“I didn’t escape. I endured. There’s a difference.”
— Raven
You have faced the moment when everything fell apart—and lived.
Perhaps you survived a war, massacre, plague, shipwreck, magical catastrophe, imprisonment, betrayal, or the destruction of your homeland. Whatever happened, it took people, places, and certainties you once believed would always be there. You emerged changed, carrying wounds that may never fully heal and lessons that cannot easily be explained to those who were not there.
Survivors do not all become grim or joyless. Some cling fiercely to hope. Others seek vengeance, redemption, duty, or simply a quiet place where the past cannot reach them. What unites them is not fearlessness, but endurance. You know that terror can be survived, pain can be borne, and even after the world ends, someone must rise the next morning.
You do not wait for rescue.
You survive.
Ability Score Increase:
Constitution, Wisdom, and Dexterity. Increase one by 2 and a different one by 1, or increase all three by 1.
Feats:
- Tough
- Alert
Skill Proficiencies:
Insight, Intimidation, and Survival
Tool Proficiencies:
One of your choice: Disguise Kit, Herbalism Kit, or Thieves’ Tools
Languages:
Common, and one of your choice
Equipment:
- A worn token from your past (a ring, locket, knife, etc.)
• A cloak or item of clothing stitched back together countless times
• A set of traveler’s clothes
• A small bundle of dried rations wrapped in oilcloth
• Pouch containing 10 gp
Feature: Hardened by Loss
When you are within 30 feet of an ally or someone you protect, you have advantage on saving throws against being frightened or charmed.
In addition, once per long rest, when you fail a Wisdom saving throw, you may choose to succeed instead—pushing through sheer force of will rather than yielding to despair or manipulation.
Means of Survival
What allowed you to live when others did not? Roll a d8 or choose an answer.
|
d8 |
Means of Survival |
|
1 |
Instinct. You sensed danger before anyone else and acted without hesitation. |
|
2 |
Endurance. You simply refused to stop moving, no matter how much it hurt. |
|
3 |
Mercy. Someone spared or rescued you when they had no reason to do so. |
|
4 |
Sacrifice. Another person gave their life or freedom so that you could escape. |
|
5 |
Deception. You lied, disguised yourself, or pretended to be dead. |
|
6 |
Skill. Your knowledge of medicine, wilderness, locks, or hidden routes kept you alive. |
|
7 |
Ruthlessness. You made a choice that still troubles you, but it ensured your survival. |
|
8 |
Chance. You survived through sheer fortune, and you still do not understand why. |
Lingering Scar
Survival always leaves something behind. Roll a d8 or choose a lingering scar.
|
d8 |
Lingering Scar |
|
1 |
You bear a prominent physical scar, burn, brand, or old wound. |
|
2 |
You sleep lightly and awaken at the slightest unfamiliar sound. |
|
3 |
You hoard food, water, medicine, or other necessities whenever possible. |
|
4 |
Certain smells, sounds, songs, or phrases return you instantly to what happened. |
|
5 |
You cannot tolerate locked doors, restraints, or confined spaces. |
|
6 |
You compulsively track exits, hiding places, and potential threats. |
|
7 |
You suffer recurring nightmares but rarely discuss them. |
|
8 |
You carry guilt for someone you could not save—or believe you should have saved. |
Survivor Trinkets
Roll a d10 or choose a trinket associated with your former life or survival.
|
d10 |
Trinket |
|
1 |
A scorched ring whose owner was never found. |
|
2 |
A broken key to a home that no longer exists. |
|
3 |
A child’s toy repaired with thread and wire. |
|
4 |
A military insignia from a unit that was destroyed. |
|
5 |
A folded list of names, several of which have been crossed out. |
|
6 |
A bent eating utensil carried from a prison or refugee camp. |
|
7 |
A scrap of a banner from your lost homeland. |
|
8 |
A small stone taken from the place where you were rescued. |
|
9 |
A sealed letter addressed to someone who died before it could be delivered. |
|
10 |
A knife, tool, or simple weapon that kept you alive when everything else was lost. |
Survivor Habits
Survivors often develop small routines that provide stability or prevent them from being caught unprepared. Roll a d6 or choose a habit.
|
d6 |
Habit |
|
1 |
You count everyone before entering or leaving a dangerous place. |
|
2 |
You never allow your waterskin or ration pouch to become completely empty. |
|
3 |
You test doors, floorboards, ropes, and furniture before trusting them. |
|
4 |
You memorize the route back whenever you enter unfamiliar territory. |
|
5 |
You keep one useful object hidden where others cannot easily find it. |
|
6 |
You perform a quiet ritual each night to remember those who died. |
Using the Survivor Background
The Survivor background fits characters defined by a catastrophic event rather than by a profession. It can represent refugees, former prisoners, veterans, escaped slaves, plague survivors, displaced nobles, failed explorers, former cult captives, victims of magical disasters, or ordinary people who endured extraordinary suffering.
Fighters, Rangers, Rogues, Barbarians, Clerics, Druids, Paladins, and Blood Hunters are natural choices, though any class can emerge from tragedy. A Wizard may be the last scholar of a destroyed academy. A Bard may preserve the songs of a vanished people. A Warlock may have accepted a pact in the final moment before death.
The background works best when survival has consequences without becoming the character’s only defining trait. Consider what your character protected, what they lost, what they regret, and what they intend to build now that they have lived long enough to choose their own future.
“I didn’t win. I just survived longer than they expected.”
— Veteran’s inscription on a nameless grave at the edge of a shattered battlefield
- Ability Scores: Constitution, Wisdom, and Dexterity. Increase one by 2 and a different one by 1, or increase all three by 1.
- Feat: Your body has endured deprivation, injury, exposure, and hardship that would have killed someone less tenacious. You gain the Tough origin feat.
If you already possess that feat, choose another origin feat for which you qualify, subject to the Game Master’s approval.
- Skill Proficiencies: Survivors are skill in Insight, Intimidation, and Survival.
- Tool Proficiencies: Survivors are trained in one of the following:
Disguise Kit
Herbalism Kit
Thieves' Tools
- Languages: Survivors know Common and one other language
- Equipment: Survivors have the following equipment:
- A worn token from your past (a ring, locket, knife, etc.)
• A cloak or item of clothing stitched back together countless times
• A set of traveler’s clothes
• A small bundle of dried rations wrapped in oilcloth
• Pouch containing 10 gp
- A worn token from your past (a ring, locket, knife, etc.)
Roll a d10 or choose the event that transformed you into a Survivor.
| d10 | Defining Calamity |
|---|---|
| 1 | You survived the destruction of your home during a war, raid, or invasion. |
| 2 | You endured a plague, magical sickness, famine, or spreading corruption that claimed nearly everyone around you. |
| 3 | You escaped slavery, imprisonment, forced labor, or prolonged captivity. |
| 4 | You were the sole or one of the few survivors of a shipwreck, caravan disaster, or doomed expedition. |
| 5 | You lived through a magical catastrophe, planar breach, or supernatural disaster. |
| 6 | Someone you trusted betrayed you and destroyed the life you had built. |
| 7 | You survived a massacre committed by soldiers, monsters, cultists, or criminals. |
| 8 | You were abandoned in the wilderness, Underdark, ruins, or another hostile region and found your own way home. |
| 9 | You survived an encounter with a creature or enemy that no one expected you to escape. |
| 10 | You deliberately remained behind so that others could flee, only to survive against all expectations. |
You know how to find the necessities of survival when ordinary comforts are unavailable. In a settlement, military camp, refugee community, frontier outpost, or disaster-stricken region, you can usually identify a place where food, basic shelter, simple medical attention, or reliable local information can be obtained.
Other refugees, veterans, former prisoners, displaced people, and survivors of similar hardships can often recognize something familiar in your manner. Unless you have threatened them or given them reason to distrust you, they may offer modest assistance, share warnings, or direct you toward someone who can help.
This feature does not compel others to endanger themselves, surrender valuable property, or violate their loyalties. It does, however, ensure that you understand the informal networks through which desperate people endure: abandoned shelters, hidden caches, relief stations, sympathetic healers, smugglers’ paths, veterans’ halls, and quiet places where no questions are asked.
Suggested Characteristics
Survivors are shaped by trauma, but they are not defined by weakness. Their resilience can manifest as strength, cynicism, stubborn resolve, or a desperate need to shield others from what they endured. They rarely speak of what happened—but the scars are always there, etched in silence and reflex.
| d8 | Personality Trait |
|---|---|
| 1 | I don’t talk much. Listening keeps me alive. |
| 2 | I always sit facing the exit. |
| 3 | I sleep lightly, and I don’t sleep well. |
| 4 | I patch people up, but I never expect thanks. |
| 5 | I keep a mental count of everyone I’ve failed. |
| 6 | I prepare for the worst—because it always comes. |
| 7 | I can’t stand wasted food, time, or breath. |
| 8 | I write down everything. If I forget, I might lose more. |
| d6 | Ideal |
|---|---|
| 1 | Endurance. Pain is a teacher. I’ve learned its lessons. (Neutral) |
| 2 | Protection. No one else should go through what I did. (Good) |
| 3 | Vengeance. They’ll pay for what they took. (Chaotic) |
| 4 | Control. The world takes. I take back. (Evil) |
| 5 | Hope. Even if I don’t believe in it, I protect those who do. (Neutral Good) |
| 6 | Freedom. I will never be bound again. (Chaotic Neutral) |
| d6 | Bond |
|---|---|
| 1 | I’d die to protect one person. I’ve done worse to keep them alive. |
| 2 | I owe my life to someone I can never repay |
| 3 | I carry the last memory of a lost homeland. |
| 4 | My past is hunting me—I won’t let it catch someone else. |
| 5 | I keep something hidden that would ruin me if found. |
| 6 | I promised I’d return. I intend to keep that promise. |
| d6 | Flaw |
|---|---|
| 1 | I push everyone away before they can leave me. |
| 2 | I don’t trust good things. I’ve buried too many. |
| 3 | I lash out when I feel cornered. |
| 4 | I won’t accept help, even when I need it. |
| 5 | I still have nightmares. I don’t talk about them. |
| 6 | Sometimes, I forget I’m not in a war anymore. |
Contacts
Your connections were not built through status, wealth, or ambition. They were forged during desperate marches, sleepless nights, shared hiding places, prison cells, battlefield infirmaries, and the terrible silence after danger had passed.
Roll a d8 or choose a contact.
| d8 | Contact |
|---|---|
| 1 | A battlefield medic, streetwise herbalist, or itinerant healer who once stitched you back together or whom you assisted when death was closing in. They trust your instincts and may offer refuge, supplies, or urgent news about spreading conflict or plague |
| 2 | A fellow survivor of your past trauma, someone who made it out when so many didn’t. They understand your scars and might reach out when the past resurfaces—or when it catches up to them first. |
| 3 | A nomadic wanderer, smuggler, or caravan guide who knows the back roads and shadowed trails you once used to escape or hide. They may serve as a messenger, scout, or bearer of hard-won wisdom. |
| 4 | A sentry, jailer, or former soldier who saw what you endured from the other side—and either respected your will to live or felt complicit in your suffering. Your relationship might be complex, tinged with guilt, gratitude, or unspoken understanding. |
| 5 | A child you once protected, or someone who reminds you of what you lost, now grown or changed. They look up to you—or fear becoming you. |
| 6 | A refugee organizer who helps displaced people find food, shelter, and safe passage. |
| 7 | A veteran who recognizes the habits of someone who has survived prolonged violence. |
| 8 | A gravedigger, priest, or memorial keeper who helped you honor those who did not survive. |
Previous Versions
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7/28/2026 2:00:49 PM
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Coming Soon
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