You never truly met your parents. Days after you were born, mercenaries with a grudge against your parents broke into your home and took you as payback. However, the mercenaries did not get very far and were ambushed during their escape through the forest. They figured you wouldn't be able to survive so they hid you at the base of a tree and left you for dead. Just as you were getting close to starvation, you were found by a Lycanthrope Ettin who decided to take you in initially as a pet. As you started to grow, the Ettin started to see you more as its child and taught you how to fight and survive on your own. Once you were old enough to survive on your own, you and the Ettin parted ways and you journeyed out on your own adventure.
- Skill Proficiencies: Choose two from among Athletics, Acrobatics, Arcana, Animal Handling, Deception, History, Insight, Investigation, Intimidation, Medicine, Nature, Perception, Performance, Persuasion, Religion, Sleight of Hand, Survival, or Stealth
- Languages: Choose two, one of which must be Abyssal, Common, Giant, Goblin, or Orc.
- Equipment: A backpack containing a bedroll, a mess kit, ten torches, a waterskin, a set of common clothes, and 1 sp.
You come from somewhere unknown to most. Perhaps your home is a unique corner of the Land of the Mists or another world entirely. In any case, you have experienced things other travelers couldn't begin to understand. You can find a place to hide, rest, or recuperate among sympathetic trading caravans, itinerant families, or displaced groups, so long as you don't present yourself as a danger. These groups will hide you from the law or anyone searching for you, though they won't risk their lives for you. Additionally, you can tell whether an object you can see and touch is from your homeland with near perfect accuracy.
Suggested Characteristics
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| d8 | Personality Trait |
|---|---|
| 1 | I always have a plan for what to do when things go wrong. |
| 2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. |
| 3 | The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. |
| 4 | I would rather make a new friend than a new enemy. |
| 5 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide. |
| 6 | I don’t pay attention to the risks in a situation. Never tell me the odds. |
| 7 | The best way to get me to do something is to tell me I can’t do it. |
| 8 | I blow up at the slightest insult. |
| d6 | Ideal |
|---|---|
| 1 | Honor. I don’t steal from others in the trade. (Lawful) |
| 2 | Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) |
| 3 | Charity. I steal from the wealthy so that I can help people in need. (Good) |
| 4 | Greed. I will do whatever it takes to become wealthy. (Evil) |
| 5 | People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) |
| 6 | Redemption. There’s a spark of good in everyone. (Good) |
| d6 | Bond |
|---|---|
| 1 | I’m trying to pay off an old debt I owe to a generous benefactor. |
| 2 | My ill-gotten gains go to support my family. |
| 3 | Something important was taken from me, and I aim to steal it back. |
| 4 | I will become the greatest thief that ever lived. |
| 5 | I’m guilty of a terrible crime. I hope I can redeem myself for it. |
| 6 | Someone I loved died because of a mistake I made. That will never happen again. |
| d6 | Flaw |
|---|---|
| 1 | When I see something valuable, I can’t think about anything but how to steal it. |
| 2 | When faced with a choice between money and my friends, I usually choose the money. |
| 3 | If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it. |
| 4 | I have a “tell” that reveals when I’m lying. |
| 5 | I turn tail and run when things look bad. |
| 6 | An innocent person is in prison for a crime that I committed. I’m okay with that. |
Previous Versions
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5/4/2022 3:10:39 AM
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Coming Soon
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