Backgrounds

## **Adventurer**

You come from a family background of adventuring. It could be that your mother or father were adventurers, or that one of your grandparents adventured in their youth. You have an understanding of how adventuring works and you have learned some things through tales told by one of your family members.

**Examples**

*Maybe your parents were adventurers*

*Maybe you were rescued by a group of adventurers who then raised you*

*Maybe being an adventurer is a respectable profession in your homeland*

*Maybe you ran away at a young age to become an adventurer*

*Maybe you grew up in an adventurers guild hall*

*Maybe you're just starting out new and fresh to the profession*

Whatever the case is, you are willing and able to do work that nobody in their right mind would even consider. As the child of an adventurer, you have likely traveled extensively, encountered violence and death, are comfortable around magic, and have likely heard of many a strange, terrible, and wonderful things. Many professional adventurers use a sort of professional slang or jargon resembling game terms, such as referring to people by their perceived "level", or ranking enemies by supposed "challenge ratings" and you are familiar with this slang.

What set you on this path? Was it the stories they told or the call of wealth and fame? Do your adventurer parents approve of this calling? Are you just a mercenary or are you a true adventurer?

**Skill Proficiencies:** Athletics or Acrobatics, and Insight or Perception

**Tool Proficiencies:** Thieves' Tools.

**Languages:** You may speak two exotic languages, or you may be fully literate with one standard language.

**Equipment:** A wooden training sword, a set of traveler's clothes, a small pouch containing 5gp, a shovel, a crowbar, one trophy, (such as a trinket from PHB p.160) one cloak.

**Party Role**

No adventurer is as great as the party, for no adventurer is quite alike. They must depend on the unique talents and tactics of their party to succeed in their dangerous world.

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**Feature: Beloved Outcast**

You can always find a job, but somehow you can never find a place to sleep. People know you're good for the work, but the fact that you are indicates that you're probably not the sort of person they want to have around. People view adventurers in a mixed light with conflicting values. On the one hand, most adventurers are nothing more than murderous, grave-robbing vagrants. On the other hand, who else will rob that grave and murder those local bullies for you? Most common folk consider adventurers to be dangerous, unpredictable, and probably insane... But in a world filled with slavers, mad cults, dragons, walking dead, pit fiends, and extradimensional horrors, just about everyone could find a use for a psychotic sell-sword.

Adventurers who survive and reach higher renown may find they have a small following of supporters or fans, but even they may cringe at the idea of that adventurer spending an evening in their home.

Most adventurers by profession are members of an adventurers guild through which they can readily attain professional work and contacts in the field.

**Suggested Characteristics**

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

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## **Alchemist**

One or both of your parents was an alchemist in a town or a
city as an Alchemist. Maybe working for the ruler of the settlement or for
themselves trying to earn a living. Working with chemicals and potions has
given you a large array of knowledge of how to make such concoctions. You paid
attention and picked up a few things along the way to adulthood and now you can
use these skills to make potions, deadly poisons, or primitive explosives (if
your DM allows it).

**Skill Proficiencies:** Arcana and Medicine

**Tool Proficiencies:** Alchemist's Supplies

**Languages:** 1 Chosen language

**Equipment:** Alchemist's supplies, 1d4+2 Books on Alchemical
Formula, a belt pouch with 2d4 GP and common clothes

**Feature: Experimenter**

Based on experiments you observed in your youth, you know
where to go when attempting to identify the uses for new components to be used.

**Feature: Potion Brewer**

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

**Suggested Characteristics**

Alchemists pride themselves on making more effective
concoctions, you will always strive and spend your spare time trying to make
yours more effective.

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protect him/her if need be

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## **Apothecary**

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

**Skill Proficiencies:** Medicine, Nature

**Tool Proficiencies:** Herbalism kit.

**Languages:** One of your choice.

**Equipment:** Herbalism kit, a merchant’s scale, a set of
common clothes, and a belt pouch containing 10 gp.

**Feature: Medical Profession**

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

**Suggested Characteristics**

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

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follow my example

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understand the maladies afflicting them (Any)

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eliminate a particular disease from existence

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not the people themselves

## **City Guard**

City Guards come from all walks of life, whether they be
born into it, a retired solider or mercenary, a reformed criminal or perhaps
just your average citizen in need of a job. They form the back bone of law and
order but also form an effective fighting unit in the event of a siege or
bandit raid. Garrisons vary wildly depending on location and culture. Some are
the perfect aspiration of honor and justice while others are little better than
enforcers for the local ruler.

Important things for a City Guard to consider are:

*How did your father/mother end up a guard?*

*What city are you from? Why did you leave?*

*What was their garrison like?*

**Skill Proficiencies:** Athletics or Acrobatics and Insight or
Investigation

**Tool Proficiencies:** Musical Instrument – Horn

**Languages:** Choose one Standard Language

**Equipment:** Instrument-Horn, a set of common clothes, City
Insignia on a necklace, pair of shackles and 2 keys, Guards Cloak and a belt
pouch containing 10gp.

During your father/mother's time as a guardsman what duties
did they most frequently carry out?

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**Feature: One of the Guard**

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

**Suggested Characteristics**

City Guards end up in their line of work for all manner of
reasons so their personalities and flaws are often as varied as the citizens
they protect.

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## **Diplomat**

You were raised in the home of a diplomat, a person
appointed by a nation to conduct diplomacy with one or more other nations. The
main functions of diplomats are; representation and protection of the interests
and nationals of the sending nation; initiation and facilitation of strategic
agreements; treaties and conventions; promotion of information; trade and
commerce; technology; and friendly relations.

Seasoned diplomats of international repute may be members of
an international committee, or be employed by multinational companies for their
experience in management and negotiating skills. Diplomats are members of
foreign services and diplomatic corps of various nations of the world. Diplomats
are the oldest form of any of the foreign policy institutions of the state,
predating by centuries foreign ministers and ministerial offices.

**Skill Proficiencies:** Persuasion, Insight

**Languages:** 2 of your choice

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

**Diplomatic Rank**

Diplomats have different specializations, and traits are
often also present in their adventuring careers. What did you do during your
time as a diplomat?

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**Feature: Diplomatic Immunity**

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

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must do my best to make them happen (Neutral)

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tyrants, all with just a quill

**Flaw**

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recognize the truth anymore

## E**xpatriate**

**(Clerics and Paladins Only)**

The Expatriate is a holy person, be it a cleric or paladin,
that has become disillusioned with either the government or the religious order
they belonged to and left that organization to move on as an independent.
Rather than take their orders from a government official or a religious leader,
they now follow the edicts of their god or goddess, cutting out the middle man,
so to speak. They are highly suspicious of government and organized religion
and rarely accept a mission handed down from those two entities, preferring to
do “what is right” by themselves and their moral beliefs. In using this background,
it can be used as a child of an expatriate or as an expatriate themselves, but
this will need to be explained in the character’s backstory in full.

**Skill Proficiencies:** Insight
and Religion

**Tool Proficiencies:** Blacksmithing
tools (armor repair)

**Equipment:** Explorer’s
Pack, pouch with 10 gp, canon (bible) of their chosen deity, small tent and 1 vial
of holy water.

**Feature: Hero of the People**

Though they no
longer follow the orders of any particular organization, their past deeds and
actions have made them a hero of the people (perhaps not in the literal sense).
While interacting with the common people, the Expatriate gains proficiency in Persuasion
(If they do not have proficiency in Persuasion. If they have proficiency, they
gain double proficiency. If they have double proficiency, they gain an
additional +2 to their skill check). While interacting with government
officials or religious order members, they suffer a penalty to Persuasion equal
to their proficiency bonus.

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rush to judgment

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their fold. I will make a name for myself based on my own deeds and actions
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follow my god/goddess and act in their name, regardless (Any)

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station

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something. I never know where my next payday might come from or when.

## **Hunter**

You are a hunter. Whether you hunt oddities or normal
animals, you have become adept at tracking, predicting, and killing your chosen
prey.

**Skill Proficiencies:** Choose two from Nature, Stealth, Animal
Handling and Survival

**Tool Proficiencies:** Leather worker's tools, and Herbalism
kit or Poisoner's kit

**Languages:** Language of your chosen prey, if they don't have
one you can choose one language.

**Equipment:** Herbalism kit or Poisoner's kit, Skinning knife,
Leather worker's tools, a trophy from your best hunt (i.e. a bear's claw or
deer antlers), and an animal companion.

**Specialization**

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**Feature: Hunter Merchant**

You know how to sell pelts, antlers, heads, and meat from
your prey for the most you can get out of them. (sell them for twice the normal
price)

Alternate Feature:
Hunter Scavenger

You know how to scavenge and use every part of an animal,
you can cook and eat the meat, make knifes out of antlers, and make clothes and
blankets out of pelts. You also can make them into rations easily. It takes you
half the time to make rations then someone else. Creating the rations requires
a fire(for smoking meat) nuts and berries, and some sort of package.

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game (Any)

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title of natural

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my territory"

## **Innkeeper**

Growing up within the walls of an inn, throughout your
entire life, you've heard of the grand adventures by grander adventurers, and
from the amount of heroes that pass through your family Inn you've finally
become fed up, and have decided to start up the adventuring life of your own,
with from what you've rangled up spare from lost property to using card games
to earn a little extra gold, you saved up enough to begin your adventure,
leaving the Inn to your parents, you set out and begin a new chapter in your
life.

**Skill Proficiencies:** Persuasion, Insight

**Tool Proficiencies:** Brewer's Supplies or Cook's Untensils

**Languages:** One of your choice

**Equipment:** Brewer's Supplies or Cook's Utensils, One bottle
of alcohol of your choice, The deed of the Inn you

own, A flask with alcohol of your choice, and a pouch with
15 gold

**Innkeeper Trait**

Your parents built this establishment from the ground up and
have learnied a few tricks on the way, from honing your skills in a fight to
keeping your ears open for news and gossip, over the years you've developed a
certain skill.

**Specialization**

through the inn, you have picked up a few key phrases from other languages, you
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you have learned to notice the smaller movements, you gain proficiency in
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you're started to implement some tricks into daily life, you gain proficiency
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point where it is exhausting, you've learned to resolve issues with words
instead of weapons. You can now cast Vicious Mockery as an action, Charisma is
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the bar, telling great tales and heroics, as well as lore, you gain proficiency
in History

**Suggested Characteristics**

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will always take it (Any)

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## **Librarian**

You spent a great deal of time at the library in your town
and village before you had begun to adventure out into the world beyond. In
that time you had read a lot and gained a few skills from all your reading. What
had driven you away from the library? Was it a search for knowledge? A must to
see the world the books described? Or was it something else that caused you to
leave? Honestly, it was all three wrapped in one. You left with the skills you
earned from the books may help you in this quest and your adventuring party.
Why you left is a secret only you and the DM know and one you will share with your
party once you have travelled a fourth's nigh away from your village and are
sure they are trust worth with such information.

**Skill Proficiencies:** Arcana, History

**Languages:** one exotic Language of your choice

**Equipment:** A tome or text (about a great war, person, or
Artifact), 5 sheets of parchment, an ink bottle, a feather pen, a set of common
clothes and a pouch containing 10 gp.

**Feature: Researcher**

When you attempt to learn or recall a piece of lore, if you
do not know that information, you often know where and from whom you can obtain
it. Usually, this information comes from a library, scriptorium, university, or
a sage or other learned person or creature. When you hear a creature speaking,
you can identify exactly what language it is using, but cannot translate it if
you aren't proficient in the language. 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**

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are larger than necessary

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it (Chaotic)

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the only one who knows where the key is

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## **Monastic**

At a young age you were brought to the monastery. You have
little to no memory of your old life. You have trained with your brothers and
sisters for as long as you can remember. This background is specific to Monks.
It is for The Monk who has spent most of his childhood and all his adult life
in the monastery. Work with your DM to flesh out your specific monastery. Add
what races and Genders are members. Add its location and area of influence.

**Skill Proficiencies:** Athletics, Perception

**Tool Proficiencies:** One type of Artisan's Tools (Choose one
appropriate for your monastery)

**Languages:** One of your choice

**Equipment:** A set of artisan's tools, Monastic symbol(ie.
beads,ring, necklace), Clothes, Pouch with 10 gp.

**Feature: Monastic Influence**

While in the Area where the monastery has influence people
will tend to be helpful and friendly to the monk and his party.

**Suggested Characteristics**

Monks tend to be quiet around strangers but within the walls
of their monastery they tend to be a lot more open. Again this may depend on
exactly what type of monastery the player and DM create (ie. vows of silence,
monastic brewery, ect.)

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but it is beyond me. I can punch and kick with the best of them but all this inner
peace stuff is just not happening. Oh well, maybe one day.

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first understand myself (Any)

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parents were or why they brought me to the monastery

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specific race, nobility, etc) and find myself stammering, blushing and loose
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travel with me must meditate with me at least once a day or I will refuse to
help

## **Smuggler**

You have spent your life hiding in the darkness, making
shady deals behind closed doors. What led you to engage in a life of crime? Do
you crave the thrill of lawbreaking, or did you enter the profession to pay off
a debt, risking your hide on behalf of a less than honorable noble? A smuggler
is an individual trained in the art of acquisition, a professional thug who can
deliver anything, for a price. Smugglers tend to be more bold criminals than
most, preferring bribery or distraction over subterfuge and stealth. But the
real question is why did you stop? Were you apprehended? Have a change of
heart? Was your method no longer viable? For whatever reason, you have left
your old life in favor of a life of adventure.

**Skill Proficiencies:** Deception, Sleight of Hand, or Stealth
(choose 2)

**Tool Proficiencies:** Forgery kit

**Languages:** One of your choice

**Equipment:** One set of hooded common clothes, backpack with
hidden compartment, forgery kit, and a belt pouch containing 15 gp.

**Smuggled Item Speciality**

A smuggler is no good without illicit goods to transport!
Roll on the table below or work with your DM to define another category of
controlled substances your character tends to acquire. You can choose what
smuggled item was your speciality, based on the following choices: Addictive
Substances, Alchemical Ingredients/Potions, Exotic Creatures, Discounted Wares,
Weaponry, and Antiquities. Then you choose a favored method of smuggling those
goods from the list provided: Hidden compartments in a barrel, Loose footboard
on a ship, Secret tunnels, or by Portals.

**Feature: Careful Selection**

Some close brushes with the law have taught you that not
every city guard can be bribed, and some people are simply too keen to miss
minute discrepancies. This feature allows you to study a person and gain
insight into whether or not they would accept a bribe, or to pick up on whether
they are exceptionally more perceptive than you. It does not reveal how
expensive a bribe may be for a given situation, however.

**Alternate Feature: Trained Eye**

Extensive practice concealing at items has given you an
uncanny ability to tell when someone is hiding something. Whether someone is
telling a half-truth or actively hiding a dagger in their belt, you can always
tell when there is more to a person than meets the eye.

**Suggested Characteristics**

Smugglers are a highly charismatic and highly diverse bunch.
They cover a wide variety of personalities, ranging from the boisterous street
hawker with a "special selection" to the burly sailor who brazenly
sells his wares after bribing the guards to look away. Your traits should
reflect the tactics you see yourself using.

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undermine my work. I only associate with my business partners behind locked
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suspects anything when you seem like you know what you're doing.

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smuggling is just an edge I can use to do so.  (Neutral)

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publicly denounced me, and I am caught between protecting my reputation and
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under my nose- but they have no idea who I am or how much I admire them for
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my greatest motivator, I'll do almost anything given enough of it, even if I'll
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who knows me well might call me "two faced" but those who don't have,
have no idea what hit them