Type: Racial
Campaign Setting: General
Prerequisite: Elan Heritage feat
Madness grows in the shadows, spawning new horrors to assail the world and corrupt it, twist it, and remake it into unspeakable forms. You are wholly consumed with destroying the menace of the Far Realm, though only you know what path brought you to the Awakening. Did you lose your people or loved ones to the aberrant menace? Or is your obsession merely intellectual, built on the knowledge that you must sacrifice yourself to stop this growing doom?
Associated Skills: Dungeoneering, Perception
Type: Origin
Campaign Setting: General
Prerequisite: Follower of Avandra
You had a happy childhood that involved a lot of running and playing, and your parents were overjoyed that you were strong and healthy. When you came of age, you set out to explore the world with wanderlust in your veins. Over time, you fell in love with the freedom you experienced while on the road. But you never gave much thought to worshiping Avandra. One fateful day, you happened upon a cleric espousing the virtues of Avandra, and you realized you were a follower without knowing it.
Associated Quests: Establish five new roadside shrines to Avandra in distant locations and stock their hidden caches; blaze a trail into unexplored territory on another plane of existence; work with followers of Ioun and the Raven Queen to establish a new temple to all three deities of fate.
Associated Skills: Insight, Perception
Type: Legacy of Acererak
Campaign Setting: General
Whispers about your family’s lineage haunted your childhood. Claims of being cursed, doomed, or otherwise touched by evil made your early years difficult. These troubles sourced from tales about your family’s history because it is believed you are a descendant of the infamous Acererak.
Possible Minor Quests: You might seek to clear your family’s name, uncover the truth about your family’s past, or follow in the steps of your dark ancestor.
Associated Skills: History, Intimidate, Religion
Benefit: You gain a +2 bonus to Diplomacy and Intimidate checks when interacting with undead creatures.
Type: Legacy of Acererak
Campaign Setting: General
One or both of your parents were adventurers and you grew up listening to stories about their achievements, the monsters they defeated, and the fantastic places they explored. Although each tale was more harrowing than the last, they always came out victorious in the end, with one exception: the Tomb of Horrors. They never speak of it, except to say it was an evil place—dark like no other. The only survivors, they left many friends in that accursed dungeon and warned you against following in their steps.
Possible Minor Quests: You might seek out the fabled Tomb of Horrors to succeed where your parent or parents failed. You could search the dungeons or what lies beyond to rescue their lost comrades.
Associated Skills: Arcana, History, Religion
Benefit: Whenever you make a monster knowledge check, you can reroll the check, but you must use the second result even if it’s worse than the first.
Type: Racial
Campaign Setting: General
Prerequisite: Thri-kreen race
You have a strong tie to the Ancestral Khanate. You might have a particularly good memory and recall events that you did not witness. Occasionally, the ancestors could speak through you, imparting cryptic truths. It’s likely you have a magical power, whether arcane, divine, primal, or psionic. You are expected to be an exemplar and a teacher among your people, to honor and share your gifts. How do you take this duty? Why did you set out from your pack into the wider world? Did you anger the khan or another dominant pack mate? Have the ancestors given you a greater purpose? Can you share this goal with others or is it a secret you keep?
Associated Skills: History, Nature
Type: Racial
Campaign Setting: General
Prerequisite: Revenant
When you awoke as a revenant, you discovered centuries had passed. Everyone you knew, loved, and hated is now gone. Why did the Raven Queen call you from death? Do you have special knowledge? How do you see the world now? How do you look at the years you lost?
Associated Skills: Endurance, History
Type: Society
Campaign Setting: General
You are a member of a secret arcane society. The public believes that your secret society is composed of thieves and assassins, and it has been outlawed. Your society believes that your particular tradition of magic is unduly prosecuted in the area where you reside. Whether this belief is correct or not, you are an avid supporter of your society, and you look forward to the rare times when you receive secret communiques from other members of your society. Sometimes these messages take the form of magical sendings; others are inked on parchments that are magically treated to flash into ash upon being read. Most are of the “keep the faith” variety, though a few instruct you to undertake minor quests for the society. So far, none of these missions have taxed you or put you in a precarious moral situation.
Associated Skills: Stealth, Streetwise
Type: Society
Campaign Setting: General
You work for pay. You’ll take coin if that’s all your patron has to offer, but you prefer to be paid in magic. Magic items, magical lore, magical secrets—you value these more than gold.
More than any other form of payment, you want an artifact. Gaining an artifact is your goal. You might even have a specific artifact in mind.
You recognize that artifacts, as magical quasientities with temperaments and goals all their own, cannot be bought and sold by gold. That knowledge only stokes your burning desire to possess one.
Associated Skills: Diplomacy, History
Campaign Setting: General
Prerequisite: Warlock
You were a student to the finest wizard mentor. Yet, you grew bored with the old mage’s sermonizing. Impatiently, you sought shortcuts to power by making your pact. Breaking this arcane taboo, you were banished by your teacher. Do you revel in the powers and scoff at the dangers of your pact? Have you realized the mistake you’ve made and sought to reconcile with your old mentor?
Associated Skills: Diplomacy, Streetwise
Type: Society
Campaign Setting: General
A great conflagration of magic enveloped your home when you were a child. Your family fled, and your parents became bitter, angry people who denounced spells and those who worked them.
Your family never explained to you the nature of the magical disaster that destroyed your home (and perhaps even the city or region where you lived as a child). This event stirred a great curiosity in you because of a strange red scar you have on the back of your hand—a remnant of your flight from the disaster. Some nights, the scar glimmers with its own light.
You began secretly exploring arcane magic. Your study was enhanced when you found an old locked chest in your surviving parents’ chamber. It was filled with dusty, old books describing arcane fields of study. Before long, you were working basic spells on your own—but then your parents found out. You were banished and commanded never to return.
You wander now, looking for ways to increase your arcane knowledge and trying to discover more about the magical disaster that overshadows your life.
Associated Skills: Arcana, History
Type: Society
Campaign Setting: General
A great secret has been entrusted to you, and you are that secret’s sentinel. Your secret might be your guardianship of a tome containing dire and wondrous prophecies, the location of a magical shrine or planar gate, or your identity as the heir of some arcane tradition hunted to extinction except for the last few who cling to their allegiance to the order.
You are not completely alone. A few others share your burden. Sometimes you note the secret sign of your sentinel affiliation scribed in magical runes on the side of a building, written on a dungeon wall, or whispered in a dream. Until the next gathering of your fellow sentinels, reading these secret signposts is the safest way to maintain contact with your fellows without betraying your secret trust.
Associated Skills: Arcana
Type: Society
Campaign Setting: General
You are on the trail of a wondrous thing. It might be a manifestation that appears only under a full moon or an eclipse, a spellwarped beast whose rampages lash into the world from another plane, a lich assassin who killed your master and stole relics meant for you, or a demon child who rides an albino serpent through the dreams of its hapless victims. You pledged yourself to this hunt, knowing full well that the nature of your quarry could lead you far across the world and perhaps even beyond it. You know that when you finally catch what you are chasing, a great trove of arcane knowledge will be yours for the taking.
Associated Skills: Dungeoneering, Nature
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
The totem ragers of ancient Arkhosia were an elite warrior order that practiced primal traditions to become more ferocious in battle. The order was shattered before the fall of Arkhosia, after being infiltrated and corrupted by infernal spies loyal to Bael Turath. The imperial priests of Erathis declared the totem ragers to be in league with devils and the empire’s enemies, and the order was officially disbanded and outlawed. It survived only in small groups that continued to meet in secret.
In this form, the totem ragers survived the fall of the empire, and you are one of its few, scattered heirs. This tradition has long outlasted the imperial authority that declared it outlaw, so there is little need for secrecy—but the scattered members of your order have practiced secrecy for so long that it is a well-ingrained habit. What’s more, your primal connections are still greeted with suspicion by the clergy of the Imperial Arkhosian temples, though they lack any legal recourse to prosecute you.
Most Arkhosian totem rager characters are barbarians. You might choose to focus on daily rage attack powers that evoke draconic spirits, from rage drake’s frenzy at 1st level to blue dragon rage at 25th. If you can’t find an appropriate rage power at a given level, consider renaming and reflavoring an existing power, so frost wolf rage at 5th level might become white dragon rage in your hands. You might also choose this background element as a warden, applying some of the same cosmetic changes to your daily guardian form powers.
Associated Skills: History, Streetwise
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Corellon
You were a painter, a sculptor, a poet, a writer, or some other form of artist. What was your medium? Did you study under a master? Who was he or she? Were you well known in your trade? Have you come across any of your works?
Associated Quests: Retrieve an artifact of Corellon or a great work of eladrin art stolen by the drow and hidden in the Underdark; rediscover the fragments of eons-old epic poems and assemble them into a definitive retelling of the battle between Corellon and Gruumsh; locate and rededicate a shrine of Corellon that was destroyed during the Dawn War.
Associated Skills: Diplomacy, History
Campaign Setting: General
You were intrigued by Erak Cobb for a while, during which time you participated in the rites and ceremonies, communed with spirits and, in the end, had your eyes opened to a different world. You might have gone on to further your studies, becoming a druid or maybe even a shaman. Or, you might have abandoned that path to pursue some other destiny. What was your story?
Associated Skills: Arcana, Nature
Type: Occupation
Campaign Setting: General
Prerequisite: Psionic
Occultists claim that the stars in the night sky are windows into the Outside, and that to look upon them is to invite madness and physical corruption. Indeed, tales tell of mad warlocks who traffic with alien entities, securing power from the stars themselves. As your mind has opened to new possibilities, you search the heavens for answers regarding your internal wellspring of psionic energy. You examine celestial movements for clues about the world’s fate, and to perhaps catch a glimpse of the terrors that lurk between the twinkling lights.
Associated Skills: Arcana, History
Type: Occupation
Campaign Setting: General
You spent years earning your living as a competitive athlete. You might throw hammers, spears, or discs, or you could be a sprinter, a swimmer, a gymnast, or an equestrian. You have participated in athletic competitions, both in small settlements and in major cities. In your youth, you participated in athletic challenges for your own enjoyment or fitness, and you found you had a knack for them. Now, you are in top physical condition, and your athletic training has aided you in your martial prowess. Wherever you go, people recognize your name for the great acts of strength or dexterity you perform. Locals challenge you to arm wrestling, throwing, and running, just for a chance to compete against you. Perhaps now you seek to earn renown as a hero, gaining a new kind of glory, or maybe adventuring is just an excuse to continue training and improving your prowess.
Associated Skills: Acrobatics, Athletics
Type: Birth
Campaign Setting: General
Prerequisite: Psionic
Your birth was unremarkable. You were healthy and seemingly normal. Your parents or caretakers quickly noticed, however, that something was amiss. Your newborn eyes gleamed with awareness, the first sign that you possessed the intellect of a full-grown adult. You learned to speak within hours, and you started walking as soon as your muscles could support your weight. You proved to be a prodigy in nearly every discipline.
Your awakened mind gave you advantages over your peers, but your incredible intelligence proved disconcerting to youngsters and adults alike. Did you try to fit in, or did you abandon your peers’ petty concerns and embrace your destiny? How have your childhood experiences influenced your interactions with others? What advantages did you gain from your early development? What events from that time still haunt you?
Associated Skills: Bluff, Intimidate
Type: Occupation
Campaign Setting: General
Prerequisite: Sorcerer
You have long settled scores at knifepoint. Did you work for a thieves’ guild as an enforcer, or did you fight to repel those same thugs from your neighborhood? How did you come across your fighting skills? Were you taught by an aging master, or did you learn it the hard way? How do you view these activities now? Do you have a grudge against criminals and take on quests to put bandits down? Or is there bad blood between you and your former associates? You have learned to remain unseen when pursued and to stand your ground when you have nowhere to turn.
Associated Skills: Intimidate, Stealth
Campaign Setting: General
Prerequisite: Human
You are a member of Everwatch’s noble family. You might be next in line to take the throne, or you could be a distant relation with few prospects. How do you get on with your family? With King Festrick? Are you a beloved member or a black sheep? How did the larger family respond when you chose to leave Everwatch and become an adventurer?
Associated Skills: Diplomacy, History
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Ioun
You were an excavator, trained by the Collectors to find a way into dangerous vaults and trapped tombs, recover precious artifacts, and escape. Unfortunately, one of your missions triggered a terrible curse, and the curator of your chapter cast you out, unwilling to risk the curse falling upon the rest of the order. What is the nature of your curse? Do you seek a cure, or are you resigned to live with the consequences? What artifact cursed you? Do you have it still, or is it in the hands of the Collectors? Perhaps you were part of a team prior to your current adventuring party. Were they also cursed, and if so, what happened to them?
Associated Skills: Acrobatics, Thievery
Associated Languages: Supernal
Campaign Setting: General
Most of the time, you lived a pleasant life in Barovia. Simple rules guided your existence: Obey the burgomaster. Do not consort with the Vistani. Do not go out after sunset. And always do as Count Strahd von Zarovich commands.
Several times each year, some village residents receive invitations written in the count’s hand and bearing his seal pressed into crimson wax. Those who return tell of lavish banquets and parties that last through the night. Some do not return, though. They are afterward said to be “living with the count,” and they are never seen outside the castle again.
Or so you thought—until the night you saw your sweetheart for the last time.
You awoke to the sound of your name being called from the yard outside. Your love, who had answered an invitation from Strahd some time ago, and whom you had secretly grieved as lost to you ever since, stood beneath your window, pale in the moonlight. Her faint words warned you that your name was now on the guest list and that you must not come to the castle—in fact, you had to leave Barovia that night.
Of course you wavered, but nonetheless, fighting against everything you had been taught, you went out into the night and followed the one you loved most in the world down the road toward the gateway into the forest. She stood aside and implored you to pass through the gate. When you did so and turned back to look, no one stood behind you, but in the distance a pack of wolves crept out of the woods onto the road. You fled for your life into the forest.
You spent weeks wandering the mountains. Eventually you found a road, which led you to a new land. You’re still not certain you did the right thing in leaving your homeland, even though life is better in many ways beyond Barovia’s borders.
And . . . more than guilt haunts you. Recently you have heard stories of a black coach being pulled by exquisite black stallions. It appears from time to time, traveling the roads with no one driving it, and no passenger is glimpsed beyond its swaying velvet curtains. Its last reported location is always somewhere behind you, leading you to wonder if it is drawing closer.
It is, you fear, the same black coach that carries the count’s guests to his castle.
Associated Skills: Perception, Stealth
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Bahamut
You worked within the legal system to uphold the law. Did you champion the innocent or punish wrongdoers? Was the legal system just or riddled with corruption? Did you ever defend someone who was guilty or prosecute the innocent? Did you leave your occupation with confidence in the laws you upheld or in disgust?
Associated Skills: Diplomacy, Intimidate
Type: Occupation
Campaign Setting: General
Prerequisite: Eladrin, artificer
Even at an early age, your aptitude for arcane magic differed from that of your peers. Instead of pouring over dusty tomes or practicing with your blade, you tinkered with constructs of your own design or experimented with alchemical reagents. After completing your studies, you joined the military to seek excitement and test your skills. However, you quickly became disillusioned with a military dominated by haughty wizards and swordmages, and you left to pursue a career as an adventurer.
Were you jealous of the advantages typically reserved for your wizard and swordmage peers? Did you wish to emulate them or did you defiantly pursue your own interests? How did your attitude affect your studies and subsequent career? What finally prompted you to leave the military? Did you leave of your own accord or in disgrace?
Associated Skills: Arcana, Athletics
Type: Society
Campaign Setting: General
You have spent time on the streets collecting coin from pedestrians. Successful beggars evoke compassion from onlookers, so you have become skillful at feigning signs of disfigurement and deprivation. Your experience as a beggar has taught you to read people. You can tell whether a stranger is kindhearted or suspicious. You have learned to judge the weight of a person’s purse by the way he or she walks, and you can detect the approach of a member of the watch long before the tip of the guard’s halberd comes into view. In cities where thieves and beggars form guilds, you have supplemented your income by serving as a lookout on street corners where you can loiter without drawing suspicion. Your time as a beggar has given you both skills and an unquenchable thirst for wealth and status. Now you search for a way to achieve these goals.
Associated Skills: Bluff, Insight
Type: Psychology
Campaign Setting: General
You lost someone close to you and his or her death haunts you still. Who was this person and how did they fit into your life? Aside from this person’s absence, how did his or her death shape your identity? Do you hope to find the lost one’s soul through service to the Raven Queen? Do you hope to revive the person or is it too late? Did unusual circumstances surround this death?
Associated Skills: Insight, Religion
Type: Racial
Campaign Setting: General
Prerequisite: Human
Wild and fearless, you threw yourself into every battle, hoping to earn a place at Kord’s side after a valiant death. What brought on this battle frenzy? Was it primal in origin or madness? Why did you leave Wolfstone?
Associated Skills: Athletics, Intimidate
Campaign Setting: General
Prerequisite: Follower of Kord
You can’t help it. When anger overtakes you, a crimson haze fills your vision, and the rage you hold tightly within you breaks free of your control. Your people call you a berserker, and among them you are both honored and feared. When you go berserk and spittle flecks your mouth, you know nothing of fear—you feel at least twice as strong and every sense seems heightened. Worship of Kord seemed as natural as a sailor praying to Melora.
How did you first learn you are a berserker? Do you see it as a blessing or a curse? What are your people like? Does your family have a berserker tradition, or are you an anomaly? Is your faith in Kord in gratitude for this gift, or do you hope to endure and overcome it?
Associated Skills: Intimidate, Perception
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
Type: Racial
Campaign Setting: General
Prerequisite: Foulborn Heritage feat
You exhibit animalistic features or characteristics. You could have a tail, gleaming eyes, or goat legs. Your bestial trait might be merely cosmetic, or it might give you an advantage such as excellent balance or increased mobility.
Associated Skills: Acrobatics, Athletics
Type: Birth
Campaign Setting: General
You were born among a race other than your own. Did you grow up among mountain fortress, or in a halfling caravan? Did your family live among that race when you were born, or did some other circumstance bring you there? the trees of an elven forest, deep in a dwarven
Associated Skills: A skill the other race gains a bonus to
Type: Birth
Campaign Setting: General
You received a great blessing from a complete stranger when you were born. What type of person blessed you? Was he or she associated with a particular religion? If so, are you a member of that faith? Did you stay in contact with this person, or do you distrust the motives behind the blessing? How does the blessing affect you?
Associated Skills: Insight, Religion
Type: Birth
Campaign Setting: General
You received a dire curse from a complete stranger when you were born. What type of person cursed you, and why? Did you ever see the stranger again? Were you shunned because of the curse? Do you carry an obvious mark of it? How does the curse affect you?
Associated Skills: Bluff, Religion
Type: Birth
Campaign Setting: General
Your birth was marked by an unusual occurrence—perhaps a great storm, an eclipse, or the start or end of a battle. What was the omen? How was it interpreted? Were others born under the same omen, and if so, do you have any special relationships with them?
Associated Skills: Arcana, History
Type: Birth
Campaign Setting: General
You were not born in the world, but rather on another plane, such as the Feywild. What circumstances brought your ancestors to that plane? Were they natives of that plane, taken there against their will, or just visitors? When did you leave that plane, and what did you have to accomplish to escape it? Do you miss your birth plane, or do you dread returning to it?
Associated Skills: Arcana
Type: Birth
Campaign Setting: General
Your birth was foretold in a prophecy. What does the prophecy say about you and about your future? Who, if anyone, believes the prophecy? Are you trying to fulfill the prophecy or to thwart it? The details of the prophecy might suggest further adventures to the DM.
Associated Skills: History, Religion
Type: Society
Campaign Setting: General
A consummate duelist, you crossed blades with the best you could find and lived to tell of it. That is, until you met Liria Valthorin. Disarmed and with her sword at your throat, she offered you training at her school, the House of Flowers, instead of death. Did you duel for money, fame, or some other reason? Are you a young hotshot, still building your reputation, or is this a new chapter in a long career? Do you consider Liria a teacher, friend, or rival?
Associated Skills: Acrobatics, Insight
Associated Languages: Elven
Rivers of fire, molten rock, toxic plumes venting from broken earth
Type: Geography
Campaign Setting: General
Rugged peaks and belching volcanoes characterize Blazestone. In this forlorn region, toxic clouds rain ash across a barren landscape. Black glass crunches underfoot, while singed trees clack and clatter whenever the infrequent breeze blows hot air across the wastes. In spite of the hostile environment, a life can be lived here, though it is a tough and unforgiving one by any standard. The people of Blazestone make the most of scarce resources as they scratch out an existence among the broken terrain spilling down from the fiery peaks.
If you are a native of Blazestone, you are accustomed to hardships and danger, and you rely on toughness to carry you through your adventures. Genasi are common here, and goliaths, dwarves, and humans also call these forlorn lands home. Barbarians and wardens make the best Blazestone adventurers.
Associated Skills: Athletics, Endurance
Associated Languages: Giant, Primordial
Creeping vines, insect clouds, endless brooding wetlands where death is never far away
Type: Geography
Campaign Setting: General
Mist-shrouded wetlands, the Bleakmire is an ominous moor, where tall grasses conceal brackish waters and where gnarled trees struggle for the light just visible through the perpetual haze. Plague, vermin, and poisonous creatures teem in the Bleakmire, making it a dangerous place to explore. Patient crocodiles, disease-carrying insects, blood-sipping bats, stalking predators, and poisonous reptiles conspire to make intruders pay for their trespass.
You grew up in the sodden expanse of the Bleakmire, avoiding the many perils that lie in wait for the unwary. Humans subsist in the Bleakmire in the greatest numbers, but elves, half-orcs, and halflings live here, too. If kobolds are available as a player character race, you might consider that as your racial choice. Bleakmire characters are often insular and protective, traits exhibited by many wardens, but any primal class works well for this homeland.
Associated Skills: Endurance, Stealth
Associated Languages: Draconic
Campaign Setting: General
You were born to die. You have the sign of Zargon upon your brow—a birthmark that represents his horn—and your flesh is his food. You were raised in the mad, masked society of the Lost City, your life degenerated into a haze of animal frenzy and ignorant zealotry. When the time came for you to at last meet your dark god, you felt fear and doubt for the first time. That fear gave you strength—strength enough to disobey and run.
Your flight to the surface is a poorly remembered nightmare. Your head at last cleared when you removed the mask from your pale face and raised your awestruck eyes to the sun for the first time. You wandered in a trackless wasteland for days before a band of desert nomads found you, and they were kind. They took you to a distant city and introduced you to a world you could never have imagined.
Yet in dreams you still see the golden-masked priests and the blood-red eye of the god that marked you as his own. In your head you hear Zargon’s terrible voice, and in your heart you feel the bestial urges of the Lost City’s perpetual carnival. To your knowledge, no sacrifice has ever escaped Zargon’s maw. Surely the Cynidiceans will come for you. Surely you must some day return to the Lost City.
Zargon has marked you as his own.
Associated Skills: Dungeoneering, Endurance
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Type: Racial
Prerequisite: Half-orc
The best thing that ever happened to your tribe was when your orc forefathers were slaughtered in a bloody but one-sided civil war. With them gone, the half-orcs of your tribe were freed from orc tyranny, and your people were able to prove themselves superior warriors. Even more impressive, your tribe has gained the reputation of skilled and reliable mercenaries.
Are you still a member of your mercenary tribe, searching for more opportunities to gain coin and prove your fighting prowess in the wider world, or did you decide to leave the mercenary life to take on new and different challenges? How would your tribal kin treat you if they saw you again? Did taking orders finally become too much, or are you still comfortable in a regimental unit?
Associated Skills: Athletics, Endurance
Towering trees, savage carnivores, torrential rains mingling with debilitating swelter
Type: Geography
Campaign Setting: General
Far to the south sprawls the Bloodtangle, a fecund expanse of rain forest sheltering an impassable landscape teeming with life. The trees grow tall and close together, their hundred-foot-high canopy blocking sunlight from the dank forest floor. Streams wind among the trunks, while bogs, quicksand, and flash floods take travelers by surprise. With hosts of poisonous wildlife, silent predators, and vicious natives, the Bloodtangle is no place for the unprepared. The people of the Bloodtangle are known for their use of venoms extracted from stinging insects, toxic amphibians, and venomous snakes.
You are at home in the unforgiving Bloodtangle. Human and elf are good racial choices for this homeland, but goblins, bugbears, hobgoblins, and kobolds are also appropriate if those are used as player races in your game. Barbarians and druids are excellent class choices, and you might consider multiclassing into ranger to reflect your superior hunting techniques.
Associated Skills: Heal, Nature
Associated Languages: Draconic, Goblin
Type: Society
Campaign Setting: General
Your father or mother is a ruler of an obscure fiefdom along the frontier. The territory is small and out of the way. Nevertheless, your parents are nobility, and that status awards them and their family privileges. As the youngest of many children, you might have no chance of inheriting the realm, but your heritage has afforded you other opportunities, such as attending the best schools, receiving the best martial training, and meeting people of renown. You’ll never inherit your family’s estate, yet you can travel the world and do as you please, carousing, adventuring, and being a layabout. With the military talents your upbringing has provided you, you can succeed in whatever endeavors you undertake.
Associated Skills: Diplomacy, History
Type: Origin
Campaign Setting: General
Prerequisite: Follower of Avandra
Avandra was present at your birth, though none knew that she was there. Hidden behind one of her many disguises, she was present for the moment your life began, and she touched you with a divine spark. Her touch imbues you with knowledge that you don’t truly understand, but this knowledge can guide you in your endeavors.
Associated Quests: Compose and perform an entertaining, inspiring epic poem about your exploits or those of another respected follower of Avandra; destroy a temple of Tiamat, Torog, or Zehir; bring freedom to people whose liberty has been stripped away by a tyrant or slave master.
Associated Skills: History, Religion
Type: Racial
Prerequisite: Dragonborn
From the moment of your birth, you were a match for virtually any human soldier. Your natural aptitude for both magic and combat and your gift for command make you a force to be reckoned with.
Associated Skills: Arcana, Diplomacy, Intimidate
Type: Occupation
Campaign Setting: General
In any elaborate criminal enterprise, there’s someone behind it who comes up with the plans, gathers the intelligence, and organizes the job. As planners, these individuals are often intelligent, observant, and well-connected, but not all do this work because they want to get rich (though some do). What was your motive? Wealth, revenge, the mere challenge?
Associated Skills: Bluff, Streetwise
Type: Racial
Campaign Setting: General
Prerequisite: Gnome
You’ve always been stronger than your fellow gnomes, and because of that you didn’t fit in fully with the other youths. As your friends studied the magical arts and illusions, you were more content to hunt, do physical labor, or drill with the militia. Do you prefer being straightforward and forceful over crafty and quiet? Maybe you seek to prove yourself to members of the larger races, challenging them to arm wrestling and other feats of strength or endurance. Or you might be content to let opponents underestimate you, then surprise them later with unexpected bursts of power.
Associated Skills: Athletics, Endurance
Type: Racial
Campaign Setting: General
Prerequisite: Eladrin
The Pale Prince, the Lord of the Longest Night, is chief among those enemies arrayed against the winterkin. An exploitative power, consumed by evil, this archfey tests the winterkin by sending agents forth to infiltrate the border fortresses and turn the winterkin toward his purpose. To combat the Pale Prince’s growing threat, many warriors join a loose coalition named the Bringers of Spring, and they make it their life’s work to strike against the archfey’s forces, root out their infiltrators, and oppose the archfey at all fronts. You were a Bringer of Spring and fought against the archfey’s forces. How did this service end? Were you a lone survivor or did you break from the society for another reason? How do you see these warriors now?
Associated Skills: Arcana, History
Great canyons and towering earth spires, spectacularly striated rock, dry and thirsty soil
Type: Geography
Campaign Setting: General
The Broken Lands are an arid region marked by dramatic natural features: ravines, rock spires, and steep slopes with colorfully patterned striations. Vegetation is sparse, and rainfall is infrequent but intense. Drakes and lions hunt a variety of prey through the canyons. The cliffs, loose soil, and patches of slick clay make traversing the Broken Lands difficult, so travelers are rare and roads are unknown. The people of the Broken Lands, mostly dwarves and orcs, war with each other for what few resources the dry land has to offer.
You were born in the Broken Lands and grew up accustomed to hardship. The ways of the world beyond your homeland are strange to you, and you’re marked by a strong competitive streak. Barbarians are the most common primal characters from the Broken Lands, but druids and shamans are also good options.
Associated Skills: Endurance, Intimidate
Associated Languages: Dwarven, Giant
Type: Occupation
Campaign Setting: General
You specialize in breaking and entering. No lock’s going to stop you; no security can catch you. Why did you become a burglar? What treasures did you steal? Did you leave behind any calling cards? Did you ever find a safe too tough to crack? What was inside?
Associated Skills: Athletics, Thievery
Campaign Setting: General
Prerequisite: Warlock
You were trapped in a cave—the victim of an unfortunate accident or malice. Pinned beneath rubble, you wasted away in the darkness for what seemed like days. A mysterious entity offered you salvation for a price. What promises did you make to the obscene forms in the shadows to secure your freedom?
Associated Skills: Dungeoneering, Endurance
Type: Birth
Campaign Setting: General
Prerequisite: Psionic
Your birth was a momentous event. The ground groaned. The dark sky split open, lashing the landscape with violet lightning and horrid storms. Water turned to blood. Animals sickened and died. The world trembled in fear of what your birth promised. Under such inauspicious circumstances, the folk around you were scared of you from the start. Even if these signs signaled some other dire event, your birth in such a time surely marked you as a herald of impending doom.
You grew up swathed in the calamitous day’s shadow. How did you come to terms with the dark destiny that lay ahead? Did you consult soothsayers for clues? If so, what did they say? Did you reject superstition, vowing to live your own life regardless of omens? When you discovered your psionic potential, did you see it as a confirmation of what people thought? Or was it an opportunity to prove everyone wrong?
Associated Skills: Arcana, Insight
Campaign Setting: General
Prerequisite: Human or halfling
A dragoon’s rigorous daily training is a marvel of physical discipline. These learned defenders of the realm are equally ardent in mastering the art of nonviolent conflict resolution.
Associated Skills: Athletics, Diplomacy, Insight
Type: Society
Campaign Setting: General
You grew up in the wake of an army on the march, surviving on its scraps. Perhaps your parents were members of the army who later died, or maybe you were in a settlement destroyed by the force. Regardless, you decided the only way to survive and learn to defend yourself was to follow the army. You slept when possible, and when you found yourself in inhospitable conditions, you made do with what you could steal. Your existence sometimes depended on keeping out of sight. You probably jumped from army to army—when one force crushed another, you would ride on the heels of the victors. Did you grow up and eventually join the ranks, or did this formative experience leave you unwilling to be in the company of any band of warriors larger than your own adventuring party?
Associated Skills: Endurance, Stealth
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Bahamut
You spent many years in a dragon’s captivity. Was the dragon noble and virtuous or cruel and tyrannical? How did your time with the dragon shape your views about the world? How did you learn about Bahamut during your captivity? How did you survive? How did your captivity end? Did you escape or did the dragon release you?
Associated Skills: Insight, Stealth
Associated Languages: Draconic
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
You grew up in a circus called Nightrule’s Carnival Cavalcade. Its eerie chime-and-calliope music drifted miles ahead of the approaching caravan, promising sinister secrets and devilish delights that drew folk from miles around. Enchanted beasts, gifted performers, wild entertainments, and amusing games spilled out across open fields or city squares. The Carnival Cavalcade bewitched visitors with its frights and pleasures. Nightrule, the uncannily charismatic tiefling leader of the circus, took you in and made you one of his star performers. Your wild life in the circus brought you many joys and taught you a great deal about the world, but even the most happy dream can become a nightmare.
How old were you when you joined the circus? Did you join it willingly, or did it somehow claim you? Strong man, knife thrower, juggler, acrobat, jester, freak—which were you? Did you perform in more than one role, perhaps adopting a new costume for each? Do you still display some remnant of your past, or do you conceal your time under Nightrule’s sway? What sinister secrets did Nightrule’s Carnival Cavalcade conceal from the public? Why did you leave? Did you leave anyone you care for behind?
Give some thought to your role in the circus and take feats and other character elements that reinforce that role. An acrobat might take Long Jumper and Sure Climber. As an escape artist, you might be trained in Acrobatics and Thievery and take the Escape Artist feat. A knife thrower might have Far Throw and Quick Draw.
Associated Skills: Acrobatics, Athletics
Campaign Setting: General
You have received your training with an eye toward understanding the importance of the foretold champion. You vigilantly listen for rumors of the champion’s appearance and watch for Far Realm incursions.
Associated Skills: Arcana, Streetwise
Associated Languages: Deep Speech
Type: Racial
Campaign Setting: General
Prerequisite: Foulborn Heritage feat
Your skin alters its coloring to blend in with your surroundings. Although clothing diminishes this effect somewhat, you still have a knack for escaping notice.
Associated Skills: Stealth
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
Whatever your class, you are a servant of Bahamut and seek to emulate him in all your actions. You strive to be a living incarnation of his will in the world, an extension of his mighty claws. His principles of honor and justice, vigilance against evil, and protecting the weak guide every decision you make and inform your every action. Some might call you naive, blind to the harsh realities of life in this dark age, and perhaps you are—but that doesn’t make you wrong.
Most champions of Bahamut are paladins or clerics, espousing a particular ideal of Bahamut as a warrior deity. You might gird yourself in shining platinum-colored armor—or perhaps your scales are naturally that color, a sign of your god’s favor and calling. You might choose cold damage for your dragon breath and feats such as Frost Breath and Freezing Breath to emulate the Platinum Dragon’s frosty breath.
Associated Skills: Diplomacy, Intimidate
Type: Racial
Campaign Setting: General
Prerequisite: Changeling
You drift from place to place, borrowing identities to help you disappear into the communities to which you travel. Although you can assume any appearance you choose, you find yourself drawn to another’s identity so much that you replace the individual. What draws you to impersonation? What tricks have you developed to deflect suspicion? How long do you borrow this identity and are you responsible or reckless with the life you steal?
Associated Skills: Bluff, Streetwise
Type: Racial
Campaign Setting: General
Prerequisite: Half-Orc
Anger burns in your heart but you are its master, having conquered it long ago. With this focus, you can call upon its strength to see you through any hardship and help you overcome any obstacle. What is the source of this rage? How did you master it? Were you taught or did enough tragedy strike that you finally found a way to overcome it?
Associated Skills: Endurance, Intimidate
Type: Racial
Campaign Setting: General
Prerequisite: Genasi
You are untamed, passionate, and wild, as if you held the whole of the Elemental Chaos in your form. You are a force for destruction and you foment discord and upheaval wherever you go. Are you willful, doing as you please, consequences be damned? Or do you struggle against the impulses raging inside you?
Associated Skills: Arcana, Endurance
Campaign Setting: General
You were born with a birthmark associated with a member of the Gloaming Court: a moon, a heart, or even the stylized loom shape of the Witch of Fate. Whatever form the mark takes, you were called at birth as a traveler on the Gloaming Path, whether you like it or not.
Associated Skills: Nature, Insight
Type: Racial
Campaign Setting: General
Prerequisite: Human
Many human children are born to a far-flung homestead in a wilderness claimed and somewhat tamed by their parents or extended family. As a child, you did not know the safety of walls, but only the semblance of civilization your family brought to a stretch of wilderness. Maybe that homestead still exists as a bastion of light that survives or thrives in the dark wild lands. Maybe your home was swallowed up by the savagery around it. Whatever the case, you have an understanding of the dangers of the wilderness and how to survive them that will never leave you.
Associated Skills: Endurance, Nature
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
In the dark age after the falls of Bael Turath and Arkhosia, tieflings spread throughout the ruined settlements of the post-apocalyptic chaos. Many tieflings survived by clinging to the guttering lights of civilization, but others plunged with their human cousins into the darkness of a world gone savage. Wild tribes of humanity carved out places for themselves in the untamed wilderness and lost all contact with their civilized history.
Your people, the proud nomads of the Chimera tribe, come from such stock. They see your strange physical features as gifts from your tribe’s totem beast. Your horns are those of the ram. Your tail and resistance to fire come from its dragon soul. Finally, your bloodlust is born of the lion’s heart.
How did you learn the truth of your tiefling heritage? How did it change your self-image? Do you still hold the chimera as your totem? How were you treated in your tribe? Did you belong to a bloodline of leadership? Did you leave your tribe or were you forced away? Do you seek to return to them or do they seek you?
This is a great background for a tiefling of any primal class. As a barbarian you might ascribe your strength and rage to the chimera. As a druid, you could use wild shape to assume ram or lion form. If you play a shaman, your spirit companion might look like a small chimera. A tiefling seeker might desire a flying chimera mount from which to rain down attacks. And as a warden you should of course aspire to attain the 29th-level power, form of the chimera.
Associated Skills: Athletics, Endurance
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
From the moment you emerged from your egg, it’s been clear that you were chosen to be the mouthpiece of a primal drake spirit. It might be a furious spirit that has fueled a powerful inner rage in you for your whole life, or a loyal guard drake spirit that chose you to protect your family or clan. Or it could be something more akin to a fang titan drake, a beast of tremendous power that wants you for some great purpose that you’re not yet aware of or prepared for.
What manifestation of the spirit drake at your birth made the spirit’s choice clear to those around you? Perhaps it sent a living drake to brood your egg. Maybe you erupted with fury as you hatched, hurling the fragments of your shell around the room. How were you raised in accordance with the drake spirit’s wishes? Were you segregated from other children as a mark of your special calling? Did you grow up in the wilderness with the drake that hatched your egg? Or did your parent simply watch you carefully but otherwise allow you to lead a normal childhood?
This is a particularly appropriate background for a dragonborn shaman—your spirit companion can be the spirit drake who chose you. However, it works equally well for any other primal class, with a less direct relationship to that drake spirit.
Associated Skills: Insight, Religion
Type: Occupation
Campaign Setting: General
You were born into the circus and grew up among acrobats, performers, magicians, and animals. In your formative years, you showed a knack for feats of strength or dexterity, so you began learning from the performers. Living among the members of the circus made you tolerant of people who had alternative lifestyles. Although you never received a formal education, you learned many useful skills from the motley members of the circus. Your upbringing has left you with wanderlust, and it is this feeling that has driven you to explore a life as an adventurer.
Associated Skills: Acrobatics, Thievery
Campaign Setting: General
You were born in the waning town of Kiris Dahn and spent your early years there. The citizens abandoned the already dilapidated town eight years ago, but you remember how it once was. Was your family wealthy or poor? Did you know about the town’s magical defenses? Have you seen the town since it was overrun and renamed Gorizbadd?
Associated Skills: Dungeoneering, Streetwise
Type: Society
Campaign Setting: General
You study Nerathi lore, learning from the past to better the future. Perhaps you’re inspired by great works of Nerathi literature or art, finding universal truths in their ancient expression. Maybe you marvel at the ruins of ancient Nerathi baths, forums, or roads, feeling that your homeland deserves the comforts enjoyed by your ancestors. Or maybe you’re a student of the great philosopher Tallas, whose ethics guided the society which once ruled the world. Regardless of what you study, you’re driven to bring this knowledge back to civilization. Be cautious though—the world’s kings and nobles won’t willingly surrender their authority. Thankfully, you are not alone in this search. Many cities shelter likeminded individuals who long to see their homes rise to the heights set by Nerath. Whether they are hidden societies or mobs in search of a leader, working with these groups may help you change the world.
Personal Quests: Explore Nerathi ruins for ancient lore; assist a troubled realm with your accumulated knowledge; govern justly using the ethics of Nerath.
Associated Skills: History, Streetwise
Type: Racial
Campaign Setting: General
Prerequisite: Human
You are an idealist—a person who believes that civilization and the rule of law, while not flawless, creates the best existence for all people. Maybe that rule of law comes under a strong central authority, such as a tyrant or dictator. Maybe it is more benign and inclusive. Whatever the case, civilization is a far better thing than the darkness and savagery that rules most of the world. And that sad state does not solve itself. It needs brave people to bring the light of civilization into the dark of wilderness, and to help the good people trapped in that savagery who want a better, more ordered and stable, life.
Associated Skills: Diplomacy, Insight
Type: Racial
Campaign Setting: General
Prerequisite: Minotaur
Your clan is honored to carry the name of Kranos the Uncrowned King. Kranos was a bold and unswerving hero who bowed to none. Indeed, Kranos gained infamy for his dread belt of crowns: a collection of the severed heads of leaders who sought to enslave or manipulate him.
Your tribe stems from those Kranos fathered and those who sought to serve him while he lived. Yet Kranos kicked lapdogs away from him. If others followed him and his example, so be it, but Kranos would have no one lick his hooves clean. Thus, your clan accepts only those who can stand on their own and who have the will and strength to take what they want from life. You have leaders among your clan, but they earn their role by proving they are worth following. You might already be one of these leaders, or you might be seeking to prove your worth through adventure.
Associated Skills: Athletics, Intimidate
Type: Racial
Campaign Setting: General
Prerequisite: Minotaur
Your clan takes its name from Sentune, a famous philosopher who emphasized exploring paths. One cannot take every option, but neither should one choose blindly. By Sentune’s way of thinking, experimentation and exploration should be at the root of every minotaur’s life.
Clan Sentune is thus a nomadic clan. Small groups and individuals wander separately for long periods only to gather for seasonal celebrations at spots decided upon at the previous celebration. Other minotaurs consider members of your clan permissive and idle vagabonds. In fact, many members of your clan become involved with strange gods or take up odd professions, and when the clan gathers you have the opportunity to discuss the choices individuals have made and to learn from others’ successes and mistakes.
Associated Skills: Diplomacy, Streetwise
Type: Racial
Campaign Setting: General
Prerequisite: Minotaur
Your clan traces its history back to the founding of the Labyrinth City of Leng. Thavok chose as his battleground the confusing volcanic landscape of canyons where Leng would be built, and his victory there over a force that outnumbered his a hundredfold would make the site hallowed ground for centuries. Members of your clan defended Leng for all those many years, building and using the labyrinth of tunnels, causeways, and paths to outmaneuver foes time and time again. Eventually, doom came to Leng, and your clan was powerless to stop it because the enemy was within and knew the labyrinth as well as any in the clan.
Clan Thavok was betrayed. Wrongfully accused of treachery, your ancestors fled the city lest their blood soak the stones they had labored so long to protect. No member of your clan has looked upon the Labyrinth City’s walls for generations, but it continues the old traditions. You have learned all the tricks of ambush and you possess knowledge of the hazards of dungeonscapes and tunnels.
Associated Skills: Dungeoneering, Stealth
Type: Occupation
Campaign Setting: General
Prerequisite: Psionic
Your talent for reading people proved invaluable to your criminal career. You have always been able to assess others’ emotions, anticipating their actions and compelling them to do your bidding with subtle manipulation. But as your skill grew, you realized you were engaging in more than guesswork and misdirection. You could hear people’s thoughts. Faced with the knowledge of your burgeoning psionic abilities, did you change course? Did you see yourself as having an unfair advantage or violating others with your power? Or did you embrace your abilities and use them to their fullest?
Associated Skills: Bluff, Insight
Type: Divine
Campaign Setting: General
You were a member of the clergy of a different deity, but something made you change your allegiance. What deity did you worship before? Was it an evil god or some false idol? Did some tragedy or miracle drive you to follow another god? Did you lose faith in your previous deity for some reason, or did you walk away from that life due to more worldly concerns? Did you meet someone who changed your mind? Do your old allies wish you well, or do they want you back?
Associated Skills: Insight, Religion
Type: Racial
Campaign Setting: General
Prerequisite: Elf
Sehanine’s children chose no side in the Kin Wars, and their neutrality won them scorn and self-imposed exile. Since the eladrin held family ties to be stronger than any other consideration, some among the refugees disagreed and were loyal to Corellon, but found themselves swept up in the flight to the world. You descend from these tragic dedicates, and though your people were shamed, your family has remained loyal to Corellon these long years. How have you kept your devotion secret? Something must have led to your leaving the community. Was it a revelation about your allegiance? Or were you tired of living a lie? How has the faith of your family served them and you?
Associated Skills: Arcana, Stealth
Type: Racial
Campaign Setting: General
Prerequisite: Thri-Kreen race, Psionic
Your burgeoning psionic abilities caused you to unwittingly tap into the collected minds of other psionics users. After that initial exposure, you found yourself feeling increasingly disconnected from the traditional thri-kreen views of community. Do you still find it hard to trust others, instinctively viewing those you meet as either predator or prey? Or have such instincts fallen by the wayside for you? Are you openly accepted by the folk of other races? Or does your monstrous appearance continue to inspire a mistrust that you must struggle to overcome?
Associated Skills: Diplomacy, Streetwise
Type: Birth
Campaign Setting: General
Prerequisite: Psionic
You look like a typical member of your race, indistinguishable from others of your kind. But you are not truly what you appear to be. You are a creation—a child born not of body but of mind. You might have been formed to serve a greater purpose, or you could have been an experiment. Regardless of why you were made, the unnatural circumstances of your birth instilled you with unusual power.
When did you learn that you were different? How have you come to terms with your existence? Do you count yourself as a genuine member of your people? Have you told anyone what you believe? Have you uncovered incontrovertible truth that connects you to your presumed maker? And if not, how do you truly know what you are?
Associated Skills: Arcana, Nature
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
You have the curse of a tiefling bloodline, but you bear a heavier burden than most. You suffer from the crimson curse of the House of Zannifer. Unless you wear something red, your skin oozes blood like sweat. This process has killed others when left unchecked, and it’s
a horror to behold—one you would rather not experience yourself. Fortunately, there is a kind of cure: All you need to do is kill a criminal once a month to keep the bleeding at bay. The curse is weirdly discriminating, however. Only those convicted of crimes by some authority serve its strange purpose, although even a pickpocket or tax evader will do.How rapidly does your curse manifest? What red object do you wear to prevent bleeding? Have you ever purposely gone without wearing red and killed someone to stave off the curse? Have you or your relatives acted as an executioner or bounty hunter?
Associated Skills: Heal, Streetwise
Type: Geography
Campaign Setting: General
You grew up in Crystalbrook, a small agricultural community on the plains near the Sildaine Forest and the town's namesake, the stream known as the Crystalbrook. Familiar with the town and its troubles, you're also known as a capable individual there. You know the town's ruler, Lady Anya Tamora, and her son, Orlando, to some degree. Lady Tamora is fair but stern, sanctioning retaliation against fey incursions and doing her best to protect her people. Orlando is brave and honest, but he had shown no interest in rulership since his father died a decade ago. he has refused involvement in any action against the Sildaine fey.
Do you know the Tamora family well? What was your job in Crystalbrook before you answered Count Varis's call? What was your reputation beyond your known competence? Do you think badly of the fey in the nearby woods? Have you or your family had trouble with the Sildaine fey? What about others you know? Have you harmed the fey in some way?
Associated Skills: Endurance, Nature
Campaign Setting: General
You were young when the Cult of the Elder Elemental Eye held sway over all the surrounding lands, but not too young to remember. How could you forget? Your parents were taken during the last days before the war.
When the armies of the surrounding lands rode through the streets of your village, pennants flying as they drove your oppressors before them, you were swept up in their wake and ready to spill blood. But your uncle held you back. He took the dagger from your hand and bade you stay still. You were not ready to fight, and he would not allow you to die so soon after you came into his care.
Your uncle was a simple man of the fields and market, and he would have stayed as well, but your bravery shamed him. Bearing your father’s sword and your mother’s shield, he joined the army to fight the cult. Word of victory returned, but your uncle did not. Nor did you ever see your parents again.
Your aunt raised you and sought to protect you from the world. She thought that if she could keep you away from violence and hide from you the truth about the cult and the temple, you might somehow avoid being hurt by such things. But her efforts only inflamed your desire to know more and to be ready for the next battle. You often slipped away to stand in the shadow of the temple, searching through the weeds and rubble of the battlefield for your parents’ sword and shield. You wonder if your mother and father are still alive, slaves locked behind the temple’s doors.
Now bandits again rove the roads, and the village elders whisper that the old sense of terror has returned. If the cult is back, the temple is the source— you’re sure of that. And this time you’re ready to fight.
Associated Skills: Arcana, Athletics, Religion
Campaign Setting: General
Cultists don’t have to be experts in religion, but they do need to learn how to get around and practice their heretical beliefs without arousing the suspicion of local authorities.
Associated Skills: Stealth, Streetwise
Type: Racial
Campaign Setting: General
Prerequisite: Gnome
You develop persuasive powers that you can use to beguile your subjects. It began as a simple parlor trick, but your methods have considerable use in saving your hide. Did you use any props in your performances? Are they only tricks or maybe something else? Are you self-taught or did you learn from someone else? If the latter, who was it and under what circumstances did you end the relationship?
Associated Skills: Bluff, Insight
Type: Legacy of Acererak
Campaign Setting: General
Dungeons, ruins, and old tombs house the secrets of the past, and dedicated scrutiny can reveal much of old civilizations and famous personages. So whenever an opportunity arises to examine a historical sight, you’re loath to let it pass you by. While many dungeons capture your imagination, none of them has quite the same allure as does the Tomb of Horrors.
Possible Minor Quests: You might explore the corridors of Acererak’s tomb, retrieve relics from the deep chambers, or seek lore about who Acererak was in life.
Associated Skills: History, Perception, Thievery
Benefit: When engaging in a skill challenge to disable a trap, your first successful Thievery check grants you an extra success.
Type: Racial
Campaign Setting: General
Prerequisite: Revenant
A necromancer or dark priest cursed you with undeath, preventing you from ever knowing the peace you earned. Trapped between two worlds, do you embrace your fate as a revenant or do you despise it? Do you conceal your unsettling appearance or wear it with pride?
Associated Skills: Intimidate, Stealth
Type: Occupation
Campaign Setting: General
A bump and a stumble later, you’re 30 silver pieces richer and the guard is suddenly poorer by the same number. You are a pickpocket by trade, and your deft hands pluck coins, jewelry, and whatever else you want without drawing the slightest attention. Who were your preferred marks? What were your signature moves? Did you have any close calls? Were you ever caught?
Associated Skills: Bluff, Thievery
Campaign Setting: General
You were the youngest apprentice of an evil master, and the heroes who overthrew him saw the possibility for your redemption in the right circumstances—such as the academy. How much do you remember of your earliest lessons? Does your past haunt you, or do you secretly embrace it? Did you find like-minded individuals at the school, or are you alone in the universe? Do words in a forbidden tongue occasionally bubble to your lips?
Associated Skills: Bluff, History
Campaign Setting: General
Prerequisite: Warlock
All deals are final, and whether entered into knowingly or tricked by fiendish bureaucracy, your immortal soul is held in custody by your infernal patron. What drove you to seal such a pact? Do you offer your patron the souls of others hoping it will release yours? Do you fear the torment that will follow in your death, or do you recklessly live for the present?
Associated Skills: Intimidate, Religion
Campaign Setting: General
You are Vistani, but you, your family, or your clan is settled rather than nomadic. This is very atypical for the Vistani, so much so that itinerant Vistani refer to settled ones as “dead.” Was this lifestyle imposed upon you, as in the cases of exile or captivity? Is the cause just? Is it natural or supernatural? How was your relationship with the other settled natives of the area? Do you wish to return to the life of the road?
Associated Skills: Insight, Streetwise
Type: Racial
Campaign Setting: General
Prerequisite: Drow
You peer into the cyclopean depths, watchful for the secrets the darkness can reveal. You use your mind’s power to seize these visions, peel them apart, and arrive at their truth. You are a mystic and seer whose accuracy not even the priestesses can deny. When did you realize you had the gift for prophecy? Do you believe it is a gift from the gods or something with which you were born? Why did you leave your people? Did you reveal an unpopular omen and were you driven out? Or did you receive a vision that spelled out a greater purpose to which you are now committed?
Associated Skills: Arcana, Insight
Campaign Setting: General
Though the great empires of the world have fallen, tyranny still reigns on a small scale in many places. You swore to bring down tyrants both powerful and petty. Did you grow up under a tyrannical regime? Does it matter who is being oppressed? Would you rather fight for the victims or empower them to fight for themselves?
Associated Skills: History, Streetwise
Type: Racial
Campaign Setting: General
Prerequisite: Halfling
Your wide, easy smile hides a deep-seated insecurity and fear of abandonment. Whatever the limits of your heroism, you find it nearly impossible to trust those closest to you. You are torn between a desperate need to belong and a certainty that, ultimately, everyone will abandon you when you need them. Torn between these extremes, you are gregarious and friendly—annoyingly so—but you also have a dark, pessimistic undercurrent that many fail to perceive.
Associated Skills: Bluff, Insight
Campaign Setting: General
Prerequisite: Warlock
Fate was against you, and you were left with no choice but to make your pact. Did you do so to save yourself or a loved one? Did the pact give you the power to combat a greater evil? What were the results of your desperate deal, and are you still bound to the pact?
Associated Skills: Endurance, Heal
Type: Racial
Campaign Setting: General
Prerequisite: Deva
In your most recent past life, your spirit was corrupted. Your evil was so great that you were nearly reborn as a rakshasa. Although your rebirth washed most of the taint from your soul, you still experience flashes of violent anger or sadistic thoughts. What led to your corruption? Were you tempted by power, or were you seeking to avert a larger evil by your actions?
Associated Skills: Intimidate, Stealth
Type: Racial
Campaign Setting: General
Prerequisite: Deva
In your most recent past life, your spirit was corrupted. Your evil was so great that you were nearly reborn as a rakshasa. Although your rebirth washed most of the taint from your soul, you still experience flashes of violent anger or sadistic thoughts. What led to your corruption? Were you tempted by power, or were you seeking to avert a larger evil by your actions?
Associated Skills: Intimidate, Stealth
Type: Racial
Campaign Setting: General
Prerequisite: Deva
Although your memory of your past lives is vague, there is one—your most recent—that you can’t remember at all. As far as you can tell, there is a gap of nearly a century during which you didn’t exist. Did something interfere with your reincarnation, or did something happen during that lifetime that prevents you from remembering it?
Associated Skills: Endurance, Thievery
Type: Racial
Campaign Setting: General
Prerequisite: Deva
Although your memory of your past lives is vague, there is one—your most recent—that you can’t remember at all. As far as you can tell, there is a gap of nearly a century during which you didn’t exist. Did something interfere with your reincarnation, or did something happen during that lifetime that prevents you from remembering it?
Associated Skills: Endurance, Thievery
Type: Psychology
Campaign Setting: General
You have an unwholesome or unhealthy interest in the dead. What, exactly, was your interest? Did you experiment with necromancy? Steal corpses? What did you do with them when you got them? Does this interest remain or have you overcome it?
Associated Skills: Intimidate, Stealth
Type: Psychology
Campaign Setting: General
You have an unwholesome or unhealthy interest in the dead. What, exactly, was your interest? Did you experiment with necromancy? Steal corpses? What did you do with them when you got them? Does this interest remain or have you overcome it?
Associated Skills: Intimidate, Stealth
Type: Psychology
Campaign Setting: General
You have an unwholesome or unhealthy interest in the dead. What, exactly, was your interest? Did you experiment with necromancy? Steal corpses? What did you do with them when you got them? Does this interest remain or have you overcome it?
Associated Skills: Intimidate, Stealth
Type: Psychology
Campaign Setting: General
You have an unwholesome or unhealthy interest in the dead. What, exactly, was your interest? Did you experiment with necromancy? Steal corpses? What did you do with them when you got them? Does this interest remain or have you overcome it?
Associated Skills: Intimidate, Stealth
Type: Psychology
Campaign Setting: General
You have an unwholesome or unhealthy interest in the dead. What, exactly, was your interest? Did you experiment with necromancy? Steal corpses? What did you do with them when you got them? Does this interest remain or have you overcome it?
Associated Skills: Intimidate, Stealth
Type: Psychology
Campaign Setting: General
You have an unwholesome or unhealthy interest in the dead. What, exactly, was your interest? Did you experiment with necromancy? Steal corpses? What did you do with them when you got them? Does this interest remain or have you overcome it?
Associated Skills: Intimidate, Stealth
Type: Psychology
Campaign Setting: General
You have an unwholesome or unhealthy interest in the dead. What, exactly, was your interest? Did you experiment with necromancy? Steal corpses? What did you do with them when you got them? Does this interest remain or have you overcome it?
Associated Skills: Intimidate, Stealth
Type: Psychology
Campaign Setting: General
You have an unwholesome or unhealthy interest in the dead. What, exactly, was your interest? Did you experiment with necromancy? Steal corpses? What did you do with them when you got them? Does this interest remain or have you overcome it?
Associated Skills: Intimidate, Stealth
Type: Psychology
Campaign Setting: General
You have an unwholesome or unhealthy interest in the dead. What, exactly, was your interest? Did you experiment with necromancy? Steal corpses? What did you do with them when you got them? Does this interest remain or have you overcome it?
Associated Skills: Intimidate, Stealth
Type: Psychology
Campaign Setting: General
You have an unwholesome or unhealthy interest in the dead. What, exactly, was your interest? Did you experiment with necromancy? Steal corpses? What did you do with them when you got them? Does this interest remain or have you overcome it?
Associated Skills: Intimidate, Stealth
Type: Psychology
Campaign Setting: General
You have an unwholesome or unhealthy interest in the dead. What, exactly, was your interest? Did you experiment with necromancy? Steal corpses? What did you do with them when you got them? Does this interest remain or have you overcome it?
Associated Skills: Intimidate, Stealth
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
Arcane power is in your nature, part and parcel of the same elemental forces that power your dragon breath. Casting spells feels no different for you from exhaling draconic power—they are just as natural. For many dragon-blooded spellcasters, controlling the magic that seems always eager to burst forth is extremely difficult. You might be prone to magical mishaps, especially with at-will powers that burst forth without any real thought or effort on your part. On the other hand, mastery of your powers might be as natural to you as regulating your breathing, a simple matter of directing your will and energy outward and creating the magical manifestation you desire. In either case, those who study and train for years to master the merest scraps of magical power look upon you with envy or perhaps fear, for power comes readily to your hand, for good or for ill. You feel a kinship and affinity for dragons, and you might dream of one day transforming yourself into that pinnacle of the draconic form—or of subjugating dragons to your will.
Most dragon-blooded spellcasters are sorcerers who practice Dragon Magic or bards who extol the Virtue of Valor. Dragon-blooded bards lift up dragons as the exemplars of valor, and many of their spells take on draconic characteristics. For example, your shout of triumph might be a draconic roar that creates a brief image of a dragon around or above you to strike terror in your enemies’ hearts, while your song of storms might make you appear as a blue dragon while the effect persists.
Associated Skills: Arcana
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
You learned the practice of magic from an actual dragon. It’s rare for dragons to cast spells as mortals do, but magic is in their blood, and some sagacious dragons instruct mortals—particularly dragonborn—in truly ancient methods of spellcasting. Most commonly, their students are bound to them as slaves, and their magic is meant to be used in the dragon’s service. You were such a slave, learning draconic spellcasting at the side of an exceptionally wise, old, and learned dragon. How did you escape your servitude? Was the dragon killed by adventurers, or by a more powerful monster—perhaps a rival dragon? Did its arcane research lead to its demise or disappearance? What do you plan to do with your newfound freedom? How will you use the magic you learned from your former master?
This is a great background for a dragonborn warlock, since you can put a draconic spin on any pact you choose. Your dragon master might have been a fey dragon of great and mysterious power, an infernal dragon infused with hellfire, or a student of the stars. Alternatively, your sorcerer spells could be a manifestation of the dragon’s power in you (if you practice Dragon Magic), or you might have studied Cosmic Magic at your master’s side.
Associated Skills: Arcana, Intimidate
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
Your clan is still bonded to the service of a dragon, just as it was before the rise of Arkhosia. Your people do not live among other races, but in the remote wilderness near your patron dragon’s lair. The ways of other races and their civilizations are foreign to you, and to their eyes you might seem barbaric or uncultured. Why have you left your close-knit clan, and its service to your dragon patron? Or do you perhaps adventure in service to that patron? Is your patron benevolent, or cruel and domineering?
Associated Skills: Arcana, Intimidate
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
Many dragonborn earn a living selling their services as mercenaries, caravan guards, or bodyguards. While their imposing physical size and strength make dragonborn fighters and warlords well suited to such work, many dragonborn of an arcane bent follow similar careers, putting their magic to violent purpose. The life of a mercenary leads quite naturally into a career as an adventurer—all it takes is one job gone horribly wrong, one unexpected encounter with a threat beyond the normal caravan raiders or enemy soldiers, to change a mercenary’s life forever.
You might be a swordmage who fits in easily among more martially inclined sellswords, or a wizard or sorcerer who provides arcane artillery support to a band of more traditional soldiers. Or as a bard, you might serve as the leader of a mercenary company, fighting alongside your fellow soldiers while encouraging and uplifting them with your magic. Even if you’re not normally inclined to melee, you might consider picking up proficiency with a good melee weapon or even multiclassing into fighter or warlord to reflect your military background.
Associated Skills: History, Streetwise
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
At some point in your life, you encountered some element of dragonborn history. You might have found a weapon forged in the lost empire of Arkhosia, discovered a fragment of parchment dating from that age, or dreamed of an ancient battle as if you had been there. How much of an impact did this encounter have on you? How does it motivate you now? Are you driven to rebuild the ancient glory of your race? Or are you embittered by the fall of Arkhosia and prepared to carve yourself a place in a new empire?
Associated Skills: History, Insight
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
Some magnificent failure on your part resulted in the utter loss of your honor. Many dragonborn in your position would seek death, but you have not. Why? Were you wrongly accused? If not, what did you do that cost you your honor? Would you do it again? How might you regain your honor?
Associated Skills: Bluff, Streetwise
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
The egg that you hatched from was unusual in a way that dragonborn consider auspicious. It might have had the appearance of burnished gold, carried a pattern that resembled a significant symbol, or broken cleanly into two pieces when you emerged. How much weight do you attach to this phenomenon? What do you think it means, and what did your parents think?
Associated Skills: Arcana, Religion
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
Though you worship a recognizable deity of the traditional pantheon, you do so in a way that most would consider strange or even abhorrent. Your beliefs about the gods and the proper ways to serve them are unconventional, to say the least. You might have learned them in a monastery (making this a particularly appropriate background element for avengers) or come up with them on your own, perhaps in reaction against more traditional teachings that were instilled in you earlier in life. You might, for example, worship Melora as the great catastrophic dragon of the ocean depths, the third and mightiest spawn of Io. Or you might revere Tiamat as an unaligned deity of fair retribution, twisting the traditional understanding of her thirst for vengeance into a quality that is at least palatable, if not admirable. Perhaps you believe that all the deities are actually dragons ascended to godhood who are simply exemplars who show mortals the path to the same ascension.
Since being unconventional defines much of your character, look for other ways you can defy expectations in your character choices. Don’t make choices that prevent you from fulfilling your role, but anything else is fair game. An unexpected multiclass feat (a lawful good paladin with the Pact Initiate feat who dabbles in infernal warlock powers), or atypical weapon and armor choices (an avenger who disdains stealth and wears heavy armor) can go a long way toward making your character seem unorthodox—and interesting.
Associated Skills: Arcana, History
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
You are insane, or at least you believe yourself to be. The thoughts and emotions others experience assail your mind, pushing against your defenses. They manifest as voices in your head—voices that make little sense and serve only to confuse your thoughts. Are these voices real or imagined? How do you silence them? Do they sometimes make sense or are they all meaningless babble?
Associated Skills: Insight, Intimidate
Type: Racial
Campaign Setting: General
Prerequisite: Changeling
You wear your disguise out of fear. You might live in a land where all changelings are hunted, or you might be singled out. Perhaps you were falsely accused of a crime, or witnessed something so unspeakable that the perpetrator cannot bear to let you live. How do you decide who to trust with your identity and who might betray you?
Associated Skills: Bluff, Stealth
Associated Languages: A language the imitated race speaks.
Type: Racial
Campaign Setting: General
Prerequisite: Mul
Winning freedom was a start, but it wasn’t the end. What use is it to be free when the tyrants will just scoop up another people and subject them to the same evils? You commit yourself to eternal war against the ones that bred your race, naming drow (mind flayers, sorcerer-kings, derro, or something else) as your paramount foes. Can you show mercy to these people? If so, under what circumstance? To what extent will you go to fight them?
Associated Skills: Dungeoneering, History
Associated Languages: Deep Speech, Draconic, Elven, Giant
Type: Racial
Campaign Setting: General
Prerequisite: Drow
The drow community in which you were born no longer exists. Perhaps an army of dwarves or elves wiped it from the Underdark, or it was exterminated by another drow city. Somehow, you survived this event. Did something about you prompt a member of the invading force to spare you and bring you to the surface?
Associated Skills: Dungeoneering, Endurance
Type: Racial
Campaign Setting: General
Prerequisite: Drow
You were cast out from the city of your birth, most likely because of your failure to comply with the evil customs of your people or the terrible whims of Lolth’s priests. Do you dream of returning and gaining revenge, or are you fleeing for your life?
Associated Skills: Dungeoneering, Perception
Type: Racial
Campaign Setting: General
Prerequisite: Human
You were a warrior in Sunspray, gifted with a noble steed and trained to kill Shaitan’s servants on the battlefield. Who was your mentor? What battles did you fight? What ended your career as warrior? Did you leave it with honor or disgrace?
Associated Skills: Endurance, Nature
Type: Racial
Campaign Setting: General
Prerequisite: Elf
Factions within dusk elf communities push for reconciliation with elves and eladrin. They face strong opposition, but a few communities have been successful in establishing talks with their estranged kin. Why were you chosen to be your people’s envoy? How do you see the larger world? Have you made any connections beyond your homeland?
Associated Skills: Diplomacy, History
Type: Racial
Prerequisite: Half-orc
For years, your tribe acted as the ambassadorial force serving the Kingdom of Many-Arrows. The other races were more comfortable dealing with a half-orc rather than a full-blooded orc. In fact, the members of your tribe can sometimes pass as human. But now, as the raiding from other orc tribes worsens and war seems more and more likely, you are in a quandary.
Do you stay in service to Many-Arrows, working to maintain peace even as the treaty begins to crumble?
Should you strike out on your own, acting as a translator, entertainer, or advisor to other nations as they navigate the complicated situation regarding Many-Arrows? Or have you given up on your orc cousins completely, and now just want to make your own way in the world, using your skill and wits for your own gain?
Associated Skills: Diplomacy, Insight
Type: Racial
Campaign Setting: General
Prerequisite: Dwarf
During your youth, your clan’s ancestral home was conquered by enemies or destroyed in a natural disaster. You were among the displaced survivors who built a new life, most likely in a nearby human settlement. Did your parents survive the disaster? If not, who raised you? Were the survivors welcomed into the new community, or were you ostracized? Do you dream of someday rebuilding your ancestral home?
Associated Skills: Nature, Perception
Type: Racial
Campaign Setting: General
Prerequisite: Dwarf
You were born on the same day of the year as one of your clan’s ancestral heroes, and your parents dedicated you to that hero, whose name you share. What was that hero known for? Do you feel called to emulate your namesake’s great deeds, or are you driven to make a name for yourself in a different way? Do you ever dream of your ancestor, or have feelings of déjà vu, as if you’re walking in that hero’s footsteps?
Associated Skills: Diplomacy, History
Type: Racial
Campaign Setting: General
Prerequisite: Dwarf
Your family and clan have cast you out, severing the ties that are so important to the members of your race. What did you do to deserve this fate? Are you trying to earn your way back into your clan, or to make a great name for yourself and establish a new clan of your own? Are your fellow adventurers a surrogate family for you, or are you a loner at heart?
Associated Skills: Bluff
Campaign Setting: General
Your talents were recognized early and lauded by your community, which was very impressed with you. Did you resent it or love it? Do you still try to impress people with these skills?
Associated Skills: Athletics, History
Campaign Setting: General
You spent some time in the company of a god, exarch, or other divine influence. Do you feel more blessed than most? Do you know why this power took an interest in you?
Associated Skills: Religion
Campaign Setting: General
Rightly or wrongly, you were convicted of a crime and thrown in prison. How did being in prison at such a young age make you the person you are now, and when and how were you granted your freedom?
Associated Skills: Athletics, Thievery
Campaign Setting: General
A band of mischievous dwarves accept you into their band of troublemaking misfits for a while. Where are they now? What was their leader’s name?
Associated Skills: Dungeoneering, Streetwise
Campaign Setting: General
You were unable or not permitted to associate with many people. Was the isolation well meant or cruel?
Associated Skills: Perception
Campaign Setting: General
Someone took you from the life you knew to give you another one. Did you ever return? Is your kidnapper still out there?
Associated Skills: Acrobatics, Stealth
Campaign Setting: General
A ruthless attack by monsters robbed you of all you knew. What sort of vengeance do you plan for the creatures that did this?
Associated Skills: Endurance, Nature
Campaign Setting: General
You were the butt of many jokes and treated poorly by your peers. Have you revenged yourself on your tormentors, or have you moved past the pain?
Associated Skills: Bluff, Intimidate
Campaign Setting: General
You were subjected to tests arcane or alchemical, probably against your will. Do you still have visible signs of the testing, such as glowing eyes or a reverberating voice, and who performed these experiments on you?
Associated Skills: Arcana, Thievery
Campaign Setting: General
Everyone wanted to be your friend, or at least thought to be your friend. Did you resent their false attention, or did you revel in the power the attention gave you?
Associated Skills: Diplomacy, Insight
Type: Racial
Campaign Setting: General
Prerequisite: Dwarf
It is your duty to safeguard the natural stone and be a steward for the gifts the spirits offer to your people. You call upon the dwarf ancestors and the spirits of rock and mountain, seeing both groups of spirits as the venerable elders of your people. The riches of the earth are not to be used for personal profit or glory, but for the good of the people.
Associated Skills: Endurance, History
Type: Racial
Campaign Setting: General
Prerequisite: Eladrin
You carry a personal mark of an encounter with the drow—perhaps a physical scar, but more likely an emotional one. What happened? No doubt this encounter intensified your hatred of the drow. But is your hatred now mixed with fear? Or is it a burning drive to exact revenge? Perhaps something about the encounter gave you a trace of compassion for the drow. Do you hope that they might one day be redeemed and rejoin the eladrin fold?
Associated Skills: Dungeoneering, Heal
Type: Racial
Campaign Setting: General
Prerequisite: Eladrin
You were born in the world and never visited the Feywild before the start of your adventuring career. Were your parents exiled or killed? Were you raised by members of another race? Perhaps your trance is haunted by visions of the Feywild’s lush landscapes. Or is the Feywild foreign to you, as strange as some distant nation?
Associated Skills: Endurance, Nature
Type: Racial
Campaign Setting: General
Prerequisite: Eladrin
One of your parents is a noble eladrin. What was your noble parent’s title? (Bralani of autumn winds, ghaele of winter, and coure of mischief and strife are examples of the many possible titles.) Do you feel a special affinity for a season, passion, or other natural or emotional phenomenon associated with your parent’s title? You probably have much stronger ties to the Feywild than to the world. Why are you now adventuring in the world? When was the first time you visited the world, and what was your reaction to it?
Associated Skills: Intimidate, Nature
Type: Racial
Campaign Setting: General
Prerequisite: Elf
You are very familiar with the Feywild and have close ties to your eladrin cousins or to other fey creatures. How did you end up with such ties? Perhaps invaders destroyed your family or your home, forcing you to flee to the Feywild. Did the eladrin take you in? It is possible that you have never lived among other elves. Why did you leave the Feywild? Were you cast out, or did you strike out on your own to see the world?
Associated Skills: Arcana, Insight
Type: Racial
Campaign Setting: General
Prerequisite: Elf
You were raised in a city where another race was dominant. What drove your family to the city? Do your people live as humans do, or did you grow up in an elven enclave? Are you happy there, or do you long to return to the wild?
Associated Skills: Streetwise, Thievery
Type: Racial
Campaign Setting: General
Prerequisite: Elf
You come from a particularly wild tribe, considered primitive by other elves. Why is your tribe so isolated? Did you lose contact with the outside world, or did your people shun civilization? Have you ever been to a city, or are such places the stuff of campfire tales?
Associated Skills: Acrobatics, Athletics
Type: Occupation
Campaign Setting: General
You prepared corpses for burial, removing organs and fluids to preserve them against rot. Was this an acceptable profession in your community? Were you an outsider for your “unclean” occupation? Did you enjoy your work? Did you ever prepare the corpse of someone famous?
Associated Skills: Heal, Nature
Type: Occupation
Campaign Setting: General
Prerequisite: Ardent
Long before you came into your psionic powers, you had a knack for reading the emotions in other people. You could always tell when something was wrong, bond with people who liked you, and sever connections with those who meant you harm. Close friends marveled when you finished their sentences. You had a gift, a talent that revealed itself in a profound way when you came into the fullness of your psionic ability. Your childhood tricks evolved into something more, until you could almost hear people’s thoughts and read their moods and emotions as if they were words on a page.
Associated Skills: Diplomacy, Insight
Type: Racial
Campaign Setting: General
Prerequisite: Kalashtar, Psionic
As a child of a psychic race, it is unsurprising that you developed psionic power and chose to immerse yourself in its study. Your nature, culture, and faith encouraged you in this pursuit. But your fascination eclipsed the interests even of your fellow psionic kalashtar. How does your enlightened drive manifest now? Do you strive to perfect your abilities so you can fulfill your sacred duty to guide others toward a path of light and understanding? Or do you see yourself as superior to those you once studied with, forced to make your own way when they refuse to accept the superiority of your understanding?
Associated Skills: Heal, Religion
Type: Racial
Campaign Setting: General
Prerequisite: Shadar-Kai
Plagued with the pervasive despair characterizing the Shadowfell, you fill the hole in your heart with service to the Raven Queen. How do you feel about the Raven Queen? In her service, what do you do to escape the dissolution awaiting you should you give into your melancholy?
Associated Skills: Athletics, Religion
Type: Racial
Campaign Setting: General
Prerequisite: Minotaur
Somewhere during your quest to slay your inner beast, you became lost, unable to move back and too confused to move forward. This is a mindset, to be sure, but it has prevented you from finding a place in your community. Thus you set out to find the meaning you seek in a world that is strange and often unfriendly.
Associated Skills: Athletics, Endurance
Campaign Setting: General
You’ve been seeking something your entire life, even if you didn’t initially realize what. Now that you know about your psionic abilities, you are ready to explore every trail that could lead to discovering the ultimate secret—the one that will reveal why you exist.
Associated Skills: Arcana, Insight
Campaign Setting: General
When you lived in Everwatch, you were part of the city milita. You learned how to handle a spear and shield well enough to stay alive at least long enough to fight goblins. Why did you join the militia? Was it the extra pay? The honor? A sense of duty? Why did you quit?
Associated Skills: Athletics, Perception
Type: Racial
Campaign Setting: General
Prerequisite: Foulborn Heritage feat
You possess an unusual appearance, typically involving hair, eye, or skin coloration. Your skin might be unusually colored for your race, or it might be oddly patterned with checks, diamonds, or whorls. Alternatively, your eyes might be solid black, pure white, or multicolored. Such an appearance might be frightening to those around you, or oddly alluring.
Associated Skills: Diplomacy, Intimidate
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
You have fought for sport—not for your own enjoyment, but for the entertainment of others. You were popular because of your exotic race and your great strength, drawing crowds to see your exploits in the arena, to watch you fight and kill monsters and other humanoids in battle. You might have been a slave in a hobgoblin city, or perhaps you fought in secret, illegal rings within a human settlement.
How long did you fight? Were you generally successful, or did you barely stay alive through a short and inglorious career? Did you fight willingly, or were you forced to do it? Did you perhaps enjoy it? Why have you now stopped? Did you escape slavery, or win your freedom in an important match? Or did a wealthy patron see something in you that your masters didn’t, and purchase you from them? Did any of your fellow adventurers fight alongside or perhaps against you?
Associated Skills: Acrobatics, Athletics
Type: Racial
Campaign Setting: General
Prerequisite: Warforged
Legions of warforged rolled out from the creation forges, built to be ultimate soldiers. But the creators constantly made improvements and tried new techniques. You’re one of the successful experiments—born of iron and alchemy, destined for greater things than your rank-and-file kin. The resources poured into your creation make you unique, and you find it difficult not to consider yourself greater than your peers. Do you still work for those who created you, or have you escaped their control? Has your superiority made you arrogant, or do you see a duty to use your gifts to help others? Were there any errors in your form that still cause problems?
Associated Skills: Athletics, Endurance
Type: Society
Campaign Setting: General
Once you were a leader of your people—perhaps a thaneborn barbarian using your magnetism and power to bend them to your will, or possibly a wise shaman or druid guiding them with your insight and
magic. However, your leadership brought them to disaster. You might have urged them into a war they couldn’t win, coaxed them to migrate to land that couldn’t support them, or angered the primal spirits by defying a taboo. The consequences were disastrous, and the remnant of your people banished you in hopes of appeasing the angry spirits. Now you live with the weight of that failure on your conscience. Are you repentant, or do you defiantly believe you did the right thing? Perhaps your decision was an unpleasant alternative to a far worse fate. What will happen if your destiny leads you into a similar decision, when the lives of your adventuring companions are at stake?
Associated Skills: Diplomacy, Insight
Type: Occupation
Campaign Setting: General
Prerequisite: Eladrin, warlock
Despite your natural talent for magic, you never particularly cared for formal instruction, causing your frustrated teachers to brand you as lazy and glib. Nothing could have been further from the truth, as you had discovered something that broadened your horizons and set you on the true path to arcane power. Now, if they knew the truth, your teachers would probably brand you as dangerous.
What ultimately led you to forsake a more reputable arcane career? How have your choices affected your academic and personal relationships? Is anyone aware of your eldritch pact or is it still your secret? How would they treat you if they found out?
Associated Skills: Bluff, Stealth
Campaign Setting: General
Some people put faith in these powerful creatures that call themselves gods. You are more down to earth. Ever since learning that gods can die—that their corpses drift in the Astral Sea—you started to believe that they are much more powerful than you. That must change. To gain power, you need to take it. And while it is tricky to steal power from those that might fight back, how hard can it be to steal from those already dead?
You desire power. Not wealth or arcane or martial might, but true divine power. You hope to steal it from a dead deity. You disguise your studies as worship and try to act devout—but you know it doesn’t matter. You keep up a show to throw off suspicion, though people give you odd looks for clinging to an abandoned faith. Once you take the deity’s power, the scorn you receive now will be worth it.
Why do you choose this path to power? Why did you select the dead god you chose? Do you let your friends know your true motivations? What do you plan to do with the power once you gain it? How close is the connection between you and this deity? How far are you willing to go?
Adventurers with this background often come from arcane traditions. Warlocks, especially vestige warlocks, have a natural inclination toward leeching power from others. Martially trained characters sometimes feel slighted at the apparent ‘ease’ with which the divine obtain their powers, while they have to work hard to receive theirs. Leeches seek out adventures that promise quick gain for little effort, though they realize that, once in a while, they need to make an effort if they wish to achieve their goal.
Associated Skills: Bluff, Stealth
Type: Racial
Campaign Setting: General
Prerequisite: Deva
A deva’s transformation into a creature of evil is a terrifying experience. Rather than hold the darkness at bay, the deva throws wide his or her arms to embrace it. The soul darkens, twisting and writhing, the countless lifetimes screaming and wailing in sorrow, nudging the deva closer to madness. When the deva is finally slain, it rises at once as a horrific undead monster until it is finally put down with purifying light. The poisoned soul is not done with this world, however, and it returns again and again as a rakshasa, each time recalling all the foulness it committed and the temptation to commit those acts again. How did you escape the cycle of reincarnation as rakshasa?
Personal Quests: Acquire a specially blessed weapon with which to hunt and slay rakshasas; advise a ruler on how to protect his realm from the influence of rakshasas and devils; locate a spot where slain rakshasas reincarnate and purify it against their use.
Associated Skills: Bluff, Insight
Type: Divine
Campaign Setting: General
You come from a long family line with members devoted to religion. Does the tradition of worship in your family extend to everyone, or just certain members of the family? Are members of the family forced to adopt the tradition, or is the divine calling something happily shared by everyone? Has everyone worshiped the same deity? Are you breaking with tradition in some way?
Associated Skills: Diplomacy, History
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
After the fall of Bael Turath, thousands of tieflings wandered through the wild. Your ancestors discovered the primal magic in the wildest places of the world, long ignored by the arcane magicians of the empire, and adopted a new lifestyle suited to the savage wilderness. More than many other primal characters, you might be drawn to the ferocity and bloodthirsty nature of some beast spirits, and you might be more at home in desolate, blasted wastelands than in verdant swamps or forests. Is primal magic a means by which you hope to atone for the evil of your ancestors? Or do you view it as a tool to acquire power of your own—power that might one day exceed that of Bael Turath?
Associated Skills: Arcana, Intimidate
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
Passion drives you. Like many dragonborn, you experience emotion deeply—you become furious, not annoyed, and bubble over with joyous laughter when others might smile to themselves. In battle, your ferocity and enthusiasm more than make up for a certain lack of discipline, and you’re more likely to rush into the fray than wait in a shield wall with your allies. Your passion rubs off on your allies, making you something of a leader figure even if that’s not your combat role in game terms. It’s hard not to follow where you lead, simply because you go there with such enthusiasm and commitment.
What stirs your passion for adventuring? Is it a lust for glory, a thirst for gold, or a crusading hatred of monstrous evil? Or is it simply the thrill of being out in the world, rootless and free, risking your life every day in
bloody battle?
Are you a warlord who gets your allies worked into a frenzy to improve their fighting ability? A rogue whose fervor in battle leaves your enemies off guard? A fighter who leads by example, expecting that your passion itself is contagious? Or a ranger who gets lost in the whirl of blades until the battle itself fades from your conscious awareness?
Associated Skills: Bluff, Intimidate
Campaign Setting: General
You have learned to exploit your bond with a creature from the Feywild, learning much about your own world or the workings of the fey realm.
Associated Skills: Arcana, Nature
Type: Racial
Campaign Setting: General
Prerequisite: Follower of Corellon
Some distant ancestor was an elf, eladrin, drow, or other fey humanoid. Though the generations have diluted your fey heritage, you still feel a kinship with your cousin races. Who was this ancestor? Why was this ancestor important? How did you learn about this mysterious connection? How has it changed your life?
Associated Quests: Trace the sundered branches of your family tree to reconnect with your distant fey relatives; spread reverence for Corellon to a region where nonfey have forgotten or rejected his gifts; create a lasting pact between two warring communities of elves and humans, dwarves, or another race.
Associated Skills: Arcana, Perception
Associated Languages: Elven
Type: Society
Campaign Setting: General
Your ancestors were rescued by the former Empress Amphaesia before the fall of Nerath and brought to the Feywild to dwell with her and her father, the King of Blooms. Of all the scions of Nerath, you and your kind are the most pure to the imperial legacy. You were steeped in the empire’s rich culture and philosophy through a line of unbroken teachers and grandsires. From birth you’ve been groomed for a purpose. Perhaps that is to preserve Nerath’s only living culture from agents of the Ruler of Ruin, or maybe it’s to wage war against him in a final battle to restore Nerath. You may have even made a warlock pact with your fey host.
Personal Quests: Return from the Feywild and find your family’s former home; earn an audience with Empress Amphaesia; unite Nerathi faithful across worlds.
Associated Skills: Arcana, History
Type: Racial
Campaign Setting: General
Prerequisite: Eladrin, Elf, Half-Elf, or Gnome, Psionic
Many fey resent psionics users, feeling that they debase magic and encourage other races to usurp powers that rightfully belong to the folk of the Feywild. You, however, take the more benign view that you do not betray your fey heritage by embracing your psionic abilities—you grow closer to it. By studying the psionic power source, do you hope to gain the wisdom and abilities that come naturally only to the archfey? And if you do so, will there be a price to pay for seeing the world as those powerful elders do?
Associated Skills: Arcana, Diplomacy
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
You have traced your ancestry to House Zolfura, not that you needed dusty tomes or wrinkled sages to tell you who you are. Elemental power flows through you like blood. You see the primordial forces in things in ways that others consider madness. A flash of lightning in the distance always sends a delirious thrill through your body, and when you look upon flames, your ears seem to detect the distant call of elemental beings. Does your ancestry cause you to be interested in
arcane or elemental magic, or do you abhor it because of the strange things you percieve? Are the things you see and hear when elemental forces are used around you true visions, or mere hallucinations? Do you seek the power wielded by your ancestors?
Associated Skills: Arcana, Intimidate
Campaign Setting: General
Fists of Zuoken disciples either raised you or trained you. From an early age, you’ve worked to balance the needs of mind and body. You have also studied the enemies of gods and mortals against whom Zuoken battled, and possibly battles still as Ioun’s exarch.
Associated Skills: Acrobatics, Religion
Associated Languages: Primordial
Type: Divine
Campaign Setting: General
You participated in a cult and worshiped a false god before you saw the true path. Did you follow a mortal demagogue, or was the cult dedicated to some magical creature or supernatural threat? Was the cult nefarious or simply misguided? How did you escape the cult and find your way? Does the cult still exist, or was it crushed or dispersed? Do you still secretly believe the cult’s teachings, or do you hunger for revenge against those who lied to you?
Associated Skills: Stealth, Streetwise
Campaign Setting: General
You have done terrible things, acts that still have you waking in a cold sweat more than a decade later. You had killed before and you have killed since, but you remember everything about each person you were forced to execute or enslave for the cult: the color of frightened eyes, the trails traced by tears on upturned faces, brave last words, heart-wrenching pleas and screams, even the sudden warmth of spit on your face.
You wonder every day if you should have been as courageous as they were—if you should have rejected the Cult of the Elder Elemental Eye and died in the terrible dungeons beneath the temple. Is life worth living with so much blood on your hands? Can you even consider your desperate existence a life? When you encounter anyone new, you search your memory, frantically hoping that the face is not one you recognize. At the same time, something inside you burns to be called out for your crimes. At least then the torment might finally end.
Yet each time you consider giving in, you find the strength to stay alive and stay hidden. You’re not really strong, though—you’re just afraid. What else would you be willing to do to avoid death? If the time again comes when you must choose between what is right and what is safe, will you add more faces to the host that haunts you, or will you accept their judgment in the afterlife?
Associated Skills: Bluff, Insight, Intimidate
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
Your talent for observation served you well as a teller of fortunes. Like the other charlatans who worked for coppers, you told the aged of long years to come, the loveless of the romance they would find, and the paranoid of the dangers that lay ahead. It didn’t seem like lying to tell people what they wanted to hear.
Things became complicated when your predictions started coming true. Business boomed, but soon you began telling people things they didn’t like. You couldn’t stop yourself from unveiling secrets and unmasking lies. Your newfound powers brought you more grief than gold, and eventually you fled and took up a new life as an adventurer. As you trained for battle and exploration, your powers of prescience faded, but your other psionic abilities increased. Thanks to them, you foresee a profitable future.
For whom did you read fortunes? What dire fates or dark secrets did you discover that might come back to haunt you? Does anyone seek revenge for a fortune you told? Do you still have visions of the future? Are they always clear and correct, or is much left to interpretation?
The ardent class makes the most sense with the feel of this background, but any class could work. Pick powers that emphasize prescience and acting before your enemies can react. The infernal eye paragon path might also suit you.
Associated Skills: Insight, Perception
Type: Birth
Campaign Setting: General
You were discovered wandering in the wilderness at a very young age, and you have little memory of your early past. You spent your youth working on a farm not far from the area where you were found. That life
might have been enough for you, for you’ve always felt a deep connection to the earth. However, when your new homeland was attacked by goblin raiders and its citizens were murdered, you felt a presence within your blood that called you to action, and you have been following that call ever since.
Who took you in when you were found? Was that person a loving foster parent or a cruel taskmaster? What experiences in your youth nurtured your apparently inborn connection to the primal spirits, and how has that connection flourished in your adulthood?
Associated Skills: Heal, Streetwise
Type: Divine
Campaign Setting: General
You gained your appreciation of your deity in a culture not your own, and you worship in a manner unfamiliar to your own people. Did you come to worship among another race or in some foreign culture? Was the place where you gained your appreciation for the faith in a distant land or on some other plane? What are the ways that you worship that others might find strange?
Associated Skills: Diplomacy, a skill another race gains a bonus to
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Erathis
You helped found a community. Where was it? Why was it created? You might have helped to plan the settlement, or you might have spent some time laying bricks with your own two hands. Was the process part of a simpler life, or was it a prelude to your adventuring career? Did you learn to do battle while patrolling its half-constructed walls? A town with your own personal stamp on it might serve as a worthy base of operations, and its people might clamor for your protection.
When was the last time you were there? What was once a small but promising settlement might now be a thriving city—or a ghost town.
Associated Skills: Athletics, History
Campaign Setting: General
You were abandoned in your infancy, and the compassionate one who discovered you was an instructor at the academy. Did the entire school parent you, or were you ignored after your basic needs were met? Did your roots spread in the fertile soil of knowledge or are you glad to be away from the school’s oppressive, stagnant atmosphere?
Associated Skills: Streetwise
Type: Racial
Campaign Setting: General
Prerequisite: Halfling
The ultimate symbol of primal power, to your eyes, is the ever-changing, relentless rush of water. The spirits you evoke are nature spirits of lakes, rivers, and rain, or animal spirits of fish, waterfowl, and songbirds. Water is everywhere, a sign of freedom that encourages you to stay on the move. You might come from a halfling tribe that wanders a marsh, a river, or a coastline. Or you could come from a city, where artificial pools and aviaries are your only connection to the spirits you revere.
Associated Skills: Athletics, Nature
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Sehanine
You toiled under harsh masters until you were freed by one of Sehanine’s champions. After years of suffering, your deliverance—whether by force of arms or by subterfuge—inspired you to repay the favor. Who enslaved you? Were they regular masters, hailing from the common races, or were they supernatural overlords, such as mind flayers, drow, or vampires? Do you seek to eradicate slavery altogether, or do you focus on freeing one slave at a time? Do you see slavery as another facet of a harsh world, trying not to think too much about those still in chains?
Are you afraid of returning to the site of your forced labor? Maybe your old masters might recognize you and try to take away your freedom again. Or perhaps you still have friends or family among the slaves there?
Enduring years of labor has made you strong and resilient, the better to face the challenges ahead.
Associated Skills: Athletics, Endurance
Type: Occupation
Campaign Setting: General
Prerequisite: Bard
In your wanderings far from the mortal world, you met illustrious members of an eladrin house. They found you charming and became your patrons. Did they teach you magic and song, or were they impressed by the gifts you already possessed? Do they have other allies in the world? Are you a mere friend, or were you born a member of the house?
Associated Skills: Arcana, Diplomacy
Associated Languages: Elven
Type: Racial
Campaign Setting: General
Prerequisite: Human
You are a hunter, a spearer of frogs. A steady hand and keen eye are required to bring down your elusive prey. You had a great responsibility to your tribe, gathering food for the families, but also to patrol the lands to watch for enemies. How did you earn your position as hunter? Did you fight in any major battles? Who taught you?
Associated Skills: Perception, Stealth
Relentless tundra, colliding icebergs, sudden whiteouts, and sunshine that offers no warmth
Type: Geography
Campaign Setting: General
Far to the north, beyond lands even partially civilized by mortals, stretches the wintry realm of the Frostfell. This frozen land, trapped in ice and blanketed by snow, is dimly illuminated by brief light that brings no succor. Little grows in the frigid wastes, and the temperature rarely climbs above freezing. Blue mountains sheathed in rime march across the horizon, while winds scour fields, disturbing the snow and revealing below it ice many feet thick. The people of the Frostfell carve ice castles from icebergs floating in the frigid seas.
You come from the frozen lands of the Frostfell and bring the traditions and methods of your people with you. Your homeland’s harsh environment requires sturdiness or adaptability from its people. As a result, dwarf and human are good racial choices. For your class, consider druid or shaman.
Associated Skills: Athletics, Endurance
Associated Languages: Dwarven
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
You grew up on the streets, living on the wrong side of the law. One day something inside you changed, and you vowed not to live simply as one of the scum who scuttled through the alleys and sewers of the city. You clawed your way up through the ranks of the underworld until you led your own gang of thieves...at least for a time.
What set you on the path to becoming a gang leader, and what caused you to stop? Did something scare you straight? Did your gang commit crimes against the wicked and greedy, or were you less discriminating? Did your gang rely on simple burglary, or did you prefer more brutal tactics? What happened to your gang when you left? Do your former allies still respect you and can you rely on them for aid, or are you a pariah? Are you still wanted by some authority? Do your friends know about your past?
The cutthroat rogue or trickster rogue builds make good choices for this background, and the guildmaster thief is an obvious paragon path choice. As a warlord, you can use this background to explain how your character learned leadership skills. Consider the archer warlord build, perhaps even training in Stealth to use cover to hide and gain combat advantage.
Associated Skills: Stealth, Streetwise
Type: Racial
Campaign Setting: General
Prerequisite: Genasi
Perhaps they created you, perhaps they summoned you, or perhaps they simply found you—however they acquired you, a cabal of arcane scholars treated you as the subject of fascinating study. You might have been on display, or you might have been kept hidden away from everyone except members of the cabal. Were you well treated, or were you locked in a cage? Did some catastrophe befall the scholars, allowing you to escape? Were you the catastrophe?
Associated Skills: Arcana, Thievery
Type: Racial
Campaign Setting: General
Prerequisite: Genasi
You spent some part of your early life in the Elemental Chaos—perhaps living in the efreets’ City of Brass or in a githzerai monastery. Fond of traveling in the Elemental Chaos, you recently found yourself thrust through a portal into the world. Are you stranded in the world, or have you decided to stay for a while? Are you eager to return, or enjoying a life less plagued by elemental dangers?
Associated Skills: Arcana, Endurance
Type: Geography
Campaign Setting: General
You were raised in an arid wasteland, such as a sandy desert or rocky badlands. How did you and your family survive? Do you long for the simple life of the desert, or are you thankful to be free of its constant hardships? How do you cope with the overwhelming variety of sights and smells in urban environments?
Associated Skills: Endurance, Nature
Type: Geography
Campaign Setting: General
You were raised in a wooded region, such as a forest or a jungle. Did you survive by foraging, or were you and your family hunters? Do you feel at one with the forest, or is it merely a source of food to be harvested?
Associated Skills: Nature, Perception
Type: Geography
Campaign Setting: General
You were raised in a wooded region, such as a forest or a jungle. Did you survive by foraging, or were you and your family hunters? Do you feel at one with the forest, or is it merely a source of food to be harvested?
Associated Skills: Nature, Perception
Type: Geography
Campaign Setting: General
You were raised in a large city. What part of the city did you grow up in? Did you stick to that area, or did you explore all the quarters of the city? Do you still have ties to your old neighborhood, or are you happy to forget your childhood?
Associated Skills: History, Streetwise
Type: Geography
Campaign Setting: General
You were raised in a swamp, a river delta, or another marshy area. Which did you learn first—to walk or to swim? Do you distrust the feel of solid ground, or are you happy finally to have dry feet?
Associated Skills: Athletics, Nature
Type: Occupation
Campaign Setting: General
Prerequisite: Battlemind
From the day you were born, you were told the tales of blood and bravery that marked the empire’s fall. As a child, you played out the ancient battles whose names were among the first words you learned, but Nerath was never more than stories to you. Or so it was until you first felt the spark of psionic power that marked you as a battlemind. With that power came a knowledge that filled you like a ghostly chorus—the memory of a dozen lifetimes never lived, tracing back to the last of the Ghost Blades.
Whether or not you sought the role, you are a ghost of Nerath fated to search for the signs that will herald the empire’s rise from the ashes. Do you have the strength to take up a quest whose conclusion might lie long after your own death? Can you set aside the need for love and family, hearth and home to wander the world in search of the vague and elusive signs? Do you dare to consider that you might be the most important of those signs and scion to a bloodline long thought lost?
Associated Skills: Endurance, History
Type: Racial
Campaign Setting: General
Prerequisite: Githzerai
You were raised and trained in a githzerai monastery in the Elemental Chaos or in a remote part of the world. You might have lived there your whole life, contemplating the dangers around you and binding your mind in rigid discipline. Something drew you away from your home. Perhaps you sought the answers to questions about your race’s origin. Maybe a visitor to your monastery aroused your curiosity about the world beyond its walls. Now you find yourself outside the disciplined civilization of the githzerai. How are you adjusting? Is the experience intriguing or frustrating? Are new companions suitable replacements for those you left behind?
Associated Skills: Arcana, History
Type: Racial
Campaign Setting: General
Prerequisite: Githzerai
You joined a githzerai war band that either traveled to the world or originated in it. Your band sought enemies of the githzerai and found foes beyond your group’s capabilities. Only you survived the battle. What happened to the rest of your band? You might be stranded in the world with no easy route home, but do you want to go home? Is the shame of your band’s defeat, or perhaps the shame of your survival, too great? Do you seek vengeance for the death of your companions or absolution for the guilt you feel as a survivor?
Associated Skills: Dungeoneering, Perception
Campaign Setting: General
Prerequisite: Follower of Kord
You found your faith in Kord in the blood-flecked dust and the echoing cheers of the mob. It came to you as you struck down one challenger after another. The wanton violence of your profession as a gladiator had to have some meaning or you wouldn’t have the will to draw your sword. Your faith in Kord gave you the strength to survive, and Kord rewarded your actions by the thunder in the stands and the sight of another blood-red dawn each day.
How did you become a gladiator? Was it a choice, were you a criminal, did you owe debts, or were you a slave? How did you escape the games? Did you win your freedom, break free, or decide to walk away from the glory you could have gained through meaningless slaughter? Did you see any unusual creatures in the arena? Did you make any unusual friends or enemies?
Associated Skills: Athletics, Endurance
Campaign Setting: General
Prerequisite: Warlock
Ensorcelled by a fickle patron, you were drawn into your pact against your will or better judgment. How do you regard the fey and your patron? Do you strive to use your warlock powers to avenge yourself from the patron’s callous manipulation? Do you keep the source of your power secret, or publicly revel in its newfound boons?
Associated Skills: Nature, Stealth
Type: Racial
Campaign Setting: General
Prerequisite: Elf
Dusk elves protect their communities from trespass thanks to the gloaming guardians’ efforts. Deadly sentinels, they guard the routes into their communities, and if they encounter intruders, they use their considerable talents to drive interlopers away. Failing that, the guardians pick such trespassers off one at a time until they realize their error and return from where they came. You were trained to be one such sentinel. Why did you leave this responsibility? Gloaming guardians are sometimes the only dusk elves who meet other peoples. Was an intruder responsible for your break? How do your dusk elf family and friends see your leaving?
Associated Skills: Intimidate, Stealth
Type: Racial
Campaign Setting: General
Prerequisite: Gnome
Your parents abandoned the Feywild before your birth and never returned. Did your family leave the Feywild by choice or through necessity? Do you plan to return to the homeland you have never seen, or are you content with the place you have found in the world?
Associated Skills: Endurance, Nature
Type: Racial
Campaign Setting: General
Prerequisite: Gnome
You were the captive of a fomorian overlord. Was your family captured, or were you born into captivity? How did you escape? Are you driven by revenge, or by a deep desire to stay as far away from fomorians as possible?
Associated Skills: Endurance, Stealth
Campaign Setting: General
The disgusting creatures of the goblin family (goblins, hobgoblins, and bugbears) have earned your unending enmity. Did someone close to you get hurt or killed by goblins? Was a place you once lived looted or attacked? Do you abhor goblins for their cowardice? How about their awful smell?
Associated Skills: Intimidate, Perception
Associated Languages: Goblin
Campaign Setting: General
Whether it is one god or all, you have turned against the powers of divinity. You feel the world does better without them. You found out that gods can—and do—die. You seek out dead gods to find out how gods die so you can rid the world of their presence forever. Dead gods also leak power, which you believe can be turned against the other faiths. You have found that hate and love are closely paired, and your quest against the gods is a belief as strong as that of any priest.
Why do you hate the gods? Do you hate all of them, or only one? How deep does it go? How does the dead god whose power you seek relate to that hatred? How do you see others who worship gods? How do you make sure you can work with them? Do you pity them, or despise them for their foolishness? Do you fear death and the fate some tales spin for those who die faithless? How do you see the primordials? Are they beings better fit for worship, potential allies, or creatures as bad as or worse than the gods?
Adventurers with this background seek out fellow adventurers with care. They avoid conflict by finding ways to accept divine characters, despite philosophical differences, even if it is only a temporary truce. As can be expected, god haters are rarely divine characters. Primal characters, as the world’s wardens, have a great motivation to be god haters. However, some divine characters can become god haters after being disillusioned. Knowing the ways of the faith, these are perhaps the most fanatic and dangerous god haters.
Associated Skills: Intimidate
Associated Languages: Primordial
Type: Racial
Campaign Setting: General
Prerequisite: Goliath
Your tribe members, brought near starvation by drought, followed a mountain spring to an underground river and found the food they needed to survive. Eventually forging an alliance with a nearby clan of dwarves, they adapted to a subterranean life and haven’t emerged since. You are the first member of your tribe to see the sun in generations. Why have you emerged from the caves?
Associated Skills: Athletics, Dungeoneering
Type: Racial
Campaign Setting: General
Prerequisite: Goliath
You were a respected advisor to your tribe. You helped your people avoid overhunting and overharvesting, scouted new territory, and oversaw seasonal celebrations. Now you are separated from your tribe, either by choice or by necessity. What happened? Did you make a decision that earned you bitter enemies in your tribe? Did a younger member rise to favor over you? Or did you feel a call to the world beyond your tribal lands?
Associated Skills: History, Religion
Type: Occupation
Campaign Setting: General
You dug graves and prepared gravesites for the funerary rites. How did you see your profession? Did you ever experience anything strange? How did your occupation lead you to the Raven Queen?
Associated Skills: Athletics, Endurance
Type: Racial
Prerequisite: Half-orc
You have spent most of your life traveling between the lands of your people, on the tundra to the north of the Spine of the World, and the lands of the Silver Marches to the south. You are as comfortable in the cold, lying on a bed of nearly frozen moss, as you are in a down-filled mattress next to a roaring fire. And your footing on the ice-covered slopes of the mountains is just as sure as on flat ground.
What has brought you away from your place within your tribe? Do you still revere the primal beauty of the cold North, or have you given up your tribal ways for something different?
Associated Skills: Acrobatics, Nature
Type: Occupation
Campaign Setting: General
You swindle others out of their wealth through deception and misdirection. You might have been a small-time con artist, playing shell games on dirty street corners. Or you might have run the long con, setting up elaborate schemes to take the bigger prize. What was your best job? Your line of work creates many enemies. Who holds the worst grudge and what will they do to get even with you? Some grifters work with crews. If so, who were they and why are you not with them now? Or are you?
Associated Skills: Bluff, Insight
Type: Racial
Campaign Setting: General
Prerequisite: Minotaur
Your people are a race of fierce warriors, but you know more effective ways to accomplish your goals than hammer and axe. Words hold power over emotions. Against ignorance, knowledge cuts sharper than any blade. The arm wields the axe, but the mind, spirit, and voice can control far mightier weapons. How does your clan view your choice? Do they respect your power or condemn you for weakness? Are you favored by the gods or feared as a practitioner of black magic?
Associated Skills: Arcana, Religion
Type: Racial
Campaign Setting: General
Prerequisite: Minotaur
Your clan once turned from the demon lord Baphomet to embrace the Philosophy of the Labyrinth. Yet destructive forces thrive, working relentlessly to bring the world to ruin. If left unchecked, you know they shall succeed. This is inevitable. You left your home to seek out evil and annihilate it. Perhaps you do this out of conscience, honor, vengeance, or out of shame for your savage heritage. Or maybe you do it to appease the bloodthirsty beast lurking within your soul. Perhaps you do it because your race is more capable for the task than others, and the task must be done.
Associated Skills: Intimidate, Perception
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Corellon
You put your knowledge about the countryside to good use as a guide. Where did you work? What sites did you see? Who were some of your clients? Were they at all responsible for why you became an adventurer?
Associated Quests: Find and permanently mark unknown fey crossings; lead an expedition into the Astral Plane; earn the trust and cooperation of the treants in an important undertaking.
Associated Skills: Nature, Perception
Associated Languages: Elven
Campaign Setting: General
Innocents and the natural world must be protected. As a recipient of the great gift of psionic power, you are obligated to shield the weak and strike down evil. A sense of duty has always called to you. Once you followed your instincts, your place in the world became clear to you.
Associated Skills: Diplomacy, Perception
Type: Racial
Campaign Setting: General
Prerequisite: Half-Elf
Unlike most half-elves, you were raised as part of a half-elf community. Your parents were half-elves, and the mingling of elf and human blood in your veins goes back generations. Why did this community form? Did your people face prejudice from humans, elves, or both? Or have you had almost no contact with either race until now?
Associated Skills: History
Type: Racial
Campaign Setting: General
Prerequisite: Half-Elf
Unlike most half-elves, you were raised as part of a half-elf community. Your parents were half-elves, and the mingling of elf and human blood in your veins goes back generations. Why did this community form? Did your people face prejudice from humans, elves, or both? Or have you had almost no contact with either race until now?
Associated Skills: History
Type: Racial
Campaign Setting: General
Prerequisite: Half-Elf
Unlike most half-elves, you were raised as part of a half-elf community. Your parents were half-elves, and the mingling of elf and human blood in your veins goes back generations. Why did this community form? Did your people face prejudice from humans, elves, or both? Or have you had almost no contact with either race until now?
Associated Skills: History
Type: Racial
Campaign Setting: General
Prerequisite: Half-Elf
Unlike most half-elves, you were raised as part of a half-elf community. Your parents were half-elves, and the mingling of elf and human blood in your veins goes back generations. Why did this community form? Did your people face prejudice from humans, elves, or both? Or have you had almost no contact with either race until now?
Associated Skills: History
Type: Racial
Campaign Setting: General
Prerequisite: Half-Elf
Unlike most half-elves, you were raised as part of a half-elf community. Your parents were half-elves, and the mingling of elf and human blood in your veins goes back generations. Why did this community form? Did your people face prejudice from humans, elves, or both? Or have you had almost no contact with either race until now?
Associated Skills: History
Type: Racial
Campaign Setting: General
Prerequisite: Half-Orc
Many half-orcs hold Kord in particular respect, even if they don’t acknowledge him as the creator of their race. You had a brush with a storm; perhaps you were born during a thunderstorm, or maybe you were struck by lightning as a young adult. Now Kord’s touch is on you, and it’s clear that he has some particular destiny in mind for you. But what is it?
Associated Skills: Nature, Religion
Type: Racial
Campaign Setting: General
Prerequisite: Halfling
Your birth was accompanied by an unusual occurrence that your family regarded as a sign of Avandra’s favor. Perhaps a bird perched on the windowsill of the room where you were born, or you have a birthmark resembling Avandra’s holy symbol. What is the mark or occurrence that reveals this favor? How did it affect your childhood and training? Does it affect your plans for the future?
Associated Skills: Acrobatics, Heal
Type: Racial
Campaign Setting: General
Prerequisite: Halfling
You have been cast out of your community, and members of your own family are forbidden to speak to you or even breathe your name. What did you do to earn this shame? Does anyone back home miss you or sympathize with your plight? Is there a price on your head, or does your past otherwise threaten to overshadow your future?
Associated Skills: Bluff, Stealth
Type: Racial
Campaign Setting: General
Prerequisite: Halfling
Though you spent most of your time with the other members of your clan, you voyaged into other races’ villages and towns whenever you could. Drawn to taverns and back alleys, you honed your skill at cards, dice, and other games of chance. Your need to find gambling partners might have drawn you into association with a “bad element.” Perhaps you’re hiding out from powerful people who feel you cheated them. Did you run afoul of the law in a place where gambling isn’t permitted? Were your cards too good too many times and you got accused of cheating? Does the desire to gamble drag you off course when you’re supposed to be accomplishing a different task?
Associated Skills: Bluff, Streetwise
Type: Racial
Campaign Setting: General
Prerequisite: Halfling
You know the courses of winding rivers and the locations of churning rapids. Any expedition you lead is sure to go smoothly, for your knowledge and survival skills are unsurpassed. You even share a rapport with wild creatures, and you know their ways. Is there a land you’ve always wanted to explore, but haven’t yet? Do you consider yourself one with nature or above it? Did one of your journeys go poorly, taking your followers to their deaths?
Associated Skills: Athletics, Nature
Type: Racial
Campaign Setting: General
Prerequisite: Halfling
You are a font of halfling folklore, able to spin fables and legends relevant to virtually any situation. Hidden in these tales is a wealth of useful information about halfling history and culture. How did you learn them? Which of the stories do you consider most important? Did the stories spur you to a life of adventure, and if so, why?
Associated Skills: History, Religion
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
Too often tieflings wander without purpose. They seek something in the world that they cannot find within themselves, or they try to run from what they learn when they gaze deep into their souls.
Not so with you. You’ve known all your life why you were born and for what purpose you continue to draw breath. You are heaven’s weapon, a prophesied embodiment of the gods’ desire to bring Asmodeus to heel. You might not personally strike the final blow against the gates of hell, but you are somehow the key. If you fail in your purpose, another soul like yours might not be born for a thousand years.
What makes your soul special? Did the gods change it somehow or are you related to some god in a deeper way than most? Are you destined to battle Asmodeus, to imprison the devils more firmly in the Nine Hells, or to prevent a more immediate danger? Do all the gods but Asmodeus favor your fate, or might some have reason to continue dealing with the devils for another thousand years?
A protecting or virtuous paladin makes a great choice for this background. Give some thought to the deity your character favors. You might be a generalist who worships the whole pantheon and opposes the god’s enemies, or you might function as the secret weapon of a particular deity with an axe to grind with Asmodeus. If your DM allows, you might even serve an evil deity. Even the vilest god might have good reason to see the infernal forces defeated.
Associated Skills: History, Religion
Associated Languages: Supernal
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling, Psionic
From the first time your psionic power manifested, you have been consumed by the feeling that you are beholden to someone—or something—for that power. Do you trace your family line back to the psionics users of Bael Turath? Or do you believe that the diabolic power rumored to still watch over tieflings has granted you this gift? Do you embrace your power regardless? Or do you search endlessly for insights into the origin of psionic power, hoping to understand the nature of that power to prevent it from consuming you?
Associated Skills: Arcana, Religion
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
Some tieflings think of the ancient story of their race’s origin as a fairytale or as events so long past that they have no effect on the world today. But you know better. The oaths sworn by your ancestors still bind your soul to a hellish fate in the afterlife. The powers that liberated so many tieflings neglected to free your line. You know this not just because a devil told you so but because you feel it in your bones. Diabolic power flows through your blood and surges with every spell you cast. Infernal creatures know you by face and name, and they tempt you with power. If you do as they wish, they’ll give you what you want in this world. Yet you’re damned if you do and damned if you don’t.
What kinds of devils have contacted you? Do you have a relationship with any particular fiend? What do they want from you? Do you sometimes do as the devils ask, figuring that you might as well enjoy the gifts they’ve given you? Or do you use your hell-wrought spells to fight the devils or even to free yourself from their power?
A warlock with the infernal pact makes an excellent choice for this background, but other classes have suitably hellish powers that suit this character history. The swordmage has powers such as inferno’s sword and hell’s own blade. The sorcerer and wizard classes have plenty of fiery powers that could have infernal ties. Bard presents relatively few powers that are obviously appropriate, but as with any arcane class, you could link a power to hell by describing it in a thematic way. The song of discord, for example, might set tiny devils to playing discordant music as they whirl about the dominated victim’s head.
Associated Skills: Arcana, Religion
Associated Languages: Supernal
Type: Society
Campaign Setting: General
You grew up on the streets and learned everything you know in filthy alleys, backroom brawls, and rooftop gang fights. As a youngster you were fascinated by the culture of the bravo, the rake, and the duelist. In time, you earned a reputation as a hellion, showing a capacity for being tough and improvisational in a fight. You ran the streets and roofs, engaging in duels and brawls with other hellions. You are one with the night, and you revel in the thrills of street life. You evade guards and rivals by using your knowledge of the city, and when you fight, it’s always on your terms. Above all, you live for excitement.
Associated Skills: Acrobatics, Athletics
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn, Psionic
Several of Arkhosia’s noble households boasted psionic talent and stood at the forefront of the empire’s war effort against Bael Turath. You are a descendant of one of those families, which were scattered after Arkhosia fell. But do you feel the pride, confidence, and obligation that come with your legendary bloodline? Or are you secretly ashamed of your past—knowing that your forebears were among Arkhosia’s best warriors, and that their skill failed the empire in the end?
Associated Skills: History, Intimidate
Type: Divine
Campaign Setting: General
You worship the same god or gods as others who share your choice, but you see those deities differently. You believe some legend in contradiction to common thought about your gods, or you practice rites in honor of your deity to which others object. What is it that you do or think that most people reject? Are you looking to make converts, or do you come from a heretical sect? Are you hunted by other faithful? Why did you take this difficult path when ordinary belief was open to you?
Associated Skills: History, Stealth
Type: Racial
Campaign Setting: General
Prerequisite: Human
Your golden eyes set you apart from your kin for they marked you as histachii, touched by Merrshaulk. Your kin believed you had insights into the demon’s mind and could protect them from his dreaded bite. How did your heritage shape your destiny as an adventurer? Were your villagers’ superstitions correct? Did you have visions or insights? What were they?
Associated Skills: Arcana, Insight
Associated Languages: Draconic
Type: Occupation
Campaign Setting: General
As a trained practitioner of deception, you have spent a good portion of your life in service to your temple as an information broker and eradicator. Mastering the intricacies of conversational encounters, you can learn exactly what you need to hunt and slay your prey. Why did you decide to answer a call to become a killer? Do you fear that you will face internal struggles regarding your work? And, if your religion does not normally condone killing others, do you feel redemption will be given one day for your acts? How do you feel about your religion in this case?
Associated Skills: Diplomacy, Insight
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
You don’t know the house from which you’re descended. At least, you’re not sure. Maybe it’s one of the famous names. Maybe it’s a minor family. Maybe your ancestry is so mixed up you can trace your bloodline to a dozen houses. When asked, you tend to pick a noble house as the mood suits you, and sometimes you make one up on the spot just to sound impressive.
Do you want to learn your true ancestry? How would you react if your true ancestry were established? Are you hiding something by lying about you family line?
Associated Skills: Bluff, History
Screaming winds, merciless horse riders, endless grasslands anchoring the dome of the world
Type: Geography
Campaign Setting: General
To an outsider, the leagues of grasslands seem empty, but that is far from the truth. Birds nest in the undulating stalks. Wild horses run beneath the clear skies. Nature spirits live in every blade of grass, beneath every rock, and within the springs and streams that crisscross the landscape. Primal laughter is carried on the howling winds that give these plains their name. The people of the Howling Plains ride fleetfooted steeds across the rolling plains, following the movements of antelope and other migratory animals and avoiding the depredations of goblins.
You hail from the Howling Plains and have been initiated in the ancient rites practiced there. A member of any primal class can originate in this homeland, but barbarians and shamans are best suited.
Associated Skills: Athletics, Endurance
Associated Languages: Goblin
Type: Racial
Campaign Setting: General
Prerequisite: Foulborn Heritage feat
You are exceptionally large for your race. Your size doesn’t change, but you might be tall, broad-bodied, or corpulent. Your size might give you greater endurance or make you more intimidating.
Associated Skills: Endurance, Intimidate
Type: Racial
Campaign Setting: General
Prerequisite: Human
Your family carried a significant noble title during the height of the empire of Nerath, but the lands your family once held are now a dangerous wilderness. Do you dream of clearing the lands and making them fit for human habitation once again? Or are you fleeing the ever-shabbier pretensions of your family of nobles-in-exile?
Associated Skills: Diplomacy, History
Type: Racial
Campaign Setting: General
Prerequisite: Human
A sign at your birth or some event in your life pointed to the influence of a god that is either dead or forgotten. Are you destined to revive the worship of this long-forgotten deity, or to take the place of a god that has lain dead since the dawn of time? Do you view the other gods as potential allies or as dangerous competitors?
Associated Skills: Insight, Religion
Type: Geography
Campaign Setting: General
You hail from the mighty shadar-kai city of Ikemmu. With its proximity to the multiple planes, you have learned to adapt to hostile environments.
Benefit: You gain a +2 bonus to Arcana and Dungeoneering checks in addition to a +2 bonus to skill checks when using any travel ritual.
Type: Racial
Campaign Setting: General
Prerequisite: Warforged
You never emerged intact from the creation forges like the others of your race. No, your “birth” was a fluke, and you were far from complete. Since your awakening, you’ve had to piece together the rest of your body from whatever you could find, using any techniques at your disposal. The alchemical substances you developed keep you alive and complete you, but they’re mere patches, inferior to a complete original body. Was your creation forge shut down or destroyed before your completion? Did an accident awaken your consciousness, or did someone bring your incomplete body to life for a purpose? Do you consider the life you were granted a blessing or a curse?
Associated Skills: Arcana, Endurance
Campaign Setting: General
You might not be a natural at the arcane arts, but you have enough money to make up the difference. While at the academy, did you live beneath your means to fit in or did you flaunt your wealth with fine food and a large suite in the town’s best inn? Were your friends bought, natural, or vanishingly few? And did you pay someone to do your homework?
Associated Skills: Bluff, Intimidate
Campaign Setting: General
In exchange for hellfire’s gift, the devils demand you work evil in the world. They urge you to tempt, corrupt, and destroy. If you embrace this purpose, the fiends grant you the insight to know your victims’ weaknesses as well as a better understanding of the art of deception.
Associated Skills: Bluff, Insight
Campaign Setting: General
The Temple of Reason recruits initiates from the city’s youth by scooping up preadolescents to mold their beliefs and attitudes about religion and make them valued servants in the order. You were such a child. Alongside your peers, you studied the teachings of the Shining Light (Erathis or some other god). The adventurer’s life offered an escape from temple duties. You might be a heretic, driven out for radical views. You could be a temple agent who ventured into the surrounding lands to bring reason and light to the world.
Associated Skills: Insight, Religion
Campaign Setting: General
One of your parents is or was an instructor at the academy, and you spent your youth there. Were you introduced around the school and involved, or were you kept out of your parent’s business? Do you still call one of the instructors “uncle” or a long-used nickname? If you attended, did you receive a lot of special attention or were you conspicuously given the same consideration as everyone else? Did other students set you apart or could you fit in?
Associated Skills: Insight
Campaign Setting: General
You were there when the ghost of Salazar Vladistone demanded single combat with Brother Splintershield, the leader of the Inverness settlement. You watched as Brother Splintershield smugly renounced the spirit’s claim to the place from inside the boundary of the cleansing ritual he had performed. You had heard some of the stories about the ghost towers of the Nentir Vale, and denying the ghost didn’t seem right, with it standing there before you all. Deeply unsettled by the encounter, you left thinking that something bad was going to happen.
You were right. On a cold midwinter night you awoke to screams of terror, and you didn’t have to wait long to understand why. Several ghosts of soldiers came through your walls and ordered you to leave. They needn’t have bothered—the sight alone of the terrible apparitions had you scurrying for the exit. Some in your village tried to fight, but to no avail. Their pitchforks and swords passed harmlessly through the spirits, while the ghosts’ spectral weapons slashed your friends’ bodies. Phantom arrows flickering with pale flames ignited real fires in the buildings. Hot blood steamed on icy ground.
You fled with many others, and in the days of travel that followed, more died from starvation, sickness, exhaustion, and cold. With each new corpse in a grave dug shallow in frost-hardened ground, your desire for vengeance grew. You were lucky; you survived the ordeal. But how can you take revenge on the dead? When you got back to civilization, you resolved to find out.
Associated Skills: Arcana, Nature, Religion
Type: Racial
Campaign Setting: General
Prerequisite: Dwarf or Mul, Psionic
As you learned to control your unbidden power and sought out teachings beyond the interest of most of your kinfolk, you remained steadfast in your psionics studies. With the resolve and discipline of your people, you set out to master your power as thoroughly as other dwarves master warfare or the crafts of stone and steel. But how did that mark you in the end? Do your comrades question your choices? Or do they embrace the demonstration of commitment and skill that you have undertaken over a lifetime?
Associated Skills: Insight, Intimidate
Type: Society
Campaign Setting: General
You have lived most of your life isolated in the wilderness, and you’re unfamiliar with the customs of those who dwell in cities and villages. Perhaps you were raised by preternaturally intelligent animals in the wild, under the tutelage of the primal spirits, or you might have been born in a very remote tribe. You’re accustomed to the natural order and to nature’s form of justice. You enjoy a deep connection to the primal spirits, and you might never have heard of the distant gods of the Astral Sea. You are reverent toward plants and animals, and might call them friends far more readily than you extend that term to other humanoids.
How and by whom were you raised? How do you react to civilization once you encounter it? With wide-eyed wonder or grim disdain?
Associated Skills: Endurance, Nature
Type: Society
Campaign Setting: General
Prerequisite: Psionic
You were raised in a secret society that sniffs out psionic talent, then guides its development in those who have it. This controlled environment allowed you to grow into your ability, and you never experienced the uncertainty and confusion that many other psionics users face. You exceeded your tutors’ expectations, quickly mastering the fundamentals and harnessing the fullness of your power at an early age. Your gifted psionic status came at the cost of isolation, however. You studied history and culture, but you had no actual experiences with the natural world, its wonders, or its terrors.
How do you see your childhood? Did you live in an ivory tower where you could indulge in whatever intellectual pursuits you wanted, free from fear, pain, and want? Or was the order’s compound a prison to you? How and why did you eventually leave? Were you free to go when your training was complete? Did you run away before your lessons had ended? How does your inexperience with the world shape your personality, views, and behavior?
Associated Skills: Arcana, History
Type: Racial
Prerequisite: Dragonborn
You are as slippery as a kender and as deadly as a minotaur. When you set your sights on a foe, it is as good as dead.
Associated Skills: Intimidate, Stealth, Thievery
Type: Racial
Campaign Setting: General
Prerequisite: Foulborn Heritage feat
You have keen senses thanks to extra eyes, eyestalks, spare ears, antennae, or particularly sensitive skin.
Associated Skills: Perception
Type: Racial
Campaign Setting: General
Prerequisite: Dwarf
Forgeborn dwarves rely on the Keepers of Hate to maintain the ledgers in which they record the wrongs done to their clans. You spent your youth training to join their ranks, during which time you studied the ancient texts and learned to despise those ancient foes. Such indoctrination does not leave its students unchanged. How does your upbringing shape your present views? Is there one particular group for
which you harbor a special grudge? What would happen when you encounter the object of your hate? Since you are no longer serving as a Keeper, what drew you from the stronghold? Are you on a mission? Or are you a survivor from an attack?
Associated Skills: Arcana, Intimidate
Type: Society
Campaign Setting: General
For years you have tended a spark of the Flame Imperishable which burns as a beacon of hope within a shrine that still stands in a former Nerathi city. As one of its attendants, you are a member of an esoteric society known as the Keepers of the Flame who are well versed in secret lore. Are you a wizard in the custom of ancient Nerath, or perhaps a simple scholar keeping alive the living light of humanity’s mightiest civilization? You recognize that you and your order possess the most powerful symbol of ancient Nerath, but to what end? Are your efforts futile, or will they illuminate the path to greatness?
Personal Quests: Protect your shrine from looters; deliver an ember of your fire to another city and raise a shrine in its honor; reclaim the Flame Imperishable from the gnolls.
Associated Skills: Arcana, Religion
Campaign Setting: General
Nothing is more important than the acquisition and safekeeping of knowledge. If we don’t understand what has come before, how can society possibly move forward?
Associated Skills: History, Perception
Associated Languages: Draconic
Type: Occupation
Campaign Setting: General
Prerequisite: Sorcerer
You earned your living through knife fighting matches in the seedier parts of town. Were you raised into this life by your relatives and friends, or did you fall on hard times and decide to put your skill with the blade to use rectifying your misfortunes? Do you plan on leaving this life behind for more honest work, or is the bloody sport too enticing for you to abandon entirely? In the tight circles of dirt you have learned to read your opponent’s moves and mislead them.
Associated Skills: Bluff, Insight
Type: Racial
Campaign Setting: General
Prerequisite: Thri-kreen race
Thri-kreen recognize that knowledge is power. Belief in the Ancestral Khanate gives the gathering of knowledge a greater importance to thri-kreen as a people. Everything the thri-kreen learn continues to exist as part of the ancestral consciousness. A few thri-kreen take this fact deeply to heart, pursuing esoteric understanding as a way to strengthen their people. Upon learning hidden facts, such hunters usually share what they know. Knowledge hunters are also the likeliest thri-kreen to be truly philosophical or artistic. Why have you become a knowledge hunter? What have you learned so far? Where might these rumors and tidbits lead you? Have you learned something that puts you or your pack in danger?
Associated Skills: Arcana, Dungeoneering
Type: Origin
Campaign Setting: General
Prerequisite: Dwarf
You are a member of the Kord Clan. Were you born to the clan, or did unfortunate circumstances lead to your joining? What is your place in the clan? In what ways do you break dwarven customs in your behavior and appearance? What led you to leave the clan-hold and take up adventuring? Are you an exile from another clan, out to perform great deeds that will redeem your standing in dwarven society and earn you the privilege of returning to your ancestral home?
Personal Quests: Rectify and atone for the misdeed that caused your exile; safeguard refugees from war or disaster on their journey to your Kord Clan stronghold; assemble a company of Kord Clan berserkers and lead it to victory in a major war.
Associated Skills: Athletics, Intimidate
Type: Society
Campaign Setting: General
You are one of the few brave soldiers left in the final struggling legions of the empire, still fighting under the imperial banner despite your lost cause. As a member of the disciplined legion, you underwent time-honored trials of endurance and strength to become the perfect soldier. Though your skills are peerless, where does your loyalty lie? Perhaps you truly believe that Nerath can be reclaimed and its provinces reunited, or maybe you fight because it’s all you know. What were the circumstances of your recruitment into the legions, and why are you now separated from them? Has your general issued you special orders requiring you to venture away from a battlefield? Perhaps you are that battlefield’s only survivor, and you dragged yourself from the red field of slaughter with a vow to search for meaning in the aftermath of so much destruction and sacrifice.
Personal Quests: Use your military acumen to organize or protect defenseless folk; take command of an allied army; rally the scattered legions for a final march to recover the capital city.
Associated Skills: Endurance, Heal
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
You are the last remaining descendant of a noble house of Bael Turath. You have no family; every last relative has perished, some under mysterious circumstances. Some tieflings who learn your background see you as cursed and alone, while others grow jealous
at your opportunity to turn away from the past.
Was your house mighty or humble? Does your heritage make you proud or ashamed? Do you seek to reestablish your house, or would you be happier ending its sinister reputation once and for all? What events led to you being the last of your line? Have you been marked for death by the murderer of your noble house? Or are you somehow responsible for the elimination of your lineage?
Associated Skills: Diplomacy, History
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
Your clan claims at least one notable individual member or associated family, someone who has brought great glory to the clan’s name. An ancestor might have been a great war hero or a benevolent ruler. A family associated with your clan might be renowned artisans or esteemed diplomats. Those who know your clan affiliation expect you to live up to your clan’s high standards. They might assume you’re arrogant or haughty before they even meet you. Or they might have a grudge against you, believing that your clan stole recognition that belonged to theirs. How do you react to your clan’s renown? Are you proud of it, or is the burden of its high expectations too much for you to bear?
Associated Skills: History, Diplomacy
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Erathis
You served as a politician or judge. The law was literally in your hands as warrants and statutes passed under your pen. You spent your days surrounded by both sides of the legal world—your colleagues who worked with the law, and the criminals who railed against it. You might have toiled to maintain the status quo, but you might also have been instrumental in making radical changes to the government. Regardless, you probably made at least a few enemies of the criminals you locked up or the opponents you outvoted. Do these grudges persist?
Either way, that career is over, and you have turned to adventuring. Why? Did scandal rock your office? Did you become disillusioned with how little you could accomplish from behind a desk? The memories of those days will remain with you, but what they mean to you is a matter of circumstance. Do you adventure to preserve the legal system you once upheld, or to revolutionize it from without?
Associated Skills: Diplomacy, History
Type: Racial
Campaign Setting: General
Prerequisite: Eladrin
Llewyrr elves study the natural world and master arcane magic. A long-standing cooperation with the druid circles of the Moonshaes has given the Llewyrr an understanding of their rare tongue. Many Llewyrr are avid historians with a keen interest in the lineages of humanoid societies.
Associated Skills: Arcana, History, Insight, Nature
Campaign Setting: General
You grew up in Longbridge during the last days of the ice iron rush and can remember running back and forth across the river, pounding the boards of the Long Bridge with your tiny feet, rushing to bring grains of the clear metal to the assayer. One day, in your haste to “quick step across the Quickstep” (as your father used to say), you dropped the bag of hard-won metal and watched it plunge into the river through a gap in the bridge. No punishment from your parents could match the terror and guilt you felt as you saw your family’s fortune slip away.
Now the future of your family and many others in Longbridge is more uncertain than ever. The ice iron rush is over, and the curse that besets the village seems like it will never end. You’ve seen good people—even close friends you grew up with—become desperate, go bad, and finally swing from the gallows. The town was a happier place when the metal was here. But no amount of panning in the river or digging in the hills has turned up even a flake of ice iron for as long as the curse has been active.
Yet the gates of Firestorm Peak are made of the stuff. Clearly, that fact is significant, but in exactly what way remains to be determined. You’ve made a study of all the legends and history, so you know the gates are invulnerable when they’re shut. But what about when they’re open? Even if they are still invulnerable, there could be more ice iron inside the mountain. You know one sure way to find out.
Associated Skills: Arcana, History
Type: Racial
Campaign Setting: General
Prerequisite: Mul
Since gaining your freedom, you have been adrift, unable to settle down and make yourself a home. How did you escape your captivity? What drives you now? What stops you from settling down? What is a cause for which you could fight?
Associated Skills: Nature, Perception
Type: Legacy of Acererak
Campaign Setting: General
When you were young, a beloved relative—a parent, sibling, or another family member—left with an adventuring company in search of glory, treasure, and adventure. From time to time, you received letters recounting their successes and near-failures, but eventually the letters stopped coming. The last letter was brief, saying only they were headed for Skull City somewhere in the Vast Swamp. After years of no communication, your family believed the relative met an end somewhere in that sinister place, but no one knows and the question of what really happened haunts you still.
Possible Minor Quests: Although searching for your lost kin might be the forefront of your concerns, you should be careful of what you seek. In all likelihood, your lost kin might be searching for you, but this person might not be the person you remember. You relative might have been driven mad, might seek to give you a cursed relic pulled from the dungeons she explored, or might even return as an undead monster. In any event, putting the memory of your relative to rest, and perhaps the relative herself, might serve as a suitable minor quest.
Associated Skills: Any skill
Associated Languages: Any language other than Abyssal or Supernal
Benefit: You gain a +3 bonus to Nature checks made to recall useful information about geography.
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Sehanine
You have lost a loved one, and it had a profound impact on you. Was it a romantic partner, a family member, or a good friend? Was someone responsible for the death or departure of your loved one, or was it a cruel trick of life? Do you use this empathy to prevent others from suffering the same fate? How do you react to those who steal away loved ones, such as kidnappers or a mischievous fey? Do you favor bounties and quests aimed at rescuing relatives, or do you undertake those missions expecting no reward?
Regardless of how you lost a loved one, your heart guides you and helps you understand and appeal to the hearts of others.
Associated Skills: Diplomacy, Insight
Campaign Setting: General
You were born when, by all rights, such a birth should have been impossible, making you either a blessing or a curse for your surprised parents. Since a young age, you have been told that you owe your existence to the forces of luck, and you have developed a keen understanding of how chance conspires to influence reality. Perhaps your parents were old, or maybe you were born despite a hex against your bloodline. Perhaps a prophecy predicted your death but, unlike all the others, you survived.
Why was your birth such a quirk of fate? Is there a purpose to your birth, or do you seem to beat the odds wherever you go? Has your origin led you to question the odds, or do you fear you’ve used up all your luck just by being born?
Associated Skills: Insight, Religion
Crashing waves on a stony shore, brooding storm clouds, rushing rivers spilling into an unruly sea
Type: Geography
Campaign Setting: General
The Maelstrom is a never-ending whirlpool of the sea, shrouded in constant storms, spewing thunder and mist as it inundates the surrounding lands with rain. Overlooking the spinning vortex is a great rocky shore, a nesting place for birds and tortoises. The stony beaches are home to scuttling crabs and scavenging gulls. To those living in its shadow, the Maelstrom is the birthplace of all living things. To outsiders, it is an insatiable vortex that swallows all things. The people who dwell in the shadow of the Maelstrom venture into the stormy waters on its verge to fish or to salvage wrecked vessels.
You were forged in the storm and quenched by the sea. Halflings are the most common race from this region, but genasi, specifically the stormsoul, watersoul, and windsoul manifestations, claim this homeland as well.
Associated Skills: Athletics, Intimidate
Associated Languages: Primordial
Type: Racial
Campaign Setting: General
Prerequisite: Shifter
Living in the shadows of the city, your pack learned to find treasures where others see only trash. Your skill at scavenging and your expert knowledge of the city helped your people survive. You know the markets and midden heaps alike, and your keen eyes spot things others overlook. As you adventure, look for the value in things other people ignore; are you just going to throw that potion bottle away after drinking from it?
Associated Skills: Perception, Streetwise
Campaign Setting: General
You have inherited a martial heirloom that has been passed through the generations. It might be a weapon, a shield, a helmet, a scabbard, a quiver, or any other piece of equipment. You and your family cherish the heirloom for its connection to your heritage. Perhaps the item played a pivotal role in a historic battle or was a beloved possession of a famous ancestor. The heirloom might also be the subject of a legend. Regardless of the item’s history, you have acquired it through merit, necessity, or perhaps greed. How does your ownership of the item affect your decisions? How do you feel about being its owner? Do you shrink under the mantle of obligation and responsibility, or do you rise up to earn stewardship of the item?
Associated Skills: History, Intimidate
Campaign Setting: General
You once had an undeniable talent for magic. You took to your arcane lessons and studied carefully, fascinated by magic. Then, pushed to prove your abilities to yourself or your tutor, you tried to use a spell or a ritual that was beyond your skill. The attempt went disastrously wrong, and you invoked a powerful curse that suppressed or abolished your ability to perform even the simplest spell. You became determined to restore your power or find a new kind of prowess, so you resolved to make your way in the world through wit and weapon. You are now a master at what you do, yet you can’t help but feel that something is missing.
Associated Skills: Arcana, Endurance
Campaign Setting: General
You are the child of military parents who lived in a garrison. Your parents spent your youth drilling and going on patrol, so you were often unsupervised. You might have passed idle days training with soldiers in the garrison, tending the animals, sharpening weapons, or you could have spent your time running amok. Perhaps you resented your parents and constantly stirred up trouble for them with your shenanigans. Whether forced or out of willingness, though, you learned to wield weapons and defend yourself. Over time, maybe your skill even exceeded that of your parents. When the time came to depart, did you leave the garrison full of resentment, or were you fulfilling a sense of duty or obligation to your parents after they disappeared or met with a grisly end?
Associated Skills: Athletics, History
Campaign Setting: General
After you were abandoned, members of the thieves’ guild took you in. You have a mastery over locks, traps, and mechanical devices that is possible only for one who has grown up with thieves’ tools as toys. Your upbringing has left you with a distorted view of society. Unless one member of the thieves’ guild took you under his or her wing, you probably suffered cruelty during your childhood. A thieves’ guild rarely lets its members walk away to pursue other careers. The guild expects a lifetime of service in return for training and care. If you are not still part of the guild that raised you, then the guild either found a good reason to let you go, or it’s hunting you right now.
Associated Skills: Perception, Thievery
Campaign Setting: General
You never trained in a military academy or participated in a military company. You weren’t an apprentice to a master thief or a squire to a noble knight. No famous hero took you under his or her wing. Everything you know, you learned on your own. You dueled your friends for practice, and you watched soldiers from afar, so when the goblin throngs swarmed your hamlet, you were ready. You rallied other young men and women behind you and rounded up weapons to mount a defense. You repelled the creatures, and your efforts attracted the attention of a local lord. The lord offered you the opportunity to receive proper martial training, and you accepted, beginning your life as a warrior.
Associated Skills: Diplomacy, Nature
Campaign Setting: General
You have spent your life in the shadow of your mother’s or father’s martial reputation. You might be the latest descendant in a long line of legendary warriors, or you could be the offspring of a hero who rose to fame through recent deeds. Your parent might be proud or humble, but regardless, he or she has always been the subject of envy and praise. Your sense of who you are is defined your parent’s reputation and by the expectation that everyone holds for you. Do you work twice as hard to prove yourself worthy of your family’s reputation? Do you spurn your martial heritage to seek recognition of your own unique talents? Or do you hope to emerge from the shadow of your predecessor, ascending higher than he or she could ever imagine?
Associated Skills: Bluff, Intimidate
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
Everyone said the decaying castle was dangerous, but what better place for adolescents to play than an area where adults fear to tread? You and your friends tumbled about the tiefling ruins dozens of times before it happened. While wrestling with a playmate, the ground collapsed beneath you. You discovered a dungeon chamber filled with the remains of the dead. Your terrified friends ran away, never to return, but you didn’t find the bones frightful. This event offered a chance to learn about your heritage firsthand.
You came back to the ruin again and again, often exploring its secrets for days at a time. One day, you found something special: a crystal imprinted with visions of the past, including the teachings of a tiefling
psion. This crystal awakened not only your latent psionic talent, but also a burning hunger to learn more of the past.
Where were the ruins in which you played? Did you unearth other secrets, perhaps dangerous ones? Did you meet any creatures in the dungeons below the ruins? What memories did the crystal contain? Do you still have it? Who was the tiefling psion? What happened to your childhood friends? What do you seek to discover from the visions in the crystal—the lost psionic techniques of the ancient tieflings, untold secrets of tiefling history, or something else entirely?
This background works as well for self-taught ardents and battleminds as for monks and psions; perhaps you sought tutelage after your contact with the memory crystal. Work with your DM to establish the details of the ruin and the memory crystal. The crystal and your quest for knowledge can become major plot points or simply remain background material, depending on your inclination.
Associated Skills: Dungeoneering, History
Type: Racial
Campaign Setting: General
Prerequisite: Thri-kreen race
Your pack gave up the hunt for survival and undertook the hunt for wealth and, perhaps, power. Your khan might have seen that the way for continued existence lies in trade. If you live in the wild, your pack’s warriors might be brigands and traders who raid and rob to gain goods to sell. Or your pack might occupy a successful position in a city or trading outpost. What is your place in thri-kreen society and the wider world? Do you still have ties to your pack, or have you gone into exile for some reason? Is the new direction your pack has taken a good thing, or is it a perversion of thri-kreen custom? Do you still serve pack interests?
Associated Skills: Diplomacy, Insight
Type: Racial
Campaign Setting: General
Prerequisite: Mul
Freedom is sweet, but surviving is sweeter. You fled into the wilds and lived as a bandit for a time. Were you a loner or were you part of an outlaw band? Why did you choose this path instead of honest work? Your new life as an adventurer suggests you broke with this career. What made you change?
Associated Skills: Intimidate, Stealth
Type: Racial
Campaign Setting: General
Prerequisite: Minotaur
Your clan succumbed to the lies and promises of Baphomet’s cultists, and all your living relations are in the thrall of the demon lord. You alone refused to bow to the Horned King, choosing to flee into exile rather than become a sacrifice on Baphomet’s altars. Perhaps you swore to fight Baphomet in order to purify your people, or to exterminate your entire clan. Or perhaps you seek only to put that disaster behind you, to move on with your life and keep the beast in your heart contained.
Associated Skills: Religion, Stealth
Type: Racial
Campaign Setting: General
Prerequisite: Minotaur
The voice of the beast within you is silent. Its savagery has no hold over you, and its call has no appeal. You have transcended it and moved to a higher consciousness, something akin to enlightenment. You are at peace with yourself, with who you are, and with the world around you. When you need to fight, you can fight fiercely, but you don’t lose control—the beast is at your command. How did you find such peace? Was it through religious devotion, disciplined martial practice, arcane study, or psionic meditation? Is there anything that can shatter your tranquility and loose the beast again?
Associated Skills: Diplomacy, Insight
Type: Racial
Campaign Setting: General
Prerequisite: Changeling, Psionic
A changeling who grows up in another race’s community might lack a strong sense of identity, trying on appearance after appearance until finding one that fits. As a budding psionics user (even if you didn’t recognize it at the time), you felt this lack of self more than most. This is particularly true if you were an ardent, forced to experience the emotions of others while uncertain of your own. What kinds of torment did your struggle with identity cause you? Did it teach you how to pass yourself off as someone you were not? Or have you lived the life of an outsider, never able to fit in?
Associated Skills: Bluff, Insight
Type: Divine
Campaign Setting: General
You or your parents struck out into the wilds to spread the word of your god. Did you travel all over, or stay in one place to preach to a particular group? Were you met with hospitality or hostility? How did you survive in your travels? Did you give up the work, or do you still seek converts? Do you count any converts in distant places as friends?
Associated Skills: Endurance, Nature
Type: Society
Campaign Setting: General
Prerequisite: Psionic
You lived for years in a monastery, studying, training, and learning life lessons from your masters. You might have joined the institution to become enlightened, before unexpectedly discovering your untapped potential. You might have been abandoned on the monks’ doorstep, your arrival seen as a sign of fortune and destiny. For you, the monastery might have been a place of too-oppressive discipline that eventually forced you to leave. Alternatively, you might have been free to come and go as you pleased and welcomed in the surrounding community.
Your education could have focused on scholarship or martial development. Were you a willing student, or did fate place you inside the monastery’s walls? How did you fare in that environment? Did you have a personal instructor? If so, what was your relationship like? Did you form any lasting friendships? Did you make any enemies? How long has it been since you were at the monastery? Would you be welcomed back if you returned?
Associated Skills: Athletics, Religion
Type: Occupation
Campaign Setting: General
Prerequisite: Avenger
The monastery defined your early life. You might have trained in a secluded temple, hidden high in the mountains as Moradin’s and Kord’s often are. Or perhaps your home was tucked away in a city, concealed by powerful wards so it blends in, unseen, such as Erathis’s monasteries sometimes are. How did you come to this monastery? What was life like for you? In what ways did you excel in your training? In what ways did you fall short?
Associated Skills: Dungeoneering, Nature
Type: Occupation
Campaign Setting: General
Prerequisite: Avenger
The monastery defined your early life. You might have trained in a secluded temple, hidden high in the mountains as Moradin’s and Kord’s often are. Or perhaps your home was tucked away in a city, concealed by powerful wards so it blends in, unseen, such as Erathis’s monasteries sometimes are. How did you come to this monastery? What was life like for you? In what ways did you excel in your training? In what ways did you fall short?
Associated Skills: Insight, Intimidate
Type: Occupation
Campaign Setting: General
Prerequisite: Avenger
The monastery defined your early life. You might have trained in a secluded temple, hidden high in the mountains as Moradin’s and Kord’s often are. Or perhaps your home was tucked away in a city, concealed by powerful wards so it blends in, unseen, such as Erathis’s monasteries sometimes are. How did you come to this monastery? What was life like for you? In what ways did you excel in your training? In what ways did you fall short?
Associated Skills: Arcana, Insight
Type: Occupation
Campaign Setting: General
Prerequisite: Avenger
The monastery defined your early life. You might have trained in a secluded temple, hidden high in the mountains as Moradin’s and Kord’s often are. Or perhaps your home was tucked away in a city, concealed by powerful wards so it blends in, unseen, such as Erathis’s monasteries sometimes are. How did you come to this monastery? What was life like for you? In what ways did you excel in your training? In what ways did you fall short?
Associated Skills: Diplomacy, Streetwise
Type: Occupation
Campaign Setting: General
Prerequisite: Avenger
The monastery defined your early life. You might have trained in a secluded temple, hidden high in the mountains as Moradin’s and Kord’s often are. Or perhaps your home was tucked away in a city, concealed by powerful wards so it blends in, unseen, such as Erathis’s monasteries sometimes are. How did you come to this monastery? What was life like for you? In what ways did you excel in your training? In what ways did you fall short?
Associated Skills: History, Insight
Type: Occupation
Campaign Setting: General
Prerequisite: Avenger
The monastery defined your early life. You might have trained in a secluded temple, hidden high in the mountains as Moradin’s and Kord’s often are. Or perhaps your home was tucked away in a city, concealed by powerful wards so it blends in, unseen, such as Erathis’s monasteries sometimes are. How did you come to this monastery? What was life like for you? In what ways did you excel in your training? In what ways did you fall short?
Associated Skills: Athletics, Endurance
Type: Occupation
Campaign Setting: General
Prerequisite: Avenger
The monastery defined your early life. You might have trained in a secluded temple, hidden high in the mountains as Moradin’s and Kord’s often are. Or perhaps your home was tucked away in a city, concealed by powerful wards so it blends in, unseen, such as Erathis’s monasteries sometimes are. How did you come to this monastery? What was life like for you? In what ways did you excel in your training? In what ways did you fall short?
Associated Skills: Nature, Perception
Type: Occupation
Campaign Setting: General
Prerequisite: Avenger
The monastery defined your early life. You might have trained in a secluded temple, hidden high in the mountains as Moradin’s and Kord’s often are. Or perhaps your home was tucked away in a city, concealed by powerful wards so it blends in, unseen, such as Erathis’s monasteries sometimes are. How did you come to this monastery? What was life like for you? In what ways did you excel in your training? In what ways did you fall short?
Associated Skills: Endurance, History
Type: Occupation
Campaign Setting: General
Prerequisite: Avenger
The monastery defined your early life. You might have trained in a secluded temple, hidden high in the mountains as Moradin’s and Kord’s often are. Or perhaps your home was tucked away in a city, concealed by powerful wards so it blends in, unseen, such as Erathis’s monasteries sometimes are. How did you come to this monastery? What was life like for you? In what ways did you excel in your training? In what ways did you fall short?
Associated Skills: Diplomacy, Heal
Type: Occupation
Campaign Setting: General
Prerequisite: Avenger
The monastery defined your early life. You might have trained in a secluded temple, hidden high in the mountains as Moradin’s and Kord’s often are. Or perhaps your home was tucked away in a city, concealed by powerful wards so it blends in, unseen, such as Erathis’s monasteries sometimes are. How did you come to this monastery? What was life like for you? In what ways did you excel in your training? In what ways did you fall short?
Associated Skills: Intimidate, Religion
Type: Occupation
Campaign Setting: General
Prerequisite: Avenger
The monastery defined your early life. You might have trained in a secluded temple, hidden high in the mountains as Moradin’s and Kord’s often are. Or perhaps your home was tucked away in a city, concealed by powerful wards so it blends in, unseen, such as Erathis’s monasteries sometimes are. How did you come to this monastery? What was life like for you? In what ways did you excel in your training? In what ways did you fall short?
Associated Skills: Perception, Stealth
Campaign Setting: General
One night, when the moon was full, you followed a spectral stag that led you deep into the wilderness. There you danced with a member of the Gloaming Court, who introduced you to his or her mysteries. Since then you’ve been in some way fey-touched, and now you walk in silence upon dusky paths of mystery.
Associated Skills: Perception, Stealth
Type: Occupation
Campaign Setting: General
The criminal’s trade makes enemies as often as it makes money. To keep the law at bay and outraged marks from getting too close, swindlers and thieves keep muscle on hand for protection. Doing these things was your job. Most people who wind up as enforcers have few other appreciable talents. Was this your story? If not, what led to this work? How did you feel about strong-arming others?
Associated Skills: Athletics, Intimidate
Type: Racial
Campaign Setting: General
Prerequisite: Kalashtar
Dal Quor is the region of dreams, and it holds other spirits beyond the quori. Here stories come to die and legends loved by the living can find a permanent resting place. These are the vestiges the mythspeaker deals with—echoes of great heroes both real and fictional, whose tales live on in the world of dreams. As a mythspeaker, you are an ambassador between reality and the world of stories; you draw your strength from legends, and many might want you to bring their stories back to the world. Which tales do you draw upon most? Which ones do you avoid? Do you prefer tales of heroism and stirring battles? Do you better relate to those tainted by darkness?
Associated Skills: Diplomacy, History
Associated Languages: Quori
Campaign Setting: General
Prerequisite: Warlock
You know the consequences, but you are strong enough to withstand the patron’s influence without corruption—or at least you think you are. For you the pact is a calculated risk, and you trust to your willpower or decency to justify associating with a patron. Are you a bored debutante at play with fell magic? Perhaps you are a student of the clergy, peering into heretical lore. Are you so focused on your goals that you can rub elbows with dire entities without their evil corrupting you?
Associated Skills: Arcana, Bluff
Type: Racial
Campaign Setting: General
Prerequisite: Minotaur
You are a heretic—someone obscene and mad. Even your thoughts are dangerous and must not be heard. Any minotaur can tell this by looking at you: Your clan symbol is two unbending lines.
Your clan is outcast. It sees only one truth—one clear and narrow path. All your life, you learned that only one proper way exists and there is a right way to do everything, from waking in the morning to fetching water from the well. The labyrinth holds little meaning for your people. Why turn corners when your goal lies within sight?
Your clan has no castes and no roles or declared leader. In it, all are equal as long as they adhere to the Narrow Way. In this philosophy, your clan has one god and adheres to that power’s tenets alone.
You’ve learned much about the weaker religions and the history of a world that does not know its path. As you head out into the world, you hope to steer others on the proper course. Of course, outside the strict life of your homeland, things get more complicated...
Associated Skills: History, Religion
Campaign Setting: General
Prerequisite: Follower of Kord
It’s not your fault you were born the biggest and the strongest. You don’t exercise. Strength has come naturally to you, but courage is another matter. Your size made you the target of ridicule when you were young, and it was years before you fully understood what a boon it was. When you learned about Kord, something clicked. You had all the power needed—all you required was the will to use it. Controlling your strength, knowing when to use it and when words are enough, is something you had to learn in back alleys. Once you started standing up for yourself, it felt like an endless stream of bullies and toughs wanted to test your mettle.
Do you still feel like you have something to prove? Do your adventures represent you taking on the other bullies in the world, or are they your attempts to face down internal demons from your past? Is being brave still something with which you struggle? Do you have any fears from a past you never conquered?
Associated Skills: Insight, Streetwise
Type: Legacy of Acererak
Campaign Setting: General
The Bleak Academy keeps a stable of living slaves to murder and animate as undead when they come of age. Life in servitude to these necromancers is understandably bleak. You, though, escaped your chains and survived the long flight through the Vast Swamp to reach civilized lands. Do you want vengeance? Will you fight to liberate the others held by the necromantic cabal?
Possible Minor Quests: You might have escaped, but your former captors are not likely to let you stay free. You might have to avoid their attempts to reclaim you, so you are always moving and staying one step ahead of them. Or you might go back, intent on freeing your fellows and razing the necromancers’ city.
Associated Skills: Endurance, Religion, Stealth
Benefit: You gain a +2 racial bonus to saving throws to end conditions and ongoing effects with the fear keyword.
Type: Racial
Campaign Setting: General
Prerequisite: Dwarf
You have sworn an oath to your ancestors to avenge some wrong done to your people, and you let your oath carry you into desperate battle. Death holds no fear for you. As long as you acquit yourself well in combat, your ancestors will welcome your sacrifice. What was this wrong that now drives you? Who committed it and why?
Associated Skills: Endurance, Intimidate
Campaign Setting: General
You belonged to one of the school’s serious secret societies. Do you maintain secret contact with your fellows in sworn secrecy? Does the group have goals reaching beyond the graduation project, and are you working toward them or dismayed to know of them? Are you still in contact with anyone from which you’re keeping the secrets?
Associated Skills: Bluff, Insight
Type: Occupation
Campaign Setting: General
You had a skilled occupation dedicated to a particular craft, such as baking, blacksmithing, carpentry, or cobbling. What did you make? Did you enjoy your work, or was it only a means of supporting yourself? What was your finest creation, and what happened to that item?
Associated Skills: Athletics, Diplomacy
Type: Occupation
Campaign Setting: General
You hunted down fugitives from justice, tracking them down and bringing them in for the rewards on their heads. What drew you to this trade? Did it matter to you if the fugitive was guilty or innocent? Did anyone ever escape your clutches? Who was your most notorious captive?
Associated Skills: Perception, Stealth
Associated Languages: Any one other than Abyssal or Supernal.
Type: Occupation
Campaign Setting: General
You hunted down fugitives from justice, tracking them down and bringing them in for the rewards on their heads. What drew you to this trade? Did it matter to you if the fugitive was guilty or innocent? Did anyone ever escape your clutches? Who was your most notorious captive?
Associated Skills: Perception, Stealth
Associated Languages: Any one other than Abyssal or Supernal.
Type: Occupation
Campaign Setting: General
You hunted down fugitives from justice, tracking them down and bringing them in for the rewards on their heads. What drew you to this trade? Did it matter to you if the fugitive was guilty or innocent? Did anyone ever escape your clutches? Who was your most notorious captive?
Associated Skills: Perception, Stealth
Associated Languages: Any one other than Abyssal or Supernal.
Type: Occupation
Campaign Setting: General
You were the hand of justice—an executioner charged with dispatching the guilty. Did you enjoy this work or did it sicken you? What were your preferred methods? Pulling a lever, swinging an axe, or another way? Did you execute any famous personages?
Associated Skills: Bluff, Intimidate
Type: Occupation
Campaign Setting: General
You worked on a farm, learning the ways of the natural world. Did you raise livestock, crops, or both? Did your farm have a specialty? Did you or your family own the farm, or were you a hired hand? Do you miss those days, or were you eager to escape?
Associated Skills: Endurance, Nature
Type: Occupation
Campaign Setting: General
You fought and killed your people’s enemies. What sorts of creatures do you define as enemies of your people? Do you target members of a humanoid race, such as goblins? Or do you hunt monstrous threats such as aberrant horrors or undead? How does your long experience fighting these creatures shape your personality? How do you react when you encounter your favored enemy?
Associated Skills: Insight, Perception, or the knowledge skill that best relates to your enemy
Associated Languages: The language commonly spoken by your enemy.
Type: Occupation
Campaign Setting: General
You fought for an oppressed people, working in the shadows to free them from their oppressors. Were your people conquered? By whom? What sorts of tactics did you employ? Did you succeed in freeing your people or are they still enslaved?
Associated Skills: Perception, Stealth
Type: Occupation
Campaign Setting: General
You killed people for a living. Were there jobs you wouldn’t take? What led you to this line of work? How did it affect you? What made you change your life? Did you ever kill an innocent? How do you deal with the memories from this time in your life and how do they shape your decisions now? What sorts of techniques did you use? Were you a sniper or did you close on your target?
Associated Skills: Athletics, Stealth
Associated Languages: Secret Language
Type: Occupation
Campaign Setting: General
You are a skilled hunter. Did you hunt animals or monsters? Did you hunt to support a family or were you a loner? What sorts of weapons did you use? What brought you out from the wilderness? How do you use your hunting techniques as an adventurer?
Associated Skills: Nature, Perception, Stealth
Type: Occupation
Campaign Setting: General
You infiltrated enemy ranks, working from within to ferret out secrets or disrupt plans. Who did you work for? Did you operate within a noble’s court, for an army, or for a secretive organization? Was it an individual, organization, or nation? What identities did you assume? Were you ever discovered? If so, how did you escape?
Associated Skills: Bluff, Stealth
Associated Languages: Any one other than Abyssal or Supernal.
Type: Occupation
Campaign Setting: General
You worked aboard a ship. Was it a river boat or a sailing ship? Were you a deckhand, a pilot, a marine, or an officer? How extensively did you travel? Where did you go? Was your vessel a merchant craft, a pleasure yacht, a transport vessel, or a pirate ship?
Associated Skills: Acrobatics, Perception
Type: Occupation
Campaign Setting: General
You worked aboard a ship. Was it a river boat or a sailing ship? Were you a deckhand, a pilot, a marine, or an officer? How extensively did you travel? Where did you go? Was your vessel a merchant craft, a pleasure yacht, a transport vessel, or a pirate ship?
Associated Skills: Acrobatics, Perception
Type: Occupation
Campaign Setting: General
You worked aboard a ship. Was it a river boat or a sailing ship? Were you a deckhand, a pilot, a marine, or an officer? How extensively did you travel? Where did you go? Was your vessel a merchant craft, a pleasure yacht, a transport vessel, or a pirate ship?
Associated Skills: Acrobatics, Perception
Type: Occupation
Campaign Setting: General
You were a trained killer who focused on eliminating magical or magic-using targets. For whom did you work? How did you train for this occupation? What lessons did you learn from your experiences? How does your past affect your relationship with other player characters who use magic?
Associated Skills: Arcana, Stealth
Associated Languages: Draconic
Type: Occupation
Campaign Setting: General
You were a master of poisons. How did you learn this trade? What sorts of enemies did you use poison against? Why are poisons your preferred tools? Did you use these concoctions yourself or did you sell them? If you sold them, what made you stop?
Associated Skills: Nature, Thievery
Type: Occupation
Campaign Setting: General
You were wronged at a point in the past and you worked for revenge, perhaps turning to a life of punishing similar wrongdoers. Who wronged you? Did they harm you directly or hurt someone you loved? Did you achieve the revenge you sought? When you got it, what did you do next? If you’re still working toward revenge, how do you plan to get it?
Associated Skills: Intimidate, Streetwise
Type: Occupation
Campaign Setting: General
You fomented rebellion in your homeland. What sort of government did you fight? What sorts of crimes and injustices did it commit? Were you successful? What happened to the people you helped? Or did you fail? Are the people worse off? What sorts of tactics did you use?
Associated Skills: History, Streetwise
Type: Occupation
Campaign Setting: General
Your life once revolved around knowledge. What area of scholarship was your domain? Were you a teacher or a scribe, an architect or an astrologer, a barrister or a sage? Did others respect your theories, or did they scoff at your ideas? Do you still seek to learn and to teach, or have you given up academia for a life of adventure?
Associated Skills: Arcana, Religion
Type: Occupation
Campaign Setting: General
You were a thief. Were you a cutpurse, a burglar, a grifter, or something else? Were you driven to thievery by necessity? Were you part of a guild or syndicate, or harassed by one as an independent operator? Are you still a member or still hunted? If so, where is the guild based? If not, why did you leave—or why did the guild let you be? Was the parting amicable or are there people out there looking to settle a score with you?
Associated Skills: Stealth, Thievery
Associated Languages: Secret Language
Type: Occupation
Campaign Setting: General
You were a thug, such as an enforcer, a tough, or a bodyguard. Did you work for anyone? If so, who? What sorts of missions did you undertake? Were you feared in your community? Or did you stand up for those who were too weak to protect themselves? Why did you leave? Did you leave behind any enemies?
Associated Skills: Athletics, Intimidate
Associated Languages: Secret Language
Type: Occupation
Campaign Setting: General
You had a revelation from the gods, or you think you did, and saw it as your life’s work to destroy the enemies of your faith. Who or what appeared to you? Was it a person or did the idea come to you in a dream? Who do you define as an enemy of your faith? How does your vision fit with other representatives of your faith? Are you a rogue element or an accepted member of a religious organization?
Associated Skills: Endurance, Religion
Type: Racial
Campaign Setting: General
Prerequisite: Dwarf
All forgeborn warriors must contend with the elemental corruption inside them, but not all are so successful in containing their hatred. War masters channel this destructive energy into useful ways, assembling strike teams to hunt down and destroy orc tribes. These missions have a high attrition rate, so only the most reckless and crazed warriors are chosen. You were such a warrior, but unlike your peers, you survived. You might have lived because no enemy could stand against you. You might have been lucky. Or, perhaps you were recruited for the mission and had no business being amid the other berserkers, and somehow escaped the fighting. How do you look on your good fortune? Have you returned to your people? If not, how would they greet you?
Associated Skills: Intimidate, Nature
Type: Origin
Campaign Setting: General
You became aware that you were different from a young age. Perhaps your parents flinched in fear when you threw a temper tantrum. You might have sometimes spoken a language no one else could understand, and the alien sounds disturbed them. Most likely, you heard the whispers that seemed to follow you, and felt the stares of the people who looked away just a moment too late.
Perhaps there was one person who followed you around. When others looked away, he or she continued to stare. When you found the courage to approach, you learned the truth. The sins of the parents have been visited on their children, and you have a connection to the Far Realm that most others could never understand… but this person can, because he or she has that connection as well.
Personal Quests: Find the gravesite of your birth parents; permanently close a portal to the Far Realm; destroy a Far Realm creature that threatens the community that adopted you
Associated Skills: Dungeoneering, Insight
Associated Languages: Deep Speech
Type: Society
Campaign Setting: General
Prerequisite: Psionic
Many characters born with psionic talent find the guidance, comfort, and understanding that allows them to recognize their nature and embrace it. You were not so lucky. Left to your own devices, you used trial and error to navigate the murky waters of your mind as your life devolved into a series of accidents. Your anger might have burned out a friend’s mind. Your despair could have driven another to suicide. Your wild thoughts could have sent doors slamming, crockery flying, or been the cause of any number of bizarre occurrences. Even though the strange events dogging your heels were just as perplexing to you, your kinfolk came to fear you. They suspected you were possessed, cursed, or trafficking with dark powers. Friendships ended, relationships died, and isolation closed in around you.
How did you cope with the alienation? Did anyone reach out to you? If so, did he or she escape the experience unharmed? Did you remain in the community but apart from it, or did you leave? How did you finally come to terms with what you could do? Now that you have achieved a modicum of control, how do you feel about the people who rejected you?
Associated Skills: Intimidate, Stealth
Type: Divine
Campaign Setting: General
You follow your god not because you believe in what the god stands for, but because you and your deity have a common enemy. What individual, nation, or race do you desire vengeance against? What happened that made you so hell-bent on justice? How are other faithful likely to view your single-minded pursuit?
Associated Skills: Endurance, Intimidate
Type: Racial
Campaign Setting: General
Prerequisite: Revenant
You forged a pact with the Raven Queen when you lived, promising to serve her in death in exchange for a benefit in life. She fulfilled her bargain and now it’s time to live up to yours. What does she expect you to do? What mission must you fulfill before you earn your true death?
Associated Skills: History, Religion
Type: Racial
Campaign Setting: General
Prerequisite: Human
You were a scout for Wolfstone, sent out onto the glacier to ascertain enemy movements, numbers, and supplies and bring information back to the fortress. How long did you work in this position before you left it? Did you ever find information of great help? Did you ever bring back information that later proved false?
Associated Skills: Perception, Stealth
Associated Languages: Giant
Type: Racial
Campaign Setting: General
Prerequisite: Drow, Psionic
In a society built on betrayal, secrets, deception, and murder, the ability to tap into thought and emotion is both a blessing and a curse. If your power were to be discovered, you would not long survive the vengeance of your kin. How successfully did you learn to discern friends from enemies? Did you consistently misdirect and elude those who would do you harm? Or were you forced to flee your home one step ahead of the blades that you know are seeking for you still?
Associated Skills: Bluff, Perception
Type: Birth
Campaign Setting: General
An abyssal cult purchased you to raise as one of their own, possibly to use as a weapon someday. Did you resist your lessons, or did you only repent later?
Associated Skills: History, Religion
Associated Languages: Abyssal
Type: Birth
Campaign Setting: General
You were adopted by a dragon. What sort of dragon was it, and how did it treat you?
Associated Skills: Arcana
Associated Languages: Draconic
Type: Birth
Campaign Setting: General
When you were born, the moon turned red or birds died mid-flight and fell from the sky. Do the omens still strike you? Have you learned to read them?
Associated Skills: Arcana, Religion
Type: Birth
Campaign Setting: General
Angels raised you for a higher purpose, though whether you were taken from or given by your parents is a mystery. Do you know your purpose?
Associated Skills: Arcana, Religion
Type: Birth
Campaign Setting: General
Your parents were dirt poor and couldn’t provide you with a thing. Did you resolve to do better for yourself or for your parents?
Associated Skills: Endurance, Streetwise
Type: Birth
Campaign Setting: General
Your family traveled and performed for your supper. Now that you have moved on, how is the troupe getting on?
Associated Skills: Acrobatics, Diplomacy
Type: Birth
Campaign Setting: General
The quiet people of a monastery raised you and taught you their ways. Are you still in touch with the monks, and what philosophies did they espouse?
Associated Skills: Heal, History
Type: Birth
Campaign Setting: General
You were born into a family of wealth and power. Which great family is it, and what is the source of their wealth?
Associated Skills: Diplomacy, Perception
Type: Birth
Campaign Setting: General
You were left in an orphanage with no trace of your parents. Have you sought information regarding your lineage?
Associated Skills: Bluff, Insight
Type: Birth
Campaign Setting: General
You crawled, then ran, with a pack of wild animals. Do you have great respect for the beasts, or are you putting that phase of your life behind you?
Associated Skills: Intimidate, Nature
Type: Divine
Campaign Setting: General
You did something you’re not proud of, a crime that still haunts your thoughts. What did you do? Were you a worshiper of your god when you committed the deed? Why is dedication to a deity the answer for you? Are those you wronged dead, or are they still looking for you? Did you really do something terrible, or do you just think you did?
Associated Skills: Stealth, Thievery
Type: Society
Campaign Setting: General
You come from a tribe of primal barbarians conquered by Magroth after he slew Ayunken-vanzen and lit the Flame Imperishable. Magroth claimed your ancestor’s lands as his own but welcomed your ancestors into his service when they swore to serve the master of the dragon’s undying fire. Your ancestors incorporated the best of both their own primal traditions and Nerathi science into their culture to become enlightened mystics dwelling in the wilds around Nerath. As one of the few that remain, do you hold true to the blending of cultures or cast aside the failed façade of civilization and embrace your primal heritage? How is the strength of the golden dragon manifested through your evocations?
Personal Quests: Work with civilized folk toward a common goal; find a way to commune with the spirit of Ayunken-vanzen; gain draconic allies to aid you in driving the gnolls from your homeland.
Associated Skills: Diplomacy, Nature
Type: Racial
Campaign Setting: General
Prerequisite: Revenant
You awoke in death with a perfect memory of who you once were, the people you cared for, and all the little experiences that shaped your life. Do you grieve for your present state? Have you tried to resume the life you lost? How have these memories informed your choices and actions now?
Associated Skills: History, Intimidate
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Sehanine
You lived under a regime that hunted those like you. Was it because of your race or faith? Was it because of your power source? Was that regime always in place, or was it a recent development? Perhaps you adventure in hopes of finding the means to topple the authorities that persecute you and your kind. Or maybe you’re searching for a haven or sanctuary, so you can lead those like you to a new, welcoming home.
To survive, you learned to hide your true identity or heritage and to notice when someone might be tracking you.
Associated Skills: Bluff, Perception
Campaign Setting: General
Your research bore fruit, and everyone wants a taste. The magic item or ritual you created has been stolen, or people want to steal it. What was your creation, and why did so many people want it?
Associated Skills: Arcana, Stealth
Campaign Setting: General
A god or godly envoy gave you a quest, which you dare not refuse. Who was it, and how much progress have you made since then?
Associated Skills: Religion, Nature
Campaign Setting: General
You managed to escape from your previous life, which might have been miserable or just stifling. Whom did you leave behind, where did you end up, and how do they feel about your escape?
Associated Skills: Athletics, Stealth
Campaign Setting: General
Tragedy—and a villain—took the life of a family member or close friend. Who died, and what do you wish you’d told that person? Did the murderer get away with the crime?
Associated Skills: Perception
Campaign Setting: General
You were teleported across the world to an unfamiliar place far from home. Did you return home, or are you still in that distant land?
Associated Skills: Diplomacy, History
Campaign Setting: General
You spent a period possessed by a demon, unable to prevent the atrocities it committed with your body. Are you trying to correct the wrongs your body performed? Are there places where you are known as a villain?
Associated Skills: Arcana
Associated Languages: Abyssal
Campaign Setting: General
A magical accident transformed you into another creature. (You might still be that creature if it is a PC race.) What is your old form and what is your new form? What are your fondest and worst memories from that period?
Associated Skills: Insight, Intimidate
Campaign Setting: General
The Far Realm claimed you, and you wandered there for a time. Did your time there make you stronger of mind, or weaker? Did it alter your worldview?
Associated Skills: Dungeoneering
Associated Languages: Deep Speech
Campaign Setting: General
You died, either through foul play or by accident, and some person or event brought you back to life. Do you know what returned you from the dead?
Associated Skills: Endurance, Heal
Campaign Setting: General
Through accident, error, or misbegotten intention, you were responsible for the death of an ally, friend, or loved one. Who was it, and how does it torment you?
Associated Skills: Bluff, Heal
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Sehanine
You found Sehanine’s teachings to your liking from an early age, and after your coming-of-age you joined the ranks of the Pledged Scouts, consummate explorers and wanderers devoted to the Moonbow. Are you specially pious, seeing omens everywhere? How did your family and friends react to your choice of career? Were you indoctrinated by another Pledged Scout, or were you a self-taught mystic? As a Pledged Scout you tend not to stay put for long. Do you have a hard time making friends, or do you leave behind a network of acquaintances that make you feel welcome whenever you return? Do you dream of one day crossing the forest paths of the Feywild, or perhaps reaching Arvandor?
You are at home in the wilderness, wondering what’s over the next horizon.
Associated Skills: Nature, Perception
Type: Racial
Campaign Setting: General
Prerequisite: Eladrin or Gnome
The primal spirits inhabit and protect the natural world. The echo planes—the Feywild and the Shadowfell—are not entirely cut off from the spirits’ power, but the spirits are much weaker there, where other powers hold sway. You are native to the Feywild, where arcane magic courses through every leaf and blade of grass. You always felt an affinity for and a sensitivity to that magic, a constant awareness of its hum through the wild places of your home. Then you visited the world, and your ear naturally listened for the same vibrant hum. You found it, but it was different—it was the song of the primal spirits. You found that you could naturally communicate with those spirits and call on their power.
Associated Skills: Arcana, Nature
Type: Birth
Campaign Setting: General
Great Watcher sent signs to herald your birth: patterns in the sky or in the flights of birds, whispers in the leaves of the forest, rumblings in the earth, or a song in the thunder. The omens were said to point to the primal spirits’ favor, and no one was surprised when you mastered the evocations of your class. However, just before her death, your mother tried to tell you that there was more to the omen—something more troubling, perhaps even sinister. She couldn’t get the words out, and no one else knew or was willing to tell you what the elders had said about your birth. You left your home partly to prove that you are the master of your own destiny, and you still don’t know what destiny Great Watcher foresaw for you.
Associated Skills: Arcana, Nature
Type: Racial
Campaign Setting: General
Prerequisite: Genasi
Many genasi gravitate toward the places in the world that reflect the elemental nature of their own being; earthsoul genasi live in mountainous regions, while watersoul genasi live by the sea. For you, however, this natural attraction led to a far deeper communion. Your nature is closely tied to the Elemental Chaos, but in the world you found powerful spirits inhabiting the same features that called to your elemental soul. Your earthsoul spoke to the spirit of the great mountains. Your firesoul called to the spirits dancing in the volcano’s heart. Your stormsoul sang as the storm spirits thundered in the sky. Your watersoul found its kindred in the spirits of wave and current. Your windsoul howled in harmony with the spirits of the air. You recognized your kin, and they recognized you, gifting you with power and wisdom.
Associated Skills: Athletics, Nature
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
Portents presaged your birth, and arcane forces gathered to welcome you into the world. You are the prophesied one. Your greatness as a spellcaster has been long foreseen, but the mystics disagree on how you will use that power.
Most say you are destined to bring darkness to the world. A few perceive a path of light in your future. Far too many from both sides seek to wrest away your destiny, setting you upon a path of their choosing. But it’s your life, and these are your choices to make. Who are they to tell you how you will live and what you will do?
You look to the stars, and they seem to speak to you. You’ve known each constellation and star by name for as long as you can remember. And whenever you have a difficult decision, the darkness between their celestial lights seems to hold the answer.
What groups prophesied your birth? What do they think you will do with your power? Have others learned of the prophecy, and how do they seek to use you? Have any of the prophecies come true, perhaps in some twisted way? Do you balk at your dark destiny, or do you seek to accomplish a great deed foretold by mysterious figures? What did you parents know of these omens and portents? Do you have siblings who might support you or envy your potential?
A warlock with the star pact makes sense for this background. Regardless, picking powers and feats that feel like they change fate or luck will emphasize your character’s history. Fortune's reversal is a great choice for a beginning warlock. At higher levels, you can reinforce your background with choices such as dark one's own luck if you're a warlock or fate's chaos if you're playing a sorcerer.
Associated Skills: Insight, Perception
Type: Occupation
Campaign Setting: General
Prerequisite: Cleric
You have preternatural insight that frequently leads you to find omens in events that seem mere happenstance to others. The event that revealed this ability to you forever changed the course of your life. Perhaps in the middle of debilitating illness you began babbling in Supernal before miraculously being healed. During your investiture you might have been struck by visions that appeared to last for days in which you spoke with an avatar of your deity. You might have witnessed portents during a short walk through the wilderness, only to return home and discover you had been gone for a week while the events that were foretold during your journey come to pass. Regardless of how you awakened to your gifts, you have now become an instrument of prophecy. Do you find it onerous to interpret the signs given to you by your god or is it obvious to you what events are truly prophetic and which are merely coincidence? Is this ability a boon or would you rather be rid of the capability?
Associated Skills: Insight, Perception
Type: Occupation
Campaign Setting: General
Prerequisite: Avenger
A citizen of a large city, you were secretly selected by avengers of the Unbroken Circle to join their ranks. From a young age you were steeped in ancient history and practiced the avenger’s deadly skills. Which of your traits attracted the Circle’s attention? Was it your faith in Erathis or dedication to the customs of Nerath? Did you resist a perilous corruption, demonstrating an innate resiliency to the enemies of the Circle?
Associated Skills: History, Insight
Type: Society
Campaign Setting: General
Nerath is dead, and if you have anything to say about it, it’ll stay that way. As a citizen of a former rebellious province, your heritage is filled with tales of subjugation, and you hold nothing but resentment for humanity’s “greatest civilization.” How do these feelings manifest themselves? Do you actively seek out Nerathi sites or artifacts to vandalize? Or do you make it your mission to restore and celebrate the traditions of your homeland before it was conquered? Are you filled with bitterness over the past or optimism for the future, eager to step out of Nerath’s failed legacy?
Personal Quests: Impair those who cling to worn-out ethics; restore elements of your homeland’s culture; find a way to extinguish the Flame Imperishable.
Associated Skills: Intimidate, Streetwise
Type: Racial
Campaign Setting: General
Prerequisite: Warforged
You are warforged, but you are different from other members of your race. You have an unusual awareness—an ability to pick out thoughts and feelings in those around you. Do you use these experiences to gain advantage against your enemies? Or do you find that it helps you empathize with people made from flesh and bone? Who created you and for what purpose?
Associated Skills: Arcana, Insight
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
Your parents recognized your natural talents before you could walk. Some called your unusual powers a curse, but your parents viewed them as a gift and did what they could to help you develop your psychic abilities. Ultimately, however, they knew there was too much they could not teach you.
When you were old enough to head out into the world on your own, your parents sent you to learn psionic mastery at an academy run by strict disciplinarians. While taking classes to harden your mind and heart, you learned about how your psionic power marked you as destined to rule. From birth, they said, you were better than those around you. This idea fit well with the stories you heard as a child about how tieflings would one day resurrect Bael Turath and rule once again.
For a while, you thought you might help start that rebirth, but your better judgment saved you from life as an evil despot. One night you fled your cruel masters and stole out into the darkness, never to return. It was a betrayal of the school and your parents’ wishes, but loyalty to your conscience outweighed these other desires.
Did your parents know about the unethical teachings of your school? Did they deliver you freely, or did some greater power mandate your attendance. Did your parents earn some reward for handing you over to the psionic school? Were you a star student or a troublemaker? What did your teachers plan for your future? What do your parents think of your departure from the school? Do agents of the school seek you out, fearing what you might do with what you learned there?
This background works well for a psion or monk because both classes assume a character takes some training to learn the rudiments of the class’s powers. Even so, an ardent or battlemind could work with this background as well, with evil teachers manipulating their students’ emotions or drilling them in dirty fighting. Regardless of class, you might choose a feat that represents your educational experience, such as Jack of All Trades or Skill Training.
Associated Skills: Arcana, Intimidate
Type: Racial
Campaign Setting: General
Prerequisite: Warforged, Psionic
For reasons unknown, you emerged from the creation forge with powers that marked you as a psionics user, and with the knowledge that prepared you for that path. Your uniqueness has been a constant burden to you, separating you from your own kind and the mortal races alike. Do you fully embrace your psionic nature, confident that you will never meet your equal? Or do you curse your power, constantly yearning for the emotional and intellectual solitude in which other warforged dwell?
Associated Skills: Insight, Streetwise
Type: Racial
Campaign Setting: General
Prerequisite: Human
You claim descent from a great psionic hero who fought against aliens from the Far Realm long ago. Who was this person? What were some of his or her greatest accomplishments? How did your ancestor’s presence in your family’s history shape your choices?
Associated Skills: Arcana, History
Type: Racial
Campaign Setting: General
Prerequisite: Shifter, Psionic
You come from a clan of shifters that dwells far from civilized regions. Your people have refused to let the increasing danger of the wilds scare them off. Unlike the many shifter communities that see psionic powers as inherently evil, your clan views them as a survival tool—no better or worse than any other. That cultural acceptance must still compete with your kind’s baser instincts. When your psionic abilities first manifested, did you welcome them or were you forced to fight your own fears? Once you did accept who you were, did you do so because your psionics allows you to defend your people? Or is it more important that your power grants you a measure of superiority over your peers?
Associated Skills: Nature, Perception
Type: Racial
Campaign Setting: General
Prerequisite: Deva
You fell from grace and lived many lifetimes as a rakshasa. For some reason, a god intervened and lifted you from the darkness to give you another chance in the light. Your wickedness burned away, leaving you pure and whole once more. Who was the god? Why were you chosen? Did you go willingly?
Personal Quests: Raise a shrine or temple to your benefactor deity; find another deva who is tortured as you once were and guide him or her back to the light; remove a tyrant from power.
Associated Skills: Insight, Religion
Type: Racial
Campaign Setting: General
Prerequisite: Kalashtar
Although she does not dream, the quori nightmare can touch the dreams of others. She hears the whispers of your hopes and fears, and she can pluck terrors from your unconscious mind and turn them into deadly reality. Many quori nightmares are shamans, but you might have chosen the path of the assassin, and you combine your skills as an assassin with the power to craft nightmares. As you go about your work, you might be a grim figure even as you strike fear into the hearts of evildoers. If you chose to become a druid, you might draw your wild shape from the nightmares of others, becoming a beast never seen in reality—or even a shadow of your quori spirit. How does this make you feel, though? Do you revel in the sense of fear you instill in others, or do you see it as another tool in your arsenal of abilities?
Associated Skills: Intimidate, Insight
Type: Racial
Campaign Setting: General
Prerequisite: Changeling
You have chosen to imitate a race because you idealize the race or think that it best represents your personality. Why did you choose this race? How do you think true members of the race would react if they found out the truth about you? How does it feel to be so close to the race you admire but never really be a part of it?
Associated Skills: History, Insight
Associated Languages: A language the imitated race speaks.
Type: Psychology
Campaign Setting: General
You died and were restored to life. What were the circumstances of your death? Who raised you? Why did you come back? Do you recall anything from the time you spent dead? How did this event shape your religious views?
Associated Skills: Intimidate, Religion
Type: Racial
Campaign Setting: General
Prerequisite: Changeling
Your changeling parents wore the guise of another race and have passed that on to you. You might have believed yourself a member of that race until only recently or known it since you were young. How did you react when you learned the truth of your identity? Will you cling to your adopted form or adopt the fluid ways of the changeling?
Associated Skills: A skill to which the imitated race gains a bonus.
Associated Languages: A language the imitated race speaks.
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
Like too many other unfortunate tiefling children, your parents left you to die in the wild. Yet you survived due to the ministrations of a magical beast. Most consider your adoptive family dangerous, more likely to eat a child than care for it.
As you matured you forged a connection to the primal world, and y realized you couldn’t remain with your wild family forever. Like a bird, you eventually left the nest to make your own way in the world.
What creature found you and kept you safe? Why didn’t it simply eat you alive? How did you learn languages? How did you become introduced to the civilized world? How did you react to seeing other tieflings? Do you still yearn to run through the wilds with your family? Where do they live now, and do you stay in contact with them?
This background works for any primal class. Choose powers that reflect the creatures that raised you, or change the flavor of the powers you select to mimic aspects of that monster.
Associated Skills: Nature, any skill in which your adoptive parent is trained
Associated Languages: A language spoken by your adoptive parent
Campaign Setting: General
Although some rangers come to the Unseen Path when their adventuring career has already begun, others develop their abilities by sensing the faint touch of the Feywild in their mind, body, and soul before they seek adventure. Some choose never to adventure, as well. Perhaps you were born in a town very near a hidden doorway, or grew up under the watchful eye of fey who dwelt in the woods behind your family’s ramshackle hut. You might even have been stolen from your crib as an infant and taken to the Feywild. In this case, you must have been retrieved swiftly—those who spend too long in the Feywild develop beliefs and attitudes other than the Unseen Path—but still, an element of the experience stayed with you even to adulthood.
You can choose to make this experience one of your character’s backgrounds. While most characters with this background are rangers who are followers of the Unseen Path, you don’t have to be. You could be anyone who experienced a childhood somehow influenced by the Path.
Associated Skills: Arcana, Nature
Associated Languages: Elven
Campaign Setting: General
You were raised from birth to withstand the heartless weather of your homeland and to greet your enemies with utter savagery—the kind of brutality that weakens the knees of even the most stalwart civilized folk.
Associated Skills: Endurance, Intimidate
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Bahamut
You fought against a corrupt regime to end its tyrannical ways. Were you part of a larger organization or go it on your own? How were you recruited? What did you do against the community’s leaders? Was the corrupt regime truly corrupt? Did you ever do anything you now regret?
Associated Skills: Endurance, Thievery
Campaign Setting: General
You traveled the world, hunting demons and forcing them back into the Abyss where you could. How many notches are on your belt?
Associated Skills: Arcana, Endurance
Campaign Setting: General
The rich history and great treasures of lost civilizations attracted your attention and your effort. How did you spend the treasure from your big finds?
Associated Skills: Dungeoneering, History, Thievery
Campaign Setting: General
Servants of a great necromancer plagued the land, and you fought the threat. Has it been defeated?
Associated Skills: Religion
Campaign Setting: General
You were working to abolish the slave trade within a local community. Did you succeed?
Associated Skills: Diplomacy, Thievery
Campaign Setting: General
After stepping through a portal to the Feywild, you were unable to find your way back. How did you finally return?
Associated Skills: Nature
Associated Languages: Elven
Campaign Setting: General
The money was good enough to justify taking continued employment as a paid soldier. What contacts do you retain from that time?
Associated Skills: Athletics, Endurance
Campaign Setting: General
You chose a quiet life of farming, keeping a shop, or running the family business. What ended that period for you?
Associated Skills: Athletics, Insight
Campaign Setting: General
Wherever you have gone, you have done the work of your deity. Have you won converts or made enemies?
Associated Skills: History, Religion
Campaign Setting: General
You were traveling in search of allies. Did you find anyone before your current group, and was there something specific you were looking to accomplish or find?
Associated Skills: Diplomacy, Streetwise
Campaign Setting: General
You were one of a few prisoners kept in good health because of information you possessed. What did you know, and did you spill it?
Associated Skills: Streetwise, Thievery
Type: Racial
Campaign Setting: General
Prerequisite: Elf
You have retreated from the world’s distractions to contemplate existence’s meaning in isolation. Your seclusion combined with your introspective scrutiny has revealed much about both yourself and your place in the larger world. Your time of seclusion is over, but what drew you forth? What was one thing you learned in your time as a hermit? What powers did you master in this time?
Associated Skills: Endurance, Nature
Type: Society
Campaign Setting: General
Through trials of blood you have survived the red pilgrimage, a journey only the bravest or most foolhardy Nerathi descendants make to their gnoll-infested homeland in order to gaze upon the capital city’s ruin. What drove you to undertake this quest, and what will you do once you’ve accomplished it? Were you sent to recover an artifact, or perhaps to rescue human captives? Maybe you needed no reason other than to stand in the presence of the Flame and witness the terrors which were unleashed upon your ancestors. Now that you’ve seen them, are you more driven than ever for vengeance, or are you doubtful that Nerath will ever rise again?
Personal Quests: Guide others on their pilgrimage to the capital city; undertake daring attacks against the gnolls; protect other Nerathi faithful—at any cost.
Associated Skills: Perception, Stealth
Campaign Setting: General
Holy sites deserve respect and require protection. Across the world, especially amid ruins and in the lairs of monsters, divine shrines to good gods have been polluted by the presence of evil. You have taken it upon yourself to purify these places. Do you also hunt down those who desecrate shrines? What equipment do you carry to reconsecrate shrines?
Associated Skills: Dungeoneering, Religion
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Bahamut
You spent your life as a slave to darkness. What sort of wicked deeds did you perform? What was the moment of revelation, the event that opened your eyes to your own darkness? What penance have you paid? What penance must you still pay?
Associated Skills: Arcana, Bluff
Campaign Setting: General
Although you have repented for your wickedness, your crimes and vile acts haunt you still. What did you do to qualify as a villain? What was your objective? Why did you want it? What did you do to achieve it? Did you achieve it? For you to be reformed, there had to be contrition. What changed for you? How do you now make amends?
Associated Languages: Giant, Goblin, Primordial
Type: Racial
Campaign Setting: General
Prerequisite: Halfling
Maybe an orc horde rampaged through your valley or a militant dragonborn army marched on the nearby kingdom of tieflings—the ambitions and conflicts of the larger nations around you displaced you (and possibly your entire family) from your homeland, driving you out from everything you knew. Were you forced to take up a seminomadic existence, moving from town to town and looking for a new place to finally call home? Did you end up in a ghetto or refugee camp in another nation? How did you survive those willing to prey upon the weak and helpless who have nowhere else to go?
Associated Skills: Endurance, Stealth
Type: Birth
Campaign Setting: General
You were once a champion among your people, but your life changed when your community was attacked by trolls. You fought bravely, and it was only through your prowess that you were able to survive. You escaped to a nearby settlement and from there made your way through the world for a time. Yet you never forgot what happened to your people, and you have sworn vengeance against the creatures responsible.
Are there other survivors of your people? Do you know where they are? Do you hope to reunite them?
Associated Skills: Intimidate, Thievery
Campaign Setting: General
Despite your natural talent and early skill, the dean of students turned you away, yet you still learned from the academy. Did you purchase lessons from willing students or steal texts while at the academy? Did you challenge students to competitions and duels to study their techniques? Did one instructor disagree with the dean and teach you in secret? Has your anger at the school faded or grown sharper, and is it a broad brush applied to all the school and its students?
Associated Skills: Perception
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
Many tieflings grow up knowing only a handful of their own kind. You weren’t so fortunate.
Your life began in Bael Hexott, a colony of hundreds of tieflings hidden in the ruined castle of a powerful cleric from the age of Bael Turath. The leaders of your colony claimed kinship to this ancient leader, showing as proof their ability to pass through the castle’s magically warded gates. Like the cleric of old, the tieflings of Bael Hexott worship Asmodeus. Outsiders who discovered the secret colony inevitably became sacrifices in its fiery halls.
Yet you never felt any passion for their doctrines of tyranny and domination. The more you rebelled against the temptations of Asmodeus, the more clearly you heard another god’s call. You concealed your faith, but in time your devotions could stay secret no longer. You escaped Bael Hexott, hoping never to return.
Which deity called out to you in the dark? Do the tieflings of Bael Hexott seek to silence you? Do any relatives or friends remain behind? Might they also be tempted toward a path of light?
Having come from a place of tyranny and evil, you might follow a deity of freedom or goodness, such as Pelor and Avandra. On the other hand, perhaps Kord gave you the strength to rebel, or Sehanine helped you hide your faith.
When picking powers for your character, consider taking those that help others gain the freedom you desired for yourself, such as powers that grant saving throws. Also, consider how your fiery home might have affected you: perhaps you avoid fire powers in preference to radiant powers.
Associated Skills: Bluff, Stealth
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
Your divine powers come from Tiamat, but it hardly seems fair to say you worship the evil god of greed and vengeance. You might fear her, certainly, and even respect her power—but if it were up to you, you’d rather forsake the power she’s given you than actually carry out her will. Perhaps you trained as an avenger to hunt down Tiamat’s enemies, but some event awakened your long-dormant conscience and spurred you to flee her temple’s service. You might even have been kidnapped, magically controlled, and indoctrinated into her secret cult, then freed—but left to sort out the jumble of your thoughts and allegiances on your own.
Playing an evil character can easily become disruptive at the game table, but playing a character who is struggling against strong evil tendencies can be rich with roleplaying opportunities. Choose powers that emphasize the sinister nature of the deity who grants them to you, so that even your fellow adventurers are a bit scared of what you might do. But look for ways for your character to someday break free of Tiamat’s grasp, even if it’s in a final act of self-sacrifice.
Associated Skills: Bluff, Thievery
Campaign Setting: General
Prerequisite: Warlock
You claim ancestry or influence from a vestige. Are you fixated by tasks left undone by vestiges? You might feel a connection to places or events your vestige touched in life. Do you strive to live up to their example or to atone for terrible acts? Perhaps you experience moments of déjà vu and question whether it is your own life you’re living and not that of the vestiges.
Associated Skills: Arcana, History
Type: Occupation
Campaign Setting: General
You have spent many years walking the roads, and though many know you, few know your origin. You are the lone survivor of a mystic enclave that possessed a terrible secret. The only way you have found to avoid those who might try to seize the knowledge you have is to keep moving, always just ahead of your pursuers. You use your allies among the primal spirits to help you stay one step ahead of your enemies. However, it’s a hard life always being on the move, and you wonder how long you can keep it up.
Associated Skills: Arcana, Streetwise
Type: Legacy of Acererak
Campaign Setting: General
Undead horrors stalk the countryside in your homeland, preying on the living and staining the land with their evil presence. You grew up fighting these monsters, watching as your friends and kin fell at your side only to rise as zombies or worse. You escaped the nightmare of youth, but the experiences fill your nights with nightmares. Have you sworn to fight undead no matter the cost? Or are they so terrible that you cannot bear to face them?
Possible Minor Quests: Finding and destroying the origin of the undead creatures menacing your community might drive you to undertake a life of adventure. You might scour the countryside to find and destroy powerful agents until you find the true source of the burgeoning evil.
Associated Skills: Insight, Perception, Religion
Benefit: You gain a +1 bonus to damage rolls against creatures with the undead keyword.
Campaign Setting: General
You are truly devoted, to the point that you actively seek to bring back to life the powers to which you pray. Returning a dead god to life is an epic adventure, and your initial aim is to gather power and lore to achieve it. Depending on your deity’s nature and cause of death, you might seek alliances with other deities in a hope they will aid you in your quest.
Why do you want to bring back this deity? Do you hope for a reward? Do you seek salvation? Do you see a need for that deity’s return? How will you bring him or her back? Do you seek apotheosis or powerful necromantic rites? How do others feel about your quest, and how open are you about it? What do you intend to do if people oppose it?
Most adventurers who follow this path are divine characters. Invokers, and especially devas, have a strong investment in a deity and might follow this path out of a sense of duty. Other races might be drawn to a deity’s specific qualities and seek to bring it back as a patron to their race. Resurrectionists often fulfill a leading role. They are strong traditionalists, fighting to maintain and protect what they know and love.
Associated Skills: Diplomacy, Heal
Type: Occupation
Campaign Setting: General
You are no brash youth embarking on a life of adventure before settling into a respectable adulthood. Your younger days are behind you, though your body and mind are still strong thanks to the favor of the spirits. You have communed with the spirits all your life, and until recently you used their wisdom to guide your people. You might have been the head of a family following the spirit way in the midst of a town or city, or you could have advised the chieftain of a vast tribe in the wilderness. Perhaps you sat on a council of elders in a village, or even led that council.
But something changed, and the sedate life of an elder is no longer possible for you. What happened to spur you into adventure? Did you have a vision that summoned you to a dangerous place? Did a younger member of your family venture into a dungeon and never return? Perhaps you lost your ability to easily slip into the spirit world and commune with the spirits, and you want to find out why.
Associated Skills: Insight, Nature
Type: Racial
Campaign Setting: General
Prerequisite: Halfling
You have trained in the Flowing River, a fighting style devised by your people. On mastering the art, you traveled with your people, watching out for bandits and raiders, while working alongside the crew. What places did you visit? Did you travel through dangerous lands? What sorts of enemies did you face? What made you leave this work?
Associated Skills: Acrobatics, Perception
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
Others might have learned their magic in stuffy schools or from learned masters, but you’re self-taught. Always prone to curiosity more than common sense, you poked about in places others considered dangerous and delved into locations thought to be deadly. In one such exploration you found a strange book, and since no one seemed to be using it at the moment, you stole it. It took a while to puzzle out its strange symbols and odd language, but your patience was rewarded with the casting of your first spell. Now you’re a self-made master of the arts, but the curiosity that drove you into arcane magic drives you still. You’re always curious about new magic and strange devices—especially when no one is looking.
Where did you get your first taste of arcane knowledge? What was the book and do you still have it? Who owned the book before? Are they still looking for the scoundrel who stole it? Were you a thief before you took the book, or did this one indiscretion lead you down the path of burglary?
Warlocks and wizards make the most sense as rogue scholars. A wizard might find a spellbook, and a warlock might discover the means of contacting some otherworldly power. Other classes can make sense as well. For example, the techniques of a swordmage
might be written down as a kind of training manual. Work with your Dungeon Master to detail the nature of the book you pilfered and from whom you took it. Maybe it holds secrets you still struggle to decipher.
Associated Skills: Stealth, Thievery
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Sehanine
You are on the run from a harsh authority. Did you commit an actual crime, or were you falsely accused? What might happen if you were found out? How do you react to authority now? Do you try not to draw attention to yourself, for fear of being recognized, or do you boldly challenge anyone with a badge? Would you ever return to face those who accuse you, perhaps once you’ve found evidence of your innocence? Or do you plan on taking revenge on corrupt officials who framed you?
Did the authorities put a bounty on your head? If so, do you seek to evade the bounty hunters, or do you face them head-on, hoping to discourage others from trying their luck against you?
Stick to the shadows and keep your ears open to any rumors of your pursuers’ whereabouts.
Associated Skills: Stealth, Streetwise
Type: Occupation
Campaign Setting: General
You have dedicated your life to a careful study of nature, learning its cycles and rhythms. You see the world in a very different way from others, and for that reason, people come from far and wide to seek your wisdom on matters of nature. You have read the spirits’ signs and omens, and you know something is coming that no one is prepared for. You might be alone in this knowledge, but the fact that you have the knowledge suggests that you can help avert whatever disaster is imminent.
Associated Skills: Arcana, Nature
Type: Racial
Campaign Setting: General
Prerequisite: Shadar-Kai
All shadar-kai face oblivion, because that is the price exacted by the Raven Queen for being spared age and its infirmities. What do you think the Raven Queen will grant you by serving her? Do you want to escape the oblivion altogether or just forestall it? Do you hope to be chosen to serve as her sorrowsworn? Do you resent the deity?
Associated Skills: Intimidate, Religion
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
Your clan inhabits a remote and harsh wilderness, such as a stormy desert, and strives to live in harmony with the equally harsh primal spirits of that environment. You have an affinity for those spirits—primal beings that don’t take human or animal shape, but roar in the wind and pulse in the harsh light of the sun. Because of that affinity, you were the protector of your people, able to summon those spirits with a word to scour your enemies from the earth in a terrible storm.
But now you are cut off from those spirits and from the people you used to defend. Why did you leave? Perhaps you failed in your duty, and you have no clan left to protect. Perhaps the spirits of storm and sun summoned you from your home in pursuit of a larger purpose. Or you might simply have grown tired of your responsibility and become curious about the world beyond your clan’s lands.
Without the spirits of your native land, your primal magic is not as strong, but neither is it entirely absent. Other spirits of weather and the land respond to your call, just more slowly. With time, perhaps, you will learn to control the mightiest forces of nature wherever your travels take you.
Associated Skills: Endurance, Nature
Campaign Setting: General
Prerequisite: Any fey race but drow
The fey of Sarifal are uniquely attuned to the world around them. They have a Feywild connection that transcends the mortal world. Many fey hailing from Sarifal can traverse difficult terrain with surprising ease and swiftness.
Associated Skills: Acrobatics, Arcana, Athletics, Stealth
Campaign Setting: General
Only the timely intervention of the headmaster, who saw your astounding natural talent, saved you from execution. Was the sentence deserved? Do you begrudge the headmaster his effort? Do you meet the potential he saw, or have you run from your abilities?
Associated Skills: Bluff, Thievery
Campaign Setting: General
You never thought you’d have a chance at schooling because of the cost, but the scholarship makes it affordable. Barely. Did you envy affluent students their wealth? Did they mock and shun you, or was the class division a false one in your case? What other jobs did you work to help meet your tuition requirements?
Associated Skills: Endurance
Campaign Setting: General
You never enrolled at the academy at all, instead hiding in the tunnels and unused classrooms to spy on lessons. Were you ever discovered? How many times did it come close? Did you make any secret friends? How do you feel having missed out on most of the social aspects of school? And why didn’t you ever apply for a scholarship?
Associated Skills: Dungeoneering, Stealth
Campaign Setting: General
As a psionics user, it is your right and responsibility to govern mortals who lack psionic abilities—even if they do not want it.
Associated Skills: Diplomacy, Intimidate
Associated Languages: The language of the mind
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
You are a member of House Kahlir. You know this because one of your ancestors came to you and told you so. Of course, she was dead at the time. The vampire informed you that you would be joining the rest of the family in undeath, but that first you would be given time to produce an heir.
How was your ancestor related to you? Is your ancestor a recent conversion? Perhaps you know of vampire relatives that date back to the time of Bael Turath. How often are you in contact with your vampire
family? Do you hide from them or seek their counsel? What if you refuse to provide an heir to your bloodline? Do you have any siblings facing a similar fate?
Associated Skills: Diplomacy, Stealth
Type: Society
Campaign Setting: General
You’re of noble blood and descended through an unbroken Nerathi pedigree. You grew up with stories of your ancestors’ wealth and prestige; you might even be the heir of an important Nerathi politician or of a self-styled “emperor” of a provincial region. Throughout your life you’ve been taught to respect your heritage and that you possess the power and imperative to be a leader of humankind. How has living in the shadow of your ancestors affected you? Do you have a feeling of entitlement, taking what you feel is owed to you for your ancestor’s glory? Perhaps you feel the opposite—that your wealth and heritage brings the burden of responsibility to contribute something to a world spiraling into darkness.
Personal Quests: Discover the true line of your noble descent; use your family connections to restore order to a turbulent city; perform a deed of your own worthy to stand beside your ancestors’.
Associated Skills: History, Insight
Campaign Setting: General
Prerequisite: Follower of Melora
You have lived a stone’s throw from the sea your entire life, learning its secrets. For as long as you can remember, riding the ocean waves or diving beneath the foam felt more natural than walking on land. You can hold your breath longer than anyone you know, and when you sit on the beach at night, you can hear the ocean breeze whispering to you. Now you spend your days on the open water and in a myriad of ports, helping others deal with the loneliness and dangers of life at sea.
Associated Quests: Tend to the lost and set them on the path of nature’s harmony; build lighthouses to warn sailors of perils; investigate mass beachings of dolphins and whales to ensure nothing sinister is behind them.
Associated Skills: Endurance, Religion
Campaign Setting: General
Prerequisite: Follower of Kord
Every sailor worth his salt prays to Kord from time to time. To do otherwise is to invite his storms upon your ship. But you’ve never feared his storms. When the lightning slashes the sky and the waves toss the ship like a leaf on the wind, you like nothing better than to be at the prow, leaning out into the tempest like a living figurehead. Other sailors think you’re crazed. On a ship your bravery cannot be doubted, but when the storms come, your sanity has been questioned. You’ve been lashed to the mast, and some have accused you of attracting Kord’s wrath. You know the truth, though. On the sea you hear Kord the clearest, and in his storms you laugh along with him.
Were you captain of a ship or just a crew member? On what kinds of vessels did you sail: merchant, military, or any boat that left port? Why don’t you sail as often as you once did? Is there some danger in the sea you aren’t facing? Do you seek something on land such as a treasure or special magic item?
Associated Skills: Endurance, Nature
Exposed barrens, shifting dunes, ruins of an ancient era buried in a vast wasteland
Type: Geography
Campaign Setting: General
The Sea of Dust was once a verdant land, destroyed by unchecked magic in a storm of hatred and destruction. The power released in these cataclysmic rituals erased the ruling civilizations, reducing their cities to rubble and their fertile lands to areas of waste. Yet even in the wake of this devastation, life continues—testimony to nature’s resilience. The nomadic peoples of the Sea of Dust band together, seeking to heal the land ravaged by their ancestors.
Having long roamed the Sea of Dust, you have become inured to its challenges. Dragonborn and tieflings are the most likely races to come from this homeland, but humans as well as firesoul and windsoul genasi are found here, too. Barbarians and shamans are the best class choices.
Associated Skills: Endurance, Nature
Associated Languages: Draconic, Primordial
Campaign Setting: General
You managed to locate and then studied at the Hidden Academy, Rumor, the magical university believed by many to not even exist. By tailoring your course of study to take advantage of your best talents, you might have picked up some great techniques for sneaking or thieving, or you might have poured your efforts into being the best spellcaster you can be.
Associated Skills: Arcana, Stealth, Thievery
Associated Languages: Elven
Campaign Setting: General
Prerequisite: Warlock
Long is the list of your transgressions, but your patron represents a chance to wash away the stains of a sordid history. What reviled deeds weigh heavily upon your soul? What made you abandon your path of deviance and seek atonement—if such a thing exists for your actions? Do you embrace the example of your patron, or struggle to live up to its values?
Associated Skills: Endurance, History
Type: Occupation
Campaign Setting: General
You peered through time’s veil to perceive the future and learn the fates of those around you. Were you a fake, or did you have a genuine talent? If the latter, how do your visions manifest? Choosing this background does not let you consistently perceive the future, but it does provide the DM with a tool for starting adventures and as a way to feed you information you might have missed.
Associated Skills: Arcana, Bluff
Type: Occupation
Campaign Setting: General
Prerequisite: Psionic
Strange dreams have regularly troubled your rest, some more peculiar than others. These dreams were clear but chaotic, revealing places and sights you had never seen before. In time, you began to witness your dreams unfolding in reality—predictive visions that you have come to know as true dreams. As you grew older, you began to experience the true dreams at will, allowing you to scout the future.
Now, your talent provides you with insights into the situations that await you, your companions, and the folk that come to you seeking aid and advice. But what you see does not always come to pass, for the future is mutable. How much do you depend on your visions? Do you see the prophesied future as a destination toward which you must walk, or as a warning of a destiny that you can consciously avoid?
Associated Skills: Bluff, Insight
Type: Racial
Campaign Setting: General
Prerequisite: Warforged
When your joints squeak or a connecting fiber tears, you could fix it easily. But why not replace it with something better? You’re lucky to be a warforged. Creatures of flesh can’t make the same upgrades you can. Your body has few original parts left—and good riddance! Does your fascination with modifying your body drive you to create homunculi or other constructs as well? If a new part becomes available, do you try it out though it might be dangerous?
Associated Skills: Arcana, Thievery
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
Mercenary isn’t quite the right word. It sounds too formal, too militaristic. No, you worked for a living, and as ugly as that work got, it put food on the table and coins in your purse. Your life as a hired sword wasn’t easy—and you have the scars to prove it—yet those who crossed you always got the worse end of the bargain.
Why was fighting for money the best way to make a living? Are you still for hire? Did your work earn you a reputation, and is it one you welcome or regret? What kinds of jobs did you take—pushing around merchants, shadowy bodyguard work for a spoiled noble, or something much worse? Were there jobs you wouldn’t take? Does anyone still owe you pay? Did you make any enemies while working for others’ interests?
Sellsword is a good background for fighters and warlords, but as a ranger or rogue your employment might have put you in more secretive roles. Perhaps instead of a soldier you were a scout, or rather than an armed guard you acted as a plainclothes bodyguard.
Consider feats that emphasize your history as someone who lived by the blade. Nimble Blade, Quick Draw, and Toughness might be good choices.
Associated Skills: Heal, Perception
Type: Occupation
Campaign Setting: General
You have served as a sentry on the far-flung borders of some realm or region. You received martial training to equip you with the skills to guard against specific threats. The peaceful existence of the people within the border depended on your vigilance. You might have traveled with a small band of fellow sentries, or you might have remained alone for weeks at a time, relying on signal fires and horns to communicate with other sentries nearby. You were versed in the use of weapons, yet you recognized that mobility and keen senses were your most valuable assets. The chance of meeting your foes in the remote lands you frequented was tiny. However, your ability to identify the signs of an intruder—a broken twig, an upturned leaf, a faint depression—meant that even unseen foes were detected. Did you weather your post stoically, or did the long, lonely days take their toll? Have you seen horrors on the borderlands that have left you taciturn, or do you remain chipper despite the duties you performed?
Associated Skills: Nature, Perception
Type: Racial
Campaign Setting: General
Prerequisite: Kalashtar
The renegade quori were driven from Dal Quor because of their faith in the Path of Light, and their belief that the Darkness That Dreams can be replaced by il-Yannah, the Great Light. This faith continues to drive you to this day. If you are a Duulora avenger, you strike with righteous fury borne from your faith, and if you are a hashalaq cleric or paladin, you use charisma and diplomacy to inspire mortals to turn away from darkness. When it comes to battle, psychic power and the radiant force of il-Yannah combine within you to make you a fearsome foe. How can you reflect both aspects of your culture? Are you a kalashtar ardent who falls upon training as a paladin to ref lect your faith? Or have you recently discovered the need to find and destroy those who oppose the light?
Associated Skills: Arcana, Religion
Associated Languages: Quori
Campaign Setting: General
Your family was poor, and you grew up in the Graves. There you learned to hunt rats, scavenge, and thieve to survive. You also encountered the strangeness that haunts the deeper and newer passages, the undead and mutants that prowl the dark. Proximity to such oddness might have awakened psionic powers in you or you might have become touched yourself, burdened with an unnatural corruption. Then again, you might have clawed your way free from the dark to claim a place in the light.
Associated Skills: Arcana, Dungeoneering
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
The divine power you wield is a tiny fragment of Io’s own power—a mote of divine light that emerged from the dying god, escaped the clutches of both Bahamut and Tiamat as they rose from Io’s corpse and claimed his mantle, and lay dormant until it could finally come to rest—in you. Perhaps it was safeguarded by an angel, awaiting the proper time for it to come to light in a great mortal champion. Or it might have been claimed by a dragonborn invoker who passed it down through countless centuries, until your dying master passed it on to you. Perhaps it has been hidden in your bloodline, passed through generations, and perhaps it remains dormant until you manage to awaken it fully. Whatever the case, you are the custodian of tremendous divine power—power that many others would dearly love to claim.
This is a great background for an invoker who isn’t just a student of the ancient ways, but a literal heir of ancient power. Consider working toward the Avatar of Io epic destiny (see page 32), but every divine power you use throughout your career is a manifestation of Io’s spark in you.
Associated Skills: History, Religion
Type: Racial
Campaign Setting: General
Prerequisite: Shardmind
You believe that each shardmind must seek to acquire as much personal power as possible. Since you are a fragment of the Living Gate, your own power is the force that keeps the Far Realm from destroying the universe; each shardmind, in fact, is a fragment of divine power and carries a responsibility to nurture that power. Most God Shards are unaligned and revere no deity.
Associated Skills: History, Religion
Type: Racial
Campaign Setting: General
Prerequisite: Shardmind
You believe that when a shardmind dies, its animating life force returns to the site of the Living Gate, where it shores up the universe’s defenses against the Far Realm’s intrusion. Thus, you seek to kill as many shardminds as possible, starting with the adherents of other philosophies. As a precautionary measure, you also seek out fragments of the Living Gate that have not yet awakened to sentience, and you destroy them as well, hoping to reduce the number of shardminds that will exist in the future. Most Shard Slayers are evil, and many are devoted to Vecna.
Associated Skills: Arcana, Intimidate
Type: Racial
Campaign Setting: General
Prerequisite: Shardmind
You seek to create a new Living Gate and to imbue it with the psionic power necessary to keep the influence of the Far Realm at bay. The sect is prominent in the planar metropolis of Hestavar. Most members of the Thought Builders are dedicated to Ioun. They tend to be unaligned or good.
Associated Skills: Arcana, Religion
Type: Racial
Campaign Setting: General
Prerequisite: Shifter
Your tribe was forced off its lands at some point during the last century, and you were born and raised in a large human city. You might have been born to a life of crime, or your family might have established itself in a prominent position. How do you feel about urban life? Do you dream of open fields and untamed forests, or are the twisting alleys and crowded markets your true home?
Associated Skills: Acrobatics, Streetwise
Type: Racial
Campaign Setting: General
Prerequisite: Shifter
You were a moonspeaker, a religious leader who traveled among different shifter communities. That background gave you a much broader experience of the world than most shifters enjoy. Do you plan to return to your tribe one day, or is the endless variety of a life of adventure what you seek?
Associated Skills: Heal, Religion
Type: Racial
Campaign Setting: General
Prerequisite: Shifter
You or your family endured a period of persecution, during which shifters were imprisoned or killed because of their perceived ties to lycanthropes. Were you arrested? Did you live in hiding? Has the experience made you ashamed of your origin, or defiantly proud?
Associated Skills: Bluff, Stealth
Campaign Setting: General
Prerequisite: Half-elf or race with fey origin
You have learned how to deal with others from your position of power. You might accomplish that goal either through polite but persuasive discourse or by pulling rank and throwing your weight around.
Associated Skills: Diplomacy, Intimidate
Type: Geography
Campaign Setting: General
You grew up in the ancient Sildaine Forest, maybe in the elven village that stands alongside the Crystalbrook as it runs through the woods. You know all too well of the area's recent troubles. The woodland realm usually provides for all, but recent events—weather, strange creatures, and incursions from the nearby town of Crystalbrook—have disturbed the tranquility of your home. Carric, Lord of the Sildaine, has established edicts to keep nonfey out of the forest and tax those passing through on the roads. But even his youngest daughter, Juliana, is among those reluctant to follow the decrees. You've always known her as determined, curious, and daring. Perhaps she knows something others don't.
How well do you know Lord Carric, his wife Myran, and his children, especially Juliana? What do you do in the Sildaine Forest? What do the other fey of the forest think of you? Why did you answer Count Varis's call? What do you think of the overbold townsfolk of Crystalbrook? Have you or any you care about had trouble with them? Did you act against the town in any way?
Associated Skills: History, Nature
Type: Racial
Campaign Setting: General
Prerequisite: Eladrin
You have mastered the beautiful dance of sisthera and use it to clear your mind and body of all poisons while focusing your inner self to withstand the troubles you face. Who taught you the dance? Do you guard its movements from others or do you teach it to people you meet? Some eladrin experience visions when they perform sisthera. Have you ever experienced such a thing? What happened?
Associated Skills: Acrobatics, Insight
Type: Racial
Campaign Setting: General
Prerequisite: Halfling
You were kept as a slave or indentured servant and forced to do menial labor for those more privileged. You escaped or, through some whimsical turn of fate, were freed, but your experience has left a telling mark on you. You find it difficult to trust and you still harbor a simmering resentment to your oppressors. Does your hatred extend to their entire race—or to all humanoids larger than you?
Associated Skills: Athletics, Endurance
Type: Society
Campaign Setting: General
You are a member of the aristocracy. Does your family have a noble rank? Are you the heir to a title, and if so, how many people stand between you and that title? Under what circumstances did you become an adventurer?
Associated Skills: Diplomacy, Insight
Type: Society
Campaign Setting: General
You grew up without a steady income. Were your family members peasants, servants, or unskilled laborers? Did you and your family have to beg in the streets to stay fed? What was the biggest sacrifice you or your family had to make to survive? How did you come to own your starting possessions?
Associated Skills: Streetwise
Type: Society
Campaign Setting: General
You grew up rich, never wanting for anything. What was the source of this wealth? Was it inherited, or did your family work for its riches? Was it obtained legitimately, or through underhanded methods? What kind of home did you live in? Was there ever a time when you knew what it was like to be hungry or desperate?
Associated Skills: History
Type: Racial
Campaign Setting: General
Prerequisite: Deva
You escaped the eternity as a rakshasa but at a terrible price. You recall with perfect clarity every wicked deed you performed, every cruelty done by your clawed hands. You can’t escape the memories and the other lifetimes are nearly silent now, just faint wisps that surface only to level accusations and recriminations. How do you cope with the guilt? Are you at risk of falling again?
Personal Quests: Enter a rakshasa stronghold and rescue slaves; aid another deva in gaining forgiveness for past atrocities; locate a rakshasa you once associated with and either lead it to redemption or kill it forever.
Associated Skills: History, Intimidate
Type: Racial
Campaign Setting: General
Prerequisite: Half-elf or Half-orc
You are the child of a city-dwelling human and either an elf from a particularly wild tribe or an orc from a relatively civilized one. You inherited a keen awareness of nature and an affinity for the primal spirits from your nonhuman parent, and a fondness for civilization and a reverence for the gods from your human parent. You see no conflict between these two worlds, and you move easily between the rites you use to invoke the spirits’ favor and the prayers you offer in the temples of the gods. You venerate your elf or orc ancestors and seek deeper understandings of your human side’s primal roots. Some people—perhaps even one of your parents— might pressure you to choose one path or the other, but for now, you choose to walk them both.
Associated Skills: Nature, Religion
Type: Racial
Campaign Setting: General
Prerequisite: Goliath
A spirit entered your body while you slept, and now it won’t leave. The spirit makes you see things and sense things you couldn’t detect before. With it in your head, you can achieve far more than you thought possible. Is the spirit an unwelcome guest? Have you tried to exorcise it? Or are you at peace with the essence, believing yourself favored by the spirit world?
Associated Skills: Insight, Nature
Type: Racial
Campaign Setting: General
Prerequisite: Deva
You believe that your race has a dual essence, that upon your death one part of that essence reincarnates in a new body while another joins the great cloud of primal spirits. The spirits of your past incarnations are like your ancestors, and you seek to commune with them above all other primal spirits, striving to assimilate all the wisdom you have acquired in your past lives.
Associated Skills: Arcana, History
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Bahamut
You studied under a famous knight, serving the warrior until you mastered the talents she taught. What kind of person was this knight? What was the most important lesson you learned? Is your mentor still alive? How long was it since you last saw the knight? Did your association end on good terms?
Associated Skills: Athletics, Nature
Campaign Setting: General
Prerequisite: Warlock
You’ve always thought best under the light of the stars. Do you value their placid beauty? Do the constellations hold a deeper meaning for you? How has this detachment influenced your upbringing? Were you considered profound or mad due to your fascination with stars? Maybe you’ve felt something staring back.
Associated Skills: Insight, Perception
Type: Racial
Campaign Setting: General
Prerequisite: Shadar-Kai
The solution to the crushing boredom afflicting your people was acceptance. You studied beneath an enlightened master who taught you to be as the still waters of an undisturbed pond. When you feel the darkness beckon, your mind calms until the dread passes by.
Associated Skills: Endurance, Insight
Type: Racial
Campaign Setting: General
Prerequisite: Shifter
You were born on the ledge of a tower, and you took your first steps on the edge of a roof. The city is your playground, and you love climbing its walls and leaping between its bridges; you feel most alive when you are in motion. Before adventuring, you might have found work as a messenger or courier. Now you use your gifts in battle, outmaneuvering your enemies with your dazzling speed and agility.
Associated Skills: Acrobatics, Athletics
Type: Racial
Campaign Setting: General
Prerequisite: Wilden
All wilden share a spiritual connection to the elemental fury of nature in their aspect of the destroyer. However, your connection to elemental power is stronger than that, letting you shape that power and unleash it as you hunt.
How does your status as a stormchaser affect your relationship with your kin? Are storm-homes common in your native land, making you only one of countless wilden imbued with such power? Or is the power of the storm a rare and legendary thing among your community? Does your power set you on the path to greatness and mark you as one possessed of the full fury of nature? Or do your people view your elemental power as a weakness which dilutes the purity of your Feywild essence?
Associated Skills: Arcana, Endurance
Campaign Setting: General
Prerequisite: Follower of Kord
You were a weakling and a coward, bullied and intimidated by too many people to count. When you could, you avoided conflict with a glib tongue or by hiding. Then one day a thunderbolt struck you out of the blue sky. You awoke in the arms of friends who were awed that you survived. From that brilliant instant when your world turned to fire and pain, you have had your shock of white hair and your cloudy “storm eye.” They serve as daily reminders of your survival despite a lightning bolt that seemingly singled you out. That you escaped death, perhaps death hurled by Kord, gave you courage. At first you lacked the strength to back up your bravery, but you persisted and endured the beatings, learning and becoming stronger until at last none would call you weakling or coward. You know now that if the lightning strike came from Kord, it was not his anger, but his blessing: a test that you passed with flying colors.
Did you make any friends among those who once bullied you? Do any of the friends you had before the lightning strike resent the new you? Do you think the lightning strike was from Kord, or do you suspect a more mortal source? Does your storm eye have any special powers?
Associated Skills: Bluff, Stealth
Campaign Setting: General
You spent ten years studying at the White Spires of Callanar where you learned to perform magic, uncovered arcane lore, and learned of the ancient traditions going back to the dawn of all worlds. You might have chosen to deepen your understanding of the arcane as much as possible, or you might have seen the sensibility of being versatile—refining your social skills for times when charm magic doesn’t help you, or adding to your storehouse of knowledge about the past.
Associated Skills: Arcana, Bluff, History
Associated Languages: Elven
Campaign Setting: General
Either because of unfortunate circumstances or a bad decision, you found yourself learning the craft of arcane magic in Shadowdeep. You discovered much about necromancy and dark magic, to be sure, but you might also have picked up extensive knowledge of the healing arts (all the better to manipulate death) or a detailed familiarity with all things undead.
Associated Skills: Arcana, Heal, Religion
Campaign Setting: General
You spent your youth studying the arts of war and magic at Ironstone Academy. In addition to the arcane instruction that everyone receives, Ironstone offers plenty of ways for students to hone their bodies as well as their minds. You might have spent more time than most on physical training, whether to increase your raw strength or your staying power.
Associated Skills: Arcana, Athletics, Endurance
Associated Languages: Dwarven
Campaign Setting: General
You trained under the swordmaster Ruald in Everwatch and honed your natural talents until you could hold your own in battle. The swordmaster takes on the responsibility of training the guard, but he will take on other students. Were you a member of the guard? Under what circumstance did you end your employment? If you weren’t a member, how did you convince Ruald to train you?
Associated Skills: Diplomacy, History
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
In ancient Arkhosia, a society of bards, wizards, and sorcerers called the Order of the Ninefold Path codified and propagated the arcane teachings of the dragonborn. The sages of this order lived as mendicants, owning nothing but the tomes they could carry and relying on the support and hospitality of the citizenry as they traveled from city to city. They traveled in pairs, one master and one student. As the student’s knowledge grew to equal the master’s, they would seek out new students in the cities they visited, thus passing on the secrets of the order. A few scattered masters of the Ninefold Path remain in the wake of Arkhosia’s fall, but students willing to accept their tutelage are few and far between. You have studied with a master of the order, learning ancient arcane teachings unfamiliar to current-age practitioners of magic. What happened to the master who taught you? Are you looking for a student, or did your master die or disappear before your training was complete, leaving you in search of a new master?
You might use a feat choice, such as Draconic Spellcaster or Curse of Io’s Blood (both from Arcane Power), to reflect your unusual arcane training. Also consider the Ninefold Master paragon path.
Associated Skills: Arcana, History
Type: Racial
Campaign Setting: General
Prerequisite: Genasi, Psionic
A small number of genasi philosophers do not subscribe to well-known psionics origin theories. Instead, they speculate that the essence of thought might have originated in the Elemental Chaos, manifesting in the material world like all other elemental power. By subscribing to this view, do you perceive psionics as a means of establishing closer ties to the surging chaos reflected by the natural world? Or do you embrace it as a kind of primal energy—endless and all-encompassing as it threads through every living thing?
Associated Skills: Arcana, Nature
Type: Occupation
Campaign Setting: General
You used advanced healing techniques to help the sick and dying. Were you a bonesaw, hacking off limbs to save soldiers’ lives, or did you pursue a private line of work, attending to those with the courage and coin to enlist your services? How did your community regard your work? To learn your trade, did you steal corpses? Did you have a sponsor to supply you materials? Why did you leave this trade and abandon science for religion?
Associated Skills: Heal, Nature
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Bahamut
You survived a terrible calamity that forever changed your course. Were you the only survivor? Were you attacked or the victim of some natural disaster? If you were attacked, who attacked you and why? Do you seek revenge or have you made peace with your losses? How will this event shape your future?
Associated Skills: Endurance, Stealth
Type: Society
Campaign Setting: General
Your life was comparatively peaceful before the night of fire and death, when a drow raiding party in search of treasure and slaves boiled out of a hole in the ground and destroyed everything you held dear. Shortly thereafter, agents from the House of Flowers contacted you and took you in as a trainee. Were you overlooked during the drow attack, or did you fight to freedom? Were any of your friends or family captured in the raid? Do you hate the drow, or have put your hatred behind you?
Associated Skills: Arcana, Religion
Associated Languages: Elven
Type: Racial
Campaign Setting: General
Prerequisite: Mul
Fighting and toiling are the only things you know. Luckily for you, something always needs fixing and someone always needs killing. What sorts of masters have you served so far? Is there anyone for whom you won’t work? What kind of mission would it take for you to refuse payment?
Associated Skills: Athletics, Intimidate
Type: Geography
Campaign Setting: General
You are a citizen of Count Varis's city of Sybar, a small but cosmopolitan place where several trade routes converge. The city offers countless challenges and opportunities, and you have availed yourself of several in your chosen career. You have heard of troubles on the frontier near Sybar, and when Count Varis called for aid, you answered. You know the count to be a fair man who loves his city and the region.
Why did you answer the count's call? What did you do before you answered? What district of the city did you grow up in—docks, farm, slum, trade, or noble? Do you hope to gain anything in this quest? How do other Sybarans think of you? Do you have relatives in the town of Crystalbrook or Sildaine Forest?
Associated Skills: History, Streetwise
Campaign Setting: General
Prerequisite: Follower of Kord
They say you were born to serve Kord. Your birth occurred on a battlefield and during the worst storm in memory. Thunder heralded your arrival in the world, and when you took your first breath, the tempest and battle fell eerily silent as the eye of the storm—Kord’s eye—passed over you. Since then you were tutored and trained by warrior-scholars of Kord. For years, every moment of your waking hours was dedicated to preparing you for something: exercises, combat training, tactics and strategy, lessons about all the great conquerors, and the fighting techniques of a dozen nations. Then one day your teachers said you were ready; they had no more to teach you and you must seek to learn more in the wider world.
Do you know for what your teachers were preparing you? Did they? Did your parents agree to give you over to the priests of Kord, or were you taken? What was the battle about when you were born? Do you believe yourself to be as important to Kord as those who taught you?
Associated Skills: History, Religion
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
An unwanted child rarely finds safe haven in the world, and an unwanted tiefling baby fares even worse. Many are left to die in the wilderness, prey to beasts, exposure, or starvation. Few would praise such an act of cruelty, but fewer still would agree to take in an orphan tiefling.
You were lucky—if being left to die can ever be called lucky. A wandering priest found you. Despite the ill omens and your cursed form, the cleric took you in. Despite this softhearted moment, you would not call your benefactor kind—firm, proud, faithful, righteous, but not kind. You learned much under his tutelage and from those with whom he shared his secret student. When you were strong enough to make your own way, he set you out into the world as friendless as he found you.
What kind of a person was your teacher? What omens did he see, and why did he ignore them? Why did your religious training not occur in a more structured setting? Did you learn beliefs or practices different from mainstream worshipers? Why did he keep your existence a secret? Do you want to learn the identities of your parents? Why did they abandon you? Has your hard life made you strong? Are you distant from others or do you seek out companionship?
The avenger class works particularly well with this background, but any divine character could have his or her origin to a trainer in the wilderness. Melora makes perfect sense for your deity, but so might Avandra or Kord. Perhaps those who found you were elves and they taught you worship of Corellon. If non-humans found you, it might help to explain why your upbringing was so strict and secretive.
Associated Skills: Endurance, Nature
Type: Origin
Campaign Setting: General
You fled when you learned the hidden purpose behind Basilisk, the secret society to which you belonged. Basilisk swore to bring down tyranny and place rulership justly in the hands of the people. But their secret leader, an ash nymph known as the Golden Mistress, runs a criminal cartel to bring about the downfall of civilization so that it can be reclaimed by nature. She will not let you escape because she gave you her blessing—her true kiss of trust. You know too much, and now you must be reclaimed or silenced. In cities, she hunts you with assassins and thugs; in nature, she hounds you with wild beasts and fey.
Associated Skills: Nature, Streetwise
Type: Geography
Campaign Setting: General
A roiling, seething realm polluted by chaotic energy, the Breach features lightning gathered in pools, thunder rocking the ground, and liquid fire falling from the heavens. The Breach is a warped and tortured region, assailed by energy spilling forth from the Elemental Chaos. Everything is wrong here: Mountains drift through the skies, ice forms over molten rock, and dark columns formed from shrieking winds swirl in place. Patches of normal terrain form islands here: Bits of forest or ruin remain as the only evidence of what the land was like before the breach. Few people live here, because the land cannot sustain natural life for long, but elemental beasts and humanoids exist here—some are benign, but most are malevolent.
Associated Skills: Arcana, Endurance
Associated Languages: Primordial
Type: Origin
Campaign Setting: General
When a minor demon possessed your true love’s body, you did not have the heart to strike the killing blow. Instead you offered the creature a choice: It could bind itself to your service, or else you would strike your love down and send the demon back to the Abyss.
The creature accepted your offer, but it kept your love’s soul as a hostage, secreting it away in the Abyss.
The foul thing is bound to you now and cannot be abjured. It wishes only to wreak havoc in the world and rise among the ranks of its kind by lending its awful might to your causes. It is an obedient servant and a prison mate. It is a festering growth. It is the jailor of your true love’s soul.
Associated Skills: Arcana, Religion
Type: Origin
Campaign Setting: General
You are dying, but not by normal means. You recently discovered a remarkable ancient ritual that, if performed perfectly, would grant the participants eternal life. You persuaded your five closest friends to swear a pact that you would each use this power to shepherd the world and its people prosperously through all its future ages. But something went terribly wrong.
Soon after the ritual, each of you began to fade gradually from existence, becoming light and ephemeral and occasionally translucent. You felt a strange hunger—a craving for vitality and experience.
In your friends, however, this hunger manifested as a mad, destructive impulse. Now, instead of protecting the world as they swore to do, they seek to bring it down with them. They name themselves Strife, War, Hatred, Doom, and Terror, and they have dubbed you Death.
Will you allow these wraiths to break the world you all sought to save? Or will you submit to your fate and fade away?
Associated Skills: Acrobatics, Athletics
Type: Origin
Campaign Setting: General
In a prophetic vision, the high priest of your people saw you slay the ruler of your land. Your possible future act against the person, who many believe descended from the gods, caused you to be branded a traitor. So you fled your home, narrowly escaping capture and execution. Now mercenaries and bounty hunters stalk you wherever you go with cunning traps and ambushes, each desperate to claim the royal price on your head or to protect the sovereign from harm. Did you love or hate this ruler? Was the priest’s prophecy likely to come true, or were you framed? Will the path you take help to avoid this destiny or cause it to come true?
Associated Skills: Endurance, Intimidate
Campaign Setting: General
Trained to think only of improving your own skills and standing victorious against foes, you have learned to withstand all manner of duress and to swiftly judge the abilities of your opponents.
Associated Skills: Endurance, Insight
Type: Racial
Campaign Setting: General
Prerequisite: Halfling, Psionic
Like many psionics users, especially battleminds and ardents, you have long questioned your place in the world. As so many halflings do, you took to exploring the world in order to find the answers to your questions, embracing new cultures in an effort to define yourself by the standards of your people. Where did your psionics come from? What does your power say about you and your obligations to your people? Even after those questions are answered, will you be able to return to your homeland? Or will the embrace of the wider world prove too hard to shake off?
Associated Skills: Nature, Streetwise
Campaign Setting: General
You are driven by sheer curiosity. The desire to know is all that is needed for you to turn your faith to a dead deity. You are curious about when or how your deity died, but especially, why. Are gods as mortal as other beings? What happens with gods that die? How does it affect their faithful? You joined the faith of a dead deity out of a desire to know. Even as you go about fulfilling your deity’s former goals, you never forget that the only reason you are in the faith is to learn.
You are too curious for your own good. You have to know, even if it would be bad for you. You question the reason behind events and the reasons behind the reasons. You question faith—even your own. Despite that, you follow the edicts of your deity as best as you can, and you do so in the name of ‘research,’ of course.
How did you come to your knowledge? How did you find the dead faith you now follow? Did you have a mentor, or did you have to find out everything by yourself? How do your peers look at your studies? How far would you go to acquire knowledge? Is your interest in your dead deity really purely academic?
Adventurers with this background enjoy seeking out old and forbidden places—temples by preference—hoping to uncover more knowledge. Quests for ancient relics or artifacts, or delves into uncharted territory, also appeal to them. The farther the better, though any quest that requires pouring over old and forbidden texts is worth the trouble.
Associated Skills: History, Religion
Type: Racial
Campaign Setting: General
Prerequisite: Kalashtar
For the kalashtar, emotions are an art form. A thoughtsinger weaves dreams for his or her audience, projecting her creations directly into the mind and heart. Instead of the sound of music, you share memories of joy and sorrow. If you are a thoughtsinger of hashalaq heritage, you might choose to specialize in diplomacy and deception, but if you are a tsucora thoughtsinger, you could prey on the doubts and fears of your foes. As you weave dreams, do you choose to do so with finesse and a light touch, or do you prefer to overwhelm your audience?
Associated Skills: Diplomacy, Insight
Associated Languages: Quori
Booming thunder, cloud-shrouded slopes, mountains so tall they scrape the sky
Type: Geography
Campaign Setting: General
Spine of the world, the Thunderpeaks have long been deemed insurmountable by travelers. No pass threads between the peaks, no road climbs their dizzying heights. Worse, black storm clouds gather overhead, herded by inexplicable wind currents, to lash the peaks with lightning and constant rain. The Thunderpeaks offer a glimpse into the raw and often violent nature of primal power. Intrepid souls who scale their heights soon taste its potency.
Goliaths make the best Thunderpeaks characters, although dwarves and dragonborn can also emerge from this homeland. Barbarians are an obvious choice for character class, but wardens serve as well.
Associated Skills: Athletics, Dungeoneering
Associated Languages: Dwarven, Giant
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
At some point in your past, you did something truly evil. You escaped punishment, but if you were ever to be identified as the perpetrator of that deed, you could still be put to death for it. Are you adventuring to forget the horror of your deed and stay away from those who still hunt you, or to try to atone for the wrong you committed? Whatever your crime, it was a clear demonstration of the evil of which you are capable because of the infernal taint in your soul. Will you transcend that evil, or will it ultimately claim you?
Associated Skills: Arcana, Dungeoneering
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
You are plagued by nightmarish visions that haunt your sleep. In your dreams, you have vivid glimpses of the Nine Hells and the torments they offer, as well as of the splendor of Asmodeus’s palace and the luxurious lives of his most favored servants. What message do you take from these visions? What connection, if any, do you feel to the Nine Hells and their denizens? Does some infernal patron want something from you, or is some divine force reminding you of the punishment you risk if you stray from the path of righteousness?
Associated Skills: Bluff, Religion
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
You grew up in a conclave of other tieflings, part of a large merchant family, surrounded by wealth if not prestige. It was a sheltered life, and you’re unaccustomed to either hardship or prejudice. Why did you leave the comforts of your home to become an adventurer?
Associated Skills: Streetwise
Type: Occupation
Campaign Setting: General
You survived by plundering tombs and graves, disturbing the dead to steal their treasures. Did you work alone or were you part of a group? From your experiences, are you now squeamish around corpses or dismissive? What about rats and other vermin? Did you ever encounter undead? How do you feel about your past now?
Associated Skills: Stealth, Thievery
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Ioun
You were a respected field agent of the Collectors, following the trail of lost knowledge, identifying likely ruins for later excavation, and wresting knowledge from those who would hoard or misuse it. Then you uncovered information that rocked the foundations of your beliefs in the Collectors and their mission. Unable to reconcile the information you found with your experiences as a chronicler, you resigned from the order to search for the truth. What did you find out about the Collectors? Do you reveal this information to those you meet, or do you hold it tight and secret against the dictates of Ioun? Does anyone else know what you do, and if so, what has happened to them?
Associated Skills: Insight, Streetwise
Associated Languages: Abyssal
Type: Racial
Campaign Setting: General
Prerequisite: Shifter
An animal spirit watches over you and instructs you through the omens it leaves for you to find. How did you realize this spirit was connected to you? Did you undertake a rite of passage? Many spirits visit in dreams. Does yours? What form does it take? Think about the spirit’s personality and what objectives it urges you to pursue.
Associated Skills: Insight, Nature
Type: Divine
Campaign Setting: General
You have encountered dangerous immortals for as long as you can remember, and a guardian angel taught you much of what you know about your god. What was the angel who watched over you like? Is the angel alive or dead? Why did the angel take an interest? What other immortals might interfere with your life?
Associated Skills: Arcana, Perception
Type: Legacy of Acererak
Campaign Setting: General
You might have served a necromancer in your youth, perhaps as an apprentice or possibly as guard or servant. Proximity to your master’s corruption left a mark on you. Did your experience alter how you see undead? Is necromancy a path you might seek or is it an abomination to be fought and destroyed? How does the mark manifest on you? Are you pale? Do you suffer from a disfiguring condition, or are you unhinged?
Possible Minor Quests: You might have born witness to appalling acts of wickedness, and if so, you might seek redemption, fighting the darkness to atone for your past. You might also seek out the necromancer or undead master you served to prevent his works from plunging the world into death.
Associated Skills: Intimidate, Stealth, Religion
Benefit: You gain a +1 bonus to saving throws against ongoing effects and conditions with the necrotic keyword.
Campaign Setting: General
You learned magic at the Obsidian Tower. To supplement your main course of study, you chose one of three paths: Either delving into the tower’s libraries of lore at every opportunity gave you a strong sense of how to learn from the past, or you specifically researched the undead to better combat them, or you decided to rely almost exclusively on your considerable spellcasting ability.
Associated Skills: Arcana, History, Religion
Type: Occupation
Campaign Setting: General
Prerequisite: Bard
A reluctant traveler, you became imprisoned or lost in the Feywild against your will. While there, you had your first brush with arcane magic and the odd fey creatures that inhabit the realm. Did you wander into the Feywild by mistake and lose your way home? Were you captured and placed in bondage by fomorians or other cruel fey? How did you escape from the Feywild? Do you want to go back and clean up some loose ends, or do you want to avoid the plane for good?
Associated Skills: Arcana, Endurance
Associated Languages: Elven
Campaign Setting: General
Fascinated by antiquity and the magical arts, you’ve long dreamed of finding and collecting ancient enchanted items. Do you plan to create magic items yourself one day, or do you merely want to find and wield the power of items created by long-dead civilizations? Do you already possess an item you think has untapped magical potential? Were you intrigued by stories you’ve heard about famous relics? Are you just in it for the money?
Associated Skills: Arcana, History
Campaign Setting: General
Prerequisite: Follower of Melora
Your parents swear you could climb trees before you learned how to walk. You spent your childhood high in the branches, and for as long as you can remember, the trees whispered to you whenever the breeze moved through their leaves. Sometimes they would warn you of looming danger—a poisonous snake or a mountain cat. At other times, they shared secrets with you, such as who met secretly beneath the poplar the previous night.
Associated Quests: Find and renew a long-forgotten or defiled sacred grove; create a book of trees with names, descriptions, leaves, and pressed flowers of each of the sacred trees, including oak, ash, hawthorn, elm, apple, hazel, alder, elder, yew, holly, and willow.
Associated Skills: Athletics, Streetwise
Campaign Setting: General
Prerequisite: Human or half-elf
Your blood pulses with the spirit of the Feywild, driving you toward action and excitement. You might be able to push your hale and hearty body to extremes, or you have knowledge about the ancient fey realm that many have forgotten.
Associated Skills: Endurance, History
Campaign Setting: General
Prerequisite: Human or half-elf
Your blood pulses with the spirit of the Feywild, driving you toward action and excitement. You might be able to push your hale and hearty body to extremes, or you have knowledge about the ancient fey realm that many have forgotten.
Associated Skills: Endurance, History
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
You learned the ancient interrogation techniques used by the Turathi Inquisitors in a time now nearly forgotten. Having studied these methods, you can tease out information from the most unwilling subjects, breaking them with subtle threats and light applications of pain that build until they finally snap. Do these techniques sicken you or do you delight in the power they offer? Where did you come by this learning? Were you on the receiving end?
Associated Skills: Bluff, Intimidate
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
Your clan was enslaved by the tiefling rulers of Bael Turath, among the earliest casualties of that empire’s clash with Arkhosia. They endured heinous treatment, horrible punishments, and perhaps even magical experimentation at the hands of their warlock masters. You might bear the scars of this ancient oppression—perhaps an unusually small stature, maybe a ready obedience and docile temperament, or possibly an inclination toward the sinister magic of your clan’s former masters. You might seek to win glory to prove yourself better than your slave ancestors, or you might not seek glory at all.
Associated Skills: Arcana, Streetwise
Campaign Setting: General
You focus your studies on whatever demonic, diabolical, or aberrant creature you believe imbued you with psionic power. When the natural world falls, you plan to ride the tide of blood alongside your master.
Associated Skills: Arcana, Dungeoneering, Religion
Campaign Setting: General
You are a twin, yet yours was not a normal birth; you were brought into the world beneath an alignment of stars not seen since before the Spellplague. The first born arrived in the world bright, laughing, and smiling only moments after birth. The second twin came later—an unexpected arrival after birthing was thought finished. This twin looked coldly upon the world with dark eyes and silence. Since then, you and your twin have been opposites, each one a different side of the same coin.
Is one twin good and the other evil? How were you and your twin treated differently as you grew up? Were you brought up together or separated? Can the twins be judged by appearances or is the truth that the first born hides the darkness that the second born shows? Which twin were you? Do both your parents still live? Was your strange birth prophesied or an accident of coincidence? Do you know where your twin is now?
Associated Skills: Bluff, Insight
Type: Racial
Campaign Setting: General
Prerequisite: Drow
You never saw the lightless depths beneath the earth as a place of death and unmoving stone. To your eyes, it teemed with life— not just the life of fungi and crawling things, but the whispers of the Deep Winds and other primal spirits. Even the terrible spider symbol of Lolth you saw as an echo of the Fate Weaver, a being of far greater wisdom than the dread and demented Spider Queen. Your beliefs and strange behavior earned you exile from your home city, but you didn’t mind much—you always felt more at home in the wild caverns anyway.
Associated Skills: Dungeoneering, Nature
Twisting corridors, subterranean gardens, fearsome horrors that have never seen daylight
Type: Geography
Campaign Setting: General
The Underdark crawls with vile abominations that shun the rays of the sun. Populated by creatures such as drow and mind flayers, the place is known for its violent and cruel denizens. Still, not all areas are overrun by such sinister inhabitants. Certain places, far from the frequently traveled corridors, are filled with eddies and swirls of primal power, spawning new life out of the ruins of old. Such places are called the Underwild, and in them fungus forests, sweeps of phosphorescent mold, and slime pools gather primal energy for use by those who have the courage to seize it. Those who discover the Underwild also find abundant food, water, and other resources to help them survive the otherwise desolate Underdark.
Originating from the Underdark, you have seen its wonders and its wickedness. Drow is the best racial choice for this homeland, and the dark elves make interesting barbarians and druids. Of course, any race that has strong ties to the Underdark can work as well.
Associated Skills: Dungeoneering, Perception
Associated Languages: Deep Speech, Elven
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
You have turned your back on the so-called noble history of the tiefling race. Rather than reveling in the sordid glories of the past, you instead seek to start a new dynasty of grandeur and fame. You know that your efforts will be rewarded in time, and one day your descendants will hold your name in high esteem.
What caused you to reject the nobility of Bael Turath? Do you know which noble house (or houses) you’re actually descended from, and did this knowledge sway your decision to found a new house? What do your relatives think about your decision? Which of your extended family might be angry enough to interfere with your plans?
Associated Skills: History, Insight
Type: Racial
Campaign Setting: General
Prerequisite: Human
You lived with the Unhomed for many years. You might have been born there, never setting foot on dry land before becoming an adventurer, or you could have used the community as a safe harbor for a time. As Unhomed, you learned the essential trades necessary for survival, and from this training you learned to anticipate the weather, repair ships, become an excellent swimmer, and serve as a cunning negotiator. Why did you leave Foamgather? Were you left behind by accident when the fleet broke apart? Or were you exiled for some accused crime? Were you innocent? If so, why were you blamed?
Associated Skills: Athletics, Bluff, Perception
Associated Languages: Any one except Abyssal or Supernal
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
You didn’t ask for this. You were perfectly happy with your life in the city. Well, maybe not happy exactly; you survived as a crook, a scam artist. One day, a scheme for putting silver in your pocket hit a snag, and you felt it prudent to leave town for a while.
That’s when the spirit spoke to you.
While resting near a natural spring in the forest, you heard its voice in your heart and mind. It had chosen you, it said. The forest needed a champion, and it was your destiny to help. You tried many times to worm out of this obligation, but each time your mind returned to the beauty of the glade and the warmth of the voice. You wonder, if you’d chosen a different path through the woods, would the spirit have chosen the next traveler as its champion.
How connected are you to your former life? How long ago did you leave it behind? How does being caught between two worlds affect you? Do you still regret the spirit’s selection of you as its champion? How does this reluctance manifest itself in your attitude toward the spirits? What was the spirit who taught you primal magic? What danger brought you to the forest’s defense, and how does it still threaten the world?
You can also represent your internal conflict between the civilized and primal world with a mix of skill choices (Nature and Streetwise make good opposing skills). Consider using multiclass feats or even hybrid character rules to build a character torn between the primal spirits and another path.
Associated Skills: Bluff, Streetwise
Campaign Setting: General
Your continued contact with the Unseelie might have taught you much about their magic, or else your need to operate in secrecy has engendered in you a respect for silence and subtlety.
Associated Skills: Arcana, Stealth
Type: Racial
Campaign Setting: General
Prerequisite: Gnome
You grew up in a large town or city that had large buildings and many people. You’re at home in the bustle of town life, and dodging through crowds is second nature. Perhaps you dress in bright and flashy clothing to stand out among the throngs (and to avoid falling underfoot). Or do you cultivate a quieter existence, where you stay out of sight and out of mind so that you can be left to your own devices in the packed streets? Did you ever long for the hidden forest home you never knew, nestled deep among the roots of massive trees? Or do you feel somehow guilty for not being terribly interested in the traditional home of fey creatures? Do gnomes from the forests find you an oddity when they meet you?
Associated Skills: Diplomacy, Streetwise
Type: Racial
Campaign Setting: General
Prerequisite: Shifter
The city is alive. You barter with the spirits of stone and steel, speaking with the ancient foundations of the city and the dominant force that drives it. Is it a fortress driven by war? A market with a dozen spirits of commerce all clamoring for attention? Is the heart of the city the great academy? You know, because you hear its voice. You barter with the spirits for the good of your people, and you use these same skills to keep peace between packs. You learned the ways of the wild from your ancestors, but in the city you feel most at home. If you are a shaman, consider how your spirit companions reflect your urban bond; a protector spirit could be the embodiment of strong city walls, and your stalker spirit is a glittering assemblage of steel blades.
Associated Skills: Diplomacy, Streetwise
Benefit: While in an urban environment, you can substitute Streetwise for Nature when using a ritual that requires a Nature check.
Type: Racial
Campaign Setting: General
Prerequisite: Revenant
In the final moments before you died, you witnessed a terrible act—an experience so profound that death could not claim you. Who wronged you and why? Were you murdered? Was a loved one harmed to get at you? How will you achieve the vengeance you desire? What will happen once you get it?
Associated Skills: Endurance, Intimidate
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
After the fall of Bael Turath, some tieflings retained power, ruling over isolated baronies and duchies throughout the remains of the empire. Your family ruled one such fiefdom; in truth little more than a sturdy tower and surrounding village, but a mark of pride nonetheless.
When you returned home after a long diplomatic mission, you found the tower cast to rubble and everyone dead. Only scattered tracks and the arrows left in the bodies of the fallen gave any clue to the horrors that had occurred. Your royal escort fled to a neighboring kingdom to beg for shelter, but you couldn’t let the trail go cold for fear that the murderers responsible might go unpunished.
What do you remember of your royal history? Do you seek to reclaim your ruined kingdom? Who destroyed all that you knew? How will you mete out vengeance when you find these villains? Or does something prevent you from gaining your revenge?
Any martial class can work with this background. Decide whether you learned this class’s talents before or after your kingdom fell; rogue and warlord fit well with a royal background, while fighter or ranger might make the most sense for a loner hell-bent on revenge. Consider mixing contrasting character elements that represent both your royal life and your new, harder existence, such as the Jack of All Trades and Lethal Hunter feats.
Associated Skills: Endurance, Nature, Perception
Type: Divine
Campaign Setting: General
You fought hard for a divine cause but later turned away from that life. Why did you take up arms for your god? Is the war over, or are people still fighting it? Have you left that life behind, or do the feelings that brought you to battle for your religion still seethe within you?
Associated Skills: Athletics, Intimidate
Type: Racial
Campaign Setting: General
Prerequisite: Goliath
You know what it takes to defeat an opponent and make no apologies for the lifestyle you have chosen. Borne of blood and sweat, you have endured what has sundered so many others. Were you conscripted into the gladiator corps as a means of bolstering existing forces? Were you destined to follow in the footsteps of a great family patron?
Associated Skills: Athletics, Endurance
Type: Racial
Campaign Setting: General
Prerequisite: Goliath, Half-Orc, or Minotaur, Psionic
Not all goliaths, half-orcs, and minotaurs are intolerant of psionics users, but nearly all their primitive communities are. For months or years after developing your abilities, you struggled to hide them. Were you discovered and driven from your people like a common brigand? Or did your instinct and intuition inspire you to leave before your secret could be revealed?
Associated Skills: Bluff, Stealth
Campaign Setting: General
Long, glorious hours of study have turned you into a veritable font of dark lore. Knowledge is, after all, the most formidable and remorseless of weapons.
Associated Skills: Arcana, History
Type: Racial
Campaign Setting: General
Prerequisite: Deva, Psionic
Accustomed to thinking in terms of souls and past lives, many devas subscribe to the “collective sentience” theory of psionics origin. Some devas additionally theorize that psionics draws not only on the minds of living beings, but on the thoughts of all sentient creatures that have ever lived. You believe that your psionic abilities are derived, in part, from the thoughts, dreams, and ambitions of your prior incarnations and angelic ancestors. But do you feel obligated to honor your forebears’ convictions? Or is their constant presence in your mind an endless burden that prevents you from making your own way in the world?
Associated Skills: Diplomacy, History
Type: Racial
Campaign Setting: General
Prerequisite: Human
You were chosen to become a priest, a mystic and spokesperson in Pelor’s clergy. Why were you selected? Were your parents well-placed or were you born under an omen? Did you complete your training? How does this training influence you now?
Associated Skills: History, Religion
Type: Occupation
Campaign Setting: General
Prerequisite: Psionic
As you walk the road ahead, you leave your past behind you where it belongs. When you came of age, you pulled up stakes and left everyone and everything you knew. Is fate drawing you toward a particular location or individual, or is the unconscious pull you feel compelling you to fulfill some inscrutable purpose? Are you traveling to escape something, perhaps to overcome a loss, a conflict, or a humiliation? Whatever your reason, you do not or cannot put down roots. Before you run the risk of settling into any particular place, you pick up and move on again.
Associated Skills: Nature, Perception
Type: Occupation
Campaign Setting: General
Prerequisite: Sorcerer
You have improved your fighting skills with techniques from far off lands. Did you learn from expatriates from those lands, or did you travel there yourself? Has this worldly experience imbued you with a controlled demeanor, scoffing at the posturing of novice brawlers? Do you favor quests that take you to the far corners of the world, or is there some place to which you dread returning? You have learned the ways of the world, and you’re ready to take to the road at a moment’s notice.
Associated Skills: History, Nature
Associated Languages: Any one, except for Infernal and Supernal
Type: Racial
Campaign Setting: General
Prerequisite: Half-Elf
You champion a god, a belief, or some other cause, and you allow it to eclipse all other considerations. You drift from town to town, preaching your views to any who listen. Those who stop are moved by your words and might leave behind their lives to follow in your steps. What, then, is your cause? How did you come by it? Why do you champion it still?
Associated Skills: Diplomacy, Endurance
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Erathis
Orphaned or abandoned at a young age, you spent your childhood in the care of a magistrate or some other public official. You might have been used as a living and breathing symbol of legislative compassion—whether real or phony. Do those memories still sting? Although your guardian treated you kindly enough, he or she was frequently preoccupied by matters of state. Did you feel neglected during his or her absence, or did you find it freeing? Did your guardian’s world of political machinations appeal to you, or did you find it rigid and boring?
You might adventure in your guardian’s name, fighting to keep the peace for a nation you grew to love. Conversely, you might adventure as a way of shaking off the monotonous memories of a stale childhood. Does your guardian approve of the life you lead? Is he or she aware of it?
Associated Skills: Insight, Streetwise
Type: Divine
Campaign Setting: General
You grew up in a temple. You ran barefoot there and played games in the shadow of statues. Why were you left at the temple as an orphan or a ward? Are your parents still alive? Who took care of you, and is that person still alive? Where was the temple? Was more than one deity worshiped there? Did you have any rivals among the worshipers or the clergy?
Associated Skills: Heal, Religion
Type: Racial
Campaign Setting: General
Prerequisite: Human
No one knows the swamp’s dangers better than you do, because it was your task to bring news to the neighboring communities and to gather information to bring back to the elders. Your travels revealed much about the swamp’s secrets, helping you find secret paths none knew about. Why did you leave your village? Did you become lost? Was your village destroyed while you were away? Are you, perhaps, an envoy to the larger world?
Associated Skills: Endurance, Nature
Type: Racial
Campaign Setting: General
Prerequisite: Eladrin
The Winter Lands are short on resources and those living in them must range beyond their borders to gather the supplies they need to survive. Called the white riders for their gleaming armor and the winter wolves they ride, the riders have a ferocity that fey peoples across the lands fear. You were a raider and innocent blood stains your hands. Why were you chosen to become a white rider? Whom did you raid? What experiences haunt you? If none, why did you leave the white riders?
Associated Skills: Intimidate, Nature
Type: Occupation
Campaign Setting: General
Ordinary hunters stalk deer and other game quietly, and they prefer to strike from a distance with javelin, sling, or bow. But you are no ordinary hunter. You seek the nastiest dire tiger or bulette in the area and beat it to death with your club to tenderize the meat. You might be protecting your people by driving off dangerous predators, or you might kill these monsters just to prove your strength. As a wild hunter, you are truly happy only in areas populated by dangerous prey such as mastodons and behemoths.
Associated Skills: Athletics, Nature
Type: Racial
Campaign Setting: General
Prerequisite: Wilden
The more you manifest Aspect of the Ancients, the more ancient secrets of the world ago whisper to you. Ancient sites, old gods, and primeval events seem more familiar. Heroes and villains of yore dance in your visions, and you might find that quests which long ago went unfulfilled seem once again important to you. You could learn of a place long left unprotected that requires a new defender, and that steward might be you. The myth of your own race’s creation (“The Seedling Myth”) plays through your dreams, and you wonder if it holds truth. It doesn’t matter; the myth resonates with your heartwood.
Associated Skills: History, Nature
Type: Racial
Campaign Setting: General
Prerequisite: Wilden
You were born in a place of defilement, where the corruption issuing from the Far Realm tainted the natural order. You might have been born to wilden parents, or simply emerged from the dying plant life at the edges of the spreading taint. Perhaps you hope to return there and purge that place of its corruption when your power is great enough. Or perhaps there is no hope for it, and you can strive only to prevent such catastrophes from occurring elsewhere.
Associated Skills: Arcana, Nature
Type: Racial
Campaign Setting: General
Prerequisite: Wilden
The destroyer is nature’s fury incarnate—the destruction embodied by hurricanes, tornadoes, and lightning strikes. You see yourself as just such a force of nature, prowling across the world and visiting your fury and rightful wrath on those who deserve it and perhaps even sometimes on those who do not. No one can say which way it might go because you are like a living, breathing natural disaster.
Associated Skills: Intimidate, Stealth
Type: Racial
Campaign Setting: General
Prerequisite: Wilden
See the eladrin and gnome backgrounds of the same name. You were born in the world and have never visited the Feywild.
Associated Skills: Endurance, Nature
Type: Racial
Campaign Setting: General
Prerequisite: Wilden
Something seems to know of you—and to want you dead. Destruction has followed you for your entire life, and the fact that you are alive seems like proof that you are being preserved for some greater purpose. Are aberrant monsters drawn to try to destroy you? Is there a widespread cult devoted to a mighty Far Realm overlord that seeks to kill you? Or is there simply a curse on you that brings death and destruction to everyone and everything you love?
Associated Skills: Bluff, Stealth
Type: Racial
Campaign Setting: General
Prerequisite: Wilden
You seek out specific threats to the natural order, and when you find them, you eliminate them. Finding the threat can be a long and arduous hunt, but you enjoy the chase and savor spending long periods of time tailing your chosen prey. Though any creature can choose to give up its place within nature’s hierarchy and become your quarry, aberrations are immediately and always on your list of creatures to hunt down and kill.
Associated Skills: Dungeoneering, Stealth
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
The wilderness is your home, far from any city or village. You might have been a fugitive from a dragonbonded clan, eking out your livelihood from the remote forest, swamp, or desert near your clan’s holdings. Or perhaps you were an orphan, stranded in the wilderness as a youth when your parent met a terrible end. Or the parent who raised you might have been an exile, a fugitive, or simply an ornery loner who preferred solitude to the company of others. Whatever the reason, you have lived for years by your own wits and resourcefulness, without having to rely on anyone else.
What has changed to bring you closer to civilization and into a party of adventurers? Did a new population of monsters make your wilderness home suddenly inhospitable? Or perhaps a new frontier settlement was established near your territory, bringing you unwillingly into contact with this outpost of civilization. Maybe you were captured by hobgoblin slavers and only just won your freedom. How will you adapt to your new circumstances? Will you be able to trust your new allies enough to rely on them? Can you handle the burden of having others relying on you?
Associated Skills: Endurance, Nature
Campaign Setting: General
It is your responsibility as a member of the Winterguard to track down and apprehend outlaws, using both your arcane magic and your well-honed blade. What led you to join the Winterguard? Are you a descendant of one of the original eladrin members or a recruit from another race? What are you feelings toward the fallen kingdom of Cendriane? Are you hunting down anyone in particular? If so, who are they, and what did they do to merit your attention?
Personal Quests: Apprehend a wanted fugitive; escort a hostile captive through the wilderness to the Winterguard’s prison; thwart a conspiracy to free a powerful prisoner from the prison.
Associated Skills: Perception, Streetwise
Associated Languages: Elven
Type: Racial
Campaign Setting: General
Prerequisite: Eladrin
The Pale Prince looms large in the Winter Lands, and while not the true sovereign of the Winter Court, his power grows. Many fear he will claim the entire court and all the winter fey as his own. Those who come into his service are called the wintertouched, because they are his thralls. For a time, you served the Lord of the Longest Night, but you somehow threw off his bonds. What drew you into his service? What missions did you undertake? Why did you quit? Did a single event lead to this decision? If so, what was it?
Associated Skills: Arcana, Stealth
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Corellon
You were a witch, a hedge mage, or village wise person. Did you have genuine magical skill or was your knowledge invested in herbal healing? Were you welcome in your community or did they treat you as an outsider?
Associated Quests: Save a village from mystical marauders; identify and befriend angry primal spirits; destroy a temple of Lolth.
Associated Skills: Arcana, Heal, Nature
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Bahamut
You witnessed a terrible evil, an act so profane you feel as though you will never be clean again. What was this act? What were the circumstances? Did you participate? Did it befall a loved one or friend?
Associated Skills: Insight, Perception
Campaign Setting: General
Your nomadic life has taken you on countless strange trails. You are familiar with regions of the world, the Feywild, and the Shadowfell. What path was usual for your clan? Which regions did you spend the most time in? Do you have favorable connections in some of these places? Enemies? What secrets do you know that might lead to adventure?
Associated Skills: Arcana, Nature
Emerald shadows, tall trees, a profusion of sun-dappled sylvan splendor
Type: Geography
Campaign Setting: General
Blanketing a secluded valley, steeped in ancient magic, is the Wrathwood. This brooding forest has never felt the bite of an axe or the flame’s hungry touch, for the woodland defends itself. One does not live in the Wrathwood without the permission of the trees; even the animals and insects sheltering beneath the boughs show deep reverence for their homeland. The Wrathwood does not welcome sentient beings, but those who show deference to and respect for the trees are tolerated and might even be allowed to make their homes in the cool shadows cast by towering redwoods.
You have a special connection to the Wrathwood and carry the lessons of your homeland with you as you venture into the world. Elves, eladrin, gnomes, and other races with strong connections to nature hail from this homeland. Any primal class can originate in the Wrathwood, though druids are the most common.
Associated Skills: Perception, Stealth
Associated Languages: Elven
Campaign Setting: General
Dark forces in the Shadowfell wronged you in some way. You survived the experience, but you are left with bitter hatred for your persecutors. Who was wronged and in what way? How did you survive? Do you get back at the people that wronged you or are they still out there?
Associated Skills: Endurance, Intimidate
Aberrant Slayer
Type: Racial
Campaign Setting: General
Prerequisite: Elan Heritage feat
Madness grows in the shadows, spawning new horrors to assail the world and corrupt it, twist it, and remake it into unspeakable forms. You are wholly consumed with destroying the menace of the Far Realm, though only you know what path brought you to the Awakening. Did you lose your people or loved ones to the aberrant menace? Or is your obsession merely intellectual, built on the knowledge that you must sacrifice yourself to stop this growing doom?
Associated Skills: Dungeoneering, Perception
Accidental Initiate
Type: Origin
Campaign Setting: General
Prerequisite: Follower of Avandra
You had a happy childhood that involved a lot of running and playing, and your parents were overjoyed that you were strong and healthy. When you came of age, you set out to explore the world with wanderlust in your veins. Over time, you fell in love with the freedom you experienced while on the road. But you never gave much thought to worshiping Avandra. One fateful day, you happened upon a cleric espousing the virtues of Avandra, and you realized you were a follower without knowing it.
Associated Quests: Establish five new roadside shrines to Avandra in distant locations and stock their hidden caches; blaze a trail into unexplored territory on another plane of existence; work with followers of Ioun and the Raven Queen to establish a new temple to all three deities of fate.
Associated Skills: Insight, Perception
Accursed Lineage
Type: Legacy of Acererak
Campaign Setting: General
Whispers about your family’s lineage haunted your childhood. Claims of being cursed, doomed, or otherwise touched by evil made your early years difficult. These troubles sourced from tales about your family’s history because it is believed you are a descendant of the infamous Acererak.
Possible Minor Quests: You might seek to clear your family’s name, uncover the truth about your family’s past, or follow in the steps of your dark ancestor.
Associated Skills: History, Intimidate, Religion
Benefit: You gain a +2 bonus to Diplomacy and Intimidate checks when interacting with undead creatures.
Adventurer’s Scion
Type: Legacy of Acererak
Campaign Setting: General
One or both of your parents were adventurers and you grew up listening to stories about their achievements, the monsters they defeated, and the fantastic places they explored. Although each tale was more harrowing than the last, they always came out victorious in the end, with one exception: the Tomb of Horrors. They never speak of it, except to say it was an evil place—dark like no other. The only survivors, they left many friends in that accursed dungeon and warned you against following in their steps.
Possible Minor Quests: You might seek out the fabled Tomb of Horrors to succeed where your parent or parents failed. You could search the dungeons or what lies beyond to rescue their lost comrades.
Associated Skills: Arcana, History, Religion
Benefit: Whenever you make a monster knowledge check, you can reroll the check, but you must use the second result even if it’s worse than the first.
Ancestral Speaker
Type: Racial
Campaign Setting: General
Prerequisite: Thri-kreen race
You have a strong tie to the Ancestral Khanate. You might have a particularly good memory and recall events that you did not witness. Occasionally, the ancestors could speak through you, imparting cryptic truths. It’s likely you have a magical power, whether arcane, divine, primal, or psionic. You are expected to be an exemplar and a teacher among your people, to honor and share your gifts. How do you take this duty? Why did you set out from your pack into the wider world? Did you anger the khan or another dominant pack mate? Have the ancestors given you a greater purpose? Can you share this goal with others or is it a secret you keep?
Associated Skills: History, Nature
Ancient
Type: Racial
Campaign Setting: General
Prerequisite: Revenant
When you awoke as a revenant, you discovered centuries had passed. Everyone you knew, loved, and hated is now gone. Why did the Raven Queen call you from death? Do you have special knowledge? How do you see the world now? How do you look at the years you lost?
Associated Skills: Endurance, History
Arcane Agent
Type: Society
Campaign Setting: General
You are a member of a secret arcane society. The public believes that your secret society is composed of thieves and assassins, and it has been outlawed. Your society believes that your particular tradition of magic is unduly prosecuted in the area where you reside. Whether this belief is correct or not, you are an avid supporter of your society, and you look forward to the rare times when you receive secret communiques from other members of your society. Sometimes these messages take the form of magical sendings; others are inked on parchments that are magically treated to flash into ash upon being read. Most are of the “keep the faith” variety, though a few instruct you to undertake minor quests for the society. So far, none of these missions have taxed you or put you in a precarious moral situation.
Associated Skills: Stealth, Streetwise
Arcane Mercenary
Type: Society
Campaign Setting: General
You work for pay. You’ll take coin if that’s all your patron has to offer, but you prefer to be paid in magic. Magic items, magical lore, magical secrets—you value these more than gold.
More than any other form of payment, you want an artifact. Gaining an artifact is your goal. You might even have a specific artifact in mind.
You recognize that artifacts, as magical quasientities with temperaments and goals all their own, cannot be bought and sold by gold. That knowledge only stokes your burning desire to possess one.
Associated Skills: Diplomacy, History
Arcane Pariah
Campaign Setting: General
Prerequisite: Warlock
You were a student to the finest wizard mentor. Yet, you grew bored with the old mage’s sermonizing. Impatiently, you sought shortcuts to power by making your pact. Breaking this arcane taboo, you were banished by your teacher. Do you revel in the powers and scoff at the dangers of your pact? Have you realized the mistake you’ve made and sought to reconcile with your old mentor?
Associated Skills: Diplomacy, Streetwise
Arcane Refugee
Type: Society
Campaign Setting: General
A great conflagration of magic enveloped your home when you were a child. Your family fled, and your parents became bitter, angry people who denounced spells and those who worked them.
Your family never explained to you the nature of the magical disaster that destroyed your home (and perhaps even the city or region where you lived as a child). This event stirred a great curiosity in you because of a strange red scar you have on the back of your hand—a remnant of your flight from the disaster. Some nights, the scar glimmers with its own light.
You began secretly exploring arcane magic. Your study was enhanced when you found an old locked chest in your surviving parents’ chamber. It was filled with dusty, old books describing arcane fields of study. Before long, you were working basic spells on your own—but then your parents found out. You were banished and commanded never to return.
You wander now, looking for ways to increase your arcane knowledge and trying to discover more about the magical disaster that overshadows your life.
Associated Skills: Arcana, History
Arcane Sentinel
Type: Society
Campaign Setting: General
A great secret has been entrusted to you, and you are that secret’s sentinel. Your secret might be your guardianship of a tome containing dire and wondrous prophecies, the location of a magical shrine or planar gate, or your identity as the heir of some arcane tradition hunted to extinction except for the last few who cling to their allegiance to the order.
You are not completely alone. A few others share your burden. Sometimes you note the secret sign of your sentinel affiliation scribed in magical runes on the side of a building, written on a dungeon wall, or whispered in a dream. Until the next gathering of your fellow sentinels, reading these secret signposts is the safest way to maintain contact with your fellows without betraying your secret trust.
Associated Skills: Arcana
Arcane Tracker
Type: Society
Campaign Setting: General
You are on the trail of a wondrous thing. It might be a manifestation that appears only under a full moon or an eclipse, a spellwarped beast whose rampages lash into the world from another plane, a lich assassin who killed your master and stole relics meant for you, or a demon child who rides an albino serpent through the dreams of its hapless victims. You pledged yourself to this hunt, knowing full well that the nature of your quarry could lead you far across the world and perhaps even beyond it. You know that when you finally catch what you are chasing, a great trove of arcane knowledge will be yours for the taking.
Associated Skills: Dungeoneering, Nature
Arkhosian Totem Rager
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
The totem ragers of ancient Arkhosia were an elite warrior order that practiced primal traditions to become more ferocious in battle. The order was shattered before the fall of Arkhosia, after being infiltrated and corrupted by infernal spies loyal to Bael Turath. The imperial priests of Erathis declared the totem ragers to be in league with devils and the empire’s enemies, and the order was officially disbanded and outlawed. It survived only in small groups that continued to meet in secret.
In this form, the totem ragers survived the fall of the empire, and you are one of its few, scattered heirs. This tradition has long outlasted the imperial authority that declared it outlaw, so there is little need for secrecy—but the scattered members of your order have practiced secrecy for so long that it is a well-ingrained habit. What’s more, your primal connections are still greeted with suspicion by the clergy of the Imperial Arkhosian temples, though they lack any legal recourse to prosecute you.
Most Arkhosian totem rager characters are barbarians. You might choose to focus on daily rage attack powers that evoke draconic spirits, from rage drake’s frenzy at 1st level to blue dragon rage at 25th. If you can’t find an appropriate rage power at a given level, consider renaming and reflavoring an existing power, so frost wolf rage at 5th level might become white dragon rage in your hands. You might also choose this background element as a warden, applying some of the same cosmetic changes to your daily guardian form powers.
Associated Skills: History, Streetwise
Artist
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Corellon
You were a painter, a sculptor, a poet, a writer, or some other form of artist. What was your medium? Did you study under a master? Who was he or she? Were you well known in your trade? Have you come across any of your works?
Associated Quests: Retrieve an artifact of Corellon or a great work of eladrin art stolen by the drow and hidden in the Underdark; rediscover the fragments of eons-old epic poems and assemble them into a definitive retelling of the battle between Corellon and Gruumsh; locate and rededicate a shrine of Corellon that was destroyed during the Dawn War.
Associated Skills: Diplomacy, History
Aspirant of the Watcher
Campaign Setting: General
You were intrigued by Erak Cobb for a while, during which time you participated in the rites and ceremonies, communed with spirits and, in the end, had your eyes opened to a different world. You might have gone on to further your studies, becoming a druid or maybe even a shaman. Or, you might have abandoned that path to pursue some other destiny. What was your story?
Associated Skills: Arcana, Nature
Astronomer
Type: Occupation
Campaign Setting: General
Prerequisite: Psionic
Occultists claim that the stars in the night sky are windows into the Outside, and that to look upon them is to invite madness and physical corruption. Indeed, tales tell of mad warlocks who traffic with alien entities, securing power from the stars themselves. As your mind has opened to new possibilities, you search the heavens for answers regarding your internal wellspring of psionic energy. You examine celestial movements for clues about the world’s fate, and to perhaps catch a glimpse of the terrors that lurk between the twinkling lights.
Associated Skills: Arcana, History
Athlete
Type: Occupation
Campaign Setting: General
You spent years earning your living as a competitive athlete. You might throw hammers, spears, or discs, or you could be a sprinter, a swimmer, a gymnast, or an equestrian. You have participated in athletic competitions, both in small settlements and in major cities. In your youth, you participated in athletic challenges for your own enjoyment or fitness, and you found you had a knack for them. Now, you are in top physical condition, and your athletic training has aided you in your martial prowess. Wherever you go, people recognize your name for the great acts of strength or dexterity you perform. Locals challenge you to arm wrestling, throwing, and running, just for a chance to compete against you. Perhaps now you seek to earn renown as a hero, gaining a new kind of glory, or maybe adventuring is just an excuse to continue training and improving your prowess.
Associated Skills: Acrobatics, Athletics
Awakened
Type: Birth
Campaign Setting: General
Prerequisite: Psionic
Your birth was unremarkable. You were healthy and seemingly normal. Your parents or caretakers quickly noticed, however, that something was amiss. Your newborn eyes gleamed with awareness, the first sign that you possessed the intellect of a full-grown adult. You learned to speak within hours, and you started walking as soon as your muscles could support your weight. You proved to be a prodigy in nearly every discipline.
Your awakened mind gave you advantages over your peers, but your incredible intelligence proved disconcerting to youngsters and adults alike. Did you try to fit in, or did you abandon your peers’ petty concerns and embrace your destiny? How have your childhood experiences influenced your interactions with others? What advantages did you gain from your early development? What events from that time still haunt you?
Associated Skills: Bluff, Intimidate
Back Alley Bravo
Type: Occupation
Campaign Setting: General
Prerequisite: Sorcerer
You have long settled scores at knifepoint. Did you work for a thieves’ guild as an enforcer, or did you fight to repel those same thugs from your neighborhood? How did you come across your fighting skills? Were you taught by an aging master, or did you learn it the hard way? How do you view these activities now? Do you have a grudge against criminals and take on quests to put bandits down? Or is there bad blood between you and your former associates? You have learned to remain unseen when pursued and to stand your ground when you have nowhere to turn.
Associated Skills: Intimidate, Stealth
Baernor Scion
Campaign Setting: General
Prerequisite: Human
You are a member of Everwatch’s noble family. You might be next in line to take the throne, or you could be a distant relation with few prospects. How do you get on with your family? With King Festrick? Are you a beloved member or a black sheep? How did the larger family respond when you chose to leave Everwatch and become an adventurer?
Associated Skills: Diplomacy, History
Banished from the Order
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Ioun
You were an excavator, trained by the Collectors to find a way into dangerous vaults and trapped tombs, recover precious artifacts, and escape. Unfortunately, one of your missions triggered a terrible curse, and the curator of your chapter cast you out, unwilling to risk the curse falling upon the rest of the order. What is the nature of your curse? Do you seek a cure, or are you resigned to live with the consequences? What artifact cursed you? Do you have it still, or is it in the hands of the Collectors? Perhaps you were part of a team prior to your current adventuring party. Were they also cursed, and if so, what happened to them?
Associated Skills: Acrobatics, Thievery
Associated Languages: Supernal
Barovian Escapee
Campaign Setting: General
Most of the time, you lived a pleasant life in Barovia. Simple rules guided your existence: Obey the burgomaster. Do not consort with the Vistani. Do not go out after sunset. And always do as Count Strahd von Zarovich commands.
Several times each year, some village residents receive invitations written in the count’s hand and bearing his seal pressed into crimson wax. Those who return tell of lavish banquets and parties that last through the night. Some do not return, though. They are afterward said to be “living with the count,” and they are never seen outside the castle again.
Or so you thought—until the night you saw your sweetheart for the last time.
You awoke to the sound of your name being called from the yard outside. Your love, who had answered an invitation from Strahd some time ago, and whom you had secretly grieved as lost to you ever since, stood beneath your window, pale in the moonlight. Her faint words warned you that your name was now on the guest list and that you must not come to the castle—in fact, you had to leave Barovia that night.
Of course you wavered, but nonetheless, fighting against everything you had been taught, you went out into the night and followed the one you loved most in the world down the road toward the gateway into the forest. She stood aside and implored you to pass through the gate. When you did so and turned back to look, no one stood behind you, but in the distance a pack of wolves crept out of the woods onto the road. You fled for your life into the forest.
You spent weeks wandering the mountains. Eventually you found a road, which led you to a new land. You’re still not certain you did the right thing in leaving your homeland, even though life is better in many ways beyond Barovia’s borders.
And . . . more than guilt haunts you. Recently you have heard stories of a black coach being pulled by exquisite black stallions. It appears from time to time, traveling the roads with no one driving it, and no passenger is glimpsed beyond its swaying velvet curtains. Its last reported location is always somewhere behind you, leading you to wonder if it is drawing closer.
It is, you fear, the same black coach that carries the count’s guests to his castle.
Associated Skills: Perception, Stealth
Barrister
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Bahamut
You worked within the legal system to uphold the law. Did you champion the innocent or punish wrongdoers? Was the legal system just or riddled with corruption? Did you ever defend someone who was guilty or prosecute the innocent? Did you leave your occupation with confidence in the laws you upheld or in disgust?
Associated Skills: Diplomacy, Intimidate
Battlefield Wonderworker
Type: Occupation
Campaign Setting: General
Prerequisite: Eladrin, artificer
Even at an early age, your aptitude for arcane magic differed from that of your peers. Instead of pouring over dusty tomes or practicing with your blade, you tinkered with constructs of your own design or experimented with alchemical reagents. After completing your studies, you joined the military to seek excitement and test your skills. However, you quickly became disillusioned with a military dominated by haughty wizards and swordmages, and you left to pursue a career as an adventurer.
Were you jealous of the advantages typically reserved for your wizard and swordmage peers? Did you wish to emulate them or did you defiantly pursue your own interests? How did your attitude affect your studies and subsequent career? What finally prompted you to leave the military? Did you leave of your own accord or in disgrace?
Associated Skills: Arcana, Athletics
Beggar
Type: Society
Campaign Setting: General
You have spent time on the streets collecting coin from pedestrians. Successful beggars evoke compassion from onlookers, so you have become skillful at feigning signs of disfigurement and deprivation. Your experience as a beggar has taught you to read people. You can tell whether a stranger is kindhearted or suspicious. You have learned to judge the weight of a person’s purse by the way he or she walks, and you can detect the approach of a member of the watch long before the tip of the guard’s halberd comes into view. In cities where thieves and beggars form guilds, you have supplemented your income by serving as a lookout on street corners where you can loiter without drawing suspicion. Your time as a beggar has given you both skills and an unquenchable thirst for wealth and status. Now you search for a way to achieve these goals.
Associated Skills: Bluff, Insight
Bereaved
Type: Psychology
Campaign Setting: General
You lost someone close to you and his or her death haunts you still. Who was this person and how did they fit into your life? Aside from this person’s absence, how did his or her death shape your identity? Do you hope to find the lost one’s soul through service to the Raven Queen? Do you hope to revive the person or is it too late? Did unusual circumstances surround this death?
Associated Skills: Insight, Religion
Berserker
Type: Racial
Campaign Setting: General
Prerequisite: Human
Wild and fearless, you threw yourself into every battle, hoping to earn a place at Kord’s side after a valiant death. What brought on this battle frenzy? Was it primal in origin or madness? Why did you leave Wolfstone?
Associated Skills: Athletics, Intimidate
Berserker - Follower of Kord
Campaign Setting: General
Prerequisite: Follower of Kord
You can’t help it. When anger overtakes you, a crimson haze fills your vision, and the rage you hold tightly within you breaks free of your control. Your people call you a berserker, and among them you are both honored and feared. When you go berserk and spittle flecks your mouth, you know nothing of fear—you feel at least twice as strong and every sense seems heightened. Worship of Kord seemed as natural as a sailor praying to Melora.
How did you first learn you are a berserker? Do you see it as a blessing or a curse? What are your people like? Does your family have a berserker tradition, or are you an anomaly? Is your faith in Kord in gratitude for this gift, or do you hope to endure and overcome it?
Associated Skills: Intimidate, Perception
Besmirched Birthright
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
Bestial
Type: Racial
Campaign Setting: General
Prerequisite: Foulborn Heritage feat
You exhibit animalistic features or characteristics. You could have a tail, gleaming eyes, or goat legs. Your bestial trait might be merely cosmetic, or it might give you an advantage such as excellent balance or increased mobility.
Associated Skills: Acrobatics, Athletics
Birth - Among Another Race
Type: Birth
Campaign Setting: General
You were born among a race other than your own. Did you grow up among mountain fortress, or in a halfling caravan? Did your family live among that race when you were born, or did some other circumstance bring you there? the trees of an elven forest, deep in a dwarven
Associated Skills: A skill the other race gains a bonus to
Birth - Blessed
Type: Birth
Campaign Setting: General
You received a great blessing from a complete stranger when you were born. What type of person blessed you? Was he or she associated with a particular religion? If so, are you a member of that faith? Did you stay in contact with this person, or do you distrust the motives behind the blessing? How does the blessing affect you?
Associated Skills: Insight, Religion
Birth - Cursed
Type: Birth
Campaign Setting: General
You received a dire curse from a complete stranger when you were born. What type of person cursed you, and why? Did you ever see the stranger again? Were you shunned because of the curse? Do you carry an obvious mark of it? How does the curse affect you?
Associated Skills: Bluff, Religion
Birth - Omen
Type: Birth
Campaign Setting: General
Your birth was marked by an unusual occurrence—perhaps a great storm, an eclipse, or the start or end of a battle. What was the omen? How was it interpreted? Were others born under the same omen, and if so, do you have any special relationships with them?
Associated Skills: Arcana, History
Birth - On Another Plane
Type: Birth
Campaign Setting: General
You were not born in the world, but rather on another plane, such as the Feywild. What circumstances brought your ancestors to that plane? Were they natives of that plane, taken there against their will, or just visitors? When did you leave that plane, and what did you have to accomplish to escape it? Do you miss your birth plane, or do you dread returning to it?
Associated Skills: Arcana
Birth - Prophecy
Type: Birth
Campaign Setting: General
Your birth was foretold in a prophecy. What does the prophecy say about you and about your future? Who, if anyone, believes the prophecy? Are you trying to fulfill the prophecy or to thwart it? The details of the prophecy might suggest further adventures to the DM.
Associated Skills: History, Religion
Blademaster
Type: Society
Campaign Setting: General
A consummate duelist, you crossed blades with the best you could find and lived to tell of it. That is, until you met Liria Valthorin. Disarmed and with her sword at your throat, she offered you training at her school, the House of Flowers, instead of death. Did you duel for money, fame, or some other reason? Are you a young hotshot, still building your reputation, or is this a new chapter in a long career? Do you consider Liria a teacher, friend, or rival?
Associated Skills: Acrobatics, Insight
Associated Languages: Elven
Blazestone
Rivers of fire, molten rock, toxic plumes venting from broken earth
Type: Geography
Campaign Setting: General
Rugged peaks and belching volcanoes characterize Blazestone. In this forlorn region, toxic clouds rain ash across a barren landscape. Black glass crunches underfoot, while singed trees clack and clatter whenever the infrequent breeze blows hot air across the wastes. In spite of the hostile environment, a life can be lived here, though it is a tough and unforgiving one by any standard. The people of Blazestone make the most of scarce resources as they scratch out an existence among the broken terrain spilling down from the fiery peaks.
If you are a native of Blazestone, you are accustomed to hardships and danger, and you rely on toughness to carry you through your adventures. Genasi are common here, and goliaths, dwarves, and humans also call these forlorn lands home. Barbarians and wardens make the best Blazestone adventurers.
Associated Skills: Athletics, Endurance
Associated Languages: Giant, Primordial
Bleakmire
Creeping vines, insect clouds, endless brooding wetlands where death is never far away
Type: Geography
Campaign Setting: General
Mist-shrouded wetlands, the Bleakmire is an ominous moor, where tall grasses conceal brackish waters and where gnarled trees struggle for the light just visible through the perpetual haze. Plague, vermin, and poisonous creatures teem in the Bleakmire, making it a dangerous place to explore. Patient crocodiles, disease-carrying insects, blood-sipping bats, stalking predators, and poisonous reptiles conspire to make intruders pay for their trespass.
You grew up in the sodden expanse of the Bleakmire, avoiding the many perils that lie in wait for the unwary. Humans subsist in the Bleakmire in the greatest numbers, but elves, half-orcs, and halflings live here, too. If kobolds are available as a player character race, you might consider that as your racial choice. Bleakmire characters are often insular and protective, traits exhibited by many wardens, but any primal class works well for this homeland.
Associated Skills: Endurance, Stealth
Associated Languages: Draconic
Blessed of Zargon
Campaign Setting: General
You were born to die. You have the sign of Zargon upon your brow—a birthmark that represents his horn—and your flesh is his food. You were raised in the mad, masked society of the Lost City, your life degenerated into a haze of animal frenzy and ignorant zealotry. When the time came for you to at last meet your dark god, you felt fear and doubt for the first time. That fear gave you strength—strength enough to disobey and run.
Your flight to the surface is a poorly remembered nightmare. Your head at last cleared when you removed the mask from your pale face and raised your awestruck eyes to the sun for the first time. You wandered in a trackless wasteland for days before a band of desert nomads found you, and they were kind. They took you to a distant city and introduced you to a world you could never have imagined.
Yet in dreams you still see the golden-masked priests and the blood-red eye of the god that marked you as his own. In your head you hear Zargon’s terrible voice, and in your heart you feel the bestial urges of the Lost City’s perpetual carnival. To your knowledge, no sacrifice has ever escaped Zargon’s maw. Surely the Cynidiceans will come for you. Surely you must some day return to the Lost City.
Zargon has marked you as his own.
Associated Skills: Dungeoneering, Endurance
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Bloodblade Soldier
Type: Racial
Prerequisite: Half-orc
The best thing that ever happened to your tribe was when your orc forefathers were slaughtered in a bloody but one-sided civil war. With them gone, the half-orcs of your tribe were freed from orc tyranny, and your people were able to prove themselves superior warriors. Even more impressive, your tribe has gained the reputation of skilled and reliable mercenaries.
Are you still a member of your mercenary tribe, searching for more opportunities to gain coin and prove your fighting prowess in the wider world, or did you decide to leave the mercenary life to take on new and different challenges? How would your tribal kin treat you if they saw you again? Did taking orders finally become too much, or are you still comfortable in a regimental unit?
Associated Skills: Athletics, Endurance
Bloodtangle
Towering trees, savage carnivores, torrential rains mingling with debilitating swelter
Type: Geography
Campaign Setting: General
Far to the south sprawls the Bloodtangle, a fecund expanse of rain forest sheltering an impassable landscape teeming with life. The trees grow tall and close together, their hundred-foot-high canopy blocking sunlight from the dank forest floor. Streams wind among the trunks, while bogs, quicksand, and flash floods take travelers by surprise. With hosts of poisonous wildlife, silent predators, and vicious natives, the Bloodtangle is no place for the unprepared. The people of the Bloodtangle are known for their use of venoms extracted from stinging insects, toxic amphibians, and venomous snakes.
You are at home in the unforgiving Bloodtangle. Human and elf are good racial choices for this homeland, but goblins, bugbears, hobgoblins, and kobolds are also appropriate if those are used as player races in your game. Barbarians and druids are excellent class choices, and you might consider multiclassing into ranger to reflect your superior hunting techniques.
Associated Skills: Heal, Nature
Associated Languages: Draconic, Goblin
Borderland Nobility
Type: Society
Campaign Setting: General
Your father or mother is a ruler of an obscure fiefdom along the frontier. The territory is small and out of the way. Nevertheless, your parents are nobility, and that status awards them and their family privileges. As the youngest of many children, you might have no chance of inheriting the realm, but your heritage has afforded you other opportunities, such as attending the best schools, receiving the best martial training, and meeting people of renown. You’ll never inherit your family’s estate, yet you can travel the world and do as you please, carousing, adventuring, and being a layabout. With the military talents your upbringing has provided you, you can succeed in whatever endeavors you undertake.
Associated Skills: Diplomacy, History
Born of Avandra's Presence
Type: Origin
Campaign Setting: General
Prerequisite: Follower of Avandra
Avandra was present at your birth, though none knew that she was there. Hidden behind one of her many disguises, she was present for the moment your life began, and she touched you with a divine spark. Her touch imbues you with knowledge that you don’t truly understand, but this knowledge can guide you in your endeavors.
Associated Quests: Compose and perform an entertaining, inspiring epic poem about your exploits or those of another respected follower of Avandra; destroy a temple of Tiamat, Torog, or Zehir; bring freedom to people whose liberty has been stripped away by a tyrant or slave master.
Associated Skills: History, Religion
Bozak Draconian
Type: Racial
Prerequisite: Dragonborn
From the moment of your birth, you were a match for virtually any human soldier. Your natural aptitude for both magic and combat and your gift for command make you a force to be reckoned with.
Associated Skills: Arcana, Diplomacy, Intimidate
Brains
Type: Occupation
Campaign Setting: General
In any elaborate criminal enterprise, there’s someone behind it who comes up with the plans, gathers the intelligence, and organizes the job. As planners, these individuals are often intelligent, observant, and well-connected, but not all do this work because they want to get rich (though some do). What was your motive? Wealth, revenge, the mere challenge?
Associated Skills: Bluff, Streetwise
Brawny Gnome
Type: Racial
Campaign Setting: General
Prerequisite: Gnome
You’ve always been stronger than your fellow gnomes, and because of that you didn’t fit in fully with the other youths. As your friends studied the magical arts and illusions, you were more content to hunt, do physical labor, or drill with the militia. Do you prefer being straightforward and forceful over crafty and quiet? Maybe you seek to prove yourself to members of the larger races, challenging them to arm wrestling and other feats of strength or endurance. Or you might be content to let opponents underestimate you, then surprise them later with unexpected bursts of power.
Associated Skills: Athletics, Endurance
Bringers of Spring
Type: Racial
Campaign Setting: General
Prerequisite: Eladrin
The Pale Prince, the Lord of the Longest Night, is chief among those enemies arrayed against the winterkin. An exploitative power, consumed by evil, this archfey tests the winterkin by sending agents forth to infiltrate the border fortresses and turn the winterkin toward his purpose. To combat the Pale Prince’s growing threat, many warriors join a loose coalition named the Bringers of Spring, and they make it their life’s work to strike against the archfey’s forces, root out their infiltrators, and oppose the archfey at all fronts. You were a Bringer of Spring and fought against the archfey’s forces. How did this service end? Were you a lone survivor or did you break from the society for another reason? How do you see these warriors now?
Associated Skills: Arcana, History
Broken Lands
Great canyons and towering earth spires, spectacularly striated rock, dry and thirsty soil
Type: Geography
Campaign Setting: General
The Broken Lands are an arid region marked by dramatic natural features: ravines, rock spires, and steep slopes with colorfully patterned striations. Vegetation is sparse, and rainfall is infrequent but intense. Drakes and lions hunt a variety of prey through the canyons. The cliffs, loose soil, and patches of slick clay make traversing the Broken Lands difficult, so travelers are rare and roads are unknown. The people of the Broken Lands, mostly dwarves and orcs, war with each other for what few resources the dry land has to offer.
You were born in the Broken Lands and grew up accustomed to hardship. The ways of the world beyond your homeland are strange to you, and you’re marked by a strong competitive streak. Barbarians are the most common primal characters from the Broken Lands, but druids and shamans are also good options.
Associated Skills: Endurance, Intimidate
Associated Languages: Dwarven, Giant
Burglar
Type: Occupation
Campaign Setting: General
You specialize in breaking and entering. No lock’s going to stop you; no security can catch you. Why did you become a burglar? What treasures did you steal? Did you leave behind any calling cards? Did you ever find a safe too tough to crack? What was inside?
Associated Skills: Athletics, Thievery
Buried Alive (Dark)
Campaign Setting: General
Prerequisite: Warlock
You were trapped in a cave—the victim of an unfortunate accident or malice. Pinned beneath rubble, you wasted away in the darkness for what seemed like days. A mysterious entity offered you salvation for a price. What promises did you make to the obscene forms in the shadows to secure your freedom?
Associated Skills: Dungeoneering, Endurance
Calamity
Type: Birth
Campaign Setting: General
Prerequisite: Psionic
Your birth was a momentous event. The ground groaned. The dark sky split open, lashing the landscape with violet lightning and horrid storms. Water turned to blood. Animals sickened and died. The world trembled in fear of what your birth promised. Under such inauspicious circumstances, the folk around you were scared of you from the start. Even if these signs signaled some other dire event, your birth in such a time surely marked you as a herald of impending doom.
You grew up swathed in the calamitous day’s shadow. How did you come to terms with the dark destiny that lay ahead? Did you consult soothsayers for clues? If so, what did they say? Did you reject superstition, vowing to live your own life regardless of omens? When you discovered your psionic potential, did you see it as a confirmation of what people thought? Or was it an opportunity to prove everyone wrong?
Associated Skills: Arcana, Insight
Callidyrr Dragoon
Campaign Setting: General
Prerequisite: Human or halfling
A dragoon’s rigorous daily training is a marvel of physical discipline. These learned defenders of the realm are equally ardent in mastering the art of nonviolent conflict resolution.
Associated Skills: Athletics, Diplomacy, Insight
Camp Follower
Type: Society
Campaign Setting: General
You grew up in the wake of an army on the march, surviving on its scraps. Perhaps your parents were members of the army who later died, or maybe you were in a settlement destroyed by the force. Regardless, you decided the only way to survive and learn to defend yourself was to follow the army. You slept when possible, and when you found yourself in inhospitable conditions, you made do with what you could steal. Your existence sometimes depended on keeping out of sight. You probably jumped from army to army—when one force crushed another, you would ride on the heels of the victors. Did you grow up and eventually join the ranks, or did this formative experience leave you unwilling to be in the company of any band of warriors larger than your own adventuring party?
Associated Skills: Endurance, Stealth
Captive
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Bahamut
You spent many years in a dragon’s captivity. Was the dragon noble and virtuous or cruel and tyrannical? How did your time with the dragon shape your views about the world? How did you learn about Bahamut during your captivity? How did you survive? How did your captivity end? Did you escape or did the dragon release you?
Associated Skills: Insight, Stealth
Associated Languages: Draconic
Carnival Performer
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
You grew up in a circus called Nightrule’s Carnival Cavalcade. Its eerie chime-and-calliope music drifted miles ahead of the approaching caravan, promising sinister secrets and devilish delights that drew folk from miles around. Enchanted beasts, gifted performers, wild entertainments, and amusing games spilled out across open fields or city squares. The Carnival Cavalcade bewitched visitors with its frights and pleasures. Nightrule, the uncannily charismatic tiefling leader of the circus, took you in and made you one of his star performers. Your wild life in the circus brought you many joys and taught you a great deal about the world, but even the most happy dream can become a nightmare.
How old were you when you joined the circus? Did you join it willingly, or did it somehow claim you? Strong man, knife thrower, juggler, acrobat, jester, freak—which were you? Did you perform in more than one role, perhaps adopting a new costume for each? Do you still display some remnant of your past, or do you conceal your time under Nightrule’s sway? What sinister secrets did Nightrule’s Carnival Cavalcade conceal from the public? Why did you leave? Did you leave anyone you care for behind?
Give some thought to your role in the circus and take feats and other character elements that reinforce that role. An acrobat might take Long Jumper and Sure Climber. As an escape artist, you might be trained in Acrobatics and Thievery and take the Escape Artist feat. A knife thrower might have Far Throw and Quick Draw.
Associated Skills: Acrobatics, Athletics
Cerulean Adepts
Campaign Setting: General
You have received your training with an eye toward understanding the importance of the foretold champion. You vigilantly listen for rumors of the champion’s appearance and watch for Far Realm incursions.
Associated Skills: Arcana, Streetwise
Associated Languages: Deep Speech
Chameleon
Type: Racial
Campaign Setting: General
Prerequisite: Foulborn Heritage feat
Your skin alters its coloring to blend in with your surroundings. Although clothing diminishes this effect somewhat, you still have a knack for escaping notice.
Associated Skills: Stealth
Champion of Bahamut
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
Whatever your class, you are a servant of Bahamut and seek to emulate him in all your actions. You strive to be a living incarnation of his will in the world, an extension of his mighty claws. His principles of honor and justice, vigilance against evil, and protecting the weak guide every decision you make and inform your every action. Some might call you naive, blind to the harsh realities of life in this dark age, and perhaps you are—but that doesn’t make you wrong.
Most champions of Bahamut are paladins or clerics, espousing a particular ideal of Bahamut as a warrior deity. You might gird yourself in shining platinum-colored armor—or perhaps your scales are naturally that color, a sign of your god’s favor and calling. You might choose cold damage for your dragon breath and feats such as Frost Breath and Freezing Breath to emulate the Platinum Dragon’s frosty breath.
Associated Skills: Diplomacy, Intimidate
Changeling Imposter
Type: Racial
Campaign Setting: General
Prerequisite: Changeling
You drift from place to place, borrowing identities to help you disappear into the communities to which you travel. Although you can assume any appearance you choose, you find yourself drawn to another’s identity so much that you replace the individual. What draws you to impersonation? What tricks have you developed to deflect suspicion? How long do you borrow this identity and are you responsible or reckless with the life you steal?
Associated Skills: Bluff, Streetwise
Channeled Fury
Type: Racial
Campaign Setting: General
Prerequisite: Half-Orc
Anger burns in your heart but you are its master, having conquered it long ago. With this focus, you can call upon its strength to see you through any hardship and help you overcome any obstacle. What is the source of this rage? How did you master it? Were you taught or did enough tragedy strike that you finally found a way to overcome it?
Associated Skills: Endurance, Intimidate
Chaos Bound
Type: Racial
Campaign Setting: General
Prerequisite: Genasi
You are untamed, passionate, and wild, as if you held the whole of the Elemental Chaos in your form. You are a force for destruction and you foment discord and upheaval wherever you go. Are you willful, doing as you please, consequences be damned? Or do you struggle against the impulses raging inside you?
Associated Skills: Arcana, Endurance
Child of Fate
Campaign Setting: General
You were born with a birthmark associated with a member of the Gloaming Court: a moon, a heart, or even the stylized loom shape of the Witch of Fate. Whatever form the mark takes, you were called at birth as a traveler on the Gloaming Path, whether you like it or not.
Associated Skills: Nature, Insight
Child of the Wildlands
Type: Racial
Campaign Setting: General
Prerequisite: Human
Many human children are born to a far-flung homestead in a wilderness claimed and somewhat tamed by their parents or extended family. As a child, you did not know the safety of walls, but only the semblance of civilization your family brought to a stretch of wilderness. Maybe that homestead still exists as a bastion of light that survives or thrives in the dark wild lands. Maybe your home was swallowed up by the savagery around it. Whatever the case, you have an understanding of the dangers of the wilderness and how to survive them that will never leave you.
Associated Skills: Endurance, Nature
Chimera Tribe Champion
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
In the dark age after the falls of Bael Turath and Arkhosia, tieflings spread throughout the ruined settlements of the post-apocalyptic chaos. Many tieflings survived by clinging to the guttering lights of civilization, but others plunged with their human cousins into the darkness of a world gone savage. Wild tribes of humanity carved out places for themselves in the untamed wilderness and lost all contact with their civilized history.
Your people, the proud nomads of the Chimera tribe, come from such stock. They see your strange physical features as gifts from your tribe’s totem beast. Your horns are those of the ram. Your tail and resistance to fire come from its dragon soul. Finally, your bloodlust is born of the lion’s heart.
How did you learn the truth of your tiefling heritage? How did it change your self-image? Do you still hold the chimera as your totem? How were you treated in your tribe? Did you belong to a bloodline of leadership? Did you leave your tribe or were you forced away? Do you seek to return to them or do they seek you?
This is a great background for a tiefling of any primal class. As a barbarian you might ascribe your strength and rage to the chimera. As a druid, you could use wild shape to assume ram or lion form. If you play a shaman, your spirit companion might look like a small chimera. A tiefling seeker might desire a flying chimera mount from which to rain down attacks. And as a warden you should of course aspire to attain the 29th-level power, form of the chimera.
Associated Skills: Athletics, Endurance
Chosen of the Spirit Drake
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
From the moment you emerged from your egg, it’s been clear that you were chosen to be the mouthpiece of a primal drake spirit. It might be a furious spirit that has fueled a powerful inner rage in you for your whole life, or a loyal guard drake spirit that chose you to protect your family or clan. Or it could be something more akin to a fang titan drake, a beast of tremendous power that wants you for some great purpose that you’re not yet aware of or prepared for.
What manifestation of the spirit drake at your birth made the spirit’s choice clear to those around you? Perhaps it sent a living drake to brood your egg. Maybe you erupted with fury as you hatched, hurling the fragments of your shell around the room. How were you raised in accordance with the drake spirit’s wishes? Were you segregated from other children as a mark of your special calling? Did you grow up in the wilderness with the drake that hatched your egg? Or did your parent simply watch you carefully but otherwise allow you to lead a normal childhood?
This is a particularly appropriate background for a dragonborn shaman—your spirit companion can be the spirit drake who chose you. However, it works equally well for any other primal class, with a less direct relationship to that drake spirit.
Associated Skills: Insight, Religion
Circus Performer
Type: Occupation
Campaign Setting: General
You were born into the circus and grew up among acrobats, performers, magicians, and animals. In your formative years, you showed a knack for feats of strength or dexterity, so you began learning from the performers. Living among the members of the circus made you tolerant of people who had alternative lifestyles. Although you never received a formal education, you learned many useful skills from the motley members of the circus. Your upbringing has left you with wanderlust, and it is this feeling that has driven you to explore a life as an adventurer.
Associated Skills: Acrobatics, Thievery
Citizen of Kiris Dahn
Campaign Setting: General
You were born in the waning town of Kiris Dahn and spent your early years there. The citizens abandoned the already dilapidated town eight years ago, but you remember how it once was. Was your family wealthy or poor? Did you know about the town’s magical defenses? Have you seen the town since it was overrun and renamed Gorizbadd?
Associated Skills: Dungeoneering, Streetwise
Civic Reformer
Type: Society
Campaign Setting: General
You study Nerathi lore, learning from the past to better the future. Perhaps you’re inspired by great works of Nerathi literature or art, finding universal truths in their ancient expression. Maybe you marvel at the ruins of ancient Nerathi baths, forums, or roads, feeling that your homeland deserves the comforts enjoyed by your ancestors. Or maybe you’re a student of the great philosopher Tallas, whose ethics guided the society which once ruled the world. Regardless of what you study, you’re driven to bring this knowledge back to civilization. Be cautious though—the world’s kings and nobles won’t willingly surrender their authority. Thankfully, you are not alone in this search. Many cities shelter likeminded individuals who long to see their homes rise to the heights set by Nerath. Whether they are hidden societies or mobs in search of a leader, working with these groups may help you change the world.
Personal Quests: Explore Nerathi ruins for ancient lore; assist a troubled realm with your accumulated knowledge; govern justly using the ethics of Nerath.
Associated Skills: History, Streetwise
Civilization's Herald
Type: Racial
Campaign Setting: General
Prerequisite: Human
You are an idealist—a person who believes that civilization and the rule of law, while not flawless, creates the best existence for all people. Maybe that rule of law comes under a strong central authority, such as a tyrant or dictator. Maybe it is more benign and inclusive. Whatever the case, civilization is a far better thing than the darkness and savagery that rules most of the world. And that sad state does not solve itself. It needs brave people to bring the light of civilization into the dark of wilderness, and to help the good people trapped in that savagery who want a better, more ordered and stable, life.
Associated Skills: Diplomacy, Insight
Clan Kranos
Type: Racial
Campaign Setting: General
Prerequisite: Minotaur
Your clan is honored to carry the name of Kranos the Uncrowned King. Kranos was a bold and unswerving hero who bowed to none. Indeed, Kranos gained infamy for his dread belt of crowns: a collection of the severed heads of leaders who sought to enslave or manipulate him.
Your tribe stems from those Kranos fathered and those who sought to serve him while he lived. Yet Kranos kicked lapdogs away from him. If others followed him and his example, so be it, but Kranos would have no one lick his hooves clean. Thus, your clan accepts only those who can stand on their own and who have the will and strength to take what they want from life. You have leaders among your clan, but they earn their role by proving they are worth following. You might already be one of these leaders, or you might be seeking to prove your worth through adventure.
Associated Skills: Athletics, Intimidate
Clan Sentune
Type: Racial
Campaign Setting: General
Prerequisite: Minotaur
Your clan takes its name from Sentune, a famous philosopher who emphasized exploring paths. One cannot take every option, but neither should one choose blindly. By Sentune’s way of thinking, experimentation and exploration should be at the root of every minotaur’s life.
Clan Sentune is thus a nomadic clan. Small groups and individuals wander separately for long periods only to gather for seasonal celebrations at spots decided upon at the previous celebration. Other minotaurs consider members of your clan permissive and idle vagabonds. In fact, many members of your clan become involved with strange gods or take up odd professions, and when the clan gathers you have the opportunity to discuss the choices individuals have made and to learn from others’ successes and mistakes.
Associated Skills: Diplomacy, Streetwise
Clan Thavok
Type: Racial
Campaign Setting: General
Prerequisite: Minotaur
Your clan traces its history back to the founding of the Labyrinth City of Leng. Thavok chose as his battleground the confusing volcanic landscape of canyons where Leng would be built, and his victory there over a force that outnumbered his a hundredfold would make the site hallowed ground for centuries. Members of your clan defended Leng for all those many years, building and using the labyrinth of tunnels, causeways, and paths to outmaneuver foes time and time again. Eventually, doom came to Leng, and your clan was powerless to stop it because the enemy was within and knew the labyrinth as well as any in the clan.
Clan Thavok was betrayed. Wrongfully accused of treachery, your ancestors fled the city lest their blood soak the stones they had labored so long to protect. No member of your clan has looked upon the Labyrinth City’s walls for generations, but it continues the old traditions. You have learned all the tricks of ambush and you possess knowledge of the hazards of dungeonscapes and tunnels.
Associated Skills: Dungeoneering, Stealth
Con Artist (Psionic)
Type: Occupation
Campaign Setting: General
Prerequisite: Psionic
Your talent for reading people proved invaluable to your criminal career. You have always been able to assess others’ emotions, anticipating their actions and compelling them to do your bidding with subtle manipulation. But as your skill grew, you realized you were engaging in more than guesswork and misdirection. You could hear people’s thoughts. Faced with the knowledge of your burgeoning psionic abilities, did you change course? Did you see yourself as having an unfair advantage or violating others with your power? Or did you embrace your abilities and use them to their fullest?
Associated Skills: Bluff, Insight
Convert
Type: Divine
Campaign Setting: General
You were a member of the clergy of a different deity, but something made you change your allegiance. What deity did you worship before? Was it an evil god or some false idol? Did some tragedy or miracle drive you to follow another god? Did you lose faith in your previous deity for some reason, or did you walk away from that life due to more worldly concerns? Did you meet someone who changed your mind? Do your old allies wish you well, or do they want you back?
Associated Skills: Insight, Religion
Corellon Dedicate
Type: Racial
Campaign Setting: General
Prerequisite: Elf
Sehanine’s children chose no side in the Kin Wars, and their neutrality won them scorn and self-imposed exile. Since the eladrin held family ties to be stronger than any other consideration, some among the refugees disagreed and were loyal to Corellon, but found themselves swept up in the flight to the world. You descend from these tragic dedicates, and though your people were shamed, your family has remained loyal to Corellon these long years. How have you kept your devotion secret? Something must have led to your leaving the community. Was it a revelation about your allegiance? Or were you tired of living a lie? How has the faith of your family served them and you?
Associated Skills: Arcana, Stealth
Cosmopolitan Perspective
Type: Racial
Campaign Setting: General
Prerequisite: Thri-Kreen race, Psionic
Your burgeoning psionic abilities caused you to unwittingly tap into the collected minds of other psionics users. After that initial exposure, you found yourself feeling increasingly disconnected from the traditional thri-kreen views of community. Do you still find it hard to trust others, instinctively viewing those you meet as either predator or prey? Or have such instincts fallen by the wayside for you? Are you openly accepted by the folk of other races? Or does your monstrous appearance continue to inspire a mistrust that you must struggle to overcome?
Associated Skills: Diplomacy, Streetwise
Created
Type: Birth
Campaign Setting: General
Prerequisite: Psionic
You look like a typical member of your race, indistinguishable from others of your kind. But you are not truly what you appear to be. You are a creation—a child born not of body but of mind. You might have been formed to serve a greater purpose, or you could have been an experiment. Regardless of why you were made, the unnatural circumstances of your birth instilled you with unusual power.
When did you learn that you were different? How have you come to terms with your existence? Do you count yourself as a genuine member of your people? Have you told anyone what you believe? Have you uncovered incontrovertible truth that connects you to your presumed maker? And if not, how do you truly know what you are?
Associated Skills: Arcana, Nature
Crimson Curse
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
You have the curse of a tiefling bloodline, but you bear a heavier burden than most. You suffer from the crimson curse of the House of Zannifer. Unless you wear something red, your skin oozes blood like sweat. This process has killed others when left unchecked, and it’s
a horror to behold—one you would rather not experience yourself. Fortunately, there is a kind of cure: All you need to do is kill a criminal once a month to keep the bleeding at bay. The curse is weirdly discriminating, however. Only those convicted of crimes by some authority serve its strange purpose, although even a pickpocket or tax evader will do.How rapidly does your curse manifest? What red object do you wear to prevent bleeding? Have you ever purposely gone without wearing red and killed someone to stave off the curse? Have you or your relatives acted as an executioner or bounty hunter?
Associated Skills: Heal, Streetwise
Crystalbrooker
Type: Geography
Campaign Setting: General
You grew up in Crystalbrook, a small agricultural community on the plains near the Sildaine Forest and the town's namesake, the stream known as the Crystalbrook. Familiar with the town and its troubles, you're also known as a capable individual there. You know the town's ruler, Lady Anya Tamora, and her son, Orlando, to some degree. Lady Tamora is fair but stern, sanctioning retaliation against fey incursions and doing her best to protect her people. Orlando is brave and honest, but he had shown no interest in rulership since his father died a decade ago. he has refused involvement in any action against the Sildaine fey.
Do you know the Tamora family well? What was your job in Crystalbrook before you answered Count Varis's call? What was your reputation beyond your known competence? Do you think badly of the fey in the nearby woods? Have you or your family had trouble with the Sildaine fey? What about others you know? Have you harmed the fey in some way?
Associated Skills: Endurance, Nature
Cult Survivor
Campaign Setting: General
You were young when the Cult of the Elder Elemental Eye held sway over all the surrounding lands, but not too young to remember. How could you forget? Your parents were taken during the last days before the war.
When the armies of the surrounding lands rode through the streets of your village, pennants flying as they drove your oppressors before them, you were swept up in their wake and ready to spill blood. But your uncle held you back. He took the dagger from your hand and bade you stay still. You were not ready to fight, and he would not allow you to die so soon after you came into his care.
Your uncle was a simple man of the fields and market, and he would have stayed as well, but your bravery shamed him. Bearing your father’s sword and your mother’s shield, he joined the army to fight the cult. Word of victory returned, but your uncle did not. Nor did you ever see your parents again.
Your aunt raised you and sought to protect you from the world. She thought that if she could keep you away from violence and hide from you the truth about the cult and the temple, you might somehow avoid being hurt by such things. But her efforts only inflamed your desire to know more and to be ready for the next battle. You often slipped away to stand in the shadow of the temple, searching through the weeds and rubble of the battlefield for your parents’ sword and shield. You wonder if your mother and father are still alive, slaves locked behind the temple’s doors.
Now bandits again rove the roads, and the village elders whisper that the old sense of terror has returned. If the cult is back, the temple is the source— you’re sure of that. And this time you’re ready to fight.
Associated Skills: Arcana, Athletics, Religion
Cultist
Campaign Setting: General
Cultists don’t have to be experts in religion, but they do need to learn how to get around and practice their heretical beliefs without arousing the suspicion of local authorities.
Associated Skills: Stealth, Streetwise
Cunning Hypnotist
Type: Racial
Campaign Setting: General
Prerequisite: Gnome
You develop persuasive powers that you can use to beguile your subjects. It began as a simple parlor trick, but your methods have considerable use in saving your hide. Did you use any props in your performances? Are they only tricks or maybe something else? Are you self-taught or did you learn from someone else? If the latter, who was it and under what circumstances did you end the relationship?
Associated Skills: Bluff, Insight
Curious Archeologist
Type: Legacy of Acererak
Campaign Setting: General
Dungeons, ruins, and old tombs house the secrets of the past, and dedicated scrutiny can reveal much of old civilizations and famous personages. So whenever an opportunity arises to examine a historical sight, you’re loath to let it pass you by. While many dungeons capture your imagination, none of them has quite the same allure as does the Tomb of Horrors.
Possible Minor Quests: You might explore the corridors of Acererak’s tomb, retrieve relics from the deep chambers, or seek lore about who Acererak was in life.
Associated Skills: History, Perception, Thievery
Benefit: When engaging in a skill challenge to disable a trap, your first successful Thievery check grants you an extra success.
Cursed
Type: Racial
Campaign Setting: General
Prerequisite: Revenant
A necromancer or dark priest cursed you with undeath, preventing you from ever knowing the peace you earned. Trapped between two worlds, do you embrace your fate as a revenant or do you despise it? Do you conceal your unsettling appearance or wear it with pride?
Associated Skills: Intimidate, Stealth
Cutpurse
Type: Occupation
Campaign Setting: General
A bump and a stumble later, you’re 30 silver pieces richer and the guard is suddenly poorer by the same number. You are a pickpocket by trade, and your deft hands pluck coins, jewelry, and whatever else you want without drawing the slightest attention. Who were your preferred marks? What were your signature moves? Did you have any close calls? Were you ever caught?
Associated Skills: Bluff, Thievery
Dark Apprenticeship
Campaign Setting: General
You were the youngest apprentice of an evil master, and the heroes who overthrew him saw the possibility for your redemption in the right circumstances—such as the academy. How much do you remember of your earliest lessons? Does your past haunt you, or do you secretly embrace it? Did you find like-minded individuals at the school, or are you alone in the universe? Do words in a forbidden tongue occasionally bubble to your lips?
Associated Skills: Bluff, History
Dark Contract (Infernal)
Campaign Setting: General
Prerequisite: Warlock
All deals are final, and whether entered into knowingly or tricked by fiendish bureaucracy, your immortal soul is held in custody by your infernal patron. What drove you to seal such a pact? Do you offer your patron the souls of others hoping it will release yours? Do you fear the torment that will follow in your death, or do you recklessly live for the present?
Associated Skills: Intimidate, Religion
Dead One
Campaign Setting: General
You are Vistani, but you, your family, or your clan is settled rather than nomadic. This is very atypical for the Vistani, so much so that itinerant Vistani refer to settled ones as “dead.” Was this lifestyle imposed upon you, as in the cases of exile or captivity? Is the cause just? Is it natural or supernatural? How was your relationship with the other settled natives of the area? Do you wish to return to the life of the road?
Associated Skills: Insight, Streetwise
Deep Seer
Type: Racial
Campaign Setting: General
Prerequisite: Drow
You peer into the cyclopean depths, watchful for the secrets the darkness can reveal. You use your mind’s power to seize these visions, peel them apart, and arrive at their truth. You are a mystic and seer whose accuracy not even the priestesses can deny. When did you realize you had the gift for prophecy? Do you believe it is a gift from the gods or something with which you were born? Why did you leave your people? Did you reveal an unpopular omen and were you driven out? Or did you receive a vision that spelled out a greater purpose to which you are now committed?
Associated Skills: Arcana, Insight
Defender of the Oppressed
Campaign Setting: General
Though the great empires of the world have fallen, tyranny still reigns on a small scale in many places. You swore to bring down tyrants both powerful and petty. Did you grow up under a tyrannical regime? Does it matter who is being oppressed? Would you rather fight for the victims or empower them to fight for themselves?
Associated Skills: History, Streetwise
Desperate Loner
Type: Racial
Campaign Setting: General
Prerequisite: Halfling
Your wide, easy smile hides a deep-seated insecurity and fear of abandonment. Whatever the limits of your heroism, you find it nearly impossible to trust those closest to you. You are torn between a desperate need to belong and a certainty that, ultimately, everyone will abandon you when you need them. Torn between these extremes, you are gregarious and friendly—annoyingly so—but you also have a dark, pessimistic undercurrent that many fail to perceive.
Associated Skills: Bluff, Insight
Desperate Measures
Campaign Setting: General
Prerequisite: Warlock
Fate was against you, and you were left with no choice but to make your pact. Did you do so to save yourself or a loved one? Did the pact give you the power to combat a greater evil? What were the results of your desperate deal, and are you still bound to the pact?
Associated Skills: Endurance, Heal
Deva - Brink of Corruption
Type: Racial
Campaign Setting: General
Prerequisite: Deva
In your most recent past life, your spirit was corrupted. Your evil was so great that you were nearly reborn as a rakshasa. Although your rebirth washed most of the taint from your soul, you still experience flashes of violent anger or sadistic thoughts. What led to your corruption? Were you tempted by power, or were you seeking to avert a larger evil by your actions?
Associated Skills: Intimidate, Stealth
Deva - Brink of Corruption
Type: Racial
Campaign Setting: General
Prerequisite: Deva
In your most recent past life, your spirit was corrupted. Your evil was so great that you were nearly reborn as a rakshasa. Although your rebirth washed most of the taint from your soul, you still experience flashes of violent anger or sadistic thoughts. What led to your corruption? Were you tempted by power, or were you seeking to avert a larger evil by your actions?
Associated Skills: Intimidate, Stealth
Deva - Forgotten Lifetime
Type: Racial
Campaign Setting: General
Prerequisite: Deva
Although your memory of your past lives is vague, there is one—your most recent—that you can’t remember at all. As far as you can tell, there is a gap of nearly a century during which you didn’t exist. Did something interfere with your reincarnation, or did something happen during that lifetime that prevents you from remembering it?
Associated Skills: Endurance, Thievery
Deva - Forgotten Lifetime
Type: Racial
Campaign Setting: General
Prerequisite: Deva
Although your memory of your past lives is vague, there is one—your most recent—that you can’t remember at all. As far as you can tell, there is a gap of nearly a century during which you didn’t exist. Did something interfere with your reincarnation, or did something happen during that lifetime that prevents you from remembering it?
Associated Skills: Endurance, Thievery
Deviant
Type: Psychology
Campaign Setting: General
You have an unwholesome or unhealthy interest in the dead. What, exactly, was your interest? Did you experiment with necromancy? Steal corpses? What did you do with them when you got them? Does this interest remain or have you overcome it?
Associated Skills: Intimidate, Stealth
Deviant
Type: Psychology
Campaign Setting: General
You have an unwholesome or unhealthy interest in the dead. What, exactly, was your interest? Did you experiment with necromancy? Steal corpses? What did you do with them when you got them? Does this interest remain or have you overcome it?
Associated Skills: Intimidate, Stealth
Deviant
Type: Psychology
Campaign Setting: General
You have an unwholesome or unhealthy interest in the dead. What, exactly, was your interest? Did you experiment with necromancy? Steal corpses? What did you do with them when you got them? Does this interest remain or have you overcome it?
Associated Skills: Intimidate, Stealth
Deviant
Type: Psychology
Campaign Setting: General
You have an unwholesome or unhealthy interest in the dead. What, exactly, was your interest? Did you experiment with necromancy? Steal corpses? What did you do with them when you got them? Does this interest remain or have you overcome it?
Associated Skills: Intimidate, Stealth
Deviant
Type: Psychology
Campaign Setting: General
You have an unwholesome or unhealthy interest in the dead. What, exactly, was your interest? Did you experiment with necromancy? Steal corpses? What did you do with them when you got them? Does this interest remain or have you overcome it?
Associated Skills: Intimidate, Stealth
Deviant
Type: Psychology
Campaign Setting: General
You have an unwholesome or unhealthy interest in the dead. What, exactly, was your interest? Did you experiment with necromancy? Steal corpses? What did you do with them when you got them? Does this interest remain or have you overcome it?
Associated Skills: Intimidate, Stealth
Deviant
Type: Psychology
Campaign Setting: General
You have an unwholesome or unhealthy interest in the dead. What, exactly, was your interest? Did you experiment with necromancy? Steal corpses? What did you do with them when you got them? Does this interest remain or have you overcome it?
Associated Skills: Intimidate, Stealth
Deviant
Type: Psychology
Campaign Setting: General
You have an unwholesome or unhealthy interest in the dead. What, exactly, was your interest? Did you experiment with necromancy? Steal corpses? What did you do with them when you got them? Does this interest remain or have you overcome it?
Associated Skills: Intimidate, Stealth
Deviant
Type: Psychology
Campaign Setting: General
You have an unwholesome or unhealthy interest in the dead. What, exactly, was your interest? Did you experiment with necromancy? Steal corpses? What did you do with them when you got them? Does this interest remain or have you overcome it?
Associated Skills: Intimidate, Stealth
Deviant
Type: Psychology
Campaign Setting: General
You have an unwholesome or unhealthy interest in the dead. What, exactly, was your interest? Did you experiment with necromancy? Steal corpses? What did you do with them when you got them? Does this interest remain or have you overcome it?
Associated Skills: Intimidate, Stealth
Deviant
Type: Psychology
Campaign Setting: General
You have an unwholesome or unhealthy interest in the dead. What, exactly, was your interest? Did you experiment with necromancy? Steal corpses? What did you do with them when you got them? Does this interest remain or have you overcome it?
Associated Skills: Intimidate, Stealth
Dragon-Blooded Spellcaster
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
Arcane power is in your nature, part and parcel of the same elemental forces that power your dragon breath. Casting spells feels no different for you from exhaling draconic power—they are just as natural. For many dragon-blooded spellcasters, controlling the magic that seems always eager to burst forth is extremely difficult. You might be prone to magical mishaps, especially with at-will powers that burst forth without any real thought or effort on your part. On the other hand, mastery of your powers might be as natural to you as regulating your breathing, a simple matter of directing your will and energy outward and creating the magical manifestation you desire. In either case, those who study and train for years to master the merest scraps of magical power look upon you with envy or perhaps fear, for power comes readily to your hand, for good or for ill. You feel a kinship and affinity for dragons, and you might dream of one day transforming yourself into that pinnacle of the draconic form—or of subjugating dragons to your will.
Most dragon-blooded spellcasters are sorcerers who practice Dragon Magic or bards who extol the Virtue of Valor. Dragon-blooded bards lift up dragons as the exemplars of valor, and many of their spells take on draconic characteristics. For example, your shout of triumph might be a draconic roar that creates a brief image of a dragon around or above you to strike terror in your enemies’ hearts, while your song of storms might make you appear as a blue dragon while the effect persists.
Associated Skills: Arcana
Dragon-Bound Arcanist
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
You learned the practice of magic from an actual dragon. It’s rare for dragons to cast spells as mortals do, but magic is in their blood, and some sagacious dragons instruct mortals—particularly dragonborn—in truly ancient methods of spellcasting. Most commonly, their students are bound to them as slaves, and their magic is meant to be used in the dragon’s service. You were such a slave, learning draconic spellcasting at the side of an exceptionally wise, old, and learned dragon. How did you escape your servitude? Was the dragon killed by adventurers, or by a more powerful monster—perhaps a rival dragon? Did its arcane research lead to its demise or disappearance? What do you plan to do with your newfound freedom? How will you use the magic you learned from your former master?
This is a great background for a dragonborn warlock, since you can put a draconic spin on any pact you choose. Your dragon master might have been a fey dragon of great and mysterious power, an infernal dragon infused with hellfire, or a student of the stars. Alternatively, your sorcerer spells could be a manifestation of the dragon’s power in you (if you practice Dragon Magic), or you might have studied Cosmic Magic at your master’s side.
Associated Skills: Arcana, Intimidate
Dragonbonded Clan
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
Your clan is still bonded to the service of a dragon, just as it was before the rise of Arkhosia. Your people do not live among other races, but in the remote wilderness near your patron dragon’s lair. The ways of other races and their civilizations are foreign to you, and to their eyes you might seem barbaric or uncultured. Why have you left your close-knit clan, and its service to your dragon patron? Or do you perhaps adventure in service to that patron? Is your patron benevolent, or cruel and domineering?
Associated Skills: Arcana, Intimidate
Dragonborn - Arcane Mercenary
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
Many dragonborn earn a living selling their services as mercenaries, caravan guards, or bodyguards. While their imposing physical size and strength make dragonborn fighters and warlords well suited to such work, many dragonborn of an arcane bent follow similar careers, putting their magic to violent purpose. The life of a mercenary leads quite naturally into a career as an adventurer—all it takes is one job gone horribly wrong, one unexpected encounter with a threat beyond the normal caravan raiders or enemy soldiers, to change a mercenary’s life forever.
You might be a swordmage who fits in easily among more martially inclined sellswords, or a wizard or sorcerer who provides arcane artillery support to a band of more traditional soldiers. Or as a bard, you might serve as the leader of a mercenary company, fighting alongside your fellow soldiers while encouraging and uplifting them with your magic. Even if you’re not normally inclined to melee, you might consider picking up proficiency with a good melee weapon or even multiclassing into fighter or warlord to reflect your military background.
Associated Skills: History, Streetwise
Dragonborn - Brush with the Past
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
At some point in your life, you encountered some element of dragonborn history. You might have found a weapon forged in the lost empire of Arkhosia, discovered a fragment of parchment dating from that age, or dreamed of an ancient battle as if you had been there. How much of an impact did this encounter have on you? How does it motivate you now? Are you driven to rebuild the ancient glory of your race? Or are you embittered by the fall of Arkhosia and prepared to carve yourself a place in a new empire?
Associated Skills: History, Insight
Dragonborn - Dishonored
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
Some magnificent failure on your part resulted in the utter loss of your honor. Many dragonborn in your position would seek death, but you have not. Why? Were you wrongly accused? If not, what did you do that cost you your honor? Would you do it again? How might you regain your honor?
Associated Skills: Bluff, Streetwise
Dragonborn - Rare Egg
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
The egg that you hatched from was unusual in a way that dragonborn consider auspicious. It might have had the appearance of burnished gold, carried a pattern that resembled a significant symbol, or broken cleanly into two pieces when you emerged. How much weight do you attach to this phenomenon? What do you think it means, and what did your parents think?
Associated Skills: Arcana, Religion
Dragonborn Iconoclast
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
Though you worship a recognizable deity of the traditional pantheon, you do so in a way that most would consider strange or even abhorrent. Your beliefs about the gods and the proper ways to serve them are unconventional, to say the least. You might have learned them in a monastery (making this a particularly appropriate background element for avengers) or come up with them on your own, perhaps in reaction against more traditional teachings that were instilled in you earlier in life. You might, for example, worship Melora as the great catastrophic dragon of the ocean depths, the third and mightiest spawn of Io. Or you might revere Tiamat as an unaligned deity of fair retribution, twisting the traditional understanding of her thirst for vengeance into a quality that is at least palatable, if not admirable. Perhaps you believe that all the deities are actually dragons ascended to godhood who are simply exemplars who show mortals the path to the same ascension.
Since being unconventional defines much of your character, look for other ways you can defy expectations in your character choices. Don’t make choices that prevent you from fulfilling your role, but anything else is fair game. An unexpected multiclass feat (a lawful good paladin with the Pact Initiate feat who dabbles in infernal warlock powers), or atypical weapon and armor choices (an avenger who disdains stealth and wears heavy armor) can go a long way toward making your character seem unorthodox—and interesting.
Associated Skills: Arcana, History
Dragonborn Madness
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
You are insane, or at least you believe yourself to be. The thoughts and emotions others experience assail your mind, pushing against your defenses. They manifest as voices in your head—voices that make little sense and serve only to confuse your thoughts. Are these voices real or imagined? How do you silence them? Do they sometimes make sense or are they all meaningless babble?
Associated Skills: Insight, Intimidate
Driven into Hiding
Type: Racial
Campaign Setting: General
Prerequisite: Changeling
You wear your disguise out of fear. You might live in a land where all changelings are hunted, or you might be singled out. Perhaps you were falsely accused of a crime, or witnessed something so unspeakable that the perpetrator cannot bear to let you live. How do you decide who to trust with your identity and who might betray you?
Associated Skills: Bluff, Stealth
Associated Languages: A language the imitated race speaks.
Driven to Vengeance
Type: Racial
Campaign Setting: General
Prerequisite: Mul
Winning freedom was a start, but it wasn’t the end. What use is it to be free when the tyrants will just scoop up another people and subject them to the same evils? You commit yourself to eternal war against the ones that bred your race, naming drow (mind flayers, sorcerer-kings, derro, or something else) as your paramount foes. Can you show mercy to these people? If so, under what circumstance? To what extent will you go to fight them?
Associated Skills: Dungeoneering, History
Associated Languages: Deep Speech, Draconic, Elven, Giant
Drow - Orphan
Type: Racial
Campaign Setting: General
Prerequisite: Drow
The drow community in which you were born no longer exists. Perhaps an army of dwarves or elves wiped it from the Underdark, or it was exterminated by another drow city. Somehow, you survived this event. Did something about you prompt a member of the invading force to spare you and bring you to the surface?
Associated Skills: Dungeoneering, Endurance
Drow - Outcast
Type: Racial
Campaign Setting: General
Prerequisite: Drow
You were cast out from the city of your birth, most likely because of your failure to comply with the evil customs of your people or the terrible whims of Lolth’s priests. Do you dream of returning and gaining revenge, or are you fleeing for your life?
Associated Skills: Dungeoneering, Perception
Dune Ride
Type: Racial
Campaign Setting: General
Prerequisite: Human
You were a warrior in Sunspray, gifted with a noble steed and trained to kill Shaitan’s servants on the battlefield. Who was your mentor? What battles did you fight? What ended your career as warrior? Did you leave it with honor or disgrace?
Associated Skills: Endurance, Nature
Dusk Envoy
Type: Racial
Campaign Setting: General
Prerequisite: Elf
Factions within dusk elf communities push for reconciliation with elves and eladrin. They face strong opposition, but a few communities have been successful in establishing talks with their estranged kin. Why were you chosen to be your people’s envoy? How do you see the larger world? Have you made any connections beyond your homeland?
Associated Skills: Diplomacy, History
Dust-Treader Skald
Type: Racial
Prerequisite: Half-orc
For years, your tribe acted as the ambassadorial force serving the Kingdom of Many-Arrows. The other races were more comfortable dealing with a half-orc rather than a full-blooded orc. In fact, the members of your tribe can sometimes pass as human. But now, as the raiding from other orc tribes worsens and war seems more and more likely, you are in a quandary.
Do you stay in service to Many-Arrows, working to maintain peace even as the treaty begins to crumble?
Should you strike out on your own, acting as a translator, entertainer, or advisor to other nations as they navigate the complicated situation regarding Many-Arrows? Or have you given up on your orc cousins completely, and now just want to make your own way in the world, using your skill and wits for your own gain?
Associated Skills: Diplomacy, Insight
Dwarf - Ancestral Home Lost
Type: Racial
Campaign Setting: General
Prerequisite: Dwarf
During your youth, your clan’s ancestral home was conquered by enemies or destroyed in a natural disaster. You were among the displaced survivors who built a new life, most likely in a nearby human settlement. Did your parents survive the disaster? If not, who raised you? Were the survivors welcomed into the new community, or were you ostracized? Do you dream of someday rebuilding your ancestral home?
Associated Skills: Nature, Perception
Dwarf - Dedicated to an Ancestor
Type: Racial
Campaign Setting: General
Prerequisite: Dwarf
You were born on the same day of the year as one of your clan’s ancestral heroes, and your parents dedicated you to that hero, whose name you share. What was that hero known for? Do you feel called to emulate your namesake’s great deeds, or are you driven to make a name for yourself in a different way? Do you ever dream of your ancestor, or have feelings of déjà vu, as if you’re walking in that hero’s footsteps?
Associated Skills: Diplomacy, History
Dwarf - Outcast
Type: Racial
Campaign Setting: General
Prerequisite: Dwarf
Your family and clan have cast you out, severing the ties that are so important to the members of your race. What did you do to deserve this fate? Are you trying to earn your way back into your clan, or to make a great name for yourself and establish a new clan of your own? Are your fellow adventurers a surrogate family for you, or are you a loner at heart?
Associated Skills: Bluff
Early Life - Child Prodigy
Campaign Setting: General
Your talents were recognized early and lauded by your community, which was very impressed with you. Did you resent it or love it? Do you still try to impress people with these skills?
Associated Skills: Athletics, History
Early Life - Divine Companionship
Campaign Setting: General
You spent some time in the company of a god, exarch, or other divine influence. Do you feel more blessed than most? Do you know why this power took an interest in you?
Associated Skills: Religion
Early Life - Imprisoned
Campaign Setting: General
Rightly or wrongly, you were convicted of a crime and thrown in prison. How did being in prison at such a young age make you the person you are now, and when and how were you granted your freedom?
Associated Skills: Athletics, Thievery
Early Life - Invited Underground
Campaign Setting: General
A band of mischievous dwarves accept you into their band of troublemaking misfits for a while. Where are they now? What was their leader’s name?
Associated Skills: Dungeoneering, Streetwise
Early Life - Isolated
Campaign Setting: General
You were unable or not permitted to associate with many people. Was the isolation well meant or cruel?
Associated Skills: Perception
Early Life - Kidnapped
Campaign Setting: General
Someone took you from the life you knew to give you another one. Did you ever return? Is your kidnapper still out there?
Associated Skills: Acrobatics, Stealth
Early Life - Lost Everything
Campaign Setting: General
A ruthless attack by monsters robbed you of all you knew. What sort of vengeance do you plan for the creatures that did this?
Associated Skills: Endurance, Nature
Early Life - Social Outcast
Campaign Setting: General
You were the butt of many jokes and treated poorly by your peers. Have you revenged yourself on your tormentors, or have you moved past the pain?
Associated Skills: Bluff, Intimidate
Early Life - Test Subject
Campaign Setting: General
You were subjected to tests arcane or alchemical, probably against your will. Do you still have visible signs of the testing, such as glowing eyes or a reverberating voice, and who performed these experiments on you?
Associated Skills: Arcana, Thievery
Early Life - Well-Loved
Campaign Setting: General
Everyone wanted to be your friend, or at least thought to be your friend. Did you resent their false attention, or did you revel in the power the attention gave you?
Associated Skills: Diplomacy, Insight
Earth Steward
Type: Racial
Campaign Setting: General
Prerequisite: Dwarf
It is your duty to safeguard the natural stone and be a steward for the gifts the spirits offer to your people. You call upon the dwarf ancestors and the spirits of rock and mountain, seeing both groups of spirits as the venerable elders of your people. The riches of the earth are not to be used for personal profit or glory, but for the good of the people.
Associated Skills: Endurance, History
Eladrin - Drowscarred
Type: Racial
Campaign Setting: General
Prerequisite: Eladrin
You carry a personal mark of an encounter with the drow—perhaps a physical scar, but more likely an emotional one. What happened? No doubt this encounter intensified your hatred of the drow. But is your hatred now mixed with fear? Or is it a burning drive to exact revenge? Perhaps something about the encounter gave you a trace of compassion for the drow. Do you hope that they might one day be redeemed and rejoin the eladrin fold?
Associated Skills: Dungeoneering, Heal
Eladrin - Estranged Fey
Type: Racial
Campaign Setting: General
Prerequisite: Eladrin
You were born in the world and never visited the Feywild before the start of your adventuring career. Were your parents exiled or killed? Were you raised by members of another race? Perhaps your trance is haunted by visions of the Feywild’s lush landscapes. Or is the Feywild foreign to you, as strange as some distant nation?
Associated Skills: Endurance, Nature
Eladrin - Noble Birth
Type: Racial
Campaign Setting: General
Prerequisite: Eladrin
One of your parents is a noble eladrin. What was your noble parent’s title? (Bralani of autumn winds, ghaele of winter, and coure of mischief and strife are examples of the many possible titles.) Do you feel a special affinity for a season, passion, or other natural or emotional phenomenon associated with your parent’s title? You probably have much stronger ties to the Feywild than to the world. Why are you now adventuring in the world? When was the first time you visited the world, and what was your reaction to it?
Associated Skills: Intimidate, Nature
Elf - Fey Ally
Type: Racial
Campaign Setting: General
Prerequisite: Elf
You are very familiar with the Feywild and have close ties to your eladrin cousins or to other fey creatures. How did you end up with such ties? Perhaps invaders destroyed your family or your home, forcing you to flee to the Feywild. Did the eladrin take you in? It is possible that you have never lived among other elves. Why did you leave the Feywild? Were you cast out, or did you strike out on your own to see the world?
Associated Skills: Arcana, Insight
Elf - Urban Elf
Type: Racial
Campaign Setting: General
Prerequisite: Elf
You were raised in a city where another race was dominant. What drove your family to the city? Do your people live as humans do, or did you grow up in an elven enclave? Are you happy there, or do you long to return to the wild?
Associated Skills: Streetwise, Thievery
Elf - Wild Elf
Type: Racial
Campaign Setting: General
Prerequisite: Elf
You come from a particularly wild tribe, considered primitive by other elves. Why is your tribe so isolated? Did you lose contact with the outside world, or did your people shun civilization? Have you ever been to a city, or are such places the stuff of campfire tales?
Associated Skills: Acrobatics, Athletics
Embalmer
Type: Occupation
Campaign Setting: General
You prepared corpses for burial, removing organs and fluids to preserve them against rot. Was this an acceptable profession in your community? Were you an outsider for your “unclean” occupation? Did you enjoy your work? Did you ever prepare the corpse of someone famous?
Associated Skills: Heal, Nature
Empath
Type: Occupation
Campaign Setting: General
Prerequisite: Ardent
Long before you came into your psionic powers, you had a knack for reading the emotions in other people. You could always tell when something was wrong, bond with people who liked you, and sever connections with those who meant you harm. Close friends marveled when you finished their sentences. You had a gift, a talent that revealed itself in a profound way when you came into the fullness of your psionic ability. Your childhood tricks evolved into something more, until you could almost hear people’s thoughts and read their moods and emotions as if they were words on a page.
Associated Skills: Diplomacy, Insight
Enlightened Prodigy
Type: Racial
Campaign Setting: General
Prerequisite: Kalashtar, Psionic
As a child of a psychic race, it is unsurprising that you developed psionic power and chose to immerse yourself in its study. Your nature, culture, and faith encouraged you in this pursuit. But your fascination eclipsed the interests even of your fellow psionic kalashtar. How does your enlightened drive manifest now? Do you strive to perfect your abilities so you can fulfill your sacred duty to guide others toward a path of light and understanding? Or do you see yourself as superior to those you once studied with, forced to make your own way when they refuse to accept the superiority of your understanding?
Associated Skills: Heal, Religion
Ennui
Type: Racial
Campaign Setting: General
Prerequisite: Shadar-Kai
Plagued with the pervasive despair characterizing the Shadowfell, you fill the hole in your heart with service to the Raven Queen. How do you feel about the Raven Queen? In her service, what do you do to escape the dissolution awaiting you should you give into your melancholy?
Associated Skills: Athletics, Religion
Eternal Journey
Type: Racial
Campaign Setting: General
Prerequisite: Minotaur
Somewhere during your quest to slay your inner beast, you became lost, unable to move back and too confused to move forward. This is a mindset, to be sure, but it has prevented you from finding a place in your community. Thus you set out to find the meaning you seek in a world that is strange and often unfriendly.
Associated Skills: Athletics, Endurance
Eternal Seekers
Campaign Setting: General
You’ve been seeking something your entire life, even if you didn’t initially realize what. Now that you know about your psionic abilities, you are ready to explore every trail that could lead to discovering the ultimate secret—the one that will reveal why you exist.
Associated Skills: Arcana, Insight
Everwatch Conscript
Campaign Setting: General
When you lived in Everwatch, you were part of the city milita. You learned how to handle a spear and shield well enough to stay alive at least long enough to fight goblins. Why did you join the militia? Was it the extra pay? The honor? A sense of duty? Why did you quit?
Associated Skills: Athletics, Perception
Exotic Appearance
Type: Racial
Campaign Setting: General
Prerequisite: Foulborn Heritage feat
You possess an unusual appearance, typically involving hair, eye, or skin coloration. Your skin might be unusually colored for your race, or it might be oddly patterned with checks, diamonds, or whorls. Alternatively, your eyes might be solid black, pure white, or multicolored. Such an appearance might be frightening to those around you, or oddly alluring.
Associated Skills: Diplomacy, Intimidate
Exotic Gladiator
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
You have fought for sport—not for your own enjoyment, but for the entertainment of others. You were popular because of your exotic race and your great strength, drawing crowds to see your exploits in the arena, to watch you fight and kill monsters and other humanoids in battle. You might have been a slave in a hobgoblin city, or perhaps you fought in secret, illegal rings within a human settlement.
How long did you fight? Were you generally successful, or did you barely stay alive through a short and inglorious career? Did you fight willingly, or were you forced to do it? Did you perhaps enjoy it? Why have you now stopped? Did you escape slavery, or win your freedom in an important match? Or did a wealthy patron see something in you that your masters didn’t, and purchase you from them? Did any of your fellow adventurers fight alongside or perhaps against you?
Associated Skills: Acrobatics, Athletics
Experimental Prototype
Type: Racial
Campaign Setting: General
Prerequisite: Warforged
Legions of warforged rolled out from the creation forges, built to be ultimate soldiers. But the creators constantly made improvements and tried new techniques. You’re one of the successful experiments—born of iron and alchemy, destined for greater things than your rank-and-file kin. The resources poured into your creation make you unique, and you find it difficult not to consider yourself greater than your peers. Do you still work for those who created you, or have you escaped their control? Has your superiority made you arrogant, or do you see a duty to use your gifts to help others? Were there any errors in your form that still cause problems?
Associated Skills: Athletics, Endurance
Failed Thane
Type: Society
Campaign Setting: General
Once you were a leader of your people—perhaps a thaneborn barbarian using your magnetism and power to bend them to your will, or possibly a wise shaman or druid guiding them with your insight and
magic. However, your leadership brought them to disaster. You might have urged them into a war they couldn’t win, coaxed them to migrate to land that couldn’t support them, or angered the primal spirits by defying a taboo. The consequences were disastrous, and the remnant of your people banished you in hopes of appeasing the angry spirits. Now you live with the weight of that failure on your conscience. Are you repentant, or do you defiantly believe you did the right thing? Perhaps your decision was an unpleasant alternative to a far worse fate. What will happen if your destiny leads you into a similar decision, when the lives of your adventuring companions are at stake?
Associated Skills: Diplomacy, Insight
Fainéant Apprentice
Type: Occupation
Campaign Setting: General
Prerequisite: Eladrin, warlock
Despite your natural talent for magic, you never particularly cared for formal instruction, causing your frustrated teachers to brand you as lazy and glib. Nothing could have been further from the truth, as you had discovered something that broadened your horizons and set you on the true path to arcane power. Now, if they knew the truth, your teachers would probably brand you as dangerous.
What ultimately led you to forsake a more reputable arcane career? How have your choices affected your academic and personal relationships? Is anyone aware of your eldritch pact or is it still your secret? How would they treat you if they found out?
Associated Skills: Bluff, Stealth
Faith Leech
Campaign Setting: General
Some people put faith in these powerful creatures that call themselves gods. You are more down to earth. Ever since learning that gods can die—that their corpses drift in the Astral Sea—you started to believe that they are much more powerful than you. That must change. To gain power, you need to take it. And while it is tricky to steal power from those that might fight back, how hard can it be to steal from those already dead?
You desire power. Not wealth or arcane or martial might, but true divine power. You hope to steal it from a dead deity. You disguise your studies as worship and try to act devout—but you know it doesn’t matter. You keep up a show to throw off suspicion, though people give you odd looks for clinging to an abandoned faith. Once you take the deity’s power, the scorn you receive now will be worth it.
Why do you choose this path to power? Why did you select the dead god you chose? Do you let your friends know your true motivations? What do you plan to do with the power once you gain it? How close is the connection between you and this deity? How far are you willing to go?
Adventurers with this background often come from arcane traditions. Warlocks, especially vestige warlocks, have a natural inclination toward leeching power from others. Martially trained characters sometimes feel slighted at the apparent ‘ease’ with which the divine obtain their powers, while they have to work hard to receive theirs. Leeches seek out adventures that promise quick gain for little effort, though they realize that, once in a while, they need to make an effort if they wish to achieve their goal.
Associated Skills: Bluff, Stealth
Fallen Star
Type: Racial
Campaign Setting: General
Prerequisite: Deva
A deva’s transformation into a creature of evil is a terrifying experience. Rather than hold the darkness at bay, the deva throws wide his or her arms to embrace it. The soul darkens, twisting and writhing, the countless lifetimes screaming and wailing in sorrow, nudging the deva closer to madness. When the deva is finally slain, it rises at once as a horrific undead monster until it is finally put down with purifying light. The poisoned soul is not done with this world, however, and it returns again and again as a rakshasa, each time recalling all the foulness it committed and the temptation to commit those acts again. How did you escape the cycle of reincarnation as rakshasa?
Personal Quests: Acquire a specially blessed weapon with which to hunt and slay rakshasas; advise a ruler on how to protect his realm from the influence of rakshasas and devils; locate a spot where slain rakshasas reincarnate and purify it against their use.
Associated Skills: Bluff, Insight
Family Tradition
Type: Divine
Campaign Setting: General
You come from a long family line with members devoted to religion. Does the tradition of worship in your family extend to everyone, or just certain members of the family? Are members of the family forced to adopt the tradition, or is the divine calling something happily shared by everyone? Has everyone worshiped the same deity? Are you breaking with tradition in some way?
Associated Skills: Diplomacy, History
Feral Exile
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
After the fall of Bael Turath, thousands of tieflings wandered through the wild. Your ancestors discovered the primal magic in the wildest places of the world, long ignored by the arcane magicians of the empire, and adopted a new lifestyle suited to the savage wilderness. More than many other primal characters, you might be drawn to the ferocity and bloodthirsty nature of some beast spirits, and you might be more at home in desolate, blasted wastelands than in verdant swamps or forests. Is primal magic a means by which you hope to atone for the evil of your ancestors? Or do you view it as a tool to acquire power of your own—power that might one day exceed that of Bael Turath?
Associated Skills: Arcana, Intimidate
Fervent Commander
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
Passion drives you. Like many dragonborn, you experience emotion deeply—you become furious, not annoyed, and bubble over with joyous laughter when others might smile to themselves. In battle, your ferocity and enthusiasm more than make up for a certain lack of discipline, and you’re more likely to rush into the fray than wait in a shield wall with your allies. Your passion rubs off on your allies, making you something of a leader figure even if that’s not your combat role in game terms. It’s hard not to follow where you lead, simply because you go there with such enthusiasm and commitment.
What stirs your passion for adventuring? Is it a lust for glory, a thirst for gold, or a crusading hatred of monstrous evil? Or is it simply the thrill of being out in the world, rootless and free, risking your life every day in
bloody battle?
Are you a warlord who gets your allies worked into a frenzy to improve their fighting ability? A rogue whose fervor in battle leaves your enemies off guard? A fighter who leads by example, expecting that your passion itself is contagious? Or a ranger who gets lost in the whirl of blades until the battle itself fades from your conscious awareness?
Associated Skills: Bluff, Intimidate
Fey Beast Tamer
Campaign Setting: General
You have learned to exploit your bond with a creature from the Feywild, learning much about your own world or the workings of the fey realm.
Associated Skills: Arcana, Nature
Fey Blood
Type: Racial
Campaign Setting: General
Prerequisite: Follower of Corellon
Some distant ancestor was an elf, eladrin, drow, or other fey humanoid. Though the generations have diluted your fey heritage, you still feel a kinship with your cousin races. Who was this ancestor? Why was this ancestor important? How did you learn about this mysterious connection? How has it changed your life?
Associated Quests: Trace the sundered branches of your family tree to reconnect with your distant fey relatives; spread reverence for Corellon to a region where nonfey have forgotten or rejected his gifts; create a lasting pact between two warring communities of elves and humans, dwarves, or another race.
Associated Skills: Arcana, Perception
Associated Languages: Elven
Fey Exile
Type: Society
Campaign Setting: General
Your ancestors were rescued by the former Empress Amphaesia before the fall of Nerath and brought to the Feywild to dwell with her and her father, the King of Blooms. Of all the scions of Nerath, you and your kind are the most pure to the imperial legacy. You were steeped in the empire’s rich culture and philosophy through a line of unbroken teachers and grandsires. From birth you’ve been groomed for a purpose. Perhaps that is to preserve Nerath’s only living culture from agents of the Ruler of Ruin, or maybe it’s to wage war against him in a final battle to restore Nerath. You may have even made a warlock pact with your fey host.
Personal Quests: Return from the Feywild and find your family’s former home; earn an audience with Empress Amphaesia; unite Nerathi faithful across worlds.
Associated Skills: Arcana, History
Fey Inheritor
Type: Racial
Campaign Setting: General
Prerequisite: Eladrin, Elf, Half-Elf, or Gnome, Psionic
Many fey resent psionics users, feeling that they debase magic and encourage other races to usurp powers that rightfully belong to the folk of the Feywild. You, however, take the more benign view that you do not betray your fey heritage by embracing your psionic abilities—you grow closer to it. By studying the psionic power source, do you hope to gain the wisdom and abilities that come naturally only to the archfey? And if you do so, will there be a price to pay for seeing the world as those powerful elders do?
Associated Skills: Arcana, Diplomacy
Fire in Your Veins
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
You have traced your ancestry to House Zolfura, not that you needed dusty tomes or wrinkled sages to tell you who you are. Elemental power flows through you like blood. You see the primordial forces in things in ways that others consider madness. A flash of lightning in the distance always sends a delirious thrill through your body, and when you look upon flames, your ears seem to detect the distant call of elemental beings. Does your ancestry cause you to be interested in
arcane or elemental magic, or do you abhor it because of the strange things you percieve? Are the things you see and hear when elemental forces are used around you true visions, or mere hallucinations? Do you seek the power wielded by your ancestors?
Associated Skills: Arcana, Intimidate
Fists of Zuoken
Campaign Setting: General
Fists of Zuoken disciples either raised you or trained you. From an early age, you’ve worked to balance the needs of mind and body. You have also studied the enemies of gods and mortals against whom Zuoken battled, and possibly battles still as Ioun’s exarch.
Associated Skills: Acrobatics, Religion
Associated Languages: Primordial
Followed a Cult
Type: Divine
Campaign Setting: General
You participated in a cult and worshiped a false god before you saw the true path. Did you follow a mortal demagogue, or was the cult dedicated to some magical creature or supernatural threat? Was the cult nefarious or simply misguided? How did you escape the cult and find your way? Does the cult still exist, or was it crushed or dispersed? Do you still secretly believe the cult’s teachings, or do you hunger for revenge against those who lied to you?
Associated Skills: Stealth, Streetwise
Former Cult Sympathizer
Campaign Setting: General
You have done terrible things, acts that still have you waking in a cold sweat more than a decade later. You had killed before and you have killed since, but you remember everything about each person you were forced to execute or enslave for the cult: the color of frightened eyes, the trails traced by tears on upturned faces, brave last words, heart-wrenching pleas and screams, even the sudden warmth of spit on your face.
You wonder every day if you should have been as courageous as they were—if you should have rejected the Cult of the Elder Elemental Eye and died in the terrible dungeons beneath the temple. Is life worth living with so much blood on your hands? Can you even consider your desperate existence a life? When you encounter anyone new, you search your memory, frantically hoping that the face is not one you recognize. At the same time, something inside you burns to be called out for your crimes. At least then the torment might finally end.
Yet each time you consider giving in, you find the strength to stay alive and stay hidden. You’re not really strong, though—you’re just afraid. What else would you be willing to do to avoid death? If the time again comes when you must choose between what is right and what is safe, will you add more faces to the host that haunts you, or will you accept their judgment in the afterlife?
Associated Skills: Bluff, Insight, Intimidate
Fortune Teller
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
Your talent for observation served you well as a teller of fortunes. Like the other charlatans who worked for coppers, you told the aged of long years to come, the loveless of the romance they would find, and the paranoid of the dangers that lay ahead. It didn’t seem like lying to tell people what they wanted to hear.
Things became complicated when your predictions started coming true. Business boomed, but soon you began telling people things they didn’t like. You couldn’t stop yourself from unveiling secrets and unmasking lies. Your newfound powers brought you more grief than gold, and eventually you fled and took up a new life as an adventurer. As you trained for battle and exploration, your powers of prescience faded, but your other psionic abilities increased. Thanks to them, you foresee a profitable future.
For whom did you read fortunes? What dire fates or dark secrets did you discover that might come back to haunt you? Does anyone seek revenge for a fortune you told? Do you still have visions of the future? Are they always clear and correct, or is much left to interpretation?
The ardent class makes the most sense with the feel of this background, but any class could work. Pick powers that emphasize prescience and acting before your enemies can react. The infernal eye paragon path might also suit you.
Associated Skills: Insight, Perception
Found in the Wild
Type: Birth
Campaign Setting: General
You were discovered wandering in the wilderness at a very young age, and you have little memory of your early past. You spent your youth working on a farm not far from the area where you were found. That life
might have been enough for you, for you’ve always felt a deep connection to the earth. However, when your new homeland was attacked by goblin raiders and its citizens were murdered, you felt a presence within your blood that called you to action, and you have been following that call ever since.
Who took you in when you were found? Was that person a loving foster parent or a cruel taskmaster? What experiences in your youth nurtured your apparently inborn connection to the primal spirits, and how has that connection flourished in your adulthood?
Associated Skills: Heal, Streetwise
Found Religion Among Others
Type: Divine
Campaign Setting: General
You gained your appreciation of your deity in a culture not your own, and you worship in a manner unfamiliar to your own people. Did you come to worship among another race or in some foreign culture? Was the place where you gained your appreciation for the faith in a distant land or on some other plane? What are the ways that you worship that others might find strange?
Associated Skills: Diplomacy, a skill another race gains a bonus to
Founder
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Erathis
You helped found a community. Where was it? Why was it created? You might have helped to plan the settlement, or you might have spent some time laying bricks with your own two hands. Was the process part of a simpler life, or was it a prelude to your adventuring career? Did you learn to do battle while patrolling its half-constructed walls? A town with your own personal stamp on it might serve as a worthy base of operations, and its people might clamor for your protection.
When was the last time you were there? What was once a small but promising settlement might now be a thriving city—or a ghost town.
Associated Skills: Athletics, History
Foundling
Campaign Setting: General
You were abandoned in your infancy, and the compassionate one who discovered you was an instructor at the academy. Did the entire school parent you, or were you ignored after your basic needs were met? Did your roots spread in the fertile soil of knowledge or are you glad to be away from the school’s oppressive, stagnant atmosphere?
Associated Skills: Streetwise
Free Spirit
Type: Racial
Campaign Setting: General
Prerequisite: Halfling
The ultimate symbol of primal power, to your eyes, is the ever-changing, relentless rush of water. The spirits you evoke are nature spirits of lakes, rivers, and rain, or animal spirits of fish, waterfowl, and songbirds. Water is everywhere, a sign of freedom that encourages you to stay on the move. You might come from a halfling tribe that wanders a marsh, a river, or a coastline. Or you could come from a city, where artificial pools and aviaries are your only connection to the spirits you revere.
Associated Skills: Athletics, Nature
Freed Slave
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Sehanine
You toiled under harsh masters until you were freed by one of Sehanine’s champions. After years of suffering, your deliverance—whether by force of arms or by subterfuge—inspired you to repay the favor. Who enslaved you? Were they regular masters, hailing from the common races, or were they supernatural overlords, such as mind flayers, drow, or vampires? Do you seek to eradicate slavery altogether, or do you focus on freeing one slave at a time? Do you see slavery as another facet of a harsh world, trying not to think too much about those still in chains?
Are you afraid of returning to the site of your forced labor? Maybe your old masters might recognize you and try to take away your freedom again. Or perhaps you still have friends or family among the slaves there?
Enduring years of labor has made you strong and resilient, the better to face the challenges ahead.
Associated Skills: Athletics, Endurance
Friend of an Eladrin House
Type: Occupation
Campaign Setting: General
Prerequisite: Bard
In your wanderings far from the mortal world, you met illustrious members of an eladrin house. They found you charming and became your patrons. Did they teach you magic and song, or were they impressed by the gifts you already possessed? Do they have other allies in the world? Are you a mere friend, or were you born a member of the house?
Associated Skills: Arcana, Diplomacy
Associated Languages: Elven
Frog Hunter
Type: Racial
Campaign Setting: General
Prerequisite: Human
You are a hunter, a spearer of frogs. A steady hand and keen eye are required to bring down your elusive prey. You had a great responsibility to your tribe, gathering food for the families, but also to patrol the lands to watch for enemies. How did you earn your position as hunter? Did you fight in any major battles? Who taught you?
Associated Skills: Perception, Stealth
Frostfell (Primal Power)
Relentless tundra, colliding icebergs, sudden whiteouts, and sunshine that offers no warmth
Type: Geography
Campaign Setting: General
Far to the north, beyond lands even partially civilized by mortals, stretches the wintry realm of the Frostfell. This frozen land, trapped in ice and blanketed by snow, is dimly illuminated by brief light that brings no succor. Little grows in the frigid wastes, and the temperature rarely climbs above freezing. Blue mountains sheathed in rime march across the horizon, while winds scour fields, disturbing the snow and revealing below it ice many feet thick. The people of the Frostfell carve ice castles from icebergs floating in the frigid seas.
You come from the frozen lands of the Frostfell and bring the traditions and methods of your people with you. Your homeland’s harsh environment requires sturdiness or adaptability from its people. As a result, dwarf and human are good racial choices. For your class, consider druid or shaman.
Associated Skills: Athletics, Endurance
Associated Languages: Dwarven
Gang Leader
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
You grew up on the streets, living on the wrong side of the law. One day something inside you changed, and you vowed not to live simply as one of the scum who scuttled through the alleys and sewers of the city. You clawed your way up through the ranks of the underworld until you led your own gang of thieves...at least for a time.
What set you on the path to becoming a gang leader, and what caused you to stop? Did something scare you straight? Did your gang commit crimes against the wicked and greedy, or were you less discriminating? Did your gang rely on simple burglary, or did you prefer more brutal tactics? What happened to your gang when you left? Do your former allies still respect you and can you rely on them for aid, or are you a pariah? Are you still wanted by some authority? Do your friends know about your past?
The cutthroat rogue or trickster rogue builds make good choices for this background, and the guildmaster thief is an obvious paragon path choice. As a warlord, you can use this background to explain how your character learned leadership skills. Consider the archer warlord build, perhaps even training in Stealth to use cover to hide and gain combat advantage.
Associated Skills: Stealth, Streetwise
Genasi - Academic Exhibit
Type: Racial
Campaign Setting: General
Prerequisite: Genasi
Perhaps they created you, perhaps they summoned you, or perhaps they simply found you—however they acquired you, a cabal of arcane scholars treated you as the subject of fascinating study. You might have been on display, or you might have been kept hidden away from everyone except members of the cabal. Were you well treated, or were you locked in a cage? Did some catastrophe befall the scholars, allowing you to escape? Were you the catastrophe?
Associated Skills: Arcana, Thievery
Genasi - Chaos Burn
Type: Racial
Campaign Setting: General
Prerequisite: Genasi
You spent some part of your early life in the Elemental Chaos—perhaps living in the efreets’ City of Brass or in a githzerai monastery. Fond of traveling in the Elemental Chaos, you recently found yourself thrust through a portal into the world. Are you stranded in the world, or have you decided to stay for a while? Are you eager to return, or enjoying a life less plagued by elemental dangers?
Associated Skills: Arcana, Endurance
Geography - Desert
Type: Geography
Campaign Setting: General
You were raised in an arid wasteland, such as a sandy desert or rocky badlands. How did you and your family survive? Do you long for the simple life of the desert, or are you thankful to be free of its constant hardships? How do you cope with the overwhelming variety of sights and smells in urban environments?
Associated Skills: Endurance, Nature
Geography - Forest
Type: Geography
Campaign Setting: General
You were raised in a wooded region, such as a forest or a jungle. Did you survive by foraging, or were you and your family hunters? Do you feel at one with the forest, or is it merely a source of food to be harvested?
Associated Skills: Nature, Perception
Geography - Forest
Type: Geography
Campaign Setting: General
You were raised in a wooded region, such as a forest or a jungle. Did you survive by foraging, or were you and your family hunters? Do you feel at one with the forest, or is it merely a source of food to be harvested?
Associated Skills: Nature, Perception
Geography - Urban
Type: Geography
Campaign Setting: General
You were raised in a large city. What part of the city did you grow up in? Did you stick to that area, or did you explore all the quarters of the city? Do you still have ties to your old neighborhood, or are you happy to forget your childhood?
Associated Skills: History, Streetwise
Geography - Wetlands
Type: Geography
Campaign Setting: General
You were raised in a swamp, a river delta, or another marshy area. Which did you learn first—to walk or to swim? Do you distrust the feel of solid ground, or are you happy finally to have dry feet?
Associated Skills: Athletics, Nature
Ghost of Nerath
Type: Occupation
Campaign Setting: General
Prerequisite: Battlemind
From the day you were born, you were told the tales of blood and bravery that marked the empire’s fall. As a child, you played out the ancient battles whose names were among the first words you learned, but Nerath was never more than stories to you. Or so it was until you first felt the spark of psionic power that marked you as a battlemind. With that power came a knowledge that filled you like a ghostly chorus—the memory of a dozen lifetimes never lived, tracing back to the last of the Ghost Blades.
Whether or not you sought the role, you are a ghost of Nerath fated to search for the signs that will herald the empire’s rise from the ashes. Do you have the strength to take up a quest whose conclusion might lie long after your own death? Can you set aside the need for love and family, hearth and home to wander the world in search of the vague and elusive signs? Do you dare to consider that you might be the most important of those signs and scion to a bloodline long thought lost?
Associated Skills: Endurance, History
Githzerai - Cenobite Initiate
Type: Racial
Campaign Setting: General
Prerequisite: Githzerai
You were raised and trained in a githzerai monastery in the Elemental Chaos or in a remote part of the world. You might have lived there your whole life, contemplating the dangers around you and binding your mind in rigid discipline. Something drew you away from your home. Perhaps you sought the answers to questions about your race’s origin. Maybe a visitor to your monastery aroused your curiosity about the world beyond its walls. Now you find yourself outside the disciplined civilization of the githzerai. How are you adjusting? Is the experience intriguing or frustrating? Are new companions suitable replacements for those you left behind?
Associated Skills: Arcana, History
Githzerai - War Band Survivor
Type: Racial
Campaign Setting: General
Prerequisite: Githzerai
You joined a githzerai war band that either traveled to the world or originated in it. Your band sought enemies of the githzerai and found foes beyond your group’s capabilities. Only you survived the battle. What happened to the rest of your band? You might be stranded in the world with no easy route home, but do you want to go home? Is the shame of your band’s defeat, or perhaps the shame of your survival, too great? Do you seek vengeance for the death of your companions or absolution for the guilt you feel as a survivor?
Associated Skills: Dungeoneering, Perception
Gladiator - Follower of Kord
Campaign Setting: General
Prerequisite: Follower of Kord
You found your faith in Kord in the blood-flecked dust and the echoing cheers of the mob. It came to you as you struck down one challenger after another. The wanton violence of your profession as a gladiator had to have some meaning or you wouldn’t have the will to draw your sword. Your faith in Kord gave you the strength to survive, and Kord rewarded your actions by the thunder in the stands and the sight of another blood-red dawn each day.
How did you become a gladiator? Was it a choice, were you a criminal, did you owe debts, or were you a slave? How did you escape the games? Did you win your freedom, break free, or decide to walk away from the glory you could have gained through meaningless slaughter? Did you see any unusual creatures in the arena? Did you make any unusual friends or enemies?
Associated Skills: Athletics, Endurance
Glamoured (Fey)
Campaign Setting: General
Prerequisite: Warlock
Ensorcelled by a fickle patron, you were drawn into your pact against your will or better judgment. How do you regard the fey and your patron? Do you strive to use your warlock powers to avenge yourself from the patron’s callous manipulation? Do you keep the source of your power secret, or publicly revel in its newfound boons?
Associated Skills: Nature, Stealth
Gloaming Guardian
Type: Racial
Campaign Setting: General
Prerequisite: Elf
Dusk elves protect their communities from trespass thanks to the gloaming guardians’ efforts. Deadly sentinels, they guard the routes into their communities, and if they encounter intruders, they use their considerable talents to drive interlopers away. Failing that, the guardians pick such trespassers off one at a time until they realize their error and return from where they came. You were trained to be one such sentinel. Why did you leave this responsibility? Gloaming guardians are sometimes the only dusk elves who meet other peoples. Was an intruder responsible for your break? How do your dusk elf family and friends see your leaving?
Associated Skills: Intimidate, Stealth
Gnome - Estranged Fey
Type: Racial
Campaign Setting: General
Prerequisite: Gnome
Your parents abandoned the Feywild before your birth and never returned. Did your family leave the Feywild by choice or through necessity? Do you plan to return to the homeland you have never seen, or are you content with the place you have found in the world?
Associated Skills: Endurance, Nature
Gnome - Fomorian Captivity
Type: Racial
Campaign Setting: General
Prerequisite: Gnome
You were the captive of a fomorian overlord. Was your family captured, or were you born into captivity? How did you escape? Are you driven by revenge, or by a deep desire to stay as far away from fomorians as possible?
Associated Skills: Endurance, Stealth
Goblin Foe
Campaign Setting: General
The disgusting creatures of the goblin family (goblins, hobgoblins, and bugbears) have earned your unending enmity. Did someone close to you get hurt or killed by goblins? Was a place you once lived looted or attacked? Do you abhor goblins for their cowardice? How about their awful smell?
Associated Skills: Intimidate, Perception
Associated Languages: Goblin
God Hater
Campaign Setting: General
Whether it is one god or all, you have turned against the powers of divinity. You feel the world does better without them. You found out that gods can—and do—die. You seek out dead gods to find out how gods die so you can rid the world of their presence forever. Dead gods also leak power, which you believe can be turned against the other faiths. You have found that hate and love are closely paired, and your quest against the gods is a belief as strong as that of any priest.
Why do you hate the gods? Do you hate all of them, or only one? How deep does it go? How does the dead god whose power you seek relate to that hatred? How do you see others who worship gods? How do you make sure you can work with them? Do you pity them, or despise them for their foolishness? Do you fear death and the fate some tales spin for those who die faithless? How do you see the primordials? Are they beings better fit for worship, potential allies, or creatures as bad as or worse than the gods?
Adventurers with this background seek out fellow adventurers with care. They avoid conflict by finding ways to accept divine characters, despite philosophical differences, even if it is only a temporary truce. As can be expected, god haters are rarely divine characters. Primal characters, as the world’s wardens, have a great motivation to be god haters. However, some divine characters can become god haters after being disillusioned. Knowing the ways of the faith, these are perhaps the most fanatic and dangerous god haters.
Associated Skills: Intimidate
Associated Languages: Primordial
Goliath - Lightlost
Type: Racial
Campaign Setting: General
Prerequisite: Goliath
Your tribe members, brought near starvation by drought, followed a mountain spring to an underground river and found the food they needed to survive. Eventually forging an alliance with a nearby clan of dwarves, they adapted to a subterranean life and haven’t emerged since. You are the first member of your tribe to see the sun in generations. Why have you emerged from the caves?
Associated Skills: Athletics, Dungeoneering
Goliath - Skywatcher
Type: Racial
Campaign Setting: General
Prerequisite: Goliath
You were a respected advisor to your tribe. You helped your people avoid overhunting and overharvesting, scouted new territory, and oversaw seasonal celebrations. Now you are separated from your tribe, either by choice or by necessity. What happened? Did you make a decision that earned you bitter enemies in your tribe? Did a younger member rise to favor over you? Or did you feel a call to the world beyond your tribal lands?
Associated Skills: History, Religion
Grave Digger
Type: Occupation
Campaign Setting: General
You dug graves and prepared gravesites for the funerary rites. How did you see your profession? Did you ever experience anything strange? How did your occupation lead you to the Raven Queen?
Associated Skills: Athletics, Endurance
Green Moss Guide
Type: Racial
Prerequisite: Half-orc
You have spent most of your life traveling between the lands of your people, on the tundra to the north of the Spine of the World, and the lands of the Silver Marches to the south. You are as comfortable in the cold, lying on a bed of nearly frozen moss, as you are in a down-filled mattress next to a roaring fire. And your footing on the ice-covered slopes of the mountains is just as sure as on flat ground.
What has brought you away from your place within your tribe? Do you still revere the primal beauty of the cold North, or have you given up your tribal ways for something different?
Associated Skills: Acrobatics, Nature
Grifter
Type: Occupation
Campaign Setting: General
You swindle others out of their wealth through deception and misdirection. You might have been a small-time con artist, playing shell games on dirty street corners. Or you might have run the long con, setting up elaborate schemes to take the bigger prize. What was your best job? Your line of work creates many enemies. Who holds the worst grudge and what will they do to get even with you? Some grifters work with crews. If so, who were they and why are you not with them now? Or are you?
Associated Skills: Bluff, Insight
Guardian Contemplative
Type: Racial
Campaign Setting: General
Prerequisite: Minotaur
Your people are a race of fierce warriors, but you know more effective ways to accomplish your goals than hammer and axe. Words hold power over emotions. Against ignorance, knowledge cuts sharper than any blade. The arm wields the axe, but the mind, spirit, and voice can control far mightier weapons. How does your clan view your choice? Do they respect your power or condemn you for weakness? Are you favored by the gods or feared as a practitioner of black magic?
Associated Skills: Arcana, Religion
Guardian Sentinel
Type: Racial
Campaign Setting: General
Prerequisite: Minotaur
Your clan once turned from the demon lord Baphomet to embrace the Philosophy of the Labyrinth. Yet destructive forces thrive, working relentlessly to bring the world to ruin. If left unchecked, you know they shall succeed. This is inevitable. You left your home to seek out evil and annihilate it. Perhaps you do this out of conscience, honor, vengeance, or out of shame for your savage heritage. Or maybe you do it to appease the bloodthirsty beast lurking within your soul. Perhaps you do it because your race is more capable for the task than others, and the task must be done.
Associated Skills: Intimidate, Perception
Guide
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Corellon
You put your knowledge about the countryside to good use as a guide. Where did you work? What sites did you see? Who were some of your clients? Were they at all responsible for why you became an adventurer?
Associated Quests: Find and permanently mark unknown fey crossings; lead an expedition into the Astral Plane; earn the trust and cooperation of the treants in an important undertaking.
Associated Skills: Nature, Perception
Associated Languages: Elven
Guiding Hand
Campaign Setting: General
Innocents and the natural world must be protected. As a recipient of the great gift of psionic power, you are obligated to shield the weak and strike down evil. A sense of duty has always called to you. Once you followed your instincts, your place in the world became clear to you.
Associated Skills: Diplomacy, Perception
Half-Elf - Cultural Half-Elf
Type: Racial
Campaign Setting: General
Prerequisite: Half-Elf
Unlike most half-elves, you were raised as part of a half-elf community. Your parents were half-elves, and the mingling of elf and human blood in your veins goes back generations. Why did this community form? Did your people face prejudice from humans, elves, or both? Or have you had almost no contact with either race until now?
Associated Skills: History
Half-Elf - Cultural Half-Elf
Type: Racial
Campaign Setting: General
Prerequisite: Half-Elf
Unlike most half-elves, you were raised as part of a half-elf community. Your parents were half-elves, and the mingling of elf and human blood in your veins goes back generations. Why did this community form? Did your people face prejudice from humans, elves, or both? Or have you had almost no contact with either race until now?
Associated Skills: History
Half-Elf - Cultural Half-Elf
Type: Racial
Campaign Setting: General
Prerequisite: Half-Elf
Unlike most half-elves, you were raised as part of a half-elf community. Your parents were half-elves, and the mingling of elf and human blood in your veins goes back generations. Why did this community form? Did your people face prejudice from humans, elves, or both? Or have you had almost no contact with either race until now?
Associated Skills: History
Half-Elf - Cultural Half-Elf
Type: Racial
Campaign Setting: General
Prerequisite: Half-Elf
Unlike most half-elves, you were raised as part of a half-elf community. Your parents were half-elves, and the mingling of elf and human blood in your veins goes back generations. Why did this community form? Did your people face prejudice from humans, elves, or both? Or have you had almost no contact with either race until now?
Associated Skills: History
Half-Elf - Cultural Half-Elf
Type: Racial
Campaign Setting: General
Prerequisite: Half-Elf
Unlike most half-elves, you were raised as part of a half-elf community. Your parents were half-elves, and the mingling of elf and human blood in your veins goes back generations. Why did this community form? Did your people face prejudice from humans, elves, or both? Or have you had almost no contact with either race until now?
Associated Skills: History
Half-Orc - Stormtouched
Type: Racial
Campaign Setting: General
Prerequisite: Half-Orc
Many half-orcs hold Kord in particular respect, even if they don’t acknowledge him as the creator of their race. You had a brush with a storm; perhaps you were born during a thunderstorm, or maybe you were struck by lightning as a young adult. Now Kord’s touch is on you, and it’s clear that he has some particular destiny in mind for you. But what is it?
Associated Skills: Nature, Religion
Halfling - Avandra's Kiss
Type: Racial
Campaign Setting: General
Prerequisite: Halfling
Your birth was accompanied by an unusual occurrence that your family regarded as a sign of Avandra’s favor. Perhaps a bird perched on the windowsill of the room where you were born, or you have a birthmark resembling Avandra’s holy symbol. What is the mark or occurrence that reveals this favor? How did it affect your childhood and training? Does it affect your plans for the future?
Associated Skills: Acrobatics, Heal
Halfling - Banned
Type: Racial
Campaign Setting: General
Prerequisite: Halfling
You have been cast out of your community, and members of your own family are forbidden to speak to you or even breathe your name. What did you do to earn this shame? Does anyone back home miss you or sympathize with your plight? Is there a price on your head, or does your past otherwise threaten to overshadow your future?
Associated Skills: Bluff, Stealth
Halfling - High Roller
Type: Racial
Campaign Setting: General
Prerequisite: Halfling
Though you spent most of your time with the other members of your clan, you voyaged into other races’ villages and towns whenever you could. Drawn to taverns and back alleys, you honed your skill at cards, dice, and other games of chance. Your need to find gambling partners might have drawn you into association with a “bad element.” Perhaps you’re hiding out from powerful people who feel you cheated them. Did you run afoul of the law in a place where gambling isn’t permitted? Were your cards too good too many times and you got accused of cheating? Does the desire to gamble drag you off course when you’re supposed to be accomplishing a different task?
Associated Skills: Bluff, Streetwise
Halfling - River Scout
Type: Racial
Campaign Setting: General
Prerequisite: Halfling
You know the courses of winding rivers and the locations of churning rapids. Any expedition you lead is sure to go smoothly, for your knowledge and survival skills are unsurpassed. You even share a rapport with wild creatures, and you know their ways. Is there a land you’ve always wanted to explore, but haven’t yet? Do you consider yourself one with nature or above it? Did one of your journeys go poorly, taking your followers to their deaths?
Associated Skills: Athletics, Nature
Halfling - Storyteller
Type: Racial
Campaign Setting: General
Prerequisite: Halfling
You are a font of halfling folklore, able to spin fables and legends relevant to virtually any situation. Hidden in these tales is a wealth of useful information about halfling history and culture. How did you learn them? Which of the stories do you consider most important? Did the stories spur you to a life of adventure, and if so, why?
Associated Skills: History, Religion
Heaven's Weapon
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
Too often tieflings wander without purpose. They seek something in the world that they cannot find within themselves, or they try to run from what they learn when they gaze deep into their souls.
Not so with you. You’ve known all your life why you were born and for what purpose you continue to draw breath. You are heaven’s weapon, a prophesied embodiment of the gods’ desire to bring Asmodeus to heel. You might not personally strike the final blow against the gates of hell, but you are somehow the key. If you fail in your purpose, another soul like yours might not be born for a thousand years.
What makes your soul special? Did the gods change it somehow or are you related to some god in a deeper way than most? Are you destined to battle Asmodeus, to imprison the devils more firmly in the Nine Hells, or to prevent a more immediate danger? Do all the gods but Asmodeus favor your fate, or might some have reason to continue dealing with the devils for another thousand years?
A protecting or virtuous paladin makes a great choice for this background. Give some thought to the deity your character favors. You might be a generalist who worships the whole pantheon and opposes the god’s enemies, or you might function as the secret weapon of a particular deity with an axe to grind with Asmodeus. If your DM allows, you might even serve an evil deity. Even the vilest god might have good reason to see the infernal forces defeated.
Associated Skills: History, Religion
Associated Languages: Supernal
Heir to Power
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling, Psionic
From the first time your psionic power manifested, you have been consumed by the feeling that you are beholden to someone—or something—for that power. Do you trace your family line back to the psionics users of Bael Turath? Or do you believe that the diabolic power rumored to still watch over tieflings has granted you this gift? Do you embrace your power regardless? Or do you search endlessly for insights into the origin of psionic power, hoping to understand the nature of that power to prevent it from consuming you?
Associated Skills: Arcana, Religion
Hellfire Heir
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
Some tieflings think of the ancient story of their race’s origin as a fairytale or as events so long past that they have no effect on the world today. But you know better. The oaths sworn by your ancestors still bind your soul to a hellish fate in the afterlife. The powers that liberated so many tieflings neglected to free your line. You know this not just because a devil told you so but because you feel it in your bones. Diabolic power flows through your blood and surges with every spell you cast. Infernal creatures know you by face and name, and they tempt you with power. If you do as they wish, they’ll give you what you want in this world. Yet you’re damned if you do and damned if you don’t.
What kinds of devils have contacted you? Do you have a relationship with any particular fiend? What do they want from you? Do you sometimes do as the devils ask, figuring that you might as well enjoy the gifts they’ve given you? Or do you use your hell-wrought spells to fight the devils or even to free yourself from their power?
A warlock with the infernal pact makes an excellent choice for this background, but other classes have suitably hellish powers that suit this character history. The swordmage has powers such as inferno’s sword and hell’s own blade. The sorcerer and wizard classes have plenty of fiery powers that could have infernal ties. Bard presents relatively few powers that are obviously appropriate, but as with any arcane class, you could link a power to hell by describing it in a thematic way. The song of discord, for example, might set tiny devils to playing discordant music as they whirl about the dominated victim’s head.
Associated Skills: Arcana, Religion
Associated Languages: Supernal
Hellion
Type: Society
Campaign Setting: General
You grew up on the streets and learned everything you know in filthy alleys, backroom brawls, and rooftop gang fights. As a youngster you were fascinated by the culture of the bravo, the rake, and the duelist. In time, you earned a reputation as a hellion, showing a capacity for being tough and improvisational in a fight. You ran the streets and roofs, engaging in duels and brawls with other hellions. You are one with the night, and you revel in the thrills of street life. You evade guards and rivals by using your knowledge of the city, and when you fight, it’s always on your terms. Above all, you live for excitement.
Associated Skills: Acrobatics, Athletics
Hereditary Psionics User
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn, Psionic
Several of Arkhosia’s noble households boasted psionic talent and stood at the forefront of the empire’s war effort against Bael Turath. You are a descendant of one of those families, which were scattered after Arkhosia fell. But do you feel the pride, confidence, and obligation that come with your legendary bloodline? Or are you secretly ashamed of your past—knowing that your forebears were among Arkhosia’s best warriors, and that their skill failed the empire in the end?
Associated Skills: History, Intimidate
Heretic
Type: Divine
Campaign Setting: General
You worship the same god or gods as others who share your choice, but you see those deities differently. You believe some legend in contradiction to common thought about your gods, or you practice rites in honor of your deity to which others object. What is it that you do or think that most people reject? Are you looking to make converts, or do you come from a heretical sect? Are you hunted by other faithful? Why did you take this difficult path when ordinary belief was open to you?
Associated Skills: History, Stealth
Histachii
Type: Racial
Campaign Setting: General
Prerequisite: Human
Your golden eyes set you apart from your kin for they marked you as histachii, touched by Merrshaulk. Your kin believed you had insights into the demon’s mind and could protect them from his dreaded bite. How did your heritage shape your destiny as an adventurer? Were your villagers’ superstitions correct? Did you have visions or insights? What were they?
Associated Skills: Arcana, Insight
Associated Languages: Draconic
Holy Killer
Type: Occupation
Campaign Setting: General
As a trained practitioner of deception, you have spent a good portion of your life in service to your temple as an information broker and eradicator. Mastering the intricacies of conversational encounters, you can learn exactly what you need to hunt and slay your prey. Why did you decide to answer a call to become a killer? Do you fear that you will face internal struggles regarding your work? And, if your religion does not normally condone killing others, do you feel redemption will be given one day for your acts? How do you feel about your religion in this case?
Associated Skills: Diplomacy, Insight
House of Lies
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
You don’t know the house from which you’re descended. At least, you’re not sure. Maybe it’s one of the famous names. Maybe it’s a minor family. Maybe your ancestry is so mixed up you can trace your bloodline to a dozen houses. When asked, you tend to pick a noble house as the mood suits you, and sometimes you make one up on the spot just to sound impressive.
Do you want to learn your true ancestry? How would you react if your true ancestry were established? Are you hiding something by lying about you family line?
Associated Skills: Bluff, History
Howling Plains
Screaming winds, merciless horse riders, endless grasslands anchoring the dome of the world
Type: Geography
Campaign Setting: General
To an outsider, the leagues of grasslands seem empty, but that is far from the truth. Birds nest in the undulating stalks. Wild horses run beneath the clear skies. Nature spirits live in every blade of grass, beneath every rock, and within the springs and streams that crisscross the landscape. Primal laughter is carried on the howling winds that give these plains their name. The people of the Howling Plains ride fleetfooted steeds across the rolling plains, following the movements of antelope and other migratory animals and avoiding the depredations of goblins.
You hail from the Howling Plains and have been initiated in the ancient rites practiced there. A member of any primal class can originate in this homeland, but barbarians and shamans are best suited.
Associated Skills: Athletics, Endurance
Associated Languages: Goblin
Hulking
Type: Racial
Campaign Setting: General
Prerequisite: Foulborn Heritage feat
You are exceptionally large for your race. Your size doesn’t change, but you might be tall, broad-bodied, or corpulent. Your size might give you greater endurance or make you more intimidating.
Associated Skills: Endurance, Intimidate
Human - Ancestral Holdings
Type: Racial
Campaign Setting: General
Prerequisite: Human
Your family carried a significant noble title during the height of the empire of Nerath, but the lands your family once held are now a dangerous wilderness. Do you dream of clearing the lands and making them fit for human habitation once again? Or are you fleeing the ever-shabbier pretensions of your family of nobles-in-exile?
Associated Skills: Diplomacy, History
Human - Heir of the Forgotten Gods
Type: Racial
Campaign Setting: General
Prerequisite: Human
A sign at your birth or some event in your life pointed to the influence of a god that is either dead or forgotten. Are you destined to revive the worship of this long-forgotten deity, or to take the place of a god that has lain dead since the dawn of time? Do you view the other gods as potential allies or as dangerous competitors?
Associated Skills: Insight, Religion
Ikemmu
Type: Geography
Campaign Setting: General
You hail from the mighty shadar-kai city of Ikemmu. With its proximity to the multiple planes, you have learned to adapt to hostile environments.
Benefit: You gain a +2 bonus to Arcana and Dungeoneering checks in addition to a +2 bonus to skill checks when using any travel ritual.
Incomplete Creation
Type: Racial
Campaign Setting: General
Prerequisite: Warforged
You never emerged intact from the creation forges like the others of your race. No, your “birth” was a fluke, and you were far from complete. Since your awakening, you’ve had to piece together the rest of your body from whatever you could find, using any techniques at your disposal. The alchemical substances you developed keep you alive and complete you, but they’re mere patches, inferior to a complete original body. Was your creation forge shut down or destroyed before your completion? Did an accident awaken your consciousness, or did someone bring your incomplete body to life for a purpose? Do you consider the life you were granted a blessing or a curse?
Associated Skills: Arcana, Endurance
Indulged Scion
Campaign Setting: General
You might not be a natural at the arcane arts, but you have enough money to make up the difference. While at the academy, did you live beneath your means to fit in or did you flaunt your wealth with fine food and a large suite in the town’s best inn? Were your friends bought, natural, or vanishingly few? And did you pay someone to do your homework?
Associated Skills: Bluff, Intimidate
Infernal Slave
Campaign Setting: General
In exchange for hellfire’s gift, the devils demand you work evil in the world. They urge you to tempt, corrupt, and destroy. If you embrace this purpose, the fiends grant you the insight to know your victims’ weaknesses as well as a better understanding of the art of deception.
Associated Skills: Bluff, Insight
Initiate of al-Shaphal
Campaign Setting: General
The Temple of Reason recruits initiates from the city’s youth by scooping up preadolescents to mold their beliefs and attitudes about religion and make them valued servants in the order. You were such a child. Alongside your peers, you studied the teachings of the Shining Light (Erathis or some other god). The adventurer’s life offered an escape from temple duties. You might be a heretic, driven out for radical views. You could be a temple agent who ventured into the surrounding lands to bring reason and light to the world.
Associated Skills: Insight, Religion
Instructor’s Child
Campaign Setting: General
One of your parents is or was an instructor at the academy, and you spent your youth there. Were you introduced around the school and involved, or were you kept out of your parent’s business? Do you still call one of the instructors “uncle” or a long-used nickname? If you attended, did you receive a lot of special attention or were you conspicuously given the same consideration as everyone else? Did other students set you apart or could you fit in?
Associated Skills: Insight
Inverness Survivor
Campaign Setting: General
You were there when the ghost of Salazar Vladistone demanded single combat with Brother Splintershield, the leader of the Inverness settlement. You watched as Brother Splintershield smugly renounced the spirit’s claim to the place from inside the boundary of the cleansing ritual he had performed. You had heard some of the stories about the ghost towers of the Nentir Vale, and denying the ghost didn’t seem right, with it standing there before you all. Deeply unsettled by the encounter, you left thinking that something bad was going to happen.
You were right. On a cold midwinter night you awoke to screams of terror, and you didn’t have to wait long to understand why. Several ghosts of soldiers came through your walls and ordered you to leave. They needn’t have bothered—the sight alone of the terrible apparitions had you scurrying for the exit. Some in your village tried to fight, but to no avail. Their pitchforks and swords passed harmlessly through the spirits, while the ghosts’ spectral weapons slashed your friends’ bodies. Phantom arrows flickering with pale flames ignited real fires in the buildings. Hot blood steamed on icy ground.
You fled with many others, and in the days of travel that followed, more died from starvation, sickness, exhaustion, and cold. With each new corpse in a grave dug shallow in frost-hardened ground, your desire for vengeance grew. You were lucky; you survived the ordeal. But how can you take revenge on the dead? When you got back to civilization, you resolved to find out.
Associated Skills: Arcana, Nature, Religion
Iron Mind
Type: Racial
Campaign Setting: General
Prerequisite: Dwarf or Mul, Psionic
As you learned to control your unbidden power and sought out teachings beyond the interest of most of your kinfolk, you remained steadfast in your psionics studies. With the resolve and discipline of your people, you set out to master your power as thoroughly as other dwarves master warfare or the crafts of stone and steel. But how did that mark you in the end? Do your comrades question your choices? Or do they embrace the demonstration of commitment and skill that you have undertaken over a lifetime?
Associated Skills: Insight, Intimidate
Isolated
Type: Society
Campaign Setting: General
You have lived most of your life isolated in the wilderness, and you’re unfamiliar with the customs of those who dwell in cities and villages. Perhaps you were raised by preternaturally intelligent animals in the wild, under the tutelage of the primal spirits, or you might have been born in a very remote tribe. You’re accustomed to the natural order and to nature’s form of justice. You enjoy a deep connection to the primal spirits, and you might never have heard of the distant gods of the Astral Sea. You are reverent toward plants and animals, and might call them friends far more readily than you extend that term to other humanoids.
How and by whom were you raised? How do you react to civilization once you encounter it? With wide-eyed wonder or grim disdain?
Associated Skills: Endurance, Nature
Isolated (Psionic)
Type: Society
Campaign Setting: General
Prerequisite: Psionic
You were raised in a secret society that sniffs out psionic talent, then guides its development in those who have it. This controlled environment allowed you to grow into your ability, and you never experienced the uncertainty and confusion that many other psionics users face. You exceeded your tutors’ expectations, quickly mastering the fundamentals and harnessing the fullness of your power at an early age. Your gifted psionic status came at the cost of isolation, however. You studied history and culture, but you had no actual experiences with the natural world, its wonders, or its terrors.
How do you see your childhood? Did you live in an ivory tower where you could indulge in whatever intellectual pursuits you wanted, free from fear, pain, and want? Or was the order’s compound a prison to you? How and why did you eventually leave? Were you free to go when your training was complete? Did you run away before your lessons had ended? How does your inexperience with the world shape your personality, views, and behavior?
Associated Skills: Arcana, History
Kapak Draconian
Type: Racial
Prerequisite: Dragonborn
You are as slippery as a kender and as deadly as a minotaur. When you set your sights on a foe, it is as good as dead.
Associated Skills: Intimidate, Stealth, Thievery
Keen Senses
Type: Racial
Campaign Setting: General
Prerequisite: Foulborn Heritage feat
You have keen senses thanks to extra eyes, eyestalks, spare ears, antennae, or particularly sensitive skin.
Associated Skills: Perception
Keeper of Hate
Type: Racial
Campaign Setting: General
Prerequisite: Dwarf
Forgeborn dwarves rely on the Keepers of Hate to maintain the ledgers in which they record the wrongs done to their clans. You spent your youth training to join their ranks, during which time you studied the ancient texts and learned to despise those ancient foes. Such indoctrination does not leave its students unchanged. How does your upbringing shape your present views? Is there one particular group for
which you harbor a special grudge? What would happen when you encounter the object of your hate? Since you are no longer serving as a Keeper, what drew you from the stronghold? Are you on a mission? Or are you a survivor from an attack?
Associated Skills: Arcana, Intimidate
Keeper of the Flame
Type: Society
Campaign Setting: General
For years you have tended a spark of the Flame Imperishable which burns as a beacon of hope within a shrine that still stands in a former Nerathi city. As one of its attendants, you are a member of an esoteric society known as the Keepers of the Flame who are well versed in secret lore. Are you a wizard in the custom of ancient Nerath, or perhaps a simple scholar keeping alive the living light of humanity’s mightiest civilization? You recognize that you and your order possess the most powerful symbol of ancient Nerath, but to what end? Are your efforts futile, or will they illuminate the path to greatness?
Personal Quests: Protect your shrine from looters; deliver an ember of your fire to another city and raise a shrine in its honor; reclaim the Flame Imperishable from the gnolls.
Associated Skills: Arcana, Religion
Keepers of the Internal Sun
Campaign Setting: General
Nothing is more important than the acquisition and safekeeping of knowledge. If we don’t understand what has come before, how can society possibly move forward?
Associated Skills: History, Perception
Associated Languages: Draconic
Knife Enthusiast
Type: Occupation
Campaign Setting: General
Prerequisite: Sorcerer
You earned your living through knife fighting matches in the seedier parts of town. Were you raised into this life by your relatives and friends, or did you fall on hard times and decide to put your skill with the blade to use rectifying your misfortunes? Do you plan on leaving this life behind for more honest work, or is the bloody sport too enticing for you to abandon entirely? In the tight circles of dirt you have learned to read your opponent’s moves and mislead them.
Associated Skills: Bluff, Insight
Knowledge Hunter
Type: Racial
Campaign Setting: General
Prerequisite: Thri-kreen race
Thri-kreen recognize that knowledge is power. Belief in the Ancestral Khanate gives the gathering of knowledge a greater importance to thri-kreen as a people. Everything the thri-kreen learn continues to exist as part of the ancestral consciousness. A few thri-kreen take this fact deeply to heart, pursuing esoteric understanding as a way to strengthen their people. Upon learning hidden facts, such hunters usually share what they know. Knowledge hunters are also the likeliest thri-kreen to be truly philosophical or artistic. Why have you become a knowledge hunter? What have you learned so far? Where might these rumors and tidbits lead you? Have you learned something that puts you or your pack in danger?
Associated Skills: Arcana, Dungeoneering
Kord Clan
Type: Origin
Campaign Setting: General
Prerequisite: Dwarf
You are a member of the Kord Clan. Were you born to the clan, or did unfortunate circumstances lead to your joining? What is your place in the clan? In what ways do you break dwarven customs in your behavior and appearance? What led you to leave the clan-hold and take up adventuring? Are you an exile from another clan, out to perform great deeds that will redeem your standing in dwarven society and earn you the privilege of returning to your ancestral home?
Personal Quests: Rectify and atone for the misdeed that caused your exile; safeguard refugees from war or disaster on their journey to your Kord Clan stronghold; assemble a company of Kord Clan berserkers and lead it to victory in a major war.
Associated Skills: Athletics, Intimidate
Last Legionnaire
Type: Society
Campaign Setting: General
You are one of the few brave soldiers left in the final struggling legions of the empire, still fighting under the imperial banner despite your lost cause. As a member of the disciplined legion, you underwent time-honored trials of endurance and strength to become the perfect soldier. Though your skills are peerless, where does your loyalty lie? Perhaps you truly believe that Nerath can be reclaimed and its provinces reunited, or maybe you fight because it’s all you know. What were the circumstances of your recruitment into the legions, and why are you now separated from them? Has your general issued you special orders requiring you to venture away from a battlefield? Perhaps you are that battlefield’s only survivor, and you dragged yourself from the red field of slaughter with a vow to search for meaning in the aftermath of so much destruction and sacrifice.
Personal Quests: Use your military acumen to organize or protect defenseless folk; take command of an allied army; rally the scattered legions for a final march to recover the capital city.
Associated Skills: Endurance, Heal
Last of the Line
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
You are the last remaining descendant of a noble house of Bael Turath. You have no family; every last relative has perished, some under mysterious circumstances. Some tieflings who learn your background see you as cursed and alone, while others grow jealous
at your opportunity to turn away from the past.
Was your house mighty or humble? Does your heritage make you proud or ashamed? Do you seek to reestablish your house, or would you be happier ending its sinister reputation once and for all? What events led to you being the last of your line? Have you been marked for death by the murderer of your noble house? Or are you somehow responsible for the elimination of your lineage?
Associated Skills: Diplomacy, History
Laudable Legacy
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
Your clan claims at least one notable individual member or associated family, someone who has brought great glory to the clan’s name. An ancestor might have been a great war hero or a benevolent ruler. A family associated with your clan might be renowned artisans or esteemed diplomats. Those who know your clan affiliation expect you to live up to your clan’s high standards. They might assume you’re arrogant or haughty before they even meet you. Or they might have a grudge against you, believing that your clan stole recognition that belonged to theirs. How do you react to your clan’s renown? Are you proud of it, or is the burden of its high expectations too much for you to bear?
Associated Skills: History, Diplomacy
Lawmaker
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Erathis
You served as a politician or judge. The law was literally in your hands as warrants and statutes passed under your pen. You spent your days surrounded by both sides of the legal world—your colleagues who worked with the law, and the criminals who railed against it. You might have toiled to maintain the status quo, but you might also have been instrumental in making radical changes to the government. Regardless, you probably made at least a few enemies of the criminals you locked up or the opponents you outvoted. Do these grudges persist?
Either way, that career is over, and you have turned to adventuring. Why? Did scandal rock your office? Did you become disillusioned with how little you could accomplish from behind a desk? The memories of those days will remain with you, but what they mean to you is a matter of circumstance. Do you adventure to preserve the legal system you once upheld, or to revolutionize it from without?
Associated Skills: Diplomacy, History
Llewyrr Elf
Type: Racial
Campaign Setting: General
Prerequisite: Eladrin
Llewyrr elves study the natural world and master arcane magic. A long-standing cooperation with the druid circles of the Moonshaes has given the Llewyrr an understanding of their rare tongue. Many Llewyrr are avid historians with a keen interest in the lineages of humanoid societies.
Associated Skills: Arcana, History, Insight, Nature
Longbridge Local
Campaign Setting: General
You grew up in Longbridge during the last days of the ice iron rush and can remember running back and forth across the river, pounding the boards of the Long Bridge with your tiny feet, rushing to bring grains of the clear metal to the assayer. One day, in your haste to “quick step across the Quickstep” (as your father used to say), you dropped the bag of hard-won metal and watched it plunge into the river through a gap in the bridge. No punishment from your parents could match the terror and guilt you felt as you saw your family’s fortune slip away.
Now the future of your family and many others in Longbridge is more uncertain than ever. The ice iron rush is over, and the curse that besets the village seems like it will never end. You’ve seen good people—even close friends you grew up with—become desperate, go bad, and finally swing from the gallows. The town was a happier place when the metal was here. But no amount of panning in the river or digging in the hills has turned up even a flake of ice iron for as long as the curse has been active.
Yet the gates of Firestorm Peak are made of the stuff. Clearly, that fact is significant, but in exactly what way remains to be determined. You’ve made a study of all the legends and history, so you know the gates are invulnerable when they’re shut. But what about when they’re open? Even if they are still invulnerable, there could be more ice iron inside the mountain. You know one sure way to find out.
Associated Skills: Arcana, History
Lost Drifter
Type: Racial
Campaign Setting: General
Prerequisite: Mul
Since gaining your freedom, you have been adrift, unable to settle down and make yourself a home. How did you escape your captivity? What drives you now? What stops you from settling down? What is a cause for which you could fight?
Associated Skills: Nature, Perception
Lost Kin
Type: Legacy of Acererak
Campaign Setting: General
When you were young, a beloved relative—a parent, sibling, or another family member—left with an adventuring company in search of glory, treasure, and adventure. From time to time, you received letters recounting their successes and near-failures, but eventually the letters stopped coming. The last letter was brief, saying only they were headed for Skull City somewhere in the Vast Swamp. After years of no communication, your family believed the relative met an end somewhere in that sinister place, but no one knows and the question of what really happened haunts you still.
Possible Minor Quests: Although searching for your lost kin might be the forefront of your concerns, you should be careful of what you seek. In all likelihood, your lost kin might be searching for you, but this person might not be the person you remember. You relative might have been driven mad, might seek to give you a cursed relic pulled from the dungeons she explored, or might even return as an undead monster. In any event, putting the memory of your relative to rest, and perhaps the relative herself, might serve as a suitable minor quest.
Associated Skills: Any skill
Associated Languages: Any language other than Abyssal or Supernal
Benefit: You gain a +3 bonus to Nature checks made to recall useful information about geography.
Lost Love
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Sehanine
You have lost a loved one, and it had a profound impact on you. Was it a romantic partner, a family member, or a good friend? Was someone responsible for the death or departure of your loved one, or was it a cruel trick of life? Do you use this empathy to prevent others from suffering the same fate? How do you react to those who steal away loved ones, such as kidnappers or a mischievous fey? Do you favor bounties and quests aimed at rescuing relatives, or do you undertake those missions expecting no reward?
Regardless of how you lost a loved one, your heart guides you and helps you understand and appeal to the hearts of others.
Associated Skills: Diplomacy, Insight
Lucky Child
Campaign Setting: General
You were born when, by all rights, such a birth should have been impossible, making you either a blessing or a curse for your surprised parents. Since a young age, you have been told that you owe your existence to the forces of luck, and you have developed a keen understanding of how chance conspires to influence reality. Perhaps your parents were old, or maybe you were born despite a hex against your bloodline. Perhaps a prophecy predicted your death but, unlike all the others, you survived.
Why was your birth such a quirk of fate? Is there a purpose to your birth, or do you seem to beat the odds wherever you go? Has your origin led you to question the odds, or do you fear you’ve used up all your luck just by being born?
Associated Skills: Insight, Religion
Maelstrom
Crashing waves on a stony shore, brooding storm clouds, rushing rivers spilling into an unruly sea
Type: Geography
Campaign Setting: General
The Maelstrom is a never-ending whirlpool of the sea, shrouded in constant storms, spewing thunder and mist as it inundates the surrounding lands with rain. Overlooking the spinning vortex is a great rocky shore, a nesting place for birds and tortoises. The stony beaches are home to scuttling crabs and scavenging gulls. To those living in its shadow, the Maelstrom is the birthplace of all living things. To outsiders, it is an insatiable vortex that swallows all things. The people who dwell in the shadow of the Maelstrom venture into the stormy waters on its verge to fish or to salvage wrecked vessels.
You were forged in the storm and quenched by the sea. Halflings are the most common race from this region, but genasi, specifically the stormsoul, watersoul, and windsoul manifestations, claim this homeland as well.
Associated Skills: Athletics, Intimidate
Associated Languages: Primordial
Magpie
Type: Racial
Campaign Setting: General
Prerequisite: Shifter
Living in the shadows of the city, your pack learned to find treasures where others see only trash. Your skill at scavenging and your expert knowledge of the city helped your people survive. You know the markets and midden heaps alike, and your keen eyes spot things others overlook. As you adventure, look for the value in things other people ignore; are you just going to throw that potion bottle away after drinking from it?
Associated Skills: Perception, Streetwise
Martial - Bearer of the Heirloom
Campaign Setting: General
You have inherited a martial heirloom that has been passed through the generations. It might be a weapon, a shield, a helmet, a scabbard, a quiver, or any other piece of equipment. You and your family cherish the heirloom for its connection to your heritage. Perhaps the item played a pivotal role in a historic battle or was a beloved possession of a famous ancestor. The heirloom might also be the subject of a legend. Regardless of the item’s history, you have acquired it through merit, necessity, or perhaps greed. How does your ownership of the item affect your decisions? How do you feel about being its owner? Do you shrink under the mantle of obligation and responsibility, or do you rise up to earn stewardship of the item?
Associated Skills: History, Intimidate
Martial - Disenchanted
Campaign Setting: General
You once had an undeniable talent for magic. You took to your arcane lessons and studied carefully, fascinated by magic. Then, pushed to prove your abilities to yourself or your tutor, you tried to use a spell or a ritual that was beyond your skill. The attempt went disastrously wrong, and you invoked a powerful curse that suppressed or abolished your ability to perform even the simplest spell. You became determined to restore your power or find a new kind of prowess, so you resolved to make your way in the world through wit and weapon. You are now a master at what you do, yet you can’t help but feel that something is missing.
Associated Skills: Arcana, Endurance
Martial - Garrison Child
Campaign Setting: General
You are the child of military parents who lived in a garrison. Your parents spent your youth drilling and going on patrol, so you were often unsupervised. You might have passed idle days training with soldiers in the garrison, tending the animals, sharpening weapons, or you could have spent your time running amok. Perhaps you resented your parents and constantly stirred up trouble for them with your shenanigans. Whether forced or out of willingness, though, you learned to wield weapons and defend yourself. Over time, maybe your skill even exceeded that of your parents. When the time came to depart, did you leave the garrison full of resentment, or were you fulfilling a sense of duty or obligation to your parents after they disappeared or met with a grisly end?
Associated Skills: Athletics, History
Martial - Guild Orphan
Campaign Setting: General
After you were abandoned, members of the thieves’ guild took you in. You have a mastery over locks, traps, and mechanical devices that is possible only for one who has grown up with thieves’ tools as toys. Your upbringing has left you with a distorted view of society. Unless one member of the thieves’ guild took you under his or her wing, you probably suffered cruelty during your childhood. A thieves’ guild rarely lets its members walk away to pursue other careers. The guild expects a lifetime of service in return for training and care. If you are not still part of the guild that raised you, then the guild either found a good reason to let you go, or it’s hunting you right now.
Associated Skills: Perception, Thievery
Martial - Local Hero
Campaign Setting: General
You never trained in a military academy or participated in a military company. You weren’t an apprentice to a master thief or a squire to a noble knight. No famous hero took you under his or her wing. Everything you know, you learned on your own. You dueled your friends for practice, and you watched soldiers from afar, so when the goblin throngs swarmed your hamlet, you were ready. You rallied other young men and women behind you and rounded up weapons to mount a defense. You repelled the creatures, and your efforts attracted the attention of a local lord. The lord offered you the opportunity to receive proper martial training, and you accepted, beginning your life as a warrior.
Associated Skills: Diplomacy, Nature
Martial - Scion of a Legend
Campaign Setting: General
You have spent your life in the shadow of your mother’s or father’s martial reputation. You might be the latest descendant in a long line of legendary warriors, or you could be the offspring of a hero who rose to fame through recent deeds. Your parent might be proud or humble, but regardless, he or she has always been the subject of envy and praise. Your sense of who you are is defined your parent’s reputation and by the expectation that everyone holds for you. Do you work twice as hard to prove yourself worthy of your family’s reputation? Do you spurn your martial heritage to seek recognition of your own unique talents? Or do you hope to emerge from the shadow of your predecessor, ascending higher than he or she could ever imagine?
Associated Skills: Bluff, Intimidate
Memory Seeker
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
Everyone said the decaying castle was dangerous, but what better place for adolescents to play than an area where adults fear to tread? You and your friends tumbled about the tiefling ruins dozens of times before it happened. While wrestling with a playmate, the ground collapsed beneath you. You discovered a dungeon chamber filled with the remains of the dead. Your terrified friends ran away, never to return, but you didn’t find the bones frightful. This event offered a chance to learn about your heritage firsthand.
You came back to the ruin again and again, often exploring its secrets for days at a time. One day, you found something special: a crystal imprinted with visions of the past, including the teachings of a tiefling
psion. This crystal awakened not only your latent psionic talent, but also a burning hunger to learn more of the past.
Where were the ruins in which you played? Did you unearth other secrets, perhaps dangerous ones? Did you meet any creatures in the dungeons below the ruins? What memories did the crystal contain? Do you still have it? Who was the tiefling psion? What happened to your childhood friends? What do you seek to discover from the visions in the crystal—the lost psionic techniques of the ancient tieflings, untold secrets of tiefling history, or something else entirely?
This background works as well for self-taught ardents and battleminds as for monks and psions; perhaps you sought tutelage after your contact with the memory crystal. Work with your DM to establish the details of the ruin and the memory crystal. The crystal and your quest for knowledge can become major plot points or simply remain background material, depending on your inclination.
Associated Skills: Dungeoneering, History
Merchant Hunter
Type: Racial
Campaign Setting: General
Prerequisite: Thri-kreen race
Your pack gave up the hunt for survival and undertook the hunt for wealth and, perhaps, power. Your khan might have seen that the way for continued existence lies in trade. If you live in the wild, your pack’s warriors might be brigands and traders who raid and rob to gain goods to sell. Or your pack might occupy a successful position in a city or trading outpost. What is your place in thri-kreen society and the wider world? Do you still have ties to your pack, or have you gone into exile for some reason? Is the new direction your pack has taken a good thing, or is it a perversion of thri-kreen custom? Do you still serve pack interests?
Associated Skills: Diplomacy, Insight
Merciless Brigand
Type: Racial
Campaign Setting: General
Prerequisite: Mul
Freedom is sweet, but surviving is sweeter. You fled into the wilds and lived as a bandit for a time. Were you a loner or were you part of an outlaw band? Why did you choose this path instead of honest work? Your new life as an adventurer suggests you broke with this career. What made you change?
Associated Skills: Intimidate, Stealth
Minotaur - Baphomet Clan Exile
Type: Racial
Campaign Setting: General
Prerequisite: Minotaur
Your clan succumbed to the lies and promises of Baphomet’s cultists, and all your living relations are in the thrall of the demon lord. You alone refused to bow to the Horned King, choosing to flee into exile rather than become a sacrifice on Baphomet’s altars. Perhaps you swore to fight Baphomet in order to purify your people, or to exterminate your entire clan. Or perhaps you seek only to put that disaster behind you, to move on with your life and keep the beast in your heart contained.
Associated Skills: Religion, Stealth
Minotaur - Silenced Beast
Type: Racial
Campaign Setting: General
Prerequisite: Minotaur
The voice of the beast within you is silent. Its savagery has no hold over you, and its call has no appeal. You have transcended it and moved to a higher consciousness, something akin to enlightenment. You are at peace with yourself, with who you are, and with the world around you. When you need to fight, you can fight fiercely, but you don’t lose control—the beast is at your command. How did you find such peace? Was it through religious devotion, disciplined martial practice, arcane study, or psionic meditation? Is there anything that can shatter your tranquility and loose the beast again?
Associated Skills: Diplomacy, Insight
Mirror Mind
Type: Racial
Campaign Setting: General
Prerequisite: Changeling, Psionic
A changeling who grows up in another race’s community might lack a strong sense of identity, trying on appearance after appearance until finding one that fits. As a budding psionics user (even if you didn’t recognize it at the time), you felt this lack of self more than most. This is particularly true if you were an ardent, forced to experience the emotions of others while uncertain of your own. What kinds of torment did your struggle with identity cause you? Did it teach you how to pass yourself off as someone you were not? Or have you lived the life of an outsider, never able to fit in?
Associated Skills: Bluff, Insight
Missionary Life
Type: Divine
Campaign Setting: General
You or your parents struck out into the wilds to spread the word of your god. Did you travel all over, or stay in one place to preach to a particular group? Were you met with hospitality or hostility? How did you survive in your travels? Did you give up the work, or do you still seek converts? Do you count any converts in distant places as friends?
Associated Skills: Endurance, Nature
Monastic
Type: Society
Campaign Setting: General
Prerequisite: Psionic
You lived for years in a monastery, studying, training, and learning life lessons from your masters. You might have joined the institution to become enlightened, before unexpectedly discovering your untapped potential. You might have been abandoned on the monks’ doorstep, your arrival seen as a sign of fortune and destiny. For you, the monastery might have been a place of too-oppressive discipline that eventually forced you to leave. Alternatively, you might have been free to come and go as you pleased and welcomed in the surrounding community.
Your education could have focused on scholarship or martial development. Were you a willing student, or did fate place you inside the monastery’s walls? How did you fare in that environment? Did you have a personal instructor? If so, what was your relationship like? Did you form any lasting friendships? Did you make any enemies? How long has it been since you were at the monastery? Would you be welcomed back if you returned?
Associated Skills: Athletics, Religion
Monastic (Avandra)
Type: Occupation
Campaign Setting: General
Prerequisite: Avenger
The monastery defined your early life. You might have trained in a secluded temple, hidden high in the mountains as Moradin’s and Kord’s often are. Or perhaps your home was tucked away in a city, concealed by powerful wards so it blends in, unseen, such as Erathis’s monasteries sometimes are. How did you come to this monastery? What was life like for you? In what ways did you excel in your training? In what ways did you fall short?
Associated Skills: Dungeoneering, Nature
Monastic (Bahamut)
Type: Occupation
Campaign Setting: General
Prerequisite: Avenger
The monastery defined your early life. You might have trained in a secluded temple, hidden high in the mountains as Moradin’s and Kord’s often are. Or perhaps your home was tucked away in a city, concealed by powerful wards so it blends in, unseen, such as Erathis’s monasteries sometimes are. How did you come to this monastery? What was life like for you? In what ways did you excel in your training? In what ways did you fall short?
Associated Skills: Insight, Intimidate
Monastic (Corellon)
Type: Occupation
Campaign Setting: General
Prerequisite: Avenger
The monastery defined your early life. You might have trained in a secluded temple, hidden high in the mountains as Moradin’s and Kord’s often are. Or perhaps your home was tucked away in a city, concealed by powerful wards so it blends in, unseen, such as Erathis’s monasteries sometimes are. How did you come to this monastery? What was life like for you? In what ways did you excel in your training? In what ways did you fall short?
Associated Skills: Arcana, Insight
Monastic (Erathis)
Type: Occupation
Campaign Setting: General
Prerequisite: Avenger
The monastery defined your early life. You might have trained in a secluded temple, hidden high in the mountains as Moradin’s and Kord’s often are. Or perhaps your home was tucked away in a city, concealed by powerful wards so it blends in, unseen, such as Erathis’s monasteries sometimes are. How did you come to this monastery? What was life like for you? In what ways did you excel in your training? In what ways did you fall short?
Associated Skills: Diplomacy, Streetwise
Monastic (Ioun)
Type: Occupation
Campaign Setting: General
Prerequisite: Avenger
The monastery defined your early life. You might have trained in a secluded temple, hidden high in the mountains as Moradin’s and Kord’s often are. Or perhaps your home was tucked away in a city, concealed by powerful wards so it blends in, unseen, such as Erathis’s monasteries sometimes are. How did you come to this monastery? What was life like for you? In what ways did you excel in your training? In what ways did you fall short?
Associated Skills: History, Insight
Monastic (Kord)
Type: Occupation
Campaign Setting: General
Prerequisite: Avenger
The monastery defined your early life. You might have trained in a secluded temple, hidden high in the mountains as Moradin’s and Kord’s often are. Or perhaps your home was tucked away in a city, concealed by powerful wards so it blends in, unseen, such as Erathis’s monasteries sometimes are. How did you come to this monastery? What was life like for you? In what ways did you excel in your training? In what ways did you fall short?
Associated Skills: Athletics, Endurance
Monastic (Melora)
Type: Occupation
Campaign Setting: General
Prerequisite: Avenger
The monastery defined your early life. You might have trained in a secluded temple, hidden high in the mountains as Moradin’s and Kord’s often are. Or perhaps your home was tucked away in a city, concealed by powerful wards so it blends in, unseen, such as Erathis’s monasteries sometimes are. How did you come to this monastery? What was life like for you? In what ways did you excel in your training? In what ways did you fall short?
Associated Skills: Nature, Perception
Monastic (Moradin)
Type: Occupation
Campaign Setting: General
Prerequisite: Avenger
The monastery defined your early life. You might have trained in a secluded temple, hidden high in the mountains as Moradin’s and Kord’s often are. Or perhaps your home was tucked away in a city, concealed by powerful wards so it blends in, unseen, such as Erathis’s monasteries sometimes are. How did you come to this monastery? What was life like for you? In what ways did you excel in your training? In what ways did you fall short?
Associated Skills: Endurance, History
Monastic (Pelor)
Type: Occupation
Campaign Setting: General
Prerequisite: Avenger
The monastery defined your early life. You might have trained in a secluded temple, hidden high in the mountains as Moradin’s and Kord’s often are. Or perhaps your home was tucked away in a city, concealed by powerful wards so it blends in, unseen, such as Erathis’s monasteries sometimes are. How did you come to this monastery? What was life like for you? In what ways did you excel in your training? In what ways did you fall short?
Associated Skills: Diplomacy, Heal
Monastic (Raven Queen)
Type: Occupation
Campaign Setting: General
Prerequisite: Avenger
The monastery defined your early life. You might have trained in a secluded temple, hidden high in the mountains as Moradin’s and Kord’s often are. Or perhaps your home was tucked away in a city, concealed by powerful wards so it blends in, unseen, such as Erathis’s monasteries sometimes are. How did you come to this monastery? What was life like for you? In what ways did you excel in your training? In what ways did you fall short?
Associated Skills: Intimidate, Religion
Monastic (Sehanine)
Type: Occupation
Campaign Setting: General
Prerequisite: Avenger
The monastery defined your early life. You might have trained in a secluded temple, hidden high in the mountains as Moradin’s and Kord’s often are. Or perhaps your home was tucked away in a city, concealed by powerful wards so it blends in, unseen, such as Erathis’s monasteries sometimes are. How did you come to this monastery? What was life like for you? In what ways did you excel in your training? In what ways did you fall short?
Associated Skills: Perception, Stealth
Moonstruck Hunter
Campaign Setting: General
One night, when the moon was full, you followed a spectral stag that led you deep into the wilderness. There you danced with a member of the Gloaming Court, who introduced you to his or her mysteries. Since then you’ve been in some way fey-touched, and now you walk in silence upon dusky paths of mystery.
Associated Skills: Perception, Stealth
Muscle
Type: Occupation
Campaign Setting: General
The criminal’s trade makes enemies as often as it makes money. To keep the law at bay and outraged marks from getting too close, swindlers and thieves keep muscle on hand for protection. Doing these things was your job. Most people who wind up as enforcers have few other appreciable talents. Was this your story? If not, what led to this work? How did you feel about strong-arming others?
Associated Skills: Athletics, Intimidate
Mythspeaker
Type: Racial
Campaign Setting: General
Prerequisite: Kalashtar
Dal Quor is the region of dreams, and it holds other spirits beyond the quori. Here stories come to die and legends loved by the living can find a permanent resting place. These are the vestiges the mythspeaker deals with—echoes of great heroes both real and fictional, whose tales live on in the world of dreams. As a mythspeaker, you are an ambassador between reality and the world of stories; you draw your strength from legends, and many might want you to bring their stories back to the world. Which tales do you draw upon most? Which ones do you avoid? Do you prefer tales of heroism and stirring battles? Do you better relate to those tainted by darkness?
Associated Skills: Diplomacy, History
Associated Languages: Quori
Naive Arrogance
Campaign Setting: General
Prerequisite: Warlock
You know the consequences, but you are strong enough to withstand the patron’s influence without corruption—or at least you think you are. For you the pact is a calculated risk, and you trust to your willpower or decency to justify associating with a patron. Are you a bored debutante at play with fell magic? Perhaps you are a student of the clergy, peering into heretical lore. Are you so focused on your goals that you can rub elbows with dire entities without their evil corrupting you?
Associated Skills: Arcana, Bluff
Narrow Way Clan
Type: Racial
Campaign Setting: General
Prerequisite: Minotaur
You are a heretic—someone obscene and mad. Even your thoughts are dangerous and must not be heard. Any minotaur can tell this by looking at you: Your clan symbol is two unbending lines.
Your clan is outcast. It sees only one truth—one clear and narrow path. All your life, you learned that only one proper way exists and there is a right way to do everything, from waking in the morning to fetching water from the well. The labyrinth holds little meaning for your people. Why turn corners when your goal lies within sight?
Your clan has no castes and no roles or declared leader. In it, all are equal as long as they adhere to the Narrow Way. In this philosophy, your clan has one god and adheres to that power’s tenets alone.
You’ve learned much about the weaker religions and the history of a world that does not know its path. As you head out into the world, you hope to steer others on the proper course. Of course, outside the strict life of your homeland, things get more complicated...
Associated Skills: History, Religion
Natural - Follower of Kord
Campaign Setting: General
Prerequisite: Follower of Kord
It’s not your fault you were born the biggest and the strongest. You don’t exercise. Strength has come naturally to you, but courage is another matter. Your size made you the target of ridicule when you were young, and it was years before you fully understood what a boon it was. When you learned about Kord, something clicked. You had all the power needed—all you required was the will to use it. Controlling your strength, knowing when to use it and when words are enough, is something you had to learn in back alleys. Once you started standing up for yourself, it felt like an endless stream of bullies and toughs wanted to test your mettle.
Do you still feel like you have something to prove? Do your adventures represent you taking on the other bullies in the world, or are they your attempts to face down internal demons from your past? Is being brave still something with which you struggle? Do you have any fears from a past you never conquered?
Associated Skills: Insight, Streetwise
Necromancer’s Chattel
Type: Legacy of Acererak
Campaign Setting: General
The Bleak Academy keeps a stable of living slaves to murder and animate as undead when they come of age. Life in servitude to these necromancers is understandably bleak. You, though, escaped your chains and survived the long flight through the Vast Swamp to reach civilized lands. Do you want vengeance? Will you fight to liberate the others held by the necromantic cabal?
Possible Minor Quests: You might have escaped, but your former captors are not likely to let you stay free. You might have to avoid their attempts to reclaim you, so you are always moving and staying one step ahead of them. Or you might go back, intent on freeing your fellows and razing the necromancers’ city.
Associated Skills: Endurance, Religion, Stealth
Benefit: You gain a +2 racial bonus to saving throws to end conditions and ongoing effects with the fear keyword.
Oathbound Death-Seeker
Type: Racial
Campaign Setting: General
Prerequisite: Dwarf
You have sworn an oath to your ancestors to avenge some wrong done to your people, and you let your oath carry you into desperate battle. Death holds no fear for you. As long as you acquit yourself well in combat, your ancestors will welcome your sacrifice. What was this wrong that now drives you? Who committed it and why?
Associated Skills: Endurance, Intimidate
Oathbound Fellow
Campaign Setting: General
You belonged to one of the school’s serious secret societies. Do you maintain secret contact with your fellows in sworn secrecy? Does the group have goals reaching beyond the graduation project, and are you working toward them or dismayed to know of them? Are you still in contact with anyone from which you’re keeping the secrets?
Associated Skills: Bluff, Insight
Occupation - Artisan
Type: Occupation
Campaign Setting: General
You had a skilled occupation dedicated to a particular craft, such as baking, blacksmithing, carpentry, or cobbling. What did you make? Did you enjoy your work, or was it only a means of supporting yourself? What was your finest creation, and what happened to that item?
Associated Skills: Athletics, Diplomacy
Occupation - Bounty Hunter
Type: Occupation
Campaign Setting: General
You hunted down fugitives from justice, tracking them down and bringing them in for the rewards on their heads. What drew you to this trade? Did it matter to you if the fugitive was guilty or innocent? Did anyone ever escape your clutches? Who was your most notorious captive?
Associated Skills: Perception, Stealth
Associated Languages: Any one other than Abyssal or Supernal.
Occupation - Bounty Hunter
Type: Occupation
Campaign Setting: General
You hunted down fugitives from justice, tracking them down and bringing them in for the rewards on their heads. What drew you to this trade? Did it matter to you if the fugitive was guilty or innocent? Did anyone ever escape your clutches? Who was your most notorious captive?
Associated Skills: Perception, Stealth
Associated Languages: Any one other than Abyssal or Supernal.
Occupation - Bounty Hunter
Type: Occupation
Campaign Setting: General
You hunted down fugitives from justice, tracking them down and bringing them in for the rewards on their heads. What drew you to this trade? Did it matter to you if the fugitive was guilty or innocent? Did anyone ever escape your clutches? Who was your most notorious captive?
Associated Skills: Perception, Stealth
Associated Languages: Any one other than Abyssal or Supernal.
Occupation - Executioner
Type: Occupation
Campaign Setting: General
You were the hand of justice—an executioner charged with dispatching the guilty. Did you enjoy this work or did it sicken you? What were your preferred methods? Pulling a lever, swinging an axe, or another way? Did you execute any famous personages?
Associated Skills: Bluff, Intimidate
Occupation - Farmer
Type: Occupation
Campaign Setting: General
You worked on a farm, learning the ways of the natural world. Did you raise livestock, crops, or both? Did your farm have a specialty? Did you or your family own the farm, or were you a hired hand? Do you miss those days, or were you eager to escape?
Associated Skills: Endurance, Nature
Occupation - Foe Killer
Type: Occupation
Campaign Setting: General
You fought and killed your people’s enemies. What sorts of creatures do you define as enemies of your people? Do you target members of a humanoid race, such as goblins? Or do you hunt monstrous threats such as aberrant horrors or undead? How does your long experience fighting these creatures shape your personality? How do you react when you encounter your favored enemy?
Associated Skills: Insight, Perception, or the knowledge skill that best relates to your enemy
Associated Languages: The language commonly spoken by your enemy.
Occupation - Guerrilla
Type: Occupation
Campaign Setting: General
You fought for an oppressed people, working in the shadows to free them from their oppressors. Were your people conquered? By whom? What sorts of tactics did you employ? Did you succeed in freeing your people or are they still enslaved?
Associated Skills: Perception, Stealth
Occupation - Hired Killer
Type: Occupation
Campaign Setting: General
You killed people for a living. Were there jobs you wouldn’t take? What led you to this line of work? How did it affect you? What made you change your life? Did you ever kill an innocent? How do you deal with the memories from this time in your life and how do they shape your decisions now? What sorts of techniques did you use? Were you a sniper or did you close on your target?
Associated Skills: Athletics, Stealth
Associated Languages: Secret Language
Occupation - Hunter
Type: Occupation
Campaign Setting: General
You are a skilled hunter. Did you hunt animals or monsters? Did you hunt to support a family or were you a loner? What sorts of weapons did you use? What brought you out from the wilderness? How do you use your hunting techniques as an adventurer?
Associated Skills: Nature, Perception, Stealth
Occupation - Infiltrator
Type: Occupation
Campaign Setting: General
You infiltrated enemy ranks, working from within to ferret out secrets or disrupt plans. Who did you work for? Did you operate within a noble’s court, for an army, or for a secretive organization? Was it an individual, organization, or nation? What identities did you assume? Were you ever discovered? If so, how did you escape?
Associated Skills: Bluff, Stealth
Associated Languages: Any one other than Abyssal or Supernal.
Occupation - Mariner
Type: Occupation
Campaign Setting: General
You worked aboard a ship. Was it a river boat or a sailing ship? Were you a deckhand, a pilot, a marine, or an officer? How extensively did you travel? Where did you go? Was your vessel a merchant craft, a pleasure yacht, a transport vessel, or a pirate ship?
Associated Skills: Acrobatics, Perception
Occupation - Mariner
Type: Occupation
Campaign Setting: General
You worked aboard a ship. Was it a river boat or a sailing ship? Were you a deckhand, a pilot, a marine, or an officer? How extensively did you travel? Where did you go? Was your vessel a merchant craft, a pleasure yacht, a transport vessel, or a pirate ship?
Associated Skills: Acrobatics, Perception
Occupation - Mariner
Type: Occupation
Campaign Setting: General
You worked aboard a ship. Was it a river boat or a sailing ship? Were you a deckhand, a pilot, a marine, or an officer? How extensively did you travel? Where did you go? Was your vessel a merchant craft, a pleasure yacht, a transport vessel, or a pirate ship?
Associated Skills: Acrobatics, Perception
Occupation - Mystic Slayer
Type: Occupation
Campaign Setting: General
You were a trained killer who focused on eliminating magical or magic-using targets. For whom did you work? How did you train for this occupation? What lessons did you learn from your experiences? How does your past affect your relationship with other player characters who use magic?
Associated Skills: Arcana, Stealth
Associated Languages: Draconic
Occupation - Poison Master
Type: Occupation
Campaign Setting: General
You were a master of poisons. How did you learn this trade? What sorts of enemies did you use poison against? Why are poisons your preferred tools? Did you use these concoctions yourself or did you sell them? If you sold them, what made you stop?
Associated Skills: Nature, Thievery
Occupation - Punisher
Type: Occupation
Campaign Setting: General
You were wronged at a point in the past and you worked for revenge, perhaps turning to a life of punishing similar wrongdoers. Who wronged you? Did they harm you directly or hurt someone you loved? Did you achieve the revenge you sought? When you got it, what did you do next? If you’re still working toward revenge, how do you plan to get it?
Associated Skills: Intimidate, Streetwise
Occupation - Revolutionary
Type: Occupation
Campaign Setting: General
You fomented rebellion in your homeland. What sort of government did you fight? What sorts of crimes and injustices did it commit? Were you successful? What happened to the people you helped? Or did you fail? Are the people worse off? What sorts of tactics did you use?
Associated Skills: History, Streetwise
Occupation - Scholar
Type: Occupation
Campaign Setting: General
Your life once revolved around knowledge. What area of scholarship was your domain? Were you a teacher or a scribe, an architect or an astrologer, a barrister or a sage? Did others respect your theories, or did they scoff at your ideas? Do you still seek to learn and to teach, or have you given up academia for a life of adventure?
Associated Skills: Arcana, Religion
Occupation - Thief
Type: Occupation
Campaign Setting: General
You were a thief. Were you a cutpurse, a burglar, a grifter, or something else? Were you driven to thievery by necessity? Were you part of a guild or syndicate, or harassed by one as an independent operator? Are you still a member or still hunted? If so, where is the guild based? If not, why did you leave—or why did the guild let you be? Was the parting amicable or are there people out there looking to settle a score with you?
Associated Skills: Stealth, Thievery
Associated Languages: Secret Language
Occupation - Thug
Type: Occupation
Campaign Setting: General
You were a thug, such as an enforcer, a tough, or a bodyguard. Did you work for anyone? If so, who? What sorts of missions did you undertake? Were you feared in your community? Or did you stand up for those who were too weak to protect themselves? Why did you leave? Did you leave behind any enemies?
Associated Skills: Athletics, Intimidate
Associated Languages: Secret Language
Occupation - Zealous Slayer
Type: Occupation
Campaign Setting: General
You had a revelation from the gods, or you think you did, and saw it as your life’s work to destroy the enemies of your faith. Who or what appeared to you? Was it a person or did the idea come to you in a dream? Who do you define as an enemy of your faith? How does your vision fit with other representatives of your faith? Are you a rogue element or an accepted member of a religious organization?
Associated Skills: Endurance, Religion
Orc Slayer
Type: Racial
Campaign Setting: General
Prerequisite: Dwarf
All forgeborn warriors must contend with the elemental corruption inside them, but not all are so successful in containing their hatred. War masters channel this destructive energy into useful ways, assembling strike teams to hunt down and destroy orc tribes. These missions have a high attrition rate, so only the most reckless and crazed warriors are chosen. You were such a warrior, but unlike your peers, you survived. You might have lived because no enemy could stand against you. You might have been lucky. Or, perhaps you were recruited for the mission and had no business being amid the other berserkers, and somehow escaped the fighting. How do you look on your good fortune? Have you returned to your people? If not, how would they greet you?
Associated Skills: Intimidate, Nature
Orphan of the Gibbering Massacre
Type: Origin
Campaign Setting: General
You became aware that you were different from a young age. Perhaps your parents flinched in fear when you threw a temper tantrum. You might have sometimes spoken a language no one else could understand, and the alien sounds disturbed them. Most likely, you heard the whispers that seemed to follow you, and felt the stares of the people who looked away just a moment too late.
Perhaps there was one person who followed you around. When others looked away, he or she continued to stare. When you found the courage to approach, you learned the truth. The sins of the parents have been visited on their children, and you have a connection to the Far Realm that most others could never understand… but this person can, because he or she has that connection as well.
Personal Quests: Find the gravesite of your birth parents; permanently close a portal to the Far Realm; destroy a Far Realm creature that threatens the community that adopted you
Associated Skills: Dungeoneering, Insight
Associated Languages: Deep Speech
Ostracized
Type: Society
Campaign Setting: General
Prerequisite: Psionic
Many characters born with psionic talent find the guidance, comfort, and understanding that allows them to recognize their nature and embrace it. You were not so lucky. Left to your own devices, you used trial and error to navigate the murky waters of your mind as your life devolved into a series of accidents. Your anger might have burned out a friend’s mind. Your despair could have driven another to suicide. Your wild thoughts could have sent doors slamming, crockery flying, or been the cause of any number of bizarre occurrences. Even though the strange events dogging your heels were just as perplexing to you, your kinfolk came to fear you. They suspected you were possessed, cursed, or trafficking with dark powers. Friendships ended, relationships died, and isolation closed in around you.
How did you cope with the alienation? Did anyone reach out to you? If so, did he or she escape the experience unharmed? Did you remain in the community but apart from it, or did you leave? How did you finally come to terms with what you could do? Now that you have achieved a modicum of control, how do you feel about the people who rejected you?
Associated Skills: Intimidate, Stealth
Out for Revenge
Type: Divine
Campaign Setting: General
You follow your god not because you believe in what the god stands for, but because you and your deity have a common enemy. What individual, nation, or race do you desire vengeance against? What happened that made you so hell-bent on justice? How are other faithful likely to view your single-minded pursuit?
Associated Skills: Endurance, Intimidate
Pact
Type: Racial
Campaign Setting: General
Prerequisite: Revenant
You forged a pact with the Raven Queen when you lived, promising to serve her in death in exchange for a benefit in life. She fulfilled her bargain and now it’s time to live up to yours. What does she expect you to do? What mission must you fulfill before you earn your true death?
Associated Skills: History, Religion
Padding Wolf
Type: Racial
Campaign Setting: General
Prerequisite: Human
You were a scout for Wolfstone, sent out onto the glacier to ascertain enemy movements, numbers, and supplies and bring information back to the fortress. How long did you work in this position before you left it? Did you ever find information of great help? Did you ever bring back information that later proved false?
Associated Skills: Perception, Stealth
Associated Languages: Giant
Paranoid Manipulator
Type: Racial
Campaign Setting: General
Prerequisite: Drow, Psionic
In a society built on betrayal, secrets, deception, and murder, the ability to tap into thought and emotion is both a blessing and a curse. If your power were to be discovered, you would not long survive the vengeance of your kin. How successfully did you learn to discern friends from enemies? Did you consistently misdirect and elude those who would do you harm? Or were you forced to flee your home one step ahead of the blades that you know are seeking for you still?
Associated Skills: Bluff, Perception
Parentage - Cult Raised
Type: Birth
Campaign Setting: General
An abyssal cult purchased you to raise as one of their own, possibly to use as a weapon someday. Did you resist your lessons, or did you only repent later?
Associated Skills: History, Religion
Associated Languages: Abyssal
Parentage - Draconic Adoption
Type: Birth
Campaign Setting: General
You were adopted by a dragon. What sort of dragon was it, and how did it treat you?
Associated Skills: Arcana
Associated Languages: Draconic
Parentage - Ill-Omened
Type: Birth
Campaign Setting: General
When you were born, the moon turned red or birds died mid-flight and fell from the sky. Do the omens still strike you? Have you learned to read them?
Associated Skills: Arcana, Religion
Parentage - Immortal Guardians
Type: Birth
Campaign Setting: General
Angels raised you for a higher purpose, though whether you were taken from or given by your parents is a mystery. Do you know your purpose?
Associated Skills: Arcana, Religion
Parentage - Impoverished
Type: Birth
Campaign Setting: General
Your parents were dirt poor and couldn’t provide you with a thing. Did you resolve to do better for yourself or for your parents?
Associated Skills: Endurance, Streetwise
Parentage - Minstrel Family
Type: Birth
Campaign Setting: General
Your family traveled and performed for your supper. Now that you have moved on, how is the troupe getting on?
Associated Skills: Acrobatics, Diplomacy
Parentage - Monk Business
Type: Birth
Campaign Setting: General
The quiet people of a monastery raised you and taught you their ways. Are you still in touch with the monks, and what philosophies did they espouse?
Associated Skills: Heal, History
Parentage - Noble
Type: Birth
Campaign Setting: General
You were born into a family of wealth and power. Which great family is it, and what is the source of their wealth?
Associated Skills: Diplomacy, Perception
Parentage - Orphan
Type: Birth
Campaign Setting: General
You were left in an orphanage with no trace of your parents. Have you sought information regarding your lineage?
Associated Skills: Bluff, Insight
Parentage - Raised by Wolves
Type: Birth
Campaign Setting: General
You crawled, then ran, with a pack of wild animals. Do you have great respect for the beasts, or are you putting that phase of your life behind you?
Associated Skills: Intimidate, Nature
Penitent
Type: Divine
Campaign Setting: General
You did something you’re not proud of, a crime that still haunts your thoughts. What did you do? Were you a worshiper of your god when you committed the deed? Why is dedication to a deity the answer for you? Are those you wronged dead, or are they still looking for you? Did you really do something terrible, or do you just think you did?
Associated Skills: Stealth, Thievery
People of the Gold Dragon
Type: Society
Campaign Setting: General
You come from a tribe of primal barbarians conquered by Magroth after he slew Ayunken-vanzen and lit the Flame Imperishable. Magroth claimed your ancestor’s lands as his own but welcomed your ancestors into his service when they swore to serve the master of the dragon’s undying fire. Your ancestors incorporated the best of both their own primal traditions and Nerathi science into their culture to become enlightened mystics dwelling in the wilds around Nerath. As one of the few that remain, do you hold true to the blending of cultures or cast aside the failed façade of civilization and embrace your primal heritage? How is the strength of the golden dragon manifested through your evocations?
Personal Quests: Work with civilized folk toward a common goal; find a way to commune with the spirit of Ayunken-vanzen; gain draconic allies to aid you in driving the gnolls from your homeland.
Associated Skills: Diplomacy, Nature
Perfect Recollection
Type: Racial
Campaign Setting: General
Prerequisite: Revenant
You awoke in death with a perfect memory of who you once were, the people you cared for, and all the little experiences that shaped your life. Do you grieve for your present state? Have you tried to resume the life you lost? How have these memories informed your choices and actions now?
Associated Skills: History, Intimidate
Persecuted
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Sehanine
You lived under a regime that hunted those like you. Was it because of your race or faith? Was it because of your power source? Was that regime always in place, or was it a recent development? Perhaps you adventure in hopes of finding the means to topple the authorities that persecute you and your kind. Or maybe you’re searching for a haven or sanctuary, so you can lead those like you to a new, welcoming home.
To survive, you learned to hide your true identity or heritage and to notice when someone might be tracking you.
Associated Skills: Bluff, Perception
Pivotal Event - Amazing Creation
Campaign Setting: General
Your research bore fruit, and everyone wants a taste. The magic item or ritual you created has been stolen, or people want to steal it. What was your creation, and why did so many people want it?
Associated Skills: Arcana, Stealth
Pivotal Event - Divine Decree
Campaign Setting: General
A god or godly envoy gave you a quest, which you dare not refuse. Who was it, and how much progress have you made since then?
Associated Skills: Religion, Nature
Pivotal Event - Escape
Campaign Setting: General
You managed to escape from your previous life, which might have been miserable or just stifling. Whom did you leave behind, where did you end up, and how do they feel about your escape?
Associated Skills: Athletics, Stealth
Pivotal Event - Murder
Campaign Setting: General
Tragedy—and a villain—took the life of a family member or close friend. Who died, and what do you wish you’d told that person? Did the murderer get away with the crime?
Associated Skills: Perception
Pivotal Event - Portal Mishap
Campaign Setting: General
You were teleported across the world to an unfamiliar place far from home. Did you return home, or are you still in that distant land?
Associated Skills: Diplomacy, History
Pivotal Event - Possession
Campaign Setting: General
You spent a period possessed by a demon, unable to prevent the atrocities it committed with your body. Are you trying to correct the wrongs your body performed? Are there places where you are known as a villain?
Associated Skills: Arcana
Associated Languages: Abyssal
Pivotal Event - Transformation
Campaign Setting: General
A magical accident transformed you into another creature. (You might still be that creature if it is a PC race.) What is your old form and what is your new form? What are your fondest and worst memories from that period?
Associated Skills: Insight, Intimidate
Pivotal Event - Unwholesome Journey
Campaign Setting: General
The Far Realm claimed you, and you wandered there for a time. Did your time there make you stronger of mind, or weaker? Did it alter your worldview?
Associated Skills: Dungeoneering
Associated Languages: Deep Speech
Pivotal Event - You Die
Campaign Setting: General
You died, either through foul play or by accident, and some person or event brought you back to life. Do you know what returned you from the dead?
Associated Skills: Endurance, Heal
Pivotal Event - You Kill
Campaign Setting: General
Through accident, error, or misbegotten intention, you were responsible for the death of an ally, friend, or loved one. Who was it, and how does it torment you?
Associated Skills: Bluff, Heal
Pledged Scout
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Sehanine
You found Sehanine’s teachings to your liking from an early age, and after your coming-of-age you joined the ranks of the Pledged Scouts, consummate explorers and wanderers devoted to the Moonbow. Are you specially pious, seeing omens everywhere? How did your family and friends react to your choice of career? Were you indoctrinated by another Pledged Scout, or were you a self-taught mystic? As a Pledged Scout you tend not to stay put for long. Do you have a hard time making friends, or do you leave behind a network of acquaintances that make you feel welcome whenever you return? Do you dream of one day crossing the forest paths of the Feywild, or perhaps reaching Arvandor?
You are at home in the wilderness, wondering what’s over the next horizon.
Associated Skills: Nature, Perception
Primal Fey
Type: Racial
Campaign Setting: General
Prerequisite: Eladrin or Gnome
The primal spirits inhabit and protect the natural world. The echo planes—the Feywild and the Shadowfell—are not entirely cut off from the spirits’ power, but the spirits are much weaker there, where other powers hold sway. You are native to the Feywild, where arcane magic courses through every leaf and blade of grass. You always felt an affinity for and a sensitivity to that magic, a constant awareness of its hum through the wild places of your home. Then you visited the world, and your ear naturally listened for the same vibrant hum. You found it, but it was different—it was the song of the primal spirits. You found that you could naturally communicate with those spirits and call on their power.
Associated Skills: Arcana, Nature
Primal Omen
Type: Birth
Campaign Setting: General
Great Watcher sent signs to herald your birth: patterns in the sky or in the flights of birds, whispers in the leaves of the forest, rumblings in the earth, or a song in the thunder. The omens were said to point to the primal spirits’ favor, and no one was surprised when you mastered the evocations of your class. However, just before her death, your mother tried to tell you that there was more to the omen—something more troubling, perhaps even sinister. She couldn’t get the words out, and no one else knew or was willing to tell you what the elders had said about your birth. You left your home partly to prove that you are the master of your own destiny, and you still don’t know what destiny Great Watcher foresaw for you.
Associated Skills: Arcana, Nature
Primal Soul
Type: Racial
Campaign Setting: General
Prerequisite: Genasi
Many genasi gravitate toward the places in the world that reflect the elemental nature of their own being; earthsoul genasi live in mountainous regions, while watersoul genasi live by the sea. For you, however, this natural attraction led to a far deeper communion. Your nature is closely tied to the Elemental Chaos, but in the world you found powerful spirits inhabiting the same features that called to your elemental soul. Your earthsoul spoke to the spirit of the great mountains. Your firesoul called to the spirits dancing in the volcano’s heart. Your stormsoul sang as the storm spirits thundered in the sky. Your watersoul found its kindred in the spirits of wave and current. Your windsoul howled in harmony with the spirits of the air. You recognized your kin, and they recognized you, gifting you with power and wisdom.
Associated Skills: Athletics, Nature
Prophesied Master
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
Portents presaged your birth, and arcane forces gathered to welcome you into the world. You are the prophesied one. Your greatness as a spellcaster has been long foreseen, but the mystics disagree on how you will use that power.
Most say you are destined to bring darkness to the world. A few perceive a path of light in your future. Far too many from both sides seek to wrest away your destiny, setting you upon a path of their choosing. But it’s your life, and these are your choices to make. Who are they to tell you how you will live and what you will do?
You look to the stars, and they seem to speak to you. You’ve known each constellation and star by name for as long as you can remember. And whenever you have a difficult decision, the darkness between their celestial lights seems to hold the answer.
What groups prophesied your birth? What do they think you will do with your power? Have others learned of the prophecy, and how do they seek to use you? Have any of the prophecies come true, perhaps in some twisted way? Do you balk at your dark destiny, or do you seek to accomplish a great deed foretold by mysterious figures? What did you parents know of these omens and portents? Do you have siblings who might support you or envy your potential?
A warlock with the star pact makes sense for this background. Regardless, picking powers and feats that feel like they change fate or luck will emphasize your character’s history. Fortune's reversal is a great choice for a beginning warlock. At higher levels, you can reinforce your background with choices such as dark one's own luck if you're a warlock or fate's chaos if you're playing a sorcerer.
Associated Skills: Insight, Perception
Prophetic Sanctification
Type: Occupation
Campaign Setting: General
Prerequisite: Cleric
You have preternatural insight that frequently leads you to find omens in events that seem mere happenstance to others. The event that revealed this ability to you forever changed the course of your life. Perhaps in the middle of debilitating illness you began babbling in Supernal before miraculously being healed. During your investiture you might have been struck by visions that appeared to last for days in which you spoke with an avatar of your deity. You might have witnessed portents during a short walk through the wilderness, only to return home and discover you had been gone for a week while the events that were foretold during your journey come to pass. Regardless of how you awakened to your gifts, you have now become an instrument of prophecy. Do you find it onerous to interpret the signs given to you by your god or is it obvious to you what events are truly prophetic and which are merely coincidence? Is this ability a boon or would you rather be rid of the capability?
Associated Skills: Insight, Perception
Protégé of the Circle
Type: Occupation
Campaign Setting: General
Prerequisite: Avenger
A citizen of a large city, you were secretly selected by avengers of the Unbroken Circle to join their ranks. From a young age you were steeped in ancient history and practiced the avenger’s deadly skills. Which of your traits attracted the Circle’s attention? Was it your faith in Erathis or dedication to the customs of Nerath? Did you resist a perilous corruption, demonstrating an innate resiliency to the enemies of the Circle?
Associated Skills: History, Insight
Provincial Renegade
Type: Society
Campaign Setting: General
Nerath is dead, and if you have anything to say about it, it’ll stay that way. As a citizen of a former rebellious province, your heritage is filled with tales of subjugation, and you hold nothing but resentment for humanity’s “greatest civilization.” How do these feelings manifest themselves? Do you actively seek out Nerathi sites or artifacts to vandalize? Or do you make it your mission to restore and celebrate the traditions of your homeland before it was conquered? Are you filled with bitterness over the past or optimism for the future, eager to step out of Nerath’s failed legacy?
Personal Quests: Impair those who cling to worn-out ethics; restore elements of your homeland’s culture; find a way to extinguish the Flame Imperishable.
Associated Skills: Intimidate, Streetwise
Psiforged
Type: Racial
Campaign Setting: General
Prerequisite: Warforged
You are warforged, but you are different from other members of your race. You have an unusual awareness—an ability to pick out thoughts and feelings in those around you. Do you use these experiences to gain advantage against your enemies? Or do you find that it helps you empathize with people made from flesh and bone? Who created you and for what purpose?
Associated Skills: Arcana, Insight
Psionic Academy Dropout
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
Your parents recognized your natural talents before you could walk. Some called your unusual powers a curse, but your parents viewed them as a gift and did what they could to help you develop your psychic abilities. Ultimately, however, they knew there was too much they could not teach you.
When you were old enough to head out into the world on your own, your parents sent you to learn psionic mastery at an academy run by strict disciplinarians. While taking classes to harden your mind and heart, you learned about how your psionic power marked you as destined to rule. From birth, they said, you were better than those around you. This idea fit well with the stories you heard as a child about how tieflings would one day resurrect Bael Turath and rule once again.
For a while, you thought you might help start that rebirth, but your better judgment saved you from life as an evil despot. One night you fled your cruel masters and stole out into the darkness, never to return. It was a betrayal of the school and your parents’ wishes, but loyalty to your conscience outweighed these other desires.
Did your parents know about the unethical teachings of your school? Did they deliver you freely, or did some greater power mandate your attendance. Did your parents earn some reward for handing you over to the psionic school? Were you a star student or a troublemaker? What did your teachers plan for your future? What do your parents think of your departure from the school? Do agents of the school seek you out, fearing what you might do with what you learned there?
This background works well for a psion or monk because both classes assume a character takes some training to learn the rudiments of the class’s powers. Even so, an ardent or battlemind could work with this background as well, with evil teachers manipulating their students’ emotions or drilling them in dirty fighting. Regardless of class, you might choose a feat that represents your educational experience, such as Jack of All Trades or Skill Training.
Associated Skills: Arcana, Intimidate
Psionic Artifice
Type: Racial
Campaign Setting: General
Prerequisite: Warforged, Psionic
For reasons unknown, you emerged from the creation forge with powers that marked you as a psionics user, and with the knowledge that prepared you for that path. Your uniqueness has been a constant burden to you, separating you from your own kind and the mortal races alike. Do you fully embrace your psionic nature, confident that you will never meet your equal? Or do you curse your power, constantly yearning for the emotional and intellectual solitude in which other warforged dwell?
Associated Skills: Insight, Streetwise
Psionic Descendant
Type: Racial
Campaign Setting: General
Prerequisite: Human
You claim descent from a great psionic hero who fought against aliens from the Far Realm long ago. Who was this person? What were some of his or her greatest accomplishments? How did your ancestor’s presence in your family’s history shape your choices?
Associated Skills: Arcana, History
Psychic Hunter
Type: Racial
Campaign Setting: General
Prerequisite: Shifter, Psionic
You come from a clan of shifters that dwells far from civilized regions. Your people have refused to let the increasing danger of the wilds scare them off. Unlike the many shifter communities that see psionic powers as inherently evil, your clan views them as a survival tool—no better or worse than any other. That cultural acceptance must still compete with your kind’s baser instincts. When your psionic abilities first manifested, did you welcome them or were you forced to fight your own fears? Once you did accept who you were, did you do so because your psionics allows you to defend your people? Or is it more important that your power grants you a measure of superiority over your peers?
Associated Skills: Nature, Perception
Purified Soul
Type: Racial
Campaign Setting: General
Prerequisite: Deva
You fell from grace and lived many lifetimes as a rakshasa. For some reason, a god intervened and lifted you from the darkness to give you another chance in the light. Your wickedness burned away, leaving you pure and whole once more. Who was the god? Why were you chosen? Did you go willingly?
Personal Quests: Raise a shrine or temple to your benefactor deity; find another deva who is tortured as you once were and guide him or her back to the light; remove a tyrant from power.
Associated Skills: Insight, Religion
Quori Nightmare
Type: Racial
Campaign Setting: General
Prerequisite: Kalashtar
Although she does not dream, the quori nightmare can touch the dreams of others. She hears the whispers of your hopes and fears, and she can pluck terrors from your unconscious mind and turn them into deadly reality. Many quori nightmares are shamans, but you might have chosen the path of the assassin, and you combine your skills as an assassin with the power to craft nightmares. As you go about your work, you might be a grim figure even as you strike fear into the hearts of evildoers. If you chose to become a druid, you might draw your wild shape from the nightmares of others, becoming a beast never seen in reality—or even a shadow of your quori spirit. How does this make you feel, though? Do you revel in the sense of fear you instill in others, or do you see it as another tool in your arsenal of abilities?
Associated Skills: Intimidate, Insight
Racial Devotee
Type: Racial
Campaign Setting: General
Prerequisite: Changeling
You have chosen to imitate a race because you idealize the race or think that it best represents your personality. Why did you choose this race? How do you think true members of the race would react if they found out the truth about you? How does it feel to be so close to the race you admire but never really be a part of it?
Associated Skills: History, Insight
Associated Languages: A language the imitated race speaks.
Raised
Type: Psychology
Campaign Setting: General
You died and were restored to life. What were the circumstances of your death? Who raised you? Why did you come back? Do you recall anything from the time you spent dead? How did this event shape your religious views?
Associated Skills: Intimidate, Religion
Raised as Another
Type: Racial
Campaign Setting: General
Prerequisite: Changeling
Your changeling parents wore the guise of another race and have passed that on to you. You might have believed yourself a member of that race until only recently or known it since you were young. How did you react when you learned the truth of your identity? Will you cling to your adopted form or adopt the fluid ways of the changeling?
Associated Skills: A skill to which the imitated race gains a bonus.
Associated Languages: A language the imitated race speaks.
Raised by Wild Beasts
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
Like too many other unfortunate tiefling children, your parents left you to die in the wild. Yet you survived due to the ministrations of a magical beast. Most consider your adoptive family dangerous, more likely to eat a child than care for it.
As you matured you forged a connection to the primal world, and y realized you couldn’t remain with your wild family forever. Like a bird, you eventually left the nest to make your own way in the world.
What creature found you and kept you safe? Why didn’t it simply eat you alive? How did you learn languages? How did you become introduced to the civilized world? How did you react to seeing other tieflings? Do you still yearn to run through the wilds with your family? Where do they live now, and do you stay in contact with them?
This background works for any primal class. Choose powers that reflect the creatures that raised you, or change the flavor of the powers you select to mimic aspects of that monster.
Associated Skills: Nature, any skill in which your adoptive parent is trained
Associated Languages: A language spoken by your adoptive parent
Raised in the Unseen Path
Campaign Setting: General
Although some rangers come to the Unseen Path when their adventuring career has already begun, others develop their abilities by sensing the faint touch of the Feywild in their mind, body, and soul before they seek adventure. Some choose never to adventure, as well. Perhaps you were born in a town very near a hidden doorway, or grew up under the watchful eye of fey who dwelt in the woods behind your family’s ramshackle hut. You might even have been stolen from your crib as an infant and taken to the Feywild. In this case, you must have been retrieved swiftly—those who spend too long in the Feywild develop beliefs and attitudes other than the Unseen Path—but still, an element of the experience stayed with you even to adulthood.
You can choose to make this experience one of your character’s backgrounds. While most characters with this background are rangers who are followers of the Unseen Path, you don’t have to be. You could be anyone who experienced a childhood somehow influenced by the Path.
Associated Skills: Arcana, Nature
Associated Languages: Elven
Reaver
Campaign Setting: General
You were raised from birth to withstand the heartless weather of your homeland and to greet your enemies with utter savagery—the kind of brutality that weakens the knees of even the most stalwart civilized folk.
Associated Skills: Endurance, Intimidate
Rebel
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Bahamut
You fought against a corrupt regime to end its tyrannical ways. Were you part of a larger organization or go it on your own? How were you recruited? What did you do against the community’s leaders? Was the corrupt regime truly corrupt? Did you ever do anything you now regret?
Associated Skills: Endurance, Thievery
Recent Life - Demon-Hunter
Campaign Setting: General
You traveled the world, hunting demons and forcing them back into the Abyss where you could. How many notches are on your belt?
Associated Skills: Arcana, Endurance
Recent Life - Explorer of the Ancient
Campaign Setting: General
The rich history and great treasures of lost civilizations attracted your attention and your effort. How did you spend the treasure from your big finds?
Associated Skills: Dungeoneering, History, Thievery
Recent Life - Fighting Undead
Campaign Setting: General
Servants of a great necromancer plagued the land, and you fought the threat. Has it been defeated?
Associated Skills: Religion
Recent Life - Freeing Slaves
Campaign Setting: General
You were working to abolish the slave trade within a local community. Did you succeed?
Associated Skills: Diplomacy, Thievery
Recent Life - Lost in the Feywild
Campaign Setting: General
After stepping through a portal to the Feywild, you were unable to find your way back. How did you finally return?
Associated Skills: Nature
Associated Languages: Elven
Recent Life - Mercenary Work
Campaign Setting: General
The money was good enough to justify taking continued employment as a paid soldier. What contacts do you retain from that time?
Associated Skills: Athletics, Endurance
Recent Life - Peaceful Life
Campaign Setting: General
You chose a quiet life of farming, keeping a shop, or running the family business. What ended that period for you?
Associated Skills: Athletics, Insight
Recent Life - Spreading the Word
Campaign Setting: General
Wherever you have gone, you have done the work of your deity. Have you won converts or made enemies?
Associated Skills: History, Religion
Recent Life - Teambuilding Exercise
Campaign Setting: General
You were traveling in search of allies. Did you find anyone before your current group, and was there something specific you were looking to accomplish or find?
Associated Skills: Diplomacy, Streetwise
Recent Life - Valued Prisoner
Campaign Setting: General
You were one of a few prisoners kept in good health because of information you possessed. What did you know, and did you spill it?
Associated Skills: Streetwise, Thievery
Reclusive Mystic
Type: Racial
Campaign Setting: General
Prerequisite: Elf
You have retreated from the world’s distractions to contemplate existence’s meaning in isolation. Your seclusion combined with your introspective scrutiny has revealed much about both yourself and your place in the larger world. Your time of seclusion is over, but what drew you forth? What was one thing you learned in your time as a hermit? What powers did you master in this time?
Associated Skills: Endurance, Nature
Red Pilgrim
Type: Society
Campaign Setting: General
Through trials of blood you have survived the red pilgrimage, a journey only the bravest or most foolhardy Nerathi descendants make to their gnoll-infested homeland in order to gaze upon the capital city’s ruin. What drove you to undertake this quest, and what will you do once you’ve accomplished it? Were you sent to recover an artifact, or perhaps to rescue human captives? Maybe you needed no reason other than to stand in the presence of the Flame and witness the terrors which were unleashed upon your ancestors. Now that you’ve seen them, are you more driven than ever for vengeance, or are you doubtful that Nerath will ever rise again?
Personal Quests: Guide others on their pilgrimage to the capital city; undertake daring attacks against the gnolls; protect other Nerathi faithful—at any cost.
Associated Skills: Perception, Stealth
Redeemer of the Desecrated
Campaign Setting: General
Holy sites deserve respect and require protection. Across the world, especially amid ruins and in the lairs of monsters, divine shrines to good gods have been polluted by the presence of evil. You have taken it upon yourself to purify these places. Do you also hunt down those who desecrate shrines? What equipment do you carry to reconsecrate shrines?
Associated Skills: Dungeoneering, Religion
Redemption
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Bahamut
You spent your life as a slave to darkness. What sort of wicked deeds did you perform? What was the moment of revelation, the event that opened your eyes to your own darkness? What penance have you paid? What penance must you still pay?
Associated Skills: Arcana, Bluff
Reformed Villain
Campaign Setting: General
Although you have repented for your wickedness, your crimes and vile acts haunt you still. What did you do to qualify as a villain? What was your objective? Why did you want it? What did you do to achieve it? Did you achieve it? For you to be reformed, there had to be contrition. What changed for you? How do you now make amends?
Associated Languages: Giant, Goblin, Primordial
Refugee
Type: Racial
Campaign Setting: General
Prerequisite: Halfling
Maybe an orc horde rampaged through your valley or a militant dragonborn army marched on the nearby kingdom of tieflings—the ambitions and conflicts of the larger nations around you displaced you (and possibly your entire family) from your homeland, driving you out from everything you knew. Were you forced to take up a seminomadic existence, moving from town to town and looking for a new place to finally call home? Did you end up in a ghetto or refugee camp in another nation? How did you survive those willing to prey upon the weak and helpless who have nowhere else to go?
Associated Skills: Endurance, Stealth
Refugee (Primal Power)
Type: Birth
Campaign Setting: General
You were once a champion among your people, but your life changed when your community was attacked by trolls. You fought bravely, and it was only through your prowess that you were able to survive. You escaped to a nearby settlement and from there made your way through the world for a time. Yet you never forgot what happened to your people, and you have sworn vengeance against the creatures responsible.
Are there other survivors of your people? Do you know where they are? Do you hope to reunite them?
Associated Skills: Intimidate, Thievery
Refused Admittance
Campaign Setting: General
Despite your natural talent and early skill, the dean of students turned you away, yet you still learned from the academy. Did you purchase lessons from willing students or steal texts while at the academy? Did you challenge students to competitions and duels to study their techniques? Did one instructor disagree with the dean and teach you in secret? Has your anger at the school faded or grown sharper, and is it a broad brush applied to all the school and its students?
Associated Skills: Perception
Rejected Inheritance
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
Many tieflings grow up knowing only a handful of their own kind. You weren’t so fortunate.
Your life began in Bael Hexott, a colony of hundreds of tieflings hidden in the ruined castle of a powerful cleric from the age of Bael Turath. The leaders of your colony claimed kinship to this ancient leader, showing as proof their ability to pass through the castle’s magically warded gates. Like the cleric of old, the tieflings of Bael Hexott worship Asmodeus. Outsiders who discovered the secret colony inevitably became sacrifices in its fiery halls.
Yet you never felt any passion for their doctrines of tyranny and domination. The more you rebelled against the temptations of Asmodeus, the more clearly you heard another god’s call. You concealed your faith, but in time your devotions could stay secret no longer. You escaped Bael Hexott, hoping never to return.
Which deity called out to you in the dark? Do the tieflings of Bael Hexott seek to silence you? Do any relatives or friends remain behind? Might they also be tempted toward a path of light?
Having come from a place of tyranny and evil, you might follow a deity of freedom or goodness, such as Pelor and Avandra. On the other hand, perhaps Kord gave you the strength to rebel, or Sehanine helped you hide your faith.
When picking powers for your character, consider taking those that help others gain the freedom you desired for yourself, such as powers that grant saving throws. Also, consider how your fiery home might have affected you: perhaps you avoid fire powers in preference to radiant powers.
Associated Skills: Bluff, Stealth
Reluctant Pawn of Tiamat
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
Your divine powers come from Tiamat, but it hardly seems fair to say you worship the evil god of greed and vengeance. You might fear her, certainly, and even respect her power—but if it were up to you, you’d rather forsake the power she’s given you than actually carry out her will. Perhaps you trained as an avenger to hunt down Tiamat’s enemies, but some event awakened your long-dormant conscience and spurred you to flee her temple’s service. You might even have been kidnapped, magically controlled, and indoctrinated into her secret cult, then freed—but left to sort out the jumble of your thoughts and allegiances on your own.
Playing an evil character can easily become disruptive at the game table, but playing a character who is struggling against strong evil tendencies can be rich with roleplaying opportunities. Choose powers that emphasize the sinister nature of the deity who grants them to you, so that even your fellow adventurers are a bit scared of what you might do. But look for ways for your character to someday break free of Tiamat’s grasp, even if it’s in a final act of self-sacrifice.
Associated Skills: Bluff, Thievery
Remnant Legacy (Vestige)
Campaign Setting: General
Prerequisite: Warlock
You claim ancestry or influence from a vestige. Are you fixated by tasks left undone by vestiges? You might feel a connection to places or events your vestige touched in life. Do you strive to live up to their example or to atone for terrible acts? Perhaps you experience moments of déjà vu and question whether it is your own life you’re living and not that of the vestiges.
Associated Skills: Arcana, History
Renegade
Type: Occupation
Campaign Setting: General
You have spent many years walking the roads, and though many know you, few know your origin. You are the lone survivor of a mystic enclave that possessed a terrible secret. The only way you have found to avoid those who might try to seize the knowledge you have is to keep moving, always just ahead of your pursuers. You use your allies among the primal spirits to help you stay one step ahead of your enemies. However, it’s a hard life always being on the move, and you wonder how long you can keep it up.
Associated Skills: Arcana, Streetwise
Restless Dead
Type: Legacy of Acererak
Campaign Setting: General
Undead horrors stalk the countryside in your homeland, preying on the living and staining the land with their evil presence. You grew up fighting these monsters, watching as your friends and kin fell at your side only to rise as zombies or worse. You escaped the nightmare of youth, but the experiences fill your nights with nightmares. Have you sworn to fight undead no matter the cost? Or are they so terrible that you cannot bear to face them?
Possible Minor Quests: Finding and destroying the origin of the undead creatures menacing your community might drive you to undertake a life of adventure. You might scour the countryside to find and destroy powerful agents until you find the true source of the burgeoning evil.
Associated Skills: Insight, Perception, Religion
Benefit: You gain a +1 bonus to damage rolls against creatures with the undead keyword.
Resurrectionist
Campaign Setting: General
You are truly devoted, to the point that you actively seek to bring back to life the powers to which you pray. Returning a dead god to life is an epic adventure, and your initial aim is to gather power and lore to achieve it. Depending on your deity’s nature and cause of death, you might seek alliances with other deities in a hope they will aid you in your quest.
Why do you want to bring back this deity? Do you hope for a reward? Do you seek salvation? Do you see a need for that deity’s return? How will you bring him or her back? Do you seek apotheosis or powerful necromantic rites? How do others feel about your quest, and how open are you about it? What do you intend to do if people oppose it?
Most adventurers who follow this path are divine characters. Invokers, and especially devas, have a strong investment in a deity and might follow this path out of a sense of duty. Other races might be drawn to a deity’s specific qualities and seek to bring it back as a patron to their race. Resurrectionists often fulfill a leading role. They are strong traditionalists, fighting to maintain and protect what they know and love.
Associated Skills: Diplomacy, Heal
Revered Elder
Type: Occupation
Campaign Setting: General
You are no brash youth embarking on a life of adventure before settling into a respectable adulthood. Your younger days are behind you, though your body and mind are still strong thanks to the favor of the spirits. You have communed with the spirits all your life, and until recently you used their wisdom to guide your people. You might have been the head of a family following the spirit way in the midst of a town or city, or you could have advised the chieftain of a vast tribe in the wilderness. Perhaps you sat on a council of elders in a village, or even led that council.
But something changed, and the sedate life of an elder is no longer possible for you. What happened to spur you into adventure? Did you have a vision that summoned you to a dangerous place? Did a younger member of your family venture into a dungeon and never return? Perhaps you lost your ability to easily slip into the spirit world and commune with the spirits, and you want to find out why.
Associated Skills: Insight, Nature
River Guardian
Type: Racial
Campaign Setting: General
Prerequisite: Halfling
You have trained in the Flowing River, a fighting style devised by your people. On mastering the art, you traveled with your people, watching out for bandits and raiders, while working alongside the crew. What places did you visit? Did you travel through dangerous lands? What sorts of enemies did you face? What made you leave this work?
Associated Skills: Acrobatics, Perception
Rogue Scholar
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
Others might have learned their magic in stuffy schools or from learned masters, but you’re self-taught. Always prone to curiosity more than common sense, you poked about in places others considered dangerous and delved into locations thought to be deadly. In one such exploration you found a strange book, and since no one seemed to be using it at the moment, you stole it. It took a while to puzzle out its strange symbols and odd language, but your patience was rewarded with the casting of your first spell. Now you’re a self-made master of the arts, but the curiosity that drove you into arcane magic drives you still. You’re always curious about new magic and strange devices—especially when no one is looking.
Where did you get your first taste of arcane knowledge? What was the book and do you still have it? Who owned the book before? Are they still looking for the scoundrel who stole it? Were you a thief before you took the book, or did this one indiscretion lead you down the path of burglary?
Warlocks and wizards make the most sense as rogue scholars. A wizard might find a spellbook, and a warlock might discover the means of contacting some otherworldly power. Other classes can make sense as well. For example, the techniques of a swordmage
might be written down as a kind of training manual. Work with your Dungeon Master to detail the nature of the book you pilfered and from whom you took it. Maybe it holds secrets you still struggle to decipher.
Associated Skills: Stealth, Thievery
Runaway
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Sehanine
You are on the run from a harsh authority. Did you commit an actual crime, or were you falsely accused? What might happen if you were found out? How do you react to authority now? Do you try not to draw attention to yourself, for fear of being recognized, or do you boldly challenge anyone with a badge? Would you ever return to face those who accuse you, perhaps once you’ve found evidence of your innocence? Or do you plan on taking revenge on corrupt officials who framed you?
Did the authorities put a bounty on your head? If so, do you seek to evade the bounty hunters, or do you face them head-on, hoping to discourage others from trying their luck against you?
Stick to the shadows and keep your ears open to any rumors of your pursuers’ whereabouts.
Associated Skills: Stealth, Streetwise
Sage
Type: Occupation
Campaign Setting: General
You have dedicated your life to a careful study of nature, learning its cycles and rhythms. You see the world in a very different way from others, and for that reason, people come from far and wide to seek your wisdom on matters of nature. You have read the spirits’ signs and omens, and you know something is coming that no one is prepared for. You might be alone in this knowledge, but the fact that you have the knowledge suggests that you can help avert whatever disaster is imminent.
Associated Skills: Arcana, Nature
Salvation
Type: Racial
Campaign Setting: General
Prerequisite: Shadar-Kai
All shadar-kai face oblivion, because that is the price exacted by the Raven Queen for being spared age and its infirmities. What do you think the Raven Queen will grant you by serving her? Do you want to escape the oblivion altogether or just forestall it? Do you hope to be chosen to serve as her sorrowsworn? Do you resent the deity?
Associated Skills: Intimidate, Religion
Sandstorm Caller
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
Your clan inhabits a remote and harsh wilderness, such as a stormy desert, and strives to live in harmony with the equally harsh primal spirits of that environment. You have an affinity for those spirits—primal beings that don’t take human or animal shape, but roar in the wind and pulse in the harsh light of the sun. Because of that affinity, you were the protector of your people, able to summon those spirits with a word to scour your enemies from the earth in a terrible storm.
But now you are cut off from those spirits and from the people you used to defend. Why did you leave? Perhaps you failed in your duty, and you have no clan left to protect. Perhaps the spirits of storm and sun summoned you from your home in pursuit of a larger purpose. Or you might simply have grown tired of your responsibility and become curious about the world beyond your clan’s lands.
Without the spirits of your native land, your primal magic is not as strong, but neither is it entirely absent. Other spirits of weather and the land respond to your call, just more slowly. With time, perhaps, you will learn to control the mightiest forces of nature wherever your travels take you.
Associated Skills: Endurance, Nature
Sarifal Feywarden
Campaign Setting: General
Prerequisite: Any fey race but drow
The fey of Sarifal are uniquely attuned to the world around them. They have a Feywild connection that transcends the mortal world. Many fey hailing from Sarifal can traverse difficult terrain with surprising ease and swiftness.
Associated Skills: Acrobatics, Arcana, Athletics, Stealth
Saved from the Noose
Campaign Setting: General
Only the timely intervention of the headmaster, who saw your astounding natural talent, saved you from execution. Was the sentence deserved? Do you begrudge the headmaster his effort? Do you meet the potential he saw, or have you run from your abilities?
Associated Skills: Bluff, Thievery
Scholarship Student
Campaign Setting: General
You never thought you’d have a chance at schooling because of the cost, but the scholarship makes it affordable. Barely. Did you envy affluent students their wealth? Did they mock and shun you, or was the class division a false one in your case? What other jobs did you work to help meet your tuition requirements?
Associated Skills: Endurance
Scholastic Stowaway
Campaign Setting: General
You never enrolled at the academy at all, instead hiding in the tunnels and unused classrooms to spy on lessons. Were you ever discovered? How many times did it come close? Did you make any secret friends? How do you feel having missed out on most of the social aspects of school? And why didn’t you ever apply for a scholarship?
Associated Skills: Dungeoneering, Stealth
School of Unmatched Excellence
Campaign Setting: General
As a psionics user, it is your right and responsibility to govern mortals who lack psionic abilities—even if they do not want it.
Associated Skills: Diplomacy, Intimidate
Associated Languages: The language of the mind
Scion of Blood
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
You are a member of House Kahlir. You know this because one of your ancestors came to you and told you so. Of course, she was dead at the time. The vampire informed you that you would be joining the rest of the family in undeath, but that first you would be given time to produce an heir.
How was your ancestor related to you? Is your ancestor a recent conversion? Perhaps you know of vampire relatives that date back to the time of Bael Turath. How often are you in contact with your vampire
family? Do you hide from them or seek their counsel? What if you refuse to provide an heir to your bloodline? Do you have any siblings facing a similar fate?
Associated Skills: Diplomacy, Stealth
Scion of Patricians
Type: Society
Campaign Setting: General
You’re of noble blood and descended through an unbroken Nerathi pedigree. You grew up with stories of your ancestors’ wealth and prestige; you might even be the heir of an important Nerathi politician or of a self-styled “emperor” of a provincial region. Throughout your life you’ve been taught to respect your heritage and that you possess the power and imperative to be a leader of humankind. How has living in the shadow of your ancestors affected you? Do you have a feeling of entitlement, taking what you feel is owed to you for your ancestor’s glory? Perhaps you feel the opposite—that your wealth and heritage brings the burden of responsibility to contribute something to a world spiraling into darkness.
Personal Quests: Discover the true line of your noble descent; use your family connections to restore order to a turbulent city; perform a deed of your own worthy to stand beside your ancestors’.
Associated Skills: History, Insight
Sea Chaplain
Campaign Setting: General
Prerequisite: Follower of Melora
You have lived a stone’s throw from the sea your entire life, learning its secrets. For as long as you can remember, riding the ocean waves or diving beneath the foam felt more natural than walking on land. You can hold your breath longer than anyone you know, and when you sit on the beach at night, you can hear the ocean breeze whispering to you. Now you spend your days on the open water and in a myriad of ports, helping others deal with the loneliness and dangers of life at sea.
Associated Quests: Tend to the lost and set them on the path of nature’s harmony; build lighthouses to warn sailors of perils; investigate mass beachings of dolphins and whales to ensure nothing sinister is behind them.
Associated Skills: Endurance, Religion
Sea Dog - Follower of Kord
Campaign Setting: General
Prerequisite: Follower of Kord
Every sailor worth his salt prays to Kord from time to time. To do otherwise is to invite his storms upon your ship. But you’ve never feared his storms. When the lightning slashes the sky and the waves toss the ship like a leaf on the wind, you like nothing better than to be at the prow, leaning out into the tempest like a living figurehead. Other sailors think you’re crazed. On a ship your bravery cannot be doubted, but when the storms come, your sanity has been questioned. You’ve been lashed to the mast, and some have accused you of attracting Kord’s wrath. You know the truth, though. On the sea you hear Kord the clearest, and in his storms you laugh along with him.
Were you captain of a ship or just a crew member? On what kinds of vessels did you sail: merchant, military, or any boat that left port? Why don’t you sail as often as you once did? Is there some danger in the sea you aren’t facing? Do you seek something on land such as a treasure or special magic item?
Associated Skills: Endurance, Nature
Sea of Dust
Exposed barrens, shifting dunes, ruins of an ancient era buried in a vast wasteland
Type: Geography
Campaign Setting: General
The Sea of Dust was once a verdant land, destroyed by unchecked magic in a storm of hatred and destruction. The power released in these cataclysmic rituals erased the ruling civilizations, reducing their cities to rubble and their fertile lands to areas of waste. Yet even in the wake of this devastation, life continues—testimony to nature’s resilience. The nomadic peoples of the Sea of Dust band together, seeking to heal the land ravaged by their ancestors.
Having long roamed the Sea of Dust, you have become inured to its challenges. Dragonborn and tieflings are the most likely races to come from this homeland, but humans as well as firesoul and windsoul genasi are found here, too. Barbarians and shamans are the best class choices.
Associated Skills: Endurance, Nature
Associated Languages: Draconic, Primordial
Seeker of Rumor
Campaign Setting: General
You managed to locate and then studied at the Hidden Academy, Rumor, the magical university believed by many to not even exist. By tailoring your course of study to take advantage of your best talents, you might have picked up some great techniques for sneaking or thieving, or you might have poured your efforts into being the best spellcaster you can be.
Associated Skills: Arcana, Stealth, Thievery
Associated Languages: Elven
Seeking Penitence
Campaign Setting: General
Prerequisite: Warlock
Long is the list of your transgressions, but your patron represents a chance to wash away the stains of a sordid history. What reviled deeds weigh heavily upon your soul? What made you abandon your path of deviance and seek atonement—if such a thing exists for your actions? Do you embrace the example of your patron, or struggle to live up to its values?
Associated Skills: Endurance, History
Seer
Type: Occupation
Campaign Setting: General
You peered through time’s veil to perceive the future and learn the fates of those around you. Were you a fake, or did you have a genuine talent? If the latter, how do your visions manifest? Choosing this background does not let you consistently perceive the future, but it does provide the DM with a tool for starting adventures and as a way to feed you information you might have missed.
Associated Skills: Arcana, Bluff
Seer (Psionic)
Type: Occupation
Campaign Setting: General
Prerequisite: Psionic
Strange dreams have regularly troubled your rest, some more peculiar than others. These dreams were clear but chaotic, revealing places and sights you had never seen before. In time, you began to witness your dreams unfolding in reality—predictive visions that you have come to know as true dreams. As you grew older, you began to experience the true dreams at will, allowing you to scout the future.
Now, your talent provides you with insights into the situations that await you, your companions, and the folk that come to you seeking aid and advice. But what you see does not always come to pass, for the future is mutable. How much do you depend on your visions? Do you see the prophesied future as a destination toward which you must walk, or as a warning of a destiny that you can consciously avoid?
Associated Skills: Bluff, Insight
Self-Improvement Expert
Type: Racial
Campaign Setting: General
Prerequisite: Warforged
When your joints squeak or a connecting fiber tears, you could fix it easily. But why not replace it with something better? You’re lucky to be a warforged. Creatures of flesh can’t make the same upgrades you can. Your body has few original parts left—and good riddance! Does your fascination with modifying your body drive you to create homunculi or other constructs as well? If a new part becomes available, do you try it out though it might be dangerous?
Associated Skills: Arcana, Thievery
Sellsword
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
Mercenary isn’t quite the right word. It sounds too formal, too militaristic. No, you worked for a living, and as ugly as that work got, it put food on the table and coins in your purse. Your life as a hired sword wasn’t easy—and you have the scars to prove it—yet those who crossed you always got the worse end of the bargain.
Why was fighting for money the best way to make a living? Are you still for hire? Did your work earn you a reputation, and is it one you welcome or regret? What kinds of jobs did you take—pushing around merchants, shadowy bodyguard work for a spoiled noble, or something much worse? Were there jobs you wouldn’t take? Does anyone still owe you pay? Did you make any enemies while working for others’ interests?
Sellsword is a good background for fighters and warlords, but as a ranger or rogue your employment might have put you in more secretive roles. Perhaps instead of a soldier you were a scout, or rather than an armed guard you acted as a plainclothes bodyguard.
Consider feats that emphasize your history as someone who lived by the blade. Nimble Blade, Quick Draw, and Toughness might be good choices.
Associated Skills: Heal, Perception
Sentry
Type: Occupation
Campaign Setting: General
You have served as a sentry on the far-flung borders of some realm or region. You received martial training to equip you with the skills to guard against specific threats. The peaceful existence of the people within the border depended on your vigilance. You might have traveled with a small band of fellow sentries, or you might have remained alone for weeks at a time, relying on signal fires and horns to communicate with other sentries nearby. You were versed in the use of weapons, yet you recognized that mobility and keen senses were your most valuable assets. The chance of meeting your foes in the remote lands you frequented was tiny. However, your ability to identify the signs of an intruder—a broken twig, an upturned leaf, a faint depression—meant that even unseen foes were detected. Did you weather your post stoically, or did the long, lonely days take their toll? Have you seen horrors on the borderlands that have left you taciturn, or do you remain chipper despite the duties you performed?
Associated Skills: Nature, Perception
Servant of the Light
Type: Racial
Campaign Setting: General
Prerequisite: Kalashtar
The renegade quori were driven from Dal Quor because of their faith in the Path of Light, and their belief that the Darkness That Dreams can be replaced by il-Yannah, the Great Light. This faith continues to drive you to this day. If you are a Duulora avenger, you strike with righteous fury borne from your faith, and if you are a hashalaq cleric or paladin, you use charisma and diplomacy to inspire mortals to turn away from darkness. When it comes to battle, psychic power and the radiant force of il-Yannah combine within you to make you a fearsome foe. How can you reflect both aspects of your culture? Are you a kalashtar ardent who falls upon training as a paladin to ref lect your faith? Or have you recently discovered the need to find and destroy those who oppose the light?
Associated Skills: Arcana, Religion
Associated Languages: Quori
Sewer Wretch
Campaign Setting: General
Your family was poor, and you grew up in the Graves. There you learned to hunt rats, scavenge, and thieve to survive. You also encountered the strangeness that haunts the deeper and newer passages, the undead and mutants that prowl the dark. Proximity to such oddness might have awakened psionic powers in you or you might have become touched yourself, burdened with an unnatural corruption. Then again, you might have clawed your way free from the dark to claim a place in the light.
Associated Skills: Arcana, Dungeoneering
Shard of Io
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
The divine power you wield is a tiny fragment of Io’s own power—a mote of divine light that emerged from the dying god, escaped the clutches of both Bahamut and Tiamat as they rose from Io’s corpse and claimed his mantle, and lay dormant until it could finally come to rest—in you. Perhaps it was safeguarded by an angel, awaiting the proper time for it to come to light in a great mortal champion. Or it might have been claimed by a dragonborn invoker who passed it down through countless centuries, until your dying master passed it on to you. Perhaps it has been hidden in your bloodline, passed through generations, and perhaps it remains dormant until you manage to awaken it fully. Whatever the case, you are the custodian of tremendous divine power—power that many others would dearly love to claim.
This is a great background for an invoker who isn’t just a student of the ancient ways, but a literal heir of ancient power. Consider working toward the Avatar of Io epic destiny (see page 32), but every divine power you use throughout your career is a manifestation of Io’s spark in you.
Associated Skills: History, Religion
Shardmind - God Shard
Type: Racial
Campaign Setting: General
Prerequisite: Shardmind
You believe that each shardmind must seek to acquire as much personal power as possible. Since you are a fragment of the Living Gate, your own power is the force that keeps the Far Realm from destroying the universe; each shardmind, in fact, is a fragment of divine power and carries a responsibility to nurture that power. Most God Shards are unaligned and revere no deity.
Associated Skills: History, Religion
Shardmind - Shard Slayer
Type: Racial
Campaign Setting: General
Prerequisite: Shardmind
You believe that when a shardmind dies, its animating life force returns to the site of the Living Gate, where it shores up the universe’s defenses against the Far Realm’s intrusion. Thus, you seek to kill as many shardminds as possible, starting with the adherents of other philosophies. As a precautionary measure, you also seek out fragments of the Living Gate that have not yet awakened to sentience, and you destroy them as well, hoping to reduce the number of shardminds that will exist in the future. Most Shard Slayers are evil, and many are devoted to Vecna.
Associated Skills: Arcana, Intimidate
Shardmind - Thought Builder
Type: Racial
Campaign Setting: General
Prerequisite: Shardmind
You seek to create a new Living Gate and to imbue it with the psionic power necessary to keep the influence of the Far Realm at bay. The sect is prominent in the planar metropolis of Hestavar. Most members of the Thought Builders are dedicated to Ioun. They tend to be unaligned or good.
Associated Skills: Arcana, Religion
Shifter - City Shifter
Type: Racial
Campaign Setting: General
Prerequisite: Shifter
Your tribe was forced off its lands at some point during the last century, and you were born and raised in a large human city. You might have been born to a life of crime, or your family might have established itself in a prominent position. How do you feel about urban life? Do you dream of open fields and untamed forests, or are the twisting alleys and crowded markets your true home?
Associated Skills: Acrobatics, Streetwise
Shifter - Moonspeaker
Type: Racial
Campaign Setting: General
Prerequisite: Shifter
You were a moonspeaker, a religious leader who traveled among different shifter communities. That background gave you a much broader experience of the world than most shifters enjoy. Do you plan to return to your tribe one day, or is the endless variety of a life of adventure what you seek?
Associated Skills: Heal, Religion
Shifter - Persecution
Type: Racial
Campaign Setting: General
Prerequisite: Shifter
You or your family endured a period of persecution, during which shifters were imprisoned or killed because of their perceived ties to lycanthropes. Were you arrested? Did you live in hiding? Has the experience made you ashamed of your origin, or defiantly proud?
Associated Skills: Bluff, Stealth
Sidhe Lord
Campaign Setting: General
Prerequisite: Half-elf or race with fey origin
You have learned how to deal with others from your position of power. You might accomplish that goal either through polite but persuasive discourse or by pulling rank and throwing your weight around.
Associated Skills: Diplomacy, Intimidate
Sildaine
Type: Geography
Campaign Setting: General
You grew up in the ancient Sildaine Forest, maybe in the elven village that stands alongside the Crystalbrook as it runs through the woods. You know all too well of the area's recent troubles. The woodland realm usually provides for all, but recent events—weather, strange creatures, and incursions from the nearby town of Crystalbrook—have disturbed the tranquility of your home. Carric, Lord of the Sildaine, has established edicts to keep nonfey out of the forest and tax those passing through on the roads. But even his youngest daughter, Juliana, is among those reluctant to follow the decrees. You've always known her as determined, curious, and daring. Perhaps she knows something others don't.
How well do you know Lord Carric, his wife Myran, and his children, especially Juliana? What do you do in the Sildaine Forest? What do the other fey of the forest think of you? Why did you answer Count Varis's call? What do you think of the overbold townsfolk of Crystalbrook? Have you or any you care about had trouble with them? Did you act against the town in any way?
Associated Skills: History, Nature
Sisthera Master
Type: Racial
Campaign Setting: General
Prerequisite: Eladrin
You have mastered the beautiful dance of sisthera and use it to clear your mind and body of all poisons while focusing your inner self to withstand the troubles you face. Who taught you the dance? Do you guard its movements from others or do you teach it to people you meet? Some eladrin experience visions when they perform sisthera. Have you ever experienced such a thing? What happened?
Associated Skills: Acrobatics, Insight
Slave
Type: Racial
Campaign Setting: General
Prerequisite: Halfling
You were kept as a slave or indentured servant and forced to do menial labor for those more privileged. You escaped or, through some whimsical turn of fate, were freed, but your experience has left a telling mark on you. You find it difficult to trust and you still harbor a simmering resentment to your oppressors. Does your hatred extend to their entire race—or to all humanoids larger than you?
Associated Skills: Athletics, Endurance
Society - Noble
Type: Society
Campaign Setting: General
You are a member of the aristocracy. Does your family have a noble rank? Are you the heir to a title, and if so, how many people stand between you and that title? Under what circumstances did you become an adventurer?
Associated Skills: Diplomacy, Insight
Society - Poor
Type: Society
Campaign Setting: General
You grew up without a steady income. Were your family members peasants, servants, or unskilled laborers? Did you and your family have to beg in the streets to stay fed? What was the biggest sacrifice you or your family had to make to survive? How did you come to own your starting possessions?
Associated Skills: Streetwise
Society - Wealthy
Type: Society
Campaign Setting: General
You grew up rich, never wanting for anything. What was the source of this wealth? Was it inherited, or did your family work for its riches? Was it obtained legitimately, or through underhanded methods? What kind of home did you live in? Was there ever a time when you knew what it was like to be hungry or desperate?
Associated Skills: History
Sorrowful Existence
Type: Racial
Campaign Setting: General
Prerequisite: Deva
You escaped the eternity as a rakshasa but at a terrible price. You recall with perfect clarity every wicked deed you performed, every cruelty done by your clawed hands. You can’t escape the memories and the other lifetimes are nearly silent now, just faint wisps that surface only to level accusations and recriminations. How do you cope with the guilt? Are you at risk of falling again?
Personal Quests: Enter a rakshasa stronghold and rescue slaves; aid another deva in gaining forgiveness for past atrocities; locate a rakshasa you once associated with and either lead it to redemption or kill it forever.
Associated Skills: History, Intimidate
Spirit of Two Worlds
Type: Racial
Campaign Setting: General
Prerequisite: Half-elf or Half-orc
You are the child of a city-dwelling human and either an elf from a particularly wild tribe or an orc from a relatively civilized one. You inherited a keen awareness of nature and an affinity for the primal spirits from your nonhuman parent, and a fondness for civilization and a reverence for the gods from your human parent. You see no conflict between these two worlds, and you move easily between the rites you use to invoke the spirits’ favor and the prayers you offer in the temples of the gods. You venerate your elf or orc ancestors and seek deeper understandings of your human side’s primal roots. Some people—perhaps even one of your parents— might pressure you to choose one path or the other, but for now, you choose to walk them both.
Associated Skills: Nature, Religion
Spirit Possessed
Type: Racial
Campaign Setting: General
Prerequisite: Goliath
A spirit entered your body while you slept, and now it won’t leave. The spirit makes you see things and sense things you couldn’t detect before. With it in your head, you can achieve far more than you thought possible. Is the spirit an unwelcome guest? Have you tried to exorcise it? Or are you at peace with the essence, believing yourself favored by the spirit world?
Associated Skills: Insight, Nature
Spirit Soul
Type: Racial
Campaign Setting: General
Prerequisite: Deva
You believe that your race has a dual essence, that upon your death one part of that essence reincarnates in a new body while another joins the great cloud of primal spirits. The spirits of your past incarnations are like your ancestors, and you seek to commune with them above all other primal spirits, striving to assimilate all the wisdom you have acquired in your past lives.
Associated Skills: Arcana, History
Squire
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Bahamut
You studied under a famous knight, serving the warrior until you mastered the talents she taught. What kind of person was this knight? What was the most important lesson you learned? Is your mentor still alive? How long was it since you last saw the knight? Did your association end on good terms?
Associated Skills: Athletics, Nature
Stargazer (Star)
Campaign Setting: General
Prerequisite: Warlock
You’ve always thought best under the light of the stars. Do you value their placid beauty? Do the constellations hold a deeper meaning for you? How has this detachment influenced your upbringing? Were you considered profound or mad due to your fascination with stars? Maybe you’ve felt something staring back.
Associated Skills: Insight, Perception
Still Water
Type: Racial
Campaign Setting: General
Prerequisite: Shadar-Kai
The solution to the crushing boredom afflicting your people was acceptance. You studied beneath an enlightened master who taught you to be as the still waters of an undisturbed pond. When you feel the darkness beckon, your mind calms until the dread passes by.
Associated Skills: Endurance, Insight
Stone Runner
Type: Racial
Campaign Setting: General
Prerequisite: Shifter
You were born on the ledge of a tower, and you took your first steps on the edge of a roof. The city is your playground, and you love climbing its walls and leaping between its bridges; you feel most alive when you are in motion. Before adventuring, you might have found work as a messenger or courier. Now you use your gifts in battle, outmaneuvering your enemies with your dazzling speed and agility.
Associated Skills: Acrobatics, Athletics
Stormchaser
Type: Racial
Campaign Setting: General
Prerequisite: Wilden
All wilden share a spiritual connection to the elemental fury of nature in their aspect of the destroyer. However, your connection to elemental power is stronger than that, letting you shape that power and unleash it as you hunt.
How does your status as a stormchaser affect your relationship with your kin? Are storm-homes common in your native land, making you only one of countless wilden imbued with such power? Or is the power of the storm a rare and legendary thing among your community? Does your power set you on the path to greatness and mark you as one possessed of the full fury of nature? Or do your people view your elemental power as a weakness which dilutes the purity of your Feywild essence?
Associated Skills: Arcana, Endurance
Struck By Lightning - Follower of Kord
Campaign Setting: General
Prerequisite: Follower of Kord
You were a weakling and a coward, bullied and intimidated by too many people to count. When you could, you avoided conflict with a glib tongue or by hiding. Then one day a thunderbolt struck you out of the blue sky. You awoke in the arms of friends who were awed that you survived. From that brilliant instant when your world turned to fire and pain, you have had your shock of white hair and your cloudy “storm eye.” They serve as daily reminders of your survival despite a lightning bolt that seemingly singled you out. That you escaped death, perhaps death hurled by Kord, gave you courage. At first you lacked the strength to back up your bravery, but you persisted and endured the beatings, learning and becoming stronger until at last none would call you weakling or coward. You know now that if the lightning strike came from Kord, it was not his anger, but his blessing: a test that you passed with flying colors.
Did you make any friends among those who once bullied you? Do any of the friends you had before the lightning strike resent the new you? Do you think the lightning strike was from Kord, or do you suspect a more mortal source? Does your storm eye have any special powers?
Associated Skills: Bluff, Stealth
Student of Callanar
Campaign Setting: General
You spent ten years studying at the White Spires of Callanar where you learned to perform magic, uncovered arcane lore, and learned of the ancient traditions going back to the dawn of all worlds. You might have chosen to deepen your understanding of the arcane as much as possible, or you might have seen the sensibility of being versatile—refining your social skills for times when charm magic doesn’t help you, or adding to your storehouse of knowledge about the past.
Associated Skills: Arcana, Bluff, History
Associated Languages: Elven
Student of Darkness
Campaign Setting: General
Either because of unfortunate circumstances or a bad decision, you found yourself learning the craft of arcane magic in Shadowdeep. You discovered much about necromancy and dark magic, to be sure, but you might also have picked up extensive knowledge of the healing arts (all the better to manipulate death) or a detailed familiarity with all things undead.
Associated Skills: Arcana, Heal, Religion
Student of Ironstone
Campaign Setting: General
You spent your youth studying the arts of war and magic at Ironstone Academy. In addition to the arcane instruction that everyone receives, Ironstone offers plenty of ways for students to hone their bodies as well as their minds. You might have spent more time than most on physical training, whether to increase your raw strength or your staying power.
Associated Skills: Arcana, Athletics, Endurance
Associated Languages: Dwarven
Student of Ruald
Campaign Setting: General
You trained under the swordmaster Ruald in Everwatch and honed your natural talents until you could hold your own in battle. The swordmaster takes on the responsibility of training the guard, but he will take on other students. Were you a member of the guard? Under what circumstance did you end your employment? If you weren’t a member, how did you convince Ruald to train you?
Associated Skills: Diplomacy, History
Student of the Ninefold Path
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
In ancient Arkhosia, a society of bards, wizards, and sorcerers called the Order of the Ninefold Path codified and propagated the arcane teachings of the dragonborn. The sages of this order lived as mendicants, owning nothing but the tomes they could carry and relying on the support and hospitality of the citizenry as they traveled from city to city. They traveled in pairs, one master and one student. As the student’s knowledge grew to equal the master’s, they would seek out new students in the cities they visited, thus passing on the secrets of the order. A few scattered masters of the Ninefold Path remain in the wake of Arkhosia’s fall, but students willing to accept their tutelage are few and far between. You have studied with a master of the order, learning ancient arcane teachings unfamiliar to current-age practitioners of magic. What happened to the master who taught you? Are you looking for a student, or did your master die or disappear before your training was complete, leaving you in search of a new master?
You might use a feat choice, such as Draconic Spellcaster or Curse of Io’s Blood (both from Arcane Power), to reflect your unusual arcane training. Also consider the Ninefold Master paragon path.
Associated Skills: Arcana, History
Substance of Thought
Type: Racial
Campaign Setting: General
Prerequisite: Genasi, Psionic
A small number of genasi philosophers do not subscribe to well-known psionics origin theories. Instead, they speculate that the essence of thought might have originated in the Elemental Chaos, manifesting in the material world like all other elemental power. By subscribing to this view, do you perceive psionics as a means of establishing closer ties to the surging chaos reflected by the natural world? Or do you embrace it as a kind of primal energy—endless and all-encompassing as it threads through every living thing?
Associated Skills: Arcana, Nature
Surgeon
Type: Occupation
Campaign Setting: General
You used advanced healing techniques to help the sick and dying. Were you a bonesaw, hacking off limbs to save soldiers’ lives, or did you pursue a private line of work, attending to those with the courage and coin to enlist your services? How did your community regard your work? To learn your trade, did you steal corpses? Did you have a sponsor to supply you materials? Why did you leave this trade and abandon science for religion?
Associated Skills: Heal, Nature
Survivor
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Bahamut
You survived a terrible calamity that forever changed your course. Were you the only survivor? Were you attacked or the victim of some natural disaster? If you were attacked, who attacked you and why? Do you seek revenge or have you made peace with your losses? How will this event shape your future?
Associated Skills: Endurance, Stealth
Survivor of Drow Raiders
Type: Society
Campaign Setting: General
Your life was comparatively peaceful before the night of fire and death, when a drow raiding party in search of treasure and slaves boiled out of a hole in the ground and destroyed everything you held dear. Shortly thereafter, agents from the House of Flowers contacted you and took you in as a trainee. Were you overlooked during the drow attack, or did you fight to freedom? Were any of your friends or family captured in the raid? Do you hate the drow, or have put your hatred behind you?
Associated Skills: Arcana, Religion
Associated Languages: Elven
Sword-for-Hire
Type: Racial
Campaign Setting: General
Prerequisite: Mul
Fighting and toiling are the only things you know. Luckily for you, something always needs fixing and someone always needs killing. What sorts of masters have you served so far? Is there anyone for whom you won’t work? What kind of mission would it take for you to refuse payment?
Associated Skills: Athletics, Intimidate
Sybaran
Type: Geography
Campaign Setting: General
You are a citizen of Count Varis's city of Sybar, a small but cosmopolitan place where several trade routes converge. The city offers countless challenges and opportunities, and you have availed yourself of several in your chosen career. You have heard of troubles on the frontier near Sybar, and when Count Varis called for aid, you answered. You know the count to be a fair man who loves his city and the region.
Why did you answer the count's call? What did you do before you answered? What district of the city did you grow up in—docks, farm, slum, trade, or noble? Do you hope to gain anything in this quest? How do other Sybarans think of you? Do you have relatives in the town of Crystalbrook or Sildaine Forest?
Associated Skills: History, Streetwise
Tempest's Child - Follower of Kord
Campaign Setting: General
Prerequisite: Follower of Kord
They say you were born to serve Kord. Your birth occurred on a battlefield and during the worst storm in memory. Thunder heralded your arrival in the world, and when you took your first breath, the tempest and battle fell eerily silent as the eye of the storm—Kord’s eye—passed over you. Since then you were tutored and trained by warrior-scholars of Kord. For years, every moment of your waking hours was dedicated to preparing you for something: exercises, combat training, tactics and strategy, lessons about all the great conquerors, and the fighting techniques of a dozen nations. Then one day your teachers said you were ready; they had no more to teach you and you must seek to learn more in the wider world.
Do you know for what your teachers were preparing you? Did they? Did your parents agree to give you over to the priests of Kord, or were you taken? What was the battle about when you were born? Do you believe yourself to be as important to Kord as those who taught you?
Associated Skills: History, Religion
Temple Foundling
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
An unwanted child rarely finds safe haven in the world, and an unwanted tiefling baby fares even worse. Many are left to die in the wilderness, prey to beasts, exposure, or starvation. Few would praise such an act of cruelty, but fewer still would agree to take in an orphan tiefling.
You were lucky—if being left to die can ever be called lucky. A wandering priest found you. Despite the ill omens and your cursed form, the cleric took you in. Despite this softhearted moment, you would not call your benefactor kind—firm, proud, faithful, righteous, but not kind. You learned much under his tutelage and from those with whom he shared his secret student. When you were strong enough to make your own way, he set you out into the world as friendless as he found you.
What kind of a person was your teacher? What omens did he see, and why did he ignore them? Why did your religious training not occur in a more structured setting? Did you learn beliefs or practices different from mainstream worshipers? Why did he keep your existence a secret? Do you want to learn the identities of your parents? Why did they abandon you? Has your hard life made you strong? Are you distant from others or do you seek out companionship?
The avenger class works particularly well with this background, but any divine character could have his or her origin to a trainer in the wilderness. Melora makes perfect sense for your deity, but so might Avandra or Kord. Perhaps those who found you were elves and they taught you worship of Corellon. If non-humans found you, it might help to explain why your upbringing was so strict and secretive.
Associated Skills: Endurance, Nature
The Basilisk Society
Type: Origin
Campaign Setting: General
You fled when you learned the hidden purpose behind Basilisk, the secret society to which you belonged. Basilisk swore to bring down tyranny and place rulership justly in the hands of the people. But their secret leader, an ash nymph known as the Golden Mistress, runs a criminal cartel to bring about the downfall of civilization so that it can be reclaimed by nature. She will not let you escape because she gave you her blessing—her true kiss of trust. You know too much, and now you must be reclaimed or silenced. In cities, she hunts you with assassins and thugs; in nature, she hounds you with wild beasts and fey.
Associated Skills: Nature, Streetwise
The Breach
Type: Geography
Campaign Setting: General
A roiling, seething realm polluted by chaotic energy, the Breach features lightning gathered in pools, thunder rocking the ground, and liquid fire falling from the heavens. The Breach is a warped and tortured region, assailed by energy spilling forth from the Elemental Chaos. Everything is wrong here: Mountains drift through the skies, ice forms over molten rock, and dark columns formed from shrieking winds swirl in place. Patches of normal terrain form islands here: Bits of forest or ruin remain as the only evidence of what the land was like before the breach. Few people live here, because the land cannot sustain natural life for long, but elemental beasts and humanoids exist here—some are benign, but most are malevolent.
Associated Skills: Arcana, Endurance
Associated Languages: Primordial
The Demon Binder
Type: Origin
Campaign Setting: General
When a minor demon possessed your true love’s body, you did not have the heart to strike the killing blow. Instead you offered the creature a choice: It could bind itself to your service, or else you would strike your love down and send the demon back to the Abyss.
The creature accepted your offer, but it kept your love’s soul as a hostage, secreting it away in the Abyss.
The foul thing is bound to you now and cannot be abjured. It wishes only to wreak havoc in the world and rise among the ranks of its kind by lending its awful might to your causes. It is an obedient servant and a prison mate. It is a festering growth. It is the jailor of your true love’s soul.
Associated Skills: Arcana, Religion
The Five Wraiths
Type: Origin
Campaign Setting: General
You are dying, but not by normal means. You recently discovered a remarkable ancient ritual that, if performed perfectly, would grant the participants eternal life. You persuaded your five closest friends to swear a pact that you would each use this power to shepherd the world and its people prosperously through all its future ages. But something went terribly wrong.
Soon after the ritual, each of you began to fade gradually from existence, becoming light and ephemeral and occasionally translucent. You felt a strange hunger—a craving for vitality and experience.
In your friends, however, this hunger manifested as a mad, destructive impulse. Now, instead of protecting the world as they swore to do, they seek to bring it down with them. They name themselves Strife, War, Hatred, Doom, and Terror, and they have dubbed you Death.
Will you allow these wraiths to break the world you all sought to save? Or will you submit to your fate and fade away?
Associated Skills: Acrobatics, Athletics
The High One Falls
Type: Origin
Campaign Setting: General
In a prophetic vision, the high priest of your people saw you slay the ruler of your land. Your possible future act against the person, who many believe descended from the gods, caused you to be branded a traitor. So you fled your home, narrowly escaping capture and execution. Now mercenaries and bounty hunters stalk you wherever you go with cunning traps and ambushes, each desperate to claim the royal price on your head or to protect the sovereign from harm. Did you love or hate this ruler? Was the priest’s prophecy likely to come true, or were you framed? Will the path you take help to avoid this destiny or cause it to come true?
Associated Skills: Endurance, Intimidate
The Path of Thirty-Seven Obstacles
Campaign Setting: General
Trained to think only of improving your own skills and standing victorious against foes, you have learned to withstand all manner of duress and to swiftly judge the abilities of your opponents.
Associated Skills: Endurance, Insight
The Wide-Open Mind
Type: Racial
Campaign Setting: General
Prerequisite: Halfling, Psionic
Like many psionics users, especially battleminds and ardents, you have long questioned your place in the world. As so many halflings do, you took to exploring the world in order to find the answers to your questions, embracing new cultures in an effort to define yourself by the standards of your people. Where did your psionics come from? What does your power say about you and your obligations to your people? Even after those questions are answered, will you be able to return to your homeland? Or will the embrace of the wider world prove too hard to shake off?
Associated Skills: Nature, Streetwise
Theologist
Campaign Setting: General
You are driven by sheer curiosity. The desire to know is all that is needed for you to turn your faith to a dead deity. You are curious about when or how your deity died, but especially, why. Are gods as mortal as other beings? What happens with gods that die? How does it affect their faithful? You joined the faith of a dead deity out of a desire to know. Even as you go about fulfilling your deity’s former goals, you never forget that the only reason you are in the faith is to learn.
You are too curious for your own good. You have to know, even if it would be bad for you. You question the reason behind events and the reasons behind the reasons. You question faith—even your own. Despite that, you follow the edicts of your deity as best as you can, and you do so in the name of ‘research,’ of course.
How did you come to your knowledge? How did you find the dead faith you now follow? Did you have a mentor, or did you have to find out everything by yourself? How do your peers look at your studies? How far would you go to acquire knowledge? Is your interest in your dead deity really purely academic?
Adventurers with this background enjoy seeking out old and forbidden places—temples by preference—hoping to uncover more knowledge. Quests for ancient relics or artifacts, or delves into uncharted territory, also appeal to them. The farther the better, though any quest that requires pouring over old and forbidden texts is worth the trouble.
Associated Skills: History, Religion
Thoughtsinger
Type: Racial
Campaign Setting: General
Prerequisite: Kalashtar
For the kalashtar, emotions are an art form. A thoughtsinger weaves dreams for his or her audience, projecting her creations directly into the mind and heart. Instead of the sound of music, you share memories of joy and sorrow. If you are a thoughtsinger of hashalaq heritage, you might choose to specialize in diplomacy and deception, but if you are a tsucora thoughtsinger, you could prey on the doubts and fears of your foes. As you weave dreams, do you choose to do so with finesse and a light touch, or do you prefer to overwhelm your audience?
Associated Skills: Diplomacy, Insight
Associated Languages: Quori
Thunderpeaks
Booming thunder, cloud-shrouded slopes, mountains so tall they scrape the sky
Type: Geography
Campaign Setting: General
Spine of the world, the Thunderpeaks have long been deemed insurmountable by travelers. No pass threads between the peaks, no road climbs their dizzying heights. Worse, black storm clouds gather overhead, herded by inexplicable wind currents, to lash the peaks with lightning and constant rain. The Thunderpeaks offer a glimpse into the raw and often violent nature of primal power. Intrepid souls who scale their heights soon taste its potency.
Goliaths make the best Thunderpeaks characters, although dwarves and dragonborn can also emerge from this homeland. Barbarians are an obvious choice for character class, but wardens serve as well.
Associated Skills: Athletics, Dungeoneering
Associated Languages: Dwarven, Giant
Tiefling - Dark Secret
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
At some point in your past, you did something truly evil. You escaped punishment, but if you were ever to be identified as the perpetrator of that deed, you could still be put to death for it. Are you adventuring to forget the horror of your deed and stay away from those who still hunt you, or to try to atone for the wrong you committed? Whatever your crime, it was a clear demonstration of the evil of which you are capable because of the infernal taint in your soul. Will you transcend that evil, or will it ultimately claim you?
Associated Skills: Arcana, Dungeoneering
Tiefling - Infernal Nightmares
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
You are plagued by nightmarish visions that haunt your sleep. In your dreams, you have vivid glimpses of the Nine Hells and the torments they offer, as well as of the splendor of Asmodeus’s palace and the luxurious lives of his most favored servants. What message do you take from these visions? What connection, if any, do you feel to the Nine Hells and their denizens? Does some infernal patron want something from you, or is some divine force reminding you of the punishment you risk if you stray from the path of righteousness?
Associated Skills: Bluff, Religion
Tiefling - Merchant Dynasty
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
You grew up in a conclave of other tieflings, part of a large merchant family, surrounded by wealth if not prestige. It was a sheltered life, and you’re unaccustomed to either hardship or prejudice. Why did you leave the comforts of your home to become an adventurer?
Associated Skills: Streetwise
Tomb Robber
Type: Occupation
Campaign Setting: General
You survived by plundering tombs and graves, disturbing the dead to steal their treasures. Did you work alone or were you part of a group? From your experiences, are you now squeamish around corpses or dismissive? What about rats and other vermin? Did you ever encounter undead? How do you feel about your past now?
Associated Skills: Stealth, Thievery
Too Many Secrets
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Ioun
You were a respected field agent of the Collectors, following the trail of lost knowledge, identifying likely ruins for later excavation, and wresting knowledge from those who would hoard or misuse it. Then you uncovered information that rocked the foundations of your beliefs in the Collectors and their mission. Unable to reconcile the information you found with your experiences as a chronicler, you resigned from the order to search for the truth. What did you find out about the Collectors? Do you reveal this information to those you meet, or do you hold it tight and secret against the dictates of Ioun? Does anyone else know what you do, and if so, what has happened to them?
Associated Skills: Insight, Streetwise
Associated Languages: Abyssal
Totemic Ally
Type: Racial
Campaign Setting: General
Prerequisite: Shifter
An animal spirit watches over you and instructs you through the omens it leaves for you to find. How did you realize this spirit was connected to you? Did you undertake a rite of passage? Many spirits visit in dreams. Does yours? What form does it take? Think about the spirit’s personality and what objectives it urges you to pursue.
Associated Skills: Insight, Nature
Touched by an Angel
Type: Divine
Campaign Setting: General
You have encountered dangerous immortals for as long as you can remember, and a guardian angel taught you much of what you know about your god. What was the angel who watched over you like? Is the angel alive or dead? Why did the angel take an interest? What other immortals might interfere with your life?
Associated Skills: Arcana, Perception
Touched by Darkness
Type: Legacy of Acererak
Campaign Setting: General
You might have served a necromancer in your youth, perhaps as an apprentice or possibly as guard or servant. Proximity to your master’s corruption left a mark on you. Did your experience alter how you see undead? Is necromancy a path you might seek or is it an abomination to be fought and destroyed? How does the mark manifest on you? Are you pale? Do you suffer from a disfiguring condition, or are you unhinged?
Possible Minor Quests: You might have born witness to appalling acts of wickedness, and if so, you might seek redemption, fighting the darkness to atone for your past. You might also seek out the necromancer or undead master you served to prevent his works from plunging the world into death.
Associated Skills: Intimidate, Stealth, Religion
Benefit: You gain a +1 bonus to saving throws against ongoing effects and conditions with the necrotic keyword.
Tower Graduate
Campaign Setting: General
You learned magic at the Obsidian Tower. To supplement your main course of study, you chose one of three paths: Either delving into the tower’s libraries of lore at every opportunity gave you a strong sense of how to learn from the past, or you specifically researched the undead to better combat them, or you decided to rely almost exclusively on your considerable spellcasting ability.
Associated Skills: Arcana, History, Religion
Trapped in the Feywild
Type: Occupation
Campaign Setting: General
Prerequisite: Bard
A reluctant traveler, you became imprisoned or lost in the Feywild against your will. While there, you had your first brush with arcane magic and the odd fey creatures that inhabit the realm. Did you wander into the Feywild by mistake and lose your way home? Were you captured and placed in bondage by fomorians or other cruel fey? How did you escape from the Feywild? Do you want to go back and clean up some loose ends, or do you want to avoid the plane for good?
Associated Skills: Arcana, Endurance
Associated Languages: Elven
Treasure Hunter
Campaign Setting: General
Fascinated by antiquity and the magical arts, you’ve long dreamed of finding and collecting ancient enchanted items. Do you plan to create magic items yourself one day, or do you merely want to find and wield the power of items created by long-dead civilizations? Do you already possess an item you think has untapped magical potential? Were you intrigued by stories you’ve heard about famous relics? Are you just in it for the money?
Associated Skills: Arcana, History
Tree Talker
Campaign Setting: General
Prerequisite: Follower of Melora
Your parents swear you could climb trees before you learned how to walk. You spent your childhood high in the branches, and for as long as you can remember, the trees whispered to you whenever the breeze moved through their leaves. Sometimes they would warn you of looming danger—a poisonous snake or a mountain cat. At other times, they shared secrets with you, such as who met secretly beneath the poplar the previous night.
Associated Quests: Find and renew a long-forgotten or defiled sacred grove; create a book of trees with names, descriptions, leaves, and pressed flowers of each of the sacred trees, including oak, ash, hawthorn, elm, apple, hazel, alder, elder, yew, holly, and willow.
Associated Skills: Athletics, Streetwise
Tuathan
Campaign Setting: General
Prerequisite: Human or half-elf
Your blood pulses with the spirit of the Feywild, driving you toward action and excitement. You might be able to push your hale and hearty body to extremes, or you have knowledge about the ancient fey realm that many have forgotten.
Associated Skills: Endurance, History
Tuathan
Campaign Setting: General
Prerequisite: Human or half-elf
Your blood pulses with the spirit of the Feywild, driving you toward action and excitement. You might be able to push your hale and hearty body to extremes, or you have knowledge about the ancient fey realm that many have forgotten.
Associated Skills: Endurance, History
Turathi Inquisitor
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
You learned the ancient interrogation techniques used by the Turathi Inquisitors in a time now nearly forgotten. Having studied these methods, you can tease out information from the most unwilling subjects, breaking them with subtle threats and light applications of pain that build until they finally snap. Do these techniques sicken you or do you delight in the power they offer? Where did you come by this learning? Were you on the receiving end?
Associated Skills: Bluff, Intimidate
Turathi Slave Clan
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
Your clan was enslaved by the tiefling rulers of Bael Turath, among the earliest casualties of that empire’s clash with Arkhosia. They endured heinous treatment, horrible punishments, and perhaps even magical experimentation at the hands of their warlock masters. You might bear the scars of this ancient oppression—perhaps an unusually small stature, maybe a ready obedience and docile temperament, or possibly an inclination toward the sinister magic of your clan’s former masters. You might seek to win glory to prove yourself better than your slave ancestors, or you might not seek glory at all.
Associated Skills: Arcana, Streetwise
Twilight Dreamers
Campaign Setting: General
You focus your studies on whatever demonic, diabolical, or aberrant creature you believe imbued you with psionic power. When the natural world falls, you plan to ride the tide of blood alongside your master.
Associated Skills: Arcana, Dungeoneering, Religion
Two Sides of the Coin
Campaign Setting: General
You are a twin, yet yours was not a normal birth; you were brought into the world beneath an alignment of stars not seen since before the Spellplague. The first born arrived in the world bright, laughing, and smiling only moments after birth. The second twin came later—an unexpected arrival after birthing was thought finished. This twin looked coldly upon the world with dark eyes and silence. Since then, you and your twin have been opposites, each one a different side of the same coin.
Is one twin good and the other evil? How were you and your twin treated differently as you grew up? Were you brought up together or separated? Can the twins be judged by appearances or is the truth that the first born hides the darkness that the second born shows? Which twin were you? Do both your parents still live? Was your strange birth prophesied or an accident of coincidence? Do you know where your twin is now?
Associated Skills: Bluff, Insight
Underdark Survivor
Type: Racial
Campaign Setting: General
Prerequisite: Drow
You never saw the lightless depths beneath the earth as a place of death and unmoving stone. To your eyes, it teemed with life— not just the life of fungi and crawling things, but the whispers of the Deep Winds and other primal spirits. Even the terrible spider symbol of Lolth you saw as an echo of the Fate Weaver, a being of far greater wisdom than the dread and demented Spider Queen. Your beliefs and strange behavior earned you exile from your home city, but you didn’t mind much—you always felt more at home in the wild caverns anyway.
Associated Skills: Dungeoneering, Nature
Underwild
Twisting corridors, subterranean gardens, fearsome horrors that have never seen daylight
Type: Geography
Campaign Setting: General
The Underdark crawls with vile abominations that shun the rays of the sun. Populated by creatures such as drow and mind flayers, the place is known for its violent and cruel denizens. Still, not all areas are overrun by such sinister inhabitants. Certain places, far from the frequently traveled corridors, are filled with eddies and swirls of primal power, spawning new life out of the ruins of old. Such places are called the Underwild, and in them fungus forests, sweeps of phosphorescent mold, and slime pools gather primal energy for use by those who have the courage to seize it. Those who discover the Underwild also find abundant food, water, and other resources to help them survive the otherwise desolate Underdark.
Originating from the Underdark, you have seen its wonders and its wickedness. Drow is the best racial choice for this homeland, and the dark elves make interesting barbarians and druids. Of course, any race that has strong ties to the Underdark can work as well.
Associated Skills: Dungeoneering, Perception
Associated Languages: Deep Speech, Elven
Unfettered Future
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
You have turned your back on the so-called noble history of the tiefling race. Rather than reveling in the sordid glories of the past, you instead seek to start a new dynasty of grandeur and fame. You know that your efforts will be rewarded in time, and one day your descendants will hold your name in high esteem.
What caused you to reject the nobility of Bael Turath? Do you know which noble house (or houses) you’re actually descended from, and did this knowledge sway your decision to found a new house? What do your relatives think about your decision? Which of your extended family might be angry enough to interfere with your plans?
Associated Skills: History, Insight
Unhomed
Type: Racial
Campaign Setting: General
Prerequisite: Human
You lived with the Unhomed for many years. You might have been born there, never setting foot on dry land before becoming an adventurer, or you could have used the community as a safe harbor for a time. As Unhomed, you learned the essential trades necessary for survival, and from this training you learned to anticipate the weather, repair ships, become an excellent swimmer, and serve as a cunning negotiator. Why did you leave Foamgather? Were you left behind by accident when the fleet broke apart? Or were you exiled for some accused crime? Were you innocent? If so, why were you blamed?
Associated Skills: Athletics, Bluff, Perception
Associated Languages: Any one except Abyssal or Supernal
Unlikely Primal Hero
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
You didn’t ask for this. You were perfectly happy with your life in the city. Well, maybe not happy exactly; you survived as a crook, a scam artist. One day, a scheme for putting silver in your pocket hit a snag, and you felt it prudent to leave town for a while.
That’s when the spirit spoke to you.
While resting near a natural spring in the forest, you heard its voice in your heart and mind. It had chosen you, it said. The forest needed a champion, and it was your destiny to help. You tried many times to worm out of this obligation, but each time your mind returned to the beauty of the glade and the warmth of the voice. You wonder, if you’d chosen a different path through the woods, would the spirit have chosen the next traveler as its champion.
How connected are you to your former life? How long ago did you leave it behind? How does being caught between two worlds affect you? Do you still regret the spirit’s selection of you as its champion? How does this reluctance manifest itself in your attitude toward the spirits? What was the spirit who taught you primal magic? What danger brought you to the forest’s defense, and how does it still threaten the world?
You can also represent your internal conflict between the civilized and primal world with a mix of skill choices (Nature and Streetwise make good opposing skills). Consider using multiclass feats or even hybrid character rules to build a character torn between the primal spirits and another path.
Associated Skills: Bluff, Streetwise
Unseelie Agent
Campaign Setting: General
Your continued contact with the Unseelie might have taught you much about their magic, or else your need to operate in secrecy has engendered in you a respect for silence and subtlety.
Associated Skills: Arcana, Stealth
Urban Gnome
Type: Racial
Campaign Setting: General
Prerequisite: Gnome
You grew up in a large town or city that had large buildings and many people. You’re at home in the bustle of town life, and dodging through crowds is second nature. Perhaps you dress in bright and flashy clothing to stand out among the throngs (and to avoid falling underfoot). Or do you cultivate a quieter existence, where you stay out of sight and out of mind so that you can be left to your own devices in the packed streets? Did you ever long for the hidden forest home you never knew, nestled deep among the roots of massive trees? Or do you feel somehow guilty for not being terribly interested in the traditional home of fey creatures? Do gnomes from the forests find you an oddity when they meet you?
Associated Skills: Diplomacy, Streetwise
Urban Shaman
Type: Racial
Campaign Setting: General
Prerequisite: Shifter
The city is alive. You barter with the spirits of stone and steel, speaking with the ancient foundations of the city and the dominant force that drives it. Is it a fortress driven by war? A market with a dozen spirits of commerce all clamoring for attention? Is the heart of the city the great academy? You know, because you hear its voice. You barter with the spirits for the good of your people, and you use these same skills to keep peace between packs. You learned the ways of the wild from your ancestors, but in the city you feel most at home. If you are a shaman, consider how your spirit companions reflect your urban bond; a protector spirit could be the embodiment of strong city walls, and your stalker spirit is a glittering assemblage of steel blades.
Associated Skills: Diplomacy, Streetwise
Benefit: While in an urban environment, you can substitute Streetwise for Nature when using a ritual that requires a Nature check.
Vengeance
Type: Racial
Campaign Setting: General
Prerequisite: Revenant
In the final moments before you died, you witnessed a terrible act—an experience so profound that death could not claim you. Who wronged you and why? Were you murdered? Was a loved one harmed to get at you? How will you achieve the vengeance you desire? What will happen once you get it?
Associated Skills: Endurance, Intimidate
Vengeful Royalty
Type: Racial
Campaign Setting: General
Prerequisite: Tiefling
After the fall of Bael Turath, some tieflings retained power, ruling over isolated baronies and duchies throughout the remains of the empire. Your family ruled one such fiefdom; in truth little more than a sturdy tower and surrounding village, but a mark of pride nonetheless.
When you returned home after a long diplomatic mission, you found the tower cast to rubble and everyone dead. Only scattered tracks and the arrows left in the bodies of the fallen gave any clue to the horrors that had occurred. Your royal escort fled to a neighboring kingdom to beg for shelter, but you couldn’t let the trail go cold for fear that the murderers responsible might go unpunished.
What do you remember of your royal history? Do you seek to reclaim your ruined kingdom? Who destroyed all that you knew? How will you mete out vengeance when you find these villains? Or does something prevent you from gaining your revenge?
Any martial class can work with this background. Decide whether you learned this class’s talents before or after your kingdom fell; rogue and warlord fit well with a royal background, while fighter or ranger might make the most sense for a loner hell-bent on revenge. Consider mixing contrasting character elements that represent both your royal life and your new, harder existence, such as the Jack of All Trades and Lethal Hunter feats.
Associated Skills: Endurance, Nature, Perception
Veteran of a Religious War
Type: Divine
Campaign Setting: General
You fought hard for a divine cause but later turned away from that life. Why did you take up arms for your god? Is the war over, or are people still fighting it? Have you left that life behind, or do the feelings that brought you to battle for your religion still seethe within you?
Associated Skills: Athletics, Intimidate
Veteran of the Arena
Type: Racial
Campaign Setting: General
Prerequisite: Goliath
You know what it takes to defeat an opponent and make no apologies for the lifestyle you have chosen. Borne of blood and sweat, you have endured what has sundered so many others. Were you conscripted into the gladiator corps as a means of bolstering existing forces? Were you destined to follow in the footsteps of a great family patron?
Associated Skills: Athletics, Endurance
Victim of Superstition
Type: Racial
Campaign Setting: General
Prerequisite: Goliath, Half-Orc, or Minotaur, Psionic
Not all goliaths, half-orcs, and minotaurs are intolerant of psionics users, but nearly all their primitive communities are. For months or years after developing your abilities, you struggled to hide them. Were you discovered and driven from your people like a common brigand? Or did your instinct and intuition inspire you to leave before your secret could be revealed?
Associated Skills: Bluff, Stealth
Vile Scholar
Campaign Setting: General
Long, glorious hours of study have turned you into a veritable font of dark lore. Knowledge is, after all, the most formidable and remorseless of weapons.
Associated Skills: Arcana, History
Voice of a Dozen Generations
Type: Racial
Campaign Setting: General
Prerequisite: Deva, Psionic
Accustomed to thinking in terms of souls and past lives, many devas subscribe to the “collective sentience” theory of psionics origin. Some devas additionally theorize that psionics draws not only on the minds of living beings, but on the thoughts of all sentient creatures that have ever lived. You believe that your psionic abilities are derived, in part, from the thoughts, dreams, and ambitions of your prior incarnations and angelic ancestors. But do you feel obligated to honor your forebears’ convictions? Or is their constant presence in your mind an endless burden that prevents you from making your own way in the world?
Associated Skills: Diplomacy, History
Voice of Pelor
Type: Racial
Campaign Setting: General
Prerequisite: Human
You were chosen to become a priest, a mystic and spokesperson in Pelor’s clergy. Why were you selected? Were your parents well-placed or were you born under an omen? Did you complete your training? How does this training influence you now?
Associated Skills: History, Religion
Wanderer
Type: Occupation
Campaign Setting: General
Prerequisite: Psionic
As you walk the road ahead, you leave your past behind you where it belongs. When you came of age, you pulled up stakes and left everyone and everything you knew. Is fate drawing you toward a particular location or individual, or is the unconscious pull you feel compelling you to fulfill some inscrutable purpose? Are you traveling to escape something, perhaps to overcome a loss, a conflict, or a humiliation? Whatever your reason, you do not or cannot put down roots. Before you run the risk of settling into any particular place, you pick up and move on again.
Associated Skills: Nature, Perception
Wandering Master
Type: Occupation
Campaign Setting: General
Prerequisite: Sorcerer
You have improved your fighting skills with techniques from far off lands. Did you learn from expatriates from those lands, or did you travel there yourself? Has this worldly experience imbued you with a controlled demeanor, scoffing at the posturing of novice brawlers? Do you favor quests that take you to the far corners of the world, or is there some place to which you dread returning? You have learned the ways of the world, and you’re ready to take to the road at a moment’s notice.
Associated Skills: History, Nature
Associated Languages: Any one, except for Infernal and Supernal
Wandering Zealot
Type: Racial
Campaign Setting: General
Prerequisite: Half-Elf
You champion a god, a belief, or some other cause, and you allow it to eclipse all other considerations. You drift from town to town, preaching your views to any who listen. Those who stop are moved by your words and might leave behind their lives to follow in your steps. What, then, is your cause? How did you come by it? Why do you champion it still?
Associated Skills: Diplomacy, Endurance
Ward of the State
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Erathis
Orphaned or abandoned at a young age, you spent your childhood in the care of a magistrate or some other public official. You might have been used as a living and breathing symbol of legislative compassion—whether real or phony. Do those memories still sting? Although your guardian treated you kindly enough, he or she was frequently preoccupied by matters of state. Did you feel neglected during his or her absence, or did you find it freeing? Did your guardian’s world of political machinations appeal to you, or did you find it rigid and boring?
You might adventure in your guardian’s name, fighting to keep the peace for a nation you grew to love. Conversely, you might adventure as a way of shaking off the monotonous memories of a stale childhood. Does your guardian approve of the life you lead? Is he or she aware of it?
Associated Skills: Insight, Streetwise
Ward of the Temple
Type: Divine
Campaign Setting: General
You grew up in a temple. You ran barefoot there and played games in the shadow of statues. Why were you left at the temple as an orphan or a ward? Are your parents still alive? Who took care of you, and is that person still alive? Where was the temple? Was more than one deity worshiped there? Did you have any rivals among the worshipers or the clergy?
Associated Skills: Heal, Religion
Wayfinder
Type: Racial
Campaign Setting: General
Prerequisite: Human
No one knows the swamp’s dangers better than you do, because it was your task to bring news to the neighboring communities and to gather information to bring back to the elders. Your travels revealed much about the swamp’s secrets, helping you find secret paths none knew about. Why did you leave your village? Did you become lost? Was your village destroyed while you were away? Are you, perhaps, an envoy to the larger world?
Associated Skills: Endurance, Nature
White Riders
Type: Racial
Campaign Setting: General
Prerequisite: Eladrin
The Winter Lands are short on resources and those living in them must range beyond their borders to gather the supplies they need to survive. Called the white riders for their gleaming armor and the winter wolves they ride, the riders have a ferocity that fey peoples across the lands fear. You were a raider and innocent blood stains your hands. Why were you chosen to become a white rider? Whom did you raid? What experiences haunt you? If none, why did you leave the white riders?
Associated Skills: Intimidate, Nature
Wild Hunter
Type: Occupation
Campaign Setting: General
Ordinary hunters stalk deer and other game quietly, and they prefer to strike from a distance with javelin, sling, or bow. But you are no ordinary hunter. You seek the nastiest dire tiger or bulette in the area and beat it to death with your club to tenderize the meat. You might be protecting your people by driving off dangerous predators, or you might kill these monsters just to prove your strength. As a wild hunter, you are truly happy only in areas populated by dangerous prey such as mastodons and behemoths.
Associated Skills: Athletics, Nature
Wilden - Ancient One
Type: Racial
Campaign Setting: General
Prerequisite: Wilden
The more you manifest Aspect of the Ancients, the more ancient secrets of the world ago whisper to you. Ancient sites, old gods, and primeval events seem more familiar. Heroes and villains of yore dance in your visions, and you might find that quests which long ago went unfulfilled seem once again important to you. You could learn of a place long left unprotected that requires a new defender, and that steward might be you. The myth of your own race’s creation (“The Seedling Myth”) plays through your dreams, and you wonder if it holds truth. It doesn’t matter; the myth resonates with your heartwood.
Associated Skills: History, Nature
Wilden - Born of Ruin
Type: Racial
Campaign Setting: General
Prerequisite: Wilden
You were born in a place of defilement, where the corruption issuing from the Far Realm tainted the natural order. You might have been born to wilden parents, or simply emerged from the dying plant life at the edges of the spreading taint. Perhaps you hope to return there and purge that place of its corruption when your power is great enough. Or perhaps there is no hope for it, and you can strive only to prevent such catastrophes from occurring elsewhere.
Associated Skills: Arcana, Nature
Wilden - Destroyer
Type: Racial
Campaign Setting: General
Prerequisite: Wilden
The destroyer is nature’s fury incarnate—the destruction embodied by hurricanes, tornadoes, and lightning strikes. You see yourself as just such a force of nature, prowling across the world and visiting your fury and rightful wrath on those who deserve it and perhaps even sometimes on those who do not. No one can say which way it might go because you are like a living, breathing natural disaster.
Associated Skills: Intimidate, Stealth
Wilden - Estranged Fey
Type: Racial
Campaign Setting: General
Prerequisite: Wilden
See the eladrin and gnome backgrounds of the same name. You were born in the world and have never visited the Feywild.
Associated Skills: Endurance, Nature
Wilden - Hunted
Type: Racial
Campaign Setting: General
Prerequisite: Wilden
Something seems to know of you—and to want you dead. Destruction has followed you for your entire life, and the fact that you are alive seems like proof that you are being preserved for some greater purpose. Are aberrant monsters drawn to try to destroy you? Is there a widespread cult devoted to a mighty Far Realm overlord that seeks to kill you? Or is there simply a curse on you that brings death and destruction to everyone and everything you love?
Associated Skills: Bluff, Stealth
Wilden - Hunter
Type: Racial
Campaign Setting: General
Prerequisite: Wilden
You seek out specific threats to the natural order, and when you find them, you eliminate them. Finding the threat can be a long and arduous hunt, but you enjoy the chase and savor spending long periods of time tailing your chosen prey. Though any creature can choose to give up its place within nature’s hierarchy and become your quarry, aberrations are immediately and always on your list of creatures to hunt down and kill.
Associated Skills: Dungeoneering, Stealth
Wilderness Loner
Type: Racial
Campaign Setting: General
Prerequisite: Dragonborn
The wilderness is your home, far from any city or village. You might have been a fugitive from a dragonbonded clan, eking out your livelihood from the remote forest, swamp, or desert near your clan’s holdings. Or perhaps you were an orphan, stranded in the wilderness as a youth when your parent met a terrible end. Or the parent who raised you might have been an exile, a fugitive, or simply an ornery loner who preferred solitude to the company of others. Whatever the reason, you have lived for years by your own wits and resourcefulness, without having to rely on anyone else.
What has changed to bring you closer to civilization and into a party of adventurers? Did a new population of monsters make your wilderness home suddenly inhospitable? Or perhaps a new frontier settlement was established near your territory, bringing you unwillingly into contact with this outpost of civilization. Maybe you were captured by hobgoblin slavers and only just won your freedom. How will you adapt to your new circumstances? Will you be able to trust your new allies enough to rely on them? Can you handle the burden of having others relying on you?
Associated Skills: Endurance, Nature
Winterguard Marshal
Campaign Setting: General
It is your responsibility as a member of the Winterguard to track down and apprehend outlaws, using both your arcane magic and your well-honed blade. What led you to join the Winterguard? Are you a descendant of one of the original eladrin members or a recruit from another race? What are you feelings toward the fallen kingdom of Cendriane? Are you hunting down anyone in particular? If so, who are they, and what did they do to merit your attention?
Personal Quests: Apprehend a wanted fugitive; escort a hostile captive through the wilderness to the Winterguard’s prison; thwart a conspiracy to free a powerful prisoner from the prison.
Associated Skills: Perception, Streetwise
Associated Languages: Elven
Wintertouched
Type: Racial
Campaign Setting: General
Prerequisite: Eladrin
The Pale Prince looms large in the Winter Lands, and while not the true sovereign of the Winter Court, his power grows. Many fear he will claim the entire court and all the winter fey as his own. Those who come into his service are called the wintertouched, because they are his thralls. For a time, you served the Lord of the Longest Night, but you somehow threw off his bonds. What drew you into his service? What missions did you undertake? Why did you quit? Did a single event lead to this decision? If so, what was it?
Associated Skills: Arcana, Stealth
Witch
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Corellon
You were a witch, a hedge mage, or village wise person. Did you have genuine magical skill or was your knowledge invested in herbal healing? Were you welcome in your community or did they treat you as an outsider?
Associated Quests: Save a village from mystical marauders; identify and befriend angry primal spirits; destroy a temple of Lolth.
Associated Skills: Arcana, Heal, Nature
Witness
Type: Occupation
Campaign Setting: General
Prerequisite: Follower of Bahamut
You witnessed a terrible evil, an act so profane you feel as though you will never be clean again. What was this act? What were the circumstances? Did you participate? Did it befall a loved one or friend?
Associated Skills: Insight, Perception
World Walker
Campaign Setting: General
Your nomadic life has taken you on countless strange trails. You are familiar with regions of the world, the Feywild, and the Shadowfell. What path was usual for your clan? Which regions did you spend the most time in? Do you have favorable connections in some of these places? Enemies? What secrets do you know that might lead to adventure?
Associated Skills: Arcana, Nature
Wrathwood
Emerald shadows, tall trees, a profusion of sun-dappled sylvan splendor
Type: Geography
Campaign Setting: General
Blanketing a secluded valley, steeped in ancient magic, is the Wrathwood. This brooding forest has never felt the bite of an axe or the flame’s hungry touch, for the woodland defends itself. One does not live in the Wrathwood without the permission of the trees; even the animals and insects sheltering beneath the boughs show deep reverence for their homeland. The Wrathwood does not welcome sentient beings, but those who show deference to and respect for the trees are tolerated and might even be allowed to make their homes in the cool shadows cast by towering redwoods.
You have a special connection to the Wrathwood and carry the lessons of your homeland with you as you venture into the world. Elves, eladrin, gnomes, and other races with strong connections to nature hail from this homeland. Any primal class can originate in the Wrathwood, though druids are the most common.
Associated Skills: Perception, Stealth
Associated Languages: Elven
Wrongs to be Righted
Campaign Setting: General
Dark forces in the Shadowfell wronged you in some way. You survived the experience, but you are left with bitter hatred for your persecutors. Who was wronged and in what way? How did you survive? Do you get back at the people that wronged you or are they still out there?
Associated Skills: Endurance, Intimidate
Aglarond is a nation balanced on a knife edge, surviving in spite of the odds. Elves, half-elves, and humans call it home. They dwell along Aglarond’s broad, sweeping coastline and in the boughs of the expansive central forest known as the Yuirwood.
Type: Campaign
Campaign Setting: Forgotten Realms
The Simbul, a mighty sorceress, once ruled Aglarond, serving as a bulwark against Thay’s expansion. However, in the Simbul’s absence, the renewed ambitions of that menacing nation constantly test Aglarond’s defenses.
Elves, half-elves, and humans populate the coast and portions of the Yuirwood, earning a living from the bountiful natural resources. Some portions of the Yuirwood are shunned, for strange magic lingers in its depths.
Aglarond faces threats from beyond and within its borders. Many residents maintain hope that the Simbul will return to deliver Aglarond from its enemies, but such hopes grow increasingly dim as dangers accumulate.
Benefit: You add Elven to your list of languages known, you add Perception to your class skill list, and you gain a +1 bonus to Perception checks.
Type: Geography
Campaign Setting: Forgotten Realms
Airspur is the most powerful mercantile hub in all of Akanül and the ruling city of the region. Though the population is primarily Genasi, most other races can be found within.
Benefit: +2 bonus to Acrobatics and Diplomacy.
Akanûl is a land defined by extreme geography, eldritch beasts, and genasi. A new nation formed in the devastated and warped lands between Chessenta and Chondath, Akanûl has overcome great adversity and is now a name to be respected and feared.
Type: Campaign
Campaign Setting: Forgotten Realms
Genasi of Returned Abeir crafted a nation out of the severe geography left in the Spellplague’s wake. Many of Faerûn’s widely dispersed genasi flocked to Akanûl after its formation, but genasi of Abeiran descent make up most of the nation’s populace.
Benefit: You gain resist 2 cold, resist 2 fire, and resist 2 thunder (or your existing resistance to these damage types increases by 2).
At 11th level, these values improve to resist 3 (or increase by 3), and at 21st level, they improve to resist 5 (or increase by 5).
In Amn, everything has a price. From assassins and slaves to art and artifacts, the nation offers an indulgence or a vice for everyone. The laws can be strict for those without a coin or two for the right bribe at the right time. Around every street corner and bend in the road, Amn might hold the opportunity of a lifetime—or a cutthroat waiting to end your life.
Type: Campaign
Campaign Setting: Forgotten Realms
Five wealthy and powerful merchant houses control Amn. These so-called High Houses form the governing Council of Five, which has complete authority over the nation and keeps a close check on all mercantile and military activity. Through the efforts of the council, Amn has amassed a formidable fleet of ships to guard and transport goods across western Faerûn.
Amn is widely disliked, but it has avoided major conflicts through a combination of scheming, intimidation, and pragmatism. Many foreign nobles and merchants have made fortunes through dealings with Amn. It is a land where luck counts for little, and where shrewdness and acumen determine one’s success and survival.
Benefit: You add Streetwise and Thievery to your class skill list, and you gain a +1 bonus to Streetwise checks and Thievery checks.
Baldur’s Gate is a city of opportunity and fair laws. By some accounts, it has swelled to become the most populated city in all of Faerûn.
Type: Campaign
Campaign Setting: Forgotten Realms
Baldur’s Gate has seen a recent restructuring of its government. After the city nearly fell to Grand Duke Valarken and an external force of lycanthropes called the Band of the Red Moon, surviving Grand Duke Portyr instituted a parliament to better balance city power. One can hardly spend an hour in the city without seeing one or more members of the Flaming Fists. This mercenary band is so ensconced in the city that it now serves as Baldur’s Gate semiofficial patrol.
Benefit: You know one additional language of your choice, you add the Streetwise skill to your class skill list, and you gain a +2 bonus to Streetwise checks.
Type: Campaign
Campaign Setting: Forgotten Realms
Prerequisite: Shifter
Baldur’s Gate bustles with lively trade, and its people go about their daily lives with the self-satisfied expressions of contented citizens. But a threat lurks in the shadows of a nearby forest. Once, beasts and blood ran in the Baldur’s Gate streets, and the city came within a whisker of being ruled by the moon-cursed. Grand Duke Valarken recently attempted a coup, backed by the werewolves of the Band of the Red Moon, but his defeat sent them all back to the Werewoods, the forest you called home. You don’t know the Duke’s fate, but you do know the Band of the Red Moon has grand designs on the region.
You come from Vehlarr, an ancient territory that has become legend. Established centuries ago by its elf werewolf ruler, this city of lycanthropes, elves, and shifters f loats in time and space, an effect created by Selûne long before the Spellplague. Now it appears only under the full moon, existing both in the Werewood and the Feywild, forming an unstable bridge between planes. Though centuries have passed since its unmooring in the world, Vehlarr has felt only 75 years of that time.
You grew up in Vehlarr, feeling the erratic influence of both worlds. When you learned of the Band of the Red Moon’s expansion plans, you felt you had to help. You disregarded the warnings of your leaders and left, but you waited too long. By the time you reached Baldur’s Gate, the Band of the Red Moon had come and gone. Now you can’t return home for fear of the welcome you’ll get from the werewolves. And their anger at your betrayal will remain fresh for a very long time.
Benefit: Add History to your class skill list. You gain a +2 bonus to History checks. Add Elven to your list of known languages.
When not shifting, you resemble an elf, not a human. Your face lacks hair, and your skin tone is within the elven range. If you are not shifting, this resemblance allows you to pass as elven with a successful Bluff check against a creature’s passive Insight. If someone makes an active Insight check against you, your Bluff check to disguise your shifter nature suffers a –5 penalty.
Campaign Setting: Forgotten Realms
Before you became a Blackstaff apprentice, the academies and private tutors you worked with provided a generalized curriculum in addition to the study of the magical arts. After sampling introductory courses at a variety of institutions, you have discovered a non-arcane field of endeavor that suits your talents and your interest.
Associated Skills: Dungeoneering, History, Nature, Religion
Type: Racial
Campaign Setting: Forgotten Realms
Prerequisite: Shifter
Descended from the seed of Malar the Beastlord and the beast Kazgoroth you carry within you the feral bloodline of the Darkwalker. Suspecting yet uncertain of your vile lineage you remain aloof from society, segregating yourself even from others of your own kind. Yet despite your inner turmoil, you are a fierce warrior with a good heart, desperate to bury your dark ancestry.
Type: Geography
Campaign Setting: Forgotten Realms
Prerequisite: Dwarf
As a Runehammer, you’re sworn to defend the dwarven holds of Bloodstone from monstrous incursions, an increasingly demanding profession in recent winters. Since their expulsion by the Warlock Knights, the dwarves of Clan Orothiar have joined with their kin from Clan Hillsafar to reclaim the Bloodstone Mines.
Associated Skills: Dungeoneering, Perception
Type: Adventurers
Campaign Setting: Forgotten Realms
You are from a well-born family in Sambral and have always lived in comfort. However, your temper has often got the better of you, and you were encouraged at an early age to take up a martial art to channel your inner fire. While you absorbed your training with gusto, it only fueled your haughtiness. When you killed a prominent citizen in a duel that escalated from a minor quibble, you knew that your darker moods had become a major liability. Your family ostracized you for your uncouth behavior, and now the only trade you seem to be suited for is that of a freebooting scoundrel.
Recommended Feat: Sambrese Rake
Associated Skills: Bluff, Intimidate
Calimshan’s unforgiving desert can sear the skin and strip the bones of the unwary traveler, but its inhabitants pose the greatest danger. War has ravaged the landscape of the former human nation, leaving it even more desolate than before. Two forces contest the land: the genasi followers of Calim and those of his nemesis, Memnon.
Type: Campaign
Campaign Setting: Forgotten Realms
When the Calimemnon Crystal shattered during the Spellplague, it released the djinn Calim and his rival, the efreet Memnon, to resume their millennia-old war, ushering in the Second Era of Skyfire. Calim and Memnon overthrew Calimshan’s government and marshaled forces of efreets, djinns, genasi, and human slaves. What was once a prohibition against elemental races became an open invitation to any who would offer allegiance.
After many years of war, without warning or reason, the two great entities disappeared again. But strife between their followers did not end. Some outsiders refer to the contested area as the Skyfire Emirates.
Benefit: You gain resist 4 fire and a +5 bonus to Endurance checks made due to thirst.
At 11th level, your resistance improves to 7. At 21st level, it improves to 10.
A land of tenuous alliances and isolated pockets of civilization, Chessenta fights to remain stable and prosperous. The nation’s existence hinges on the success of a few cities and settlements, and its people have been hardened by internal strife and external threats. Chessenta strives to set aside regional differences under a banner of mutual perseverance.
Type: Campaign
Campaign Setting: Forgotten Realms
Large pieces of Abeir fell in Chessenta, altering the landscape and setting off a series of devastating volcanic eruptions and earthquakes. Even today, much of the land remains impassable, and roads are few and far between. Chessenta ceded its western lands to the genasi of Akanûl. Nonetheless, out of crisis emerged a new, stronger Chessenta, united against a seemingly hostile world.
Benefit: When you spend an action point to take an extra action, you gain a +1 bonus to all rolls made during the extra action granted.
The Forest Kingdom of Cormyr lies at the western end of the Sea of Fallen Stars, nestled between the Storm Horns and the Thunder Peaks and stretching from the Stonelands to the Dragonmere. Dominated by humankind, Cormyr has been ruled by House Obarskyr for over fourteen centuries, with the strong backing of an army of heavily armored knights on Cormyrian destriers and magically potent war mages.
Type: Campaign
Campaign Setting: Forgotten Realms
The Forest Kingdom emerged from the Spellplague largely unscathed but threatened from the north by the resurrected Empire of Netheril, whose agents (called the Shadovar) are suspected to lurk in every shadow, and from the east by their Sembian clients. In the past century, House Obarskyr has reclaimed its strong authority and reluctantly become an imperial power, conquering cities to the east and west. The populace has gained new freedoms and forms the backbone of the region’s strength. Armed adventurers are still required to carry a written charter, but such charters are now granted by any herald upon request.
Benefit: You add Insight to your class skill list, you gain a +2 bonus to Insight checks, and you gain a +2 bonus to saving throws against fear effects.
The Forest Kingdom of Cormyr lies at the western end of the Sea of Fallen Stars, nestled between the Storm Horns and the Thunder Peaks and stretching from the Stonelands to the Dragonmere. Dominated by humankind, Cormyr has been ruled by House Obarskyr for over fourteen centuries, with the strong backing of an army of heavily armored knights on Cormyrian destriers and magically potent war mages.
Type: Campaign
Campaign Setting: Forgotten Realms
The Forest Kingdom emerged from the Spellplague largely unscathed but threatened from the north by the resurrected Empire of Netheril, whose agents (called the Shadovar) are suspected to lurk in every shadow, and from the east by their Sembian clients. In the past century, House Obarskyr has reclaimed its strong authority and reluctantly become an imperial power, conquering cities to the east and west. The populace has gained new freedoms and forms the backbone of the region’s strength. Armed adventurers are still required to carry a written charter, but such charters are now granted by any herald upon request.
Benefit: If you hail from the prison city of Wheloon, you add Thievery to your class skill list, gain a +2 bonus to Thievery checks, and gain a +2 bonus to saving throws against charm effects.
Along the periphery of the elf-ruled forest of Cormanthor lie the Dalelands, a group of loosely allied communities that share common cultures and traditions. Linked by winding trade roads and their alliance against the encroaching powers to the north, west, and south, the Dales are known for their lush forests, fertile farmland, and fierce independence.
Type: Campaign
Campaign Setting: Forgotten Realms
The northern Dales have largely prospered over the last century, thanks to a strong alliance with elf-ruled Myth Drannor and close ties with the kingdom of Cormyr to the south and west. The southern Dales have fallen under the sway of Sembia as that merchant kingdom continues its gradual, yet relentless, expansion northward.
Benefit: You can reroll any Nature check, but you must keep the second result, even if it is worse.
You also gain a +1 bonus on initiative checks
Type: Campaign
Campaign Setting: Forgotten Realms
Prerequisite: Shifter
If the shifter race has a homeland in the Realms, it might be the dry plains of Dambrath in the Scarred South. Before the Spellplague, Dambrath was a land of barbaric humans enslaved by the Crinti, a half-drow elite. During the Spellplague, the humans turned to emergent primal powers and lycanthropes that resembled their old tribal totems to drive out the Crinti. Today, shifters are common among Dambrath’s nomadic tribes, sharing tents and horselines with their human cohorts. Shifters are thought to be blessed by Malar, bestial exarch of the Dambrathan’s patron deity, Silvanus.
You come from one of Dambrath’s famous nomadic tribes. They say Dambrathans are born ahorse, and your skills with a mount lend proof to the adage. What is your tribe’s totem? Were any natural lycanthropes in your tribe? How peaceful or brutal were your people, and why have you ranged so far from them?
Benefit: While you are riding a creature, you can reroll any Acrobatics, Athletics, Endurance, or Stealth check using the creature’s skill check bonus rather than your own. You must use the second result.
Mention of the Dragon Coast evokes images of dark alleys and underhanded dealings, of thieves’ guilds and pirate ships. The Dragon Coast summons adventure to it as few other places in Faerûn do. As a result of recent changes, the traditionally safe places of this region have grown a little safer, but the dangerous parts have grown much deadlier.
Type: Campaign
Campaign Setting: Forgotten Realms
Westgate is among the freest and the most disreputable locations in Faerûn, a place where coin can purchase anything. However, other areas have seen change in the past few decades. With the receding of the Sea of Fallen Stars, Ilipur and Pros have withered away into ghost towns.
Nathlekh, Proskur, and Teziir, meanwhile, have seen a boom in trade. These cities have undergone transformations, emerging as law-bound centers of fair trade and honest dealings. Cormyr annexed Proskur in 1405 DR and later adopted Teziir as a protectorate. On the other hand, Nathlan (and its capital, Nathlekh) has emerged as a strong, independent country—the Eastern nation of the West, as some people say.
Benefit: You can reroll any Insight check, but you must keep the second result, even if it is worse.
You also gain one additional language of your choice.
The kingdom of Durpar lies south of the Raurin Desert, in the southeastern corner of Faerûn. Long thought destroyed by residents of the rest of the continent, this coastal kingdom is beset by the menacing monsters of the Beastlands. The remnants of Durpar’s once-wealthy chakas (merchant houses) survive through trade with Estagund and High Imaskar, while the ruling Datharathi chaka experiments with magic crystal inlays.
Type: Campaign
Campaign Setting: Forgotten Realms
Durpar consists of the city of Vaelan, the town of Assur, and a handful of scattered keeps. Although largely forgotten by the rest of Faerûn, the region survives under the rulership of the Datharathi chaka, despite the threat of the surrounding Beastlands. Goblins of the Iron Eye tribe patrol the streets of Vaelan, and whispers speak of bribes paid to the shadowy Beast Lords, so some people might say that Durpar has already become a monster-ruled land.
Benefit: You gain a +2 bonus to all Perception checks.
Type: Campaign
Campaign Setting: Forgotten Realms
Prerequisite: Shifter
The near-forgotten land of Durpar cowers in the shadow of the Beastlands, harboring horrors within its borders. Goblin patrols roam the streets of its only city, Vaelan, where monstrous emissaries of the Beast Lords come to play at diplomacy. Meanwhile, the grassy hills and tumbled ruins of Old Vaelan hide a deadly secret: A creature dwells in the ruined dungeons, served by lycanthropes and other deadly creatures. This being, known only as the Whispering One, has demanded sacrifices from Durpar’s chakas. Some of those the merchant cabals sacrificed were humans, and the Whispering One saw fit to gift some of them to his servants.
You were born of a union between a servant of the Whispering One and its human chattel. Your parents kept you hidden for as long as they could, shielding you from the dark secrets of the catacombs, but they couldn’t hide you forever. Finally, they sent you as far away as they could. How young were you when you left? Perhaps your parents were kind to you, but how “good” were they?
Benefit: You can reroll any Dungeoneering check, but you must use the second result. Add Goblin to your list of known languages.
Huddled on the eastern shelf of the yawning Underchasm, East Rift is a living symbol of gold dwarf ingenuity and stubbornness, having survived when the surface collapsed into the bowels of the Underdark. Protected by enormous towers connected by a high curtain wall, the gold dwarves are ready to defend themselves against the drow or any other horror that rises from the depths.
Type: Campaign
Campaign Setting: Forgotten Realms
The East Rift consists of a country-sized shelf overlooking a cavernous abyss. Waters from various seas spill down from the heights, forming rapids and sparkling falls that tumble into the darkness below. Suspended in the air are curious motes, clumps of earth and stone that are crawling with strange creatures, wormed with tunnels, and laden with relics from the not-so-distant past. The East Rift is a wondrous place, with cunningly crafted switchback stairs, twisting pathways, and trained griffon steeds that all serve to connect the tiny communities that cling to the wounded stone.
Benefit: You gain Deep Speech as an additional language, you add Dungeoneering to your class skill list, and you gain a +2 bonus to Dungeoneering checks.
Beneath the heights of the North Wall mountain range stretches windswept scrubland that marches to the Shining Sea. Home to tribes of intolerant wild elves and aggressive herds of centaur raiders, Elfharrow is as unwelcoming as it is mysterious.
Type: Campaign
Campaign Setting: Forgotten Realms
The Elfharrow badlands, known in prior days as the Bandit Wastes, extend as far north as the Dead Vale, as far west as the shores of the Shining Sea, and south and east to the North Wall.
Benefit: You add Athletics and Nature to your class skill list, and you gain a +1 bonus to Athletics checks and Nature checks.
Type: Adventurers
Campaign Setting: Forgotten Realms
You spent several years working as a bodyguard for a successful tarn-trader (information broker) in one of the more wealthy wards of Tarmalune. You learned to negotiate the ins and outs not only of physical protection and security of your boss, but also intrigues and “fine negotiations.” Having seen the “good life” and its consequences up close, you decided that you’d take some of your skills and apply them in another way, becoming an adventurer. Hopefully, your old boss won’t hold a grudge . . .
Recommended Feat: Tarn-Trader Bodyguard
Associated Skills: Athletics, Insight
Type: Racial
Campaign Setting: Forgotten Realms
Prerequisite: Gnome
Your penchant for getting into trouble has spread throughout Sarifal, yet despite your mischievous nature you’re well regarded by all. Highly intelligent yet prone to act before you think, your escapades are legendary. Wanderlust often drives you far afield, yet forest animals from your home in Llyrath serve as your constant companions.
Type: Adventurers
Campaign Setting: Forgotten Realms
You had a good life in Tarmalune until the worst of all fears came to pass—a gout of fiery death delivered from the Raging Flame descended on your home, destroying it and loved ones who couldn’t escape the inferno in time. You somehow made it to safety, but the Raging Flame took everything from you. Now, your passion to destroy the Raging Flame burns hotter than its destructive power.
Beneath the mysterious Star Mounts, at the southern edge of the ancient High Forest, the Gray Vale straddles the river Delimbiyr in the North. A prosperous region thanks to river traffic, merchant caravans from distant lands, and other travelers looking for treasure amid the wreckage of lost kingdoms, Gray Vale is a land ripe for adventure.
Type: Campaign
Campaign Setting: Forgotten Realms
Gray Vale has grown into a trade center in the North in large part due to the success of Loudwater. This small town has an advantageous location at the confluence of the Delimbiyr and Grayflow rivers. Rich and arable farmland enables the community to thrive. Most merchants in the vicinity use the river to transport goods, making Loudwater an ideal nexus for nearly all commerce in this part of the world.
Although Loudwater and other small settlements enjoy some prosperity, the threat of danger checks their growth. Displaced savages from beyond the High Forest are a constant peril. Goblins infest the Southwood, snatching cattle, supplies, and the occasional child before retreating to the dim shelter of their foreboding forest. Whispers of Najaran serpentfolk fill the taprooms as locals peer suspiciously at strangers, ever watchful for these sinister infiltrators. All of these dangers and more cast a pall of fear and mistrust over Gray Vale.
Benefit: You gain one additional language of your choice, you add Nature to your class skill list, and you gain a +2 bonus to Nature checks.
The Great Dale is the vast, windswept vale that divides two enormous forests, the Dunwood to the north and the Forest of Lethyr to the south. The druids and other folk who inhabit the great rocky tor of Yeshelmaar are all that stand between the sparsely settled, wild southern woodlands and the festering evils of the northern forest.
Type: Campaign
Campaign Setting: Forgotten Realms
Trade has collapsed along the Great Road, leaving the defenders of Yeshelmaar as the last bastion of civilization in the Great Dale. Demons that were bound beneath the Dunwood by the long-fallen Empire of Narfell now stalk the northern forest and threaten to overwhelm the wild reaches of the Forest of Lethyr. The southern woods are home to hidden wood elf villages and a handful of human settlements along the border with Thesk.
Benefit: You add Arcana and Nature to your class skill list, and you gain a +1 bonus to Arcana checks and Nature checks.
Type: Racial
Campaign Setting: Forgotten Realms
Prerequisite: Dwarf
As one of the dur Authalar, you are the blood of Thard Harr, a savage greenbeard, a wild dwarf. While the fomorians drove most of your shield kin from their dank halls, you are more at home under the shadowy canopy of the deep forest. You are unmatched in ferocity and the skill of the hunt, and ensure the dark fey pay mightily for each square inch of Winterglen they conquer.
Campaign Setting: Forgotten Realms
Your time spent orienting yourself in Halaster’s safe house has bolstered your knowledge of the arcane or given you some of Halaster’s ability to perceive the motives of other people.
Associated Skills: Arcana, Insight
Type: Adventurers
Campaign Setting: Forgotten Realms
As a child, you were always scrabbling for better things—good food, a nice place to sleep, clean clothes—and you took on any job to get them. Over the years, you’ve picked up many useful knacks that have served you well on the streets of Ramekho. Recently, you took on work with an adventuring party, and you found the work so much more exciting than your usual tasks that you’ve decided to stay on with them.
Recommended Feat: Ramekho Troubleshooter
Associated Skills: Heal, Thievery
Amid roiling clouds of purple dust rises the newly founded empire of High Imaskar, some 4,000 years absent from Toril. Its appearance marks the return of an ancient and much-reviled nation, a people whose stamp on history continues to foster fear and distrust. Although High Imaskar has broken with many of its former customs, its checkered past stoke the suspicions of times gone by.
Type: Campaign
Campaign Setting: Forgotten Realms
High Imaskar stands on the ruins of ancient Mulhorand, a nation shattered nearly a century ago by the Spellplague, its people destroyed, its gods vanished. In the vast emptiness came the Imaskari, appearing as if they had stepped through millennia of history, untouched and unchanged. Beginning with the reemergence of the Palace of the Purple Emperor, the Imaskari extended their influence throughout the vacated lands and even farther. High Imaskar has been careful to break with its more sinister traditions, going so far as to abolish slavery in all forms. Yet its natural penchant for magic and its adherence to other old customs lead many to question the nation’s true motives.
Benefit: You can reroll any Arcana check, but you must keep the second result, even if it is worse.
You also know Deep Speech as an additional language.
Type: Adventurers
Campaign Setting: Forgotten Realms
Fortune favors the bold, and sometime in the recent past, you took a big risk and came out ahead. Spending much of your time in Dawnside at the gambling clubs known as darren, you got to know the games well—at the table and away from it. You’ve always come up lucky when real coin’s to be had, and you carry the heart of a gambler even when you’re out adventuring far from home.
Recommended Feat: Darren Gambler
Associated Skills: Bluff, Streetwise
The star of Impiltur has fallen. The retreat of the sea, coupled with widespread corruption, has led this region into decline. The people of this once-great nation huddle in fear as their kingdom unravels around them.
Type: Campaign
Campaign Setting: Forgotten Realms
Impiltur’s fortunes failed when the Sea of Fallen Stars withdrew, drying up the vibrant ports of the cities that served as the heart of commerce. In addition, the death of the last royal, King Imbrar II, during the Year of Blue Fire ended the long reign of the monarchy and shifted power to the lords of the remaining cities. Now collectively called the Grand Council, the lords have proven to be inept at rule, impotent in the face of their nation’s inexorable decay. They do nothing to combat the spreading stain of demon worship that holds Impiltur in the grip of terror.
Benefit: Add the higher of your Wisdom score or your Constitution score to your starting hit points (instead of automatically adding your Constitution score). Your number of healing surges is still based on your Constitution score.
Type: Racial
Campaign Setting: Forgotten Realms
Prerequisite: Eladrin
You are Llewyrr and an elite defender of the hidden valley of Synnoria. You were raised in the secluded city of Chrysalis, where you earned expert training with the lance and the longsword. You are fearless astride your white charger, never backing away from threats to your city or your people.
Type: Racial
Campaign Setting: Forgotten Realms
Prerequisite: Eladrin
It is your divine destiny to bring the truth of the Seldarine and the blessed teachings of Corellon Larethian to heathen elves everywhere. Nowhere is the threat to Seldarine more dire than the unhallowed wilds of Sarifal and the corrupting influence its leShay caretakers.
Luruar is a land of friendship and safety, a defensive league of strong, independent cities. It offers a new start for people with ruined lives, welcoming those of all races and backgrounds, as long as their intentions are noble.
Type: Campaign
Campaign Setting: Forgotten Realms
The past century saw several smaller forests merge into the Glimmerwood. Although the cities of Everlund, Silverymoon, and Sundabar remain strong and united, dwarven allies of old have withdrawn. The boundaries around Luruar have changed as well, with the formation of the orc nation of Many-Arrows to the north, the opening of the elven kingdom of Evereska to the south, and the expansion of Netheril to the east.
Benefit: You can reroll any History check, but you must keep the second result, even if it is worse.
You also gain one additional language of your choice.
Type: Campaign
Campaign Setting: Forgotten Realms
Prerequisite: Shifter
Luruar, or the Silver Marches, is a safe and friendly place to visit. Its well-maintained cities welcome all who seek respite or a new start in the world, if they hold justice in their hearts. But you know that reputation to be a lie. You are one of the "skin-changers” known to haunt the eastern portions of the Glimmerwood. You are of the People of the Black Blood.
This loose collection of shifter tribes and lycanthropes has stalked the area formerly known as the Moonwood since long before the Spellplague. Malar was their patron god, and they remain devoted to him as the exarch of Silvanus. Many of the smaller tribes, particularly those populated by wereboars and werewolves, still take captives and make sacrifices to Malar in bloody rites. Others have come to take a broader view, and while Beastlord worship forms the basis of their lives, there are times when their existence is not devoted to savagery. Growing up, you came to take pleasure in these moments, and eventually sought out the famed hospitality of Luruar in the hopes of learning more about another way of life. Your attempt did not go smoothly, and you found yourself rejected both by the People of the Black Blood and by the citizens of the city. Clearly, you had to forge your own path.
Benefit: You add Chondathan to your list of languages known, you add Intimidate to your class skills list, and you gain a +2 bonus to Perception while you are shifting.
Dismal Luskan festers on the northern shores of the Sword Coast. Its days of glory and prominence far behind it, Luskan has sharply declined over the last few decades as ambitious gangs, ruthless pirates, and horrid monsters have laid claim to the city at one time or another. No group rules for long, but each one leaves an indelible stamp on the shattered cesspool that this once vibrant and active city has become.
Type: Campaign
Campaign Setting: Forgotten Realms
A mire of despair, Luskan is a city of rotting buildings and filth-choked streets. Corpses lie where they fall, and packs of starving dogs prey on the living and the dead. For too long, aggressive villains have exploited the chaos of the city, enforcing their whims and taking what they wanted from its feeble population, while abominations from the great wilderness made slaves of the survivors. However, no one rules Luskan for long. The vile citizens always rise up from the slop to pull down anyone who reaches too far, preferring the squalor of their existence to the faint shred of hope promised by yet another feckless lord.
Benefit: You add Stealth and Thievery to your class skill list, and you gain a +1 bonus to Stealth checks and Thievery checks.
Type: Campaign
Campaign Setting: Forgotten Realms
Prerequisite: Shifter
Luskan is described by its inhabitants as the armpit of the world, and you can attest to that truth. Your life began in Luskan’s sewers, and for years you followed in the footsteps of the wererats and shifters that made up your extended “family.” Nothing good came of this pitiful life of foulness and violence. In fact, things seemed to get worse every year. If your clan wasn’t battling Shou pirates or running from undead, it was squabbling over the meager scraps left by the beggars and criminals Luskan calls citizens.
You knew you had to get out, but it’s never easy to leave home behind—especially when you’re enmeshed in a criminal underworld. But a hard life has taught you hard lessons, and you shared what you learned with whomever got in your way. What was life like for you in Luskan? Did you live only in the sewers, or did you find shelter among the surface gangs? A Shou crime syndicate infiltrates the city’s powerful—did you learn your trade from them? Perhaps you have some exotic skills gained through association with foreign pirates.
Benefit: You can reroll any Stealth check, but you must keep the second result. Add Shou to your list of known languages.
Campaign Setting: Forgotten Realms
Your identity might be secret, but your duties often place you in the public eye. Years of service to Waterdeep have honed your statecraft, or they have imparted a deep knowledge of the city’s laws and traditions.
Associated Skills: Diplomacy, History
Off the western coast of Faerûn lies an archipelago known as the Moonshae Isles. Home to two human cultures, the druidic Ffolk and the seafaring Northlanders, the Moonshae Isles are beset by encroaching threats from the Feywild and Amnian mercenaries bent on conquest.
Type: Campaign
Campaign Setting: Forgotten Realms
The Moonshae Isles are a land apart from the rest of Faerûn, marked by towering mountains, dark forests, and ancient rings of standing stones. The realm of House Kendrick, nominally the royal family of the entire archipelago, has been reduced to the isle of Alaron. The isle of Snowdown has fallen under the sway of Amnian mercenaries, while the Northlander kingdoms of Oman and Moray have been abandoned to fomorians (a race of giants from the Feywild) and savage lycanthropes who serve the bloodthirsty beastgod Malar.
Benefit: You know Elven as an additional language, and you gain a +2 bonus to saving throws against charm and fear effects.
Type: Campaign
Campaign Setting: Forgotten Realms
Prerequisite: Shifter
The Moonshae Isles hold many dangers, but few are so openly threatening as the island of Moray. Giants make dens in the island’s mountains, and a few orc tribes scuff le in the peaks’ shadows, but the Norlander villages huddle close to the island’s coasts in fear of the Black Blood lycanthropes. This tribe was once connected to the People of the Black Blood, but Malar’s demotion and the tribes’ great physical separation led to division. Now, the terror of Moray’s coastal villages comes to the rest of the Moonshaes, as the Black Blood’s weres and shifters take longships on savage raids to the other islands.
Your kind is hated and feared in the Moonshae Isles. How did you come to be on the continent? Perhaps you were shipwrecked and helped by someone ignorant of the dangers of Moray. Maybe you stole a ship and sailed to Amn, hoping to escape your violent home. Or you might have been left behind on your first raid, stranded when your allies left or were defeated.
Benefit: Add Athletics to your class skill list. You gain a +3 bonus to Athletics checks made to swim, and to any skill or ability check related to piloting water vessels or to moving around on a boat. Add Chondathan to your list of known languages.
This ancient elven kingdom was once the foremost power north of the Sea of Fallen Stars before it fell into darkness seven centuries ago. It remained a monster-haunted ruin for hundreds of years until the sun and moon elves reclaimed the kingdom shortly before the Year of Blue Fire. Myth Drannor has flourished since its refounding.
Type: Campaign
Campaign Setting: Forgotten Realms
Several elven realms have stood in the forest of Cormanthor for thousands of years. The current incarnation of Myth Drannor is merely the latest. It is built atop the ruins of the famous realm of Cormanthyr, whose capital was Myth Drannor, City of Song.
In 1374 DR, the sun elf lord Seiveril Miritar destroyed the invading daemonfey (demonic elves) and recaptured the ruins of Myth Drannor, at the cost of his life. His daughter, Ilsevele Miritar, took up leadership over the elven army. With her assistance, the high mage Araevin Teshurr sealed the portals of the city and repaired the mythal that had long lay damaged. Ilsevele Miritar assumed the long-lost title of coronal and reestablished Myth Drannor as an elven kingdom.
Myth Drannor claims sovereignty over the ancient woodland of Cormanthor, from the shores of Lake Sember to the River Lis. However, its people are few in number, and wide stretches of the land under the coronal’s authority are empty wilderness. Many parts of the forest are still quite dangerous: monster-filled elven ruins dating back centuries, haunted manors and strongholds raised by long-forgotten human lords, and hidden caverns leading deep into the Underdark. The old kingdom of Myth Drannor was a bastion of goodness and might that kept the entire region safe, but the new Myth Drannor must rely on diplomacy, arcane lore, stealth, and vigilant scouts to protect its own borders.
The folk of Myth Drannor have forged strong ties with Cormyr. Myth Drannor has also resurrected the ancient compact with the Dalelands. The elven realm is a force to be reckoned with once more.
Benefit: Once per encounter, you can reroll a failed saving throw against a charm effect.
Far north, well removed from the major byways that cross the more hospitable lands of Faerûn, lies frozen Narfell. The region is a desolate wasteland of ice and snow, buffeted by raging storms. Nomadic tribes prowl the countryside in search of resources and supplies, taken from the herds they follow or the people they meet.
Type: Campaign
Campaign Setting: Forgotten Realms
Wintry storms blow death into Narfell from the frigid north, and the temperatures plunge deeper each year, scouring the land of all but the hardiest flora (tough grasses that survive year round) and fauna (herds of reindeer and wild oxen being the most common).
Narfell was not always as it is today, as evidenced by the ruins dotting the landscape. Most scholars and historians recall an older empire, a mighty nation that claimed these lands and beyond but eventually fell to death and decay as the result of moral corruption and fell dealings with sinister agencies. The Nars do not linger in or explore these ancient monuments, which suggests that more is at work here than simple superstition. Many explorers share tales of vicious demons and other revolting creatures stalking the isolated remains of the region.
Benefit: You add Endurance to your class skill list, and you gain a +3 bonus to Endurance checks.
The Nelanther Isles spread outward from Amn and fade far out into the Trackless Sea, more than a thousand specks of land making up this archipelago. A noted haven for some of the most bloodthirsty pirates to sail the waters of the Sword Coast and beyond, these islands are no place for the unwary.
Type: Campaign
Campaign Setting: Forgotten Realms
Born from the swelling trade routes between the Sword Coast and southern mercantile centers, the Nelanther Isles served as the perfect launching point for piracy. From these tiny islands, fleets of pirates worried the shipping lanes, striking without warning and leaving bloody seas choked with corpses, burned hulks, and sinking ships. The raiders also struck coastal settlements, small towns, and anyone and anything they wanted, flaunting their power and savagery in the faces of the nations that bore the brunt of their attacks.
If there was one boon from the horrors of the Spellplague, it was the sea swells that washed away much of the pirates’ presence from the isles. Towering waves and violent storms cleansed many islands of their settlements and dispersed or sank huge numbers of ships until only a few battered survivors remained. However, renewed trade between the continental nations has prompted new pirates to stalk the sea lanes once more.
Benefit: You add Acrobatics and Athletics to your class skill list, and you gain a +1 bonus to Acrobatics checks and Athletics checks.
The Empire of Netheril has risen from the desert sands of Anauroch, a land wreathed in shadow that dominates the northern reaches of Faerûn. The floating cities of Shade Enclave and Sakkors rule the great basin between the High Ice and the Stonelands, and hold the nearby land of Sembia in thrall.
Type: Campaign
Campaign Setting: Forgotten Realms
The Empire of Netheril has been reborn, thanks to the return of its residents from their centuries-long exile in the Shadowfell. Under the strict rule of the Twelve Princes, the returned Netherese, now calling themselves Shadovar, are ascendant, having defeated old enemies and reclaimed what they see as their rightful place in Faerûn. The region is growing increasingly verdant with each passing year, and its enemies remain at bay, fearful of Netheril’s potent magic but unable to contain the tendrils of shadow spread by Netherese infiltrators.
Benefit: You add Arcana and History to your class skill list, and you gain a +1 bonus to Arcana checks and History checks.
Type: Racial
Campaign Setting: Forgotten Realms
Prerequisite: Human
With a battlecry on your lips and battleaxe in hand, you live for the thrill of conquest. As an Illuskan you hold the sea in your heart and thirst for plunder in your veins. Feared up and down the Sea of Swords, you are renowned for your ferocious spirit and triumphant roar.
Type: Geography
Campaign Setting: Forgotten Realms
Prerequisite: Human
Though they’re no longer permitted to worship in the open, Ilmataran faith remains strong among the peasantry of Vaasa. As a Revered Brother or Sister of Ilmater’s holy order, you are dedicated to healing the sick, protecting the innocent, and soothing the hurts of the world. You are a hero of the common people of Vaasa as you are reviled by the Warlock Knights.
Associated Skills: Heal, Insight
Type: Campaign
Campaign Setting: Forgotten Realms
Prerequisite: Shifter
Rashemen is a land of stories. Village elders draw children close to the fire, not with legends of faraway lands or ancient heroes, but of dark threats that lurk under the bridge just up the road or in the forests that surround their homes. The elders are not wrong to do so, for fey beings and monstrous things do lurk close at hand, including shifters.
Your people live in secret in the Ashenwood among legendary monsters like Dar-Guran, the troll who can bite off a human’s head. Yet you also live with more benign nature spirits that seem to exist in every limpid pool and quiet copse of trees. Some Rashemi see your race as the troll, while others view you as the spirit. Your own people often seem unsure, vacillating between savagery and primal harmony. You left them to find your own way.
Benefit: You add Damaran to your list of languages known, you add Nature to your class skills list, and you gain a +2 bonus to Bluff, Diplomacy, and Insight checks when dealing with fey.
Type: Regional
Campaign Setting: Forgotten Realms
Sarifal’s borders encompass the large isle of Gwynneth, once home to the human realm of Corwell. Those longtime settlers of the isle, the Ffolk, were largely driven from these lands a century ago when fey began immigrating en mass. Within a few short years, the lost city of Karador rose from the depths of Myrloch and the ancient kingdom of Sarifal was born anew. Since that time Sarifal has expanded beyond Myrloch Vale to encompass the whole of the isle, the glimmering shallows along the coast, and the lightless caverns below.
Outsiders see Sarifal as a sylvan paradise governed by a strong yet enigmatic leader—an image the ruling matriarch works hard to cultivate. Those born to the region, however, know that life within Sarifal is a delicate chess match between several powers, capricious archfey, depraved fomorians, spirit lords, and more. So far the High Lady and the few remaining of her kind have been able to maintain the delicate balance of power. But for how long?
Benefit: You gain Terrain Walk in one of the following environments, allowing you to bypass difficult terrain: Earth, Forest, Ice, or Swamp. See the Monster Manual, page 283.
Type: Geography
Campaign Setting: Forgotten Realms
Prerequisite: Human or Half-Elf
As blood scion of Bodvar the Black, you are charged with the defense of the Granite Tower, a secluded fortress-enclave nestled in the western highlands overlooking Haatar-Baen. You were trained in swordsmanship at a young age and seldom travel without your signature darksword (see Meleguant’s Darkblade).
Associated Skills: Athletics, Stealth
Type: Campaign
Campaign Setting: Forgotten Realms
Prerequisite: Shifter
Many Sembians focus on maintaining appearances. Others remain watchful for weakness or signs of anti-Netherese or anti-Shar sympathies, and Netheril keeps it own eyes upon the populace. In a land bursting with façade and falsehood, the nobles of Selgaunt have more reason to lie than most—for before the Spellplague, Selgaunt’s blue blood acquired a lycanthropic taint. Rumor lays the fault at the feet of the ruling Uskevrens, but no noble mentions that suspicion aloud. One need only touch finger to nose and talk of “hot blood” to indicate that a noble son or daughter carries “the curse.”
Those “who can pass” are trained to suppress their instincts and take on their roles as idle socialites or merchant lords. Those who cannot meet varied fates. Some are accepted by their families but kept hidden from view. Others are cast out, fostered to those who owe favors or bargained to those who collect them. Which are you? Did you struggle to control your emotions amid finery and strict rules of etiquette, or did your foster parents put you to work as an agent in their trade? Were you forced to leave Sembia after your heritage was revealed, or were you sent on a trade mission to distant lands to get you out view of the Sembian public?
Benefit: Add Bluff and Diplomacy to your class skill list. Add Netherese to your list of known languages.
When not shifting, you resemble a human more strongly than is normal for your race. This resemblance allows you to pass as human with a successful Bluff check against a creature’s passive Insight, if you are not shifting. If someone makes an active Insight check against you, your Bluff check to disguise your shifter nature suffers a –5 penalty.
Type: Adventurers
Campaign Setting: Forgotten Realms
When you were young, your parents encouraged you to learn a trade in the shipbuilding industry. You were apprenticed to a shipmaster, a great craftsman of renown in Imdolphyn. The master taught you much about ship construction, engineering, and sailing, but you always had dreams of actually leaving the port and working on your own terms. One night, you decided that you’d had enough of this “mundane” life, and set out on your own to gather tales of lands beyond to tell your hopelessly provincial family and friends.
Recommended Feat: Imdolphyn Dockhaunt
Associated Skills: Athletics, History
Type: Racial
Campaign Setting: Forgotten Realms
Prerequisite: Elf
Living apart from your brethren, you seek out a solitary existence in the forests of Sarifal. Taught the secret ritual of skinwalking by elder wardens, you adopt the form of sacred animals to stand fast against nature’s enemies. Other elves treat you with great respect and often fear, as they believe you to be dangerous and uncontrollable.
Type: Geography
Campaign Setting: Forgotten Realms
Prerequisite: Human
Your people have roamed the frozen tundra of northern Vaasa for uncounted centuries, challenging the fierce remorhaz for hunting lands. The Ulk, your tribe’s high shaman, has sent you into the lands of the south to battle “evil spirits.” As it happens, a spirit hunter considers most anyone they meet to be an evil spirit!
Associated Skills: Nature, Endurance
Type: Geography
Campaign Setting: Forgotten Realms
Prerequisite: Human
You are member of an elite spy network, collecting intelligence across the breadth of the Vaasa and Damara. Your patron is the venerable half-elf Riordan Parnell, who governs the organization from his secret retreat in the Cave of the Whispering Wind. Spysong’s primary mission is to undermine the authority of Yarin Frostmantle, Lord of Damara, and see the despot hanged for the murder of Brianne Dragonsbane.
Associated Skills: History, Streetwise
Type: Regional
Campaign Setting: Forgotten Realms
A free-wheeling, high energy trade port that is the most wealthy and prosperous of the independent mercantile cities known as the Windrise Ports, Tarmalune’s cosmopolitan air provides a welcome atmosphere to adventurers laden with coin.
Benefit: When you spend an action point to take an extra action, you gain a +1 bonus to speed until the end of your turn. You also gain a +2 bonus to all Diplomacy checks
Type: Geography
Campaign Setting: Forgotten Realms
Prerequisite: Halfling
The only thing more wretched in Vaasa than a serf is a scamp. This derogatory term coined by the Warlock Knights encompasses any of the smaller races (halflings, goblins, and kobolds primarily) often enslaved in this land. On the outskirts of Telos City, however, the scamps rule the streets.
Associated Skills: Intimidate, Streetwise
Type: Campaign
Campaign Setting: Forgotten Realms
Prerequisite: Shifter
The noble Janors of Zazesspur hide a terrible secret—many of them can shed their skins. The family has several wereserpent members, and keeps this shameful knowledge hidden. None suspect that the sly, lithe, and beautiful Janor house smiles with poison-tipped fangs. Shifters that result from their unions with humans and half-elves are therefore carefully hidden. Without such precautions, many would move to destroy the Janors, first and foremost the noble family’s scaled and sibilant masters.
How do the qualities of your wereserpent heritage show themselves in your shifter anatomy? How were you hidden from public view? Perhaps you were trained as an assassin for those who command your family members with seductive whispers. Maybe you were only allowed on the streets at night. Do you know who controls your family’s fate? Do you want to save your family from itself, or have you made enemies of too many of them?
Benefit: Add Stealth to your class skill list. You gain a +2 bonus to Stealth checks. Add Chondathan or Draconic to your list of known languages.
Beneath skies of ash and cinder lies the broken landscape of Thay. A forbidding place, much of Thay consists of badlands, deserts, rugged mountains, cinder cones, and active volcanoes that belch forth plumes of toxic steam and rain flaming debris on the lands below. Under the tyrannical rule of Szass Tam, the undead are the masters of Thay. Where life exists, it suffers terribly in the form of slaves, playthings, and chattel to be sacrificed, sold, or remade into undead thralls.
Type: Campaign
Campaign Setting: Forgotten Realms
Hardship and deprivation define existence in Thay. Undead roam the land, twitching legions of rotten flesh that wait for the day when the lich-lord sends them forth in the name of conquest. Slavers prowl ruined cities, searching for fresh meat to sell on the auction blocks, while roaming bands of gnolls scour the rugged countryside for sacrifices to offer up to their masters.
Benefit: Add the higher of your Intelligence score or your Constitution score to your starting hit points (instead of automatically adding your Constitution score). Your number of healing surges is still based on your Constitution score.
Type: Campaign
Campaign Setting: Forgotten Realms
Prerequisite: Shifter
A shepherd looks to the rising moon and begins to urge his flock home, despite the hours of summer sun that remain in the day. A farmwife scans the pale dirt road as it winds into the forbidding wood, waiting for someone who will never return. A man stops dead in his tracks, then heads home at a run after seeing bits of blood and fur on a neighbor’s doorframe. Such is life in the Dalelands, particularly in Daggerdale.
Surrounded by hilly forests and rocky, mazelike canyons, the citizens of isolated Daggerdale live in fear of werecreatures striking their villages in the night. The dale has never been a place friendly to outsiders, and shifters are viewed with particular suspicion. Strangers could be lycanthropes in disguise, and the folk of Daggerdale have little doubt that shifters run with the monsters that infest the craggy heights of the Dagger Hills.
You are a shifter related to the lycanthropes that plague the dale. Perhaps you grew to hate the leaders of your kind after witnessing too much wanton slaughter. Maybe you were exiled, lacking your tribe’s hunger and rage. Or perhaps you fled the area after seeing one of your kind captured and killed by the people of Daggerdale.
Benefit: Add Stealth and Nature to your class skill list. While shifting, you gain a +2 bonus to Intimidate checks.
Type: Campaign
Campaign Setting: Forgotten Realms
Prerequisite: Shifter
At the full moon, wolves gather outside the village of Bezentil in the Great Dale and howl at the night sky. Soon, travelers through the Dale are plagued by wolves. How can the people “protected” by the druids of the Circle of Leth not suspect what they pay for the privilege? Do they truly not realize the druids themselves paw the earth outside Bezentil?
You were born into a semi-nomadic tribe of shifters that roams the Forest of Lethyr. Your tribe is old, and its origin is shrouded by the mysteries of the Circle’s cult. Your people keep to themselves and avoid the elves of the forest. Folk outside the Great Dale don’t even know your tribe exists. Why did you leave your homeland? Were you exiled for looking too closely into the activities of the druids? Did you flee after becoming entangled with the forest elves? Did the druids of the Circle of Leth send you on a mission?
Benefit: You can reroll any Nature check, but you must use the second result. Add Elven to your list of known languages.
Type: Racial
Campaign Setting: Forgotten Realms
Prerequisite: Elf
As a practitioner of the ancient secrets of totemic magic, you are a master artisan of small wooden runesticks and stone charms shaped in the image of a primal spirit. Inscribed with archaic glyphs, these totems can summon spirit companions and convey special abilities upon their owners. You are considered wise among your people, and consulted often on important issues.
The interloper nation of Tymanther squats atop the ruins of Unther, dominated by the citadel-city of Djerad Thymar. The dragonborn citizens of this new nation are a proud race of warriors, known for their hatred of dragons and their ilk.
Type: Campaign
Campaign Setting: Forgotten Realms
The devastation unleashed by the Spellplague ripped a portion of the dragonborn-ruled nation of Tymanchebar from Abeir and deposited it on the dying remnants of Unther, wiping out the region’s human population and replacing it with a large population of dragonborn. Under the leadership of the dragonborn army, the new immigrants constructed the citadelcity of Djerad Thymar and set about establishing their domination of the surrounding realm. Their new nation, Tymanther, is ruled by a dragonborn who is elected from the ranks of the military elite to hold the title of Vanquisher.
Benefit: You add Athletics to your class skill list, and you gain a +2 bonus to Athletics checks.
Type: Adventurers
Campaign Setting: Forgotten Realms
Slavers from an Underdark race, probably duergar or drow, captured you a long time ago. After spending years under their oppressive yoke toiling below Harglast, you escaped into the catacombs, eventually finding your way back to the surface. Armed with the knowledge gained from living with your torturous captors, you have decided to use your expertise to your advantage. One day, you might return to your place of captivity to bring justice to the vile beings that took away years of your life.
Recommended Feat: Harglastan Catacomb Delver
Associated Skills: Dungeoneering, Endurance
Type: Geography
Campaign Setting: Forgotten Realms
Prerequisite: Dwarf
You trace your dwarven ancestry to Clan Namarforge, ruling house of ancient Sarphil (a lost dwarven kingdom that once flourished beneath the West Galena Mountains along Vaasa’s southern border). As one of the few remaining Vault-Wardens, you are charged to navigate and maintain “the Lost Ways,” a vast network of winding tunnels which delve far beneath the Moondeep Sea.
Associated Skills: Dungeoneering, Endurance
Type: Adventurers
Campaign Setting: Forgotten Realms
After having a tangle some time ago with the Vigilants, they offered you a deal—help them catch a violent criminal in the city, and they’d let you off the hook for what was surely a “minor offense.” You stuck your neck out and played their game, but the criminal escaped the city. The Vigilants kept their word with you, though, and they helped you back on your feet and even gave you some training. You still wonder what became of that criminal. Was your cover blown?
Recommended Feat: Vigilant Associate
Associated Skills: Streetwise, Thievery
The untamed lands formed by the draining of much of the Vilhon Reach and the destruction of Chondath are known as the Vilhon Wilds. Wracked by the Spellplague and the continuing threat posed by the Plaguewrought Land, the Vilhon Wilds is a true frontier.
Type: Campaign
Campaign Setting: Forgotten Realms
The Spellplague drained much of the water of the
Vilhon Reach and unleashed the Plaguewrought Land upon the region. Like other frontiers, the Vilhon Wilds is an ungoverned wilderness. The only vestige of civilization is the small, near-lawless city of Ormpetarr, where merchants and thieves prey on pilgrims who seek something from a visit to the Spellplague-riddled land nearby.
Benefit: You can reroll any Dungeoneering check, but you must keep the second result, even if it is worse.
You also gain a +1 bonus to initiative checks.
The City of Splendors is a center of commerce, where representatives of every race, creed, and nation come to trade, spread rumors, and make their fortunes.
Type: Campaign
Campaign Setting: Forgotten Realms
The Jewel of the North is a crossroads city hungry for coin and tolerant of outsiders. Long ago, the Lords of Waterdeep turned away from thoughts of empire and built a commercial powerhouse that dominates trade in western Faerûn. The city is famed for the legendary dungeon known as Undermountain that lies beneath its streets, holding all manner of monsters and treasure.
Benefit: You know one additional language of your choice, you add Diplomacy to your class skill list, and you gain a +2 bonus to Diplomacy checks.
Type: Regional
Campaign Setting: Forgotten Realms
While Tarmalune is the largest and most influential of the independent cities known collectively as the Windrise Ports, the others are prosperous bastions of commerce and havens for those who wish to live free of oppressive rule.
Benefit: You add one additional skill to your list of class skills when you select this background. You also gain one additional language of your choice.
Type: Racial
Campaign Setting: Forgotten Realms
Prerequisite: Deva
Millennia past powerful leShay allied themselves with the Imaskar, your enemy. With knowledge gained from this alliance, the Imaskari built great portals which they used to enslave the native peoples of other worlds. You are a reincarnated ancestor of one of these enslaved peoples—the Mulan. An angelic servant, you have come to Sarifal with vengeance in your heart. You will bring the fight to your enemy and your retribution will be swift and merciless.
Type: Geography
Campaign Setting: Forgotten Realms
Prerequisite: Human, Half-Orc
In the decades since the fall of the Witch-King, hidden Zhengyian relics have been unearthed across Vaasa. For some, contact with these fell artifacts exposed the individual and their descendants with a trace of Zhengyi’s dark power. Blood Mages are most prevalent among the half-orcs of Palischuk; among them, Knight-Vindicator Mansard Kanaoth—the only half-orc on the Ironfell Council.
Associated Skills: Arcana, Bluff
Type: Geography
Campaign Setting: Eberron
The ancestral homeland of Eberron’s elves, Aerenal is a realm that is alien to most of Khorvaire’s inhabitants. Thick jungles and exotic flora cast deep shadows across the land, shrouding a society steeped in a fascination with death.
Associated Skills: Arcana, Religion
Type: Geography
Campaign Setting: Eberron
The name Argonnessen brings a shudder to even the bravest explorers, for it is a land of mystery and fear. Vicious tides and murderous rocks surround it, and fierce barbarian tribes inhabit its shores. Yet much greater perils lie beyond its beaches.
Argonnessen is the ancestral home of Eberron’s dragons, which guard the land’s legendary wonders. Ancient cities, enormous structures, and vast treasures lie within Argonnessen. A few explorers, adventurers, scholars, and merchants have braved the Dragonreach to land on the beaches of Seren Island or upon the coast of Argonnessen. If anyone has ever traveled beyond these lands’ borders, though, they have left no evidence of their discoveries.
The only region of Argonnessen known to outsiders is Totem Beach, where most ships make landfall. Huge stone monuments, built by unknown powers in a bygone age, jut from the sands, looking out over the sea. Beyond, a thick jungle and the Great Barrier Mountains block any view of the continent’s interior.
Sailors from the Lhazaar Principalities clash frequently with the barbarians of Seren, who attempt to raid passing ships. Most Seren barbarians are human, but a few dragon born tribes exist as well. Most dragon born believe that Argonnessen is their ancestral home, but the dragon born of Q’barra came to Khorvaire so long ago that they have no better knowledge of Argonnessen than anyone else.
Associated Skills: Athletics, Arcana
Type: Geography
Campaign Setting: Eberron
Aundair is two nations in one. Pastoral villages and farmlands line its borders or cluster around the keeps of the region’s feudal lords. The people here aresimple, even rustic. The nation’s great cities, however, are alive with commerce and bustle with a crowd nearly as cosmopolitan as that of Sharn. The houses of government and institutions of higher learning nearly burst with the learned, the scholarly, and the magically inclined. Yet whether one is listening to scholars or farmers, mages or laborers, Aundairians speak of their nation with pride. They are unified in their identity, and they don’t care how greatly their customs and preferences vary.
Associated Skills: Arcana, History
Type: Geography
Campaign Setting: Eberron
Aundair is two nations in one. Pastoral villages and farmlands line its borders or cluster around the keeps of the region’s feudal lords. The people here aresimple, even rustic. The nation’s great cities, however, are alive with commerce and bustle with a crowd nearly as cosmopolitan as that of Sharn. The houses of government and institutions of higher learning nearly burst with the learned, the scholarly, and the magically inclined. Yet whether one is listening to scholars or farmers, mages or laborers, Aundairians speak of their nation with pride. They are unified in their identity, and they don’t care how greatly their customs and preferences vary.
Associated Skills: Endurance, Nature
Type: House Medani
Campaign Setting: Eberron
Taldor d’Medani gave you mental training in preparation for joining the Basilisk’s Gaze, a House Medani group that hunts down war criminals. The Basilisk’s Gaze gave you esoteric training in observation and reason, but what was the actual training like? How did you wind up learning from Taldor in the first place? And why did you suspend your training?
Associated Skills: Arcana, Perception
Type: Geography
Campaign Setting: Eberron
Of all the Five Nations, Breland has made the greatest social and economic recovery following the war. Breland has vast tracts of workable land—it is one of the major food producers of Khorvaire—as well as a society of great personal freedoms, which has inspired immense loyalty and patriotism in its citizenry. The Brelish are proud of their heritage and consider themselves cosmopolitan, and the nation currently leads all others in social progress. Breland’s people are convinced that their social and economic advancements will keep them at the forefront of the Five Nations for generations to come.
Associated Skills: Diplomacy, Insight
Type: House Cannith
Campaign Setting: Eberron
You can’t help thinking up new inventions—whether they’re mechanical, magical, or a strange mix of the two. What’s the clever invention or technique that got you noticed within the House? Do you have a rival who claimed credit for one of your ideas? And what great invention is in your head right now, awaiting the right rare materials or powerful magic to make it a reality?
Associated Skills: Arcana
Type: House Cannith
Campaign Setting: Eberron
You served a stint with Cannith’s Tinkers Guild, traveling from town to town and earning coin for House Cannith by fixing countless broken items. What strange communities did you visit? Did you enjoy life on the road, or were you bucking for a different post within the House? And given that the Tinkers Guild is less hierarchical than the rest of the House, did you find the egalitarian nature of the Tinkers liberating or frustrating?
Associated Skills: Streetwise, Thievery
Type: House Cannith
Campaign Setting: Eberron
You’re one of the warforged that House Cannith kept rather than sold to one of the Five Nations. What made you worth keeping—were you unusually capable, or unlikely to do well in a military environment? How do you feel about your creators selling your fellow warforged as property? And more broadly, how do you reconcile your loyalty to the House with your newfound legal freedom?
Associated Skills: Diplomacy, Insight
Type: House Orien
Campaign Setting: Eberron
You’re accustomed to scouting out ahead of everyone else, making sure the road is safe for the valuables aboard a House Orien trade caravan, not to mention your comrades and the passengers traveling with the caravan. What routes do you know like the back of your hand? What monsters and bandit gangs have you had to deal with? Were you ever lost in the wilderness, with or without your caravan?
Associated Skills: Athletics, Perception
Type: Birth
Campaign Setting: Eberron
You were either born to parents on two different sides of the Last War, or you were raised half your life in one place and half in a rival region. You never felt truly at home in either land, but you learned quickly how to blend in with the people of both of your homes.
Associated Skills: you can choose an associated skill from either region of your origin.
Type: House Thuranni
Campaign Setting: Eberron
To the gossip traders in Khorvaire’s noble courts, you were just another Thuranni hanger-on, possessed of enough money and personal magnetism to make you a welcome guest at noble courts across the land, often for months at a time. But your masters in House Thuranni knew the truth: You were engaged in espionage at every stop on the social calendar. The secrets you learned in Aundair in summer were sold to the highest bidder in Karrnath before the leaves fell—or better yet, exchanged for even more valuable secrets. At what courts did you linger as you made the circuit from manor to manor? Did you have to deal with rivalsfrom House Phiarlan?
Associated Skills: Bluff, Insight
Type: Occupation
Campaign Setting: Eberron
You held rank in one of the various militaries involved in the Last War, and you directed soldiers in the thick of combat. Did you resign your commission? Were you discharged from the army? In either case, why?
Associated Skills: Insight, Intimidate
Type: Racial
Campaign Setting: Eberron
Prerequisite: Changeling
Like most changelings, you’ve spent your time dwelling among the members of the other races. You’ve paid more attention than most, however, or perhaps you’re abnormally fascinated by other peoples. Whatever the case, you’ve become skilled at interacting with them.
Associated Skills: Diplomacy, Insight
Type: Geography
Campaign Setting: Eberron
Depending upon one’s point of view, Darguun is either the strong rightful heir of a defeated land, or it’s a scab growing over the wounds of deception and deceit. A nation of warriors built on the ruins of Cyran settlements, Darguun was born less than three decades ago in a single moment of betrayal. A harsh, dangerous land, Darguun still struggles to determine precisely what sort of nation it is—and what kind it will become.
Associated Skills: Athletics, Endurance
Type: Geography
Campaign Setting: Eberron
At the northwestern edge of Khorvaire, the blasted lands form a twisted window into the past. For here, where monsters roam and barbarian tribes eke out an existence amid the horrors, is the loudest echo of the Age of Demons, a land that hasn’t fully recovered even after thousands of years.
Associated Skills: Endurance, Religion
Type: House Deneith
Campaign Setting: Eberron
A member of House Deneith’s Defenders Guild, you gave up a life among the Blademarks to guard an important personage, such as a noble, a general, or the scion of another dragon marked house. Whom have you guarded, and did you ever come under attack? Were you on friendly terms with anyone you guarded? What events did you witness while acting as a bodyguard—including embarrassing, criminal, traitorous, or otherwise sinister deeds that only the bodyguard’s code of silence prevents you from revealing?
Associated Skills: Insight, Perception
Type: House Deneith
Campaign Setting: Eberron
You served with House Deneith’s Blademarks Guild during the Last War. What major battles did you take part in, and on which side? Were you ever wounded, and do you still bear the physical or mental scars? Were you ever captured, besieged, or caught behind enemy lines? How would you characterize your relationship with your commanding officer?
Associated Skills: History, Intimidate
Type: Adulthood
Campaign Setting: Eberron
You refused to volunteer to fight in the Last War, and in the latter years, when many of the nations passed laws requiring service, you fled rather than be pressed into the front lines—or maybe you were a soldier at one time, but you abandoned your service. Are you still a wanted criminal, or has your home region offered amnesty for deserters? Why did you run? Was it cowardice or a moral objection to the battle? If you risked imprisonment to avoid violence, then why did you become an adventurer?
Associated Skills: Endurance, Bluff
Type: House Thuranni
Campaign Setting: Eberron
This mystical order within House Thuranni tries to uncover the secrets of the Draconic Prophecy, but unlike the prophecy sages of House Sivis, the Dragon’s Path wants to shine bright daylight on the Draconic Prophecy and, if possible, break it. What worries you about the Prophecy, or what brought you to the Dragon’s Path in the first place? Did you see signs of the Draconic Prophecy in your own life? Did you feel trapped by fate and want to find a way out? Is there still specific aspect of the Prophecy you try to thwart?
Associated Skills: Arcana, History
Type: Geography
Campaign Setting: Eberron
Droaam is a land of monsters, creatures that—to the outside eye—make even the goblin tribes of Darguun look civilized. The mountain passes of Droaam teem with giants and gargoyles, and the forests are thick with trolls and orcs more savage than the fiercest tribes of the Eldeen Reaches. Yet the region contains more than random horrors. Ruled by the mysterious Daughters of Sora Kell, Droaam grows ever more disciplined, ever more structured—and the people of Khorvaire grow ever more frightened.
Associated Skills: Dungeoneering, Nature
Type: Geography
Campaign Setting: Eberron
A largely untamed region, the Eldeen Reaches is home to both simple farmers, practitioners of the most primal magic, friendly villagers, and savage tribes. It is a fountain of life, a land where nature, unchecked by the walls of civilization, spreads in all its beautiful—and terrible—glory.
Associated Skills: Athletics, Nature
Type: Occupation
Campaign Setting: Eberron
You served on the front lines of the Last War, shoulder to shoulder with dozens, even hundreds, of others. For years, all you knew were long, agonizing days of waiting, followed by minutes or hours of swinging a blade or slinging a spell at your foes, trying to kill them before they could kill you.
Associated Skills: Athletics, Endurance
Type: House Jorasco
Campaign Setting: Eberron
Sahemi the Emissary is a House Jorasco half ling who came back to the House after a sojourn in the Eldeen Reaches, contending that the Mark of Healing could be used not just to heal people but to heal the land—specifically, the Mournland. You were one of his first recruits, and you learned the ways of the druids and shamans of the Reaches. How did Sahemi recruit you? What part of his message resonated with you? Do you still believe in Sahemi’s crusade to heal the land, or have you become disillusioned along the way? Have you been inside the Mournland and seen it firsthand?
Associated Skills: Heal, Nature
Type: House Ghallanda
Campaign Setting: Eberron
You were part of Chervina the Architect’s Dawn-Builder retinue, constructing new House Ghallanda enclaves far from civilization. What enclaves bear the sweat of your brow, and what dangers did you face while making them? Did you interact with Chervina personally, and did you believe that she was guided by prophecy—or touched by madness?
Associated Skills: Diplomacy, History
Type: House Ghallanda
Campaign Setting: Eberron
You were responsible for keeping everyone safe within a Ghallanda enclave, no matter what nations, Houses, or mysterious organizations wanted to violate the sanctuary of your house. Which enclave did you guard? What unusual or famous fugitives did you meet while guarding the enclave? Did you ever break up a conflict among those who sought Ghallanda’s hospitality, and does someone owe you thanks or bear a grudge as a result? Did you ever smuggle people out of your enclave—or kick them out because they were threatening others?
Associated Skills: Perception, Insight
Type: House Kundarak
Campaign Setting: Eberron
You received extensive training in the arts of stealth and subterfuge from the Ghorad’din, a secretive order that answers only to Lord Morrikan d’Kundarak. You left your training before attaining full membership in this shadowy group: Why did you leave? What drew you to the Ghorad’din in the first place—or did they seek you out? Can you still count on the aid of the Ghorad’din? Or do you fear they’ll try to knife you in the shadows someday?
Associated Skills: Bluff, Stealth
Type: Occupation
Campaign Setting: Eberron
For you, adventuring isn’t about great wealth or fighting blatant, monstrous evils in the wild—it’s about protecting society from the more subtle evils within. You could be a city guard, a House Deneith Marshal, or just a private citizen; your
goal is to solve crimes and protect those who cannot protect themselves.
Associated Skills: Insight, Streetwise
Type: House Kundarak
Campaign Setting: Eberron
The Iron Gate, part of the Warding Guild, is a select group of dwarf guards who supplement House Kundarak’s magic wards, traps, and defenses. What were you assigned to guard, and what happened to the unlucky thieves who tested House Kundarak’s defenses? Did you have a hand in the creation or maintenance of the magic traps? And are you aware of any flaws in the House’s protective schemes?
Associated Skills: Arcana, Thievery
Type: House Jorasco
Campaign Setting: Eberron
You have a keen interest in rare poisons, exotic diseases, and mysterious ailments that have no known cause. In the company of more experienced healers, you have traveled across Khorvaire looking for rare herbs or magical reagents that would solve the mystery of these ailments and make healing possible. What are the names of the poisons, disease outbreaks, or epidemics you’ve dealt with, and where did they take place? Is there a mysterious ailment that has vexed your every effort? And have you ever been afflicted with the same condition you’re trying to cure?
Associated Skills: Heal, Insight
Type: House Jorasco
Campaign Setting: Eberron
House Jorasco sold its services to all the major combatants in the Last War, and you tended to wounded soldiers in the aftermath of major battles. In what battles were you a medic, and how close were you to the actual fighting? Were you ever tempted to take part in the battle?
Associated Skills: Heal
Type: Geography
Campaign Setting: Eberron
Once the strongest bastion of the Five Nations, Karrnath suffered terribly during the Last War. A proud military tradition and a drive for excellence in all aspects of life empowered Karrnath before the war. However, the reputation of its military proved false after Aundair delivered several swift defeats during the war. Karrnath used necromancy to create undead legions from its fallen soldiers, to no avail. Today, Karrnath struggles against plague and famine.
Associated Skills: Athletics, Intimidate
Type: Geography
Campaign Setting: Eberron
It is a realm without hope, without sanity, without light—but not without life. Endless darkness, crushing rock, winding corridors, and sunless seas fill the vastness beneath the surface of Eberron. This realm is Khyber, the Dragon Below, an Underdark world that lurk likes a ravenous maw beneath the feet of surface dwellers.
Khyber is a realm of nightmare. Demons that stalked Eberron a thousand generations ago lie imprisoned within its depths, and beings of madness slither through its twisted passageways. Foulspawn and other aberrant creatures lurk in Khyber, orchestrating plans to unleash destruction and madness upon Eberron.
The passageways to Khyber are few, although rumors and ancient texts tell of gaping pits on the face of Eberron that lead into its depths. Despite Khyber’s horrors, many surface dwellers have an unhealthy fascination with the denizens of the Dragon Below. Khyber cultists grant their devotion and their sanity to the foul beings that dwell in the Underdark, hatching vile plots to empower the objects of their worship through sacrifices of blood; they even conspire to loose these creatures upon Eberron’s other inhabitants.
A few individuals brave Khyber’s depths in search of fortune or to destroy the evil that dwells there. Treasure hunters seek valuable midnight blue and oily black Khyber dragon shards, obtainable only in the darkest depths. Adventurers strive to destroy ancient beings of evil, for the good of all or in order to ensure their place in the legends of ages to come.
Associated Skills: Dungeoneering, Endurance
Type: House Kundarak
Campaign Setting: Eberron
You spent your youth guarding the countless underground vaults below Korunda Gate, the largest enclave of House Kundarak. Many of the vaults contain spectacular but mundane treasure: piles of gold, platinum, gems, and jewelry. Other vaults contain powerful weapons and armor—either legacies of bygone ages or examples of the best in modern dwarven craftsmanship. What wonders did you see in the chambers you guarded? Did you ever have to deal with thieves or raiders? Were you ever tempted to take something from the vaults—and did you resist the temptation?
Associated Skills: Dungeoneering, History
Type: Geography
Campaign Setting: Eberron
Lhazaar is either a wretched nation of pirates, outlaws, murderers, and brawlers, or the home of the world’s best mariners and richest seagoing merchants, depending on who you ask—or, for that matter, where you’re standing. Consisting of a tiny strip of Khorvaire proper and a vast archipelago, the Lhazaar Principalities stand at the edge of civilization, and of civilized law.
Associated Skills: Athletics, Thievery
Type: House Tharashk
Campaign Setting: Eberron
During the latter days of the Last War, you served with the Liondrake’s Roar, a House Tharashk mercenary outfit composed of gnolls, ogres, minotaurs, gargoyles, harpies, and other monsters. How did you feel about fighting with these monstrous troops? Do you dread facing any particular monsters in battle because of your experience?
Associated Skills: Nature, Dungeoneering
Type: House Lyrandar
Campaign Setting: Eberron
You are at home on the deck of an airship, traversing the skies of Eberron. You have flown through massive thunderstorms and fought off everything from hungry wyverns to murderous sky pirates. What strings did you pull to receive such a plum assignment? Why did you leave the airship for the life of an adventurer?
Associated Skills: Athletics, Perception
Type: House Lyrandar
Campaign Setting: Eberron
You served on House Lyrandar’s elemental galleons, keeping shipping routes safe from piracy and monster attacks. What was your specific rank and duty aboard your ship: lookout, catapult operator, boarding marine, or navigator? Was your ship ever capsized, or were you marooned on an island or confronted with mutiny? What Khorvairian ports of call did you look forward to—or dread?
Associated Skills: Acrobatics, Athletics
Type: House Lyrandar
Campaign Setting: Eberron
You traveled with a crew of raincallers, performing weather-improving rituals for landed nobles, armies, and governments with the coin to afford House Lyrandar’s services. What places have you visited while performing your duties? Were you ever close to the action during the Last War?
Associated Skills: Athletics, Nature
Type: Campaign
Campaign Setting: Eberron
Prerequisite: Follower of the Traveler
Those who truly devote themselves to the ways of the Traveler roam the world, accomplishing such tasks as they find need doing. They manipulate their foes into disarray before striking. Their actions sometimes seem amoral, but this is often because the observer cannot see the deeds’ ultimate ends. Rather than accept praise or blame, these wanderers disappear as soon as mystical whim moves them onward. How has this itinerant lifestyle affected you? What do you care about, since you have no roots? What methods do you use to determine the direction you take or deeds you do? Do you assume, like many other Traveler devotees, that your mere presence in a situation suggests you are meant to act as an instrument of change?
Associated Skills: Bluff, Stealth
Type: House Deneith
Campaign Setting: Eberron
As a Sentinel Marshal, you rode the trails with the best House Deneith has to offer, learning what you could while helping to apprehend Khorvaire’s most dangerous criminals. What fugitives and war criminals have you brought to justice—and did any escape you? Do any convicted criminals have vengeful families or gangs? Which Sentinel Marshal did you serve under? Why aren’t you still his or her deputy?
Associated Skills: Intimidate, Streetwise
Type: Racial
Campaign Setting: Eberron
Prerequisite: Kalashtar
The dual spiritual nature of your mind is abnormally strong, perhaps because you are descended from a particularly potent quori. It’s far more difficult for others to force you to act outside your intentions.
Associated Skills: Arcana, Insight
Type: Adulthood
Campaign Setting: Eberron
You have been touched, body and soul, by the dead-gray mists of the Mournland. Did you witness the Day of Mourning? Have you spent longer in the Mournland than other adventurers? Or are you, for some reason, more susceptible to its touch than others?
Associated Skills: Endurance, Intimidate
Type: Geography
Campaign Setting: Eberron
Cyre is no more. The Purple Jewel of Galifar’s Crown, the most beautiful and artistically advanced of the Five Nations, ceased to exist on the Day of Mourning. Four years ago, without warning and without explanation, foul gray mists swept out from the nation’s center, leaving behind a broken, twisted land of horrors. That the fear inspired by the Mourning led, eventually, to the Treaty of Thronehold and the end of the Last War is of little solace to Cyre’s survivors, who struggle today to make their way through a world that fears and distrusts them. No PCs live in the Mournland. The associated skills are available to PCs who were born in Cyre before the Day of Mourning and who have struggled to survive elsewhere in the following years.
Associated Skills: Endurance,Streetwise
Type: Geography
Campaign Setting: Eberron
Ancestral home to all of Khorvaire’s dwarves, the Mror Holds are located in a rugged frontier region of rocky plains and craggy mountains. Here, dwarven clans compete to mine the rich veins of ore and for the money and trade of the continent’s nations.
Associated Skills: Dungeoneering, Endurance
Type: Racial
Campaign Setting: Eberron
Prerequisite: Changeling
During your youth, you were forced to hide rather than rely on your ability to change shape, and you adapted accordingly. Was your family at war with other changelings? Did you or a relative make an enemy of a caster or creature capable of seeing through your disguise? Did others of your own family torment you? And do any of these enmities linger today?
Associated Skills: Bluff, Stealth
Type: House Orien
Campaign Setting: Eberron
You took part in delivering time-sensitive or high-risk parcels for House Orien, including diplomatic packets, rare magic items, and sealed containers about which no questions were asked. What places did you go, and how did you travel there: a fast horse or griffon, a lightning rail, or a teleportation portal? Did you ever fail to make a delivery, or find yourself unable to because something sinister happened to the recipient?
Associated Skills: Acrobatics, Stealth
Type: House Orien
Campaign Setting: Eberron
You work in the part of the house that doesn’t officially exist—those who use the Mark of Passage to pass through borders without attracting legal entanglements. What goods did you smuggle, and what was the most common origin and destination? Did you elude border patrols, pay off guards, befuddle them with charm magic, or slip disguised goods right under their noses? Were you ever caught?
Associated Skills: Acrobatics, Stealth
Type: House Phiarlan
Campaign Setting: Eberron
The headquarters of House Phiarlan’s Demesne of Memory in Fairhaven has a library containing much of the intelligence that the House obtained during the Last War. Your job was to catalog, collate, and analyze all the information ound in various sources: tattered tomes, precise military orders, or hastily scribbled notes inked in a spy’s own blood. What was the most incendiary information you saw while researching in the Tower of Memory, and under what conditions would you reveal it? What was the key piece of information that you were unable to find for your masters? Might a more direct approach obtain the missing secret?
Associated Skills: Arcana, History
Type: House Sivis
Campaign Setting: Eberron
House Sivis tries to keep track of the Draconic Prophecy, and you were part of that effort. You took part in diplomatic missions to speak with dragons, and you studied historical records and mystical texts to learn what the future might hold.
Were you interested in what the Prophecy means for the world, for House Sivis, or for you personally? Were you part of any significant discoveries? Do feel the Draconic Prophecy is affected by the actions of a few key dragon marked people—including you?
Associated Skills: Arcana,Diplomacy
Type: Geography
Campaign Setting: Eberron
A wild land of untamed frontiers extends beyond the Endworld Mountains. Here, fugitives from the Last War found an unclaimed region—at least, unclaimed by other humans, dwarves, or elves—in which they could escape the bloodshed back home. Lizardfolk, dragon born, and kobold communities can be found here. These beings have ties stretching back thousands of years and no desire to lose their lands to the mammals of the west.
Associated Skills: Endurance, Nature
Type: Adulthood
Campaign Setting: Eberron
Your home is gone, destroyed in the Last War, or perhaps annexed by a nation whose oversight you refuse to accept. (Cyre is one example, and plenty of others exist, from Thrane-claimed Thaliost to the hundreds of nameless hamlets devastated by the war.) You have turned to a life of wandering. But are you searching for a new home, or for a way to rebuild or reclaim your old one? Do you adventure because there’s nothing else left for you?
Associated Skills: Endurance, Streetwise
Type: Geography
Campaign Setting: Eberron
Torn by ages of war, paranoia, rampant magic, and human exodus, Sarlona is a continent deeply affected by the ravages of the past. Although larger than Khorvaire, its struggles have reduced the population to two primary cultures: one that is grateful for the prosperity granted by its spiritual overseers and one that believes those spirits to be corrupt.
Associated Skills: Diplomacy, Endurance
Type: House Phiarlan
Campaign Setting: Eberron
You were part of the traveling troupe known as the Carnival of Shadows, a group of dancers, acrobats, and musicians who engage in cloak-and-dagger work for House Phiarlan under the guise of nomadic entertainers. What was your performer’s role in the caravan—and what did you really do when everyone was distracted by your compatriots? Did you have any particular rivalries or friendships among the other members of the Carnival?
Do you miss performing before a crowd?
Associated Skills: Acrobatics, Athletics
Type: Geography
Campaign Setting: Eberron
A land of fetid marshes and biting insects, primitive tribes and slithering serpents, the Shadow Marches is a region the rest of Khorvaire could happily ignore— were it not startlingly rich in dragon shards, and were it not the location of a dragon marked house’s enclave.
Associated Skills: Heal, Nature
Type: Geography
Campaign Setting: Eberron
Although part of the nation of Breland, Sharn is a society in its own right. People and cultures of nearly every imaginable sort are brought together there. They talk, they do business, they travel together, they pass one another on the street, and the result is a true melting pot, perhaps the only one in all the Five Nations. Members of monstrous or disfavored races who aren’t welcomed in Sharn’s towers can find a place in the shadows deep beneath the lofty spires and floating towers that give the City of Towers its title.
Associated Skills: Insight, Streetwise
Type: Geography
Campaign Setting: Eberron
An enormous stretch of pristine grasslands and rolling hills that fade slowly into the wastes of the Blade Desert, the Talenta Plains remain largely untouched by the spread of civilization. Although military trains and the lightning rail wend their way across the grasses, the bulk of the nation remains as it was since before the empire of Galifar was born.
Associated Skills: Athletics, Endurance
Type: House Sivis
Campaign Setting: Eberron
You were involved with House Sivis’s psionics and linguistic research headquarters in Krona Peak. What inquiries were you part of? What did you see to justify the extensive two-way wards that surround the Krona Peak enclave? And what translations—written or verbal—did you do? Did you learn anything particularly sensitive or dangerous?
Associated Skills: Arcana, Insight
Type: House Tharashk
Campaign Setting: Eberron
You trained with the druidic arm of House Tharashk, using the Mark of Finding to discover and secure the seals that bind the horrors from Xoriat. Whether or not you’re a druid,you’re accustomed to working with druids and in the wild places of the world. How did it feel the first time you encountered a seal you knew had a restive, eons-old demon behind it? Were you friendly with the Gatekeeper druids? Is there a particular lost seal you’re still looking for and hoping to secure before the ravages of time unlock the demon beyond?
Associated Skills: Arcana, Nature
Type: House Tharashk
Campaign Setting: Eberron
Dragon shards have had a grip on your heart since you were a child, and you’ve scoured the Shadow Marches in search of Eberron’s most valuable commodity. Have you ever struck it rich, only to lose your fortune through fraud, bad
luck, or dissolute living? Would you like to repay any rivals for jumping one of your claims? What monsters and natural hazards of the Shadow Marches have you had to deal with?
Associated Skills: Dungeoneering, Nature
Type: Geography
Campaign Setting: Eberron
The Frostfell stretches across Eberron’s northern reaches and is a land of blinding snow, creaking glaciers, and jagged peaks. With its ancient treasures and untouched lands, the Frostfell beckons to adventurers and explorers like a gleaming, uncut jewel. For all the attempted expeditions to the Frostfell, little is known of this enigmatic region. Few groups have returned safely from exploration of the region. One such group is the Wayfinder Foundation, an organization of exploration and philanthropy led by the half ling Boroman ir’Dayne. The foundation’s members have reported great devil-ruled cities in the ice, towers of frozen bone, and warm oases in the midst of frosty vales. However, most of their accounts are contradictory. The dwarven clans of the Mror Holds believe that they originally hail from the Frostfell.
Associated Skills: Endurance, Nature
Type: House Medani
Campaign Setting: Eberron
You’ve been where few people dare go: inside the Mournland. As part of a heavily armed, mounted column, you patrolled the periphery of what was once Cyre, trying to ensure that the Thrane and Brelish communities to the west stayed safe. What made you seek out such a post? What was your relationship with Channara d’Medani, head of the Thousand Yard Stare? What was the worst incident you ever saw on patrol?
Associated Skills: Endurance, Perception
Type: Geography
Campaign Setting: Eberron
The center of the remaining Five Nations and the heart of the Silver Flame, Thrane has a heightened sense of its own importance. A major military and economic power in the region, Thrane’s theocratic government is ostensibly devoted to stamping out evil and making life better for all. However, privileges of power can sometimes lead to arrogance and corruption. Still, Thrane’s people aspire to lead virtuous lives, and Thrane could potentially become the brightest light in a darkened world.
Associated Skills: Intimidate,Religion
Type: House Thuranni
Campaign Setting: Eberron
You received assassin’s training in the warrens beneath Stonespur Island in the Lhazaar Principalities. But you left before joining the Shadow Network. Did you have qualms about something you were asked to do? Did a rival orchestrate your washing out of the program? Or did a high-ranking member of the House ask you to leave Stonespur but refuse to say why?
Associated Skills: Acrobatics, Stealth
Type: Racial
Campaign Setting: Eberron
Prerequisite: Warforged
You’ve been trained—or built—to be the perfect killing machine. You are quick to take advantage of any opportunity or opening your foes offer. You cannot be stopped until you complete your mission.
Associated Skills: Athletics, Endurance
Type: House Vadalis
Campaign Setting: Eberron
House Vadalis sends you on expeditions across Khorvaire to find rare herbs, strange fruits, and other of the botanical wonders that it tends in the greenhouses of its Foalswood enclave just outside of Varna. Where did you go on the House’s behalf, and what dangers did you face while searching the wilderness? Did you ever have to use the rare herbs you were seeking on your own behalf? And is there a particularly potent plant you still seek today?
Associated Skills: Heal, Nature
Type: House Vadalis
Campaign Setting: Eberron
In the final days of the Last War, armies started deploying Vadalis griffon riders against other griffon riders. And unlike the other dragon marked houses doing business with the warring states, House Vadalis had a brief internal battle. You flew one of those griffons into battle: What happened? Did you down any enemy riders— and did they survive the battle to seek vengeance? What other dangers did you face from the ground? Do you miss the sensation of flight, or are you glad to be on the ground?
Associated Skills: Acrobatics, Nature
Type: House Vadalis
Campaign Setting: Eberron
At the house’s Erlaskar Manor enclave, you saw dozens of monsters gathered from all over Khorvaire. Your job was to study them, learn how they could be put to use, train them, and eventually raise their offspring in captivity. What specific monsters did you work with? Did you feel at ease around them, or were you cautious of their inherent danger? Did the monsters ever escape or otherwise pose a danger to you and your fellow handlers?
Associated Skills: Dungeoneering, Nature
Type: Geography
Campaign Setting: Eberron
The only true elven nation in Khorvaire, Valenar is also one of the youngest. Inhabited by a warrior people with no desire to maintain any connection with their homeland, Valenar is in a state of constant conflict with its neighbors. Valenar might be the spark that ignites the next war.
Associated Skills: Acrobatics, Athletics
Type: Racial
Campaign Setting: Eberron
Prerequisite: Kalashtar
The kalashtar are watchful for agents of the quori, the Inspired, or other enemies of the Light. Whether you’ve suffered attacks from those groups in the past or are just naturally paranoid, you are watchful and alert. You pay careful attention to the body language and words of everyone you interact with.
Associated Skills: Insight, Intimidate
Type: House Ghallanda
Campaign Setting: Eberron
You spent much of your adolescence in the half lings’ ancestral homeland, the Talenta Plains. You traveled as part of a massive Ghallanda caravan, offering a comfortable respite to the nomadic tribes of the plains. Why aren’t you still there? What great sights did you see on the plains (think especially of events or places that no one in Ghallanda’s urban enclaves would believe)?
Associated Skills: Endurance, Streetwise
Type: House Sivis
Campaign Setting: Eberron
During the Last War, you were responsible for delivering top-secret orders to armies in the field. Which army did you work for, and what kind of relationship did you have with its generals? Did you ever come under attack or arrive in the aftermath of a major battle? Did you ever peek at the orders before delivering them—and if so, what did you learn?
Associated Skills: Athletics, Stealth
Type: Geography
Campaign Setting: Eberron
South of Khorvaire, beyond the Thunder Sea, Xen’drik rises from the waves, beckoning to sage and explorer, merchant and adventurer. Deep in jungles thick with foul creatures, the ivy-covered cyclopean ruins from the empire of giants still stand, their great secrets waiting to be revealed and their fabulous magical treasures waiting to be unearthed. Vast deserts stretch out like cupped hands to catch the dragon shards that fall to Eberron from the Ring of Siberys, and great mountains hide winding tunnels and vast chasms that shelter the tribes of the scorpion-worshiping drow.
Cartographers take incredible risks to create accurate maps of Xen’drik, but no modern explorer has successfully mapped the heart of the Continent of Mysteries. Giants, the descendants of ancient empires, make their homes across the continent, worshiping strange, arcane powers or violent primal spirits. Relics and ruins of a past demonic age occasionally birth horrors far worse than giants.
Yet for all its dangers, Xen’drik attracts the interest of many of Khorvaire’s inhabitants, particularly the dragon marked houses. Many of Eberron’s people—including elves and warforged—can trace their lineage to this forgotten land, and they seek to fill in the gaps of their own history. The riches of the giants’ empire wait for explorers, as do the vast fields of dragon shards. The jungle lands are verdant, and if they could be tamed, they would offer grand opportunities for farming and settlement.
Only a small number of settlements established by foreigners have survived on Xen’drik. Most are tiny frontier towns, maintained by a rich patron or a dragon marked house. The famous port of Stormreach is the only one of them that has managed to become a full-fledged city.
Associated Skills: Nature
Type: Geography
Campaign Setting: Eberron
Homeland to a gnome culture that predates the rise of Galifar, Zilargo appears to be a land of plenty, of peace and prosperity, and of lush farms and wellordered cities. Those who observe Zilargo’s laws never have reason to see it as anything else. But enemies of Zilargo find their secrets exposed and their plans countered before they’re executed. And individuals who break the peace or incite unrest vanish swiftly and completely.
Associated Skills: Bluff, Insight
Type: Campaign
Campaign Setting: Dark Sun
Prerequisite: Genasi
You have communed with the spirits, walked the lands for miles around, and witnessed the ravages done to your world. You can draw only one conclusion from your exploration: The world is getting worse. If Athas can be saved, someone must stand against the defilers and the sorcerer-kings to restore the balance and heal this injured world. That person is you.
Incite a Revolt (heroic tier quest): The first step in breaking the sorcerer-kings’ hold on the world is to rally the people to your cause. It is too dangerous to speak out against the sorcerer-kings, so you might escalate tensions by pushing the templars to take more draconian measures to keep the common folk in line. People can take only so much abuse before they rise up against their tormentors.
Locate a Green Age Relic (paragon tier quest): You suspect that the damage done to the world could be corrected by reclaiming the magic from the Green Age. You might scour old ruins, explore haunted tunnels, or venture beyond the Tyr Region to locate the treasure you seek.
Awaken a Primordial (epic tier quest): The primordials have slumbered since defeating the Tyrants of the Starry Void. If you could rouse a primordial and reveal what has been done to the world, you might gain a powerful ally against the sorcerer-kings.
Associated Skills: Arcana, Nature
Type: Geography
Campaign Setting: Dark Sun
You served as a foot soldier in the army of Balic for a time. Legionaries who finish their terms honorably gain several privileges in the city-state, including the right to own land and hold certain offices. Did you complete your enlistment, or did you desert?
Associated Skills: Athletics, Streetwise
Associated Languages: Giant
Type: Geography
Campaign Setting: Dark Sun
You were born into one of Balic’s noble families. Your family owns a large estate outside the city-state and holds a seat in the Chamber of Patricians. Perhaps you grew bored and turned to adventuring to find new challenges. Maybe you fell out of favor with your family or were disinherited. Or are you a person of conscience, determined to use your wealth to improve the lot of the less fortunate?
Associated Skills: Athletics, Streetwise
Associated Languages: Giant
Type: Geography
Campaign Setting: Dark Sun
You spent your youth as a deckhand in Balic’s fleet of silt schooners, working the trade routes in the Estuary of the Forked Tongue, the Silt Archipelago, and sometimes as far away as the Road of Fire. Traveling the Sea of Silt is dangerous—you have fought off giants and silt horrors and endured terrible dust storms. Why did you leave your last ship? Do you hope to buy your own vessel someday?
Associated Skills: Athletics, Streetwise
Associated Languages: Giant
Type: Racial
Campaign Setting: Dark Sun
Prerequisite: Mul
Your scars and battered features tell your tale. You have known little more than abuse and hardship in your life, your bones broken, your spirit tested, as you toiled for cruel masters. What sort of work did you do? Were you a common laborer, or did you fight in the arenas? Why were you targeted for so much abuse? Were you insubordinate, or did you suffer under a tyrannical master? How did you escape your tormentors?
Associated Skills: Endurance, Heal
Type: Racial
Campaign Setting: Dark Sun
Prerequisite: Half-elf
You respond to widespread scorn and suspicion by using your talents for ill gain. Defrauding the people who disdain you is a sure way to make them pay for their offenses. At what point did you decide to become a con artist? What sorts of ruses do you employ? Have you made any dangerous enemies? If so, who are they?
Associated Skills: Bluff, Streetwise
Type: Racial
Campaign Setting: Dark Sun
Prerequisite: Dragonborn
You grew up in an insular dragonborn clan. Early in your youth, you were apprenticed to an older relative who taught you how to make a living as a smuggler, mercenary, or slaver. Who was your mentor, and is he or she still alive? To whom have you sold your skills since? Did you treat your employers fairly, or did you cheat them in some way?
Associated Skills: Insight, Streetwise
Type: Racial
Campaign Setting: Dark Sun
Prerequisite: Dwarf
Great toil often yields great rewards. You come from a clan of miners who laboriously scratch and claw buried treasures from the bones of the earth. Perhaps your clan’s mine is played out, and now you search for a new deposit to work, or maybe raiders destroyed your family’s holdings and scattered your group to the four winds. Do your kinfolk still wait for you somewhere? Are you drawn by the dream of founding a rich holding of your own someday?
Associated Skills: Dungeoneering, Nature
Type: Geography
Campaign Setting: Dark Sun
Your family belongs to one of the scholar, or calmec, clans. You have studied writing, history, astrology, and theology. Few calmec scribes wander far from Draj, but you might have dabbled in forbidden arts recorded in your clan’s ancient texts, or perhaps you discovered warnings of a dire catastrophe to come in the horoscopes you cast. What are you searching for in the deserts beyond your city-state?
Associated Skills: Religion, Stealth
Associated Languages: Abyssal
Type: Geography
Campaign Setting: Dark Sun
You were born in one of the heroic clans as a noble of Draj. You spent your youth scouring the surrounding lands for enemies, monsters, spies, and captives to bring back for sacrifice. You might have been sent out into the world to meet the demands of a horoscope drawn for you by the calmec scribes, or perhaps you fled Draj to avoid a blood feud with another clan. Were you blamed for the death of a fellow jasuan knight and exiled, or did the bloody cruelty of the moon priests finally push you into a crisis of conscience?
Associated Skills: Religion, Stealth
Associated Languages: Abyssal
Type: Geography
Campaign Setting: Dark Sun
You were raised in a pochte clan, a family group dedicated to mercantile pursuits. Tsalaxa is the largest and best-known group outside Draj, but a number of other pochte clans exist. Whereas most Draji are xenophobic, you have dealt with foreigners all your life, and you understand their ways. Pochte traders have a reputation as sly, ruthless dealers who dabble in espionage and intrigue; do you live up to that stereotype, or are you more honest? Are you always looking for the next chance to barter, or have you left your caste behind in your adventures?
Associated Skills: Religion, Stealth
Associated Languages: Abyssal
Type: Racial
Campaign Setting: Dark Sun
Prerequisite: Half-elf
Elves often drive out a tribe member who gives birth to a half-elf child, a fate tantamount to a death sentence. How did you and your mother survive? Did you join a slave tribe? Did you scrape by in the slums of a city-state? Did your mother blame you for her fate?
Associated Skills: Endurance, Nature
Type: Racial
Campaign Setting: Dark Sun
Prerequisite: Thri-kreen race
The odd creatures around you are covered in soft flesh instead of chitin, and they exude a delicious scent. What more can you learn about them? Does their lack of ties to clutch and pack worry you? They might be untrustworthy. Why do they lie down and close their eyes for hours on end? Perhaps they are weak or lazy. Is it even possible for these creatures to be worthwhile clutchmates?
Associated Skills: Diplomacy, Heal
Type: Racial
Campaign Setting: Dark Sun
Prerequisite: Tiefling
A debt hangs over you, one that can be satisfied only with blood. Before you die, you must send a worthy offering to the dark master of your race, or you will be condemned to torment for eternity. Whether you pay your debt with wanton slaughter or seek other means of redemption is up to you. Are you selective about your victims? Do you feel remorse for your killing, or do you see it as a means to an end? How far would you go to escape the fate of your people?
Associated Skills: Intimidate, Stealth
Type: Racial
Campaign Setting: Dark Sun
Prerequisite: Goliath
You were a merciless raider, plundering villages and settlements for water, food, and other supplies. You might have continued in this manner, but something changed your course. Did your band cross paths with a powerful enemy? Did you abandon your tribe after realizing how much suffering you had caused? How did your time as a raider shape your present views?
Associated Skills: Intimidate, Stealth
Type: Racial
Campaign Setting: Dark Sun
Prerequisite: Thri-kreen race
You experienced a potent vision—a triggered racial memory that showed you images of the Great One, a thri-kreen khan who once ruled your race and worked alongside humans. Do you seek to restore the alliance between your people and other humanoids? Do you delve deeper into thri-kreen history? Has your experience awakened latent abilities and led you to become a psionic character?
Associated Skills: Diplomacy, History
Type: Geography
Campaign Setting: Dark Sun
You grew up as a trader dealing with the halfling tribes and were introduced to the Forest Ridge by an older relative or a mentor. You are a friend to one or more halfling tribes and consider yourself as much a native of the region as they are. Who first brought you to the Forest Ridge, and why? Do you still have the trust of the halflings? What lessons have you learned from the jungle?
Associated Skills: Nature, Perception
Type: Geography
Campaign Setting: Dark Sun
Too many halflings have found themselves enslaved by the wicked sorcerer-kings, and it is time to free them at last. Have any of your friends or family been taken? Do you know who troubles your tribe and how those enemies found you? How do you plan to free the oppressed halflings?
Associated Skills: Nature, Perception
Type: Geography
Campaign Setting: Dark Sun
The jungle spirits whisper in your dreams, warning about a coming cataclysm. Will the catastrophe affect your people, or those living in the lands below? Are the spirits aggressive or friendly? Do they frighten you? Have they always spoken to you, or is this communication a recent development?
Associated Skills: Nature, Perception
Type: Geography
Campaign Setting: Dark Sun
You are (or were) employed by a Forked Tongue trading post, perhaps as a local guide, as muscle for a major merchant house, or as an independent trader. Maybe you became involved in a feud between rival merchant houses, or perhaps your post was plundered by raiders. Were you a clerk, a mercenary, or a laborer? Do you still have contacts with the house that employed you?
Associated Skills: Acrobatics, Endurance
Associated Languages: Dwarven or Giant
Type: Geography
Campaign Setting: Dark Sun
Countless small ruins litter the lands around the estuary. You search out the places of the ancients and pick through the dust and debris in search of something worth selling. Do you know of sites that no one else has ever found? Did you find something too valuable—something that powerful people took away from you?
Associated Skills: Acrobatics, Endurance
Associated Languages: Dwarven or Giant
Type: Geography
Campaign Setting: Dark Sun
You come from a remote estuary village where the moods of the elemental spirits are a matter of life and death. You might have been apprenticed as a child to the village elder or spirit-talker, or perhaps the spirits chose you later in life because of a traumatic event. Do you treasure your gifts, or are you haunted by them? What led you to leave your native tribe or home village? Are you driven by powers beyond your control, or are you a humble healer?
Associated Skills: Acrobatics, Endurance
Associated Languages: Dwarven or Giant
Type: Racial
Campaign Setting: Dark Sun
Prerequisite: Mul
You have been a slave all your life, and you want nothing more than to be free. Who owns you? What are you prepared to do to win your freedom? What will you do once you have it?
Associated Skills: Endurance, Intimidate
Type: Geography
Campaign Setting: Dark Sun
You exhibited talent in the Way and were taken from your family to study in the seer dagada. Were you equal to the testing and instruction, or did you fall short? How have your experiences with the seers altered your perceptions about the Oba? Do you still view her as a goddess, or perhaps as something less?
Associated Skills: Insight, Stealth
Type: Geography
Campaign Setting: Dark Sun
You were a headhunter, an esteemed warrior in your community. Because warriors make up the noble class of the dagadas, you enjoyed great freedom and lavish luxury. All warriors must undergo the Forest Walk, wherein they encounter forest spirits after depriving themselves of food and water. What did you learn on your sojourn? What sort of spirit became your totem? How does it reflect or influence your personality?
Associated Skills: Insight, Stealth
Type: Geography
Campaign Setting: Dark Sun
You were a member of the Paper Nest, a clandestine society of advisors and confidants to the sorcerer-queen. Taking their name from the pulpy nests of wasps, group members create the paper used by Lalali-Puy and her scribes, while also secretly convening to advise the sorcerer-queen on matters regarding Gulg. Do you still serve the Oba, and if so, what is your mission? Have you ended your service, and if so, why did you leave?
Associated Skills: Insight, Stealth
Type: Campaign
Campaign Setting: Dark Sun
Prerequisite: Genasi
Your Silt Sea enclave stood hidden for generations, safe from storm and raid. It was impervious to ancient enemies and monsters beyond counting, but your people grew complacent. When a true threat to their survival appeared, they were unprepared. You managed to escape the enclave and have fled the Silt Sea for safer lands. What wiped out your people? Were there other survivors? Do you seek a new home? Or was one tragic end enough, and now it’s time for you to claim your destiny?
Find the Survivors (heroic tier quest): Others must have survived the attack that destroyed your community. If you would find them, you must remain watchful for signs and listen for rumors about your kind. Aside from reuniting with lost kin, you might also learn about the nature of the enemy that attacked you.
Unite the Genasi (paragon tier quest): While searching for your scattered people, you could come across other enclaves. They might welcome you, but it should be clear they intend to remain hidden. Your people are at risk of annihilation if they remain isolated from each other, so it falls to you to draw them out and unite them behind a common cause.
Vengeance Is Yours (epic tier quest): Once you manage to unite your genasi cousins and those other survivors from your enclave, you are ready to exact vengeance against the enemy that drove you away and launched your adventuring career.
Associated Skills: Perception, Stealth
Type: Racial
Campaign Setting: Dark Sun
Prerequisite: Goliath
You spent your life toiling for a master, using your great strength in a stone quarry or your mighty endurance to work the fields. Whom did you serve? Were you a slave or a free laborer? What sort of work did you do? How did you escape your drudgery?
Associated Skills: Athletics, Endurance
Type: Racial
Campaign Setting: Dark Sun
Prerequisite: Eladrin
The ancestral realms of your people are collapsing and decaying. Every year, more and more of the Lands within the Wind vanish forever. You have become a rootless vagabond, your own home already destroyed. Are you a grim avenger, determined to exact meaning from that destruction? Do you hope to find another home to call your own, or are you content to live for the moment, taking whatever pleasure you can from a world soon to pass away?
Associated Skills: Endurance, Nature
Type: Racial
Campaign Setting: Dark Sun
Prerequisite: Half-elf
Finding no practical line of work in your community, you resorted to less noble means to make ends meet—you became a professional killer. Did you operate in the open, or did you conceal your true work behind a cover profession? Do you still kill for coin? If not, why did you stop? How do you look back on your time as a sellsword?
Associated Skills: Acrobatics, Stealth
Type: Racial
Campaign Setting: Dark Sun
Prerequisite: Halfling
Your people believe that all creatures are either predator or prey, and you consider yourself to be the consummate predator. You eat what you kill, including vermin, beasts, and humanoid enemies. To do otherwise is wasteful; one must respect nature’s bounty. How do you justify this behavior to your companions? Do you hide this custom or revel in it?
Associated Skills: Endurance, Intimidate
Type: Geography
Campaign Setting: Dark Sun
After spending years protecting a crumbling fortress from raiders, storms, and monsters, you set out to find a new life. Did you desert your employer, or did you part ways when your contract ended? Where did you serve? Did you make any allies or enemies? What will you do now?
Associated Skills: Endurance, Perception
Associated Languages: Deep Speech
Type: Geography
Campaign Setting: Dark Sun
You hunted slave and criminal alike, chasing down those on the run and bringing them back to face justice. Are you still in this business? If so, whom are you hunting now? What did they do to deserve your attention? If you aren’t bringing in fugitives, why did you stop?
Associated Skills: Endurance, Perception
Associated Languages: Deep Speech
Type: Geography
Campaign Setting: Dark Sun
You have crossed the Ivory Triangle more times than you can count, each trip more harrowing than the last. Are you a merchant, a guard, an envoy, or a raider? Do you have any favorite or most despised stops? If so, what are they, and why?
Associated Skills: Endurance, Perception
Associated Languages: Deep Speech
Type: Geography
Campaign Setting: Dark Sun
You have earned a death sentence that you can’t shake. With few places left for you to run, the Ivory Triangle seemed as good a hiding spot as any. How have you eluded your pursuers so far? What did you do to gain so many enemies? Have you worked with a raiding band, or do you hide under a false identity?
Associated Skills: Endurance, Perception
Associated Languages: Deep Speech
Type: Racial
Campaign Setting: Dark Sun
Prerequisite: Thri-kreen race
As a result of battle or tragedy, the other members of your birth clutch were slain or captured, and you are the only one left. Do you search for new allies worthy of being your new clutch? Do you try to find and rescue your imprisoned clutchmates? Was it your failure that led to your clutch’s fate? Has it been difficult to survive on your own?
Associated Skills: Endurance, Insight
Type: Racial
Campaign Setting: Dark Sun
Prerequisite: Elf
From your early childhood, you mastered the arts of chicanery, deceit, and petty theft. Your tribe roamed from village to village, establishing a short-lived elven market wherever it pitched its tents. Were you a pickpocket or burglar, preying on the dull-witted locals? Were you an entertainer who distracted the crowds so that other elves could steal from them? Does your tribe still wander from place to place, or did some disaster befall the group, sending you out into the world alone?
Associated Skills: Streetwise, Thievery
Type: Racial
Campaign Setting: Dark Sun
Prerequisite: Halfling
You commit your life to protecting the few natural resources left in the world. Is this task inherited from a predecessor, or did you assume the burden on your own? How do you protect nature? Do you guard a particular site, or do you watch over all lands through which you travel? In your mind, what is the greatest threat to nature?
Associated Skills: Heal, Nature
Type: Geography
Campaign Setting: Dark Sun
The Nibenese see dance as their gift to the world. The dramatic liaka-ih style features whirling dancers in veils, scarves, and ribbons. The comedic and bell-wearing priytu-ih dancers perform for celebrations and joyful events. Militant, weapon-wielding wriquo-ih dancers honor warriors and their battles. You have studied the three forms, learning their techniques. Which form do you prefer?
Associated Skills: Acrobatics, Insight
Type: Geography
Campaign Setting: Dark Sun
The monasteries of the Exalted Path teach their students to accept authority and endure its excesses, for to do otherwise places too much emphasis on the self. One should deny the individual and embrace one’s place as part of a larger whole. You studied this philosophy for a time. Do you still subscribe to it, or did you abandon it? What attracted you to it in the first place?
Associated Skills: Acrobatics, Insight
Type: Campaign
Campaign Setting: Dark Sun
During the Cleansing Wars, the sorcerer-kings systematically exterminated many of the races that dwelt on Athas. They ravaged the land and broke the world with their defiling magic. You are plagued by nightmares of those terrible deeds. These unrelenting visions have filled you with certitude that all defilers must be stopped and the land restored.
Personal Quests: Locate and safeguard a tree of life; travel to Shault and learn the secrets of Forest Father from Mearedes; topple a sorcerer-king from the throne.
Associated Skills: Intimidate, Nature
Type: Racial
Campaign Setting: Dark Sun
Prerequisite: Goliath
You served in the war band or palace guard of a great noble. In which city-state did you serve? Was your service voluntary? Were you a personal guard? A soldier? Who was your patron, and how did you come to leave his or her employ?
Associated Skills: Intimidate, Streetwise
Type: Geography
Campaign Setting: Dark Sun
The Badna priesthood maintains innumerable shrines and leads the people in prayers to the elusive god who chose Abalach-Re to rule the city in his stead. Do you believe that Badna exists? Did you join the priesthood to secure some benefit or advantage for yourself or your family? Do you serve in the priesthood still?
Associated Skills: Religion, Streetwise
Associated Languages: Elven
Type: Geography
Campaign Setting: Dark Sun
You fight alongside other disaffected citizens, battling the templars and mansabdars to oust Abalach-Re and right the city’s course. Were you recruited, or do you fight alone? Why did you join the uprising? Can you move freely about Raam, or are you hunted for your part in the rebellion?
Associated Skills: Religion, Streetwise
Associated Languages: Elven
Type: Geography
Campaign Setting: Dark Sun
The mansabdars, ostensibly charged with enforcing the laws of Raam, are thugs and criminals more interested in taking bribes than anything else. You served in this dubious organization. How did you persevere in the face of rampant corruption? Did your colleagues pressure you to let certain criminal elements go unpunished? Did your good intentions cause problems?
Associated Skills: Religion, Streetwise
Associated Languages: Elven
Type: Campaign
Campaign Setting: Dark Sun
Prerequisite: Genasi
You are fascinated by the lorekeepers’ stories, and the more you learned, the more you felt your destiny beckon. You believe that the world belongs to you and your people, not the lesser races that wrested its control from you. The abuses done to the land are proof enough that those races have been inept rulers and poor stewards. So you have set out to reclaim your birthright and to forge a new land where your people can take their rightful place as masters of the world.
Raise an Army (heroic tier quest): The genasi are neither numerous nor strong enough to challenge the rule of the sorcerer-kings alone, so you must recruit warriors from the civilized lands. You might unite the slave tribes of the wastes or take command of the merchant houses to gain their resources. Your efforts could win you enemies, but it also attracts followers to your cause.
Conquer a City-State (paragon tier quest): Conquering a city-state is no easy task even if you’re at the head of a powerful army. You must find a way to make allies out of the people you would conquer and convince them to throw in their lot with you against the common enemy.
Heal the Land (epic tier quest): Your successes against the sorcerer-kings might make them think twice about tangling with you, but even if you manage to secure your rule, the world is so damaged that your successes may not amount to much. The only hope for the future is to repair the damage done. You might achieve this by using ancient magic, by defeating the Dragon of Tyr, or by enlisting the primordials to lend their power to repairing the world.
Associated Skills: History, Intimidate
Type: Racial
Campaign Setting: Dark Sun
Prerequisite: Halfling
You have turned away from the old ways, abandoning your people to find your fortune in the lowland cities. Deemed a renegade by your kin, you sell your skills to merchants, sorcerer-kings, slave tribes—anyone who meets your price. Why did you break from your people? Do you feel guilty for having done so? Do you keep any halfling customs, or have you abandoned your heritage entirely?
Associated Skills: Perception, Stealth
Type: Geography
Campaign Setting: Dark Sun
You were raised in one of the monasteries or shrines hidden in the high vales. There you trained in the Way, mastering physical or mental psionic disciplines. Who were your original people? Why did they give you to the monastery? Why have you set out into broader Athas?
Associated Skills: Athletics, Nature
Type: Geography
Campaign Setting: Dark Sun
Your people were hill folk: herders, mountaineers, and sometimes raiders. Life was hard but free—the armies of the sorcerer-kings never troubled your village, and you had no one to rely on but yourselves. Were you driven from your tribe for a crime? Did you set out to settle a blood-feud with someone who wronged your family?
Associated Skills: Athletics, Nature
Type: Geography
Campaign Setting: Dark Sun
A handful of tough, resourceful miners eke out a living in the Ringing Mountains by digging for metal deposits. You grew up wandering the canyons and foothills in search of elusive precious metals. You might have practiced this trade with your family, or perhaps you were sold into slavery and forced into prospecting. Why did you leave this vocation behind? Do you know of a rich vein or a hidden mine that others might be willing to kill for?
Associated Skills: Athletics, Nature
Type: Geography
Campaign Setting: Dark Sun
You studied under a guardian druid who protected a rare oasis, spring, or place of the spirits in the desert. You were taught to hate defilers and to use lethal means to prevent your guarded land from being damaged by encroachers. Your mentor intended for you to take over his or her solemn vigil someday. What place did you guard? What led you to leave your teacher? Do you intend to return and fulfill your mentor’s expectations, or has that chapter of your life come to an end?
Associated Skills: Bluff, Thievery
Type: Geography
Campaign Setting: Dark Sun
Catastrophe brought your enterprise to ruin. Were you affiliated with a merchant house? Does this house still exist? What event brought about your downfall? Have you abandoned this line of trade, or do you hope to establish a new house?
Associated Skills: Bluff, Thievery
Type: Geography
Campaign Setting: Dark Sun
Once your people called the ruined city-state of Yaramuke home. When Hamanu of Urik destroyed your city, your ancestors were among the many who fled and took up a hardscrabble life in the herding tribes or desert villages on the edge of the Broken Lands. What treasures did your family carry away from the destruction? Are you of noble lineage despite your humble circumstances?
Associated Skills: Bluff, Thievery
Type: Racial
Campaign Setting: Dark Sun
Prerequisite: Elf
Life in the desert is hard. You come from a tribe of nomadic herders, a desert people who must move from place to place constantly to survive. When times grow especially hard—or when opportunity arises—your people take spear and bow in hand to raid for what they need. Whom did you steal from? What led you to leave your tribe behind and set out on your own?
Associated Skills: Endurance, Stealth
Type: Geography
Campaign Setting: Dark Sun
You grew up in one of the tiny villages hidden among the mudflats of the remote coasts. Most Athasians fear silt and won’t venture in deeper than their ankles, but you grew up around the stuff. You balance on stilts as easily as other people balance on sandals, and you have a feel for which silt is safe to wade and which should be avoided. Life in the mudflat villages is simple and primitive compared to life in the Tablelands or the Seven Cities; what do you make of the world beyond your home? Do you hope to return to your village someday?
Associated Skills: Acrobatics, Nature
Associated Languages: Giant
Type: Geography
Campaign Setting: Dark Sun
Small, vicious crews of silt pirates lurk along the lonelier coasts, preying on silt skimmers loaded with trade goods. Did you join a pirate crew as a youth, captured by the romance of the notion? Did you win the pirates’ respect by standing up to them? What led you to abandon your crew and strike out on your own?
Associated Skills: Acrobatics, Nature
Associated Languages: Giant
Type: Racial
Campaign Setting: Dark Sun
Prerequisite: Tiefling
Killing others to settle your debt only reinforces the evil that stains your soul. There must be a better way to escape your doom. In what ways do you try to free yourself from your debt? How do you control the darkness within you? How do you see other tieflings?
Associated Skills: Diplomacy, Insight
Type: Campaign
Campaign Setting: Dark Sun
You have been called by Silver Wind to end her imprisonment. The harsh winds of the desert deliver her missives to you, and terrible storms follow in your wake when you deliver vengeance to Silver Wind’s enemies. Gulg is the primary battleground of this conflict, and you must be cunning and cautious if you hope to survive.
Personal Quests: Place spies among the nganga or infiltrate it yourself; liberate potent primal spirits from the ngangas’ bonds; locate Lalali-puy’s bone village and release the enslaved spirits to break her power.
Associated Skills: Bluff, Stealth
Type: Racial
Campaign Setting: Dark Sun
Prerequisite: Dwarf
Your clan resides in one of the city-states, where its members are respected as expert artisans or engineers. Perhaps you left the clan after striking back against the oppression of the templars or nobles, or maybe you discovered that you had no passion for the work and left to find your fortune elsewhere. What trade do your kin follow—are they armorers, stonemasons, or well diggers? Are they free or slave, poor or well-off? Why did you leave?
Associated Skills: Insight, Streetwise
Type: Geography
Campaign Setting: Dark Sun
You belong to an elemental cult or a priesthood, a secret society that teaches reverence for the primal power sleeping in the world’s sand, stone, and sky. Perhaps you were brought to a hidden shrine as a child and raised there, or you might have met a wandering teacher or half-mad seer who tutored you in the power of the elements. Does your order have a high purpose, such as the restoration of Athas or the destruction of the sorcerer-kings? Does your order still exist, or are you the last member?
Associated Skills: Nature, Perception
Type: Geography
Campaign Setting: Dark Sun
You come from the Tamwar, nomads who live on the edge of the Endless Sand Dunes. As a youth you were chosen to learn the ways of the elemental spirits and become a holy warrior of your people. Perhaps you left your tribe to seek your fortune in the wider world, hoping to earn great wealth in the civilized lands. Or maybe you are the last of your family, the sole survivor of a dark tragedy. Are you a mercenary or a scout for hire, ready to trade your desert knowledge for a few coins at a time? What do you think of the city dwellers you meet?
Associated Skills: History, Nature
Type: Racial
Campaign Setting: Dark Sun
Prerequisite: Dragonborn
You are the heir to a tradition of arcane magic dating back to the earliest days of your race. You sell your magical talents openly, armed with a dispensation purchased by your clan. Are there city-states where you are not permitted to practice? How do you react when people scorn you for your magic?
Associated Skills: Arcana, Intimidate
Type: Campaign
Campaign Setting: Dark Sun
The nganga of Gulg are taught that the primal spirits desire the destruction of their city. The most gifted among them are instructed in the art of spirit binding so that they can marshal the spirits that the Oba has enslaved to defend Gulg and its residents. You are one of the templars of Gulg who has learned the esoteric techniques to bend primal spirits to your service. As long as you remain faithful to your duty, you can expect to rise in the Oba’s favor.
Personal Quests: Subdue and entrap minor primal spirits; gain the notice of the Oba through your mastery of primal magic; locate Lalali-puy’s bone village and tap its power.
Associated Skills: Arcana, Nature
Type: Campaign
Campaign Setting: Dark Sun
As an orphan growing to maturity among the thri-kreen, you had no true clutch; instead, you were adopted and guided by the ancestral spirits of the Spirit Khanate. They taught you to hunt and filled you with tales of lost empires and the superiority of the thri-kreen. Such an upbringing might not intrude too much on the outlook or behavior of a thri-kreen, but you might not be a thri-kreen. Did your childhood alter your perspective on the thri-kreen? Did stories of lost cities in the wasteland imbue you with a longing for adventure?
Personal Quests: Single-handedly hunt and slay a creature at least 4 levels higher than you; uncover (or conceal from enemies) evidence of a long-lost thri-kreen empire; lead the thri-kreen to conquest.
Associated Skills: Endurance, History
Type: Geography
Campaign Setting: Dark Sun
You hail from the nomadic clans that wander the scrub plains and badlands, tending flocks of goats, erdlus, kanks, or other livestock. However, you are no dull shepherd—protecting your animals from desert predators and raiding tribes is a deadly serious task, and you learned to fight at an early age. Were you captured by slavers and taken from your people, or has some vendetta drawn you out into the wider world?
Associated Skills: Diplomacy, Endurance
Associated Languages: Thri-Kreen
Type: Geography
Campaign Setting: Dark Sun
You work for yourself, owing no allegiance to any merchant house. What goods do you trade? How do you get along with other merchant houses? Have any tried to recruit you? Do any houses actively oppose your enterprise? What cities have you visited? What allies or enemies have you made?
Associated Skills: Diplomacy, Endurance
Associated Languages: Thri-Kreen
Type: Geography
Campaign Setting: Dark Sun
You swore an oath to the land’s spirits that you would protect a particular region from harm. What part of the world do you guard? How free are you to leave it? What do you regard as the greatest threat to your chosen realm? What would you do to protect your territory?
Associated Skills: Diplomacy, Endurance
Associated Languages: Thri-Kreen
Type: Racial
Campaign Setting: Dark Sun
Prerequisite: Mul
Most enslaved muls bear tattoos that designate ownership, occupation, victories, or training. These decorations separate the seasoned muls from the green and help owners identify their chattel (since few owners bother to learn their slaves’ names). What sorts of tattoos decorate your body? Do you have only a few, or many?
Associated Skills: Intimidate, Streetwise
Type: Geography
Campaign Setting: Dark Sun
Tyr’s newfound freedom has caused no shortage of consternation among the Seven Cities. The other sorcerer-kings have dispatched agents to gather intelligence about the liberated city-state and create conflict where possible. You are one such spy. Were you born in Tyr, or are you from another city-state? To whom do you report? How do you view the rebellion?
Associated Skills: Endurance, Streetwise
Associated Languages: Elven
Type: Geography
Campaign Setting: Dark Sun
Following Kalak’s death, King Tithian outlawed slavery in Tyr. You were one of thousands set free. Do you think your liberty will last? Who owned you? How do you feel about your former master?
Associated Skills: Endurance, Streetwise
Associated Languages: Elven
Type: Geography
Campaign Setting: Dark Sun
You have enjoyed comfort and privilege throughout your life, but you know that your wealth was earned through the efforts of people who didn’t have enough. You want to help the oppressed, but should you keep your title and become a protector of the weak, or should you fight to erode the power and influence of your noble peers?
Associated Skills: Endurance, Streetwise
Associated Languages: Elven
Type: Geography
Campaign Setting: Dark Sun
You worked to overthrow Kalak in the final months of his reign. Whether you spied on his nobles, preached rebellion to slaves in the brickyards, or carried messages for rebel leaders, you played a part in the king’s downfall. What will you do now that you have succeeded? What secrets did you learn? Do you have contacts among the groups vying for power in the city-state?
Associated Skills: Endurance, Streetwise
Associated Languages: Elven
Type: Geography
Campaign Setting: Dark Sun
Pottery is the highest art form in Urik, and the pieces produced in the city-state are among the finest on Athas. You studied under master potters and perfected your craft. How do you use your position? Who was your mentor? Do you still practice the trade?
Associated Skills: Insight, Streetwise
Type: Geography
Campaign Setting: Dark Sun
Urik’s obsidian mines kill more slaves than the city’s arena does. Miners who survive rarely do so without suffering terrible scars or a missing limb. Why were you sent to the mines? Were you injured there? How did you come to be freed?
Associated Skills: Insight, Streetwise
Type: Geography
Campaign Setting: Dark Sun
The stars hold many secrets, and their movements can reveal the future. Urik is famed for its astronomers and their instruments, and you studied under the masters for a time. What omens did you read in the heavens? Were they responsible for your current life as an adventurer?
Associated Skills: Insight, Streetwise
Type: Racial
Campaign Setting: Dark Sun
Prerequisite: Eladrin
In a few places, the ancient lords of the eladrin maintain their shrinking Feywild domains and guard them from mortal knowledge. To ensure that the secret doors to those realms remain hidden, the eladrin dispatch spies and watchers into the mortal world. You are one of these veiled warriors, and it is your duty to study mortal affairs—and, when you can, to act against those whose defiling or recklessness puts your homeland at risk. Whom do you serve? What enemies do you oppose to keep your home safe?
Associated Skills: Nature, Stealth
Type: Geography
Campaign Setting: Dark Sun
You were abandoned in the hinterlands and would have died if not for merciful spirits of nature. Why did they save your life? What creatures did they use to raise you? How did growing up in the wilderness shape your personality and outlook?
Associated Skills: Nature, Stealth
Associated Languages: Thri-Kreen
Type: Geography
Campaign Setting: Dark Sun
Your tribe lives off the land, keeping no herds and tending no fields. Life in the wilderness is hard, and death is never far away. Did some disaster befall your people, leading to your departure? Perhaps you grew curious about the ways of village dwellers and city folk and decided to see the civilized regions of the world. What led you to set out on such on journey?
Associated Skills: Nature, Stealth
Associated Languages: Thri-Kreen
Type: Geography
Campaign Setting: Dark Sun
You were expelled from the tribe of your birth, and all the world is against you. Did you commit a crime against your people, or were you driven out by the lies of a rival or an enemy? Do you hope to prove your innocence and return to your people, or are you content to leave them behind and seek your fortune elsewhere?
Associated Skills: Nature, Stealth
Associated Languages: Thri-Kreen
Type: Campaign
Campaign Setting: Neverwinter
Prerequisite: Drow
Drow train in stealth and the lore of the Underdark from a young age, and they rely upon falsehood as much as other creatures do upon breathing. As a member of Bregan D’aerthe, you are well versed in one of the skills vital to your survival amid the deadly politics and dangerous pockets of the Underdark.
Associated Skills: Bluff, Dungeoneering, Stealth
Type: Campaign
Campaign Setting: Neverwinter
Prerequisite: Human, half-elf, or halfling
The Dead Rats are known in Luskan for their subtlety, their skill at burgling, and their knack for using an impressive show of force to get their way. When you were a member of the guild, you honed one of those attributes to a high degree.
Associated Skills: Intimidate, Stealth, Thievery
Type: Campaign
Campaign Setting: Neverwinter
Many of your ilk have a silver tongue when it comes to deception, and you might be one of them. It’s also possible that during your admittedly short time in the cult, you picked up quite a bit of knowledge about faith in devil gods—even if at the time you thought it was all nonsense.
Associated Skills: Bluff, Religion
Type: Racial
Campaign Setting: Neverwinter
Prerequisite: Dwarf
Gold dwarves have a long history of living beneath the earth and dealing with its denizens, particularly the drow.
Associated Skills: Dungeoneering
Associated Languages: Deep Speech, Elven
Type: Campaign
Campaign Setting: Neverwinter
In one sense or another, lies come more naturally to you than truth, either in the telling or the hearing. You are a difficult person to fool, and your face is nigh impossible to read when someone tries to gauge your intentions.
Associated Skills: Bluff, Insight
Type: Campaign
Campaign Setting: Neverwinter
Prerequisite: Dwarf
Your study of your people’s past glory—a part of daily life in all the dwarven communities that are remnants of Delzoun—has granted you substantial insight into the ways or the places of the dwarves.
Associated Skills: Dungeoneering, History
Type: Campaign
Campaign Setting: Neverwinter
Prerequisite: Eladrin
As a native of the Feywild, you might understand the intricacies of magic as thoroughly as you do the natural order, or the converse might be true of you—because in the Feywild, magic and nature are often one and the same.
Associated Skills: Arcana, Nature
Type: Racial
Campaign Setting: Neverwinter
Prerequisite: Eladrin
The widely traveled moon elves find it useful to know many languages, and to learn more about other people wherever they go.
Associated Skills: Diplomacy, Streetwise
Associated Languages: Chondathan, Damaran, Untheric
Type: Campaign
Campaign Setting: Neverwinter
Prerequisite: Human
You are well versed in a particular subject appropriate to a young noble scion. Perhaps you spent a lot of time in social gatherings, or you preferred the solitary pursuit of poring over the volumes in your family’s library.
Associated Skills: Diplomacy, History
Type: Campaign
Campaign Setting: Neverwinter
Worship of Oghma demands a studious interest in learning and an inquisitive spirit. The way these traits manifest in you depends on the field or endeavor in which you concentrated your studies.
Associated Skills: History, Religion, Streetwise
Type: Campaign
Campaign Setting: Neverwinter
Prerequisite: Human or shifter
Having been raised in the wild and thus possessing all the instincts of the wolf, you have powers of observation that are second to none.
Associated Skills: Nature, Perception
Type: Campaign
Campaign Setting: Neverwinter
Prerequisite: Wizard (mage)
You might have gravitated toward an aspect of your training as a Red Wizard, learning as much as you could about the body or the soul. Or, your life on the run from other Red Wizards could have caused you to develop a talent for deception or disguise.
Associated Skills: Bluff, Heal, Religion, Stealth
Type: Campaign
Campaign Setting: Neverwinter
Prerequisite: Human, shadar-kai, or shade
As one of the Shadovar, you are most at home in the darkness, and you might know more of its ways—in either a mundane or a magical sense—than most. Or perhaps living among those who might consider you an enemy has given you a talent for hiding the truth.
Associated Skills: Arcana, Bluff, Stealth
Type: Campaign
Campaign Setting: Neverwinter
Prerequisite: Eladrin, elf, half-elf
You grew up in the wilder parts of the North and have learned the value of self-reliance and understanding of nature. As a child, you loved stories of ancient Illefarn.
Associated Skills: Endurance, History, Nature
Type: Racial
Campaign Setting: Neverwinter
Prerequisite: Dwarf
Shield dwarves have a long history of struggle for survival in the wilderness of the North, fighting against orcs, giants, and their own kind. To aid in such conflicts, they have found the native languages of the North useful.
Associated Skills: Dungeoneering, Endurance, Nature
Associated Languages: Chondathan, Giant
Type: Campaign
Campaign Setting: Neverwinter
You’ve lived a tough life, always yearning for justice that never comes. You are suspicious by nature and know your beloved city like a best friend, knowledge that helps when you need to escape in a hurry.
Associated Skills: Insight, Stealth, Streetwise
Type: Campaign
Campaign Setting: Neverwinter
The specific nature of your spellscar has unlocked knowledge that you can benefit from—bizarre secrets of the magic that lurks inside you. Or, you might have learned certain techniques from the priest of Ilmater to soothe your own distress, as well as other aspects of the healing arts.
Associated Skills: Arcana, Heal
Type: Racial
Campaign Setting: Neverwinter
Prerequisite: Eladrin
Sun elves take pride in their skill regarding matters of the mind and of discourse. A long history of relations with dragonkind has made an understanding of those creatures’ language useful to many sun elves.
Associated Skills: Arcana, Bluff, History, Insight
Associated Languages: Draconic
Type: Campaign
Campaign Setting: Neverwinter
Prerequisite: Human
The Uthgardt have strong traditions of respecting strength and honoring the natural world. You embody one of these traditions, becoming either a well-honed physical specimen or a master of the world’s lore.
Associated Skills: Athletics, Nature
Type: Racial
Campaign Setting: Neverwinter
Prerequisite: Elf
Life in the wild demands an understanding of the natural world, and wild elves are renowned for their senses and economy of motion.
Associated Skills: Nature, Perception, Stealth
Type: Racial
Campaign Setting: Neverwinter
Prerequisite: Elf
The skills of forestcraft and of negotiating have served wood elves well throughout the centuries. Wood elves find it useful to know the languages of their enemies and friends alike, always prepared for the day when one might become the other.
Associated Skills: Diplomacy, Insight, Nature
Associated Languages: Chondathan, Damaran, Dwarven, Giant, Goblin