Your character has had a bad past and so wanted to get away. This has allowed them to learn how the world works as they travel through the realm seeking passage and shelter. This learnedness also comes from the need to adapt to new situations and society climates in case the character was followed
- Skill Proficiencies: Persuasion and Perception plus your choice of one from Survival, History or Stealth.
- Tool Proficiencies: One set of artisan's tools depending on what you want your characters heritage and past is.
- Languages: Common plus one of your choice.
- Equipment: A set of common clothes, a small pouch of 10gp, A trinket of your choosing to do with where your character came from
As a runaway, it is fair to say that your character would have had their share of asking for travel. This means that when they need to do this in future they are often able to receive transport for large discounts compared to what would usually have to pay.
Suggested Characteristics
Use the tables for the Hermit background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your characters identity as a runaway. Your characters bond might be associated with someone from your past, or someone you met on your travels, or a location that your character really liked when passing through. The ideal your character might have could be influenced by the actions of those they are running from, or by the sort of place their destination (if they have one) is.
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