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Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served an aberrant master that you now deny.
Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served an aberrant master that you now deny.
:'''Skill Proficiencies.''' Insight, Religion
:'''Skill Proficiencies.''' Insight, Religion
:'''Languages.''' High-Speech and one other language of your choice
:'''Languages.''' High-Speech, Proto-High-Speech and one other language of your choice
:'''Equipment.''' A Holy Symbol, 5 Sticks of Incense, Vestments, Common Clothes, and 15GP
:'''Equipment.''' A Holy Symbol, 5 Sticks of Incense, Vestments, Common Clothes, and 15GP


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:'''Rustic Hospitality'''
:'''Rustic Hospitality'''
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. You can also tell tales of your greatness to either inspire allies. As an action you can give up to five within 15ft of you a number of Temporary Hit Points equal to your level, or give them advantage on the next skill check they make within the next minute. You can use this action once before needing to take a long rest to use it again.
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. You can also tell tales of your greatness to either inspire allies. As an action you can give up to five within 15ft of you a number of Temporary Hit Points equal to your level, or give them advantage on the next skill check they make within the next minute. You can use this action once before needing to take a long rest to use it again.
=== Gambler ===
All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you’re a good gambler or a bad one rarely matters, because no one can divine the whims of Lady Luck. Sometimes you’re up, sometimes you’re down. But the thing about gambling is that someone is always willing to take a bet.
:'''Skill Proficiencies:''' Deception, Insight
:'''Tool Proficiencies:''' One gaming set
:'''Languages:''' Any one of your choice
:'''Equipment:''' One gaming set, a lucky charm, a set of fine clothes, and a belt pouch containing 15 gp
:'''Never Tell Me the Odds.'''
Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM’s determination. You can also reroll an ability check, saving throw, or attack roll you make as a reaction, regaining the use of this ability after you finish a long rest.
=== Guild Artisan ===
You are a member of an artisan’s guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.
:'''Skill Proficiencies:''' Insight, Persuasion
:'''Tool Proficiencies:''' One type of artisan’s tools
:'''Languages:''' One of your choice
:'''Equipment:''' A set of artisan’s tools (one of your choice), a letter of introduction from your guild, a set of traveler’s clothes, and a pouch containing 15 gp
:'''Guild Membership.'''
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
Also being established in a guild, you can sell products of the type your guild makes for full price, instead of half the price as is usual for adventurers.
=== Ex-Twisted ===
You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.
You were twisted by one of the seven Aberrant Lords in the Twisted Lands, you've since been cured, but those buried memories can never be brought up without risk of you going mad.
:'''Skill Proficiencies:''' Choose two from among Arcana, Investigation, Religion, or Survival
:'''Languages:''' Aeberez, Proto-Aeberez, and one other language of your choice.
:'''Equipment:''' A monster hunter’s pack, one trinket, a set of common clothes, and 1 sp.
:'''Heart of Darkness.''' Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone. You also have advantage on saving throws against being frightened and cannot be Twisted.

Revision as of 19:56, 26 July 2022

Backgrounds

You used to do something before adventure, something that gave you unique skills. The following are a list of backgrounds that represent your life before adventure.

Acolyte

You have spent your life in the service of a temple and act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served an aberrant master that you now deny.

Skill Proficiencies. Insight, Religion
Languages. High-Speech, Proto-High-Speech and one other language of your choice
Equipment. A Holy Symbol, 5 Sticks of Incense, Vestments, Common Clothes, and 15GP


Shelter of the Faithful. As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your faith. 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) with a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
You also have lesser magical power, you know the Thaumaturgy cantrip and use Wisdom as your spellcasting modifier.

Anthropologist

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

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


Linguist. You can communicate with humanoids who don’t speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures—enough to communicate on a rudimentary level.
Additionally, it takes you only 100 days of work, costing 1GP a day to learn a language, as opposed to 250 days of work, costing 1GP a day.

Archaeologist

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

Skill Proficiencies: History, Survival
Tool Proficiencies: Cartographer’s Tools or Navigator’s Tools
Languages: One of your choice
Equipment: A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner’s pick, a set of traveler’s clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25 gp


Historical Knowledge. When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, ìqáalìe, or some other known race. In addition, you can determine the monetary value of art objects more than an Age old.
You also have advantage on Intelligence (History) in relation to history that is more than an Age old.

Athlete

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

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


Echoes of Victory. You have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent chance you can find someone there who admires you and is willing to provide information or temporary shelter. Additionally, you have advantage on saving throws against Exhaustion and can treat your exhaustion level as one level lower then what it is.

Charlatan

You have always had a way with people. You know what makes them tick, you can tease out their hearts’ desires after a few minutes of conversation, and with a few leading questions you can read them like they were children’s books. It’s a useful talent, and one that you’re perfectly willing to use for your advantage. You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you’re around. The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment — nothing more than a bit of fat with a sprinkle of silver dust — can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal.

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


False Identity

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

Investigator

You have served the community where you grew up, standing as its first line of defense against crime. You aren’t a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe. Even if you’re not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community.

Skill Proficiencies: Athletics, Insight
Languages: Two of your choice
Equipment: A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp


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

Cloistered Scholar As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of Drakomere’s great institutes of learning, where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home—not to abandon it, but to quest for new lore to add to its storehouse of knowledge.

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


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

Courtier

In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position. Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.

Skill Proficiencies: Insight, Persuasion
Languages: Two of your choice
Equipment: A set of fine clothes and a pouch containing 5 gp
Court Functionary. Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are. You also know the Prestidigitation cantrip and use your Intelligence for its spellcasting ability

Criminal

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

Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One type of gaming set, thieves’ tools
Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch containing 15 gp


Criminal Contact. You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. Also when you roll Deception or Stealth and roll a 7 or lower on the die, you can treat the number on the die as an 8. You can do this a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.

Entertainer

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

Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: Disguise kit, one type of musical instrument
Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a pouch containing 15 gp


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

Fisher

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

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


Harvest the Water. You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day. Additionally you have advantage on animal handling checks made against bests with swimming speeds. Additionally, when you make an attack against a creature with a swimming speed, you can give yourself advantage on the attack roll. You can give yourself advantage on a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.

Folk Heroes

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

Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: One type of artisan’s tools, vehicles (land)
Equipment: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp
Rustic Hospitality

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. You can also tell tales of your greatness to either inspire allies. As an action you can give up to five within 15ft of you a number of Temporary Hit Points equal to your level, or give them advantage on the next skill check they make within the next minute. You can use this action once before needing to take a long rest to use it again.

Gambler

All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you’re a good gambler or a bad one rarely matters, because no one can divine the whims of Lady Luck. Sometimes you’re up, sometimes you’re down. But the thing about gambling is that someone is always willing to take a bet.

Skill Proficiencies: Deception, Insight
Tool Proficiencies: One gaming set
Languages: Any one of your choice
Equipment: One gaming set, a lucky charm, a set of fine clothes, and a belt pouch containing 15 gp


Never Tell Me the Odds.

Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM’s determination. You can also reroll an ability check, saving throw, or attack roll you make as a reaction, regaining the use of this ability after you finish a long rest.

Guild Artisan

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

Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: One type of artisan’s tools
Languages: One of your choice
Equipment: A set of artisan’s tools (one of your choice), a letter of introduction from your guild, a set of traveler’s clothes, and a pouch containing 15 gp


Guild Membership.

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

Ex-Twisted

You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you. You were twisted by one of the seven Aberrant Lords in the Twisted Lands, you've since been cured, but those buried memories can never be brought up without risk of you going mad.

Skill Proficiencies: Choose two from among Arcana, Investigation, Religion, or Survival
Languages: Aeberez, Proto-Aeberez, and one other language of your choice.
Equipment: A monster hunter’s pack, one trinket, a set of common clothes, and 1 sp.
Heart of Darkness. Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone. You also have advantage on saving throws against being frightened and cannot be Twisted.