You were left at the gates of a remote monastery as a young child, perhaps orphaned or abandoned for reasons lost to time. Raised within its stone walls by stern yet wise monks, your world was one of disciplined routine: meditation at dawn, rigorous training in ancient arts, and endless study of sacred texts. Your masters taught you everything from philosophy and history to the subtle flows of ki or divine magic, while rare interactions—such as occasional visits to a nearby village for essential supplies or encounters with wandering travelers seeking shelter at the monastery's gates—offered fleeting glimpses of life beyond. This relative isolation honed your focus and inner strength, but left you naive to the chaos beyond the cloister. Now, driven by curiosity or a fateful event that shattered your seclusion, you venture forth, armed with esoteric knowledge but untested in the ways of broader society.
- Ability Scores: Dexterity, Wisdom, Constitution
- Feat: Tavern Brawler OR Magic Initiate (Cleric)
- Skill Proficiencies: Insight and History and Acrobatics or Insight and Religion and Medicine
- Tool Proficiencies: Herbalism Kit or Calligrapher's Kit
- Languages: Two Languages of your choice
- Equipment: Choose A or B: (A) Book (prayers), Travelers Clothes, Robe, Backpack with Supplies, Dagger, Spear, 10 GP; or (B) 20 GP
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