Flunkey (Aka Minion, Hench-Thing #4, Extra) Image

You’ve lived your life in the shadows, literally. You were always the nameless extra, the soldier in the back who didn’t get a helmet, the second cultist from the left who was eaten by the monster offscreen. Orders barked, swords drawn, no questions asked. You were a loyal, low-ranking grunt in someone else’s story—until now. Maybe you ran. Maybe your boss died. Maybe you just got sick of being the guy who always dies first. One way or another, you're done being a faceless minion. It’s your turn to roll the dice.

 
Skill Proficiencies: You are proficient in Stealth and Survival.
Tool Proficiencies: One set of artisan’s tools, gaming set, or a disguise kit (you probably swept floors, played dice, or pretended to know what you were doing)
Languages: You can speak, read, and write Thieves' Cant or one common local dialect
Equipment: A standard-issue but scuffed piece of old armor, a random weapon you were told to carry but never trained with, a dented helmet or mask, a satchel containing crumbs, string, and 6 gp in poorly minted coins, and a crumpled parchment with your old "orders."
 
Feature: Background Noise

You know how to blend in, be overlooked, and not attract attention—which is sometimes the smartest thing to do. You can often pass yourself off as a local hireling, random lackey, or harmless bystander. Creatures are less likely to perceive you as a threat until you act. In urban environments or mercenary groups, you can gather information from other flunkeys, guards, or staff by speaking their language—plain, grumbling, and underpaid.

Once per long rest, you can automatically succeed on a Stealth check to disappear into a crowd or slip into the role of “just another nobody.”

 
Suggested Characteristics

A flunkey is someone who's spent most of their life obeying orders, staying quiet, and hoping to survive whatever mess the main characters caused. While some are cowardly or jaded, others are deeply loyal, weirdly insightful, or burning with unrealized dreams of greatness. They may not believe they’re important—but they’re starting to wonder what would happen if they were.

Use the tables below to inspire your character’s quirks, ideals, and past experiences, or roll randomly.

d6 Personality Trait
1 I nod and agree with people even when I don’t understand what’s happening.
2 I panic when people expect me to take initiative.
3 I have no idea what I’m doing, but I’m good at pretending I do.
4 I’m still waiting for someone to tell me what my job is.
5 I duck behind the big guy whenever things go wrong.
6 I have weirdly specific experience with things like mopping blood off stone floors.
d6 Ideal
1 Loyalty. I stick by whoever’s in charge—until they die. Then I stick to the next one. (Lawful)
2 Self-Preservation. If I live through the day, I’ve won. (Neutral)
3 Freedom. No more dying for people who don’t even know my name. (Chaotic)
4 Glory. I may have started as a nobody, but I’ll make a name for myself. (Good)
5 Cynicism. Everyone dies. I'm just trying to last a little longer. (Neutral)
6 Opportunism. If I play my cards right, I can ride someone else's success. (Evil)
d6 Bond
1 I still wear the badge/insignia of my old faction—just in case.
2 I owe my life to another flunkey who took the hit meant for me.
3 I once got a pat on the back from a real hero. That meant everything.
4 I keep a tally of how many times I should have died.
5 My old boss left me behind. I want payback—or closure.
6 I collect the last words of other flunkeys. Someone should remember them.
d6 Flaw
1 I always assume I'm going to die in any given situation.
2 I agree with the last person who talked to me, no matter what they said.
3 I’ll betray anyone if it looks like I’ll survive longer that way.
4 I freeze under pressure unless someone gives me orders.
5 I can’t stop bragging about the one time I didn’t die.
6 I still think I’m background material. I don’t believe I can really matter.
 
 
Contacts

Even forgotten people remember each other.

Your time as a low-ranking minion has left you with a surprising network of other overlooked individuals like fellow henchmen, disillusioned guards, tavern staff, backup bards, and that guy who refilled the gelatinous cube tanks. You may not know their full names, but you recognize the sigh, the slouch, and the shuffle of someone who also lived at the bottom of the ladder.

Choose or create one contact you still know. This contact may provide minor information, shelter, or backup, but they’ll expect something in return: a favor, a cover story, or even a chance to tag along and live out their main-character dreams.

d6 Contact
1 Disillusioned Sergeant. Once your commanding officer, now runs a tavern and still drills the bar staff like recruits. Loyal to a fault.
2 Corpse-Collector Karl. You helped him fake his own death. He owes you and knows exactly how many people died around you.
3 Backup Bard. Played background lute for a famous adventuring party. Bitter, dramatic, and very well-informed.
4 Slime Pit Janitor. Knows every hallway in that evil lair you escaped. Carries a mop. Might be a genius.
5 Unretired Cultist. Still technically part of the cult. Keeps inviting you back to meetings. Surprisingly helpful.
6 Other Flunkey. Another survivor. Still wears the uniform. Still terrified. But they’ll watch your back—unless it gets scary.
 
Flunkey (Aka Minion, Hench-Thing #4, Extra) Image

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