Many adventurers were nobles or heroes or soldiers in their past. You, however, are nothing quite special. You may have been a farmer, fisher, herder, or artisan not belonging to a guild in your past. What could have driven you to pursue the adventuring life? Perhaps a cataclysm to your hometown or a monster raid could have caused you to leave your village. Talk with your DM about possible reasons.
- Skill Proficiencies: You are proficient in Survival, and you have advantage on History checks to do with your hometown.
- Tool Proficiencies: You are proficient in one set of artisan's tools of your choice.
- Equipment: A set of common clothes, a pouch, and a small knife.
Select any village or town that you are from. While in this town, you have advantage on all saving throws and checks.
Suggested Characteristics
Common people vary greatly in personality, so there is no one set for their personality.
You don't have to be rich to be an adventurer. You also don't have to be a grown-up. With this variant, you can be a kid adventurer. However, make sure your DM is okay with this, as it can cause potential problems with the party.
Since you are a kid, grown-ups will think you are "cute". How sickening! Well, you probably should use it to your advantage. You have advantage on Performance and Deception checks to fool adults.
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