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7 categories

Backgrounds

117 of 117 entries · Showing 1–50

Acolyte

Proficiencies

Insight, Religion

Traits

Description

Description

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

Choose a god, a pantheon of gods, or some other quasi-divine being from among those listed in appendix B or those specified by your DM, and work with your DM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.

• Skill Proficiencies: Insight, Religion

• Languages: Two of your choice

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

Source: Player's Handbook p. 127

Feature: Shelter of the Faithful

Description

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

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

Suggested Characteristics

Description

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 and sacrifice must be preserved and upheld. (Lawful)

2 | Charity. I always try to help those in need, no matter what the personal cost. (Good)

3 | Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)

4 | Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful)

5 | Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)

6 | Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any)

d6 | Bond

1 | I would die to recover an ancient relic of my faith that was lost long ago.

2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.

3 | I owe my life to the priest who took me in when my parents died.

4 | Everything I do is for the common people.

5 | I will do anything to protect the temple where I served.

6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.

d6 | Flaw

1 | I judge others harshly, and myself even more severely.

2 | I put too much trust in those who wield power within my temple's hierarchy.

3 | My piety sometimes leads me to blindly trust those that profess faith in my god.

4 | I am inflexible in my thinking.

5 | I am suspicious of strangers and expect the worst of them.

6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

Anthropologist

Proficiencies

Insight, Religion

Traits

Description

Description

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

Source: Tomb of Annihilation p. 191

Cultural Chameleon

Description

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

d8 | Culture

1 | Aarakocra

2 | Dwarf

3 | Elf

4 | Goblin

5 | Halfling

6 | Human

7 | Lizardfolk

8 | Orc

Feature: Adept Linguist

Description

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

Description

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

d6 | Personality Trait

1 | I prefer the company of those who aren't like me, including people of other races.

2 | I'm a stickler when it comes to observing proper etiquette and local customs.

3 | I would rather observe than meddle.

4 | By living among violent people, I have become desensitized to violence.

5 | I would risk life and limb to discover a new culture or unravel the secrets of a dead one.

6 | When I arrive at a new settlement for the first time, I must learn all its customs.

d6 | Ideal

1 | Discovery. I want to be the first person to discover a lost culture. (Any)

2 | Distance. One must not interfere with the affairs of another culture — even one in need of aid. (Lawful)

3 | Knowledge. By understanding other races and cultures, we learn to understand ourselves. (Any)

4 | Power. Common people crave strong leadership, and I do my utmost to provide it. (Lawful)

5 | Protection. I must do everything possible to save a society facing extinction. (Good)

6 | Indifferent. Life is cruel. What's the point in saving people if they're going to die anyway? (Chaotic)

d6 | Bond

1 | My mentor gave me a journal filled with lore and wisdom. Losing it would devastate me.

2 | Having lived among the people of a primeval tribe or clan, I long to return and see how they are faring.

3 | Years ago, tragedy struck the members of an isolated society I befriended, and I will honor them.

4 | I want to learn more about a particular humanoid culture that fascinates me.

5 | I seek to avenge a clan, tribe, kingdom, or empire that was wiped out.

6 | I have a trinket that I believe is the key to finding a long-lost society.

d6 | Flaw

1 | Boats make me seasick.

2 | I talk to myself, and I don't make friends easily.

3 | I believe that I'm intellectually superior to people from other cultures and have much to teach them.

4 | I've picked up some unpleasant habits living among goblins, lizardfolk, or orcs.

5 | I complain about everything.

6 | I wear a tribal mask and never take it off.

Archaeologist

Proficiencies

History, Survival

Traits

Description

Description

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

Source: Tomb of Annihilation p. 192

Dust Digger

Description

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

d8 | Item

1 | 10-foot pole

2 | Crowbar

3 | Hat

4 | Hooded lantern

5 | Medallion

6 | Shovel

7 | Sledgehammer

8 | Whip

Feature: Historical Knowledge

Description

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

Description

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

d8 | Personality Trait

1 | I love a good puzzle or mystery.

2 | I'm a pack rat who never throws anything away.

3 | Fame is more important to me than money.

4 | I have no qualms about stealing from the dead.

5 | I'm happier in a dusty old tomb than I am in the centers of civilization.

6 | Traps don't make me nervous. Idiots who trigger traps make me nervous.

7 | I might fail, but I will never give up.

8 | You might think I'm a scholar, but I love a good brawl. These fists were made for punching.

d6 | Ideal

1 | Preservation. That artifact belongs in a museum. (Good)

2 | Greed. I won't risk my life for nothing. I expect some kind of payment. (Any)

3 | Death Wish. Nothing is more exhilarating than a narrow escape from the jaws of death. (Chaotic)

4 | Dignity. The dead and their belongings deserve to be treated with respect. (Lawful)

5 | Immortality. All my exploring is part of a plan to find the secret of everlasting life. (Any)

6 | Danger. With every great discovery comes grave danger. The two walk hand in hand. (Any)

d6 | Bond

1 | Ever since I was a child, I've heard stories about a lost city. I aim to find it, learn its secrets, and earn my place in the history books.

2 | I want to find my mentor, who disappeared on an expedition some time ago.

3 | I have a friendly rival. Only one of us can be the best, and I aim to prove it's me.

4 | I won't sell an art object or other treasure that has historical significance or is one of a kind.

5 | I'm secretly in love with the wealthy patron who sponsors my archaeological exploits.

6 | I hope to bring prestige to a library, a museum, or a university.

d6 | Flaw

1 | I have a secret fear of some common wild animal — and in my work, I see them everywhere.

2 | I can't leave a room without searching it for secret doors.

3 | When I'm not exploring dungeons or ruins, I get jittery and impatient.

4 | I have no time for friends or family. I spend every waking moment thinking about and preparing for my next expedition.

5 | When given the choice of going left or right, I always go left.

6 | I can't sleep except in total darkness.

Ashari

Proficiencies

Nature

Traits

Description

Description

Isolated from the political struggles of urban Tal'Dorei, you are a member of the Ashari people—a society bound to an ancient covenant protecting the Material Plane from the chaos of the primordial elements. You've been raised to revere and protect the natural world, and to shepherd the tumultuous elemental forces that give it life. When the elements threaten to overwhelm the delicate balance of nature, it is the role of the Ashari to restore harmony.

You grew up in a tight-knit society, bound to a leader who successfully returned from the traditional journey to the Elemental Planes known as an Aramante. By contrast, you might well have never traveled more than a few days from your home, and thus have closer bonds with your family and neighbors than many people of Tal'Dorei.

In your early life, you likely took up one of the many roles that make up your society, whether homemaker, hunter, explorer, or protector. If you have the ability to use elemental magic, you might have had one of the most important duties of all: protecting and soothing the elemental rift at the heart of your home. And even as an adventurer now traveling far beyond that home, your loyalties still lie with the continued safety of your order. Whatever else you do as you learn about the new world around you, you're conscious of the need to gather allies to your cause.

Each Ashari is tethered to one of the four elemental orders and their settlements. You must select Pyrah (fire), Vesrah (water), Terrah (earth), or Zephrah (wind). The rifts of earth and air are both in Tal'Dorei. If you live or lived among your people, then you are familiar with the remarkable sights of Air Ashari on skysails above the Summit Peaks, or Earth Ashari erupting from the solid stone of the Cliffkeep Mountains on their earthboards (see page 198 for these magic items' game statistics).

• Skill Proficiencies: Nature, plus your choice of Arcana or Survival

• Tool Proficiencies: Herbalism kit

• Languages: Primordial (Aquan, Auran, Ignan, or Terran, depending on the elemental affinity of your tribe)

• Equipment: A set of traveler's clothes, a staff carved with symbols of your tribe, an herbalism kit, and a belt pouch containing 10 gp

Source: Tal'Dorei Campaign Setting: Reborn p. 180

Feature: Elemental Harmony

Description

Growing up surrounded by wild elemental magics has attuned your senses to those chaotic forces, enabling you to subtly bend them to your will. As an action, you channel minor magic involving the element of your chosen Ashari order, giving you one of the following abilities:

Pyrah. You instantaneously create and control a burst of flame small enough to light a candle, a torch, or a small campfire. Alternatively, you snuff out a flame of the same size.

Terrah. You instantaneously create a small rock no larger than a gold coin. The rock appears in your hand, then turns to dust after 1 minute.

Vesrah. You instantaneously create enough hot or cold water to fill a small drinking vessel.

Zephrah. You create an instantaneous puff of wind strong enough to blow papers off a desk or mess up someone's hair.

Suggested Characteristics

Description

The Ashari hold themselves removed from the rest of Tal'Dorei by their own choice. This makes many Ashari naive to the ways of the world beyond their homes—but it can also make them determined, steadfast, and tightly focused on their goals. Ever since Keyleth, Voice of the Tempest and leader of the Zephrah, became a world-renowned hero, the Air Ashari at least have become more familiar to Tal'Dorei's other peoples. They are known to welcome outsiders to their mountaintop enclave, and to take on quests that force them to leave their isolated home.

To learn more about your character's Ashari order, see "The Ashari" on page 48.

d8 | Personality Trait

1 | I like to keep my hands busy, no matter where I am.

2 | I love to explore new places and meet new people.

3 | I meditate at dawn each day—and I can't stand it when my routine is interrupted.

4 | I like noticing patterns in the world around me, whether or not they mean anything.

5 | I don't let anything—or anyone—stand in the way of my mission.

6 | I'm a plain talker, even with people who outrank me.

7 | I've always got some of my native element with me in some form. (This might be modeling clay, pure water, special burning incense, or a bottled cloud.)

8 | I talk with everyone like I've known them all my life. Because most people I know, I have known all my life!

d6 | Ideal

1 | Destiny. I believe that everyone has a role to play. Now I just have to find mine. (Neutral)

2 | Community. It's important to surround yourself with people you can count on, and who will support you. (Good)

3 | Knowledge. I want to learn everything I can about the Elemental Planes—and maybe even visit them myself. (Neutral)

4 | Freedom. I don't care what anyone says. Even if it causes problems, the elements must be free. And so should I. (Chaotic)

5 | Structure. The elements are in harmony when they are free to act as they will, within the safe boundaries set by the Ashari. People are much the same. (Lawful)

6 | Virtuous Cycle. If I see someone who needs help, I feel compelled to assist them. Surely they'll return the favor someday! (Good)

d6 | Bond

1 | I have a cousin in another Ashari tribe whom I've never met, but someday I want to visit my extended family.

2 | The leader of my tribe thinks I could be their successor, but I worry that I don't have enough experience to lead my people.

3 | A mysterious person killed a member of my family. I've left home to discover who the killer was—and to seek vengeance.

4 | My older sibling set out on their Aramante a year ago, and I haven't seen them since.

5 | When I was a baby, a giant eagle brought me to Zephrah. I love my family, but I often wonder who my birth parents are.

6 | I trust my animal friends more than any humanoid ally.

d6 | Flaw

1 | Big cities are overwhelming. I get nervous when surrounded by people I don't know.

2 | I know all too well that elemental power is dangerous—but I like playing around with it anyway.

3 | I get surly if I go too long without being in contact with my native element.

4 | I think the mission of my people is a fool's errand. They should abandon isolation, let the elements be, and enjoy the pleasures of the world!

5 | I can't stand it when people say one thing and mean another! Just say what you mean!

6 | Ugh, I know it's not right, but I can't help but look down on people who can't manipulate the elements. It's not like it's hard!

Astral Drifter

Proficiencies

Insight, Religion

Traits

Description

Description

For longer than you can remember, you have traversed the Astral Sea. There, you experienced firsthand the wonders of the Silver Void: you stopped aging and no longer felt hunger or thirst. Driven by wanderlust, you drifted from one part of the Astral Sea to another, like a mote of dust on the wind. You have lost count of the decades that have passed since you arrived here.

In your travels, you have camped on the petrified hulks of dead gods and narrowly escaped the psychic winds that sweep across the Astral Sea while also avoiding prolonged contact with the plane's most dangerous denizens.

• Skill Proficiencies: Insight, Religion

• Languages: Two of your choice (Celestial or Gith recommended)

• Equipment: A set of traveler's clothes, a diary, an ink pen, a bottle of ink, and a pouch containing 10 gp

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 7

Longevity

Description

You are 20d6 years older than you look, because you have spent that much time in the Astral Sea without aging.

Feature: Divine Contact

Description

You gain the Magic Initiate feat from the Player's Handbook and must choose cleric for the feat.

In the Astral Sea, you crossed paths with a wandering deity. The encounter was brief and nonviolent, yet it made a lasting impression on you. This deity saw fit to share one secret or obscure bit of cosmic lore with you. Work with your DM to determine the details of this knowledge and its impact on the campaign.

Roll on the Divine Contact table to determine which deity you encountered, or work with your DM to identify a more suitable choice.

d10 | Wandering Deity

1 | Corellon, god of art and magic (chaotic good)

2 | Tymora, god of good fortune (chaotic good)

3 | Fharlanghn, god of horizons and travel (neutral good)

4 | Istus, god of fate and destiny (neutral)

5 | Nuada, god of war and warriors (neutral)

6 | Zivilyn, god of wisdom (neutral)

7 | Arawn, god of life and death (neutral evil)

8 | Hecate, god of magic and moons (chaotic evil)

9 | Celestian, god of stars and wanderers (neutral)

10 | Ptah, god of knowledge and secrets (lawful neutral)

Athlete

Proficiencies

Acrobatics, Athletics

Traits

Description

Description

You strive to perfect yourself physically and in execution of everything you do. The thrill of competition lights fire in your blood, and the roar of the crowd drives you forward. Tales of your exploits precede you and might open doors or loosen tongues.

Whether in one of the poleis, between them, or among the nonhuman peoples of Theros, physical contests and those who pursue them command respect bordering on reverence. Athletes arise from all walks of life and all cultures and quite often cross paths with one another.

• Skill Proficiencies: Acrobatics, Athletics

• Languages: One of your choice

• Tool Proficiencies: Vehicles (land)

• Equipment: A bronze discus or leather ball, a lucky charm or past trophy, a set of traveler's clothes, and a pouch containing 10 gp

Source: Mythic Odysseys of Theros p. 31

Favored Event

Description

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

d8 | Favored Event

1 | Marathon

2 | Long-distance running

3 | Wrestling

4 | Boxing

5 | Chariot or horse race

6 | Pankration (mixed unarmed combat)

7 | Hoplite race (racing in full armor with a unit)

8 | Pentathlon (running, long jump, discus, javelin, wrestling)

Feature: Echoes of Victory

Description

You have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent chance you can find someone there who admires you and is willing to provide information or temporary shelter.

Between adventures, you might compete in athletic events sufficient enough to maintain a comfortable lifestyle, as per the "Practicing a Profession" downtime activity in chapter 8 of the Player's Handbook.

Suggested Characteristics

Description

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.

Augen Trust (Spy)

Proficiencies

Deception, Stealth

Traits

Description

Description

Little is known about the Augen Trust, even within the court of the Dwendalian Empire. Only one person knows all the members of this elite network of imperial spies: its leader, Oliver Schreiber, a noble gnome with the ear of King Dwendal.

If you were favored with membership in the Augen Trust, your entire life was laid bare before the secret spymaster at one point, and you were found to be a loyal servant of the empire with a particular set of skills. Betraying the Trust is high treason against the crown, and defectors are hunted down and quickly slain.

Most defectors from the Augen Trust flee to the Biting North, beyond the reach of the empire. The Clovis Concord would extradite traitors in a heartbeat to maintain diplomatic relations with the empire, and fleeing to Xhorhas is tantamount to suicide in the present political climate.

If you are a member of the Trust going on adventures, you are either a traitor who has somehow managed to keep your true identity secret from the greatest spies in the empire-or you are still on active duty. In the latter case, you can work with your DM to figure out why you are traveling with outside adventurers.

• Skill Proficiencies: Deception, Stealth

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

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

Source: Explorer's Guide to Wildemount p. 203

Spy Specialty

Description

There are many kinds of spies, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even spies who operate outside of such organizations have strong preferences for certain kinds of crimes over others.

Choose the role you played in your criminal life, or roll on the table below.

d8 | Specialty

1 | Blackmailer

2 | Burglar

3 | Enforcer

4 | Fence

5 | Highway robber

6 | Hired killer

7 | Pickpocket

8 | Smuggler

Feature: Spy Contact

Description

You have a reliable and trustworthy contact who acts as your liaison to a network of other spies. 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.

Source: Player's Handbook, p. 130

Suggested Characteristics

Description

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 spies rarely show any respect for law or authority.

d8 | Personality Trait

1 | I always have a plan for what to do when things go wrong.

2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.

3 | The first thing I do in a new place is note the 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 | I don't pay attention to the risks in a situation. Never tell me the odds.

7 | The best way to get me to do something is to tell me I can't do it.

8 | I blow up at the slightest insult.

d6 | Ideal

1 | Honor. I don't steal from others in the trade. (Lawful)

2 | Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)

3 | Charity. I steal from the wealthy so that I can help people in need. (Good)

4 | Greed. I will do whatever it takes to become wealthy. (Evil)

5 | People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)

6 | Redemption. There's a spark of good in everyone. (Good)

d6 | Bond

1 | I'm trying to pay off an old debt I owe to a generous benefactor.

2 | My ill-gotten gains go to support my family.

3 | Something important was taken from me, and I aim to steal it back.

4 | I will become the greatest thief that ever lived.

5 | I'm guilty of a terrible crime. I hope I can redeem myself for it.

6 | Someone I loved died because of 1 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.

Azorius Functionary

Proficiencies

Insight, Intimidation

Traits

Description

Description

The brutes are at the gate, chaos is looming, and the only thing standing in the way of disaster is the foundation of law and order—as embodied in the Azorius Senate. You're a proud member of the Azorius guild, which both enacts and enforces the laws that make Ravnican society function smoothly and safely.

• Skill Proficiencies: Insight, Intimidation

• Languages: Two of your choice

• Equipment: An Azorius insignia, a scroll containing the text of a law important to you, a Ink (1-ounce bottle), a ink pen, a set of fine clothes, and a belt pouch containing 10 gp (Azorius-minted 1-zino coins)

Source: Guildmasters' Guide to Ravnica p. 33

Feature: Legal Authority

Description

You have the authority to enforce the laws of Ravnica, and that status inspires a certain amount of respect and even fear in the populace. People mind their manners in your presence and avoid drawing your attention; they assume you have the right to be wherever you are. Showing your Azorius insignia gets you an audience with anyone you want to talk to (though it might cause more problems than it solves when you're dealing with incorrigible lawbreakers). If you abuse this privilege, though, you can get in serious trouble with your superiors and even be stripped of your position.

Azorius Guild Spells

Description

Prerequisite: Spellcasting or Pact Magic class feature

For you, the spells on the Azorius Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)

Cantrip — friends, message

1st — command, ensnaring strike

2nd — arcane lock, calm emotions, hold person

3rd — clairvoyance, counterspell

4th — compulsion, divination

5th — dominate person

Your magic often takes the form of blue or golden runes floating and glowing in the air in circular patterns or of shimmering azure barriers of magical energy. If you cast ensnaring strike, for example, the vines created by the spell might appear as rune-inscribed glowing bands that wrap around the target and hold it in place.

Suggested Characteristics

Description

Members of the Azorius Senate tend toward a demeanor of cold dignity and a pragmatic, orderly nature. Steeped in the law as they are, their ideals and priorities revolve around legal issues.

d8 | Trait

1 | I try never to let my judgment become clouded by emotion.

2 | I have infinite patience with the dolts and boors I'm forced to deal with every day.

3 | When I give an order, I expect it to be obeyed.

4 | I just want things the way I like them: neat, orderly, and clean.

5 | No wrongdoing can escape my watchful gaze.

6 | I always say exactly what I mean, no matter how many words it takes to communicate the particular nuance I am attempting to convey.

7 | I'm very literal and don't appreciate metaphor or sarcasm.

8 | I never change my mind once it's made up.

d6 | Ideal

1 | Guild. My guild is all that really matters. (Any)

2 | Order. The law is meant to ensure that the gears of society turn smoothly and quietly. (Lawful)

3 | Peace. The ultimate object of the law is to remove violence from society. (Good)

4 | Compliance. Coercion is a fine way of ensuring that the laws are obeyed. (Lawful)

5 | Legislation. The law embodies excellence in its precision and detail. (Lawful)

6 | Punishment. A public display of consequences is an excellent deterrent for other criminals. (Evil)

d6 | Bond

1 | I am beholden to an Azorius arrester who captured the criminal who killed my parents, saving me from the same fate.

2 | I hope one day to write the laws, not just enforce them.

3 | I tried and failed to prevent a murder, and I have sworn to find and arrest the perpetrator.

4 | I successfully prevented a murder, and the would-be perpetrator wants me dead.

5 | One of my parents was prominent in the guild, and I resent constantly being compared to that standard.

6 | I've modeled my career after a highly respected lawmage or arrester, but I fear that my role model might be involved in something illegal.

d6 | Flaw

1 | I'm unable to distinguish between the letter and the spirit of the law.

2 | I seem like a harsh judge to others, but I judge myself most harshly of all.

3 | I have a secret, illegal vice.

4 | I was traumatized by witnessing a crime as a child.

5 | I'm incapable of deception.

6 | I wish I had joined the Boros, but I fear they'd never accept me.

Contacts

Description

The Azorius Senate is a sprawling bureaucracy, and people in a variety of positions throughout the guild can pull strings to make things happen. Because of the guild's role in making and enforcing laws for the entire city, your place in the Azorius can easily bring you into contact with members of other guilds, for good or ill.

Roll twice on the Azorius Contacts table (for an ally and a rival) and once on the Non-Azorius Contacts table.

Azorius Contacts

d8 | Contact

1 | As a teenager, I was a page for a prominent judge.

2 | One of my childhood friends is now a precognitive mage in service of the guild.

3 | I joined the Azorius hoping to impress an arrester whom I admire.

4 | My former mentor is now a warden at Udzec, the new Azorius prison.

5 | I was second best at everything in my legal training, and now I work with the person who was always just a little bit better.

6 | A good friend was promoted into work they can't tell me about.

7 | I know a homunculus in the halls of New Prahv who can get things done behind the scenes.

8 | I was once summoned to the presence of Supreme Judge Isperia, the guildmaster of the Azorius, who complimented me on my work.

Non-Azorius Contacts

d10 | Contact

1 | Roll an additional Azorius contact; you can decide if the contact is an ally or a rival.

2 | The person who recruited me into the Azorius left and joined the Boros.

3 | I have a friendship with a Dimir agent who sometimes funnels me secrets about Azorius activities.

4 | A Golgari spore druid would love to see me slip up and break the law.

5 | A lesser Gruul chieftain seems to think I could be useful.

6 | The black sheep of my family is putting their maniacal genius to use in the Izzet.

7 | I'm friends with an Orzhov advokist; we compare notes on different forms of law magic.

8 | I was ridiculed once in a Rakdos performance; the performer was impressed with my good humor about it and now does me occasional favors.

9 | I have a fanatical Selesnya cousin who keeps trying to recruit me and everyone else in the family.

10 | While growing up, I was bullied by a brat who's now a hybrid in the Simic Combine.

How Do I Fit In?

Description

As a member of the Azorius Senate, you are probably engaged in the work of law enforcement (even if your background involved the legislative or judicial aspects of the senate's activities). Legislative aides and judges' clerks find little reason to venture beyond the Azorius guildhalls, but soldiers and lawmages patrol the streets daily.

An Azorius soldier or lawmage is a force for order, charged with fighting crime on the streets—and in the halls of power. You might spend your time foiling thefts, putting a stop to Orzhov extortion, rooting out Dimir spies, or hunting down Golgari assassins. Perhaps you take your orders from a precognitive mage (or you are one yourself) who receives unpredictable and cryptic visions of future crimes that you and your allies must try to prevent.

Baldur's Gate Acolyte

Proficiencies

Insight, Religion

Traits

Description

Description

It's said that every faith in the world has a believer in Baldur's Gate. Not only are most established faiths tolerated — even if some of them, including most of the openly evil faiths, are relegated to the Outer City's Twin Songs neighborhood — but new ones arrive constantly, carried by travelers and proselytizers from far-flung lands. A character with this background might aspire to greater things, not for themselves, but for their faith.

• Skill Proficiencies: Insight, Religion

• Languages: Two of your choice

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

Source: Baldur's Gate: Descent Into Avernus p. 202

Feature: Shelter of the Faithful

Description

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

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

Baldur's Gate Feature: Religious Community

Description

The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.

You're tightly connected with the religious community of Baldur's Gate. You know if a deity has a following in the city and any places that faith openly congregates and the neighborhoods those faithful typically inhabit. While this isn't remarkable for most of the city's larger faiths, keeping track of the hundreds of religions newcomers bring with them is no mean feat.

Suggested Characteristics

Description

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 and sacrifice must be preserved and upheld. (Lawful)

2 | Charity. I always try to help those in need, no matter what the personal cost. (Good)

3 | Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)

4 | Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful)

5 | Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)

6 | Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any)

d6 | Bond

1 | I would die to recover an ancient relic of my faith that was lost long ago.

2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.

3 | I owe my life to the priest who took me in when my parents died.

4 | Everything I do is for the common people.

5 | I will do anything to protect the temple where I served.

6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.

d6 | Flaw

1 | I judge others harshly, and myself even more severely.

2 | I put too much trust in those who wield power within my temple's hierarchy.

3 | My piety sometimes leads me to blindly trust those that profess faith in my god.

4 | I am inflexible in my thinking.

5 | I am suspicious of strangers and expect the worst of them.

6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

Baldur's Gate Charlatan

Proficiencies

Deception, Sleight Of Hand

Traits

Description

Description

Everybody's always trying to get a leg up on somebody in Baldur's Gate. One group's con artist might be another's revolutionary. Or maybe you're just in it for yourself.

In any case, characters with this background have a plan to hit the big time; all they need is audacity and a little time.

• 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

Source: Baldur's Gate: Descent Into Avernus p. 202

Feature: False Identity

Description

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.

Baldur's Gate Feature: Long-Lost Heir

Description

The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.

You're well-versed in the mannerisms and idiosyncrasies of Baldurian patriars and other nobles, imitating them smoothly enough to convince even the snootiest family heads of your authenticity. You're skilled at posing as the long-lost heir to some imaginary or extinguished patriar lineage.

Because of your skill in passing yourself off as a patriar, you have a Watch token that allows you alone into the Upper City of Baldur's Gate. You might be able to bluff others through with you, or even convince members of the Watch that you're a patriar. However, any true test of your authenticity is likely to reveal your deception.

Favorite Schemes

Description

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

d6 | Scam

1 | I cheat at games of chance.

2 | I shave coins or forge documents.

3 | I insinuate myself into people's lives to prey on their weakness and secure their fortunes.

4 | I put on new identities like clothes.

5 | I run sleight-of-hand cons on street corners.

6 | I convince people that worthless junk is worth their hard-earned money.

Suggested Characteristics

Description

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.

Baldur's Gate Criminal

Proficiencies

Deception, Stealth

Traits

Description

Description

No career criminal in Baldur's Gate operates without being aware of the Guild. Some studiously keep a low profile, carrying just the occasional smuggled load in with legitimate merchandise, or only breaking knees when it can plausibly be claimed as an act of personal revenge. Others join up with crews for protection, or with the Guild itself. A few former Guild members have been cast out of the organization due to incompetence or after offending a more powerful member, and now shuffle for scraps to survive.

• Skill Proficiencies: Deception, Stealth

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

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

Source: Baldur's Gate: Descent Into Avernus p. 202

Feature: Criminal Contact

Description

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.

Baldur's Gate Feature: Criminal Connections

Description

The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.

In Baldur's Gate, crime is just another business. As a result, you can arrange a meeting with a low-ranking operative of nearly any business, patriar family, crew, government institution, or—certainly—the Guild. This operative will hear you out and, at their discretion, take your information or request up their chain of command. These meetings almost always occur in shady venues.

Criminal Origins

Description

Criminals are pervasive in Baldur's Gate. If you wish, you may roll on the Criminal Origins table for an event that began your life of crime.

d8 | Origin

1 | You crippled a Guild kingpin's cousin without realizing the connection. You got the Guild to back off demands for your death by offering to make amends by working for the criminals, but even so the kingpin still plots a personal revenge.

2 | The Guild took over your family business, ran it into the ground, and burned the building for insurance money. You were driven into crime yourself, but you'll never work for the Guild. You take special joy in hitting its targets first, tipping off its con victims and otherwise frustrating its schemes.

3 | It's always been about money. You're not paid what you're worth, working for someone who has more than they deserve. But the Guild offered you a way to fix that. You keep doing what you've always done—guard work, dock labor, business accounting—but what you learn you pass on to the Guild.

4 | The inequality of Baldur's Gate has driven you to take matters into your own hands. You steal from patriars and rich Lower City residents, funneling the money through charitable fronts to help the needy.

5 | You got into crime as a bored patriar looking for excitement. Your family has no idea of your activities, and neither does the Guild. If either of them ever finds out, your life as you know it will be over.

6 | A close friend or relative joined the Guild and vanished mysteriously. You've worked your way into the lower ranks hoping to find out what happened to them.

7 | You've always wanted to be a member of the Guild. As a child, you looked up to the Guild members' swagger, their flashy dress, and their competence, which all marked them as different from the other adults you knew. As soon as you could, you joined the organization.

8 | To you, this is just a way to earn a living. You go to work, do what needs to be done, and get paid. Anyone who pursues crime for thrill-seeking, to strike back at unjust authorities, or anything else are amateurs, and they're liable to get you arrested or killed with their idiocy.

Specialty

Description

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

d8 | Specialty

1 | Blackmailer

2 | Burglar

3 | Enforcer

4 | Fence

5 | Highway robber

6 | Hired killer

7 | Pickpocket

8 | Smuggler

Suggested Characteristics

Description

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

d8 | Personality Trait

1 | I always have a plan for what to do when things go wrong.

2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.

3 | The first thing I do in a new place is note the 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 | I don't pay attention to the risks in a situation. Never tell me the odds.

7 | The best way to get me to do something is to tell me I can't do it.

8 | I blow up at the slightest insult.

d6 | Ideal

1 | Honor. I don't steal from others in the trade. (Lawful)

2 | Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)

3 | Charity. I steal from the wealthy so that I can help people in need. (Good)

4 | Greed. I will do whatever it takes to become wealthy. (Evil)

5 | People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)

6 | Redemption. There's a spark of good in everyone. (Good)

d6 | Bond

1 | I'm trying to pay off an old debt I owe to a generous benefactor.

2 | My ill-gotten gains go to support my family.

3 | Something important was taken from me, and I aim to steal it back.

4 | I will become the greatest thief that ever lived.

5 | I'm guilty of a terrible crime. I hope I can redeem myself for it.

6 | Someone I loved died because of a mistake I made. That will never happen again.

d6 | Flaw

1 | When I see something valuable, I can't think about anything but how to steal it.

2 | When faced with a choice between money and my friends, I usually choose the money.

3 | If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.

4 | I have a "tell" that reveals when I'm lying.

5 | I turn tail and run when things look bad.

6 | An innocent person is in prison for a crime that I committed. I'm okay with that.

Baldur's Gate Entertainer

Proficiencies

Acrobatics, Performance

Traits

Description

Description

From the Oasis Theater's spectacular singers and acrobats to the pantomimes and shadow puppeteers of the Wide, Baldur's Gate hosts a colorful array of performers. Good acts can always find ready audiences, and the constant flow of travelers means that both new spectators and new spectacles are always passing through.

• 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

Source: Baldur's Gate: Descent Into Avernus p. 202

Feature: By Popular Demand

Description

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.

Baldur's Gate Feature: Backstage Pass

Description

The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.

You've learned that most of the real business of entertainment (or any other venture) happens behind the scenes. It's easy for you to case what sorts of audiences attend what venue—like how toughs gather at the Blushing Mermaid or how brash patriars congregate at the Helm and Cloak. After a successful performance, you may meet an enthusiastic member of the crowd—someone of an occupation or social class that frequents the establishment. This contact is delighted to talk with you, and to listen.

Specialty

Description

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

d10 | Routines

1 | Actor

2 | Dancer

3 | Fire-eater

4 | Jester

5 | Juggler

6 | Instrumentalist

7 | Poet

8 | Singer

9 | Storyteller

10 | Tumbler

Suggested Characteristics

Description

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.

Baldur's Gate Folk Hero

Proficiencies

Animal Handling, Survival

Traits

Description

Description

Baldur's Gate is a city badly in need of heroes. and every so often, one rises from among its own. Ordinary people who rise to greatness are beloved in local history, but the popular imagination can turn on such champions almost as quickly as it anoints them.

• 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

Source: Baldur's Gate: Descent Into Avernus p. 204

Feature: Rustic Hospitality

Description

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.

Baldur's Gate Feature: Social Vengeance

Description

The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.

You've lived your entire life in the Lower or Outer City of Baldur's Gate. You grew up seeing arrogant patriars flaunt their wealth while your hardworking neighbors struggled. As a result, you know how eager commoners in Baldur's Gate are to see any patriar get what they deserve. While in a busy part of the Lower City or Outer City of Baldur's Gate, you can spend 2d10 minutes to convince 1d6 commoners to perform a non-illegal act that inconveniences a member of the Watch or Flaming Fist, a patriar, or some other wealthy looking individual.

Folk Hero Origins

Description

Folk heroes might rise from a variety of circumstances, or their origins might be a secret as they do their work anonymously. If you wish, you may roll on the Folk Hero Origins table for an event that started you down your heroic path.

d6 | Origin

1 | You helped get healing for a sick child. Now the sick come to you, knowing you'll help them find a way to salvation.

2 | You helped break a Guild protection racket afflicting a community of immigrants in the Outer City. Now, you can't travel through that part of the city without your dozen adopted grandparents inviting you in for a meal.

3 | Seeing a lost patriar after dark in the Outer City, you guided the wayward noble through back streets to safety. The patriar repaid your help by paying for improved roofs and lamps in your neighborhood, causing the entire community to celebrate your deed.

4 | Fueled by alcohol, you faced down a carrion crawler that slunk out of the sewer, knocking it out with a single punch. Since then, however, the ale you once credited with your heroism has drowned it, and even your most patient admirers are losing hope. You're hoping for one last chance to win back the goodwill you've drunk away.

5 | You once defeated a raging bugbear with a hand mirror, a mounted deer's head, and two kicks to the groin. Later, you and the bugbear became friends.

6 | Last winter, you dove into the frigid river to haul out a foundering fishing boat with your bare hands, saving all aboard. Now, everyone on the docks knows your name.

Specialty

Description

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

d10 | Defining Event

1 | I stood up to a tyrant's agents.

2 | I saved people during a natural disaster.

3 | I stood alone against a terrible monster.

4 | I stole from a corrupt merchant to help the poor.

5 | I led a militia to fight off an invading army.

6 | I broke into a tyrant's castle and stole weapons to arm the people.

7 | I trained the peasantry to use farming implements as weapons against a tyrant's soldiers.

8 | A lord rescinded an unpopular decree after I led a symbolic act of protest against it.

9 | A celestial, fey, or similar creature gave me a blessing or revealed my secret origin.

10 | Recruited into a lord's army, I rose to leadership and was commended for my heroism.

Suggested Characteristics

Description

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.

Baldur's Gate Guild Artisan

Proficiencies

Insight, Persuasion

Traits

Description

Description

Numerous guilds and professional associations exist in Baldur's Gate, covering every imaginable trade and discipline from gravediggers to moneylenders.

• 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

Source: Baldur's Gate: Descent Into Avernus p. 205

Feature: Guild Membership

Description

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.

Baldur's Gate Feature: Professional Courtesy

Description

The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.

You're familiar with the city's crews, their territories, and inter-crew politics. Choose one of the three districts of Baldur's Gate: the Upper City, the Lower City, or the Outer City. This is the district where you conduct most of your business. Whenever you need information about something in one of that district's neighborhoods, you can seek out crew members in that area and learn the local gossip. You can also gain unimpeded entry to nearly any bank, guild hall, place of business, workhouse, or crew meeting place in your district.

Guild Business

Description

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

d20 | Guild Business

1 | Alchemists and apothecaries

2 | Armorers, locksmiths, and finesmiths

3 | Brewers, distillers, and vintners

4 | Calligraphers, scribes, and scriveners

5 | Carpenters, roofers, and plasterers

6 | Cartographers, surveyors, and chart-makers

7 | Cobblers and shoemakers

8 | Cooks and bakers

9 | Glassblowers and glaziers

10 | Jewelers and gemcutters

11 | Leatherworkers, skinners, and tanners

12 | Masons and stonecutters

13 | Painters, limners, and sign-makers

14 | Potters and tile-makers

15 | Shipwrights and sail-makers

16 | Smiths and metal-forgers

17 | Tinkers, pewterers, and casters

18 | Wagon-makers and wheelwrights

19 | Weavers and dyers

20 | Woodcarvers, coopers, and bowyers

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

Suggested Characteristics

Description

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.

Baldur's Gate Hermit

Proficiencies

Medicine, Religion

Traits

Description

Description

While some might think it strange to find hermits in a bustling city, others know that sometimes the most profound solitude exists in the midst of a crowd. Baldur's Gate holds a handful of souls who manage to find isolation amid its tumult.

• Skill Proficiencies: Medicine, Religion

• Tool Proficiencies: Herbalism kit

• Languages: One of your choice

• Equipment: A Map or 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

Source: Baldur's Gate: Descent Into Avernus p. 205

Feature: Discovery

Description

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.

Baldur's Gate Feature: The Real City

Description

The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.

You know the Baldur's Gate most Baldurians ignore, the dog-eat-dog world of the homeless and unfortunate. You know where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here isn't comfortable, but it's unlikely anyone will find you—and you can stay as long as you want.

Hermit Origins

Description

Any number of personal choices or ill-fated circumstances might have led you to turn away from society. You may, if you wish, choose or roll an origin event from the Hermit Origins table.

d6 | Origin

1 | You led an ill-fated expedition into the Riverveins. Your friends were swept away by flooding, and you've never been able to shake the guilt of causing their deaths over a frivolous lark. You've maintained a solitary vigil outside the cavern entrance ever since.

2 | You crossed the Guild in a bad way. Fortunately, its members think you're dead. Less fortunately, maintaining that deception might require you to stay in hiding until you actually are.

3 | You study the puzzles of mortal natures. You've seen followers of evil deities perform miracles for the helpless at Twin Songs, and you've seen patriars who worship good deities turn their backs on the poor daily. Bearing witness to such things, and meditating on their contradictions, fills your hours.

4 | You tend to some part of the city's forgotten history: the unmarked graves in Cliffside Cemetery, the crumbling remains of dead patriar families' manors, or a collection of religious texts stuffed into an attic and forgotten when a believer's patron deity died. In this solitary work, you've learned secrets no one else knows.

5 | You killed a patriar's scion in an illegal duel. The family swore revenge, and you fled to the slums rather than risk bringing their wrath down on your kin.

6 | You aren't originally from Baldur's Gate. You came here seeking something else, only to learn that the quest that drove you had become impossible to fulfill—its object was destroyed or its purpose was negated by some superseding event. Suddenly directionless and unable to return to your homeland, you have lingered, adrift, in this wretched city.

Specialty

Description

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

d8 | Life of Seclusion

1 | I was searching for spiritual enlightenment.

2 | I was partaking of communal living in accordance with the dictates of a religious order.

3 | I was exiled for a crime I didn't commit.

4 | I retreated from society after a life-altering event.

5 | I needed a quiet place to work on my art, literature, music, or manifesto.

6 | I needed to commune with nature, far from civilization.

7 | I was the caretaker of an ancient ruin or relic.

8 | I was a pilgrim in search of a person, place, or relic of spiritual significance.

Suggested Characteristics

Description

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.

Baldur's Gate Noble

Proficiencies

History, Persuasion

Traits

Description

Description

The patriars of Baldur's Gate live in the Upper City. where they host grand galas and flaunt cosmopolitan fashions, but are walled off from the poverty and squalor of the less fortunate districts and their neighborhoods. Although they might visit prosperous Bloomridge to try a fashionable restaurant or boutique, or watch a spectacle at the Oasis Theater, the patriars have little reason to venture into the dirtier, more dangerous parts of the city. If they do, it is generally as thrill-seeking tourists or enclosed by a retinue of armed guards, not as friends or neighbors. As a result, many patriars are at once acutely attuned to the nuances of royal courts half a continent away and shockingly ignorant of what life is like for the poor outside their own doorsteps.

This combination of worldly savvy and local blindness characterizes almost all the nobility of Baldur's Gate. As a result, for those who wish to play patriars, the Patriar feature below replaces the Position and Privilege feature of the noble background. Those who wish to use the background's standard feature might have gained their standing in Baldur's Gate from business rather than inheritance.

• 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

Source: Baldur's Gate: Descent Into Avernus p. 206

Feature: Position of Privilege

Description

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

Baldur's Gate Feature: Patriar

Description

The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.

As a member of one of the elite families of Baldur's Gate, you may pass through city gates without paying tolls, mingle among the Gate's nobility unquestioned, and impress those on the lookout for wealthy patrons. You are welcome in the Upper City and may stay there after dark without being harassed or evicted. Your word is accepted over others' without question, and any corruption among guards or government officials tends to work in your favor, not against you—at least until you make some effort to expose it.

Suggested Characteristics

Description

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

d8 | Personality Trait

1 | My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.

2 | The common folk love me for my kindness and generosity.

3 | No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.

4 | I take great pains to always look my best and follow the latest fashions.

5 | I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.

6 | Despite my noble birth, I do not place myself above other folk. We all have the same blood.

7 | My favor, once lost, is lost forever.

8 | If you do me an injury, I will crush you, ruin your name, and salt your fields.

d6 | Ideal

1 | Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)

2 | Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)

3 | Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)

4 | Power. If I can attain more power, no one will tell me what to do. (Evil)

5 | Family. Blood runs thicker than water. (Any)

6 | Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)

d6 | Bond

1 | I will face any challenge to win the approval of my family.

2 | My house's alliance with another noble family must be sustained at all costs.

3 | Nothing is more important than the other members of my family.

4 | I am in love with the heir of a family that my family despises.

5 | My loyalty to my sovereign is unwavering.

6 | The common folk must see me as a hero of the people.

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.

Baldur's Gate Outlander

Proficiencies

Athletics, Survival

Traits

Description

Description

Coming to Baldur's Gate might seem like a good idea for a spectrum of reasons. Profit, excitement, and cosmopolitan opportunities all present tempting prospects, but rarely does one start on the path to Baldur's Gate fully understanding the complex social morass that awaits. You enter the city an outsider, and it's likely that — no matter how long you spend in the city — you'll leave an outsider, if you leave at all.

• Skill Proficiencies: Athletics, Survival

• Tool Proficiencies: One type of musical instrument

• Languages: One of your choice

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

Source: Baldur's Gate: Descent Into Avernus p. 206

Feature: Wanderer

Description

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.

Baldur's Gate Feature: Immigrant Experience

Description

The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.

Even after your short time in Baldur's Gate, you've learned the city holds more walls and gates than those the Watch and Flaming Fist patrols. You are known within the city's immigrant communities. Should you ever need to learn about a foreign land, people, tradition, or history, you know where to find someone with firsthand experience—likely somewhere in the Outer City.

Outlander Origins

Description

Foreigners of all kinds come to Baldur's Gate daily, drawn by countless reasons from countless lands. The Outlander Origins table provides ideas for how your character might have come to Baldur's Gate.

d6 | Origin

1 | Someone stole something precious from your people. You tracked the thief to the city gates, but finding clues in an urban environment is very different from tracking someone across the wilderness. You don't know where to go from here, but your people need you to succeed.

2 | You've always been fascinated by the glitter and glamor of city life, so different from the slow pace of life in your homeland. Now you're here, ready to make your mark in the world, but unsure how to begin.

3 | War, plague, famine, or a marauding monster ravaged your home, forcing you to flee for your life. You don't even know how many of your people survived or where to find them. Alone or accompanied by a handful of equally bereft survivors, you must navigate a new life that you never asked for.

4 | You were captured by kidnappers and taken far from your home. The Knights of the Unicorn freed you and brought you here, but now you're on your own.

5 | You were exiled for breaking a trivial-seeming taboo. For this seemingly minor transgression, you lost your friends, family, and homeland in one fell swoop, and were given little choice but to strike out on your own.

6 | A peddler once brought something astonishing to your homeland—a Gondan clockwork, shimmering cloth of gold, a trained speaking bird, or some other small wonder—and told you that it came from Baldur's Gate. You've come to see the source of such wonders, and perhaps learn to create them.

Specialty

Description

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

d10 | Origin

1 | Forester

2 | Trapper

3 | Homesteader

4 | Guide

5 | Exile or outcast

6 | Bounty hunter

7 | Pilgrim

8 | Tribal nomad

9 | Hunter-gatherer

10 | Tribal marauder

Suggested Characteristics

Description

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.

Baldur's Gate Sage

Proficiencies

Arcana, History

Traits

Description

Description

Baldur's Gate has a modest academic community centered around the libraries of the High Hall and the various temples dedicated to gods of learning and innovation. Lecturers, researchers, and historians all participate with passing scholars from Candlekeep in a lively exchange of ideas, debating and collaborating in bookfilled halls across the Upper and Lower City. The city is also rife with opportunities for arcane study, although its masters are dispersed across individual wizards' abodes and lack concentrated communities.

• Skill Proficiencies: Arcana, History

• Languages: Two of your choice

• Equipment: A Ink (1-ounce bottle), 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

Source: Baldur's Gate: Descent Into Avernus p. 206

Feature: Researcher

Description

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.

Baldur's Gate Feature: Rumor Monger

Description

The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.

Via your personal rumor mill and articles published in Baldur's Mouth, you can surmise a great deal about Baldurians' secrets—who's practicing necromancy, who's involved in spying or smuggling, who would purchase or craft dangerous magical wares without batting an eyelash. Whenever a noteworthy crime or mysterious happening occurs in the city, you immediately have a list of 1d4 suspects who, if they aren't involved, have a strong chance of knowing who is.

Specialty

Description

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

d8 | Field of Study

1 | Alchemist

2 | Astronomer

3 | Discredited academic

4 | Librarian

5 | Professor

6 | Researcher

7 | Wizard's apprentice

8 | Scribe

Suggested Characteristics

Description

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.

Baldur's Gate Sailor

Proficiencies

Athletics, Perception

Traits

Description

Description

Baldur's Gate was founded by sailors, and its harbor is still the city's beating heart. Several patriars are descended from captains of yore, the commerce of the Lower City is built on the port, and even the Outer City's rhythms are dominated by the ebb and flow of river trade. Because sailors are as fundamental and ubiquitous to Baldur's Gate as the cobbles on its streets, characters with this background are common.

• 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

Source: Baldur's Gate: Descent Into Avernus p. 207

Feature: Ship's Passage

Description

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.

Baldur's Gate Feature: Smuggler's Sense

Description

The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.

You're familiar with the docks of Baldur's Gate, the movement of inspectors and tax collectors, the way cargo and coin flows. As a result, it's easy for you to hustle a load of cargo ashore or see such a cargo onto a cooperative ship without attracting suspicion or taxation. You also know the movements of the Gray Wavers—the Flaming Fist harbor guards—and have a sense of how to operate the city's mechanized cranes.

Suggested Characteristics

Description

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.

Baldur's Gate Soldier

Proficiencies

Athletics, Intimidation

Traits

Description

Description

Mercenaries, private guards, Watch soldiers, and members of the Flaming Fist number among just a few of the many soldiers on the streets of Baldur's Gate.

• Skill Proficiencies: Athletics, Intimidation

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

• Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a bone dice set or playing card set, a set of common clothes, and a belt pouch containing 10 gp

Source: Baldur's Gate: Descent Into Avernus p. 207

Feature: Military Rank

Description

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.

Baldur's Gate Feature: City Guard

Description

The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.

You may choose to currently serve in either the Flaming Fist or the Watch. If you do, you have responsibilities related to your post. For as long as you perform these responsibilities, you gain benefits. If you stop performing your responsibilities, though, you lose access to the benefits and might suffer further fallout. Should you lose these benefits, you may regain them by having an unpleasant conversation with your commanding officer and fulfilling your responsibilities for a month.

Baldur's Gate Feature: Loyalty Test

Description

The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.

You've had enough dealings with crooked soldiers that you can spot the behaviors common to corrupt guards and military officers a mile away. While awareness of such corruption doesn't equate to evidence of it, and your sense certainly isn't foolproof, your instinct proves a useful starting point when determining who might take a bribe, who might turn a blind eye to a crime, or who might have criminal connections. You can also use this sense to get a feeling about who might fulfill their duties strictly by the book.

Specialty

Description

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

d8 | Role

1 | Officer

2 | Scout

3 | Infantry

4 | Cavalry

5 | Healer

6 | Quartermaster

7 | Standard-bearer

8 | Support staff (cook, blacksmith, or the like)

Suggested Characteristics

Description

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

d8 | Personality Trait

1 | I'm always polite and respectful.

2 | I'm haunted by memories of war. I can't get the images of violence out of my mind.

3 | I've lost too many friends, and I'm slow to make new ones.

4 | I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.

5 | I can stare down a hell hound without flinching.

6 | I enjoy being strong and like breaking things.

7 | I have a crude sense of humor.

8 | I face problems head-on. A simple, direct solution is the best path to success.

d6 | Ideal

1 | Greater Good. Our lot is to lay down our lives in defense of others. (Good)

2 | Responsibility. I do what I must and obey just authority. (Lawful)

3 | Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)

4 | Might. In life as in war, the stronger force wins. (Evil)

5 | Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)

6 | Nation. My city, nation, or people are all that matter. (Any)

d6 | Bond

1 | I would still lay down my life for the people I served with.

2 | Someone saved my life on the battlefield. To this day, I will never leave a friend behind.

3 | My honor is my life.

4 | I'll never forget the crushing defeat my company suffered or the enemies who dealt it.

5 | Those who fight beside me are those worth dying for.

6 | I fight for those who cannot fight for themselves.

d6 | Flaw

1 | The monstrous enemy we faced in battle still leaves me quivering with fear.

2 | I have little respect for anyone who is not a proven warrior.

3 | I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.

4 | My hatred of my enemies is blind and unreasoning.

5 | I obey the law, even if the law causes misery.

6 | I'd rather eat my armor than admit when I'm wrong.

Baldur's Gate Urchin

Proficiencies

Sleight Of Hand, Stealth

Traits

Description

Description

Bands of orphans and runaways band together in the Outer City, running after passersby in ragged throngs to plead for scraps. In the Lower City, urchins are often recruited into the lowest echelons of the Guild or pressed into dirty and dangerous work by unscrupulous masters.

• Skill Proficiencies: Sleight of Hand, Stealth

• Tool Proficiencies: Disguise kit, Thieves' tools

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

Source: Baldur's Gate: Descent Into Avernus p. 207

Feature: City Secrets

Description

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.

Baldur's Gate Feature: Gateguide Connection

Description

The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.

Even though you might not be a member of the Gateguides crew, you've associated with enough of them that you know their torch-based code. From the lighting, placement, and type of torch arranged on or near a structure, you can gather a great deal of information about those who live or do business there, particularly if they deal fairly with strangers, have Guild or government connections, or have either helped or denied the Gateguides in the past.

Suggested Characteristics

Description

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.

Black Fist Double Agent

Proficiencies

Deception, Insight

Traits

Description

Description

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

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

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

• Skill Proficiencies: Deception, Insight

• Tool Proficiencies: Disguise kit, and one type of artisan's tools or gaming set

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

Source: Curse of Strahd: Optional Backgrounds p. 2

Feature: Double Agent

Description

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

d8 | Personality Trait

1 | People are only as trustworthy as you are valuable to them. Always strive to be the most valuable person around.

2 | My eloquence and sophistication are tools I use to avoid arousing suspicion myself.

3 | I am a thrill-seeker, excited by covert and dangerous missions.

4 | I live by my wits and always check every lock twice, just to be certain.

5 | I never admit to my mistakes lest they be used against me.

6 | I take every effort to be unnoticeable and blend into the crowd. Passersby rarely give me a second look.

7 | I am prepared for any eventuality; including the day my usefulness as a spy comes to an end.

8 | I always make certain to know my enemy before acting, lest I bite off more than I can chew.

d6 | Ideal

1 | Suspicious. In my experience, everybody has something to hide, and what they hide can usually hurt me. (Any)

2 | Secretive. I trade in secrets, and am not about to let any of mine slip. (Any)

3 | Hedonist. Life is short. I live my life to the fullest, as I know any day could be my last. (Chaotic)

4 | Selfless. I use my position to help the downtrodden avoid persecution from the authorities. (Good)

5 | Patriotic. I am a loyal supporter of Phlan and its leaders, and see my role as a solemn duty and necessary evil to prevent anarchy. (Lawful)

6 | Manipulative. I use my knowledge to blackmail and manipulate others to my own benefit. (Evil)

d6 | Bond

1 | I was framed for a crime I did not commit, and seek to bring the true culprit to justice.

2 | I am a part of an underground network that smuggles innocent civilians out of the city prior to being raided by the authorities.

3 | I miss the glory days of Phlan, before the coming of the dragon.

4 | I seek to prove myself worthy of joining the Black Fist as a member of their order.

5 | My sister was killed by a Tear of Virulence, and now I feed them false information whenever possible.

6 | My family was wrongly imprisoned, and I act as an informant in order to secure their release.

d6 | Flaw

1 | I think too highly of myself, and have an exaggerated sense of self-importance.

2 | I have difficulty trusting strangers. I see spies and informants everywhere.

3 | Years of getting away with minor crimes has left me believing that I am above the law, and have diplomatic immunity above my station.

4 | Years of seeing innocent people suffer have left me despondent and pessimistic for the future.

5 | My desire for vengeance often gets me into trouble.

6 | I am spendthrift, and share my wealth with the patrons of my favorite tavern.

Boros Legionnaire

Proficiencies

Athletics, Intimidation

Traits

Description

Description

As a member of the Boros Legion, your life is devoted to the service of angels and consecrated to the work of establishing justice and peace on the streets of Ravnica. You might be a true believer, inspired by the example of the angels, moved by the plight of the downtrodden, and devoted to the cause of justice. Or you could be a cynic in the ranks, perhaps because you reluctantly followed in the footsteps of a Boros parent, succumbed to the persuasion of a charismatic recruiter's lofty promises, or were drawn in by the prospect of a life of action.

• Skill Proficiencies: Athletics, Intimidation

• Tool Proficiencies: One type of gaming set

• Languages: Choose one of Celestial, Draconic, Goblin, or Minotaur

• Equipment: A Boros insignia, a feather from an angel's wing, a tattered piece of a Boros banner (a souvenir from a famous battle), a set of common clothes, and a belt pouch containing 2 gp (Boros-minted 1-zino coins).

Source: Guildmasters' Guide to Ravnica p. 40

Feature: Legion Station

Description

You have an established place in the hierarchy of the Boros Legion. You can requisition simple equipment for temporary use, and you can gain access to any Boros garrison in Ravnica, where you can rest in safety and receive the attention of medics. You are also paid a salary of 1 gp (a Boros-minted 1-zino coin) per week, which (combined with free lodging in your garrison) enables you to maintain a poor lifestyle between adventures.

Boros Guild Spells

Description

Prerequisite: Spellcasting or Pact Magic class feature

For you, the spells on the Boros Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)

Cantrip — fire bolt, sacred flame

1st — guiding bolt, heroism

2nd — aid, scorching ray

3rd — beacon of hope, blinding smite

4th — death ward, wall of fire

5th — flame strike

Your magic often features dramatic bursts of flame or radiance. When you cast beneficial spells on your allies, they appear momentarily surrounded with halos of bright fire.

Suggested Characteristics

Description

The Boros Legion is a zealous army, full of righteous energy tempered with military discipline. Its members share its leadership's devotion to the ideals of justice, or they find satisfaction in the more warfare-oriented aspects of the legion's work.

d8 | Personality Trait

1 | I approach every task with the same high degree of military precision.

2 | I am always the first into the fray.

3 | I bear any injury or indignity with stoic discipline.

4 | My righteous wrath is easily inflamed by the slightest iniquity.

5 | My honor is more important to me than my life.

6 | Dangerous work is best accomplished by an orderly group working with common purpose.

7 | I treat my weapons, uniform, and insignia with reverence, for they are gifts of the angels.

8 | I pace when standing and fidget incessantly when forced to sit.

d6 | Ideal

1 | Guild. My guild is all that really matters. (Any)

2 | Justice. Achieving justice requires establishing fair, equitable, and compassionate relationships within a community. (Good)

3 | Protection. It isn't right for innocents to suffer because of the arrogance of the powerful. (Good)

4 | Solidarity. It is most crucial to act with a single will, marching side by side in perfect accord. (Lawful)

5 | Order. Society functions only if people do their duty and respect the chain of command. (Lawful)

6 | Conviction. Anything worth doing is worth doing with your whole heart. (Lawful)

d6 | Bond

1 | I would lay down my life for Aurelia and the angels.

2 | I owe my life to the Boros captain who took me in when I was living on the streets.

3 | My fellow legionnaires are my family.

4 | I wield the same Boros weapon my grandparent did, for the honor of our family.

5 | I ran with the Rakdos in my youth, and I'm striving to atone for my past misdeeds.

6 | I do what I can to help out the spouse of a comrade who died in battle.

d6 | Flaw

1 | I act bravely when I'm in a group, but I'm a coward when I'm alone.

2 | I see everything in clear-cut black and white.

3 | I'm just a little fascinated by the ways of the Gruul.

4 | I trust the chain of command more than anything—more even than my closest friends.

5 | I'm slow to trust members of other guilds.

6 | I've been known to turn a blind eye to injustice, with the help of a modest bribe.

Contacts

Description

The ordered structure of the Boros Legion offers abundant opportunities to make friends—and rivals—in higher places. You might have close friends in other guilds that share the Boros emphasis on order and community, or bitter enemies among the guilds that represent chaos and destruction.

Roll twice on the Boros Contacts table (for an ally and a rival) and once on the Non-Boros Contacts table.

Boros Contacts

d8 | Contact

1 | A former comrade in arms was promoted into the prestigious Sunhome Guard.

2 | One of my parents is a ranking Boros officer.

3 | A close friend serves aboard the Parhelion II, a flying fortress.

4 | I had a tangled affair with a Boros garrison captain.

5 | I have maintained a relationship with one of my instructors at Horizon Military Academy.

6 | I competed with a fellow student for the attention of a mentor at Horizon Military Academy.

7 | The person who recruited me into the legion changed the course of my life.

8 | A Boros angel knows my name.

Non-Boros Contacts

d10 | Contact

1 | One of my siblings is an Azorius arrester.

2 | Roll an additional Boros contact; you can decide if the contact is an ally or a rival.

3 | I showed mercy to an injured, now-grateful Dimir spy.

4 | I suspect someone I know is a Golgari assassin, but I can't prove it.

5 | An adolescent relative ran off to join the Gruul in an act of rebellion and has not yet returned.

6 | I once befriended an Izzet scientist, and we're still cordial though the relationship ended messily.

7 | I owe a monetary debt to an Orzhov syndic.

8 | A Rakdos blood witch seems to enjoy harassing me.

9 | I tried to recruit a friend who ended up joining the Selesnya.

10 | I keep running into a particular Simic biomancer, and I enjoy the arguments that inevitably result.

How Do I Fit In?

Description

As a member of the Boros Legion, you are subject to the orders of your superior officers. You go where the angels tell you to go, and you do what they command you to do, to the best of your ability. If you enjoy some measure of independence, it's either because you have proven yourself capable of working without close supervision or because you're a rebellious sort who is willing to disobey orders now and face the consequences later.

As a soldier on the street, you are tasked with bringing dangerous threats like the Rakdos and the Gruul in line. You might contend with Rakdos performances gone horribly out of control, Gruul raids on outlying neighborhoods, shipments of rot-infested vegetation from the Golgari undercity, and violent uprisings among the guildless. At the same time, you might have to worry about Dimir spies infiltrating your leadership, overzealous or corrupt Azorius senators abusing the law at the expense of justice, Izzet experiments leveling city blocks, and Simic creations that break out of laboratories and wreak havoc through the Tenth District.

Caravan Specialist

Proficiencies

Animal Handling, Survival

Traits

Description

Description

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

• Skill Proficiencies: Animal Handling, Survival

• Tool Proficiencies: Vehicles (land)

• Languages: One of your choice

• Equipment: A whip, a two-person tent, a regional map, a set of traveler's clothes, and a belt pouch containing 10 gp

Source: Mulmaster Bonds and Backgrounds p. 2

Feature: Wagonmaster

Description

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

d8 | Personality Trait

1 | Any group is only as strong as its weakest link. Everyone has to pull their own weight.

2 | There's always someone out there trying to take what I've got. Always be vigilant.

3 | Anything can be learned if you have the right teacher. Most folks just need a chance.

4 | Early to bed and early to rise; this much at least is under my control.

5 | You can listen to me or don't and wish you had. Everyone ends up on one side of that fence.

6 | Eventually my hard work will be rewarded. Maybe that time has finally come.

7 | A strong ox or horse is more reliable than most people I've met.

8 | I never had time for books, but wish I had. I admire folks who have taken the time to learn.

d6 | Ideal

1 | Service. Using my talents to help others is the best way of helping myself. (Good)

2 | Selfish. What people don't know WILL hurt them, but why is that my problem? (Evil)

3 | Wanderer. I go where the road takes me. Sometimes that's a good thing... (Chaotic)

4 | Fittest. On the open road, the law of nature wins. Victims are the unprepared. (Lawful)

5 | Focused. I simply have a job to do, and I'm going to do it. (Neutral)

6 | Motivated. There's a reason I'm good at what I do, I pay attention to the details. (Any)

d6 | Bond

1 | My brother has a farm In Elmwood and I've helped him and his neighbors move their goods to Mulmaster and other surrounding towns. Those are good people.

2 | A caravan I lead was attacked by bandits and many innocents died. I swear that I will avenge them by killing any bandits I encounter.

3 | The Soldiery are mostly good guys who understand the importance of protecting the roads. The City Watch is who you have to look out for. If they are inspecting your goods, get ready to pay a fine.

4 | The new commander of Southroad Tower, Capt. Holke, understands the importance of safe roads. He's hired me for several jobs and I'm grateful.

5 | There's always a road I haven't traveled before. I'm always looking for new places to explore.

6 | Wealth and power mean little without the freedom to go where and when you want.

d6 | Flaw

1 | I have trouble trusting people I've just met.

2 | I enjoy the open road. Underground and tight spaces make me very nervous.

3 | I expect others to heed my orders and have little respect or sympathy if they don't.

4 | I am very prideful and have trouble admitting when I'm wrong.

5 | Once I decide on a course of action, I do not waiver.

6 | I like to explore, and my curiosity will sometimes get me into trouble.

Celebrity Adventurer's Scion

Proficiencies

Perception, Performance

Traits

Description

Description

Your family name strikes fear and admiration in the hearts of the common folk—but that's got nothing to do with you. Songs and stories celebrating the adventuring exploits of your famous parent are widely known. Kids across the land grew up wishing they were you. But being the child of a famous adventurer wasn't all hugs and kisses.

You seldom saw your celebrity-adventurer parent, and when they were around, it was all about them and tales of slaying this demon or vanquishing that dragon. All too often, you'd be woken out of a sound sleep by someone standing outside your home screaming about the latest threat to the town, the region, or the world.

In the end, all you have to show for your lineage is your name. Most of the family's money went for consumables, from potions of healing and spell scrolls to copious amounts of dwarven ale. And everyone expects you to swing a sword or sling spells like your famous forebear, making it doubly hard for you to prove yourself.

• Skill Proficiencies: Perception, Performance

• Tool Proficiencies: Disguise kit

• Languages: Two of your choice

• Equipment: Disguise kit, a set of fine clothes, and a belt pouch containing 30 gp

Source: Acquisitions Incorporated p. 48

Feature: Name Dropping

Description

You know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep.

Suggested Characteristics

Description

Scions of celebrity adventurers must deal with fame that's not theirs, wealth they didn't earn, and expectations they can never hope to meet. These hardships can have adverse effects, but those who cope with them can arrive at a decent attitude and a grounded worldview. Those who fail become bitter — or worse.

d8 | Personality Trait

1 | I will never get out of my famous parent's shadow, and no one else will ever understand this burden.

2 | I've seen enough of the adventuring life to have realistic expectations and empathy for my peers.

3 | Living up to my legacy will be difficult, but I'm going to do it.

4 | I'm used to the very best in life, and that's a hard habit to break.

5 | My parent taught me a sense of duty. I strive to uphold it, even when the odds are against me.

6 | No one can fake a smile, a handshake, or an interested nod like I can.

7 | I've been part of the adventuring life since I was old enough to walk. Let me explain a few things to you.

8 | No risk is too great for the rewards of defeating my enemies... and taking their stuff.

d6 | Ideal

1 | Power. The only way to get ahead in this world is to attain power and hold onto it with all your might. (Evil)

2 | Peace. Those who can find or make peace in the chaotic world around them have everything. (Lawful)

3 | Fame. I've seen what fame can bring. And I'll do anything to get all that for myself. (Neutral)

4 | Training. Hard work, sacrifice, and training lead to success—and eventually to perfection. (Any)

5 | Anonymity. I want to be successful. And alone. With lots of guards and wards between me and everyone else in the world. (Any)

6 | Wisdom. Material wealth is an illusion. Wisdom is the real treasure. (Good)

d6 | Bond

1 | While my parent was out adventuring, a servant raised me, and I care about that person more than anyone.

2 | I consider every member of my parent's former adventuring party to be family.

3 | Despite their absences, my famous parent was kind and generous. I love them and want to make them proud.

4 | My parent once brought a cursed magic item home. It is my obsession.

5 | My childhood home holds all my best memories, and its upkeep is my primary concern.

6 | Growing up, I had an imaginary friend I could always count on. That friend is still with me.

d6 | Flaw

1 | You don't know what I'm going through. You never can.

2 | You. Fetch my cloak. And maybe rub my feet for a while.

3 | My comrades are brave, but I must defeat this threat alone to prove my worth.

4 | Oh, yeah, that spell? Named after my parent's best friend. Let me tell you about them.

5 | My best days are behind me. Ahead lies only toil, pain, and death.

6 | You have to look out for yourself. No one else will.

Charlatan

Proficiencies

Deception, Sleight of Hand

Traits

Description

Description

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

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

• Skill Proficiencies: Deception, Sleight of Hand

• Tool Proficiencies: Disguise kit, forgery kit

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

Source: Player's Handbook p. 128

Favorite Schemes

Description

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

d6 | Scam

1 | I cheat at games of chance.

2 | I shave coins or forge documents.

3 | I insinuate myself into people's lives to prey on their weakness and secure their fortunes.

4 | I put on new identities like clothes.

5 | I run sleight-of-hand cons on street corners.

6 | I convince people that worthless junk is worth their hard-earned money.

Feature: False Identity

Description

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

Description

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 good reason to.

6 | Sarcasm and insults are my weapons of choice.

7 | I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.

8 | I pocket anything I see that might have some value.

d6 | Ideal

1 | Independence. I am a free spirit - no one tells me what to do. (Chaotic)

2 | Fairness. I never target people who can't afford to lose a few coins. (Lawful)

3 | Charity. I distribute the money I acquire to the people who really need it. (Good)

4 | Creativity. I never run the same con twice. (Chaotic)

5 | Friendship. Material goods come and go. Bonds of friendship last forever. (Good)

6 | Aspiration. I'm determined to make something of myself. (Any)

d6 | Bond

1 | I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.

2 | I owe everything to my mentor - a horrible person who's probably rotting in jail somewhere.

3 | Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her.

4 | I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me.

5 | A powerful person killed someone I love. Some day soon, I'll have my revenge.

6 | I swindled and ruined a person who didn't deserve it. I seek to atone for my misdeeds but might never be able to forgive myself.

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

Proficiencies

Athletics, Insight

Traits

Description

Description

You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.

You might have been part of the City Watch of Waterdeep, the baton-wielding police force of the City of Splendors, protecting the common folk from thieves and rowdy nobility alike. Or you might have been one of the valiant defenders of Silverymoon, a member of the Silverwatch or even one of the magic-wielding Spellguard.

Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the City of Skilled Hands.

Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community.

• 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

Source: Sword Coast Adventurer's Guide p. 145

Feature: Watcher's Eye

Description

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

Description

Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch.

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

d8 | Personality Trait

1 | I'm always polite and respectful.

2 | I'm haunted by memories of war. I can't get the images of violence out of my mind.

3 | I've lost too many friends, and I'm slow to make new ones.

4 | I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.

5 | I can stare down a hell hound without flinching.

6 | I enjoy being strong and like breaking things.

7 | I have a crude sense of humor.

8 | I face problems head-on. A simple, direct solution is the best path to success.

d6 | Ideal

1 | Greater Good. Our lot is to lay down our lives in defense of others. (Good)

2 | Responsibility. I do what I must and obey just authority. (Lawful)

3 | Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)

4 | Might. In life as in war, the stronger force wins. (Evil)

5 | Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)

6 | Nation. My city, nation, or people are all that matter. (Any)

d6 | Bond

1 | I would still lay down my life for the people I served with.

2 | Someone saved my life on the battlefield. To this day, I will never leave a friend behind.

3 | My honor is my life.

4 | I'll never forget the crushing defeat my company suffered or the enemies who dealt it.

5 | Those who fight beside me are those worth dying for.

6 | I fight for those who cannot fight for themselves.

d6 | Flaw

1 | The monstrous enemy we faced in battle still leaves me quivering with fear.

2 | I have little respect for anyone who is not a proven warrior.

3 | I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret.

4 | My hatred of my enemies is blind and unreasoning.

5 | I obey the law, even if the law causes misery.

6 | I'd rather eat my armor than admit when I'm wrong.

Clan Crafter

Proficiencies

History, Insight

Traits

Description

Description

The Stout Folk are well known for their artisanship and the worth of their handiworks, and you have been trained in that ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours and dismissive, sour-tempered treatment in order to gain the fine skills you possess today.

You are most likely a dwarf, but not necessarily — particularly in the North, the shield dwarf clans learned long ago that only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of other races. If you aren't a dwarf, however, you have taken a solemn oath never to take on an apprentice in the craft: it is not for nondwarves to pass on the skills of Moradin's favored children. You would have no difficulty, however, finding a dwarf master who was willing to receive potential apprentices who came with your recommendation.

• Skill Proficiencies: History, Insight

• Tool Proficiencies: One type of artisan's tools

• Languages: Dwarvish or one other 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.

Source: Sword Coast Adventurer's Guide p. 145

Feature: Respect of the Stout Folk

Description

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

Suggested Characteristics

Description

Use the tables for the guild artisan background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a clan crafter. (For instance, consider the words "guild" and "clan" to be interchangeable.)

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

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.

Clasp Member

Proficiencies

Deception

Traits

Description

Description

Whether you grew up in the mean streets of Kymal bamboozling foolish gamblers, or spent your youth pilfering loose coin from the pockets of Emon's many tourists, your lifestyle of deceiving-to-survive eventually drew the attention of the Clasp: a storied crime syndicate that has hideouts in every city in Tal'Dorei. In exchange for protection, a modicum of kinship, and a number of useful resources to further develop your craft as a criminal, you agreed to receive the brand of the Clasp and join their ranks.

You might have spent time working the guild's most menial assignments, wandering the alleys as a simple cutpurse and filling your pockets with silver while you waited to climb the professional ladder. Or you might be a clever actor and liar, whose skill at blending in with all facets of society has made you an indispensable spy. Perhaps your swift technique with a blade led you to become a feared assassin for the Spireling leader of a local Clasp sect. Regardless, though the threat of the law is ever looming, the advantages to having a connection to such a powerful cartel greatly outweighs your paranoia. Most of the time.

Since the Clasp is an organization, its members can rise in rank by proving their worth, by making the right friends in high places, or even through blackmail and bribery. You and the Game Master can decide together how your actions affect your rank in the Clasp, and what benefits that rank grants you.

• Skill Proficiencies: Deception, plus your choice of Sleight of Hand or Stealth

• Tool Proficiencies: Disguise kit, forgery kit, or thieves' tools (one of your choice)

• Languages: Thieves' Cant

• Equipment: A set of inconspicuous common clothes, a set of tools with which you're proficient, and a belt pouch containing 10 gp

Source: Tal'Dorei Campaign Setting: Reborn p. 181

Feature: A Favor in Turn

Description

You have gained enough clout in the Clasp that you can call in a favor from your contacts whenever you're close enough to a center of syndicate activity. A request for a favor can be no longer than 20 words, and is passed up the chain to an undisclosed Spireling for approval. This favor can take on any form subject to the approval of the GM, who decides how it is fulfilled. If muscle is requested, an NPC member of the Clasp (using statistics found in chapter 6) can temporarily aid your party. If money is needed, a small loan can be provided. If you've been imprisoned, Clasp operatives can look into breaking you out or paying off the jailer.

At some point, the favor will be called in for repayment, often without warning. Refusing the call will result in your termination—literally. You might be called on to commit a specific burglary, or to pressure an Emonian dignitary to reveal a secret at an upcoming ball. The Clasp might even demand that you assassinate a specific person, with no questions asked or answered. It's the GM's prerogative to ensure that the syndicate's request is proportionate to the favor they bestowed—or that they compensate you in other ways for a service that goes beyond the scope of repaying the initial favor.

Variant: Myriad Operative

Description

Your skill set might be similar to that of many members of the Clasp, but you work for a criminal organization that is far more sophisticated—and even less scrupulous. As a Myriad operative in Tal'Dorei, you might have been given a specific task that furthers that syndicate's hunger to expand beyond Wildemount, or which gives them an edge in their rivalry with the Clasp. Moreover, you understand the wisdom of keeping your activities secret from fellow criminals as well as law enforcement, since the agents of the Clasp will show you no mercy if your true identity is ever revealed.

Suggested Characteristics

Description

The Clasp enjoys a strange status in Tal'Dorei. The syndicate is a feared group of thieves and killers, whose name is often invoked only in whispers. But at the same time, the organization has a reputation for guerilla heroism, in response to its members having saved countless lives when the Chroma Conclave attacked Emon. And so like every Clasp member, your own reputation often swings between these two poles.

Your bond is likely associated with your fellow Clasp members or the individual who introduced you to the syndicate. Your ideal probably involves establishing your importance and indispensability to the Clasp.

d8 | Personality Trait

1 | What's life without risk? I'm always willing to take a risk if the reward seems worth it.

2 | I only show my emotions around people I really trust.

3 | I don't need friends; I need allies. When I do make "friends," I only consider what they can do for me.

4 | I look for simple solutions. The world's full of tough problems, but a well-placed knife is a one-size-fits-all answer.

5 | Money talks. I don't. We've got an efficient relationship.

6 | I used to have one rule—don't get involved in other people's problems. Why are things so complicated now?

7 | Crime is a game, and I play to win. I have no sympathy for players who don't get that.

8 | This organization has a lot of folks who cling to ugly, brutal practices. I'm not like that. I'm a professional, and professionals have standards.

d6 | Ideal

1 | By Any Means. I complete jobs. Collateral damage isn't my problem. (Chaotic)

2 | Ambition. I will climb to the top of the ladder. Everything I do is a stepping-stone to a Spireling's position. (Neutral)

3 | Decisiveness. It's important to make up your mind so you can act swiftly and without delay. (Neutral)

4 | Honor. There's room in the Clasp for both good and evil. Every day, I awake and choose to do what's right. (Good)

5 | Family. The Clasp is family. Anything that's good for the family is good for me. (Lawful)

6 | Self-Interest. There are too many bleeding hearts in the Clasp these days. Doing the right thing means doing the thing that makes my life better. (Evil)

d6 | Bond

1 | I'd do anything—anything—to protect my comrades.

2 | I'll always be grateful to the Spireling who took me in when I was an orphaned kid.

3 | I was inspired to join the Clasp by the stories my parents told of being saved from the Chroma Conclave's attack on Emon. I can look past the organization's flaws.

4 | I was nearly killed by the Myriad. If the Clasp is the enemy of those villains, then the Clasp is my friend.

5 | I've got family back in the old town who are counting on me for money. They don't know how I get it, but they don't need to know.

6 | I joined the Clasp to become rich, powerful, and beloved. That's all there is to it.

d6 | Flaw

1 | I'm hopeless at organizing my belongings, and I'm always losing things.

2 | I get bored whenever a plan is going too smoothly. A win is always more fun when it's by the skin of my teeth!

3 | I've seen Spirelings walk out among cheering crowds of thousands. Gods, I wish that were me. I need that to be me.

4 | I'm rubbish with money, and never seem to leave town with a full purse. Keeps me coming back to the life, I suppose.

5 | I can't work with shoddy, makeshift thieves' tools. I need everything involving my work to be perfect.

6 | Any slight against me, no matter how small, is cause for revenge.

Cloistered Scholar

Proficiencies

History

Traits

Description

Description

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

The most well known of Faerûn's fonts of knowledge is Candlekeep. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Candlekeep's own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world.

Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the few who aid Herald's Holdfast, helping to catalogue and maintain records of the information that arrives daily from across Faerûn.

• 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

Source: Sword Coast Adventurer's Guide p. 146

Feature: Library Access

Description

Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.

You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.

Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy to a fellow scholar.

Suggested Characteristics

Description

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

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

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.

Cobalt Scholar (Sage)

Proficiencies

Arcana, History

Traits

Description

Description

The Cobalt Soul is an organization of monastic scholars dedicated to preserving knowledge and recorded history, not just across Wildemount but all of Exandria. Its operations are primarily based out of the cities of Zadash and Rexxentrum in the Dwendalian Empire, and you likely studied at one of those sites.

As a rank-and-file pupil of the Cobalt Soul, you adventure to help expand your mind. Alternatively (and with the DM's permission), you might also take on a more specific role within the organization. Expositors are secret agents who gather information in the field, while archivists are the curators who ensure the well-being of the Cobalt Soul's many Archives. Monks of the Cobalt Soul are enlightened scholars who lead expeditions into ancient and forgotten places, hoping to reclaim their lost knowledge and history.

• Skill Proficiencies: Arcana, History

• Languages: Two of your choice

• Equipment: A Ink (1-ounce bottle), 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

Source: Explorer's Guide to Wildemount p. 203

Specialty

Description

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

d8 | Field of Study

1 | Alchemist

2 | Astronomer

3 | Discredited academic

4 | Librarian

5 | Professor

6 | Researcher

7 | Wizard's apprentice

8 | Scribe

Feature: Researcher

Description

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

Description

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.

Cormanthor Refugee

Proficiencies

Nature, Survival

Traits

Description

Description

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

• Skill Proficiencies: Nature, Survival

• Tool Proficiencies: One type of artisan's tools

• Languages: Elven

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

Source: Hillsfar Character Backgrounds and Bonds p. 4

Feature: Shelter of the Elven Clergy

Description

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

d8 | Personality Trait

1 | I long for a home that never really existed, whether in the camps, Hillsfar, or Myth Drannor.

2 | Though I am not an elf, I am a fervent, radical worshipper of the elven gods.

3 | I live in the moment, knowing my life could be turned upside down any day.

4 | I appreciate beauty in all of its forms.

5 | I hate the dark elves and the Netherese for each driving the elves out of Cormanthyr in the past.

6 | I am a forest bumpkin who grew up in a tent in the woods and is wholly ignorant of city life.

7 | I was raised alongside children of many other races. I harbor no racial prejudices at all.

8 | The elves have just the right word for so many things that cannot be expressed as well in other languages. I pepper my speech with elven words, phrases, and sayings.

d6 | Ideal

1 | Patient. The elves have taught me to think and plan for the long-term. (Lawful)

2 | Rebellious. Governments and politicians drove my family to the camps. I subtly defy authority whenever I think I can get away with it. (Chaotic)

3 | Self-Absorbed. I've had to look out for number one so long that it has become second nature. (Any)

4 | Wanderlust. I want to see as much of the world beyond the camps as I can. (Any)

5 | Generous. I give everything I can to help those in need, regardless of who they are. (Good)

6 | To the Abyss with Them. The people of Hillsfar cast me out. I won't risk my hide to help them. (Evil)

d6 | Bond

1 | The elves took me in when I had nowhere else to go. In return, I do what I can to help elves in need.

2 | I seek revenge against the people of Hillsfar for driving my family into the forest.

3 | My family lost everything when they were driven from Hillsfar. I strive to rebuild that fortune.

4 | The forest has provided me with food and shelter. In return, I protect forests and those who dwell within.

5 | I am deeply, tragically in love with someone whose racial lifespan is far longer or shorter than mine.

6 | Members of my extended family did not make it to the camps or have been kidnapped to fight in the Arena. I search for them tirelessly.

d6 | Flaw

1 | I am very uncomfortable indoors and underground.

2 | I am haughty. I grew up among the elves and emulate them. Other races are crude in comparison.

3 | Elf this, elf that. I am sick and tired of the elves.

4 | I am a miser. Having lost everything once before, I clutch my possessions and wealth very tightly.

5 | I am a moocher. I am so used to others providing for me that I have come to expect everyone to do it.

6 | I believe the gods have cursed me, my family, and all of the Cormanthor refugees. We are all doomed, doomed I tell you!

Courtier

Proficiencies

Insight, Persuasion

Traits

Description

Description

In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position.

You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or perhaps you traveled in Waterdeep's baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur's Gate or Neverwinter, or you might have grown up in and around the castle of Daggerford.

Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.

• Skill Proficiencies: Insight, Persuasion

• Languages: Two of your choice

• Equipment: A set of fine clothes and a pouch containing 5 gp

Source: Sword Coast Adventurer's Guide p. 146

Feature: Court Functionary

Description

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

Description

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.

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.

Criminal

Proficiencies

Deception, Stealth

Traits

Description

Description

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

• Skill Proficiencies: Deception, Stealth

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

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

Source: Player's Handbook p. 129

Criminal Specialty

Description

There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others.

Choose the role you played in your criminal life, or roll on the table below.

d8 | Specialty

1 | Blackmailer

2 | Burglar

3 | Enforcer

4 | Fence

5 | Highway robber

6 | Hired killer

7 | Pickpocket

8 | Smuggler

Feature: Criminal Contact

Description

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

Description

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

d8 | Personality Trait

1 | I always have a plan for what to do when things go wrong.

2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.

3 | The first thing I do in a new place is note the 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 | I don't pay attention to the risks in a situation. Never tell me the odds.

7 | The best way to get me to do something is to tell me I can't do it.

8 | I blow up at the slightest insult.

d6 | Ideal

1 | Honor. I don't steal from others in the trade. (Lawful)

2 | Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)

3 | Charity. I steal from the wealthy so that I can help people in need. (Good)

4 | Greed. I will do whatever it takes to become wealthy. (Evil)

5 | People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)

6 | Redemption. There's a spark of good in everyone. (Good)

d6 | Bond

1 | I'm trying to pay off an old debt I owe to a generous benefactor.

2 | My ill-gotten gains go to support my family.

3 | Something important was taken from me, and I aim to steal it back.

4 | I will become the greatest thief that ever lived.

5 | I'm guilty of a terrible crime. I hope I can redeem myself for it.

6 | Someone I loved died because of 1 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.

Dimir Operative

Proficiencies

Deception, Stealth

Traits

Description

Description

You're a spy. Secrets and misinformation are your stock in trade. You skulk in the shadows, infiltrate other guilds, and steal the most precious secrets, whether they're written in locked journals or hidden away in someone's mind. Even you might not be aware of all the reasons behind the missions you carry out. Sometimes a mission's sole purpose is to conceal the motivation behind another strike performed in a different part of the city, or simply to spread fear.

As part of your covert work for House Dimir, you maintain a false identity as a member of another guild. You can choose your secondary guild or roll to determine it randomly. This secondary guild membership determines a portion of your starting equipment and is also where most of your contacts come from. You infiltrate your secondary guild to learn its secrets, keep tabs on its activities, or perhaps undermine it from within.

• Skill Proficiencies: Deception, Stealth

• Tool Proficiencies: Disguise kit

• Languages: One of your choice

• Equipment: A Dimir insignia, three small knives, a set of dark-colored common clothes, and the starting equipment of the background described in this chapter for your secondary guild

Source: Guildmasters' Guide to Ravnica p. 46

Feature: False Identity

Description

You have more than one identity. The one you wear most of the time makes you appear to be a member of a guild other than House Dimir. You have documentation, established acquaintances, and disguises that allow you to assume that persona and fit into the secondary guild.

Whenever you choose, you can drop this identity and blend into the guildless masses of the city.

Consider why you're embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you.

d8 | Reason for Infiltration

1 | My parents belong to this guild, and I let them think I'm following in their footsteps.

2 | I've been assigned to track this guild's activities.

3 | I've been assigned to get close to an individual in this guild and learn their secrets.

4 | I've been assigned to recruit a new Dimir spy from the ranks of this guild.

5 | I was a member of this guild before the Dimir recruited me.

6 | I don't like what this guild stands for and want to destroy it from within.

7 | I secretly wish I could leave the Dimir and join this guild, but there is no escaping the Dimir.

8 | I chose this guild at random or on a lark.

Dimir Guild Spells

Description

Prerequisite: Spellcasting or Pact Magic class feature

For you, the spells on the Dimir Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)

Cantrip — encode thoughts, mage hand

1st — disguise self, sleep

2nd — detect thoughts, pass without trace

3rd — gaseous form, meld into stone, nondetection

4th — arcane eye, freedom of movement

5th — modify memory

Your magic is meant to be subtle and undetectable, but it might pull shadows or clouds of mist around you as you cast your spells. Using the encode thoughts cantrip described below, you can turn a creature's thoughts (including your own) into a thought strand that others can potentially read, share, or steal. These thought strands are treated as valuable currency among the Dimir.

Suggested Characteristics

Description

Skilled at infiltration, disguise, and deception, members of House Dimir appear inscrutable. Your true personality and ideals might never manifest, or they might mark you as a quirky member of your secondary guild.

d8 | Personality Trait

1 | I'm good at hiding my true thoughts and feelings.

2 | When I'm in doubt about revealing something, I assume it's a secret, and I don't share it.

3 | I like to sound mysterious, because wisdom hidden grows deeper with time.

4 | I have no patience with people who get in my way.

5 | I love hearing about other people's nightmares.

6 | Combat is meant to be quick, clean, and one-sided.

7 | I like to stick to the shadows.

8 | I never show my anger. I just plot my revenge.

d6 | Ideal

1 | Guild. My true guild is all that really matters. (Any)

2 | Control. I like pulling the strings. (Lawful)

3 | Secrets. I collect secrets and never reveal them. (Any)

4 | Knowledge. I want to know as much as I can about this city and how it works. (Any)

5 | Independence. I value the freedom to pursue my own goals without interference. (Chaotic)

6 | Nihilism. I don't believe in anything, and anyone who does is a fool. (Neutral)

d6 | Bond

1 | I discovered a secret I can't let anyone else uncover—including my guild superiors.

2 | I formed a close friendship or romance with someone in the guild I'm infiltrating.

3 | The Dimir agent who recruited me was unmasked and killed. My revenge on the killers will be thorough and painful.

4 | I spend as much time as I can in the Ismeri Library because I'm certain an information hub operates behind its facade. I want its secrets!

5 | I'm utterly loyal to my superior in the guild, more than to the guild or its guildmaster.

6 | Someone has discovered my true identity.

d6 | Flaw

1 | I like secrets so much that I'm reluctant to share details of a plan even with those who need to know.

2 | I would let my friends die rather than reveal my true identity.

3 | I have trouble trusting anyone but myself.

4 | I have a particular vice that puts all my secrets at risk if I'm not careful.

5 | I'm pretty sure I've done something horrible that I can't remember because of the guild's mind magic.

6 | I put too much trust in the people who give me orders.

Contacts

Description

As an agent of House Dimir working undercover, you have limited contacts within your guild. Your relationships within your secondary guild, in the guise of your false identity, are usually more extensive.

Roll once on the Dimir Contacts table, giving you an ally who serves as your contact in Dimir. Then roll twice on the table for your secondary guild. The first roll gives you an ally there, and the second roll gives you a rival.

d8 | Contact

1 | I know a Dimir courier who relays messages to me from someone higher up the chain of command.

2 | I get orders from a shapeshifter I recognize only through a series of code phrases we exchange.

3 | An ostentatiously wealthy vampire is my secret guild superior, summoning me to a luxurious estate by means of coded messages.

4 | I have never met my guild contact, but I receive telepathic messages, usually in my dreams.

5 | I've never met my guild contact, but I get coded messages from a pattern of street lights and graffiti.

6 | I didn't discover the identity of my guild contact until after we had begun a romantic relationship.

7 | My superior maintains an elaborate identity as a young street urchin... unless it's all a lie, and I'm being sent on ridiculous missions by a twisted child.

8 | My sibling and I both get telepathic orders from a mysterious contact, and I'm starting to question the authenticity of my sibling's orders.

How Do I Fit In?

Description

As a Dimir adventurer, you are a member of the guild's network of spies, thieves, assassins, and mind mages that lurks behind the facade of the public guild. On the surface, House Dimir presents the appearance of a network of couriers, investigators, media reporters, and archivists, dealing in information and spreading news. But you and your peers trade in secrets. You use secret symbols, runes, and signals to surreptitiously communicate with other Dimir agents, often in plain sight.

Like any good spy, you have multiple identities: your true face as an agent of House Dimir; a guildless identity; and a role as a member of another guild. Within that secondary guild, you might already be on a mission for House Dimir, assigned to spy on the guild, collect information about a person, or recruit another spy from the ranks of the guild. Or that guild could be a launching point for your real mission. Perhaps, for example, you were ordered to infiltrate the Azorius in hopes of gaining access to a notorious inmate in an Azorius prison.

Dragon Casualty

Proficiencies

Intimidation, Survival

Traits

Description

Description

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

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

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

• Skill Proficiencies: Intimidation, Survival

• Tool Proficiencies: Special (see origin below)

• Languages: Draconic

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

Source: Curse of Strahd: Optional Backgrounds p. 3

Origin

Description

Prior to the coordinated attack by the Maimed Virulence and her rebel Black Fist supporters, you were once a citizen or visitor to Phlan. While the trauma of your recent ordeal has greatly altered your motivations and perception of the world, your former life still clings to you and colors your mannerisms, behaviors, and outlook on life.

Choose one entry on the following table (or roll randomly) to determine your former occupation prior to your incarceration and torture. Your choice determines your tool proficiency from this background.

d8 | Origin (Occupation) | Tool Proficiency

1 | Dockworker / Fisherman | Vehicles (water)

2 | Tradesperson / Merchant | Artisan's Tools

3 | Black Fist Soldier | Gaming set or Vehicles (land)

4 | Adventurer / Visitor | Vehicles (land)

5 | Entertainer | Musical Instrument

6 | Scholar / Healer | Alchemist's Supplies or Herbalism Kit

7 | Criminal | Thieves' Tools, Forgery Kit, or Disguise Kit

8 | Unskilled Laborer | Gaming Set

Feature: Dragonscarred

Description

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

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

However, you fear that your afflictions are not completely mundane and that the Maimed Virulence may as yet have some nefarious reason for allowing your escape, as your scars burn with acidic fury and seem to writhe beneath your skin at times. [Note: This feature is a variant of the Far Traveler feature.]

Disfigurement (Optional)

Description

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

d6 | Disfigurement

1 | Small non-functional wing(s) or alternately - misshapen, wing-like membranes along one or both arms

2 | Elongated, claw-like hand(s) and/or feet

3 | Painful green scales randomly embedded in skin

4 | Bulbous, reptilian eye(s)

5 | Enlarged dorsal spines

6 | Hair replaced with small irregular spines

d8 | Personality Trait

1 | I am driven to escape my past, and rarely stay in one place long.

2 | I know secrets of the Maimed Virulence, but fear the harm that may befall me should others learn them.

3 | Speaking of my ordeal helps sooth the still open wounds in my soul.

4 | My former life is meaningless, and was ripped to shreds by the claws of Vorgansharax. All that matters now is what I do with the future.

5 | I have faced the worst a dragon can deliver and survived. I am fearless, and my resolve unshakable.

6 | I am haunted my tortured past, and wake at night screaming at half-remembered horrors.

7 | I sleep with my back to a wall or tree, and a weapon within arm's reach.

8 | I am slow to trust, but incredibly loyal to those who have earned it.

d6 | Ideal

1 | Survivor. No matter the cost, I will take any action necessary to survive. (Any)

2 | Independence. When in trouble, the only person I can rely on is myself. (Chaotic)

3 | Compassionate. I have suffered long at the hands of a Dragon, and take pity and compassion on the suffering of others. (Good)

4 | Secretive. I am withdrawn, and hide my monstrous appearance for fear of drawing unwanted attention. (Chaotic).

5 | Justice. I have been wronged, and will not allow the same fate to befall others. (Lawful).

6 | Sycophant. During my ordeal, I became a willing servant of the Maimed Virulence, and spy on his behalf. (Evil)

d6 | Bond

1 | I have sworn vengeance on the Maimed Virulence and those that follow him.

2 | I long to reunite with friends and family who may dwell among the Phlan Refugees, and protect them.

3 | While a prisoner of the Maimed Virulence, I overheard rumors of an item or treasure the Dragon seeks. I will have that treasure for myself!

4 | I seek to reclaim and rebuild my former life to the best of my ability.

5 | I have been reborn as a child of Vorgansharax. I will claim my birthright as his chosen heir and successor.

6 | I attribute my survival to the work of the divine, and seek to prove myself worthy of the honor.

d6 | Flaw

1 | I have been touched with dragon-greed, and have a lust for wealth which can never be satisfied.

2 | I secretly believe others are plotting to harm me.

3 | I no longer enjoy the simple pleasures in life. Food is but ashes and bile in my throat.

4 | Anyone who refuses to celebrate my celebrity does not deserve my company.

5 | I am paranoid and overly suspicious of others. Anyone may be an agent of the Maimed Virulence.

6 | Once I make up my mind, I follow my chosen course of action regardless of the consequences.

Earthspur Miner

Proficiencies

Athletics, Survival

Traits

Description

Description

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

• Skill Proficiencies: Athletics, Survival

• Languages: Dwarvish and Undercommon

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

Source: Mulmaster Bonds and Backgrounds p. 3

Feature: Deep Miner

Description

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

Suggested Characteristics

Description

d8 | Personality Trait

1 | Nothing bothers me for long.

2 | I hate the horrors of the Underdark with a passion. They took my friends and family and almost got me.

3 | Anything worth doing takes time and patience. I have learned to plan and wait for the things I want and to be patient to achieve my goals.

4 | I can party with everyone. Whether with dwarves, or goliaths, or deep gnomes, I can find a way to have a good time.

5 | I'd rather be mining. This is okay; mining is better.

6 | I think that I will stumble upon great riches if I just keep looking.

7 | People who don't work with their hands and who live in houses are soft and weak.

8 | I wish I were more educated. I look up to people who are.

d6 | Ideal

1 | Generosity. The riches of the earth are to be shared by all. (Good)

2 | Greed. Gems and precious metals, I want them all for myself. (Evil)

3 | Mooch. Property, schmoperty. If I need it, I take and use it. If I don't, I leave it for someone else. (Chaotic)

4 | Boundaries. Everything and everyone has its prescribed place; I respect that and expect others to do the same. (Lawful)

5 | Let it Be. I don't meddle in the affairs of others if I can avoid it. They're none of my business. (Neutral)

6 | Materialist. I want riches to improve my life. (Any)

d6 | Bond

1 | The people of the Earthspur mines are my family. I will do anything to protect them.

2 | A deep gnome saved my life when I was injured and alone. I owe his people a great debt.

3 | I must behold and preserve the natural beauty of places below the earth.

4 | Gems hold a special fascination for me, more than gold, land, magic, or power.

5 | I want to explore new depths and scale new heights.

6 | Someday I'm going to find the mother lode, then I'll spend the rest of my life in luxury.

d6 | Flaw

1 | I'm uncomfortable spending time under the open sky. I'd rather be indoors or underground.

2 | I'm not used to being around other people much and sometimes get grouchy about it.

3 | Good tools are more reliable than people. In a cave in, I would save a sturdy pick before a stranger.

4 | I jealously guard my secrets, because I think others will take advantage of me if they learn what I know.

5 | I am obsessed with getting rich. I always have a scheme brewing for making it big.

6 | I'm afraid of the dark.

Entertainer

Proficiencies

Acrobatics, Performance

Traits

Description

Description

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

• Skill Proficiencies: Acrobatics, Performance

• Tool Proficiencies: Disguise kit, one type of musical instrument

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

Source: Player's Handbook p. 130

Entertainer Routines

Description

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

d10 | Entertainer Routine

1 | Actor

2 | Dancer

3 | Fire-eater

4 | Jester

5 | Juggler

6 | Instrumentalist

7 | Poet

8 | Singer

9 | Storyteller

10 | Tumbler

Feature: By Popular Demand

Description

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.

Suggested Characteristics

Description

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.

Faceless

Proficiencies

Deception, Intimidation

Traits

Description

Description

Being who you are, you could never be a hero. Whether due to your class, your people, your family, or your sins, something about you prevents you from effectively pursuing the path you've chosen. Even so, that doesn't stop you. You've left your old face behind, taking on a new persona, becoming something more.

Characters with the faceless background don a disguise—literally or otherwise—as they adventure. This persona might be dramatic or subtle. In a way, though, many characters have such larger than life personalities. Therefore, this background largely focuses on detailing the hero behind the mask.

• Skill Proficiencies: Deception, Intimidation

• Tool Proficiencies: Disguise kit

• Languages: One of your choice

• Equipment: Disguise kit, a costume clothes, a pouch containing 10 gp

Source: Baldur's Gate: Descent Into Avernus p. 203

Faceless Persona

Description

A faceless character adventures behind the mask of a public persona. This persona is as natural to them as their hidden, true face, but it disguises their identity. Roll on the Faceless Persona table to determine your persona, or work with the DM to create a persona that's unique to your character and suits the tone of your game.

d10 | Faceless Persona

1 | A flamboyant spy or brigand

2 | The incarnation of a nation or people

3 | A scoundrel with a masked guise

4 | A vengeful spirit

5 | The manifestation of a deity or your faith

6 | One whose beauty is greatly accented using makeup

7 | An impersonation of another hero

8 | The embodiment of a school of magic

9 | A warrior with distinctive armor

10 | A disguise with animalistic or monstrous characteristics, meant to inspire fear

Feature: Dual Personalities

Description

Most of your fellow adventurers and the world know you as your persona. Those who seek to learn more about you—your weaknesses, your origins, your purpose—find themselves stymied by your disguise. Upon donning a disguise and behaving as your persona, you are unidentifiable as your true self. By removing your disguise and revealing your true face, you are no longer identifiable as your persona. This allows you to change appearances between your two personalities as often as you wish, using one to hide the other or serve as convenient camouflage. However, should someone realize the connection between your persona and your true self, your deception might lose its effectiveness.

Suggested Characteristics

Description

A faceless character usually plays their persona—the hero or extraordinary person they are every day. That's all a facade, though, or a part of them expressed to an extreme. To define a persona, feel free to choose characteristics from other backgrounds, particularly folk hero, hermit, or noble. For the person behind the persona, the one who truly strives to be faceless, consider a distinct set of faceless characteristics. As a result, those with this background have two sets of characteristics, one for their persona, and one for their faceless selves.

d8 | Personality Trait

1 | I'm earnest and uncommonly direct.

2 | I strive to have no personality—it's easier to forget what's hardly there.

3 | I treasure a memento of the person or instance that set me upon my path.

4 | I sleep just as much as I need to and on an unusual schedule.

5 | I think far ahead, a detachedness often mistaken for daydreaming.

6 | I cultivate a single obscure hobby or study and eagerly discuss it at length.

7 | I am ever learning how to be among others—when to stay quiet, when to laugh.

8 | I behave like an extreme opposite of my persona.

d6 | Ideal

1 | Justice. Place in society shouldn't determine one's access to what is right. (Good)

2 | Security. Doing what must be done can't bring the innocent to harm. (Lawful)

3 | Confusion. Deception is a weapon. Strike from where your foes won't expect. (Chaotic)

4 | Infamy. My name will be a malediction, a curse that fulfills my will. (Evil)

5 | Incorruptibility. Be a symbol, and leave your flawed being behind. (Any)

6 | Anonymity. It's my deeds that should be remembered, not their instrument. (Any)

d6 | Bond

1 | I do everything for my family. My first thought is keeping them safe.

2 | What I do, I do for the world. The people don't realize how much they need me.

3 | I've seen too many in need. I must not fail them as everyone else has.

4 | I stand in opposition, lest the wicked go unopposed.

5 | I am exceptional. I do this because no one else can, and no one can stop me.

6 | I do everything for those who were taken from me.

d6 | Flaw

1 | I am callous about death. It comes to us all eventually.

2 | I never make eye contact or hold it unflinchingly.

3 | I have no sense of humor. Laughing is uncomfortable and embarrassing.

4 | I overexert myself, sometimes needing to recuperate for a day or more.

5 | I think far ahead, a detachedness often mistaken for daydreaming.

6 | I see morality entirely in black and white.

Faction Agent

Proficiencies

Insight

Traits

Description

Description

Many organizations active in the North and across the face of Faerûn aren't bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for use by the faction's operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that organization, but who serve as its hands, head, and heart.

As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in Faerûn. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in the faction.

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

• Languages: Two of your choice

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

Source: Sword Coast Adventurer's Guide p. 147

Factions of the Sword Coast

Description

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

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

The Order of the Gauntlet: One of the newest power groups in Faerûn, the Order of the Gauntlet has an agenda similar to that of the Harpers. Its methods are vastly different, however: bearers of the gauntlet are holy warriors on a righteous quest to crush evil and promote justice, and they never hide in the shadows. Order agents tend to be proficient in Religion, and frequently seek aid from law enforcement friendly to the order's ideals, and the clergy of the order's patron gods.

The Emerald Enclave: Maintaining balance in the natural order and combating the forces that threaten that balance is the twofold goal of the Emerald Enclave. Those who serve the faction are masters of survival and living off the land. They are often proficient in Nature, and can seek assistance from woodsmen, hunters, rangers, barbarian tribes, druid circles, and priests who revere the gods of nature.

The Lords' Alliance: On one level, the agents of the Lords' Alliance are representatives of the cities and other governments that constitute the alliance. But, as a faction with interests and concerns that transcend local politics and geography, the Alliance has its own cadre of individuals who work on behalf of the organizations, wider agenda. Alliance agents are required to be knowledgeable in History, and can always rely on the aid of the governments that are part of the Alliance, plus other leaders and groups who uphold the Alliance's ideals.

The Zhentarim: In recent years, the Zhentarim have become more visible in the world at large, as the group works to improve its reputation among the common people. The faction draws employees and associates from many walks of life, setting them to tasks that serve the goals of the Black Network but aren't necessarily criminal in nature. Agents of the Black Network must often work in secret, and are frequently proficient in Deception. They seek aid from the wizards, mercenaries, merchants and priesthoods allied with the Zhentarim.

Feature: Safe Haven

Description

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

Suggested Characteristics

Description

Use the tables for the acolyte background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a faction agent. (For instance, consider the words "faith" and "faction" to be interchangeable.)

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

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 and sacrifice must be preserved and upheld. (Lawful)

2 | Charity. I always try to help those in need, no matter what the personal cost. (Good)

3 | Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)

4 | Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful)

5 | Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)

6 | Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any)

d6 | Bond

1 | I would die to recover an ancient relic of my faith that was lost long ago.

2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.

3 | I owe my life to the priest who took me in when my parents died.

4 | Everything I do is for the common people.

5 | I will do anything to protect the temple where I served.

6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.

d6 | Flaw

1 | I judge others harshly, and myself even more severely.

2 | I put too much trust in those who wield power within my temple's hierarchy.

3 | My piety sometimes leads me to blindly trust those that profess faith in my god.

4 | I am inflexible in my thinking.

5 | I am suspicious of strangers and expect the worst of them.

6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

Failed Merchant

Proficiencies

Investigation, Persuasion

Traits

Description

Description

Maybe you come from a long line of merchants. Perhaps you were an entrepreneur. Regardless, your ventures ended poorly. Whether it was because of outside influences, bad luck, or simply because your business acumen was weak, you lost everything.

With failure, however, comes experience. You're free of that old life, having made some connections and learned your lessons. Prepared to pursue the life of an adventurer, your insight into the world of commerce brought you into the sphere of Acquisitions Incorporated—and a franchise just might be in your future.

• Skill Proficiencies: Investigation, Persuasion

• Tool Proficiencies: One type of artisan's tools

• Languages: Any one of your choice

• Equipment: One set of artisan's tools, merchant's scale, a set of fine clothes, and a belt pouch containing 10 gp

Source: Acquisitions Incorporated p. 49

Feature: Supply Chain

Description

From your time as a merchant, you retain connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information.

Suggested Characteristics

Description

Being a merchant involved having a head for numbers, a strong personality, the ability to make deals with hostile adversaries, a strong sword arm to fight off bandits, and the intuition for knowing what people want and need. The art of business is the art of finding the best path to profit, and that path might be different with each transaction. It takes a strong mind and a stronger stomach to succeed. So why did you fail?

d8 | Personality Trait

1 | I didn't have the cutthroat attitude necessary to succeed. I won't make that mistake again.

2 | Even my competitors said I was affable and talented. Those traits should serve me well.

3 | To prosper, you have to be in control.

4 | The customer is always right.

5 | I was cutting corners and breaking deals to maximize profit. That's why I failed.

6 | When I get an idea, I am single-minded in its execution—even if it's a terrible idea.

7 | If I can be everyone's friend, I'll always have support.

8 | My heart wasn't in being a merchant, so I failed. I'm not all that keen on adventuring either, but I need the money.

d6 | Ideal

1 | Survival. Where there's life, there's hope. If I remain alive and flexible, I can succeed. (Any)

2 | Generosity. People helped me when I was down. Now that I'm back on my feet, I'll pay it forward. (Good)

3 | Excitement. Caution got me nowhere in my previous business. I'm not going to let it hold me back now. (Chaotic)

4 | Wealth. With enough coin, I can buy comfort, power, knowledge, and even eternal life. Nothing will stand between me and money. (Evil)

5 | Stability. The mercantile trade was too chaotic for me. I need a nice stable profession, like adventuring. (Lawful)

6 | Redemption. Too many people consider me a failure. So I need to prove them wrong. (Any)

d6 | Bond

1 | My family means everything to me. I failed them before, and I must not do so again.

2 | My church provides a connection to my god, so I must ensure that it is protected and funded.

3 | My former business partner fell ill, and then our business failed. Part of my new venture involves earning enough to take care of their family.

4 | If I take care of my possessions, they'll take care of me. People come and go, but a weapon or a wand is something you can always rely on.

5 | Although my business failed, the people of my community were kind to me. I'll do everything in my power to protect them.

6 | I owe a dangerous person a lot of money. As long as they're happy, they let my debt rest unpaid.

d6 | Flaw

1 | Why spend gold here when you can buy the same thing for copper in the next town?

2 | I must have the best of everything. Like, right now.

3 | You haven't heard of me? I'm sure that's because of your ignorance and low breeding.

4 | I failed, but I'm awesome. So when anyone else is successful, it must be because of nepotism, dishonesty, or dumb luck.

5 | I find that most people are trustworthy. Hey, where's my belt pouch?

6 | Nothing gets between me and danger except my fellow adventurers. So I'll be sure to put them there.

Far Traveler

Proficiencies

Insight, Perception

Traits

Description

Description

Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.

You aren't one of those folk.

You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not choose to share.

Although you will undoubtedly find some of this land's ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go.

• Skill Proficiencies: Insight, Perception

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

• Languages: Any one of your choice

• Equipment: One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerûn, a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship, and a pouch containing 5 gp

Source: Sword Coast Adventurer's Guide p. 148

Why Are You Here?

Description

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

d6 | Reason

1 | Emissary

2 | Exile

3 | Fugitive

4 | Pilgrim

5 | Sightseer

6 | Wanderer

Where Are You From?

Description

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

Evermeet: The fabled elven is lands far to the west are home to elves who have never been to Faerûn. They often find it a harsher place than they expected when they do make the trip. If you are an elf, Evermeet is a logical (though not mandatory) choice for your homeland.

Most of those who emigrate from Evermeet are either exiles, forced out for committing some infraction of elven law, or emissaries who come to Faerûn for a purpose that benefits elven culture or society.

Halruaa: Located on the southern edges of the Shining South, and hemmed in by mountains all around, the magocracy of Halruaa is a bizarre land to most in Faerûn who know about it. Many folk have heard of the strange skyships the Halruaans sail, and a few know of the tales that even the least of their people can work magic.

Halruaans usually make their journeys into Faerûn for personal reasons, since their government has a strict stance against unauthorized involvement with other nations and organizations. You might have been exiled for breaking one of Halruaa's many byzantine laws, or you could be a pilgrim who seeks the shrines of the gods of magic.

Kara-Tur: The continent of Kara-Tur, far to the east of Faerûn, is home to people whose customs are unfamiliar to the folk of the Sword Coast. If you come from Kara-Tur, the people of Faerûn likely refer to you as Shou, even if that isn't your true ethnicity, because that's the blanket term they use for everyone who shares your origin.

The folk of Kara-Tur occasionally travel to Faerûn as diplomats or to forge trade relations with prosperous merchant cartels. You might have come here as part of some such delegation, then decided to stay when the mission was over.

Mulhorand: From the terrain to the architecture to the god-kings who rule over these lands, nearly everything about Mulhorand is a lien to someone from the Sword Coast. You likely experienced the same sort of culture shock when you left your desert home and traveled to the unfamiliar climes of northern Faerûn. Recent events in your homeland have led to the abolition of slavery, and a corresponding increase in the traffic between Mulhorand and the distant parts of Faerûn.

Those who leave behind Mulhorand's sweltering deserts and ancient pyramids for a glimpse at a different life do so for many reasons. You might be in the North simply to see the strangeness this wet land has to offer, or because you have made too many enemies among the desert communities of your home.

Sossal: Few have heard of your homeland, but many have questions about it upon seeing you. Humans from Sossal seem crafted from snow, with alabaster skin and white hair, and typically dressed in white.

Sossal exists far to the northeast, hard up against the endless ice to the north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly terrible or seek something incredibly important.

Zakhara: As the saying goes among those in Faerûn who know of the place, "To get to Zakhara, go south. Then go south some more." Of course, you followed an equally long route when you came north from your place of birth. Though it isn't unusual for Zakharans to visit the southern extremes of Faerûn for trading purposes, few of them stray as far from home as you have.

You might be traveling to discover what wonders are to be found outside the deserts and sword-like mountains of your homeland, or perhaps you are on a pilgrimage to understand the gods that others worship, so that you might better appreciate your own deities.

The Underdark: Though your home is physically closer to the Sword Coast than the other locations discussed here, it is far more unnatural. You hail from one of the settlements in the Underdark, each of which has its own strange customs and laws. If you are a native of one of the great subterranean cities or settlements, you are probably a member of the race that occupies the place but you might also have grown up there after being captured and brought below when you were a child.

If you are a true Underdark native, you might have come to the surface as an emissary of your people, or perhaps to escape accusations of criminal behavior (whether warranted or not). If you aren't a native, your reason for leaving "home" probably has something to do with getting away from a bad situation.

Feature: All Eyes on You

Description

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

Description

d6 | Personality Trait

1 | I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence, or reacting to ignorant invasion of my own.

2 | I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.

3 | I have a strong code of honor or sense of propriety that others don't comprehend.

4 | I express affection or contempt in ways that are unfamiliar to others.

5 | I honor my deities through practices that are foreign to this land.

6 | I begin or end my day with small traditional rituals that are unfamiliar to those around me.

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 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 don't take kindly to some of the actions and motivations of the people of this land, because these folk are different from me.

5 | I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst.

6 | I have a weakness for the exotic beauty of the people of these lands.

Feylost

Proficiencies

Deception, Survival

Traits

Description

Description

You grew up in the Feywild after disappearing from your home plane as a child. Perhaps you were spirited away by kindly Fey who thought you were destined for great things. Perhaps you stumbled through a fey crossing by chance during a twilight stroll in the woods. Perhaps you were kidnapped by evil Fey but escaped from their clutches. Whatever the manner of your disappearance, you gradually fell under the Feywild's spell and learned a little about the nature of the mercurial tricksters that dwell there.

When you finally returned to your home plane, you did not come back unchanged. You are haunted by the fact that the Feywild—a mirror world hidden behind a mere twist of perception—is only a hair's breadth away. Although your memories of the Feywild grow fainter with each passing day, your heart swells with a mixture of fear and joy at the prospect of one day venturing back to the Plane of Faerie—your home away from home.

• Skill Proficiencies: Deception, Survival

• Tool Proficiencies: One type of musical instrument

• Languages: One of your choice of Elvish, Gnomish, Goblin, or Sylvan

• Equipment: A musical instrument (one of your choice), a set of traveler's clothes, three trinkets (each determined by rolling on the Feywild Trinkets table), and a pouch containing 8 gp

Source: The Wild Beyond the Witchlight p. 9

Fey Mark

Description

You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined by rolling on the Fey Mark table.

d8 | Fey Mark

1 | Your eyes swirl with iridescent colors.

2 | You have a sweet scent, like that of nectar or honey.

3 | You have long whiskers like those of a cat.

4 | Your ears are covered with soft tufts of fur.

5 | Your skin sparkles in moonlight.

6 | Flowers either bloom or wilt (your choice) in your presence.

7 | Your hair is made of vines or brambles and grows back to normal length within 1 hour of being cut.

8 | You have a tail like that of a dog or another animal.

Feywild Visitor

Description

Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speak that language normally.

d8 | Visitor

1 | Awakened creature (a Beast or an ordinary plant that has had the awaken spell cast on it)

2 | Centaur

3 | Dryad

4 | Faerie dragon

5 | Pixie

6 | Satyr

7 | Sprite

8 | Unicorn

Feature: Feywild Connection

Description

Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.

Suggested Characteristics

Description

These tables, while optional, are well suited to Feywild-themed adventures and are ideal for any character who has the feylost or Witchlight hand background.

d8 | Personality Trait

1 | I'm haunted by fey laughter that only I can hear, though I know it's just my mind playing tricks on me.

2 | Like a nomad, I can't settle down in one place for very long.

3 | Good music makes me weep like a baby.

4 | Wherever I go, I try to bring a little of the warmth and tranquility of home with me.

5 | I have never lost my childlike sense of wonder.

6 | When I have a new idea, I get wildly excited about it until I come up with another, better idea.

7 | I live by my own set of weird and wonderful rules.

8 | I can't bring myself to trust most adults.

d8 | Ideal

1 | Friendship. I never leave a friend behind. (Good)

2 | Empathy. No creature should be made to suffer. (Good)

3 | Wanderlust. I prefer to take the less traveled path. (Chaotic)

4 | Changeability. Change is good, which is why I live by an ever-changing set of rules. (Chaotic)

5 | Honor. A deal is a deal, and I would never break one. (Lawful)

6 | Rule of Three. Everything in the multiverse happens in threes. I see the "rule of three" everywhere. (Lawful)

7 | Obsession. I won't let go of a grudge. (Evil)

8 | Greed. I will do whatever it takes to get what I want, regardless of the harm it might cause. (Evil)

d8 | Bond

1 | I would never break my word.

2 | I find magic in all its forms to be compelling. The more magical a place, the more I am drawn to it.

3 | I do what I can to protect the natural world.

4 | A trusted friend is the most important thing in the multiverse to me.

5 | I can't bring myself to harm a Fey creature, either because I consider myself one or because I fear the repercussions.

6 | The Witchlight Carnival feels like home to me.

7 | I'm drawn to the Feywild and long to return there, if only for a short while.

8 | I feel indebted to Mister Witch and Mister Light for giving me a home and a purpose.

d8 | Flaw

1 | I easily lose track of time. My poor sense of time means I'm always late.

2 | I think the whole multiverse is out to get me.

3 | I'm always operating under a tight timeline, and I'm obsessed with keeping everything on schedule.

4 | I'm a kleptomaniac who covets shiny, sparkling treasure.

5 | I'm forgetful. Sometimes I can't remember even the simplest things.

6 | I never give away anything for free and always expect something in return.

7 | I have many vices and tend to indulge them.

8 | I'm always changing my mind—well, almost always.

Fisher

Proficiencies

History, Survival

Traits

Description

Description

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

Source: Ghosts of Saltmarsh p. 29

Feature: Harvest the Water

Description

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

Fishing Tale

Description

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

d8 | Tale

1 | Lobster Wrestling. You fought in hand-to-hand combat with an immense lobster.

2 | It Dragged the Boat. You nearly caught a fish of monstrous size that pulled your boat for miles.

3 | Fins of Pure Gold. You caught a sea animal whose fins were made of pure gold, but another fisher stole it.

4 | Ghost Fish. You are haunted by a ghostly fish that only you can see.

5 | Nemesis Clam. A large clam containing a pearl the size of your head claimed one of your fingers before jetting away; one day, you'll find that clam.

6 | It Swallowed the Sun. You once saw a fish leap from the water and turn day into night.

7 | Dive into the Abyss. You found yourself in an underwater cave leading to the Abyss, and your luck has been sour ever since.

8 | Love Story. You fell in love with a creature of pure water, but your brief romance ended tragically.

Suggested Characteristics

Description

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.

Saltmarsh Ties

Description

Eda Oweland and her family are the informal leaders of the fishing industry in Saltmarsh. You can always count on the Owelands for minor aid and can gain access to Eda if the need is obvious and imminent.

Folk Hero

Proficiencies

Animal Handling, Survival

Traits

Description

Description

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

• Skill Proficiencies: Animal Handling, Survival

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

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

Source: Player's Handbook p. 131

Defining Event

Description

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

d10 | Defining Event

1 | I stood up to a tyrant's agents.

2 | I saved people during a natural disaster.

3 | I stood alone against a terrible monster.

4 | I stole from a corrupt merchant to help the poor.

5 | I led a militia to fight off an invading army.

6 | I broke into a tyrant's castle and stole weapons to arm the people.

7 | I trained the peasantry to use farm implements as weapons against a tyrant's soldiers.

8 | A lord rescinded an unpopular decree after I led a symbolic act of protest against it.

9 | A celestial, fey, or similar creature gave me a blessing or revealed my secret origin.

10 | Recruited into a lord's army, I rose to leadership and was commended for my heroism.

Feature: Rustic Hospitality

Description

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

Suggested Characteristics

Description

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.

Gambler

Proficiencies

Deception, Insight

Traits

Description

Description

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

Source: Acquisitions Incorporated p. 49

Feature: Never Tell Me the Odds

Description

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.

Suggested Characteristics

Description

Some gamble out of necessity. Others do so out of boredom. Still others become addicted to the thrill of winning or losing everything on a turn of fortune. For some, gambling is less a matter of chance and more a matter of seeking every advantage to ensure the outcome. The best gamblers can lose everything, and the worst gamblers sometimes win. Regardless, you can always tell gamblers by the look in their eyes. Lady Luck haunts them.

d8 | Personality Trait

1 | I plan for every contingency. Leave nothing to chance!

2 | Every copper wants to be a silver. Each bet is an opportunity.

3 | I'm one of Lady Luck's favored. Anything I try is destined to succeed.

4 | I've lost so much to gambling that I refuse to spend money on anything anymore.

5 | Nothing is certain. Planning is a coward's act.

6 | I can't be sure who I've swindled, cheated, or defeated, so I keep a low profile in public.

7 | The perfect bet is out there somewhere. I just have to keep my eyes open.

8 | I have beaten my addiction, but all it takes is one weak moment and I'll be back at the card table.

d6 | Ideal

1 | Knowledge. Knowledge is power, and knowing which horse to back is the key to success. (Any)

2 | Fate. Whatever happens is fated, regardless of any planning or striving. (Lawful)

3 | Bravery. If you want to succeed, you have to take risks. (Chaotic)

4 | Survival. You can't win if you're dead. Live to fight another day—when the odds might be more in your favor. (Any)

5 | Reliability. When I was in need, I was able to rely on others. Now I want to be the one others rely on. (Good)

6 | Victory. Winning is the real measure of a person. In the end, the only thing that matters is the scoreboard. (Evil)

d6 | Bond

1 | One person in particular owes me a lot of money, and I need to keep them alive if I want to be repaid.

2 | I'm loyal to the friend or family member who taught me how to gamble.

3 | The person who saved me from my gambling addiction is the only reason I'm alive today.

4 | A patron once fronted me money in exchange for a percentage of my winnings. I owe them a debt of gratitude. And a lot of cash.

5 | A criminal syndicate I once played for isn't happy I left the game, and its enforcers are looking for me.

6 | Urchins once helped me find marks for my games. Now I'm driven to help them escape the streets.

d6 | Flaw

1 | I don't know when to quit. Especially when everyone else is telling me to.

2 | I save my sympathy for my friends, and I have no friends.

3 | You think we're in trouble now? Let me tell you how bad things are likely to get!

4 | You can loan me a little, right? I've got a sure thing. I'll double your money, guaranteed.

5 | I was once a terribly flawed person, like you. Let me tell you how you can save yourself.

6 | I'm a great gambler. I'm just bad at math and logic.

Gate Urchin

Proficiencies

Deception, Sleight of Hand

Traits

Description

Description

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

• Skill Proficiencies: Deception, Sleight of Hand

• Tool Proficiencies: Thieves' tools, one type of musical instrument

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

Source: Hillsfar Character Backgrounds and Bonds p. 5

Feature: Red Plume and Mage Guild Contacts

Description

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

d8 | Personality Trait

1 | I appreciate the simple things in life: a song, a warm meal, a sunny day. I don't need any more.

2 | My problems are always caused by others. I'm never to blame.

3 | I am afraid I could wind up back on the streets any day.

4 | I get along with everyone.

5 | I see people as marks for a con and have difficulty feeling true empathy for them.

6 | I have a real flair for matchmaking. I can find anyone a spouse!

7 | I think money is the true measure of appreciation and affection. Everything else is talk or an act.

8 | I don't like having a lot of stuff, just a few simple things I need. I don't like being tied down and tend to leave things behind when I don't need them anymore.

d6 | Ideal

1 | Loyal. I never rat out any of my friends, even when the Red Plumes or the Rogues Guild ask. (Lawful)

2 | Adventurous. I don't like doing the same thing every day. I crave variety. (Chaotic)

3 | Strong. Only the strong survive. I respect those who are strong and powerful. (Any)

4 | Witty. Brains are better than brawn. I rely on my wits and respect others who do the same. (Any)

5 | Honest. Others can do what they want, but I won't lie or steal, even to feed my family. (Good)

6 | Ungrateful. Those who give, only do it to make themselves feel better. I steal from them. (Evil)

d6 | Bond

1 | The Joydancers of Lliira gave me my instrument when I really needed food. I hate them for that.

2 | Busking has taught me to love music above all else.

3 | The Rogues Guild spared me when I did a job without cutting them in. I owe them a great debt.

4 | I know people hate the Red Plumes, but some of them were really good to me. I help Red Plumes whenever I can, and I respect them. They're just doing what they have to do to get by in this world.

5 | I will be wealthy some day. My descendants will live in comfort and style.

6 | I know how hard life on the streets is. I do everything I can for those who have less than me.

d6 | Flaw

1 | Though I no longer live at the Gate, I am still always concerned about where I will get my next meal.

2 | Years of thieving have become habit. I sometimes steal from strangers without thinking about it.

3 | I am ashamed of my origins. I pretend I am higher-born and fear others will find out the truth.

4 | I think people who grew up in houses are soft, spoiled, and ungrateful. I frequently tell them so.

5 | I am still very uncomfortable wearing nice clothes, sleeping in a warm bed, and eating fine food.

6 | I do not trust anyone who has not had a hard life.

Gate Warden

Proficiencies

Persuasion, Survival

Traits

Description

Description

You spent a significant amount of time somewhere influenced by intense planar forces or a portal to another plane of existence, such as one of the gatetowns in the Outlands. You're accustomed to experiences that would leave others reeling in terror or enraptured by otherworldly beauty, and you're as comfortable dealing with Celestials and Fiends as you are with the vendors in town (who might be one and the same).

• Skill Proficiencies: Persuasion, Survival

• Languages: Two of your choice (Abyssal, Celestial, or Infernal recommended)

• Equipment: A ring of keys to unknown locks, a blank book, an ink pen or quill, a bottle of black ink, a set of traveler's clothes, and a pouch containing 10 gp

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 7

Feature: Planar Infusion

Description

Living in a gate-town or a similar location steeped you in planar energy. You gain the Scion of the Outer Planes feat. In addition, you know where to find free, modest lodging and food in the community you grew up in.

Gate Warden Trinkets

Description

When you make your character, you may roll once on the Gate Warden Trinkets table, instead of on the Trinkets table in the Player's Handbook, for your starting trinket.

d6 | Trinket

1 | A tiny vial pendant, filled with a drip of honey that glows faintly.

2 | A small lead ingot with a strange thumbprint pressed into it that whispers when held tightly.

3 | Two lodestone spheres that chime when they attract each other.

4 | A smoldering pebble of coal that, while always hot, doesn’t burn skin, fur, scales, or clothing.

5 | A feather that sheds dim light in a 5-foot radius.

6 | A ring made from a chain link that, once donned, won’t come off without pulling painfully hard.

Suggested Characteristics

Description

The influence of an Outer Plane shapes your perspective. The Gate Warden Personality Traits table suggests traits you might adopt for your character.

d6 | Personality Trait

1 | Strange events and otherworldly creatures don't faze me.

2 | I think in terms of exchange: something for something, nothing for nothing.

3 | I speak with an unusual cadence.

4 | I pepper my speech with words or curses borrowed from planar languages.

5 | I've seen enough to know that you can't take anyone at face value, so I scrutinize everyone.

6 | I have a superstitious habit I picked up from my gate-town, such as touching iron when I'm nervous or arranging objects in a specific order.

Giant Foundling

Proficiencies

Intimidation, Survival

Traits

Description

Description

Though you aren't a Giant, you grew up among giants. Maybe you were an orphan taken in by a sympathetic family of stone giants who raised you as one of their own. Or perhaps you lived in a lost prehistoric pocket of the world, surrounded by giants and fearsome behemoths or hulking dinosaurs.

Something about your environment — perhaps the food or water that sustained you, elemental magic inherent in the site of your home, or some verdant blessing of growth placed on you — caused you to grow to a remarkable size for your kind. With the aid of this magic, you have learned how to embody the might of giants. You are used to moving through a world much bigger than you, and that is reflected in your skills, attitude, and perspective on life.

• Skill Proficiencies: Intimidation, Survival

• Languages: Giant and one other language of your choice

• Equipment: A backpack, a set of traveler's clothes, a small stone or sprig that reminds you of home, and a pouch containing 10 gp

Source: Bigby Presents: Glory of the Giants p. 12

Origin Stories

Description

How you came to live among colossal creatures is up to you to determine, but the Foundling Origin table suggests a variety of possibilities.

d6 | Origin

1 | You were found as a baby by a family of nomadic giants who raised you as one of their own.

2 | A family of stone giants rescued you when you fell into a mountain chasm, and you have lived with them underground ever since.

3 | You were lost or abandoned as a child in a jungle that teemed with ravenous dinosaurs. There, you found an equally lost frost giant; together, you survived.

4 | Your farm was crushed and your family killed in a battle between warring groups of giants. Racked with guilt over the destruction, a sympathetic giant soldier promised to care for you.

5 | After you had a series of strange dreams as a child, your superstitious parents sent you to study with a powerful but aloof storm giant oracle.

6 | While playing hide-and-seek with your friends, you stumbled into the castle of a cloud giant, who immediately adopted you.

Feature: Strike of the Giants

Description

You gain the Strike of the Giants feat.

Suggested Characteristics

Description

The Giant Foundling Personality Traits table suggests a variety of traits you might adopt for your character.

d6 | Personality Trait

1 | What I lack in stature compared to giants, I make up for with sheer spite.

2 | I insist on being taken seriously as a full-grown adult. Nobody talks down to me!

3 | Crowded spaces make me uncomfortable. I'd much rather be in an open field than a bustling tavern.

4 | I embrace my shorter stature. It helps me stay unnoticed—and underestimated.

5 | Every avalanche begins as a single pebble.

6 | The world always feels too big, and I'm afraid I'll never find my place in it.

Gladiator

Proficiencies

Acrobatics, Performance

Traits

Description

Description

A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your By Popular Demand feature, you can find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club.

• Skill Proficiencies: Acrobatics, Performance

• Tool Proficiencies: Disguise kits, one type of musical instrument

• Equipment: An inexpensive but unusual weapon such as a trident or net, the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 15 gp

Source: Player's Handbook p. 131

Feature: By Popular Demand

Description

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.

Suggested Characteristics

Description

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.