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Adept: Feature: Prodigy

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ADEPT

Fluff…goes...here…
Skill Proficiencies. You gain two Proficiencies of your choice from the following: Animal Handling, Arcana, Deception,
History, Insight, Investigation, Medicine, Religion, Survival.
Tool Proficiencies. Any one tool kit.
Languages. One language of your choice.
Equipment. An Explorer’s Pack, a set of common clothes, a trinket from your last archaeology dig, a book with your
private notes or studies, and a pouch with 15 gp.

Feature: Prodigy
You have always been quick to pick up on the cues around you. Pick one cantrip from the Sorcerer or Wizard spell list,
and choose a single proficiency in one simple or martial weapon of your choice.

Suggested Characteristics
Most Adepts have a habit of trusting to much in their easy way of understanding things. Many Adepts suffer from unusual
flaws and are stimulated by peculiar drives, it makes them ever more interesting to play and serves to bring a much more
unique experience to the world and set out their destiny.

d6 Personality Trait
1 I am always eager to learn new subjects.
2 I will always be ready to help my friends.
3 My dream is my destiny, and my friends are my path to setting it.
4 I only continue to set out my dream to use it for unspeakable uses.
5 I find it hard being around others.
6 I will never back down from a fight.

d6 Ideal
1 Teacher I will set out my dream to help the helpless. (Good)
2 Persistence My dream is my life. No one will stop me from achieving victory in it. (Chaotic)
3 Knowledge When I reach my goal, I will teach others what I've learnt. (Lawful)
4 Revenge My dream will be used against those who laughed at me. (Evil)
5 Remembrance Even if I don't reach my goal, I will still use my skills. (Neutral)
6 Acceptance This destiny is for me. I can feel it. (Any)

d6 Bond
1 My Instructor was my everything.
2 Once I complete my goal, I will go home and share it.
3 I would die for my destiny.
4 My imagination of the future dives me forward.
5 I can still hear the voice's of the people who helped me.
6 My friends and their help are what keeps me going.

d6 Flaw
1 I will do anything, to reach my goal.
2 I can only trust in myself and no one else.
3 My skills won't always work.
4 I am rather clumsy and forgetful.
5 People ask me for help, but I'm not always the best at my certain skill.
6 I still wish that my destiny was to be something else.
ALCHEMIST
You have worked in a town or a city as an Alchemist. Maybe working for the ruler of the settlement or for yourself trying
to earn a living. Working with chemicals and potions has given you a large array of knowledge of how to make such
concoctions. Using these skills you can make potions, deadly poisons, or primitive explosives (if your DM allows it).

Skill Proficiencies: Arcana and Medicine


Tool Proficiencies: Alchemist's Supplies
Languages: One language of Your choice.
Equipment: An explorer’s pack, a set of common clothes, a book about alchemy, a ingredients bag, and a belt pouch with
10 gp inside.

Feature: Experimenter
Based on your previous experiments, you know where to go when attempting to identify the uses for new components to
be used.

Feature: Potion Brewer


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

Suggested Characteristics
d8 Personality Trait
1 I have a thirst for knowledge.
2 I'm a little crazy.
3 I am not the best around people.
4 I refuse to lead, I'm more of a follower
5 I will not follow, only lead.
6 I will not make my self look a fool.
7 I will do anything for research.
8 I'm not too good around people.

d6 Ideal
1 I will use my skills to help anyone who needs it. (Good)
2 I could help but that's if I can be bothered. (Neutral)
3 I will use my creations to burn and murder any thing that crosses me. (Evil)
4 I am invested into who ever I am helping. (Lawful)
5 I'm willing to do anything to protect the group. (Chaotic)
6 I will happily help anyone in any way I think is necessary. (Any)

d6 Bond
1 I will look after my family back at home
2 I share a bond with my customers
3 Anyone who has better concoctions than me deserves my respect
4 I seek knowledge anyone who has it is a friend
5 anyone who saves my life has proven to be trust worthy
6 My teacher is still alive I respect him/her and will protect him/her if need be

d6 Flaw
1 I have accidentally killed people with my creations, the guilt eats at me at some times
2 Spending all this time around chemicals has made me slightly insane
3 I have an odd obsession for destruction
4 I like the smell of some of my concoctions, they can become addicting
5 I will not help (pick a race), for they have done something bad to me or someone I loved.
6 I will not adventure alone.
Bounty Hunter
However fine and noble the world might have seemed at first glance, once you dug a little deeper beneath the facade, a
deeper truth revealed itself to you. Conflict and strife are the only real constants in "civilized" lands, and for you, therein lay
the opportunity for profit. As a bounty hunter you had plied your trade well, offering dubious (if effective) services and
skills to all manner of client for myriad reasons- superficial or otherwise. Regardless of the cause, the justification, or the
moral impunity associated with locating your mark. Every job finished brought the clink of coin between your purse strings
at the expense of another poor soul fated to endure consequences dire, and often foul.

Though the time spent in this line of work has left you grim and jilted, your reputation for ruthlessness and cunning
precedes you. More often than not, you found yourself sought after and petitioned to ferret a mark, never needing to eke out
the work on your own. From the lowly debtor owing the wrong merchant guild, to the misguided runaway offspring of a
minor noble, or the thieving murderer eluding the city guard, none could evade your dogged pursuit, and many more dared
not try once your involvement was learned.

Skill Proficiencies: Choose two from the following: Deception, Intimidation, Medicine, Stealth or Survival
Tool Proficiencies: Thieves' Tools
Equipment: Ink bottle, a set of traveler's clothes, ink pen, 6 pages of parchment, 4 hunting traps, thieves' tools, 5 rare
trinkets from previous bounties (roll on table PHB pg. 160-161), and a belt pouch containing 30 gold

Feature: Names, Faces, and Places


Though many claim the role of a bounty hunter, few actually excel at the profession save those with a keen eye for
observation. Among the adept are those who are truly gifted, having an almost preternatural talent for anticipating the
behavior of their targeted mark. Being among their ranks, you have an uncanny ability to recall specific details of
conversation and names you overhear or participate in as it relates to your bounty, or otherwise see written, even if only for
a moment or two. You can also sketch out faces and general locations you've seen with accuracy, possessing exceptional
recollection. In addition, you often effortlessly identify clues when tracking your bounty's movements and disposition that
would be otherwise lost on lesser pursuers.

Feature: Contacts and Forgery


As a bounty hunter you have traveled far and wide which has allowed you to have built up a network of contacts and
informants that can help you track down your mark. If you are in a town or city where one of your contacts or informants
reside (DM's discretion) you may inquire about information that pertains to your mark for the right price or trade a favor to
gain the information (DM's discretion). Additionally you have trained yourself in creating documents that will allow you to
gain entry into areas you would normally not be allowed to enter in order to capture your mark. You can forge documents
including officials papers and personal letters, as long as you have seen an example of the kind of document or handwriting
you are trying to copy.

Feature: Ear to the Ground


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

Suggested Characteristics
A bounty hunter's sole purpose is to hunt down people with a price on their head, for grievances ranging from the mundane
to the terrible. Those who follow this life can be quiet, taciturn individuals as readily as they can be savage brutes living not
for the pay, but for the thrill of pursuit. Hunters are therefore often as varied in personality as their marks.

d8 Personality Trait
1 I tend to approach conversation with people I've just met as though it were an interrogation.
2 I project arrogance and conceit at times, especially after turning in a troublesome target.
3 I'll accept the help of others with a bounty, so long as they can prove their skill to me first.
4 It needn't be hunting down a mark - I'll chop firewood for an old woman if there's pay involved.
5 I'm not prone to idle chatter, and prefer keeping to myself unless the topic's business.
6 I've a great deal of practical experience from hunting bounties, and can relate to almost any situation.
7 I'm rather adept at games of skill like darts, or five-finger fillet.
8 I frequently move from town to town, eager to pursue new marks and seek new contacts.
d6 Ideal
1 Justice These people have violated the law once. I won't let it happen twice. (Lawful)
2 Wealth The only path to true freedom is having gold enough to do as you will. (Chaotic)
3 Brutality Gold pales to the brilliance of the life draining from their eyes. (Evil)
4 Morality It's not enough to hunt them down. They have to understand what they've done is reprehensible. (Good)
5 Ambiguity This job's just a job, like any other. Nothing personal against my targets. (Neutral)
6 Endurance In no other line of work could anyone expect to test their limits so completely. (Any)

d6 Bond
1 Once a solider, my comrade's grave betrayal forced me from my home, and into this life.
2 Though my friends are few, I owe them my life many times over, and would happily die for them.
3 Horrendous tales and vile rumor destroyed my family's good name, and this path is the only recourse to find the
truth.
4 The contract turned sour, and now I find myself yoked to dangerously twisted employers.
5 All my deeds would surely consign me to prison—only by servicing officials do I stay free.
6 Mindless thuggery stole the life of one I cherished, and the price they must pay is one I will collect.

d6 Flaw
1 Sleep, when it comes, is no sleep at all. The time spent tracking marks has left me skittish and paranoid.
2 Not only am I good at what I do, but I love what I do - and I hate myself for it.
3 I refuse to believe anyone can be trusted, and will root through their life until I'm satisfied they can be.
4 At a younger age my actions earned me the brand of a criminal, those mistakes haunting me and my fellows even
today.
5 It is only for my own selfish need to be the best at what I do that I abandon my team to bring the bounty in first.
6 Contract or not, I never bring murder bounties back alive. They showed no mercy, and so neither will I.

Variant Bounty Hunter: Vigilante


Standing in contrast to the mercenaries who haul in anyone labeled a criminal for coin are those who target thieves,
charlatans, and murderers exclusively—and for no material reward. Vigilantes are as often soldiers dumbstruck by newly-
found social decay and corruption whence they return home from war, as they are wealthy citizens with a penchant for
martial prowess an and axe to grind against their city's seedy underbelly for a past, personal transgression. As a matter of
course, a particularly zealous vigilante may come into conflict with a bounty hunter, deeming her as guilty of violating the
law as any brigand skulking about an alleyway. If you indeed wish to be a vigilante, select the Crime Doesn't Pay feature
outlined below instead of the Names, Faces, & Places feature above. Living a life of vigilantism means that you will always
be on the lookout for criminal activity, especially so if you're within the boundaries of a town or other settlement you claim
as your home. The promise of payment never sways your decisions in whom you target, and you hold yourself to a higher
code than your capricious counterparts—you consider it preferable to turn your marks over to the appropriate authorities
instead of harming them.

City guard and militia are likely to turn a blind eye to your unsanctioned activities unless you cross someone in their rank,
be they corrupted, prideful, or otherwise. Additionally, as your reputation grows, you will gradually earn the accolades and
support of the common people who find their streets safer, and petty thugs less inclined to hold them at knife point over a
few coins. At the same time, organizations and individuals accustomed to using their coffers to help guide a settlement's
definition of "criminal" (such as a merchant house, corrupt council member, and the like) will gradually grow to resent and
perhaps lash out at your burgeoning reputation.

Variant Feature: Crime Doesn't Pay


Pulling from your prior experiences as a soldier, mercenary, or even an extensive time living the life of a vigilante, you have
the skills needed to wage a kind of psychological battle against the criminal elements of society. When interrogating
someone to glean information about the location, motive, or operations of their superiors, they will easily buckle under
questioning and often times readily give up sensitive knowledge without the need to press further. Any promises you may
make concerning their fate in exchange for information you are not obligated to keep, short of killing them. You can
coordinate this information with any authority in a city you're on amiable terms with, be it the guard or militia, your own old
military unit, or even a sympathetic temple's leadership, provided that temple maintains soldiers of their own.

Replace the hunter's traps and bounty trinkets with a magnifying glass and a set of manacles.
Courtesan
Nobles, politicians, criminals, the common man; hell, maybe even an orc or two. At some point in your life, you have
been with all manner of society's finest and worst through your profession. Your profession, whether through freedom of
choice, or a cruel twist of unfortunate events, is one that utilizes a very specific set of skills: the art of seduction. Though
your circumstances may be unfortunate, you use them to your advantage. Whether it is using your body to persuade a client
to change their mind on an issue, using your unique skill set to distract clients while you steal from right under their noses,
or even playing the part of a cheap assassin. When making a character with this background ask yourself these question:
What led your character to these circumstances? Was it a twisted and unfortunate fate? Or was it a vocation of choice? How
much do you charge for your services? Are you self employed, or do you work under a pimp? Where do you work? Where
is your place of work? These are the questions you must consider and consider wisely, for they will shape your character, in
the beginning of their journey at least.

Skill Proficiencies: Persuasion, Sleight of Hand


Tool Proficiencies: Disguise kit
Languages: One standard language of your choice.
Equipment: A set of fine clothes, a purse containing 5 gp, a disguise kit, and a small gilded mirror.

History of Service
Although open to all ways of life, a courtesan has a story behind them, that, for the most part, discerns their own ways of
living.

d4 History of service
1 I was under the wing of royalty, always loyal to their whims.
2 I have broken so many hearts, either for gold or fun.
3 I used to offer my services in a brothel.
4 My services always opened even the best locked doors.

Feature: The Oldest Profession


Due to your history of work, you can obtain free lodging in brothels or inns where you have conducted business in the past.
The owners of these establishments can recommend other locations where you may be able to obtain discounted lodging by
dropping their name or offering your services during your stay. If you encounter past clients, you may be able to obtain
resources or other aid from them. Depending on your relationship with any given client, this may be through blackmail or
through seduction.

Suggested Characteristics

d8 Personality Trait
1 I am highly flamboyant; I like to exaggerate my movements and mannerisms.
2 My speech is like a switch; I speak either very warmly or very coldly to anyone.
3 I am unafraid to get up-close and "personal" with some people or situations.
4 I keep silent about any shortcomings I may be experiencing. I can't stand being pitied.
5 I am extremely flirtatious, even with friends.
6 I prefer to leave things finished, rather then let bygones be bygones.
7 I love being the center of attention, but I don't envy those who take that from me.
8 I am quite hesitant to name my profession when asked about it.

d6 Ideal
1 Cynicism. Everyone uses others, why should I act any different? (Evil.)
2 Sympathy. I sympathize with those who work hard but gain little in their endeavors. (Good.)
3 Pride. I love the work I do, despite what any naysayers may call me. (Any.)
4 Personal Gain. When I’m doing you a service, I am yours. If I’m not, I want nothing to do with you. (Chaotic.)
5 Respect. My favorite clients are the ones who have reasonable expectations and don't stir up trouble. (Lawful.)
6 Independence. My body and soul are my own, no matter what anyone else may say about me. (Neutral.)
d6 Bond
1 I am highly skeptical when someone offers me something without asking for anything in return.
2 I don't concern myself with the turmoil spawned from other's problems.
3 There is someone I'm waiting for so we can live together.
4 I know a secret about one of my clients that could cost me my life if revealed.
5 My clients are all I have.
6 I have a child, and I would do anything for them.

d6 Flaw
1 Despite my own ability to read people, I myself am very easily read by others.
2 If someone has some kind of debt over me, I feel obligated to fulfill said debt no matter what.
3 I sometimes expect or wish for others would take care of my problems.
4 Depending on the pay, I will do anything for a client.
5 I use any means I have at my disposal to complete a goal.
6 I love presents or gifts, and cannot refuse one, even if I know doing so is a bad idea.

Dragon Friend
Throughout your life you may have wanted to have knowledge, power, or maybe a reason to do anything, well here it is you
at some point in your early life had met a dragon, be it chromatic or metallic and gained its friendship.

Skill Proficiencies: Choose two from the following skills: History, Intimidation, Nature, Perception, Survival
Tool Proficiencies: Choose one of any.
Languages: Draconic, or if you already know it one of your choice.
Equipment: Clothing set based on your stature in society, and a belt pouch containing 50 gold

Specialization
Roll or pick one that suits your character.

d6 Social Class
1 Born of noble birth.
2 Was raised by the dragon who taught me.
3 I was born a commoner who wanted more..
4 I never knew my parents, nor did I ever want to, I raised myself.
5 I bounced around from place to place so I never really fit into a class.
6 Born of the middle class, I had all I wanted.

Feature: Dragon Fame


When interacting with Dragons or other dragon like creatures you can use "Dragon Fame" to open special interactions
making them possibly like you or hate you based on the dragon who trained you and your relationship with him/her.

Alternate Feature: Dragon Intimidation


When Interacting with Dragons or other dragon like creators you can use "Dragon Intimidation" to reveal who trained you
in hopes of intimidating them to give you what you want.

Suggested Characteristics
Roll or pick from the following:

d8 Personality Trait
1 I know the history of the Dragons and other old civilizations and want to learn more
2 If you betray me, I will burn you.
3 I often challenge people because of my love to fight
4 I enjoy the company of others and am very social.
5 I was exiled from my town because people were jealous of my power.
6 I don't care about anyone, I just wanna have fun.
7 I trust no one and that will stay
8 I enjoy spreading my dragon training as it makes me feel superior.
d6 Ideals
1 Power. I must become more powerful at all costs. (chaotic)
2 Conquest. The world will be mine. (Evil)
3 Order. I must bring balance to the world. (lawful)
4 Knowledge. I will seek knowledge at any cost. (Any)
5 People. I'm loyal to my friends and family, no need for any one else. (Neutral)
6 Honor. I must fight to help the weak and the defenseless (Good)

d6 Bond
1 Caring for people just makes you weak.
2 I care for my family and friends but they just hold me back.
3 I only have one family, the dragon who raised me.
4 I care for anyone who is weak.
5 I am loyal to dragons first, people come next.
6 I will use the power I have attained to spread my family name.

d6 Flaw
1 I am very knowledgeable and sometimes clash because I think I know better.
2 I am Arrogant/Prideful and can't back down from a challenge of any kind.
3 I get emotionally attached to easy which makes it harder when I lose those close to me.
4 I have a lust for women/men beyond reasonable thought.
5 I find it hard to trust people of strong religious faith.
6 I am prone to acts of anger and often regret them.

Eternal One
You are a creature that has lived for a very long time. How did you become this eternal being? Were you cursed to freeze
in time? Perhaps a vampire took the life from your body and now you live eternally undead. Maybe a deity granted you
eternal life? Many seek the power of immortality. Whether you sought it out or it was placed upon you unwillingly you have
it now. How recently did you receive your immortality? And what are you going to do with your now unlimited time? Being
an eternal one does not actually prevent you from dying in game. Most forms of immortality actually end upon death. In
certain circumstances your body might move to a different plane to regenerate over many millennia.

Skill Proficiencies: History and Choose one from: Arcana, Religion, Survival, Investigation, Nature or Perception. You
also gain expertise in one skill of your choice.
Tool Proficiencies: One type of artisan's tools, thieves' tools, gaming set, musical instrument, or kit.
Languages: Any two languages of your choice.
Equipment: A small trinket that reminds you of something from long ago, a set of fine clothes, one tool you are proficient
with, and a pouch containing 15 gp

Immortality
How did you receive your eternal life?

d6 Immortality
1 I made a deal with a Devil
2 I received it as a blessing for my service to my Deity
3 I made a wish on a magic genie lamp
4 I was turned into a Vampire
5 I dabbled in necromancy and attached my soul to an indestructible object
6 I spent too much time in the astral plane which caused my body to freeze in time

Feature: Family Ancestry


As an immortal being that has existed for an exceptional period of time, you have started families all over the world and
most know of your immortality. Because you have family all over the world almost any city you go to you can find a
descendant of yours that would be willing to assist you by providing lodging for a night or by acting as guide to places you
may need to go to within the city.

Alternate Feature: Researcher


Only use this feature in a situation where you have just recently gained your immortality and have no lived for an extended
period of time. 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
There is no one right way to be immortal and not everyone receives immortality the same way and therefore there is no
real suggested way to play an eternal one other than to mold it around how you gained your immortality.

d8 Personality Trait
1 I am convinced that people are always trying to steal my secrets
2 I watch over my friends like they are a newborn
3 I often disregard time because it has no meaning to me
4 I have trouble finding people to care about, they all die so fast
5 I tend to get bored easily
6 I enjoy the bustling of cities because they make me feel alive
7 I look down on people because they don't have forever like me
8 I will do everything I can to help people when I can

d6 Ideal
1 Selfless. My immortality was given so I can help those who need it (Good)
2 Greed. I have immortality but it's not enough (Evil)
3 No Limits. Nothing should fetter the infinite possibility inherent in all existence (Chaotic)
4 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)
5 Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings
(Any)
6 Community. It is the duty of all civilized people to strengthen the bonds of community and the security of
civilization (Lawful)

d6 Bond
1 Family is everything to me
2 I must abide by my god's teachings
3 I am ashamed of how I gained my immortality and no one must find out how it happened.
4 I have trouble trusting people
5 Common folk must see me as a hero among the people
6 I must keep my immortality a secret to the best of my ability

d6 Flaw
1 I get bored easily
2 I am overconfident
3 I'm hedonistic, I've been practicing for centuries
4 I will abide by my god's teaching even if it means people suffer
5 I have a tendency to steal, what are the going to do lock me up? I have eternity
6 I will sooner eat my sword than admit when I am wrong
Falconer
As a Falconer, you have spent years strengthening the bonds between yourself and your bird of prey. What led you to
become a falconer? Was it a love for birds? Were you driven by your need to hunt for survival? Was it a hobby growing up?
Or was it a need to master nature's predators of the air? Who trained you in falconry, or was it simply the bond between man
and bird that helped you master the ancient art yourself? How do you employ your skill? Do you work as a messenger or
perhaps a scout for a group of mercenaries? What species of raptor did you obtain and how did you come to acquire your
companion? These are just a few questions to help you flesh out your inner raptor.

Skill Proficiencies: Animal Handling, and Survival


Tool Proficiencies: Falconer’s kit and one type of artisan’s tools
Languages: Any one language that isn’t a secret language.

Equipment: A Falconer’s kit, a set of traveler's clothes, three days worth of rations, a set of artisan's tools of your choice,
and a pouch containing 15 gp.

Specialization
The falconer is a master of training birds of prey. They can deploy their feathered friends to act as spies, messengers and
even combatants in hostile situations. The amount of time falconers spend with their bird companions and the bond they
create with these avian creatures create an awe-inspiring effect. Falconers of different professions tend to specialize in a
specific species of bird to train, most commonly the vulture, the eagle, the hawk, and the owl. Choose one of these four
creatures to become your bird companion. If you already receive an animal companion from a class feature and your animal
companion is a bird, your animal companion is treated as your bird companion for this background's features.

d4 Specialization
1 Vulture
2 Eagle
3 Hawk
4 Owl

Feature: Avian Scout


As a Falconer, you can employ the capture, use, and companionship of a bird of prey. Choose a creature from the list
below. That creature is now your bird companion.
• vulture
• eagle
• hawk
• owl
• blood hawk
• peregrine falcon

Upon becoming your companion, your birds' Maximum Hit Points are equal to three-fourths of your Maximum Hit Points
(rounded up) or their current Maximum Hit Points, whichever is higher. Their AC is equal to three-fourths of your AC
(rounded up) or their current AC, whichever is higher. They also gain a +2 bonus to their AC and a bonus to their Maximum
Hit Points based on their CR. If you call a bird that has a CR of 0, they gain a +5 bonus to their Maximum Hit Points. If the
called bird has a CR of 1/8 or 1/4, they gain a +3 bonus to their Maximum Hit Points. Finally, if the called bird has a CR of
1/2 or higher, they do not gain a bonus to their Maximum Hit Points. It also has a Hit Dice of 1d8 and gains a Hit Dice each
time you gain a level (as if it were its own Player Character). When your bird companion reaches 0 Hit Points but is not
killed outright, it falls unconscious and starts to make death saves (also as if it were a Player Character).

In combat, this bird companion shares the same initiative and turn as you but doesn't share actions or movement speed. If it
is one size smaller than you or smaller, it can take up the same space as you. However, it cannot take the Attack action or
interact with a hostile creature in any way. While engaged in combat or outside of combat, your bird companion can deliver
items to other willing creatures. It can also scout ahead to find hidden places, objects, and creatures as you travel. Your bird
companion can move a number of feet away from you equal to (your proficiency bonus + your level) x 10. If your
companion dies, you must spend 12 hours capturing a new one and 24 straight hours to train it before you can use this
feature again. Your bird companion's ability to detect traps, hazards, hidden passages, treasure, or hostile creatures is
determined by a Perception skill check. When returning from a scouting trip, you have a general understanding of what your
bird companion is trying to tell you (one-two specific details at the maximum). This skill check uses your bird companion's
ability scores and any additional bonuses. Your bird companion also gains a bonus to this skill check equal to your Wisdom
modifier.

Feature: Sight of the Raptor


At 3rd level and higher, as an action you can share your bird’s sight until the start of your next turn, gaining any special
senses that your companion has. Additionally, you can exert limited control over your companion up to 500 feet away. If
your companion leaves this range, you loose sight and your control (though you can send it one last command, lie “return”).

Suggested Characteristics
d8 Personality Trait
1 I talk only when absolutely necessary. I let my skill in combat speak for me.
2 I have great pride in myself and my companion. I'm not afraid to let everyone know.
3 I am always cheerful! What I learned from my bird companion is that the best things in life are born from
merriment.
4 My closest friend and comrade is my bird companion. All other attempts at friendship are irrelevant.
5 Nothing is worth fighting for without my bird companion fighting by my side.
6 The close bond between my bird companion and I is the strongest bond of all.
7 I often stray alone with my bird companion to hone our combat skills together. Outsiders are nothing but
distractions.
8 My partner and I are the light in the darkness of this corrupt world.

d6 Ideal
1 Freedom . I live by my own rules. Whatever benefits my bird companion and I is what I fight for. (Chaotic)
2 Ambition. I will become the greatest falconer this world has ever known! Nothing will stand in my way. (Any)
3 Cautious. Mother Nature is a dangerous being. Her creations should always be treated with respect and care.
(Neutral)
4 Self-Preservation. If people can't risk their lives for their own needs, why should I do the same for them? It's
survival of the fittest out here, after all. (Neutral)
5 Justice. Anyone who would bring harm to that which is innocent and good will pay. (Good)
6 Forgiving. Mercy is a virtue, and wisdom is its savior. (Good)

d6 Bond
1 My bird companion is my closest friend. I don't leave my friends behind.
2 With the help of my feathered friend I will lay waste to those who ruined my life so many years ago.
3 Touch my belongings and you will lose a few fingers. Touch me and you will lose a hand. Touch my raptor and you
will lose your head.
4 I have a very deep secret. I use my falconry hobby to keep my mind off of this secret.
5 I owe a great debt and should the chance to pay it arise I will do whatever it takes to pay it.
6 All the fiends of the nine hells won't stop me from achieving my goal: being the greatest falconer of all time.

d6 Flaw
1 I have a horrific past that I'd prefer to keep to myself. My bird companion help me to accept the grief that I've
experienced.
2 I committed a terrible crime that is beyond forgiveness. I work as a falconer every day to make up for it.
3 I'm forever in the debt of a great benefactor, I'd do anything to repay him no matter the cost.
4 I'm a terrible coward without my bird companion.
5 I never walk away from an insult. If you insult me or my bird companion, you're in for a world of pain!
6 I refuse to help anyone who won't return the favor.

Feral Child (aka Raised by Wolves)


Some people are abandoned or lost when they are young, and subsequently survive in the wild by some freak stroke of
luck. You are one such person. Were you raised by animals, or did you survive entirely by yourself? Are you an orphan? Did
your parents abandon you in the woods because of poverty or apathy? Were you accidentally lost when your relatives were
walking through the wilderness with you? It is possible you have no memory at all of your parents or how you ended up
separated from them in the first place. After your first encounter with humanoids, how did you come to live in humanoid
society? Did you seek out other people or were you forced away from your home and into a world you had no connection to
or understanding of?
Skill Proficiencies: Nature and Survival
Tool Proficiencies: Herbalism kit, Poisoner's kit
Equipment: a set of common clothes, a strange object you found while in the wilderness, such as shiny stone or a ruined
relic of a bygone age. You have a locket which gives you luck, and a large water skin .

Animal Caretakers
If you were raised by animals, you should choose between being raised by predators or primates; here’s a list of possible
animals you could have been raised by:

d10 Predators Primates


1 Wolves Baboons
2 Black Bears Gorillas
3 Brown Bears Orangutans
4 Lions Chimpanzees
5 Tigers Bonobos
6 Mountain Lions Spider Monkeys
7 Panthers Howler Monkeys
8 Foxes Lemurs
9 Wolverines Gibbons
10 Hyenas Mandrills

You understand the body language of the species of animal you were raised by, and can use your own body language to
indicate non-hostility towards those animals.

Feature: Scent Recall


Your sense of smell was finely tuned during your years in the wild. You can discern and recognize particularly subtle and
important scents in your life, such as blood, a monster's stink, or a friend's sweat.

Suggested Characteristics
Due to the fact that you didn’t grow up around humanoids, you have a difficulty learning their languages and social rules.

While growing up among wild animals it is very possible that you had a constant nagging feeling that you were somehow
abnormal or malformed. After all, you didn’t look at all like the creatures around you. You have always felt like an outsider
in some way. It wasn’t until you encountered humanoids that you knew there were others in the world that looked like
yourself. This may have been a relief or a disturbing realization.

Due to the fact that you didn’t grow up around humanoids, you have a difficulty learning their languages and social rules.
After you entered humanoid society you were probably treated as a freak or a fascination. It took you a while to learn to
speak to other people and you still have some trouble with communication. Social rules are confusing and difficult for you
to remember.

d8 Personality Trait
1 I didn’t grow up wearing clothes, and I still don’t like the feel of them on my body.
2 I am more comfortable around animals than people.
3 I don’t put much stock into money. I would rather have things that are useful or beautiful than valuable. I don’t
need material possessions to keep me happy.
4 I love learning new words and hearing them roll off my tongue. I’ll often repeat a word I just learned over and over
again.
5 I would rather live in the woods than in a city.
6 I don’t understand the role of religion.
7 People’s problems in civilized society seem trivial to me.
8 I’m fascinated by technology.

d6 Ideal
1 Nature. I grew up in the wild and I’ll do anything to preserve my first home. (Neutral)
2 Freedom. I never fit into society and I have found the only way to be content is to express myself without regard
for rules. (Chaotic)
3 Learning. Ever since I discovered the humanoid world I have felt an unending desire to learn more about myself
and the world around me. There are so many wonderful new things I have been exposed to. (Any)
4 Harmony. I think of myself as an ambassador between the wild and civilization. This comes with the responsibility
of balancing the needs of people and animals for the mutual good of everyone. (Good)
5 Dominance. I worked to be dominant in the group of animals I grew up with and now I want to work to exert my
dominance in humanoid society. (Evil)
6 Friendship. Relationships matter to me more than ideals or material goods. (Neutral)

d6 Bond
1 Somebody hurt my animal family and they will pay for it.
2 I want to discover where I came from and who my birth parents are.
3 I feel a deep connection to the wild and want to protect it from destruction.
4 I fell in love with one of the humanoids who discovered me and I want to impress them.
5 I feel a deep bond to my animal family.
6 I want to see as much of the world or the humanoid world as I can.

d6 Flaw
1 I am impulsive. I often follow my whims even when it’s inappropriate.
2 I believe the natural order is for the strong to rule over the weak.
3 In the wild, my animal friends were my lifeline. Now, I often become possessive of my friends.
4 I’d give up my own blood before sharing my food.
5 I’m suspicious of people I don’t know.
6 I have deep anger and hold long grudges towards those who harm animals or animals from the species that raised
me.

Hooded Figure
You are a mysterious figure, with a robe and hood covering your features. You might have been a cultist who made a
regrettable deal with a demon, a victim of a horrible attack by a dragon, or perhaps you were framed for a crime that you
had not truly committed, requiring you to hide your identity. Those who do their best to permanently hide who they are
typically are ones who would prefer to not be noticed, but they end up with the opposite happening. Hooded figures might
enjoy telling others small bits about themselves, to keep them guessing, or possibly make up a false identity and adopt it.
For what reason did you decide to hide your face from others, and why was it so serious that you might almost never show
it? How did you handle those who already knew who you are, so they would not give your identity away? Were you the
cause of whatever made you want to hide yourself, or did somebody-or something-else make it happen? And what made
you decide that adventuring would be the best course of action for you to take? Did you believe that adventuring could help
fix whatever it was that wronged you? Were you hoping it could allow you to run away from those who you might be hiding
your features from? Or were you just tired of hiding and doing nothing, and hoped that it might take your mind off of
whatever you're hiding from?

Skill Proficiencies: Sleight of Hand and Deception


Tool Proficiencies: One musical instrument
Languages: Choose one exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or
Undercommon)
Equipment: One dark robe with a hood that covers your face in darkness when you wear it, a set of dark common clothes,
and a belt pouch containing 10 gp.

Past
Not everyone who chooses to conceal their identity has the same origins, some may have been criminals in the past, or feel
horrible about their past.

d6 Specialization
1 Cultist. You were a cultist in the past, worshiping some terrible demon, god, or being.
2 Assassin. You are a reformed assassin, and took out targets for monetary gain.
3 Mercenary. You were a mercenary, fighting for whichever side had the most money.
4 Summoner. You had attempted-or succeeded-in summoning dark beings, and might even be trying to hunt them
down.
5 False Criminal. Despite never having commit crimes before, you were convicted or accused of a crime you had no
part in.
6 Shamed Murderer. You had killed somebody you had no intention of killing, and now are hiding because of it.

Feature: Eyes of Crime


Due to your mysterious and dark appearance, as well as any potential rumors surfacing about you, many criminal
organizations will be willing to house you, and only you, at a comfortable lifestyle, provided you do some favors or jobs for
them. If you are openly convicted for a crime that an organization is not able or unwilling to cover up, they will cut all ties
with you until your name is cleared.

Alternate Feature: On the Run


You were falsely convicted of a crime, causing some guards to be very suspicious of you. However, due to this, some
people that know the truth-or at least think they do-may be willing to offer you shelter, at a comfortable lifestyle. If you are
convicted for a crime, and the person believes you are a criminal, than they will not be willing to shelter you, and may even
turn you into the authorities.

Suggested Characteristics
d8 Personality Trait
1 I have a tendency to go by many different names, and sometimes forget which one I'm using.
2 I am very quiet, and tend to fade into the background.
3 I like to change my voice or accent every few days, so people don't know I'm the same person.
4 I rarely speak above a whisper, for fear that I might attract attention to myself.
5 I constantly am looking around, to make sure I don't see anyone I know.
6 I'm always feeling my pockets, fearing that I'll drop something that might give my identity away.
7 Sometimes I just act like a normal person, dropping my shady act, but only for a few seconds.
8 I like to study how other people act, to see if they might be hiding secrets, like I am.

d6 Ideal
1 Redemption. Even though I might have done wrong in the past, I can do right in the present. (Good)
2 Framed. I never did anything wrong to anyone! This isn't fair, I was framed. (Any)
3 Supervillain. I only need a bit of time to hang low, before I strike again. (Evil)
4 Justified. What I did was right for me, and others should see that, too. (Chaotic)
5 Vengeance. I didn't do anything bad, beforehand. But, now that I have been forced to be how I am, I will. (Evil)
6 Newfound Honor. My exile is only done from myself, from shame of all I had done. (Neutral)

d6 Bond
1 I'll never forget the life I had, before all of this hiding.
2 I only had to run because of I am in love with someone that is too dangerous.
3 I didn't want to hurt anybody, and still remember the one that I hurt the most.
4 A vigilante believes I am a criminal mastermind, and is hunting me down.
5 I sometimes like to visit people that I know, without revealing who I truly am.
6 Nobody must ever know who I truly am.

d6 Flaw
1 Sometimes, I fall into the urges of crime.
2 I like to use my threatening appearance to my advantage, but sometimes get too far.
3 I am afraid of who I will hurt next.
4 Memories of my old life distract and daze me after reliving them.
5 Thoughts of whether I should turn myself in or not cross my mind.
6 I am always angry because of what I have done or what has been done to me.
Lost Civilization
You come from a legendary realm, a place filled with magic or technology unknown to the outer world. You grew up
around alien creatures, lived in a city of glass and steel, and used artifacts that most people consider impossible. Whether
you abandoned your homeland by choice or necessity, you may never find your way back.

Skill Proficiencies: Arcana, and History


Tool Proficiencies: One type of exotic musical instrument
Languages: One of your choice
Equipment: A walking staff, a necklace or other family heirloom of unusual metal, a set of traveler’s clothes, and a belt
pouch containing 20 gp of coin from your homeland

Feature: Stranger in a Strange Land


Your origin grants you celebrity status. You attract the curiosity of commoners, nobles, sages, and fools alike, but not all of
this attention is benevolent. When you seek audience with an individual of note, such as a famous wizard or local noble, you
can mention your place of origin to entice their interest and earn an invitation. Often, they may offer advice and knowledge
in trade for stories about your homeland. If you need a larger favor, your host may demand something exceptional in return,
such as technological secrets or a magic item from your realm.

Suggested Characteristics
A citizen from a Lost Civilization feels misplaced and disconnected from the outer world. Because they grew up in such a
different setting, their distinctiveness goes beyond strange clothing and a foreign accent. When interacting with locals, their
unfamiliarity with customs, traditions, and superstitions often confuses people or angers them.

d4 Personality Trait
1 Everything I discover in this new world fascinates or horrifies me.
2 I won’t let my ignorance hinder my curiosity, even if it upsets someone.
3 No matter how hard I try to fit in, I alienate everyone around me.
4 I enjoy collecting trinkets and tokens everywhere I travel.

d4 Ideal
1 Knowledge. I want to learn this world’s secrets to take back home. (Neutral)
2 Secrets. My people unleashed a horror that consumed my realm; I will not allow my new home to suffer that fate.
(Lawful)
3 Destiny. I hear the chorus of alien gods. Their voices tell me who must live and who must die. (Any)
4 Generosity. I possess skills unknown to this world. Honor and duty require me to share these talents. (Good)

d4 Bond
1 I will find a way back home, even if it takes a lifetime and costs a fortune.
2 My people intend to conquer the outer world. I can’t let them succeed.
3 I must discover who abducted me from my realm and why.
4 I stole a piece of forbidden technology. It tells me to learn its secrets before its owners find me.

d4 Flaw
1 My inexperience with local customs and traditions often gets me into trouble.
2 When stressed, I speak in cryptic metaphors that no one understands.
3 I feel superior to everyone around me, but I hold them blameless for their ignorance.
4 This land is not my home, and it will never be my home, no matter how long I remain stuck here.

Mercenary
As a mercenary, your services were for hire to anyone who could afford them. What drove you to be a soldier of fortune?
Was it to escape poverty? Was it the thrill of battle? Or was it simply that fighting was all you knew growing up? Who was
your mercenary company, or did you work alone? What made you give it up, or are you still for hire? Did you make any
allies or enemies along the way? What wars or battles were involved in? What were the consequences? Lost allies? War
crime charges?

Skill Proficiencies: Intimidation, Perception


Tool Proficiencies: One type of gaming set, Vehicles (land)
Equipment: Proof of the first contract you completed, a set of common clothes, one gaming set of choice, belt pouch
containing 10 gp

Feature: Hired Blade


You are a soldier of fortune, a fighter who sells his services to the highest bidder. You roam towns and cities in search of a
place where your unique set of talents are useful; whether for a lord hunting a group of bandits, or a local barkeep tired of
the goblin infestation in his cellar, you can always find some work if you look hard enough. The job itself should not matter
much for a person like you, at least that is what others believe. Therefore, other less admirable and shunned upon jobs
sometimes arrives at your lap, giving you the choice and the problem of figuring a way to compromise between your ethics
and your job.

Suggested Characteristics
You are a mercenary who hunted down your employer's enemies for coin. Were you happy in this life? What made you
leave it behind to become an adventurer? Did you leave it at all, or is adventuring just another way of putting food on the
table?

d8 Personality Trait
1 I like to show off, particularly if there's a chance to get a job offer in it.
2 I am always gregarious and cheerful, no matter the situation, as long as I am paid well.
3 To me, the whisper of steel and the clash of weapons is just as pleasing as any amount of gold.
4 I always train because training leaves the person ready even in a moment of respite or weakness.
5 I hold myself to a strict code of ideals.
6 I keep my personal possessions in secret places which is know only to me.
7 I would do anything to protect my weapons of arm, for I know it will protect me in return.
8 I do nothing, move no finger or a blade, unless I hear the jingling sound of coins.

d6 Ideal
1 Golden Soul. I fight for money, and nothing else. (Neutral)
2 Great Publicity. I will be known for my deeds, sooner rather than later. (Any)
3 Power or Death. In my line of profession, the strong live and the weak starve. (Evil)
4 Non-Sold Honor. I never break my promises. Never. (Lawful)
5 War and Crime. Whenever chaos flourishes, so too does my work. (Chaotic)
6 Good for Sale I am a sellsword who swings his weapon only in the name of good. (Good)

d6 Bond
1 I became a mercenary to support my family, who would have probably starved in a slum somewhere if not for me.
2 I fight for a lover that knows little if not nothing of me.
3 I was inspired by a great hero to become a mercenary.
4 I treat my valued comrades like brothers, and I will let no insult or injury fall upon them.
5 I seek to protect something of great importance to me by keeping it a secret, so you better forget what you just
heard.
6 I never disrespect an employer, if they never disrespect me or stop giving me money.

d6 Flaw
1 I'll do anything for coin, damn the consequences.
2 As much as I pretend to love fighting, I secretly hate hurting others.
3 I have crippling debts that my work barely pays it off.
4 I never fail at my tasks, even if I have to resort to less honourable means to complete them.
5 I would send an innocent to face his death if it means I will win the fight.
6 Someone powerful would do anything to have my head, so I seek to gain his or her head first.

Medium
By magic, psionics, communing with spirits or otherwise, there are special people who have a sixth sense. These people
sense things invisible to most others. As a mystic do you see your power as a curse rather than a gift? Are you able to
control your power or does it happen randomly? Is it given to you by a greater power or did these powers develop over
time?
Skill Proficiencies: Insight, Perception
Tool Proficiencies: Mystic Tools
Languages: Celestial, Abyssal, or Infernal
Equipment: A protective symbol, a costume, a quill, a bottle of ink and 5 sheets of paper, a set of Mystic Tools, a page
with an important person or event described on it and a belt pouch containing 10 gp.

Specialization
d10 Specialization
1 Medium
2 Oracle
3 Palm Reader
4 Exorcist
5 Empath
6 Clairvoyant
7 Diviner
8 Astrologist
9 Numerologist
10 Prophet

Feature: Portent
With your mystical powers you have witnessed an impactful event. The nature of how you experienced this depends on your
specialization. The event might be a person battling against another person, the destruction of an important artifact, a god
bringing a plague or perhaps a meteorite crashing onto a city. You can describe this situation in visual/emotional detail but
can't name an exact time or place. This information might clash with the current beliefs, norms or values of your setting.
Causing conflict or shunned expressions from others when mentioned. Work with your DM about the details and the
importance of this event and what impact it might have on the campaign.

Suggested Characteristics
d8 Personality Trait
1 I sometimes see dead people
2 I often have vivid dreams or nightmares
3 I talk soft and mellow
4 I blurt out feelings and cryptic warnings to random people I meet
5 I show strong feelings of empathy
6 I intoxicate myself to allow my powers
7 I read people's psyche and silently judge them
8 I look up at the sky, expecting a sign of portent

d6 Ideal
1 Prevention I want to prevent the bad things happening to innocent people. (Good)
2 Guidance Fate cannot be prevented, I can only guide people to theirs (Neutral)
3 Manipulation I will use my power to gain control over the ignorant people (Evil)
4 Responsibility It's my responsibility to show people the way to their destiny.(Lawful)
5 Intuition I follow where fate leads me and know no other path.(Chaotic)
6 Refusal I want this burden taken away from me (Any)

d6 Bond
1 I have a twin with whom I share this power
2 I know secrets that could have devastating consequences if not revealed to the right people
3 I have experienced the presence of a special person I want to meet
4 Since I've heard about The Source of Destiny I want to find it
5 Two forces are telling me to go to a direction opposite of each other
6 I am tasked with the resurrection of a dead entity

d6 Flaw
1 I have random black-outs
2 My powers don't happen at will
3 I tend to avoid people because my powers put stress on me
4 I get random bouts of paranoia
5 I have an addiction
6 I guess peoples feelings, character or birth date and am usually wrong

Noble Guard
Noble Guards come from all walks of life, whether they be born into it, a retired solider or mercenary, a reformed criminal
or perhaps just your average citizen in need of a job. They protect a noble, merchant, or someone similar. They tend to have
an air of nobility around them, despite not always being of noble blood. this is due to a mixture of trained discipline and
constant proximity to nobles. Important things for a Noble Guard to consider are: How did you end up a guard? Who did
you serve under? Why did you leave? What was your liege like?

Skill Proficiencies: Athletic or acrobatics, Perception


Tool Proficiency: A Gaming Set of your Choice.
Languages: one language of your choice
Equipment: A uniform in the style of the guard, a signet ring representing your station, a set of manacles, and a pouch
containing 10 gp

Feature: One of the Guard


You are recognized as an authority figure. The local Guards will be hesitant to start a fight with you and are likely to come
to your aid in a fight, the guards will also believe you except in the face of overwhelming evidence or under the command
of a superior. For this effect to apply you must be in a city that would recognize your position, this is decided by the DM.

Suggested Characteristics
Noble Guards are similar to City Guards in many ways, though some see their station as superior

d8 Personality Trait
1 I am always polite and respectful.
2 My friends know they can rely on me no matter what.
3 Though a skilled fighter, I do not relish combat, and will always accept an enemy's surrender.
4 I can stare down a hell hound without flinching.
5 I enjoy being strong and able to protect others.
6 I always seek to maintain a calm, composed, manner of speech- even in the thick of combat.
7 I like the night patrols best, very peaceful or very not.
8 I occasionally hold myself above others.

d6 Ideal
1 Duty. I have a job to fulfill, and it shall be so. (lawful)
2 Greater Good. No matter the circumstances, I am expected to protect those who cannot protect themselves. (Good)
3 Independence When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4 Authority. I am above lesser folk, and people will do as I say. (Evil)
5 Live and Let Live. There will always be crime, or there are no guards. (Neutral)
6 Devotion I love my liege, and I will do anything to protect it. (any)

d6 Bond
1 My Liege practically raised me. I would do anything to please them.
2 As a child, a guard gave their life to protect me from a monster. If it came to it, i'd be willing to do the same.
3 Those who fight beside me are those worth dying for.
4 My fellow Guards are my brothers/sisters in arms.
5 My honor is my life.
6 I fight for those who cannot fight for themselves.

d6 Flaw
1 I obey the law even when it serves no good.
2 I can be bribed easily; a few gold here, please...
3 I will never let injustice pass me by.
4 My title means more to me than my friends do.
5 I've gone behind my Liege's back on something, and would do anything to prevent them from finding out.
6 I’d rather eat my armor than admit when I’m wrong.
Seeker
A Seeker is a man or woman chosen from their society to go out and either complete some quest or to find an Artifact to
save their people. Among the Seekers people they are seen as second only to Elders or other leaders of their society.
Meaning they can do what the average person couldn't such as going into forbidden sites. Think of why your character is a
Seeker is there portal threatening to swallow your village or is there legion of Aberrations threatening to kill everyone in
your valley.

Skill Proficiencies: Survival and Perception


Tool Proficiencies: Alchemist's supplies, Herbalism Kit, or Poisoner's Kit, Vehicles (land), A weapon from your people
Languages: Two of your Choice (Typically languages of people you would interact with)

Equipment: One of the Tools you are proficient in, A Weapon from your people, Traditional clothes of your people, A
token to remember your home, and a belt pouch with 10 gp in it.

Feature: Helping Hand


Any allies of your people will do their best to help you in any way they can sometimes even fighting with you but will not if
you are an immediate threat to the person

Suggested Characteristics
d8 Personality Trait
1 I have been assigned a sacred task, and I don’t intend to fail.
2 I have sworn an oath to aid my people, to fail is to lose those I love.
3
4
5
6
7
8

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