As a child without ties to adult, stuck in a life of fending for survival. You've managed to make it in a group of like minded kids, stuck in the same situation, and networked among yourselves. You've learned where to hide, how to find food and water, what is sure to make you ill and the type of things that will anger people with homes enough to put you in danger.
You live in a town, village or city of your DM's design, with a small hideout you now call home.
- Skill Proficiencies: You gain one of the following of your choice, based on your personal story and how you came to be an orphaned: survival, sleight of hand, stealth or performance.
- Equipment: You start with a set of common clothes, a pouch with 4 marbles, a blanket, a coin pouch holding 3 copper pieces and 3 trinkets of your choice.
Temporary: As child
Being a kid of the streets, you get advantage at any checks related to finding a safe space to hide or passage to escape. You also have an easy time recognizing other children in your situation, and have advantage in persuasions with them. Alternatively, you learned the cues of those not of your life context, and you have advantage on all deception checks meant to hide your orphan status.
As an adult:
You have kept the ability to identify street kids, orphans and urchins, and can recognize them easily. You have advantage on any charisma type checks with them, and they are unable to pick pocket you successfully.
Discuss with your DM for one other advantage based on your individual.
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