Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Homebrew Backgrounds
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Remathilis" data-source="post: 9486143" data-attributes="member: 7635"><p>These were the ones I was working on. This isn't final, but mostly complete. Some are borrowed from the Origins UA. </p><p></p><h2>Apothecary</h2><p>Ability Scores: Constitution, Intelligence, Wisdom</p><p>Feat: Healer</p><p>Skill Proficiencies: Medicine, Nature</p><p>Tool Proficiency: Herbalism Kit</p><p>Equipment: Choose A or B: (A) Herbalism Kit, Traveler’s Clothes, Healer’s Kit, Book on Medicine, 10 GP; or (B) 50 GP</p><p></p><p>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.</p><h2>Cultist</h2><p>Ability Scores: Constitution, Intelligence, Charisma</p><p>Feat: Magic Initiate (Wizard)</p><p>Skill Proficiencies: Arcana, Religion</p><p>Tool Proficiency: Disguise Kit</p><p>Equipment: Choose A or B: (A) Bell, Traveler’s Clothes, Dagger, Disguise Kit, Lamp, Robe, 19 GP; or (B) 50 GP</p><p></p><p>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.</p><h2>Executioner</h2><p>Ability Scores: Dexterity, Constitution, Intelligence</p><p>Feat: Skilled</p><p>Skill Proficiencies: Intimidation. Stealth</p><p>Tool Proficiency: Poisoner’s Kit</p><p>Equipment: Choose A or B: (A) Dagger, Caltrops, Hooded Lantern, Traveler’s Clothes, Oil, 25 GP; or (B) 50 GP</p><p></p><p>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.</p><h2>Explorer</h2><p>Ability Scores: Strength, Constitution, Wisdom</p><p>Feat: Tough</p><p>Skill Proficiencies: Athletics, Survival</p><p>Tool Proficiency: Cartographer’s Tools</p><p>Equipment: Choose A or B: (A) Cartographer’s Tools, Map, Traveler’s Clothes, Hunting Trap, Rope, Bedroll, 20 GP; or (B) 50 GP</p><p></p><p>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.</p><h2>Gambler</h2><p>Ability Scores: Dexterity, Wisdom, Charisma</p><p>Feat: Lucky</p><p>Skill Proficiencies: Deception, Insight</p><p>Tool Proficiency: Choose one kind of Gaming set</p><p>Equipment: Choose A or B: (A) Gaming Set (same as above), Chest, Fine Clothes, Perfume ,15 GP; or (B) 50 GP</p><p></p><p>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.</p><h2>Gladiator</h2><p>Ability Scores: Strength, Dexterity, Charisma</p><p>Feat: Savage Attacker</p><p>Skill Proficiencies: Athletics, Performance</p><p>Tool Proficiency: Smith’s Tools</p><p>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</p><p></p><p>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.</p><h2>Knight</h2><p>Ability Scores: Strength, Constitution, Charisma</p><p>Feat: Skilled</p><p>Skill Proficiencies: Animal Handling, Persuasion</p><p>Tool Proficiency: choose one type of Musical Instrument</p><p>Equipment: Choose A or B: (A) Musical Instrument (same as above), Traveler’s Clothes, GP; or (B) 50 GP</p><p></p><p>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.</p><h2>Laborer</h2><p>Ability Scores: Strength, Dexterity Constitution</p><p>Feat: Tough</p><p>Skill Proficiencies: Athletics, Survival</p><p>Tool Proficiency: Mason’s Tools</p><p>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</p><p></p><p>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.</p><h2>Ovate</h2><p>Ability Scores: Dexterity, Constitution, Wisdom</p><p>Feat: Magic Initiate (Druid)</p><p>Skill Proficiencies: Nature, Survival</p><p>Tool Proficiency: Potter’s Tools</p><p>Equipment: Choose A or B: (A) Druid Focus, Sickle, Robe, Potter’s Tools, 10 GP; or (B) 50 GP</p><p></p><p>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.</p><h2>Pirate</h2><p>Ability Scores: Strength, Constitution, Wisdom</p><p>Feat: Tough</p><p>Skill Proficiencies: Athletics, Intimidation</p><p>Tool Proficiency: Navigator’s Tools</p><p>Equipment: Choose A or B: (A) Navigator’s Tools, Club, Traveler’s Clothes, Shovel, 18 GP; or (B) 50 GP</p><p></p><p>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.</p><h2>Spy</h2><p>Ability Scores: Dexterity, Wisdom, Charisma</p><p>Feat: Alert</p><p>Skill Proficiencies: Insight, Stealth</p><p>Tool Proficiency: Thieves’ Tools</p><p>Equipment: Choose A or B: (A) Thieves’ Tools, Caltrops, Pouch, 20 GP GP; or (B) 50 GP</p><p></p><p>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.</p><h2>Tavern Worker</h2><p>Ability Scores: Constitution, Intelligence, Charisma</p><p>Feat: Tavern Brawler</p><p>Skill Proficiencies: Insight, Persuasion</p><p>Tool Proficiency: Brewer’s Supplies</p><p>Equipment: Choose A or B: (A) Brewer’s Supplies, Traveler’s Clothes, Bottle of Common Wine, 15 GP; or (B) 50 GP</p><p></p><p>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.</p><h2>Witch</h2><p>Ability Scores: Dexterity, Intelligence Charisma</p><p>Feat: Magic Initiate (Wizard)</p><p>Skill Proficiencies: Arcana, Nature</p><p>Tool Proficiency: Herbalism Kit</p><p>Equipment: Choose A or B: (A) Herbalism Kit, Arcane Focus, Traveler’s Clothes, Candles (10), Iron Pot, 18 GP; or (B) 50 GP</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 9486143, member: 7635"] These were the ones I was working on. This isn't final, but mostly complete. Some are borrowed from the Origins UA. [HEADING=1]Apothecary[/HEADING] 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. [HEADING=1]Cultist[/HEADING] 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. [HEADING=1]Executioner[/HEADING] 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. [HEADING=1]Explorer[/HEADING] 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. [HEADING=1]Gambler[/HEADING] 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. [HEADING=1]Gladiator[/HEADING] 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. [HEADING=1]Knight[/HEADING] 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. [HEADING=1]Laborer[/HEADING] 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. [HEADING=1]Ovate[/HEADING] 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. [HEADING=1]Pirate[/HEADING] 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. [HEADING=1]Spy[/HEADING] 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. [HEADING=1]Tavern Worker[/HEADING] 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. [HEADING=1]Witch[/HEADING] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Homebrew Backgrounds
Top