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Mercenary Veteran Background


Skill Proficiencies: Athletics, Persuasion
Tool Proficiencies: Vehicles (land), one type of gaming set (cards)
Equipment: uniform of your company (traveler's clothes in quality), an insignia of your rank, a gaming set of your choice, and a pouch containing the remainder of your last wages (10 gp)

 

Feature: Mercenary Life

You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and feast halls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook).

 

Personality

  • I can stare down a hell hound without flinching.
  • I have a crude sense of humour.
     

Ideal

  • Responsibility - I do what I must and obey just authority. (Lawful)
     

Bond

  • Someone saved my life on the battlefield. To this day, I will never leave a friend behind.


Flaw

  • I’d rather eat my armor than admit when I’m wrong.

 

Source: Sword Coast Adventurer's Guide pg.152

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Spy Background

Skill Proficiencies: Deception, Stealth
Tool Proficiencies: Thieves' tools, one type of gaming set (cards)
Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch containing 15 gp

 

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.

 

Personality

  • The best way to get me to do something is to tell me I can't do it.
  • I blow up at the slightest insult.

Ideal

  • Freedom - Chains are meant to be broken, as are those who would forge them. (Chaotic)

Bond

  • My ill-gotten gains go to support my family.

 

Source: Player's Handbook pg.129

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Spy Background

Skill Proficiencies: Deception, Stealth
Tool Proficiencies: Thieves' tools, one type of gaming set (cards)
Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch containing 15 gp

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.

 

 

Source: Player's Handbook pg.129

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Spy Background

Skill Proficiencies: Deception, Stealth
Tool Proficiencies: Thieves' tools, one type of gaming set (cards)
Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch containing 15 gp

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.

 

 

Source: Player's Handbook pg.129

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Mage of High Sorcery Background

Prerequisite: Dragonlance Campaign
Skill Proficiencies: Arcana, History
Languages: Two of your choice
Equipment: A bottle of colored ink, an ink pen, a set of common clothes, and a pouch containing 10 gp

Feature: Initiate of High Sorcery

   You gain the Initiate of High Sorcery feat.

   In addition, the Mages of High Sorcery provide you with free, modest lodging and food indefinitely at any occupied Tower of High Sorcery and for one night at the home of an organization member.

Building a Mage of High Sorcery Character

   Mages of High Sorcery are typically sorcerers, warlocks, or wizards and might have any subclass. Spellcasters who gain their magic through devotion are less likely to be welcomed among the traditionalist mages. Nevertheless, the Mages of High Sorcery are shrewd, and they rarely let unique opportunities or individuals pass them by. Even members of martial classes who train in magic might find a rare place among the group’s three orders.

   Mage of High Sorcery Trinkets. When you make your character, roll once on the Mage of High Sorcery Trinkets table instead of on the Trinkets table in the Player’s Handbook for your starting trinket.

Source: DSotDQ, page 30

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Scout Rogue Class

Level Proficiency
Bonus
Features Sneak
Attack
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 > Expertise
> Sneak Attack
> Thieves' Cant
1d6

Hit Points

Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Rogue level after 1st

Proficiencies

Armor: light armour
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from:

  • Acrobatics
  • Athletics
  • Deception
  • Insight
  • Intimidation
  • Investigation
  • Perception
  • Performance
  • Persuasion
  • Sleight of Hand
  • Stealth

Starting Equipment

You start with the following items, plus anything provided by your background.

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • Leather armour, two daggers, and thieves’ tools

   Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.

Level 1 - Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Level 1 - Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

 

Level 1 - Thieves' Cant

During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Glyph

Glyph

Scout Rogue Class

Level Proficiency
Bonus
Features Sneak
Attack
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 > Expertise
> Sneak Attack
> Thieves' Cant
1d6

Hit Points

Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Rogue level after 1st

Proficiencies

Armor: light armour
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from:

  • Acrobatics
  • Athletics
  • Deception
  • Insight
  • Intimidation
  • Investigation
  • Perception
  • Performance
  • Persuasion
  • Sleight of Hand
  • Stealth

Starting Equipment

You start with the following items, plus anything provided by your background.

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • Leather armour, two daggers, and thieves’ tools

   Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.

Level 1 - Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Level 1 - Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

 

Level 1 - Thieves' Cant

During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Glyph

Glyph

Scout Rogue Class

Level Proficiency
Bonus
Features Sneak
Attack
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 > Expertise
> Sneak Attack
> Thieves' Cant
1d6

Hit Points

Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Rogue level after 1st

Proficiencies

Armor: light armour
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from:

  • Acrobatics
  • Athletics
  • Deception
  • Insight
  • Intimidation
  • Investigation
  • Perception
  • Performance
  • Persuasion
  • Sleight of Hand
  • Stealth

Starting Equipment

You start with the following items, plus anything provided by your background.

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • Leather armour, two daggers, and thieves’ tools

   Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.

Level 1 - Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either o f the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Level 1 - Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can
deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The
attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy
isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

 

Level 1 - Thieves' Cant

During your rogue training you learned thieves’ cant, a secret mix o f dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such
as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Glyph

Glyph

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Scout Rogue Class

Level Proficiency
Bonus
Features Sneak
Attack
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 > Expertise
> Sneak Attack
> Thieves' Cant
1d6

Hit Points

Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Rogue level after 1st

Proficiencies

Armor: light armour
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from:

  • Acrobatics
  • Athletics
  • Deception
  • Insight
  • Intimidation
  • Investigation
  • Perception
  • Performance
  • Persuasion
  • Sleight of Hand
  • Stealth

Starting Equipment

You start with the following items, plus anything provided by your background.

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • Leather armour, two daggers, and thieves’ tools

   Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.

Level 1 - Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either o f the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Level 1 - Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can
deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The
attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy
isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

 

Level 1 - Thieves' Cant

During your rogue training you learned thieves’ cant, a secret mix o f dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such
as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Glyph

Glyph

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Scout Rogue Class

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Bardic Inspiration, Spellcasting 2 4 2

Hit Points

Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Bard level after 1st

Proficiencies

Armor: light armor
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any 3.

Starting Equipment

You start with the following items, plus anything provided by your background.

  • (a) a rapier, (b) a longsword, or (c) any simple weapon
  • (a) a diplomat’s pack or (b) an entertainer’s pack
  • (a) a lute or (b) any other musical instrument
  • Leather armor, and a dagger

   Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Level 1 - Bardic Inspiration

   You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

   Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

   Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Level 1 - Spellcasting

   You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.

Cantrips

   You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.

Spell Slots

   The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

   For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

   You know four 1st-level spells of your choice from the bard spell list.

   You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

   Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

   Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

   You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

   You can use a musical instrument as a spellcasting focus for your bard spells.

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