
You spent much of your youth following roving fairs and carnivals, performing odd jobs for musicians and acrobats in exchange for lessons. You may have learned how to walk a tightrope, how to play a lute in a distinct style, or how to recite poetry with impeccable diction. To this day, you thrive on applause and long for the stage. Despite this, your past is haunted by the loss of your traveling group shortly after you began playing, and it was only through your wits and quick hands were you able to survive the devastating attack.
- Ability Scores: Dexterity, Intelligence, Charisma
Street Talker: You've grown up on the streets and learned much about getting people to like you. When you enter an area you may roll a d8 and consult the Local Contact Table. You manage to develop an amicable relationship with the resulting individual(s), who may be able to assist you in navigating the area and finding items and people of interest. Additionally, food and quarters are half-priced while you are staying with this group, and you get advantage on Charisma(Persuasion) checks to haggle with merchants in the area.
- Skill Proficiencies: Sleight of Hand and Performance
- Tool Proficiencies: Choose one kind of Musical Instrument
- Languages: [i]Choose one of:[/i] Common Sign Language, Elvish, Sylvan, Goblin, Dwarven, Orc, or Draconic
- Equipment: Choose A or B: (A) Musical Instrument (same as above), 2 Costumes, Mirror, Perfume, Traveler’s Clothes, 11 GP; or (B) 50 GP
Your time travelling among the cities has driven your ability to communicate with the varied cultures found among the festival and carnival folk. You may roll a d8 and compare it to the table below. Based on the result your DM will provide you with a local contact, whom offers to house and feed you and your party for half-price on food and lodging. Additionally, as long as you are staying with this contact you have advantage on Charisma(Persuasion) checks to haggle with local merchants.
d8 | Local Contact Table |
---|---|
1 | A local blacksmith |
2 | A travelling merchant with some seedy wares. |
3 | Two farmers working on a smuggling deal. |
4 | Family of gnomes with a tinkerer's workshop. |
5 | An ex-criminal with a market stall. |
6 | A child gang. |
7 | Four novice craftsmen looking for tools and materials. |
8 | An old friend with connections to a noble. |
You've grown up on the streets and learned much about getting people to like you. When you enter an area you may roll a d8 and consult the Local Contact Table. You manage to develop an amicable relationship with the resulting individual(s), who may be able to assist you in navigating the area and finding items and people of interest. Additionally, food and quarters are half-priced while you are staying with this group, and you get advantage on Charisma(Persuasion) checks to haggle with merchants in the area.

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