d6 Bond
1 I must visit all the oceans of the world and behold the ships that sail there.
2 Much of the treasure I claim will be used to enrich my community.
3 I must find a kind of wood rumored to possess magical qualities.
4 I repair broken things to redeem what's broken in myself.
5 I will craft a boat capable of sailing through the most dangerous of storms.
6 A kraken destroyed my masterpiece; its teeth shall adorn my hearth.
d6 Flaw
1 I don't know when to throw something away. You never know when it might be useful again.
2 I get frustrated to the point of distraction by shoddy craftsmanship.
3 Though I am an excellent crafter, my work tends to look as though it belongs on a ship.
4 I am so obsessed with sketching my ideas for elaborate inventions that I sometimes forget little thing like eating and sleeping.
5 I'm judgmental of those who are not skilled with tools of some kind.
6 I sometimes take things that don't belong to me, especially if they are very well made.

Smuggler

Source: Ghosts of Saltmarsh
Skill Proficiencies: Athletics, Deception
Tool Proficiencies: Vehicles (water)
Equipment: A fancy leather vest or a pair of leather boots, a set of common clothes, and a leather pouch with 15 gp

Feature: Ship's Handyman

You gain the Silver-Tongued (SCoC) Feat.

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

Suggested Characteristics

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

d8 Personality Trait
1 I love being on the water but hate fishing.
2 I think of everything in terms of monetary value.
3 I never stop smiling.
4 Nothing rattles me; I have a lie for every occasion.
5 I love gold but won't cheat a friend.
6 I enjoy doing things others believe to be impossible.
7 I become wistful when I see the sun rise over the ocean.
8 I am no common criminal; I am a mastermind.
d6 Ideal
1 Wealth Heaps of coins in a secure vault is all I dream of. (Any)
2 Smuggler's Code I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful)
3 All for a Coin I'll do nearly anything if it means I turn a profit. (Evil)
4 Peace and Prosperity I smuggle only to achieve a greater goal that benefits my community. (Good)
5 People For all my many lies, I place a high value on friendship. (Any)
6 Daring I am most happy when risking everything. (Any)
d6 Bond
1 My vessel was stolen from me, and I burn with the desire to recover it.
2 I intend to become the leader of the network of smugglers that I belong to.
3 I owe a debt that cannot be repaid in gold.
4 After one last job, I will retire from the business.
5 I was tricked by a fellow smuggler who stole something precious from me. I will find that thief.
6 I give most of my profits to a charitable cause, and I don't like to brag about it.
d6 Flaw
1 Lying is reflexive, and I sometimes engage in it without realizing.
2 I tend to assess my relationships in terms of profit and loss.
3 I believe everyone has a price and am cynical toward those who present themselves as virtuous.
4 I struggle to trust the words of others.
5 Few people know the real me.
6 Though I act charming, I feel nothing for others and don't know what friendship is.

Soldier

Source: Player's Handbook
Skill Proficiencies: Athletics, Survival
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 bone dice set or playing card set, a set of common clothes, and a belt pouch containing 10 gp

Feature: Military Training

You gain the Weapon Master (SCoC) Feat.

Additionally, 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. (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 that cost many lives—and I would do anything to keep that mistake secret.
4 My hatred of my enemies is blinding 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.

Urban Bounty Hunter

Source: Sword Coast Adventurer's Guide
Skill Proficiencies: Stealth and one from among Deception, Insight, Persuasion.
Tool 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 and a pouch containing 20 gp

Feature: Shadowed Hunter

You gain the Stealthy (SCoC) feat.

Additionally, you are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Suggested Characteristics

Use the tables for the criminal background on page 11 of this document as the basis for your bounty hunter's traits and motivations, modifying the entries when appropriate to suit your identity as a bounty hunter.

For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable.

Urchin

Source: Player's Handbook
Skill Proficiencies: Animal Handling, Sleight of Hand
Tool Proficiencies: Disguise kit, Thieves' tools
Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp

Feature: Nosy Mouse

You gain the Animal Handler (SCoC) Feat.

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

Suggested Characteristics

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

d8 Personality Trait
1 I hide scraps of food and trinkets away in my pockets.
2 I ask a lot of questions.
3 I like to squeeze into small places where no one else can get to me.
4 I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
5 I eat like a pig and have bad manners.
6 I think anyone who's nice to me is hiding evil intent.
7 I don't like to bathe.
8 I bluntly say what others 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. (Any)
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 than fight fair.
5 It's not stealing if I need it more than someone else.
6 People who can't take care of themselves get what they deserve.

Uthgardt Tribe Member

Source: Sword Coast Adventurer's Guide
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument or artisan's tools
Languages: One of your choice.
Equipment: A hunting trap, a totemic token or set of tattoos marking your loyalty to Uthgar and your tribal totem, a set of traveler's clothes, and a pouch containing 10 gp

Feature: Uthgardt Survivalist

You gain the Survivalist (SCoC) feat.

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

Suggested Characteristics

Use the tables for the outlander background on page 28 of this document as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of an Uthgardt tribe.

Even if you have left your tribe behind (at least for now), you hold to the traditions of your people. You will never cut down a still-living tree, and you may not countenance such an act being done in your presence. The Uthgardt ancestral mounds - great hills where the totem spirits were defeated by Uthgar and where the heroes of the tribes are interred - are sacred to you.

Your bond is undoubtedly associated with your tribe or some aspect of Uthgardt philosophy or culture (perhaps even Uthgar himself). Your ideal is a personal choice that probably hews closely to the ethos of your people and certainly doesn't contradict or compromise what being an Uthgardt stands for.

Waterdhavian Noble

Source: Sword Coast Adventurer's Guide
Skill Proficiencies: History, Persuasion
Tool Proficiencies: One type of gaming set or 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

Feature: Stylish Living

You gain the Diplomat (SCoC) feat.

Additionally, 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.

Suggested Characteristics

Use the tables for the noble background in on page 27 of this document as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of a Waterdhavian family.

Like other nobles, you were born and raised in a different world from the one that most folk know - one that grants you privilege but also calls you to fulfill a duty befitting your station. Your bond might be associated with your family alone, or it could be concerned with another noble house that sides with or opposes your own. Your ideal depends to some extent on how you view your role in the family, and how you intend to conduct yourself in the world at large as a representative of your house.

New Background


Exiled Cultist

Skill Proficiencies: Arcana, Religion
Tool Proficiencies: Alchemist's Tools
Languages: Choose one from Abyssal, Celestial, Draconic, Infernal, Primordial.
Equipment: A knife made for use in a ritual, a book full of notes on the cult you were part of, common clothes, and a belt pouch containing 15 gp

Feature: Ritual Master

You gain the Rtiual Caster (SCoC) Feat, but must take spells from the Warlock Spell List.

Additionally, you know much of the cult you were part of, the being(s) they worshiped, the fine details of rituals they performed, and how they operated. If you don't know something, you can find the right person to get information out of - even if you have to do it the hard way.

Suggested Characteristics

Exiled Cultists were once part of a cult. It's likely some devotion to the purpose of the cult remains, but might be more or less extreme - hence their status as an exile.

d8 Personality Trait
1 I'm constantly looking for new information on the being my cult worshiped.
2 I believe that I am the true heir to my cult's original purpose.
3 I seek out information on the cult I left to put a stop to them.
4 I'm constantly looking over my shoulder for cultist assassins.
5 I have stared into the darkness... and it stared back.
6 I am hesitant to trust new people, lest I get swept into another cult.
7 I perform rituals at the end of every day.
8 I struggle to sleep after the things I've seen.
d6 Ideal
1 Redemption. Even the worst people can change if they try.
2 Unity. It is through unity that knowledge is gained. (Lawful)
3 Chaos. The arrival of the being my cult worshiped will throw the world into glorious chaos. (Chaotic)
4 Power. You should stab whoever you need to in the back to gain power. (Evil)
5 Escape. Getting away from a terrible past is all that matters. (Neutral)
6 Life. People should be able to live freely without any worries. (Any)
d6 Bond
1 A friend of mine was able to convince me to leave my cult.
2 I grew up in the cult, and I still yearn for the order it gave me.
3 The being my cult worshiped spoke to me, which drove me to leave and follow its will.
4 I found out that the cult I was in was just a scheme to make money thanks to another exile. I hope to pay them back someday.
5 I helped sacrifice a noble's child and I feel immense guilt. I hope to make things right someday.
6 I have crucial notes that will allow the creature my old cult worshiped to be summoned into this plane. I must guard them, even at the cost of my life.
d6 Flaw
1 I am being hunted, and I hide this from those I meet which puts them in danger.
2 I still believe in some things that my old cult espoused.
3 I have brief bouts of paranoia-induced madness when exposed to anything tied to my old cult.
4 I will do anything to escape my old cult, even kill innocents.
5 Someone innocent was sacrificed to the cult's figure of worship by my hand, and I am fine with this.
6 I still wear a symbol of my cult, and refuse to be rid of it. This makes me a target of my cult's enemies.

New Races


Human (Revised Variant)

Ability Scores. Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
Size. You are Medium.
Speed. You have 30 feet of walking speed..
Creature Type. You are a Humanoid.
Adaptable. You are proficient in one Skill and One type of Artisan's Tools of your choice.
Expert. Choose one Skill with which you are Proficient. You may double your proficiency bonus whenever you make a Skill Check using that Skill.
Languages. You speak, read and write Common and one other language of your choice.

Custom Lineage (Revised)

Instead of choosing one of the game's races for your character at 1st level, you can use the following traits to represent your character's lineage, giving you full control over how your character's origin shaped them:
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
Size: You are Medium or Small. You choose the size when you select this race.
Speed: You have 30 feet of walking speed..
Creature Type. You are a humanoid. You determine your appearance and whether you resemble any of your kin.
Darkvision. You have darkvision out to 60 feet.
Skill Proficiency. You have proficiency in one skill of your choice.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Your race is considered to be a Custom Lineage for any game feature that requires a certain race, such as elf or dwarf. This means that you do not qualify for any Feat, Subclass, or other feature that would require you to be a specific Race.

Credits

Art (In Order)

Other

Additions: Me, SmugCoffeeMan

Fan Content Policy

This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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