Backgrounds
Your character's background is a collection of characteristics that represent the place and occupation that were most formative before your character embarked on a life of adventure.
Parts of a Background
A background includes the following parts.
Ability Scores
A background lists three of your character's ability scores. Increase one by 2 and another one by 1, or increase all three by 1. None of these increases can raise a score above 20.
Feat
A background gives your character a specified Origin feat (described in "Feats").
Skill Proficiencies
A background gives your character proficiency in two specified skills.
Tool Proficiency
Each background gives a character proficiency with one tool--either a specific tool or one chosen from the Artisan's Tools category. Tools are detailed in "Equipment."
Equipment
Each background offers a choice between a package of equipment and 50 GP.
Background Descriptions
Acolyte
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 "Fantasy-Historical Pantheons" or those specified by your GM, and work with your GM 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.
Ability Scores: Intelligence, Wisdom, Charisma
Feat: Magic Initiate (Cleric) (see "Feats")
Skill Proficiencies: Insight and Religion
Tool Proficiency: Calligrapher's Supplies
Equipment: Choose A or B: (A) Calligrapher's Supplies, Book (prayers), Holy Symbol, Parchment (10 sheets), Robe, 8 GP; or (B) 50 GP
Criminal
Ability Scores: Dexterity, Constitution, Intelligence
Feat: Alert (see "Feats")
Skill Proficiencies: Sleight of Hand and Stealth
Tool Proficiency: Thieves' Tools
Equipment: Choose A or B: (A) 2 Daggers, Thieves' Tools, Crowbar, 2 Pouches, Traveler's Clothes, 16 GP; or (B) 50 GP
Sage
Ability Scores: Constitution, Intelligence, Wisdom
Feat: Magic Initiate (Wizard) (see "Feats")
Skill Proficiencies: Arcana and History
Tool Proficiency: Calligrapher's Supplies
Equipment: Choose A or B: (A) Quarterstaff, Calligrapher's Supplies, Book (history), Parchment (8 sheets), Robe, 8 GP; or (B) 50 GP
Soldier
Ability Scores: Strength, Dexterity, Constitution
Feat: Savage Attacker (see "Feats")
Skill Proficiencies: Athletics and Intimidation
Tool Proficiency: Choose one kind of Gaming Set (see "Equipment")
Equipment: Choose A or B: (A) Spear, Shortbow, 20 Arrows, Gaming Set (same as above), Healer's Kit, Quiver, Traveler's Clothes, 14 GP; or (B) 50 GP
Acolyte Roleplaying and Legacy Feature
The following narrative and characteristics are retained from the earlier reference. Shelter of the Faithful is an optional legacy benefit requiring GM approval; it is not granted by the SRD 5.2.1 Acolyte background.
Feature: Shelter of the Faithful
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your 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
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.
Table- Suggested Acolyte Characteristics
| 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. |
Bible5e Backgrounds
These adapted custom backgrounds retain their original skills, tools, languages, equipment packages, and special features. Their extra tool and language grants are Bible5e exceptions to the standard background format. Listed languages are additional to your three starting languages. The Charioteer variant uses the Gladiator ability-score and feat choices.
Forsaken
Ability Scores: Choose three different abilities. Increase one of those scores by 2 and another by 1, or all three by 1, to a maximum of 20.
Origin Feat: Choose one Origin feat. This is the single feat granted by this background.
You are an outcast from society. You travel the world less out of a need for adventure, and more because you know that you will never truly be accepted no matter where you go, or what you do. Maybe you will travel with a party of adventurers for a time, but these relationships never seem to last. Your faith has also been a struggle. You feel no sense of connection to your deity, and your prayers go unanswered.
Those who are forsaken can come from any city, religion, or walk of life. Rich or poor, young or old, sometimes people just fall on hard times. Begin by choosing the cause of your misfortune. Choose from the table on the next page, roll to determine it randomly, or invent your own!
| d8 | Misfortune |
|---|---|
| 1 | You have contracted leprosy. This debilitating skin condition will continue to grow worse, and will eventually kill you. You are unwelcome in all cities unless you hide your appearance. |
| 2 | Your family is dead, your friends have abandoned you, and your land was seized by Roman soldiers. You were once a highly respected citizen... now you're just looking for answers. |
| 3 | You are a slave from the grand palace of Splendor's Envy in the central district of Ecbatana. Since you were a witness to many high-profile conversations in the palace chambers, your escape has landed you on a most-wanted list for both the Parthuan and Roman authorities. Nowhere is safe for you. |
| 4 | You were born with a physical deformity or disability. Because of the widespread belief in most societies that your appearance is a punishment from God for a serious sin your parents must have committed, there are very few cities that will tolerate your presence. |
| 5 | Your father was a tax collector for the Roman empire who allegedly stole a great fortune from the treasury. He was executed, but the Roman authorities now hold your responsible for his debt, believing that you are in possession of his fortune. |
| 6 | When you were a child an angel appeared to you and asked if you were ready to have your faith in God tested. Ever since you replied "yes," you have had a string of unexplainable bad luck. You patiently await the day that it all finally makes sense. |
Skill Proficiencies: Deception, Survival
Tool Proficiencies: A musical instrument of your choice, thieves' tools
Equipment: Choose the following package or 50 GP: Disguise kit, a Bedouin tent, a pouch containing 5 gp.
Feature: Underground Network
Your life of exclusion has caused you make connections with various other communities of outcasts. If you spend at least one day in a major city, you learn the location of the local leper colony, criminal hideout, secret gambling hall, other local community of outcasts. This underground network can provide you with information that is not known to the common people of the city, including methods of secret travel (tunnels, alleyways, rooftops, etc.) through the city, locations of safe commerce (black markets or thieves guilds that will still do business with you), and allies within the establishment (doctors, politicians, or guards who are sympathetic to your situation).
Gladiator
Ability Scores: Choose three different abilities. Increase one of those scores by 2 and another by 1, or all three by 1, to a maximum of 20.
Origin Feat: Choose one Origin feat. This is the single feat granted by this background.
Nothing feels more like home to you than the roar of the crowds in the Circus arena. Maybe you are a retired soldier from the Roman legion and you compete to feel the thrill of combat once more. Maybe you were once a slave meant for execution, but you surprised the crowds (and yourself) by besting your opponents and eventually earning your freedom in the eyes of the empire. Or perhaps you just enjoy putting on a good show and love hearing the crowds cheer your name.
Gladiators come in all shapes and sizes, and from all walks of life. The most successful in their field understand that victory in the arena has as much to do with putting on a good show as it does with one's talents as a fighter. The Gladiators who are paid to perform at festivals and other large events often have catchy names, signature weapons, memorable colors, or unique armor.
Skill Proficiencies: Athletics, Performance
Tool Proficiencies: Chariots, Land Vehicles
Equipment: Choose the following package or 50 GP: One exotic weapon of your choice or a shield marked with your emblem, a letter from a talent scout inviting you to perform at a festival in a city you have never been to, and a pouch containing 12 gp.
Signature Look
In order to gain renown in your field, you have developed a signature look that allows fans to easily recognize you in the arena. This may be brightly colored armor or unique weaponry, a distinctive mark or scar you display, or a unique finishing move you use in combat. Whatever it is, make sure your signature look sets you apart from your competitors.
Feature: Local Champion
Your performance in the arena can sometimes earn you renown among the locals. If you put on a good show at a public event, local establishments will let you eat and drink for free, and sometimes provide a place to stay at a local inn. Also, it is likely that you will be recognized on the street, and local citizens who watched your performance are more likely to help you. You have advantage on all Charisma checks while interacting with people in a city where you have competed in an arena.
Variant Gladiator: Charioteer
Charioteers often travel in the same circles as gladiators, and perform at the same events. Although a charioteer is not solely focused on combat, chariot racing can be just as dangerous, and races frequently end in death for unlucky charioteers. When using the charioteer variant, replace Athletics with Animal Handling in your skill proficiencies.
Pilgrim
Ability Scores: Choose three different abilities. Increase one of those scores by 2 and another by 1, or all three by 1, to a maximum of 20.
Origin Feat: Choose one Origin feat. This is the single feat granted by this background.
There has always been a restlessness in you: a yearning in your soul that has not yet been filled. You have visited various holy sites around the world, but you haven't yet found what you are looking for. Whatever it is, you know that it is out there, and so you continue searching.
Pilgrims are seekers. Perhaps you seek a distant holy site where you believe your prayers will be heard. Perhaps you seek to perform a specific act of generosity to make up for sins in your past. Perhaps you are on a search for your own identity. Whatever it is that you seek, your journey is a spiritual one, and it is what drives you to keep searching.
Skill Proficiencies: Religion, Survival
Tool Proficiencies: Calligrapher's Supplies or one type of musical instrument
Languages: Two of your choice
Equipment: Choose the following package or 50 GP: Calligrapher's Supplies or one type of musical instrument of your choice, a staff, traveler's clothes, a prayer book or diary, and a pouch containing 5 gp.
Pilgrimage Destination
What is the reason for your life of searching? Where are you currently headed? Do you have a destination in mind, or are you simply wandering aimlessly? Work with your GM to determine what you might be looking for. You can also use the following table for ideas of possible pilgrimage destinations, or even determine it randomly.
| d6 | Pilgrimage Destination |
|---|---|
| 1 | You desire to pray on the Temple Mount in Jerusalem |
| 2 | You feel called to find and safeguard the Ark of the Covenant |
| 3 | You were taken as a slave from your homeland long ago. You seek to return home. |
| 4 | You have a recurring dream of a distinctive landmark. You cannot rest until you locate it. |
| 5 | Your sister never returned from a long journey. You seek to bring her home, dead or alive. |
| 6 | A stranger once paid you a kindness. You cannot rest until that kindness is repaid. |
Feature: Expanded Holy Ground
Your faith is rewarded. If you succeed in reaching your pilgrimage destination, that site is considered Holy Ground for you, regardless of how mundane it may be for others. For more information about Holy Ground, see page 262.
Silk Road Merchant
Ability Scores: Choose three different abilities. Increase one of those scores by 2 and another by 1, or all three by 1, to a maximum of 20.
Origin Feat: Choose one Origin feat. This is the single feat granted by this background.
Some view the treacherous seas and deadly deserts as places they would never willingly go; you just call them home. The prolific spice, silk, incense, and glass trade across the continent has exploded in the years following the conquests of Alexander the Great, and there is an impressive amount of gold to be made for those willing to brave the journey. An expansive network of routes through the desert now connect China, India, Sheba, and Rome, but just because these routes have been charted does not mean they are without danger.
Perhaps your skills as a linguist made you ideally suited to conduct business in foreign lands. Perhaps you have always loved bartering and the thrill of finding a good deal. Or maybe you just love seeing the world and experiencing new cultures. Silk Road Merchants enter the business for a variety of reasons, but all share a common love of travel and commerce.
Skill Proficiencies: Persuasion, Survival
Tool Proficiencies: Cartographer's Tools
Languages: Choose two from Chinese, Sanskrit, Aramaic, Sabaic
Equipment: Choose the following package or 50 GP: Cartographer's Tools, a staff, traveler's clothes, and a pouch containing 15 gp.
Feature: Merchant's Discount
Because of your connections as a merchant, other merchants and vendors are eager to do business with you and are more likely to offer you discounted rates. When shopping in markets and bazaars in major cities, you may make a Persuasion check to lower the price of an item significantly, even if haggling is not normally allowed in your location. If your haggling concerns your Trade Specialty (see below), this check is made with advantage.
Trade Specialty
Merchants along the Silk Road often specialize in transporting and selling a particular commodity. What item are you most accustomed to transporting? What first drew you to this product? How have you tried to make connections with vendors in different kingdoms to establish trade relations? Choose your trade specialty, or choose it randomly using the table below. Tip: it is helpful to choose your specialty before choosing your two language proficiencies to ensure that your languages are spoken by those with whom you frequently do business.
| d8 | Region | Primary Export |
|---|---|---|
| 1 | Judea | Honey, Olive Oil, Perfume |
| 2 | China | Ink, Paper, Rice, Silk |
| 3 | Egypt | Barley, Papyrus, Parchment, Wheat |
| 4 | India | Cinnamon, Hashish, Pearls, Pepper |
| 5 | Nomadic Tribes | Beadwork, Pottery, Weaving |
| 6 | Parthia | Carpets, Fabric, Dyes, Opium |
| 7 | Rome | Glassware, Iron, Leather, Wine |
| 8 | Sheba | Cloves, Frankincense, Myrrh |
Customizing a Background
Work with your GM when changing a background. The flexible ability and Origin feat choices above apply to these retained Bible5e backgrounds; they do not replace the specified choices in the four SRD backgrounds.
Languages
Character creation grants Common and two other languages. The four SRD backgrounds add no languages. Custom background language benefits above are additional; use the Bible5e language guide.
Suggested Characteristics
Use the retained roleplaying tables as inspiration. They do not add mechanical benefits to an SRD background.
Earlier topic: Proficiencies. Use the current rules above.
Cartographer
Ability Scores: Choose three abilities. Increase one by 2 and another by 1, or all three by 1, to a maximum of 20.
Origin Feat: Choose one Origin feat. This is the single feat granted by this background. Retain the background feature below.
You have earned a living seeking out and documenting the hidden corners of the world. While most other adventurers sought out new lands for trade or for conquest, you have done so merely to observe, journal, and sketch. As a result, you have earned a reputation as a brilliant map-maker and talented historian. Your discoveries may not have made you rich, but your charts and maps are famous among sages and archivists in several major libraries.
Skill Proficiencies: Nature, History
Languages: Two of your choice
Tool Proficiencies: Cartographer’s tools
Equipment: Choose the following package or 50 GP: A set of traveler’s clothes, a journal, an ink pen, a bottle of ink, a pair of compasses, and a pouch with 5 gp.
Feature: Life’s Work
Your journeys have given you intimate knowledge of certain coastal regions. You may add one Periplus (page 187) to your starting equipment, which represents your life’s work in cartography. Work with your GM to determine which periplus is most appropriate for your character.
Feature: obsessive note-taker
You passionately document everything you see and hear during the day: taking notes, making sketches, charting maps. You gain the Keen Mind or Observant feat (your choice).
Displaced
Ability Scores: Choose three abilities. Increase one by 2 and another by 1, or all three by 1, to a maximum of 20.
Origin Feat: Choose one Origin feat. This is the single feat granted by this background. Retain the background feature below.
Your people have been forced from their homeland more times than you can count. While most people feel a strong connection to their homeland, the concept of “home” has come to mean something very different to you, and it has nothing to do with land or geography. To you, home is the people you are with and the journey you are on, and you have learned never to become comfortable with either. If history has taught you one thing, it is never to put down roots since it is only a matter of time before the whims of powerful empires come to tear you up and cast you aside once again.
Homeland
Your homeland is a relic of your past. You may have been cast out during your lifetime, or it may have been ages since your people had a place to call your own. Choose a homeland from the table below, or roll to determine it randomly.
| d6 | Homeland |
| 1 | You were once part of a proud seafaring people from the Southern Isles. One night a powerful storm separated your ship from the group and you found yourself adrift in uncharted waters. You eventually found land and have made a living amongst a foreign people. Do you desire to return to your family, or have you found a new way of life? |
| 2 | You are from a tribe of Celtic people that used to live in the thriving capital city of Lutetia. The invading forces of the Roman empire has forced your people to move further and further north, to carve out a living in the frozen mountains of the northern sea. Do you wish to return to your homeland one day, or embrace the open sea and the freedom it represents? |
| 3 | Your people once inhabited Judea, the Promised Land, but you were exiled to Babylon over 500 years ago. Your people are now spread to the four winds, and the “promised land” is still held under the oppressive thumb of Rome. How has this exile changed what being a “Jew” means to you? |
| 4 | You were born near the port city of Cattigara. When Trung Trac and her sister fought for the independence of the Vietnamese people, you followed them into battle. These warrior queens symbolized freedom from oppression and taught you that it is not only royal-born men that have the power to change history. How did you feel (and where did you go) when the Trung sisters were beheaded after their defeat at the hands of the invading Han general? |
| 5 | You have recently embraced a new religion known as “Christianity.” This faith is not tolerated by your homeland, and you were forced to flee to Aksum, where your faith is accepted. How have you adjusted to life in Africa, where the culture is so different from what you knew? |
| 6 | You began working as a sailor, merchant, or soldier to earn money, but soon found that you were falling in love with cultures that were once foreign to you. What empire did you once work for, and what distant land do you now consider to be your newfound home? |
Skill Proficiencies: Insight, History
Languages: Two of your choice
Tool Proficiencies: none
Equipment: Choose the following package or 50 GP: A set of traveler’s clothes, five pieces of parchment, and ink pen and a bottle of ink, a trinket or keepsake from your homeland, a pouch with 10 gp.
Feature: Polyglot
Being displaced to a new land has taught you to pick up new languages quickly. If you observe humanoids communicating with each other in a language you do not know for a period of 1 day, you pick up important words and gestures that allow you to communicate and understand simple ideas efficiently. If you spend 14 days worth of downtime observing humanoids communicating, you become fluent in this language and may add it to your list of known languages.
Feature: Dual Citizenship
You are an accepted member of two different cultures or empires. Work with your GM to determine which two factions make the most sense for your backstory and character. Your status with both of these factions changes to “allied.” You are also intimately familiar with cultural practices, music, food, politics, and social norms of these cultures which allows you to avoid behavior that might be considered rude or embarrassing when visiting port cities that share these cultures.
Northlander
Ability Scores: Choose three abilities. Increase one by 2 and another by 1, or all three by 1, to a maximum of 20.
Origin Feat: Choose one Origin feat. This is the single feat granted by this background. Retain the background feature below.
You hail from the frozen climes of the distant north - a land most civilized people view as the realm of ice and monsters. You just call it home. You were raised in a tribe of seafaring northlanders, and spent your childhood aboard longships navigating the long and narrow fjords of the northern seas. Outsiders look at these looming, glaciated cliffs and see only cold and danger, but you see it differently. While distant empires wage war over fertile ground, your people know the comfort and warmth of a community that exists apart from the corruption of politics, isolated in the most inhospitable places on the planet.
Skill Proficiencies: Athletics, Survival
Languages: Norse
Tool Proficiencies: vehicles (water)
Equipment: Choose the following package or 50 GP: A set of traveler’s clothes, a fishing net, drinking stein carved from an animal horn or skull, a pouch with 10 gp.
Feature: Hardy Constitution
Carving out a living in the icy fjords requires a hardiness and resiliency that is foreign to most people. You gain the Athlete, Durable, or Tough feat (your choice).
Suggested Characteristics
Northlanders value actions above words, and tend to be suspicious of people who engage in small talk. Life in the frozen north consists of long days of hard work, with an occasional feast during the harvest, or after a bountiful fishing trip. Northlanders tend to live their lives in this way, even after leaving their homeland; spending long hours or days in silence, attending to their duties with a rigid focus and rarely speaking. However, when they finally break for a meal, it is usually accompanied by copious amounts of drink, food, and laughter. Some may view this lifestyle as rude or antisocial, but to a Northlander, working hard and then feasting is the foremost way of honor one’s community or family.
Ship Builder
Ability Scores: Choose three abilities. Increase one by 2 and another by 1, or all three by 1, to a maximum of 20.
Origin Feat: Choose one Origin feat. This is the single feat granted by this background. Retain the background feature below.
You may have studied as an apprentice of a local shipbuilder or as a student at one of the greatest academies of mathematics in the world; one way or another, you have always been drawn to the construction of ships. From the traditional mortise-and-tenon planking to the newer “clinker-built” technique of the Northlanders, you have studied and mastered every conceivable way of constructing a water vessel. You may have even designed a few new experimental ships in your spare time. Although your skills only earn you a modest living, you are known throughout your home city as the most reliable and talented ship builders around.
Skill Proficiencies: History, Perception
Languages: none
Tool Proficiencies: Carpenter’s tools, Vehicles (water)
Equipment: Choose the following package or 50 GP: A set of traveler’s clothes, an ink pen, a bottle of ink, a set of carpenter’s tools, and a pouch with 10 gp.
Feature: Improvised Repairs
You have learned a variety of tricks for patching holes and repairing splintered beams. When you are required to roll to make a repair or end a Mishap, you may roll with advantage.
Additionally, when you successfully end a Mishap, your ship also regains 2d6 hit points.
Feature: Good as New
If you are overseeing the repairs to a vehicle or structure, you can restore twice as many hit points to the object, structure, or vehicle as your materials, cost, or time would normally allow.
Voyager
Ability Scores: Choose three abilities. Increase one by 2 and another by 1, or all three by 1, to a maximum of 20.
Origin Feat: Choose one Origin feat. This is the single feat granted by this background. Retain the background feature below.
You come from one of the seafaring tribes of the Southern Isles. You were born aboard a small catamaran, and you have always felt more at home on the sea than on land. For your people, the safety of land is not a destination - it is merely a waypoint between voyages. The unknown of the open ocean is frightening to some, but you have come to know the bounty of the sea to be more welcoming than most of the “civilized” ports that you have visited.
Skill Proficiencies: Perception, Survival
Languages: Malay
Tool Proficiencies: Navigator’s tools, vehicles (water)
Equipment: Choose the following package or 50 GP: A set of traveler’s clothes, a fishing net, a set of navigator’s tools, a pouch with 5 gp.
Feature: Born of the Sea
You have a swimming speed equal to your walking speed, and you can hold your breath twice as long as your Constitution score would normally allow.
Feature: Ocean Wanderer
You have excellent instincts for the weather patterns and water currents on the open ocean. You may roll with advantage when making Navigation checks on the Open Sea.
Additionally, you are able to provide food for yourself and up to five other people each day you spend at sea by spear fishing, diving for shellfish, or harvesting fruit from nearby islands. There is also a chance that you can replenish your ship’s water supply by locating a freshwater river or a small island with a natural spring. You have a 50% chance per day of locating a freshwater source on a River Route, a 25% chance per day of locating a freshwater source on a Coastal Lane, and a 10% chance per day of locating a freshwater island on the Open Sea.
Edenlost
Unearthed Apocrypha #1: East of Eden, p. 3.
“She was given the two wings of a great eagle, so that she might fly to the place prepared for her in the wilderness.” - Revelation 12:14
You were raised in the demiplane of Eden after vanishing under mysterious circumstances as a child. Perhaps you wandered into a spontaneous Crossing while exploring in the woods; maybe a Guardian Angel swept you up to protect you in a moment of danger; or perhaps a creature of Eden led you away, having mistaken your childlike innocence as a mark of the Edenkin. Regardless, you have been forever changed by the pure magic of creation, and have now returned to find the Material Plane quite different from the one your remember.
Ability Scores. Constitution, Wisdom, Charisma
Feat. Magic Initiate (Druid)
Skill Proficiencies. Animal Handling and Survival
Tool Proficiency. Herbalism Kit
Equipment. Choose A or B: (A) Quarterstaff, Herbalism Kit, Bedroll, Druidic Focus, Holy Water (2 flasks) Traveler’s Clothes, 8 GP; or (B) 50 GP
Refugee
Unearthed Apocrypha #2: Outlaws and Ossuaries, p. 2.
You have been on the run more times than you can count. Perhaps this was because of religious or political persecution, or perhaps it is during times of war. In any case, the concept of “home” has come to mean something very different to you, and it has nothing to do with land or geography. To you, home is the people you are with and the journey you are on, and you have learned never to become comfortable with either. If history has taught you one thing, it is never to put down roots since it is only a matter of time before the whims of powerful empires come to tear you up and cast you aside once again.
Ability Scores. Constitution, Dexterity, Wisdom
Feat. Durable
Skill Proficiencies. Insight, History
Tool Proficiency. Disguise Kit
Equipment. Choose A or B: (A) Disguise Kit, Tent Traveler’s Clothes, 21 GP; or (B) 50 GP