Chained Worlds: Beyond the Backgrounds

I’m starting a new campaign in May. It’s an intimidating thing: two groups on alternating works operating in the same universe. For all I know, they’ll never interact, but I still want to build that into my possibilities.

I also wanted to do some heavier house-ruling this time around. Our last campaign was almost pure 5E, and it went great, but it wasn’t a perfect fit with my brain.

One thing I want to address is background. I’m a big proponent of minimal backstory; I want players to look forward to what they can make together instead of what they’ve done alone in the past.

But I don’t want to throw backgrounds out the window. I decided to import some tables and mechanics from Beyond the Wall in order to add a bit of detail to characters’ histories (and eventually link them together, but that’s saved for the Classes section, coming soon).

I’m also thinking about removing Persuasion, Deception, Intimidation, Insight, and maybe Perception from the game. I’d instead rely on roleplaying, players’ stated intention, and so on.

So here we go:

Backgrounds
Choose a background. Each one grants starting attributes. For the tables that follow, roll on two of them and choose from one of them. These will grant you additional attributes along with details from your youth.

Alternately, you can choose from two of them and roll on one. However, this will incur a curse. Your character is aware that the fates are against him (as are seers, witches, and similar), but the details are initially unknown to all but the DM.

After getting the results from the first table, add a related location to the map of the town. After getting results from the third table, add a related NPC to the map of the town

Acolyte
Something miraculous happened when you came of age. After a dramatic event, you felt the call of the gods and now worship them as your ancestors did. One of these ancient deities shows you particular favor, and you now do its work amongst your people.

You are wise beyond your years. Your Wisdom begins at 12, and all of your other ability scores begin at 8.

1d6 What were your parents known for? What did you learn? Gain
1 You are an orphan. Things were hard for you. +2 Wis, +2 Con, +1 Int
2 Your lone parent was an outcast, rightfully or not. +2 Int, +2 Wis, +1 Con
3 Your parents were fishermen and you grew up by the river. +2 Dex, +2 Str, +1 Wis
4 You led the sheep out onto the mountain like your father before you. +2 Con, +1 Dex,

+1 Wis, +1 Str

5 You worked the loom, cutting and twisting as the Fates. +2 Dex, +2 Int, +1 Cha
6 A parent kept the old stories. Your head is filled with them. +2 Int, +2 Cha, +1 Wis
1d4 How did you distinguish yourself as a child? Gain
1 Your empathy made you a sought after confidant. +2 Wis, +1 Con
2 You never met someone who didn’t like you. +2 Cha, +1 Str
3 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con,

+1 Cha

4 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis
1d4 Who befriended you? Gain
1 You would sneak out at night and wander the woods with a peasant child. +2 Con, +1 Int
2 The village elders taught you the ancient game of chess. +2 Int, +1 Dex
3 You had a tryst with someone outside the chapel. +2 Cha, +1 Con
4 An old widow needed help around the house. +1 Str, +1 Int, +1 Cha

 

Skill Proficiencies: Religion, History

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 o f incense, vestments, a set of common clothes, and a belt pouch containing 15 gp

Charlatan

You’re not the eldest in your family. You’re not the greatest warrior or a diligent student. Rather, you have a broad range of abilities, a sharp mind, and a winning smile. You’ve also dabbled in some things you probably shouldn’t have. You know a bit of everything, and what you don’t know, you can convince people that you do.

You are intelligent and charming. Your Intelligence and Charisma begin at 10, and all of your other ability scores begin at 8.

1d6 What were your parents known for? What did you learn? Gain
1 Your father was an outcast, rightfully or not. +2 Int, +2 Wis, +1 Con
2 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales. +2 Cha, +1 Int, +1 Dex, +1 Wis
3 Your father was a local merchant. You learned to name your price and charm your customers. +2 Cha, +2 Int, +1 Dex
4 Base betrayal. Your family is respected but not trusted. +2 Wis, +2 Int, 1 Cha
5 Knowledge. Your family deals in secrets and lore. +2 Int, +1 Con, +1 Wis, +1 Cha
6 Beauty. Your ladies are the fairest and your lords the most handsome. +2 Cha, +1 Dex, +1 Con, +1 Str
1d4 How did you distinguish yourself as a child? Gain
1 Children often fight, but you never lost. +2 Str, +1 Wis
2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int
3 No secret escaped you. +2 Int, +1 Dex
4 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha
1d4 Who befriended you? Gain
1 The fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis.
2 You were arranged to marry into the Miller’s family. +2 Wis, +1 Str
3 You broke someone’s heart, or maybe they broke yours. +2 Cha, +1 Con
4 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis

Skill Proficiencies: Sleight of Hand, Medicine

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


Criminal

The world is full of things to see and enjoy, and your fingers are more than quick enough to let you have what you like.

You are deft and quick. Your Dexterity begins at 12, and all of your other ability scores begin at 8.

1d6 What were your parents known for? What did you learn? Gain
1 You are an orphan. Things were hard for you. +2 Wis, +2 Con, +1 Int
2 Your father was a watchman, stern but fair with child and stranger alike. +2 Str, +2 Cha, +1 Con
3 Your father was a local merchant. You learned to name your price and charm your customers. +2 Cha, +2 Int, +1 Dex
4 Base betrayal. Your family is respected but not trusted. +2 Wis, +2 Int, 1 Cha
5 Wealth. Your family’s coffers are the fullest in all the land. +2 Int, +1 Con, +1 Cha, +1 Wis
6 Having one of the oldest names in the land and staying out of affairs that don’t concern them. +1 Str, +1 Dex, +1 Int, +1 Wis, +1 Cha
1d4 How did you distinguish yourself as a child? Gain
1 Children often fight, but you never lost. +2 Str, +1 Wis
2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int
3 You were the toughest kid around. +2 Con, +1 Cha
4 No secret escaped you. +2 Int, +1 Dex
1d4 Who befriended you? Gain
1 The fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis.
2 Your family’s seneschal taught you games of strategy and skill. +2 Int, +1 Dex
3 You broke someone’s heart, or maybe they broke yours.

You had a tryst with someone beneath your station.

+2 Cha, +1 Con
4 The grizzled captain of the guard took a liking to you. +1 Dex, +1 Con,

+1 Wis

Skill Proficiencies: Stealth, Athletics

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

 

Entertainer

You grew up obsessed with ancient stories and songs, the oral history of your people. The stories told around the hearth and by traveling minstrels seemed more real to you than your own daily struggles. Now that you’ve come of age, you keep the stories.

You have great presence and charm. Your Charisma begins at 12, and all of your other ability scores begin at 8.

1d6 What were your parents known for? What did you learn? Gain
1 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales. +2 Cha, +1 Int, +1 Dex, +1 Wis
2 You worked the loom, cutting and twisting as the Fates. +2 Dex, +2 Int, +1 Cha
3 Your father or mother kept the old stories. Your head is filled with them. +2 Int, +2 Cha, +1 Wis
4 Your father was a local merchant. You learned to name your price and charm your customers. +2 Cha, +2 Int, +1 Dex
5 Knowledge. Your family deals in secrets and lore. +2 Int, +1 Con, +1 Wis, +1 Cha
6 Beauty. Your ladies are the fairest and your lords the most handsome. +2 Cha, +1 Dex, +1 Con, +1 Str
1d4 How did you distinguish yourself as a child? Gain
1 There wasn’t a game you couldn’t win. +2 Dex, +1 Int
2 No secret escaped you. +2 Int, +1 Dex
3 You never met someone who didn’t like you. +2 Cha, +1 Str
4 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis
1d4 Who befriended you? Gain
1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha
2 The fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis.
3 You broke someone’s heart, or maybe they broke yours. +2 Cha, +1 Con
4 The old widow needed help around the house. +1 Str, +1 Int, +1 Cha

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


Folk Hero

While you are still young, you have made quite the name for yourself in the village. The common folk look to you to solve their problems and protect them from dangers.

You are sturdy and well-built. Your Strength and Constitution begin at 10, and all of your other ability scores begin at 8.

1d6 What were your parents known for? What did you learn? Gain
1 Your parents were fishermen and you grew up by the river. +2 Dex, +2 Str, +1 Wis
2 Your family worked a small farm outside the village. +2 Con, +2 Wis, +1 Cha
3 Your father was the local smith and taught you both hammer and bellows. +2 Str, +2 Dex, +1 Cha
4 You led the sheep out onto the mountain like your father before you. +2 Con, +1 Dex, +1 Wis, +1 Str
5 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales. +2 Cha, +1 Int, +1 Dex, +1 Wis
6 Your father or mother kept the old stories. Your head is filled with them. +2 Int, +2 Cha, +1 Wis
1d4 How did you distinguish yourself as a child? Gain
1 Children often fight, but you never lost. +2 Str, +1 Wis
2 You were the toughest kid around. +2 Con, +1 Cha
3 You never met someone who didn’t like you. +2 Cha, +1 Str
4 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha
1d4 Who befriended you? Gain
1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha
2 The fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis.
3 You went camping with the hunters. +2 Con, +1 Int
4 Despite being of noble blood, you actually did chores with the servants. +1 Str, +1 Int, +1 Cha

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


Guild Artisan

At a young age, you were apprenticed to a craftsperson at a guild. You worked hard, and it was often thankless, but you learned how to build, buy, and sell. Your apprenticeship guaranteed you a place in life, and it gave you a taste of what life could be.

You have a knack with animals. Your Intelligence and Charisma begin at 10, and all of your other ability scores begin at 8.

1d6 What were your parents known for? What did you learn? Gain
1 You are an orphan. Things were hard for you. +2 Wis, +2 Con, +1 Int
2 Your family worked a small farm outside the village. +2 Con, +2 Wis, +1 Cha
3 Your father was the local smith and taught you both hammer and bellows. +2 Str, +2 Dex, +1 Cha
4 You led the sheep out onto the mountain like your father before you. +2 Con, +1 Dex, +1 Wis, +1 Str
5 You worked the loom, cutting and twisting as the Fates. +2 Dex, +2 Int, +1 Cha
6 Your father was a watchman, stern but fair with child and stranger alike. +2 Str, +2 Cha, +1 Con
1d4 How did you distinguish yourself as a child? Gain
1 There wasn’t a game you couldn’t win. +2 Dex, +1 Int
2 You never met someone who didn’t like you. +2 Cha, +1 Str
3 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha
4 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis
1d4 Who befriended you? Gain
1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha
2 You are about to marry into the Miller’s family. +2 Wis, +1 Str
3 The old widow needed help around the house. +1 Str, +1 Int, +1 Cha
4 The grizzled captain of the guard took a liking to you. +1 Dex, +1 Con, +1 Wis

Tool Proficiencies: Two types of artisan’s tools

Languages: Two of your choice

Equipment: A set of artisan’s tools (your choice), a letter of introduction from your guild, a set of traveler’s clothes, and a belt pouch containing 15 gp


Hermit

The old witch in the village took a liking to you when you were still young, and people didn’t like that. You dreamt of a more exciting life, and you pursued that away from the prying eyes of the town.

You have a knack with animals. Your Constitution and Wisdom begin at 10, and all of your other ability scores begin at 8.

1d6 What were your parents known for? What did you learn? Gain
1 Your father was an outcast, rightfully or not. +2 Int, +2 Wis, +1 Con
2 Your parents were fishermen and you grew up by the river. +2 Dex, +2 Str, +1 Wis
3 You led the sheep out onto the mountain like your father before you. +2 Con, +1 Dex, +1 Wis, +1 Str
4 You went on journeys into the woods to gather herbs and berries. +2 Wis, +2 Con, +1 Dex
5 Wealth. Your family’s coffers are the fullest in all the land. +2 Int, +1 Con, +1 Cha, +1 Wis
6 Standing against a wicked would-be usurper. +2 Con, +1 Str, +1 Int, +1 Wis
1d4 How did you distinguish yourself as a child? Gain
1 Children often fight, but you never lost. +2 Str, +1 Wis
2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int
3 You were the toughest kid around. +2 Con, +1 Cha
4 No secret escaped you. +2 Int, +1 Dex
1d4 Who befriended you? Gain
1 The fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis.
2 Chafing under your family’s rules, you would sneak out at night and wander the woods. +2 Con, +1 Int
3 You had a tryst with someone beneath your station. +2 Cha, +1 Con
4 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis

Skill Proficiencies: Medicine, Religion

Tool Proficiencies: Herbalism kit

Languages: One of your choice

Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp

Noble

You’ve inherited many things: wealth, pedigree, and a formal way of acting. For whatever reason, you’ve taken those things out to the world at large. It’s your responsibility to bring even more fame to your name.

You are healthy and adventurous. Your Strength and Charisma begin at 10, and all of your other ability scores begin at 8.

1d6 What were your parents known for? What did you learn? Gain
1 Base betrayal. Your family is respected but not trusted. +2 Wis, +2 Int, 1 Cha
2 Strength of arms. No standard flies victoriously over more battlefields than yours. +2 Str, +2 Dex, +1 Wis
3 Wealth. Your family’s coffers are the fullest in all the land. +2 Int, +1 Con, +1 Cha, +1 Wis
4 Beauty. Your ladies are the fairest and your lords the most handsome. +2 Cha, +1 Dex, +1 Con, +1 Str
5 Honor and duty. All trust your family’s name. +2 Wis, +1 Con, +1 Str, +1 Cha
6 Producing the finest knights. +2 Dex, +1 Str, +2 Cha
1d4 How did you distinguish yourself as a child? Gain
1 Children often fight, but you never lost. +2 Str, +1 Wis
2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int
3 You never met someone who didn’t like you. +2 Cha, +1 Str
4 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis
1d4 Who befriended you? Gain
1 Chafing under your family’s rules, you would sneak out at night and wander the woods with a peasant child. +2 Con, +1 Int
2 Your family’s seneschal taught you games of strategy and skill. +2 Int, +1 Dex
3 You learned the ways of the castle at the side of the cook. +2 Wis, +1 Str
4 You had a tryst with someone beneath your station. +2 Cha, +1 Con

Skill Proficiencies: History, Performance

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

Outlander

Hunter, gatherer, or guardian, it takes a brave soul to wander the woods. You go where few would dare, and you feel at home in those places. For good or for ill, you left your original home behind in order to find a new one.

You are agile and insightful. Your Dexterity and Wisdom begin at 10, and all of your other ability scores begin at 8.

1d6 What were your parents known for? What did you learn? Gain
1 You are an orphan. Things were hard for you. +2 Wis, +2 Con, +1 Int
2 Your lone parent was an outcast, rightfully or not. +2 Int, +2 Wis, +1 Con
3 You led the sheep out onto the mountain like your father before you. +2 Con, +1 Dex, +1 Wis, +1 Str
4 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales. +2 Cha, +1 Int, +1 Dex, +1 Wis
5 You went on journeys into the woods to gather herbs and berries. +2 Wis, +2 Con, +1 Dex
6 Base betrayal. Your family is respected but not trusted. +2 Wis, +2 Int, 1 Cha
1d4 How did you distinguish yourself as a child? Gain
1 Children often fight, but you never lost. +2 Str, +1 Wis
2 You were the toughest kid around. +2 Con, +1 Cha
3 No secret escaped you. +2 Int, +1 Dex
4 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha
1d4 Who befriended you? Gain
1 The fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis.
2 You went camping with the hunters. +2 Con, +1 Int
3 You broke someone’s heart, or maybe they broke yours. +2 Cha, +1 Con
4 The old widow needed help around the house. +1 Str, +1 Int, +1 Cha

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


Sage

Your desire was not to learn the ways of war or rulership as other children did, but instead to study the cerebral arts. You took to the difficult studies well, and now you will decide what to do with them.

You are very smart and quick-witted. Your Intelligence begins at 12, and all of your other ability scores begin at 8.

1d6 What were your parents known for? What did you learn? Gain
1 You led the sheep out onto the mountain like your father before you. +2 Con, +1 Dex, +1 Wis, +1 Str
2 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales. +2 Cha, +1 Int, +1 Dex, +1 Wis
3 Your father or mother kept the old stories. Your head is filled with them. +2 Int, +2 Cha, +1 Wis
4 You went on journeys into the woods to gather herbs and berries. +2 Wis, +2 Con, +1 Dex
5 Knowledge. Your family deals in secrets and lore. +2 Int, +1 Con, +1 Wis, +1 Cha
6 Tending the finest gardens and brewing the most helpful concoctions. +2 Int, +2 Wis, +1 Con
1d4 How did you distinguish yourself as a child? Gain
1 There wasn’t a game you couldn’t win. +2 Dex, +1 Int
2 No secret escaped you. +2 Int, +1 Dex
3 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha
4 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis
1d4 Who befriended you? Gain
1 The fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis.
2 Chafing under your family’s rules, you would sneak to the library at night and sleep among the books. +2 Int, +1 Wis
3 The village elders taught you the ancient game of chess. +2 Int, +1 Dex
4 You learned the ways of the castle at the side of the cook. +2 Wis, +1 Str

Skill Proficiencies: Arcana, History

Languages: Two of your choice

Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common

clothes, and a belt pouch containing 10 gp

Sailor

You grew up sitting wide-eyed on the shore, listening to stories of pirates and captains who slew sea beasts and discovered new lands. The other children liked those stories as well, but you lived for them.

You are strong and brave. Your Strength begins at 12, and all of your other ability scores begin at 8.

1d6 What were your parents known for? What did you learn? Gain
1 You are an orphan. Things were hard for you. +2 Wis, +2 Con, +1 Int
2 Your parents were fishermen and you grew up by the river. +2 Dex, +2 Str, +1 Wis
3 Your father was the local smith and taught you both hammer and bellows. +2 Str, +2 Dex, +1 Cha
4 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales. +2 Cha, +1 Int, +1 Dex, +1 Wis
5 Wealth. Your family’s coffers are the fullest in all the land. +2 Int, +1 Con, +1 Cha, +1 Wis
6 Defending the land from invaders. +2 Str, +2 Con, +1 Wis
1d4 How did you distinguish yourself as a child? Gain
1 Children often fight, but you never lost. +2 Str, +1 Wis
2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int
3 You were the toughest kid around. +2 Con, +1 Cha
4 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha
1d4 Who befriended you? Gain
1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha
2 The fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis.
3 You are about to marry into the Miller’s family. +2 Wis, +1 Str
4 You had a tryst with someone you were forbidden to marry. +2 Cha, +1 Con

Skill Proficiencies: Athletics

Languages: One of your choice

Tool Proficiencies: Navigator’s tools, vehicles (water)

Equipment: A belaying pin (club), 50 feet o f silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center, a set of common clothes, and a belt pouch containing 10 gp

Soldier

For whatever reason, it has fallen to you to fight and to lead men in battle, and to inspire your people. While you have only been tested once, you proved yourself well, and are now ready to earn the fame in battle.

You are strong and commanding. Your Strength and Charisma begin at 10, and all of your other ability scores begin at 8.

1d6 What were your parents known for? What did you learn? Gain
1 You are an orphan. Things were hard for you. +2 Wis, +2 Con, +1 Int
2 Your father was the local smith and taught you both hammer and bellows. +2 Str, +2 Dex, +1 Cha
3 Your father was a watchman, stern but fair with child and stranger alike. +2 Str, +2 Cha, +1 Con
4 Strength of arms. No standard flies victoriously over more battlefields than yours. +2 Str, +2 Dex, +1 Wis
5 Honor and duty. All trust your family’s name. +2 Wis, +1 Con, +1 Str, +1 Cha
6 Producing the finest knights. +2 Dex, +1 Str, +2 Cha
1d4 How did you distinguish yourself as a child? Gain
1 Children often fight, but you never lost. +2 Str, +1 Wis
2 You were the toughest kid around. +2 Con, +1 Cha
3 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha
4 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis
1d4 Who befriended you? Gain
1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha
2 You went camping with the hunters. +2 Con, +1 Int
3 You are about to marry into the Miller’s family. +2 Wis, +1 Str
4 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis

Skill Proficiencies: Athletics

Languages: One of your choice

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

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

Urchin

Whether by choice or by fate, you grew up on the street. Better yet, you made a way to survive there.

Your Dexterity and Charisma begin at 10, and all of your other ability scores begin at 8.

1d6 What were your parents known for? What did you learn? Gain
1 You are an orphan. Things were hard for you. +2 Wis, +2 Con, +1 Int
2 Your lone parent was an outcast, rightfully or not. +2 Int, +2 Wis, +1 Con
3 You led the sheep out onto the mountain. +2 Con, +1 Dex, +1 Wis, +1 Str
4 You worked the loom, cutting and twisting as the Fates. +2 Dex, +2 Int, +1 Cha
5 You went on journeys into the woods to gather herbs and berries. +2 Wis, +2 Con, +1 Dex
6 Base betrayal. Your family is respected but not trusted. +2 Wis, +2 Int, 1 Cha
1d4 How did you distinguish yourself as a child? Gain
1 Children often fight, but you never lost. +2 Str, +1 Wis
2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int
3 You were the toughest kid around. +2 Con, +1 Cha
4 No secret escaped you. +2 Int, +1 Dex
1d4 Who befriended you? Gain
1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha
2 The fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis.
3 The old widow needed help around the house. +1 Str, +1 Int, +1 Cha
4 The grizzled captain of the guard took a liking to you. +1 Dex, +1 Con, +1 Wis

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

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