
Prerequisite: Lesser Sand Kobold
You and your kind moved from the bowels of the ground countless years ago, and you have evolved to better suit the sunny, coastal environment of Ariatum. You've always been surrounded by friendly faces of your kind and other mortal races that come to visit your hometown, you and other children your age had to find your own ways to entertain yourselves without the comforts of modern life, and you've always known comfort, dining on scraps of food from tourists and sleeping in the sun-baked sands or near-collapsed buildings of Ariatum, and that is what you have come to call home as you've aged.
You know every street corner and every tidal pattern like the back of your hand, and when common folk talk about such subjects, you feel the sudden urge to burst in with all the information you know. Ariatum has been your entire world until now. Up to the rolling waves all the way to the walls and gates of the city, this is what your entire world as been, until you finally decided to start adventuring.
You have always known the simple but fair trade of picking up seashells and making them into necklaces and bracelets that tourists come to buy, so picking up the art of the sword or reading on the arcane arts always felt a little strange to you, visitors always laughed at you when they saw you practicing your art, and your peers that stuck to their art always felt somewhat distant to you as you were practicing.
Despite what you felt and how your peers looked at you, you kept up on the art of being an adventurer, and finally you made it through, either as a spellcaster or a user of the blade, you now look back at your past life of crafting trinkets for outsiders, either with pride or with pity.
- Skill Proficiencies: Choose two skills: Survival, Nature, or Sleight of Hand
- Tool Proficiencies: Choose two: Jeweler's Tools, One type of Gaming Set (Of your choice), Improvised Weapons
- Languages: Common and one other Language spoken by Humanoids.
- Equipment: A set of common clothes suited to tropical climates, Jeweler's Tools, any simple weapon or two daggers (your choice), a tiny drawstring sack filled with sand from Ariatum and a necklace with a single pearl on it worth 15gp.
People are accustomed to assuming that you are always innocent due to your appearance. You and your allies have advantage on Persuasion (Cha) checks made to prove your innocence.
Suggested Characteristics
Roll on the 'Guild Artisan' Tables for your Suggested Characteristics.

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