====== Family Background Deck ====== ^Index^Background^Skill or Benefit^Starting Cash^ |0|Alchemist|Alchemy|20| |1|Armorer|Craft (Armorer)|20| |2|Armorer|Craft (Armorer)|30| |3|Artisan Stonecutter|Advantage to detect secret doors|15| |4|Baker|Has “secret recipe” to one alchemical baked good|20| |5|Baker|Craft(Baking)|10| |6|Bandit|Stealth|10| |7|Beggar's Son|Deception|0| |8|Bestia Neptunis|One of your ancestors is rumored to have been a Bestia Neptunis (Sea Monster of some sort). You can hold your breath for 15 minutes and make simple telepathic communication with marine mammals.|10| |9|Bishop's Bastard|Deception|20| |10|Blacksmith|Craft (Blacksmith)|20| |11|Blood of Atlantis, a recluse family|Whenever you are near an Atlantean object that is magical, and you concentrate, you can detect that magic and sometimes even a little information about its nature and function.|15| |12|Boatman|Occupation (Sailor)|10| |13|Born a Thrall|You were a servant to a noble family, and you became well used to their capricious whims and cruel behavior. You are so tough you start with +2 Permanent Hit Points|0| |14|Born to Fight|Born into one of the elite mercenary companies, you have tired of constant warfare and have traveled to find adventure across the sea. You start with +2 STR which helped you raise through the ranks.|35| |15|Brewmaster|Brewing|30| |16|Bushwhacker|Stealth|10| |17|Busker|Performance|5| |18|Butcher|Craft (Butcher)|20| |19|Candle Maker|Occupation (candlemaker)|20| |20|Caravan Guard|Gambling|20| |21|Carpenter|Craft (carpenter)|10| |22|Chandler|Craft (Candlemaking)|20| |23|Child of the New World|Your family fled your homes following invasion, and you grew up as a child exploring the natural majesty of the new world. You gain advantage on any checks to avoid getting lost or to navigation.|15| |24|Clan of the Lidless Eye|Your childhood neighbors muttered that your family were descended from Trolls or Elves or Djinni. You seem to need no sleep and are immune to sleep spells and similar sleep-related magic or sleep poisons.|20| |25|Coachman|Riding|10| |26|Cooper|Craft(Barrel Making)|10| |27|Courtier|Insight|30| |28|Cowardice|You fled the battlefield, leaving much of your clan to be butchered. You've travelled to the new world to start a new life, with resolve never to leave a fight in shame again. You get advantage on all fear checks|20| |29|Cowboy|Riding|10| |30|Cult Survivor|You volunteered to be a servant at the Monastery of Tribulation, only to find it controlled by a sinister cult. What hardships you’ve endured and horrors you have witnessed as a result you only need half the rest to be functional.|10| |31|Disgraced/Escaped Monk|Deception|0| |32|Double Life|You've led a double life in the past. You were part of your small village's ruling cult, as well as one of the secret fighters working to keep the cult from opening the Atlantean vault located in the nearby wood. It all came to an end when they brainwashed your wife and child and convinced them to disown you. You've gained the Religion Skill|40| |33|Drunken Stepfather|Your stepfather would beat you regularly when in his cups. Over the years you learned how to dodge his blows. Now that he's dead, your quickness is an asset you hope to help support your widowed mother. You have gained +2 Dexterity for your trouble.|0| |34|Duplicitous Apprentice|For months you helped your master prepare the dark ritual to summon an imp from a blood sacrifice. You slit his throat before he could murder the captive children, only to complete the bloody ritual yourself to take his power. You know the ritual to create imps, and you may already have an imp servant yourself if you are a scholar. However you start with one point of corruption.|30| |35|Eldritch Test Subject|+2 Permanent HP|10| |36|Enchantress Mother|Your mother was a famous sorceress and courtesan. Your childhood was dominated by the turmoil that the constant stream of Sorcerers duels with rivals and lovers caused. You may add your proficiency bonus to any checks or resistance against enchantment, charms, and necromantic magic.|35| |37|Escaped the Fey|You were stolen from your family by the Fey as a child. You returned as an adult and cut your Fey doppelganger's throat. You are now on the run for the murder of yourself. You have gained the skill of Disguise from your work foiling attempts to find you.|15| |38|Exotic Upbringing|You are the offspring of a haughty and noble trader dealing with exotic and forbidden wares. You may re-roll any checks associated with any sales negotiations.|40| |39|Farmer|Perception|10| |40|Farmer|Occupation (farmer)|10| |41|Farmer|Herbalism|10| |42|Farmer|Survival|10| |43|Farmer|Lore (Plants)|5| |44|Fire Won't Burn There, No Fire At All|On the seventh day of the seventh month of your seventh year, your family burned down around you, and you were seen protected by a shining nimbus. To this day, you are resistant to fire damage.|30| |45|Fisherman|Craft (Weaving)|20| |46|Fortune Teller|Deception|20| |47|Framed Lawman|You are a former lawman with a keen eye for detail, you were driven from civilized society when you were framed for an atrocity you did not commit. You gain advantage to any Insight checks to know if someone is lying or not.|20| |48|Herald|Lore (choice)|20| |49|Herald|Performance|20| |50|Herdsman|Lore (Geography)|10| |51|Herdsman|Riding|10| |52|Herdsman |Lore (Animals)|0| |53|Herdsman|You get your start with two shepherding dog companions who will serve you faithfully.|10| |54|Hermit's Apprentice|You spent many years with a mad hermit in the forest near home. Once he ordered you to cook a “magic weasel” he found, and when you tasted some of the juices you gained a degree of animal empathy. You can now give orders to your horse, dog or any well trained animal which you have become familiar to. These orders succeed on a CHA check. The command have a range of 40' and count as quick action.|5| |55|Hostler|Riding|10| |56|Hunter|Survival|10| |57|I Ain't Afraid of No Bears|Your grandpa, Bearkiller Kniva, was so feared by bear-kind, that when a bear or part-bear monster tries to attack you it must make a morale check every round before it can swing.|35| |58|Innkeeper|Brewing|20| |59|Juggler|Acrobatics|10| |60|Knight Errant|Survival|40| |61|Knight of Lord's Guard|Lore (choice)|20| |62|Knight or Courtier|Deception|30| |63|Knight or Lord's Guard|Riding|40| |64|Knight or Lord's Guard|Survival|40| |65|Knight/Courtier|Appraisal|30| |66|Knight/Lord's Guard|Siegecraft|25| |67|Knight/Lord's Guard|Lore (Animals)|30| |68|Knight/Lord's Guard|Tactics|40| |69|Knight/Lord's Guard|Survival|20| |70|Knight/Lord's Guard|Siegecraft|30| |71|Knight/Lord's Guard|Craft (Swordsmith)|40| |72|Lawyer|Lore (Law)|25| |73|Locksmith|Lockpicking|35| |74|Lord's Guard|Perception|40| |75|Lord's Son|You grew up in a place of privilege as the second son of a chieftain or lord. Following your father's death, your older brother sought to consolidate his strength and commissioned an assassin to kill you in cold blood. Discovery of your sibling's cruel intent motivated you to take your father's magic Heavy Armor from his youth and run.|25| |76|Lumberjack|Lore (Plants)|10| |77|Luminous Inheritance|At birth, a scraggly stranger entered your home and gifted your parents with 6 iron rods, each 12” long, and each of which radiates light equivalent to a lantern, without need for fuel. The rods are covered with mysterious Atlantean glyphs.|30| |78|Map Maker|Lore (Geography)|30| |79|Mark of Cain|You have a mysterious birthmark, which when shown to Trolls and Giants will cause them to be non-hostile to you (until you cross them).|40| |80|Mercenary|Riding|20| |81|Merchant|Appraisal|40| |82|Merchant|Persuasion|50| |83|Miner|Occupation (Miner)|20| |84|Missionary to the New World|With your family's blessing, you have taken holy vows and traveled to the new world as a missionary. However, once you arrived you've struggled with your promises to Jehovah. You often find yourself tempted by worldly vices, and struggle privately with the frustrating sinister needs within your soul that threaten to explode. You may enter a berserker rage. While enraged, he gains a +2 bonus to attack throws and becomes immune to fear. However, the character has a -2 penalty to AC and cannot retreat from combat. Once it has begun, a berserker rage cannot be ended until combat ends.|15| |85|Muleskinner|Riding|20| |86|Noble|You were raised in a noble court. Although pandered and privileged growing up, you developed a strong sense of your own power and destiny to rule. You start with +2 CHA.|50| |87|Noble Dilettante|Appraisal|50| |88|Only the Pretty Ones Live|You grew up without an immediate family in a drug-induced haze among the great mass of citizens of a debaucherous metropolis in Europe full of wonder, spectacle and violence. You are one of the ‘pretty’ ones who charmed the masked nobles and survived as a result. You start with a +2 CHA.|20| |89|Orphaned Street Urchin|Pickpocket|0| |90|Raconteur|Performance|10| |91|Raised in a Cave|You were raised in a dark cave, lending you comfort to being below ground. The bowels of the earth is your preferred state. So much so that you abhor the surface world. Trees are your enemy. You miss your mother, who disappeared from the cavern when you were a teenager. You know the time of day and direction of travel despite being below ground without the sun or stars to guide you. You can see an extra 10' in dim light because your senses are so attuned to the darkness of the underground.|5| |92|Ratman Ancestor|One of your ancestors was cursed as a wererat for a time. You can never be surprised by a rat, ratman or wererat of any sort. You also gain +2 to hit, damage, and other checks against any sort of rat, ratman, wererat or rat-monster.|25| |93|Religious Upbringing|Born into a religious family you were given an education in astrology, philosophy and the basics of sorcery. You may reroll a spellcasting check per safe rest.|30| |94|Robust Bloodline|From a long line of mountain-men, you heal one point of damage per day, in addition to any other sort of healing, whether you rest or not.|20| |95|Sailor|Occupation (sailor)|20| |96|Salubrious Blood|It was told to you at your 12th birthday that you are descended from Joseph of Aramithea and so are of the Grail Family, related to Percival and Galahad of old. You may be called on one day to perform a service for the Grail. You are immune to all diseases, including lycanthropy and tomb rot.|40| |97|Sausage Man|Occupation (Sausage Man)|10| |98|Second Sight|You are a descendant of prophets and witches. If you take a round of inaction to focus, you can see the true nature of things through any illusion, disguise or even invisibility. The sight lasts for as long as you concentrate.|20| |99|Shepherd|Occupation (Shepherd)|10| |100|Shoemaker|Craft (leather worker)|10| |101|Sign of the Magi|You were born at a strange astrological concordance of the planets Saturn and Mercury, which caused a local astrologer to warn your parents to watch for signs. On the seventh hour of the seventh day after your birth, strange writings appeared in flame on your forehead, causing you no harm. You proved to be magical prodigy in your youth. If you choose to be a scholar you gain 1 extra cantrip and 1 extra first level spell known at first level. The astrologer would never again speak of, to, or near you.|30| |102|Silver Smith|Craft (jewelry)|40| |103|Solar Attunement|Born in the middle of Stonehenge, or some similar ancient solar site. You gain +1 to AC, Hit, Damage and checks when you outside under direct sunlight.|25| |104|Son of a Bounty Hunter|Stealth|20| |105|Son of a Soldier|Tactics|20| |106|Son of a Witch|Herbalism|10| |107|Son of City Watchman|Intimidation|50| |108|Steeped in Holiness|From your youth minor miracles, light and a feeling of blessedness surrounded you. You are able to make healing potions, cleric scrolls, and holy water at 25% less cost in components and time.|15| |109|Strange Fisherman|You are one of the fisher people of coast. Compared to the city dwellers, you have a simple life of singing folk songs, eating and drinking heartily and occasionally running from the monsters that live in dark caves along the coast. You may reroll any fear checks against beasts larger than human size, and you gain +1 attack and damage against any opponent at least two times the size of a normal human.|15| |110|Strange Wanderer|Occupation (Sailor)|10| |111|Survived a Dark Ritual|You were kidnapped as a child to serve as a human sacrifice for a dark ritual. The summoning went awry and the otherworldly horrors dragged your captors to their doom, leaving you shocked but unharmed in the darkness. You can cast the light cantrip even if you aren't a Scholar or Zealot, and you gain that cantrip for free if you are.|25| |112|Swineherd|Occupation (swineherd)|10| |113|Thrall of Lund|Taken from the countryside at a young age, you were forced to work in the hidden Monastery of Lund, where you were abused and forgotten until you could plot revenge and gain your freedom from their cult. You gain +2 permanent hit points.|0| |114|Tinkerer|Traps|20| |115|Toll-Keeper|Insight|10| |116|Town Watch|Perception|20| |117|Trace of the True Cross|You were born in the presence of a fragment of the True Cross. Your defense against any Spiritual Attack is improved by +5.|30| |118|Trapper|Traps|10| |119|Vampiric Bloodline|Your eastern European ancestor is unnaturally long lived and healthy. Uncannily so. Some say you look just like him. Perhaps your ancestor is actually a vampire. Perhaps you are one as well? You may add +4 additional hit points healed after a rest as long as you drink the blood of a sentient killed no earlier than 24 hours ago.|25| |120|Wagon Master|Occupation (teamster)|10| |121|Warrior|Born into the warrior caste, you fought against rival cities to gain sacrifices for the Undying Lord of your community. You automatically gain advantage to attack a target who has failed a check against your Intimidation skill.|40| |122|Winemaker|Craft (Brewing)|10| |123|Woodsman|Survival|20|