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  • Acolyte Basic Rules
    Shelter of the Faithful
    Insight, Religion,
    Religious, Social,
    +

    You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power.

    Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service. The Gods of the Multiverse section contains a sample pantheon, from the Forgotten Realms setting. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.


    Skills: Insight, Religion,
    Languages: Two of your choice
    Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp

    Feature: Shelter of the Faithful

    As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

    You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.


    Suggested Characteristics

    Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.

    d8 Personality Trait
    1 I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example.
    2 I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
    3 I see omens in every event and action. The gods try to speak to us, we just need to listen.
    4 Nothing can shake my optimistic attitude.
    5 I quote (or misquote) sacred texts and proverbs in almost every situation.
    6 I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.
    7 I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me.
    8 I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.
    d6 Ideal
    1 Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
    2 Charity. I always try to help those in need, no matter what the personal cost. (Good)
    3 Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)
    4 Power. I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful)
    5 Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
    6 Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any)
    d6 Bond
    1 I would die to recover an ancient relic of my faith that was lost long ago.
    2 I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
    3 I owe my life to the priest who took me in when my parents died.
    4 Everything I do is for the common people.
    5 I will do anything to protect the temple where I served.
    6 I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
  • Anthropologist Tomb of Annihilation
    Adept Linguist
    Insight, Religion,
    Exploration, Social,
    +
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  • Archaeologist Tomb of Annihilation
    Historical Knowledge
    History, Survival,
    Exploration, Social,
    +
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  • Azorius Functionary Guildmaster's Guide to Ravnica
    Legal Authority
    Insight, Intimidation,
    Guild,
    +
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  • Boros Legionnaire Guildmaster's Guide to Ravnica
    Legion Station
    Athletics, Intimidation,
    Guild,
    +
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  • Celebrity Adventurer’s Scion Acquisitions Incorporated
    Name Dropping
    Perception, Performance,
    +
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  • Charlatan Player's Handbook
    False Identity
    Deception, Sleight of Hand,
    Deception, Social,
    +
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  • City Watch / Investigator Sword Coast Adventurer's Guide
    Watcher’s Eye
    Athletics, Insight, Investigation,
    Combat, Detection, Social,
    +
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  • Clan Crafter Sword Coast Adventurer's Guide
    Respect of the Stout Folk
    History, Insight,
    Social, Utility,
    +
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  • Cloistered Scholar Sword Coast Adventurer's Guide
    Library Access
    History, Arcana, Nature, Religion,
    Social, Utility,
    +
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  • Courtier Sword Coast Adventurer's Guide
    Court Functionary
    Insight, Religion,
    Social,
    +
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  • Criminal / Spy Basic Rules
    Criminal Contact
    Deception, Stealth,
    Deception, Exploration, Social,
    +

    You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.


    Skills: Deception, Stealth,
    Tools: One type of gaming set, thieves’ tools
    Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch containing 15 gp

    Criminal Specialty

    There are many kinds of criminals, and within a thieves’ guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.

    d8 Criminal Specialty
    1 Blackmailer
    2 Burglar
    3 Enforcer
    4 Fence
    5 Highway robber
    6 Hired killer
    7 Pickpocket
    8 Smuggler

    Feature: Criminal Contact

    You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.


    Suggested Characteristics

    Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.

    d8 Personality Trait
    1 I always have a plan for what to do when things go wrong.
    2 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
    3 The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
    4 I would rather make a new friend than a new enemy.
    5 I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
    6 I don’t pay attention to the risks in a situation. Never tell me the odds.
    7 The best way to get me to do something is to tell me I can’t do it.
    8 I blow up at the slightest insult.
    d6 Ideal
    1 Honor. I don’t steal from others in the trade. (Lawful)
    2 Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
    3 Charity. I steal from the wealthy so that I can help people in need. (Good)
    4 Greed. I will do whatever it takes to become wealthy. (Evil)
    5 People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
    6 Redemption. There’s a spark of good in everyone. (Good)
    d6 Bond
    1 I’m trying to pay off an old debt I owe to a generous benefactor.
    2 My ill-gotten gains go to support my family.
    3 Something important was taken from me, and I aim to steal it back.
    4 I will become the greatest thief that ever lived.
    5 I’m guilty of a terrible crime. I hope I can redeem myself for it.
    6 Someone I loved died because of a mistake I made. That will never happen again.

    Variant Criminal / Spy: Spy

    Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.


    Variant Feature:

  • Dimir Operative Guildmaster's Guide to Ravnica
    False Identity
    Deception, Stealth,
    Guild,
    +
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  • Entertainer Player's Handbook
    By Popular Demand
    Acrobatics, Performance,
    Social, Utility,
    +
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  • Dual Personalities
    Deception, Intimidation,
    +
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  • Faction Agent Sword Coast Adventurer's Guide
    Safe Haven
    Insight, Arcana, History, Investigation, Nature, Religion, Medicine, Perception, Survival, Deception, Intimidation, Performance, Persuasion,
    Social, Utility,
    +
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  • Failed Merchant Acquisitions Incorporated
    Supply Chain
    Investigation, Persuasion,
    +
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  • Far Traveler Sword Coast Adventurer's Guide
    All Eyes on You
    Insight, Perception,
    Social,
    +
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  • Fisher Ghosts of Saltmarsh
    Harvest the Water
    History, Survival,
    Social, Utility,
    +
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  • Folk Hero Basic Rules
    Rustic Hospitality
    Animal Handling, Survival,
    Social, Utility,
    +

    You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.


    Tools: One type of artisan’s tools, vehicles (land)
    Equipment: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp

    Defining Event

    You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.

    d10 Defining Event
    1 I stood up to a tyrant’s agents.
    2 I saved people during a natural disaster.
    3 I stood alone against a terrible monster.
    4 I stole from a corrupt merchant to help the poor.
    5 I led a militia to fight off an invading army.
    6 I broke into a tyrant’s castle and stole weapons to arm the people.
    7 I trained the peasantry to use farm implements as weapons against a tyrant’s soldiers.
    8 A lord rescinded an unpopular decree after I led a symbolic act of protest against it.
    9 A celestial, fey, or similar creature gave me a blessing or revealed my secret origin.
    10 Recruited into a lord’s army, I rose to leadership and was commended for my heroism.

    Feature: Rustic Hospitality

    Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.


    Suggested Characteristics

    A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.

    d8 Personality Trait
    1 I judge people by their actions, not their words.
    2 If someone is in trouble, I’m always ready to lend help.
    3 When I set my mind to something, I follow through no matter what gets in my way.
    4 I have a strong sense of fair play and always try to find the most equitable solution to arguments.
    5 I’m confident in my own abilities and do what I can to instill confidence in others.
    6 Thinking is for other people. I prefer action.
    7 I misuse long words in an attempt to sound smarter.
    8 I get bored easily. When am I going to get on with my destiny?
    d6 Ideal
    1 Respect. People deserve to be treated with dignity and respect. (Good)
    2 Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
    3 Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
    4 Might. If I become strong, I can take what I want—what I deserve. (Evil)
    5 Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
    6 Destiny. Nothing and no one can steer me away from my higher calling. (Any)
    d6 Bond
    1 I have a family, but I have no idea where they are. One day, I hope to see them again.
    2 I worked the land, I love the land, and I will protect the land.
    3 A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
    4 My tools are symbols of my past life, and I carry them so that I will never forget my roots.
    5 I protect those who cannot protect themselves.
    6 I wish my childhood sweetheart had come with me to pursue my destiny.
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