These were the ones I was working on. This isn't final, but mostly complete. Some are borrowed from the Origins UA.
Apothecary
Ability Scores: Constitution, Intelligence, Wisdom
Feat: Healer
Skill Proficiencies: Medicine, Nature
Tool Proficiency: Herbalism Kit
Equipment: Choose A or B: (A) Herbalism Kit, Traveler’s Clothes, Healer’s Kit, Book on Medicine, 10 GP; or (B) 50 GP
You studied the healer’s arts and became a master of tinctures, balms, and toxins. You spent much of your early years gathering reagents and plants needed to by your master, learning how to apply poultices and determine ailments. Your insight has given much information on all manner of afflictions and their cures.
Cultist
Ability Scores: Constitution, Intelligence, Charisma
Feat: Magic Initiate (Wizard)
Skill Proficiencies: Arcana, Religion
Tool Proficiency: Disguise Kit
Equipment: Choose A or B: (A) Bell, Traveler’s Clothes, Dagger, Disguise Kit, Lamp, Robe, 19 GP; or (B) 50 GP
You scarcely recall what drove you into the service of the otherworldly being. Those memories were blotted out long ago by recurrent dreams of midnight gatherings round the obsidian pillar in the glade. By the light of each waning moon, the hierophants instructed you in the being’s creed and the rudiments of the arcane arts. When you came of age, you were ordered to blend in among the nonbelievers and await whatever mission the Great One has in store for you.
Executioner
Ability Scores: Dexterity, Constitution, Intelligence
Feat: Skilled
Skill Proficiencies: Intimidation. Stealth
Tool Proficiency: Poisoner’s Kit
Equipment: Choose A or B: (A) Dagger, Caltrops, Hooded Lantern, Traveler’s Clothes, Oil, 25 GP; or (B) 50 GP
You were a member of an organization that specializes in death. You trained form a young age to become a skilled killer, mastering all types of necessary skills and the art of poison making. Eventually, you decided to leave your group and use your skills elsewhere. The organization who trained you has not forgotten about you though.
Explorer
Ability Scores: Strength, Constitution, Wisdom
Feat: Tough
Skill Proficiencies: Athletics, Survival
Tool Proficiency: Cartographer’s Tools
Equipment: Choose A or B: (A) Cartographer’s Tools, Map, Traveler’s Clothes, Hunting Trap, Rope, Bedroll, 20 GP; or (B) 50 GP
You were always fascinated with what was on the horizon. You set out one day to explore what lies beyond the edge of the map, learning self-sufficiency and a hearty respect for nature. The years of living beyond society have made you tough and worldly, and always ready to explore new places.
Gambler
Ability Scores: Dexterity, Wisdom, Charisma
Feat: Lucky
Skill Proficiencies: Deception, Insight
Tool Proficiency: Choose one kind of Gaming set
Equipment: Choose A or B: (A) Gaming Set (same as above), Chest, Fine Clothes, Perfume ,15 GP; or (B) 50 GP
You have always loved the thrill of chance. You took to games of chance with ease, using your charm, luck, and skill to come up on top. You learned how to read people and how to bluff them, and always seem to have an ace up your sleeve. You might not win them all, but that’s a risk you're willing to take.
Gladiator
Ability Scores: Strength, Dexterity, Charisma
Feat: Savage Attacker
Skill Proficiencies: Athletics, Performance
Tool Proficiency: Smith’s Tools
Equipment: Choose A or B: (A) Chain, Costume, Healer’s Kit, Javelin (6), Smith’s Tools, Traveler’s Clothes, 15 GP; or (B) 50 GP
Your first few appearances in the gladiatorial pits led you to appreciate every one of the scars you carry from your instructors and sparring partners. Each scar was a lesson that taught you how to best your opponents and curry favor with the crowds your brawls entertained. Your time in the pits left you with a strong hand and a strong heart. You’ll forever share a remarkable bond with the other pit fighters in your stable—hardened warriors all.
Knight
Ability Scores: Strength, Constitution, Charisma
Feat: Skilled
Skill Proficiencies: Animal Handling, Persuasion
Tool Proficiency: choose one type of Musical Instrument
Equipment: Choose A or B: (A) Musical Instrument (same as above), Traveler’s Clothes, GP; or (B) 50 GP
You spent your youth apprenticing under a knight as a page and later as a squire, and learning the arts of horsemanship, politics, and chivalry. The work was hard, but you learned much about both the court and the battlefield. Eventually, you were dubbed a knight, rewarded with the title “knight-errant”, and given the opportunity to spread glory in your liege’s name.
Laborer
Ability Scores: Strength, Dexterity Constitution
Feat: Tough
Skill Proficiencies: Athletics, Survival
Tool Proficiency: Mason’s Tools
Equipment: Choose A or B: (A) Bullseye Lantern, Common Clothes, Handaxe, Light Hammer, Mason’s Tools, Mess Kit, Oil (1 flask), Shovel, Waterskin, 15 GP; or (B) 50 GP
Your apprenticeship consumed the better part of your youth. First, you learned to cut and polish a stone. After several years of polishing stones, you learned how to cement those stones into a wall. After several years building walls, you learned to join your walls to form a structure. The structures you built were exceptionally durable, recalling the great stone structures of antiquity.
Ovate
Ability Scores: Dexterity, Constitution, Wisdom
Feat: Magic Initiate (Druid)
Skill Proficiencies: Nature, Survival
Tool Proficiency: Potter’s Tools
Equipment: Choose A or B: (A) Druid Focus, Sickle, Robe, Potter’s Tools, 10 GP; or (B) 50 GP
You spent time in the Sacred Groves of Druids, learning of the Old Faith and its connection to nature along the standing stones of their great ritual sites. You learned much about the local flora and fauna and how to use the earth to create tools. In time, you even came to master a bit of druidic magic on your own.
Pirate
Ability Scores: Strength, Constitution, Wisdom
Feat: Tough
Skill Proficiencies: Athletics, Intimidation
Tool Proficiency: Navigator’s Tools
Equipment: Choose A or B: (A) Navigator’s Tools, Club, Traveler’s Clothes, Shovel, 18 GP; or (B) 50 GP
You sailed under the skull and crossbones, plundering other ships for their riches. Your reputation made you feared, the sea’s harshness made you resilient. You recall your time with your fellow crewmates, singing shanties, drinking grog, and raiding merchant vessels with great fondness.
Spy
Ability Scores: Dexterity, Wisdom, Charisma
Feat: Alert
Skill Proficiencies: Insight, Stealth
Tool Proficiency: Thieves’ Tools
Equipment: Choose A or B: (A) Thieves’ Tools, Caltrops, Pouch, 20 GP GP; or (B) 50 GP
The line between crime and espionage is a razor-thin one and one you dance on regularly as you gather information for your organization. You mastered infiltrating and eavesdropping in on important conversations and locating documents and other information that your organization seeks. The information you provide may be the difference between your organization’s continued success and its ruin.
Tavern Worker
Ability Scores: Constitution, Intelligence, Charisma
Feat: Tavern Brawler
Skill Proficiencies: Insight, Persuasion
Tool Proficiency: Brewer’s Supplies
Equipment: Choose A or B: (A) Brewer’s Supplies, Traveler’s Clothes, Bottle of Common Wine, 15 GP; or (B) 50 GP
You spent many years working a tavern as a server, offering drinks to adventurers and drunkards alike. Your time dealing with so many travelers taught you how to read people and how to flatter them. You also learned about various types of alcohol and how to make them. Finally, when all else failed, you learned how to defend yourself in a bar brawl.
Witch
Ability Scores: Dexterity, Intelligence Charisma
Feat: Magic Initiate (Wizard)
Skill Proficiencies: Arcana, Nature
Tool Proficiency: Herbalism Kit
Equipment: Choose A or B: (A) Herbalism Kit, Arcane Focus, Traveler’s Clothes, Candles (10), Iron Pot, 18 GP; or (B) 50 GP
You were raised in a witch’s hut, learning ancient secrets of the forest and strange types of magical knowledge. While some of the locals feared and shunned you, others came to you for blessings and charms. Your time learning the strange secrets of your mentor gave you insight on herbalism and arcane magic.