Additional Backgrounds A few more preset backgrounds from which to choose or find inspiration.

Backgrounds Backgrounds give your character additional proficiencies in a variety of things: skills, tools, languages, also providing additional equipment as well as fleshing out your charater to feel a little more real and give your DM better opportunities to give your character the limelight on occasion. You can choose from one of the backgrounds in the Player's Handbook (p. 125-142) or choose one of the following backgrounds, whatever will suit your idea for your character better. If none of these appeal to you, talk to your DM about crafting a custom background. Collector You have an obsession with one or more objects that are special to you. You track down these items as if it is your life's cause, doing whatever it takes to acquire possession of them. You may like rare and hard to obtain gems, or sets of relics that belonged to a forgotten tribe, or you may simply enjoy collecting what others consider junk, like old ale bottles. Either way these items are a great importance to you and you more than likely have a display of them within your residence. Discuss with your DM what it is that your character collects, be it buttons, jewelry, artifacts, red things, etc. Skill Proficiencies. Insight, Persuasion

Insight, Persuasion Tool Proficiencies. Cartographer's Tools

Cartographer's Tools Languages One language of your choice.

One language of your choice. Equipment 3 of any one trinket (PHB pg 160), 2 scroll cases, a bedroll, traveler's clothes, a backpack, a sack, a waterskin, pouch of carrying (carries up to 6 lbs of goods, but only weighs 1 lb to you), and a pouch containing 15 gp. Feature: I Call Them Treasures Whenever you see a mundane item that could be of value, you can appraise its marketplace value. For any magical item, you can appraise the market value based on the properties you're aware of for the item. Suggested Characteristics Collectors are like treasure hunters, but they really only care for certain items. To them the retail value is meaningless but the sentimental and personal value is beyond measurable. Some will do whatever it takes to track down and obtain whatever it is they are collecting, even if it means stealing, banning, or in extreme cases, killing. They are typically good listeners and negotiators especially when it comes to bargaining. Most collectors will join adventuring groups to seek items they wish to obtain. d8 Personality Type 1 I prefer to keep my life and agenda a secret, even from family and friends. 2 I avoid confrontation for the most part, but am not afraid to defend what I believe in. 3 My stories are usually exaggerated but entertaining and believable. 4 I tend to believe rumors and gossip, and become fascinated by tales of alleged conspiracies. 5 I like anything that is uncommon or unique, and must obtain it for myself. 6 I like to listen to the conversations of strangers and gather information rather than add any input. 7 I enjoy bragging about my collection, and even showing it off when I can. 8 I can easily find joy in the smallest things. d6 Ideal 1 Allied. Those who help me, deserve my help in return. (Neutral) 2 Greed. If I can't have it, no one can. (evil) 3 Determined. I will do whatever it takes when it comes to obtaining items for my collection. (Chaotic) 4 Limited. Certain items are off-limits, even for me. (Lawful) 5 Values. Respect, integrity, and honor are more valuable than any item. (Good) 6 Grabby. Finders keepers, that's my philosophy. (Neutral) d6 Bond 1 I obtained an item for my collection, but I think it's cursed. I should return it, but I don't want to. 2 I have 2 out of 3 items of an extremely rare and valuable set. I must obtain the third and final item. 3 One of the items from my collection was stolen. It's one of a kind and I must get it back. 4 A close relative left me their collection before they died. I must complete the collection in their honor. 5 I was sold a forgery and seek vengeance on the seller(s). 6 I owe a large debt for the storage for my collection. I have to find a way to pay it off soon or else I lose everything. 1

(Collector Cont.) d6 Flaw 1 I only collect cursed items. 2 I collect creature remains, like skulls, or hearts that I keep in jars. 3 I tend to be reckless, potentially risking the lives of my allies as well as my own, if it means obtaining items for my collection. 4 I believe everything I hear to be true, even if it's obviously malarkey. 5 I'll leave behind important equipment, even weapons, if it means I can take an item for my collection. 6 I spend most of my coin on items or storage for my collection and travel with little gear or supplies . Farmer You have worked the land and hand‐raised livestock from birth to feed the mouths of many. As a farmer, you woke up before the sun and came in from working the fields after it set. You have left behind a mundane life to seek adventure for thrill or fame or fortune. Work with your DM to determine the types of livestock and crops you had on your farm. It might have been pigs and corn, or perhaps you raised deep rothé and mushrooms in the Underdark. If you just can't decide, here is a dice table for additional ideas: d8 Specialty 1 Hops 2 Dairy 3 Vegetables 4 Fruit Orchards d8 Specialty 5 Grain (wheat, barley, etc) 6 Cattle/Livestock 7 Poultry 8 Grape Vineyard Skill Proficiencies Animal Handling, Nature

Animal Handling, Nature Tool Proficiencies Vehicle (land), Sickle (weapon)

Vehicle (land), Sickle (weapon) Languages —

— Equipment A relative's recipe for homemade stew, an iron pot, 50 feet of hemp rope, a sickle, 2 gp worth of trade goods (your choice), a set of common clothes, and a belt pouch with 5 gp Feature: Farmhand When you are not adventuring you are able to provide a modest lifestyle for yourself by working on another's farm. You might sleep in the hayloft or in a spare room. By working this way, you also ingratiate yourself to the farm owner, who gives you free food for your adventures. Before leaving on an adventure you are given enough food for you and your party to eat for a week while traveling and adventuring. Suggested Characteristics Farmers are defined by the simple life - you haven't had as much excitement in your life as others. Before your adventuring career began, you may have never left your village or town. A farmer could be eager, scared, or naive on adventures, but all are defined by their strong connection to the farm where they were raised. d8 Personality Trait 1 I never complain about physical labor, I'm happy so long as I'm still able work. 2 I prefer to be outside, especially while under the sun. 3 I often lose the point of the story I am telling. 4 I pay close attention to the weather, and can often predict when it's about to rain. 5 Wild animals don't frighten me as easily as they do others. 6 I only use or consume items I need. If I can grow it, I won't buy it. 7 Sleep is for the lazy. I prefer to get up early, preferably a few hours before sunrise. 8 I always double check my gear before and after using it. d6 Ideal 1 Manners. I conduct myself in public with the utmost respect for all people around me. (Lawful) 2 Generosity. I am happy to share whatever I have with those less fortunate. (Good) 3 Destiny. I was meant for more than the simple life. (Neutral) 4 Family. I'll do anything to support my family and keep them safe. (Neutral) 5 Freedom. I want to experience everything I can. (Chaotic) 6 Knowledge. I learn everything I can about the world. (Any) d6 Bond 1 My farm was my childhood home, and I lost it while gambling. I must get it back. 2 I've been terrified of fire ever since I lost my farm and family to a suspicious fire. 3 My best friend is betrothed to the woman I secretly love. I can't bring myself to stay. 4 I will get vengeance on the monsters or people that destroyed my village. 5 I must find something to save my family and village from famine. 6 The farm will not be passed on to me; I must find another way to make my living. d6 Flaw 1 I have a hard time justifying spending my coin on things I can grow myself. 2 Big cities and large crowds makes me nervous. 3 I sometimes wander off without telling anyone. 4 I do not open my mind to the ethics and morals of others. 5 I stay broke because I believe in donating most of my wealth to those less fortunate. 6 If I'm idle for too long, I fidget nervously. 2

Fisher / Angler Throughout your life you have survived by fishing. You've fed yourself on the creatures you've caught and earned coin by selling what you didn't eat. You have a close connection with nature as you've spent most of your time battling the elements of the sea and hazardous shorelines. Even without standard fishing gear you may still conjure a way to pull in a haul of water dwelling creatures. Skill Proficiencies. Nature, Survival

Nature, Survival Tool Proficiencies. Vehicles (water), Navigator's Tools

Vehicles (water), Navigator's Tools Languages —

— Equipment A fillet knife (dagger), a hand net, fishing tackle, extra lures, and bobbers, a backpack, a component pouch, common clothes, a hat, 10 bags of bait, and an additional pouch containing 10 gp. Feature: Line Caster You may spend (ld12 x 10 minutes), on any boat or shoreline and provide enough fish to feed yourself and up to 4 other companions so long as there is water that is at least knee-deep and you have some sort of fishing gear, (traditional or makeshift). Fish you catch in excess of what you or your companions will use may be sold for a bit of coin. Suggested Characteristics Fishers are scattered about all over, but some are more keen than others. A great fisher knows exactly what time, what bait to use, and in what location to set up their equipment to catch specific types of creatures. They utilize special handmade gear that surpasses anything that can be store-bought. d8 Personality Trait 1 I'm more comfortable in or around water than on land. 2 I work harder and more efficiently when under pressure. 3 I enjoy the benefits of leisurely activities knowing I've earned them by working hard. 4 My stories are long but exciting most of the time. 5 I enjoy a routine at the end of each day, which includes reflecting on the day either alone or with friends. 6 I'm often digging or searching for things I can use as bait. 7 I prefer to sleep odd hours so that I can utilize the best times of the day and night to fish. 8 To me, taking orders is easier than giving orders. d6 Ideals 1 Free Thinking. No matter what happens, life will always go on. (Neutral) 2 Charity. The end of world hunger starts with me and a pole. (Good) 3 Mysterious. The bottom of a lake can hide more than just fish. (Chaotic) 4 Power. Parts of my enemies make the best fishing bait. (Evil) 5 Proper and in Order. Regulations, rules, and laws exist so everyone has the same opportunities. (Lawful) 6 Live and let live. What others do is their business, just leave me to mine. (Neutral) d6 Bonds 1 My gear is the same gear my family has used for generations. 2 Creditors took my family's vessel due to gambling debts in the family; I must find a way to buy it back. 3 I'm travelling to scatter the ashes of a loved one in every sea in existence. 4 My fishing vessel was seized by pirates. I'm seeking to reclaim it. 5 I'm seeking a magical lure I've heard rumors about. 6 A loved one of mine fell overboard and I believe they are still alive out there somewhere. I will find them. d6 Flaws 1 I can't eat fish because I'm allergic to it. 2 I spend more time retrieving and untangling my line/nets than I do catching fish. 3 I get seasick easily and can't be on open water too long without getting sick. 4 I can't get through the day without some heavy drinking. 5 I easily fall asleep if there is a lack of action. 6 My face is scarred where I almost blinded myself in one eye because of a fishing hook incident that happened years ago. 3

Harvester (of Natural Resources) You were a woodcutter, miner, quarry laborer, or had some other profession that gathers resources found in nature. The wild has a lot to offer and gathering those goods was the way you made a living. Decide the nature of your profession or roll on the table below. Why did you leave that life to become an adventurer? d6 Job 1 Metal Miner 2 Gem Miner 3 Woodcutter 4 Quarry Laborer 5 Herbalist 6 Fur Trapper Skill Proficiencies. Athletics, Nature

Athletics, Nature Tool Proficiencies. Vehicles (land)

Vehicles (land) Languages One of your choice

One of your choice Equipment A work knife, 50 feet of hemp rope, an ancient copper coin found in the wilderness, a set of common clothes, and a belt pouch containing 10 gp Feature: Appriasal Other harvesters respect your life of hard labor, and are available to consult on the value of non-magical gems and art objects for free. In addition when you find an object of value that relates to your profession, you know the value of the object and you know what sort of person would be interested in buying such an object. Suggested Characteristics Whether you value a hard day’s work or not, you know what that kind of life is like. While some harvesters can be lazy and do what they can to get out of work, many are the first to step up and perform a task that needs to be done, even if it requires a few hours of backbreaking labor. Often a harvester is proud of the work that they do, but some come to believe their professions take too much from nature. d8 Personality Trait 1 I believe I work harder than anyone else. 2 I am extremely careful with money. 3 I listen to everyone else's opinion before I give my own. 4 I enjoy learning about new technologies in my field. 5 I believe every good job deserves a good reward. 6 When I am in large crowds of people, I fidget. 7 I use sayings my parents told me. 8 I love a good dirty joke. d6 Ideal 1 Family. Friends and family need come before everything else. (Neutral) 2 Power. I take from the land as I would take anything from anyone too weak to resist. (Evil) 3 Community. Working with a team I am stronger and collect more rewards than I would alone. (Good) 4 Survival. If you didn’t earn it, it’s not yours. (Neutral) 5 Generosity. The rewards I get are for all to share. (Good) 6 Creativity. I don't care how I approach a job, as long as it gets done. (Chaos) d6 Bond 1 I plan to be married as soon as I have enough money. 2 My prize harvest was stolen by a rival and I want it back. 3 My best friend is in prison for a crime he did not commit. 4 I will restore the lands from which I harvested too much. 5 I always have a job waiting for me back home. 6 My work tool has been in my family for generations. d6 Flaw 1 I often drink too much when I feel I've worked hard. 2 I do not give in, even when I know I am wrong. 3 I secretly worry about the effect my harvests have on the land. 4 I borrow money with no intention of paying it back. 5 I do not ask for help when I need it. 6 I make fun of people for not knowing the things I know. 4

Merchant You may be employed by a retailer to conduct the transition and sales of goods or you may travel, selling your own stock of items from a cart to interested travellers. You may have connections to get cheaper goods that you resell at higher prices, or you may just sell junk that you come across, after all you do have a way with words that can make almost anything sound appealing enough to purchase. Skill Proficiencies. Persuasion, Deception OR Insight

Persuasion, Deception OR Insight Tool Proficiencies. Vehicles (land)

Vehicles (land) Languages. One of your choice

One of your choice Equipment. A backpack, a merchant's scale, 10 empty vials, an abacus, a chest, travellers clothes, 3 random trinkets (PHB pg. 160), 1 silver signet ring, a waterskin, and pouch containing 25 gp. Feature: Network As a merchant, you have at least a few contacs, or possibly many, depending on your familiarity with the location, for connections to buy and sell items. You may even be able to buy and sell at a better rate than you might get elsewhere thanks to your persuasion, or to be able to find a buyer or seller of hard-to-find items. Suggested Characteristics Merchants are charismatic individuals who talk fast, and may have the ability to make something sound more appealing than what it is. They like to negotiate when buying items but many dislike it when selling. Most merchants desire to be wealthy enough not to have to work at all. A merchant will either live and work in a high populated area or travel on isolated paths selling their goods to those along the way. d8 Personality Trait 1 I can appear friendly and trustworthy to almost anyone. 2 I have a way with words that can make almost anything sound appealing. 3 I have no trouble working independently. 4 I like to know as much information as I can on specific things. 5 I'm always on the lookout for rare or great deals on items and equipment. 6 I'm tight with my coin and usually only spend it on the necessities. 7 Negotiating is my specialty, I believe a deal can always be reached. 8 Although I don't mind working hard, I prefer to be lazy when I can. d6 Ideal 1 Community: Everyone should have access to items they desire. (Neutral) 2 No limits: No one controls me; rules are just a challenge, if frustrating at times. (Chaotic) 3 Greed: I'll do whatever it takes to be wealthy. (Evil) 4 Admirable: Certain things are illegal for a reason. We must abide by the laws. (Lawful) 5 Generosity: Charging full price to the poor just seems wrong. (Good) 6 Live and let live: What others do in their own time is no business of mine. (Neutral) d6 Bond 1 I owe everything to someone who gave me my job when no one else would. 2 I'm saving up my coin to retire and buy my dream house. 3 I'm trying to rebuild my business after a rival ruined me with underhanded tactics. 4 I'm trying to clear my name after it was slandered in a bad business deal. 5 I owe everything to a friend who helped get my business up and running. 6 My trade has been in my family for generations. I have a family name to try to live up to. d6 Flaw 1 If someone is giving me a deal on something, I feel a compulsion to buy it, even if I don't need it. 2 I try too hard to please others, and will do almost anything to get them like me. 3 I have a prejudice against another race (or my own). 4 I easily get confused if a lot is happening at once. 5 I stumble my speech when I don't know what I'm talking about. 6 I have to bring others down to boost my own self-esteem . Reformed Cultist Once, you were an obedient member of a religious cult. You may have been a follower of a dark god, demon prince, twisted fey, or just power-hungry religious fanatic. Somehow, you managed to free yourself from the blind servitude and saw the error of your ways. Innocents may have died by your hand or at least you may have assisted in their deaths - sacrificed on an altar or slain in raids. Brainwashed, drugged, or simply confused and misled you have committed crimes so heinous you may be uncertain if you could ever ask for forgiveness from yourself or anyone. Nevertheless, you have left the cult determined to seek a new life. Will it be a life of virtue in a pursuit of redemption or a lonesome journey of an embittered and broken individual trying to run away from their past? Why did you join the cult in the first place? What made you see through the veil of the cult indoctrination? How have you managed to escape? Discuss with your DM the type(s) of identification cult members 5

would use to recognize one another. Ideas can be found in the table below; you can roll to decide if you like. d6 Cult Members’ Identification 1 Markings (tattoos, scarification, branding…) 2 Self-Mutilation (fingers or ears cut off, missing eye(s), split tongue…) 3 Accessories (rings, medallions, bracelets, piercings…) 4 Clothing (distinct color or type of clothing…) 5 Language (password, phrase, cipher, non-verbal signs…) 6 Multiple layers of identification - roll twice on this table, reroll any 6s Skill Proficiencies. Deception, Religion

Deception, Religion Tool Proficiencies. Poisoner's Kit

Poisoner's Kit Languages. One of your choice

One of your choice Equipment. a set of traveler's clothes, your cult’s identification mark (if applicable - see the table above), a dagger, a magic scroll describing a minor incantation or ritual (level 1 warlock spell of your choice, one use), a pack of candles, and a pouch containing 5gp Feature: The Black Sheep Thanks to your long affiliation with a cult community, you can very easily identify anyone who is a member of a commune similar to your own. All cults are essentially the same and their members exhibit the same behavioral patterns. By extension, you can also easily recognize any drug addicts, compulsive liars and people with various behavioral disorders. Suggested Characteristics Being involved in such a dark organization has left a mark on your life. Since your escape, you may be relieved to find the rest of the world not so dark. You might be cynical and suspicious of everyone that tries anything nice for you. You may be paranoid of running into your former collegues. d8 Personality Trait 1 My past still haunts me in my dreams. I often wake up screaming or difficulty falling asleep. 2 I anger quickly and I am prone to violent tantrums when someone tries to control me or give me orders. 3 Being a pawn in someone else’s game left me with an inability to make choices of my own. I am indecisive. 4 The world is a dangerous place, and I have contributed to that; I can't believe anyone would do anything nice for me. 5 Boundaries were violated time and time again in the cult until I lost sense of which boundaries were appropriate. I often behave inappropriately or in a seemingly random manner. 6 Constant feelings of shame, helplessness and inferiority make me change my mood at a moment’s notice. I suffer from mood swings or sudden emotional breakdowns. d8 Personality Trait 7 I feel immense guilt over my past actions and welcome suffering as my atonement. I may have little or no regard for my personal health. 8 Every day I expect to get a knife in my gut and I see vengeful assassins in every shadow. I am paranoid or suspicious of others. d6 Ideal 1 Protector. Dark cults trifle with powers that are beyond their understanding or control. Those fools must be stopped. (Lawful) 2 Arrogance. What’s the point of anything? People are insignificant and their struggle is futile. (Evil) 3 Repentant. I cannot possibly undo the wrongs I have done, but I can still try and atone. (Good) 4 Anarchist. Lives of men should not be ruled by anyone. No gods, no masters! (Chaotic) 5 Means & Ends. The professed goals had merit, but the leadership and methods cannot be justified. (Any) 6 Pragmatist. The world is doomed either way. Better make to most of it. (Neutral) d6 Bond 1 When I left the cult, I took one of its relics with me. For some strange reason, I cannot part with it. 2 [Person] was supposed to be sacrificed, but I have helped them escape. Now I feel responsible for them. 3 It breaks my heart to know that my [close friend/lover/family member] is still a loyal follower of the cult. 4 The cult leader made me kill my old friend during the initiation. I have not forgotten that and I want revenge. 5 I cannot stand by and watch as more children and youths get turned into mindless fanatics or are exploited for someone else's personal gain. 6 No one must ever know about my involvement with the cult. d6 Flaw 1 Sometimes, I hear voices in my head that command me to do terrible things. And sometimes, I give in. 2 I trance out and lose touch with reality. I am sometimes delusional or experience delirious states. 3 I take great solace in flagellation. The road to salvation leads through blood and self-inflicted pain. 4 Before I left, I was given a task (by the dark lord or deity, or the cult leader) that I have not fulfilled. 5 In the cult, they fed us drugs. I am still heavily addicted and I will do anything to get a dose. 6 I dread the idea of killing another sentient creature, I have already spilled enough blood. 6

Servant You were employed to cater to the needs of others that have the coin to do so. You appear well groomed, well-mannered and seem trustworthy. Your may have been employed by a wealthy member of society, or to a member of royalty. You also may have lived alone, or in a servants quarters within your employers property. You often did simple chores like cooking, cleaning, and or gardening and may have also been an ear to vent to. Skill Proficiencies Perception, Persuasion

Perception, Persuasion Tool Proficiencies Cook's Utensils

Cook's Utensils Languages One of your choice

One of your choice Equipment Fine clothes, 5 bars of soap, a steel mirror, a flask, a bottle of wine, and a pouch containing 15 gp. Feature: Like the Furniture Because of your time serving within the residence of others, you are familiar with the ways of servants and how to blend in. You know most of the time those being served come to regard servants something like the furniture. It becomes somewhat easier to infiltrate the homes of the wealthy should it become necessary. Suggested Characteristics Servant's are well-groomed, charismatic individuals who usually have a diverse set of skills related to cooking, gardening, and cleaning. They usually have very little personal belongings and dedicate their lives to serving others. Some individuals become servants to save up coin, provide for their family, or for malicious intent such as to gain access to wealthy residences and secret information. Servants are usually quite and only speak when spoken to, and typically complete chores without being asked. They often lend advice to those willing to ask. d8 Personality Trait 1 I'm independent but have a habit of helping others more than I help myself. 2 I get antsy and can't sit still or stand in one place too long. 3 When the working day is done, I like to just relax and not do much. 4 I'm more of a follower than a leader. 5 I like to blend in and catch people by surprise as most underestimate what I'm capable of. 6 I appear trustworthy and hardworking and can keep most things a secret if I wanted to. 7 I rarely complain, even when things are absolutely terrible. 8 I always speak properly and politely to strangers, as well as my friends and family. d6 Ideal 1 Honor. Without a sense of self respect and honor, you are nothing. (Neutral) 2 Self-Improvement. I'll do whatever it takes to survive. (Chaotic) 3 Mastery. Some people have to suffer or die in order for me to get what I want. (Evil) 4 Admirable. The world would be a better place if everyone abided by the law. (Lawful) 5 Respect for Life. Values and respect for all living creatures is the foundation to a better world. (Good) 6 Aspiration. Being successful means sometimes doing things you don't want to. (Any) d6 Bond 1 I aim to one day be wealthy enough to have my own servant. 2 I'm loyal to the head of house, everyone else comes second. 3 I'm saving my coin to be able to marry and start a life with my sweetheart. 4 I have children somewhere out there. I must find them. 5 I serve my gods before anyone else. 6 I pursue wealth to secure someone's love. d6 Flaw 1 I always have to steal something from those with a lot of wealth. 2 I'm on the run from a crime family after getting involved in a love triangle while employed with them. 3 I can't help but do what's right, even if it means I suffer from it. 4 It's almost always obvious when I'm being dishonest. 5 I'm tight with my coin, and only spend it on the necessities. 6 I'm shy and soft-6poken to the point I almost always get taken advantage of. 7

Advanced Background Options Backgrounds help flesh out your character, but even with the preset backgrounds, this is only a start. The backgrounds intentionally leave questions still to be answered. This is the core of your background. Beyond that, there are some additional, optional expansions on backgrounds. These are supernatural or arcane type occurances. These are not backgrounds of themselves, but can be added to your already chosen background. These should not be common, so consult your DM before incorporating these into your background. Cursed You lived with some sort of curse for years. How you got the curse and how it affected you are your decision. You can create the details with your DM or you may roll or choose them from the table below, though the table doesn’t include any options for how you got the curse. As a cursed person, you once suffered from a magic problem so rare that it’s almost unique. This curse could have been placed on you by a spellcaster or magic monster like a genie or hag. Or maybe you caught the curse while you were trespassing in an ancient tomb or vault or because you accidentally killed a sacred animal or offended the servant of a god in some way. Work with your DM to determine how you received the curse, as well as whether the curse has been lifted yet or not, and if so, how it was lifted. d20 While cursed... 1 ...you spoke only in questions. 2 ...you spoke only lies. 3 ...you saw all humanoids as terrible monsters. 4 ...you had horrible nightmares whenever you closed your eyes. 5 ...everything you touched with your hands turned to mud. 6 ...all living things were harmed by your touch. 7 ...you heard the surface thoughts of every humanoid within 50 feet. 8 ...anything you ate tasted like sand in your mouth. 9 ...others saw and heard you as if you were an undead zombie. 10 ...you grew donkey ears, a donkey tail, and couldn't speak, only bray. 11 ...you hungered for the flesh of other humanoids and thirsted for their blood. 12 ...any offspring you had were goats instead of humanoids. 13 ...any person for whom you had affection scorned you with unbridled hate. 14 ...any person who tried to address you by your name or a nickname would instead vomit spiders. 15 ...you lived the same day over and over again. d20 While cursed... 16 ...you could not read or understand any language. 17 ...all animals would attack you on sight. 18 ...each day you woke up in a new body with a random age, gender, and humanoid race. 19 ...people who knew you before the curse forgot everything they knew about you and forgot who you were while you were cursed. 20 ...whenever you tried to speak, your mouth filled with corrosive acid. Things to Consider How has being cursed changed you and your perspective? How did that impact relationships with people that knew you? Died You died and came back. This experience changed you and defines who you are today. The specifics of your death are up to you, but the following questions and suggestions will help you determine your odd personal history. How did you die? It probably wasn’t of old age. Spells like raise dead can bring back those who die before old age takes them, but after dying of old age there’s almost no magic which can bring a person back to life. Was it combat? An accident? A disease? How long were you dead? Spells like true resurrection allow a PC to return from death after as many as 200 years. How has the world changed politically, technologically, and culturally since your death? What remains of your family, friends, and personal life? Do you remember anything from your time while you were dead? If so, what was it like? Maybe you didn’t completely pass on, but lived life as an undead, wayward soul such as a ghost or vampire. Why did you become such a being? What ask did you commit that you’re now regret? Who still thinks of you as a monster? Finally, someone brought you back. Who was it? Why? Maybe it was to face an old enemy. Maybe it was a loved one who searched for a long time and spent all the resources to bring you back. Maybe you were brought back for a secret only you knew. How did this person bring you back? Was it plain arcane or divine magic? What about a spell like reincarnate, which could bring your spirit back in the body of a different humanoid race? Or maybe it was some other magic that has a more sinister secret. Things to Consider You have experienced something most living people have yet to go through. You might be the type embraces the second chance and lives life, relishing every opportunity and letting nothing stand in your way. Or you might be quiet and brooding, thinking of the revenge you seek for your death or missing the planar heaven you left behind. People who have died often live in one of these extremes, experiencing life to the full list or becoming fixated on a single goal that gives their new life meaning. 8

Polymorphed You were transformed into an animal, or monster and lived that way for years. You most likely entered this form unwillingly, but how you came down with the supply action is up to you. A spellcaster with an ax to grind may have cast true polymorph for some petty offense committed by you or a loved one. Maybe you unwittingly donned a cursed magic item. Perhaps you activated some arcane trap when you accidentally stumbled into an ancient ruins. You could have made the choice willingly to infiltrate some group of monsters or hide as a beast from someone hunting you. You should also decide who or what changed you back to your true form. You were in you are alternate form for years. How was living in that form different from the way you lived your life before? In what ways were you more powerful? Less powerful? Do you miss the strength of your old form or are you glad to be back in your own flesh? Things to Consider You have spent so much time in the skin of another form that you may not be comfortable with your own true body. This discomfort may manifest in the physical form like fidgeting, wearing baggy or eccentric clothing, or the need to change your appearance through tattoos or piercings. You may have more of a subconscious mental tech like targeting the appearance of others to make yourself feel better or nightmares of once again living in your polymorph form. Your old form may have been a prison that hid your true self, or it may have been a way to keep yourself shielded from harm, or perhaps both. Variant: Humanoid You may not have been polymorphed into an animal or monster; you may have been transformed into another sentient creature, simply not your own true form. Maybe your true form is a halfling, but you have been transformed into a goblin. If something like this is the case, you may consult your DM to see if perhaps the polymorph is still in effect. Maybe you are still seeking a way to undo this. Posessed You have spent a significant amount of time under the throngs of some malicious entity which controls your every action. It could be that the dominance of an operation or vampire brought about your slavery or you may have been possessed by some undead spirit or fiend. Under the thrall of this being, you may have been forced into hard labor, killing for sport, or some more unpleasant machinations that were part of the villains greater scheme. The Beaman might have been practical and controlled you in a pragmatic way, or it could have been a right villain that delighted in cruelty and made you hurt the people who love you. It is up to you whether you remember all the details and your actions during the possession or if you only have fragments of memory to be pieced together. What was the end result of your possession? Did someone drive the evil presents out of you? Did the being leave of its own accord? Was it destroyed or didn’t promise to return to take you again Sunday? How has the possession left you feeling? Sad and broken? Ready to take on the world again? Terrified it may happen again? Things to Consider You are a rare creature to of been possessed for so long and lived. As a result, it might be difficult for others to relate to you. Do you keep this part of your past to yourself in order to work with your party or constantly talk about the experience to help them understand what you went through? How does being so closed off or so open affect the rest of your life? It might be difficult for you to trust others and you may be a natural skeptic when it comes to kindness. What’s their game? Are they trying to manipulate you? You may see manipulation is just another form of possession, and you won’t let that happen again. 9