D&D 5E 101 Hermit Backgrounds

#72: In the abandoned homestead where you lived, you found manuscripts of the original owner's memoirs, which bear a striking similarity to a series of adventure tales long thought to be fictional and dramatized routinely on stage. You have the true version of certain details that were changed to protect the writer's surviving friends.

#73: You come from another time in the distant past, having recently escaped from a time loop to discover that time marched on for the rest of the world, while you relived the same day over and over at your secluded home. You possess a unique insight that may help if you ever face a similar phenomenon again, and you know a few important truths about events in the past that the history books have forgotten, or perhaps have been willfully erased.

#74: You had somehow been severed from time, until your recent discovery of a remedy. Although you did not age and were immune to magic affecting the flow of time around you, people forgot your face within hours after meeting, and any mark you made on the world often seemed to mysteriously vanish after a while. Hermitage was simply your way of dealing with the inability to form lasting connections with people. You retain an intimate knowledge of the capabilities of the time-lost, and a knack for identifying them, even though you yourself are no longer one of them.
 
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#74: Trinket Horrors

Finding an abandoned hold in which to retreat from the world was easy; Cormyr is full of such places. Living with the...things...was hard, at first.

Odds and ends gather everywhere living creatures exist. Possessions outlive their owners. Absent someone to use them, objects become trapped in time. It was no trouble for you to learn what was popular when the tower was home to the living: a miniature portrait of a now deceased tower resident; a tiny cage with no door that was once a child's plaything; a torn fan that revealed a sleeping cat perched on a tower windowsill.

At first you took comfort in these echoes of life. They would not bother you like living people would, and they would anchor you to the world at large should you ever choose to return home.

But things change. They always change.

Days, weeks, months spent foraging and thinking grant a solitary individual a greater power of perception over their surroundings. You felt the eyes upon you whenever you returned to the tower. You could not see them, but they were watching. You were surprised to realize the eyes held no perception of your awareness of them; they were lost in scrutiny of you. You awoke each morning to a question posed in your mind, "Shall we eat this one? Or use it?" The voice in your mind was not yours. It was theirs.

Looking through a window when you're sure no one on the other side is aware you're watching presents a temptation. For someone such as yourself, it proved a dread lure.

You watched the cat, turning it in the sunlight shining through the window where you're sure it once slept, letting the light play on its painted form, and you saw.

You pretended a door was fit to the tiny cage, mimed opening and closing it, and you saw.

You looked at the tiny portrait, staring into its eyes harder than you'd ever stared at anyone living, and you saw.

Pondering their thoughts and watching them became your sole purpose, until the fateful day when they saw you. You watched their huge maws filled with fanged teeth and fat, wet tongues twist in fear, the pupils of nine hundred eyes open wide in surprise, then paranoia. You heard one hundred mind-voices speak as one, "Kill it!"

You fled the abandoned tower. You ran, stumbled, fell and got back up. The earth shook not long after you left, a horrible roar rampaging through the trees. With hands over your ears, you turned to see pieces of tower flying hundreds of feet through the air, a caustic stench riding the stone as it crashed back to earth. You watched the stone boil, bubble and melt into so much nothingness, as though it never existed at all.

Your return to civilization heralded a dire question: How do you reveal your secret without being discovered and devoured? For surely the Eye Tyrants will not stop until you are dead and the secret of their existence is secured.

A population's taste for oddments and decorations are many and varied, as the merchants say, and governed by what was fashionable at the time. So many trinkets. So many eyes. Looking for you. Everywhere in Cormyr.

********

Welcome to 1st level! Good luck. ;)
 
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#76 (because numbering)

You discover that, by studying the minute movements of his eyebrows, you are able to read your DM's mind. You must keep this knowledge to yourself and never give any clue that you know what is coming next in the game.

Casually mentioning ten-foot poles when entering a seemingly-benign passage that you know is going to be full of deadly traps is something you might get away with, but only once. Likewise, shooting fire arrows into a dark cave "to illuminate the interior" must not be done simply because you know that the DM has just placed a troll encounter in there.

To allay suspicion, fumble your Stealth rolls and, when your character is surprised, loudly announce "Well, I wasn't expecting that !"

Also, avoid staring at your DM's eyebrows too much. Place a tablet on the table nearby and leave it turned off "because it's a distraction" but position it so that you can see the reflection of the DM's face in the unlit screen.
 

So the Hermit 5e background incorporates this pearl:

"Highlight: Discovery

The tranquil disconnection of your all-encompassing withdrawal gave you access to a one of a kind and ground-breaking disclosure. The correct idea of this disclosure relies upon the idea of your disconnection. It may be an extraordinary truth about the universe, the divinities, the incredible creatures of the external planes, or the powers of nature. It could be a site that nobody else has ever observed. You may have revealed a reality that had been for some time overlooked, or uncovered some relic of the past that could revamp history. It may be data that would harm the general population who entrusted you to banish, and subsequently your motivation to come back to society."

Presently there has been some talk this is a feeble foundation thing, for when you share it with the gathering it quits being particularly yours.

So how about we think of 101 revelations. They don't need to be unsharable, however you get extra focuses in the event that they are.

Recluse Discoveries:

1 The character is the last scion of an as far as anyone knows wiped out illustrious line.

2 The character is the knave posterity of a present imperial line.

3 The character knows the name of an extraordinary evil spirit master. Under the correct conditions it could be utilized to tie or crush him, yet can pull in his consideration whenever spoken or composed.

4 The character knows the song that opens the bolt on the Tomb of the Lost Muse. What he doesn't know is the place it is.

5 The character knows precisely where and when and to whom a child will be conceived, who is destined to vanquish the Kingdom in flame and fiery remains 30 years henceforth.

6 The character knows the 11 mystery herbs and flavors.

7 The character knows the area of an unclaimed precious stone sufficiently expansive to be utilized in a True Resurrection.

8 The character knows precisely what occurs after death.

9 The character comprehends the fragrance based dialect of the shambling hills.

10 The character found a place where an impression is singed into the ground in gleaming gold, however it has such a large number of toes.
I collected many hermit 5e background and also many 5e backgrounds from this Source
 

#77
While living in solitude deep within the wilds, you rescued an injured unicorn. The unicorn rewarded you with an item, the Stone of Moonglade (attuned). Once per month during the full moon, if you are outside, alone, unarmed and unarmored, you can gaze into the Stone of Moonglade to be instantly transported to Moonglade. Moonglade is located somewhere within Selune’s Tears, an asteroid belt trailing the moon, Selune, which orbits Toril (forgotten realms). Moonglade is a roughly 3 square mile wide mountainous forest filled with magical plants, waterfalls, and good aligned fey creatures. It is lit by the moon Salune which fills nearly half of the sky and is encircled by a rainbow. Fruit plucked from the trees is very nourishing and they regrow instantly. The waters are cool and clean. When drank they cure all wounds, diseases, poisons, as well as provide you with unnaturally long life. Jumping off of Moonglade and falling through the rainbow instantly transports you back home. Any aggression shown to any fey creature in Moonglade results in banishment and the cracking of the Stone of Moonglade.
 
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#78
The Hermit’s Woods are aptly named. You risked death in the hope of finding seclusion. You learned to listen to the words beneath the keening and the screams that rode your mind like a storm. You overcame the madness brought about by the trees. When the trees were ready they told you a secret—one of many secrets the trees keep, and are burdened by. You carry with you knowledge of Thauglorimorgorous, the Purple Dragon of legend:

Four lairs the dragon kept,
The earth, the sky, the stone.

Three keys where the dragon slept,
Give life to weary bone.

A skeleton sleeps in the water,
the final lair close by.

All hail the mighty plotter;
the dragon never dies.



********

For DMs: The concept behind the prose is to give you the chance to run your players through one dragon’s lair at each tier of play. The final tier involves reviving Thauglor by using the three keys to open the way to its one true lair beneath the Wyvernwater, in Cormyr, then facing off against the dragon for the right to claim its hoard.

The Discovery above is meant to grant the character with the Hermit Background general knowledge of where each lair is located. The first is underground, the second is in the sky, the third is in the mountains (or the Stonelands).
 

#79
The character may have unlocked secret knowledge or capabilities that allows them to alter a spell or ability slightly. For example: a Druid can wildshape into monstrosities as well as beasts because of secrets fought to them by centaurs
A warlock learns how to manipulate their eldritch power and their eldritch blasts can now be a different damage type each time they use it

#80
the character understands the secret to utilizing a rare substance in their craft. Examples: a smith spent time working with Adamantine or mithral after discovering some in their time as a hermit and is now a leading expert on its crafting
A disguise expert discovered a rare clay near the cost in the exile that bonds to humanoid skin extraordinarily convincingly
 

81: An ancient ritual that takes four hours to complete but when is it is completed, participants in the ritual are brought back to the previous dawn. and will be stuck in a Time Loop, dawn to dawn until a chosen outcome is fulfilled or 365 times, whichever comes first. The chosen outcome is picked by the caster.
All participants sacrifice a year of their life force. And a relic of some kind must be sacrificed.
If dawn breaks during the 4 hour casting time the ritual fails and you have a 40% of consuming the relic.
 


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