You once lived a life of privilege among the upper echelons of society. Fine clothes, luxury, and respect were yours by right of blood. But betrayal, scandal, or political maneuvering cast you out of noble circles, and now your name is spoken with scorn — or not at all. You wander the world carrying both the burden of disgrace and the skills of your upbringing, determined to shape a new destiny in the ashes of your former life.
- Ability Scores: +2 to one score
-1 to one score
- Skill Proficiencies:
You gain proficiency in two of the following skills: History, Insight, Persuasion, Deception.
Your education and upbringing exposed you to the workings of high society, courtly intrigue, and the subtleties of reading others.
- Tool Proficiencies:
You gain proficiency with one type of gaming set or artisan’s tools of your choice, reflecting either noble pastimes or skills acquired after your fall.
- Languages: You know two additional language of your choice, often learned through tutors, courtly dealings, or travels during exile.
- Equipment:
You start with a family signet ring or token (now tarnished or worthless), a set of fine clothes that have seen better days, and a purse containing 15 gp.
Your noble heritage may be disgraced, but remnants of it remain. Some still recognize your family name, though reactions vary. You may be able to:
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Secure an audience with local nobles or officials, though respect is not guaranteed.
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Call in small favors from servants, guards, or attendants who once served or admired your house (advantage on Persuasion checks with them once per long rest).
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Encounter hostility, mockery, or even threats from rivals and opportunists who benefited from your fall.
This feature is double-edged: your name may open doors or slam them shut.
Suggested Characteristics
Your noble roots still shape your worldview, but the sting of disgrace colors every action.
d6 Personality Traits
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I still carry myself like I’m better than most, even when I sleep in the dirt.
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My tongue is silver, but my temper is iron — both have gotten me in trouble.
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I know how to drink, gamble, and lie like the scoundrels I now call friends.
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I still cling to courtly manners, even if no one else cares.
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I downplay my past, but a part of me longs to reclaim it.
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I keep people at arm’s length — betrayal is too familiar.
d6 Ideals
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Redemption. My disgrace is not the end; I will restore my family’s name.
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Freedom. Nobility is a gilded cage; I will live unfettered.
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Revenge. Those who cast me out will pay in time.
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Adaptability. If I must become a scoundrel, then I’ll be the best scoundrel alive.
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Legacy. My name may be ruined, but I will build a new one greater still.
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Truth. The nobility are corrupt, and I’ll tear down the whole rotten system.
d6 Bonds
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My family’s crest is the only thing I have left — I’ll never let it go.
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One sibling, servant, or friend stayed loyal; I’d do anything to protect them.
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The land that was stolen from us still belongs to me in my heart.
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I swore an oath at my family’s fall, and I will see it fulfilled.
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I once loved someone of noble blood, and they betrayed me — yet I can’t forget them.
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I owe my life to the common folk who sheltered me when my peers abandoned me.
d6 Flaws
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I drink, gamble, or fight too much trying to bury my shame.
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I can’t resist proving I’m smarter or better than those around me.
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My bitterness often sabotages potential allies.
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I can’t trust authority — every word from their lips is suspect.
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I overestimate how much people still care about my “fallen nobility.”
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I cling to luxuries, even when it’s foolish or dangerous.
Contacts
Your fall from nobility left you with a complicated web of acquaintances. Some remain loyal to your family name, while others take pleasure in your disgrace. You can choose or create two contacts, one sympathetic and one hostile.
Examples of Contacts:
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A loyal family servant who still believes in your cause.
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A noble rival who delights in your ruin.
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A childhood friend who now walks a very different path.
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A court official who secretly owes you a favor.
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A blackmailer who knows the truth behind your fall.
These contacts don’t guarantee aid, but they provide story hooks and potential allies or enemies that may influence your adventures.
While your noble heritage has been stripped away, your fall forced you into the company of those outside high society. You’ve earned the trust of common folk, criminals, and mercenaries who see you as one of their own.
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You can find shelter, food, and local information among the working class or underworld in most settlements.
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You know how to make quiet contact with smugglers, fences, and other unsavory types. They won’t risk themselves for you, but they’ll usually share gossip or small favors.
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Nobles and officials are less inclined to recognize your name, but the common people are more likely to stand by your side.
This feature flips the noble privilege upside down: you no longer have the weight of your family name in courtly circles, but the streets will shelter you when the halls of power will not.







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