Groundskeeper Image

You lived on the edge of civilization, on the boundary of wilderness, most likely near backwoods and roads. Your role was not only to tend the outskirts but also as lookout. This required you to stay at your post at all times. Given the right tools and materials, often acquired through a trade or gamble with passerby's, you were fairly adept at not just surviving but thriving in these conditions. As a result, you not only have a genuine understanding of how nature functions but you have a way with words most would not expect to come from someone often described as a hermit city watch.

 
Skill Proficiencies: One outdoor skill and one social skill
Equipment: A journal that contains notes and drawings (on the local flora and fauna, simple recipes, maps, instructions for simple crafts, etc), 10ft of string, a whetstone, a small hammer, soap, a set of traveler's clothes and a belt pouch containing 10 gp 
 
Aiding and Abetting

You have convinced, through wagering, coercion and/or flattery, several individuals to procure much needed supplies for you. Roll 2d12 to determine who you have conducted these arrangements with. Consult with your DM to decide how the NPCs contribute to your campaign. Maybe they just want you to help clear out some gnolls from a cave and may provide work further down the line. Maybe they want to take advantage of the situation and attempt to extort you in exchange for their silence. Maybe they speak ill of you and your reputation makes it more difficult to find work, a place to stay or shopkeepers willing to do business with you. Maybe they just want an ale and your company whenever you're in the area. However this plays out, this is very fertile ground for a DM.

The options in the table can be changed to better fit the flavor of your class. For example, a rogue may have come across an associate of a contraband distributor attempting to sneak in or out of town. Or a wizard may have crossed paths with an archmage or one of their students taking a leisurely walk or looking for supplies. Or a monk may have gained an audience with a monastic emissary. Whatever direction you take, consult with your DM as this can have a significant impact on your campaign and your parties activities.

d12 Aiding and Abetting
1 Roll 2d10 and use those rolls. Excluding 1, 11 and 12 on this table, the numbers will correspond as follows: 1=2, 2=3, 3=4, 4=5, 5=6, 6=7, 7=8, 8=9, 9=10
2 A child
3 A beggar
4 A villager
5 A shopkeeper
6 A guard/city watch
7 A mercenary/bandit
8 A member of a prominent political and/or merchant family
9 A royal emissary
10 A professor
11 Roll again or develop your own
12 No one. You've kept to yourself as much as possible.
 
Feature: Self-sufficient

You know how to spend your time wisely and efficiently. You can manufacture or repair something useful with a limited tool set. You are adept with most sets of tools, musical instruments and gaming sets. Should you ever receive formal training, your instructor, understanding you work better without being in direct supervision, allows you to train while adventuring, provided you maintain contact and show progress.

 
Suggested Characteristics

Groundskeepers are often confused with off-duty or discredited city watch. They may go to great lengths to get something they need without leaving the area under their purview, often times owing favors or gambling debts. Given a groundskeeper's role borders on that of the mundane and the adventurous, it often comes to no surprise that they become adventurers. Used to being well-known but kept at a distance, this can often get them in trouble while adventuring, as they tend to believe they have the skills to get anything done on their own and that no one will mind any indiscretions committed along the way. Groundskeepers make excellent fighters, barbarians or rangers. Perhaps they have answered a sort of call to action or higher power and become a monk, cleric, paladin or druid. A groundskeeper may become a rogue or bard if they find that they were better at acquiring supplies than actually fulfilling their role as a groundskeeper. While a groundskeeper that spent their time studying the arcane arts, and became a wizard, is rare yet possible, it is more likely that they stumbled upon or were contacted by some greater force and became a warlock. These groundskeepers were more likely to learn new languages and other skills than use tools. A sorcerer emerging from a groundskeeper is seemingly unheard of, however, perhaps their innate magical abilities have been dormant until some defining moment occurred. A groundskeeper becoming a blood hunter can be created in a similar vein as a ranger or warlock. An artificer giving up groundskeeping to become an adventurer seems like a fairly simple transition as well.

 

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