
You are a grizzled but renowned veteran of your kingdom, country, guard post, or local militia. You hold the respect of the upstanding common folk and the guards of your home and, possibly the ire or fear, of those from further beyond.
As such, those who fight under the same banner as you once did or live happily under it will treat you with deference, where as those who fight or fought against it or you, or those who live unhappily under your banner may fear, hate, or even possibly attack you when they believe your guard is down.
If someone, who knows of your exploits, connects you to the alias attached to those stories, they are bound to have opinions. Whether good or bad depends entirely on circumstance.
It's possible that you were apart of a rebellion that failed, and are still wanted in your homeland by the government, or that you were known by your enemies to be merciful and even save their wounded with your own, you could have betrayed your original home and fought for the other side, work with your DM to fit the character you want to be into the campaign they're running
(DISCLAIMER: THIS BACKGROUND IS MEANT TO BLEND THE ONEDND BACKGROUND RULES INTO THE 5E PHB AND TCE CHARACTER CREATION OPTIONS.)
- Skill Proficiencies: Choose two from: Athletics, Acrobatics, Sleight of Hand, Stealth, Religion, Animal Handling, Insight, Medicine, Perception, Survival, Deception, Intimidation.
- Tool Proficiencies: Choose two from: Smith's tools; Tinker's tools; Calligrapher's supplies; Carpenter's tools; Cartographer's tools; Navigator's tools; Poisoner's kit; Thieves' tools; Mason's tools; Land Vehicles; Water Vehicles; Air Vehicles
- Equipment: A set of Common Clothes, a tool set you are proficient with, a simple weapon or a martial melee weapon you are proficient with, a broken weapon or other item looted from a battlefield, and a pouch with 5 copper.
You may roll a d8 or choose a role from the table below to determine what you are known for on the battlefield.
- Tactician
- Brawler
- Vanguard
- Medic
- Calvary
- Chaplain
- Flanker
- Phalanx
People allied to your home, organization, or know of your deeds on the battlefield recognize you as an accomplished tactician or skilled warrior. They may treat you kindly, be angered by your presence, or avoid you based on their affiliations and personal beliefs, but recognize your ability and influence and whatever alias is attached to your acts in battle. The common folk treat you with respect and, for the most part, praise in your homeland or place you earned your valor in, and with respect (though some places begrudgingly) everywhere that knows your tale when they learn your identity. The stories you tell might be good for a free meal or a place to sleep in your home town, but regardless of other's view(s) of you or your group, the spark that made you stand out on the battlefield is still present. Choose one Feat to start the game with from the list below:
Actor; Alert; Charger; Crossbow Expert; Crusher; Dual Wielder; Durable; Fighting Initiate; Great Weapon Master; Gunner; Healer; Heavily Armored; Heavy Armor Master; Keen Mind; Lightly Armored; Linguist; Lucky; Mage Slayer; Martial Adept; Medium Armor Master; Mobile; Moderately Armored; Mounted Combatant; Observant; Piercer; Poisoner; Polearm Master; Resilient; Savage Attacker; Sentinel; Sharpshooter; Shield Master; Skill Expert; Skilled; Slasher; Tavern Brawler; Tough; Weapon Master.
Alternatively, if there is a Feat not listed that you would like to take work with your DM to establish how it helped you stand out in your battles to earn your title of a War Hero.
Suggested Characteristics
Use the Characteristic table for Folk Hero, Soldier, or City Watch.

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