Runaway (5e Background)

From D&D Wiki

Jump to: navigation, search

Runaway[edit]

Maybe you grew up in a nobles home, maybe you were just a well off family. Maybe your family has been in a trade for generations. But you're not having it. You don't want your path carved for you. You want to carve your own path. So you've run away from home. You've run away from everything you knew.

Work with your DM to determine which it was you've run from. Figure out how long you'd been learning from your noble private tutors, from school, or even apprenticing under your own family members and how much that will carry over to your life now that you've left it all behind. You'll pick proficiencies based off of these choices.

Skill Proficiencies: Choose one of these sets of two based on your family: Noble: History, Religion. Well-off: Animal Handling, Insight. Family Trade: Athletics, Survival. After choosing one of those proficiencies, you also get a proficiency in either Stealth, Slight of Hand, or Deception that you would have gained while on the run from your family.

Tool Proficiencies: You gain a tool proficiency based on your family. Noble: Pick 1 Musical Instrument and Pick 1 Artisan Tool to be proficient in or the Navigator's Tools proficiency. Well-off: Pick 1 Gaming set or Artisan tool to be proficient in and you gain proficiency in Vehicles (Land). Family Trade: Pick 1 Artisan Tool to become proficient in related to your family trade. If none of these seem like a good option for your character, then take the Thieves' Tool proficiency that you would pick up after leaving your family.

Languages: Noble: Gain any 2 languages based of your studies. Well-off: Gain 1 standard language of choice. Family Trade: Gain 1 standard language based off who your family commonly worked with. No matter what you gain the Thieves' Cant proficiency

Equipment: A set of travelers clothes, tools related to the proficiency you chose, one keepsake from the family you left, and a belt pouch containing 15 gp.

Feature: A Family History[edit]

You might have left your family home, but it doesn't mean that you learned nothing. Based on your family's source of income- be it an artisan trade, land owners, managing an inn, being born into nobility, etc.- you'll have a higher understanding of some things than others would. You're able to appreciate craftsmanship and this may put you in good favour with the townsfolk.

Alternate Feature: Knowledge of Nobility[edit]

Despite your current circumstances, you are of a family of nobles or of higher status than most. You have detailed knowledge of people of noble birth. How they move, talk, dress, etc. You are able to find the best "High-Class" events in the area. You're even able to have an easier time than most at securing an audience with a local noble.

Suggested Characteristics[edit]

d8 Personality Trait
1 I’m paranoid that my family will come looking for me.
2 I still carry myself with dignity and poise, reminding everyone around me that I am still of noble birth.
3 I might not have followed my family’s path, but their sense of discipline is hard wired.
4 I do not hold myself any higher than others, regardless of where I come from. We are all equal.
5 If you hurt me or mine, I will not stop hunting you until you are dead or worse.
6 As soon as I left, I hardened myself to the realities of the world, becoming cold and bitter.
7 I'm brash, I'm quick to anger and I don't care who you are or where you come from, I'll speak my mind.
8 I'm nothing like the family I come from. I will not speak of them, do not ask me.
d6 Ideal
1 Fame. I'm only here for the fame and glory. (Chaotic)
2 Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
3 Respect. Everyone is equal and should be treated as such. (Good)
4 Independence. I will do everything in my power to remain free from the bondage of my family name. (Any)
5 Power. I will crush those who try to stop me. (Evil)
6 Noble Reclamation. For my family name, I will restore them to their former glory. (Lawful)
d6 Bond
1 I will face any test to win back the approval of my family.
2 I only left my family to avoid the fate they had in store, but I still care about them deeply.
3 I am in love with the heir of a family that my family despises.
4 I owe everything to my mentor after I left my family.
5 I owe my survival to another urchin who taught me to live on the streets.
6 I respect powerful beings. And will follow their ideals.
d6 Flaw
1 I look down on those who I perceive not to think for themselves and treat them with disdain.
2 My quick-witted temper and sharp tongue get me into a lot of fights.
3 I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.
4 If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
5 I have lost everything and my broken pride makes me hesitant to accept help.
6 I am inflexible in my thinking.

Back to Main Page5e Homebrew5e Backgrounds

Home of user-generated,
homebrew pages!


Advertisements: