D&D 5th Edition Character Options
D&D 5th Edition Character Options
D&D 5th Edition Character Options
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Tank Able to soak damage, either through resistance, a lot of hp, high AC or temporary HP
Damage Able to deal a lot of damage
Support Able to heal or buff your allies
Control Able to control the battlefield, position yourself or your enemies, and debuff enemies
Social Able to overcome challenges through social interactions or through stealth
Utility Able to use abilities that are very useful at certain times that don't specifically buff/debuff/damage, ex
Str Strength
Dex Dexterity
Con Constitution
Int Intelligence
Wis Wisdom
Cha Charisma
AOE Area of Effect
it (https://www.reddit.com/r/dndnext/comments/gpue1k/collection_of_all_dd_5th_edition_player_options/) if you disagree with a
nloads/dnd/EE_PlayersCompanion.pdf
-content/uploads/2015/04/Mulmaster-Bonds-and-Backgrounds.pdf
-content/uploads/2015/07/Hillsfar-Regional-Character-Options.pdf
buff/debuff/damage, examples of this are the light cantrip or the trance feature from the elves
ptions/) if you disagree with anything or if you're missing anything.
Class/subclass
Artificer
Alchemist
Artillerist
Battle Smith
Barbarian
Path of the Berserker
Path of the Totem Warrior
Path of the Ancestral Guardian
Path of the Battlerager
Path of the Storm Herald
Path of the Zealot
Bard
College of Lore
College of Valor
College of Glamour
College of Swords
College of Whispers
Cleric
Knowledge Domain
Life Domain
Light Domain
Nature Domain
Tempest Domain
Trickery Domain
War Domain
Arcana Domain
Death Domain
Forge Domain
Grave Domain
Order Domain
Druid
Circle of the Land
Circle of the Moon
Circle of Dreams
Circle of the Shepherd
Circle of Spores
Fighter
Champion
Battle Master
Eldritch Knight
Arcane Archer
Banneret/Purple Dragon Knight
Cavalier
Echo Knight
Samurai
Monk
Way of the Open Hand
Way of Shadow
Way of the Four Elements
Way of the Drunken Master
Way of the Kensei
Way of the Long Death
Way of the Sun Soul
Paladin
Oath of Devotion
Oath of the Ancients
Oath of Vengeance
Oathbreaker
Oath of Conquest
Oath of the Crown
Oath of Redemption
Ranger
Hunter
Beast Master
Gloom Stalker
Horizon Walker
Monster Slayer
Rogue
Thief
Assassin
Arcane Trickster
Inquisitive
Mastermind
Scout
Swashbuckler
Sorcerer
Draconic Bloodline
Wild Magic
Divine Soul
Shadow Magic
Storm Sorcery
Warlock
The Archfey
The Fiend
The Great Old One
The Celestial
The Hexblade
The Undying
Wizard
School of Abjuration
School of Conjuration
School of Divination
School of Enchantment
School of Evocation
School of Illusion
School of Necromancy
School of Transmutation
Bladesinging
Chronurgy Magic
Graviturgy Magic
War Magic
Description
Magical inventors and tinkerers
Create elixirs that heal or deal damage, but mostly heal
Artillerists create handheld or autonomous cannons that deal damage or protect
Battle Smiths have a robotic companion that helps them in combat
Fighter that goes into a battlerage
Untamed fury, can attack more but it's exhausting
Spirit animal guide that gives bonuses based on the animal
Uses spirits of their ancestors in and outside battle
Dwarf only, uses spiked armor
Gain an aura of elemental magic (desert, sea or tundra)
Devout followers of good/evil beings. their battle never ends
Uses musical magic to influence/help/control people
Gain more skills/spells and discourage enemies
Bards that support their allies from the frontline.
Use magic from the feywildes to delight and captivate others
Uses impressive sword play to weave through combat
Use magic to psychicly damage others and inspire fear
Priests/followers of a god/ideology
These Clerics are all about learning things and knowing things
They're really good at healing
Use light to blind foes and ward of darkness
Revere nature & nature gods
Follow gods of natural disasters (storms, fires, earthquakes) and violence and courage.
Clerics of subterfuge, pranks, and deception, usually chaotic forces
Excel in battle, honor/destruction/conquest/regular battle
These clerics are concerned with all things magic
Use negative energy and necromantic magic
These clerics revore gods of the craft and can create and enchant items
Stave off death but also make sure that the undead stay dead
Law and order are your ideals. Command people around
Nature and elemental magic & animal shape shifting
More in tune with nature around you
More powerful shapeshifting
Mysterious magics from the feywild to teleport and heal
Commune with spirits of nature, protect the vulnerable and summon beasts
Spread spores, reanimate corpses and transform into a fungal entity
Masters of weapons and experts of combat
Simple: hit hard, be more in tune with your weapons
Use difficult techniques to control combat and learn about your enemies
Combine combat with protective and destructive magics
You enchant your arrow shots with arcane magics
You're a proper knight, you inspire your allies and are a pro at negotiation
Excel in mounted combat and in protecting your allies
Can summon an echo of themselves that they can fight from
Intense focus, fighting spirit, and social skills
Martial artists, masters of their body and soul
Ultimate masters of martial arts, able to ki in yourself and enemies
Masters of darkness, stealth and teleportation
Able to control earth, wind, fire and water
Stumble and tumble unpredictable as if drunk
Masters of their weapons
Experts in when and how things die. Allowing them to survive longer
Channel their energy into bolts of light
Fighters of justice and holy quests there to smite evil
Paladins of justice, virtue and order.
Protectors of nature and joy.
The only thing that matters is to punish evildoers
Paladins that have fallen to evil and have broken their oath
Glory & subjugation. Absolutely destroy your enemies. Frighten their enemies.
Fight for civilisation, a nation or a regent. Commanding
Everyone deserves a second chance.
Scouts, hunters, and wanderers of the wilds that use some nature magic
Hunters develop specific techniques to deal with monsters may the be large or many.
You have a beast companion that aids you in combat
Travelers of places wherr light doesn't reach such as caverns and deep forests.
Protectors against incursions from other planes of existence.
Rangers that hunt and fight the supernatural and spell wieling monsters
People of stealth and intrigue. They gain a sneak attack that deals extra damage and can act fast
Good at getting (to) items that don't belong to them and using them. Swift fingered and sneaky.
Those who infiltrate societies and assassinate targets with strong, swift and deadly strikes.
Rogues that enchant people and cast illusions.
Rooting out secrets and unraveling mysteries.
Masters of influence and intrigue. Good in gathering knowledge.
Skilled in stealth & surviving the wilds. Quick to react and quick to move.
Speed, charm and elegance are your forte. You excel in 1v1 combat usually dual wielding
Mages that were born with their magical powers. Can modify their spelld
You draw magic from some kind of draconic ancestry
Chaotic forces from creation. Random things may happen when you cast spells
You're infused with a spark of divinity. Allowing you to succeed and survive longer
Magic from the Shadowfell, a place of undeath.
You got your magic from some storm/air elemental related event.
Made a pact with a powerful being. Few but strong spells, lot of customization
Lord/Lady of the feywilds. Beguile and confuse your foes.
Pact with a powerful demon or devil.
A creatue foreign to the fabric of reality.
Those who made a pact with an angel or other celestial.
Pacts with powerful sentient weapons from the Shadowfell (but they don't have the weapon itsel
A patron who has unlocked the secrets of immortality.
Folk who got their magical prowess through study and dedication. Can cast most spells
Focus on magic that blocks, banishes or protects.
Create items and creatures out of thin air. Also teleportation
Skilled in predicting things, learning things and observing things from remote places
You use magic to make people do your biddings
Evokers use magic to create and control powerful elemental magics
Make things appear to be that are not, also confuse senses
Necromancers control the forces of life, death and undeath
These wizards can change one thing into another.
Elf only, use magically enhanced grace to fight enemies in close combat
Can control the flow of time and freeze things in time
Manipulate gravity to move creatures and objects
Combine abjuration with evocation. Protect yourself and deal damage to others
Casting Progression Range
1st level (but follows half-caster progression Either
- Either
- Ranged
- Either
None Melee
- Melee
3 whole spells. That's all you get Melee
You gain 2 spells at 10th level Melee
- Melee
You deal some magic damage Melee
You deal some magic damage Melee
1st level Either
You gain extra spells Ranged
- Melee
- Ranged
- Melee
- Melee
1st level Either
- Ranged
- Melee
- Ranged
Extra cantrip Melee
- Melee
- Melee
- Melee
Extra cantrips and spells Ranged
Extra cantrip Melee
Spare the dying Melee
- Ranged
- Melee
1st level Either
More spells & slots Ranged
- Melee
- Either
- Either
More spells Melee
- Either
- Either
- Either
3rd level Either
You get some magical arrows Ranged
- Either
- Melee
- Either
- Either
- Melee
- Melee
Gain 3 spells and a cantrip Melee
Choice of spell like abilities Melee
- Melee
- Either
- Melee
Can do fire/radiant attacks Either
2nd level Melee
- Melee
- Melee
- Melee
- Melee
- Melee
- Melee
- Melee
2nd level Either
- Either
- Either
5 extra spells Either
5 extra spells Either
5 extra spells Either
- Either
- Either
- Either
3rd level Either
- Either
- Either
- Melee(/Ranged)
- Melee
1st level Ranged
- Either
- Ranged
Extra spell Ranged
Extra spell Ranged
- Ranged
1st Either
- Either
- Either
- Either
Extra Cantrips Either
- Melee
Extra Cantrip Either
1st Ranged
- Either
- Ranged
- Ranged
- Either
- Ranged
Extra cantrip Ranged
Extra spell Either
Extra spell Ranged
- Either
- Ranged
- Ranged
- Either
Role Important Stats Book + Page
Utility Int, Dex/Con ERLW p. 55
Support Int ERLW p. 59
Damage/Support Int ERLW p. 60
Control/Damage Int ERLW p. 61
Damage/Tank Str, Con PHB
Damage - PHB
Utility/Tank - PHB. extra options SCAG p. 121
Tank - XGtE p. 9
Damage - SCAG p. 121
Damage/Control Con XGtE p.9
Damage/Tank - XGtE p.11
Utility/social/support/contrCha, Dex PHB
Utility/Control - PHB
Damage Str/Dex/Con PHB
Social/support - XGtE p. 15
Damage Str/Dex XGtE p. 16
Social/Control - XGtE p. 17
Tank/Support Wis, Str/Con PHB
Utility - PHB
Support - PHB
Control/Damage - PHB
Control/Support - PHB
Damage - PHB
Social/Control - PHB
Damage - PHB
Control/Utility - SCAG p. 125
Control/Damage - DMG p. 96
Tank/Utility - XGtE p. 18
Support - XGtE p. 19
Control/Damage - GGtR p. 25
Tank/Control Wis, Con PHB
Control/Utility - PHB
Tank/Damage - PHB
Utility/Support - XGtE p.23
Control/Damage - XGtE p.25
Damage - GGtR p. 26
Damage/Tank Str/Dex, Con PHB
Damage - PHB
Control - PHB
Support/Damage Int PHB
Control/Damage Int XGtE p.29
Support - SCAG p.128
Tank - XGtE p.30
Control/Tank Con EGtW p. 228
Damage/Social - XGtE p31
Damage/Utility Dex, Wis PHB
Control - PHB
Social - PHB
Damage Wis PHB
Utility/Damage - XGtE p. 33
Damage - XGtE p. 34
Tank/Control - SCAG p. 130
Damage - XGtE p. 35 / SCAG p. 131
Tank/Damage Str, Cha PHB
Tank - PHB
Tank - PHB
Control - PHB
Damage - DMG p. 97
Control/Damage - XGtE p. 39
Support - SCAG p. 133
Tank/Control - XGtE p. 40
Damage/Social Dex/Str, Wis PHB
Damage/Tank - PHB
Damage/Tank - PHB
Damage/Tank - XGtE p. 41
Utility/Tank - XGtE p. 42
Damage/Utility - XGtE p. 43
Utility/Social Dex, Cha PHB
Utility/Social - PHB
Damage/Social - PHB
Social/Utility Int PHB
Social/Utility/Damage Wisdom XGtE p. 46
Social/Utility - XGtE p. 46 & SCAG p. 135
Control/Damage - XGtE p. 47
Control/Social Cha XGtE p. 47 & SCAG p. 135
Damage/Social Cha, Con PHB
Damage/Control - PHB
Utility/Damage - PHB
Support/Controll - XGtE p. 50
Tank/Damage - XGtE p. 51
Control/Damage - XGtE p. 51
Damage/Control Cha, Con PHB
Control/Social - PHB
Tank - PHB
Social - PHB
Support/Damage - XGtE p. 54
Damage - XGtE p. 55
Tank/Support - SCAG p. 139
Utility/Control/Support Intelligence, Constitution/Dex PHB
Support/Tank - PHB
Utility/Control - PHB
Utility - PHB
Social - PHB
Damage - PHB
Social/Utility - PHB
Tank/Control - PHB
Utility - PHB
Damage Dexterity SCAG p. 142
Utility/Control Intelligence EGtW p. 230
Control Intelligence EGtW p. 231
Damage/Tank - XGtE p. 59
Additional Notes
The Artificer is a weird one in terms of spell progression. It starts with spells and cantrips at level 1, but besides that it f
I reccomend UA revised ranger instead of the normal class
https://media.wizards.com/2016/dnd/downloads/UA_RevisedRanger.pdf
Additional invocations on XGtE p. 56
at level 1, but besides that it follows the half-caster spell progression
Race/Subrace Description
Player's Handbook races and non-PHB subraces for PHB races
Dwarf
Hill Dwarf Intuitive, tougher
Mountain Dwarf Strong and hardy
Gray Dwarf (Duergar) Underdark dwelling, enslaving and dour folk
Mark of Warding This mark gives expertise in (magical) (un-)locking
Elf
High Elf fancy smancy magicky
Wood Elf Foresty, sneaky, scouty
Dark Elf (Drow) underdark dwelling, slaving, spider demon worshipping
Eladrin Native to Feywild. Associated with seasons and emotions
Mark of Shadow This mark makes you better at sneaking around
Pallid Elf Mystical and insightful people
Sea Elf Sea living elves, sometimes from Plane of Water
Shadar-kai Sworn to Raven Queen, liven in Shadowfell, edgy
Halfling hobbits
Stout Halfling hardy, gets along well with others
Lightfoot Halfling traveling, exploration, stealthy
Ghostwise Halflings Clannish and mistrustful of outsiders
Lotusden Halflings Originate from a magical forest
Mark of Healing This mark grants increased healing skills
Mark of Hospitality This mark makes the wearer more hospitable to others
Human Versatile characters, well suited for most jobs
Variant Human -
Mark of Finding This mark sharpens senses and increases tracking
Mark of Handling This mark gives a primal connection to beasts
Mark of Making This mark enables magical prowess while creating
Mark of Passage This mark allows the bearer to move quickly.
Mark of the Sentinel This mark allows for better protection of own and others
Dragonborn Proud dragonlike humanoids in dragonborn clans
Draconblood Variant Have long tails and a knack for social manipulation
Ravenite Variant Tail-less and strong, used to be enslaved
Gnome enthousiastic hard working small folk
Forest Gnome Illusions and nature
Rock Gnome Tinkering and hardiness
Deep Gnome(Svirfneblin) Underdark dwelling, private, serious but curious
Mark of Scribing This mark grants expertise in spoken & written language
Half-Elf Diplomats & wanderers
Half-drow -
Half-high elf -
Half-sea elf -
Half-wood elf -
Mark of Detection This mark powers observation and intuition.
Mark of Storm This mark allows the control of storms.
Half-Orc Fond of combat
Mark of Finding This mark sharpens senses and increases tracking
Tiefling Half-devils, specifically related to Asmodeus
Feral -
Devil's Tongue -
Hellfire -
Winged -
Baalzebul Related to Baalzebul. Corrupt physically and psychically
Dispater Related to Dispater. Uncovers secrets
Fierna Related to Fierna, a master manipulator
Glasya Related to Glasya, good for committing heists
Levistus Related to Levistus, bargains with the doomed
Mammon Related to Mammon, excel at gathering wealth
Mephistopheles Related to Mephistopheles, magic for entreating him
Zariel Related to Zariel, magic to aid them in combat
Non-PHB races
Aarakocra Bird people
Aasimar Half -Celestials with an angelic guide
Protector Aasimar Guard the weak and strike evil
Scourge Aasimar Strong desire to destroy all evil
Fallen Aasimar Aasimar touched by darkness, turned evil
Bugbear Tall hairy goblinoids, brutish ambushers
Centaur Half horse - half person
Changeling Shapeshifter unwelcome in most societies
Firbolg Friendly giants, guarding and kindhearted
Genasi Half elemental (fire/air/water/earth)
Air Genasi Swift changing emotions
Earth Genasi Thoughtful
Fire Genasi Impatient
Water Genasi Independent
Gith Psionic martial people from the plane Limbo
Githyanki Trained from birth as warriors
Githzerai Mentally honed monks
Goblin Small goblinoids, thieves and ambushers
Dankwood Goblin Gentle and artistic goblins with a love for animals
Goliath Large mountain living folk, believe in fair play
Grung Poisonfrog people
Hobgoblin Large goblinoids, commanding of other goblinoids
Kalashtar Human looking people who are bound to a spirit of light
Kenku Crow people that use mimicry to communicate
Kobold Small dragonlike characters, cowardly and inventive
Lizardfolk Cold and calculatin cannibalistic swampliving lizardpeople
Locathah Friendly fish-folk that live in tight-knit communities
Loxodon Calm and loyal elephant people
Minotaur Zealous and powerful bull people
Orc Brutish and agressive green pillagers
Shifter Decendants from lycanthropes
Beasthide Decendant from tough animals such as bears or boars
Longtooth Fierce and agressive. Usually canine or feline
Swiftstride Graceful and quick. Usually rats or cats
Wildhunt Hunters, trackers and spiritual leaders
Simic Hybrid Humanoid fused with aquatic animals
Tabaxi Wandering, curious, catfolk
Tortle Druidic Turtle people
Triton Heroic and good crusaders. Humanoid with fish qualities
Vedalken Cool & rational, emotionless blue humanoids
Verdan Telepathic humanoids created from goblins
Warforged Sentient robots made to serve in a war that is now over
Yuan-ti Pureblood Humanoids with snake traits
Notable Features Stat Increase
PHB
PHB
PHB
SCAG p. 104/MToF p. 81 These 2 versions are identical
ERLW p. 52 WGE p. 108 differs from ERLW
PHB
PHB
PHB
PHB
MToF p. 61 An alternate version is in DMG p. 286
ERLW p. 50 WGE p. 105 differs from ERLW
EGtW p. 200
MToF p. 62/ EXtW p. 200 These versions are identical
MToF p. 62
PHB
PHB
PHB
SCAG p. 110
EGtW p. 201
ERLW p. 44 WGE p. 99 differs from ERLW
ERLW p. 45 WGE p. 100 differs from ERLW
PHB Alternatively 2 stats +1 and take a feat
PHB
ERLW p. 42 Replaces all traits (except age, alignment, size, speed). WGE p. 97 differs from ERLW
ERLW p. 43 Replaces Ability Score Increase. WGE p. 98 differs from ERLW
ERLW p. 46 Replaces Ability Score Increase. WGE p. 101 differs from ERLW
ERLW p. 47 Replaces Ability Score Increase. WGE p. 102 differs from ERLW
ERLW p. 49 Replaces Ability Score Increase. WGE p. 104 differs from ERLW
PHB
EGtW p. 207 Replaces ASI & Damage Resitance
EGtW p. 207 Replaces ASI & Damage Resitance
PHB
PHB
PHB
SCAG p.115/MToF p. 115/EEThese 3 versions are identical. Optional feat on these pages
ERLW p. 48 WGE p. 103 differs from ERLW
PHB Subclass specific variants in SCAG (p. 116)
SCAG p. 116 Replaces skill Versatility
SCAG p. 116 Replaces skill Versatility
SCAG p. 116 Replaces skill Versatility
SCAG p. 116 Replaces skill Versatility
ERLW p. 41 ASI & skill versality is replaced. WGE p. 96 differs from ERLW
ERLW p. 51 ASI & skill versality is replaced. WGE p. 106 differs from ERLW
PHB
ERLW p. 42 Replaces all traits (except age, alignment, size, speed)
PHB SCAG p. 118 has appearance options
SCAG p. 118 Replaces ASI. Can be combined with Devil's Tongue, Hellfire, or Winged
SCAG p. 118 Replaces Infernal Legacy. Can be combined with Feral
SCAG p. 118 Replaces hellish rebuke from Infernal Legacy. Can be combined with Feral
SCAG p. 118 Replaces Infernal Legacy. Can be combined with Feral
MToF p. 21 Replaces ASI & Infernal Legacy
MToF p. 21 Replaces ASI & Infernal Legacy
MToF p. 21 Replaces ASI & Infernal Legacy
MToF p. 22 Replaces ASI & Infernal Legacy
MToF p. 22 Replaces ASI & Infernal Legacy
MToF p. 22 Replaces ASI & Infernal Legacy
MToF p. 23 Replaces ASI & Infernal Legacy
MToF p. 23 Replaces ASI & Infernal Legacy
Can communicate with humanoids who don't share a langauge with you after observing them
When entering ruins/dungeons know builders and purpose. Can determine value of ancient art objects
Good at finding camping locations, can find more workers & jobs, excellent memory for maps
Easily find local watch outposts and similar organisations. Can also find dens of criminal activities.
Free room and board in places with shiled & gold dwarves
Get access to most archives at your library. Get preferrantial treatment at other libraries
Gain access to records & inner workings of courts and governments
Retrace your steps underground. Find enough food and water for you and 5 others in Underdark
Know where to find info on dragons. Identify dragon scales, eggs, and locations built or used by dragons
Access to secret network of supporters/operatives who can provide food, shelter or information
You're obviously foreign, can get access to people/places to tell about your homeland etc.
Adv on checks made using fishing tackle. Can sustain moderate lifestyle. Fish food for you + 10 others
Other harborfolk will offer you food & lodging and might hide you from guards
Commoners do their best to help you and will take up arms to fight alongside you
Work with your DM to think of your inheritance
Can move twice the normal amount before being subjected to forced march. Can find safe route to shore
Identify Mercenary companies, including names & reputations. Find them and find mercenary work
You have an identity that you can use to hide your race. Forge documents if you've seen examples
With wood & carpenter's tools can repair water vehicles.
Know a network of smugglers and know safe houses where your presence stays a secret
If you don't know Underdark lore, you know a source you can consult
Contacts with part of society that your quarries move through. Info about people/places from local area
Clergy (of Elventree) will heal you and companions. Provide you with poor lifestyle.
Familiar with inner workings of Cult of the Dragon, have second identity as an initiate
Never get lost in caves/mines if you've seen a map. Find food for self and five others
Friends with a mage guild and mercenaries. Will help in little ways such as food and lend equipment
In large cities you can find shelter for you and companions within the Golden Grin
Choose: Retainer that helps you around; or trade contacts to get or send informations
Can get yourself & companions smuggled into or out of large cities, time is uncertain
You can always get food and lodghing for yourself and allies at a house enclave.
Shelter and succor from members of your order or from sympathetics.
Lower classes defer to you. Other aristocrats and nobles accept you in their circles and know you.
Can find refuge with others from Phlan and sypathizers. Can find place to sleep and hide.
Communicate with other Shade Loyalists. Get info about who would hinder you
Invoke rank to get access to crime scenes, or to borrow equipment/horses. Contacts for info
Find twice as much food as normal. Expect hospitality from your people & allied people
Access to the shadow network, can send magic messages to other agents.
Live comfortable lifestyle without having to pay. You have a large house in Waterdeep
Source
PHB
PHB
PHB
PHB
PHB
PHB
PHB
PHB
PHB
PHB
PHB
PHB
PHB
ToA p. 192
ToA p. 193
MBB p.2
SCAG p. 145
SCAG p. 145
SCAG p. 146
SCAG p. 146
OOtA p. 221
HotDQ p. 87
SCAG p. 147
SCAG p. 149
GoS p. 29
MBB p.4
CoS p. 209
SCAG p. 150
GoS p. 31
SCAG p. 152
SoHF p. 9
GoS p. 33
GoS p. 34
OOtA p. 221
SCAG p. 153
SoHF p. 5
HotDQ p. 87
MBB p.3
SoHF p. 6
EGtW p. 254
SoHF p. 7
SoHF p. 8
ERLW p. 53/WFG p. 94
SCAG p. 151
MBB p. 5
MBB p.6
SoHF p. 10
SoHF p. 11
SCAG p. 153
EGtW p. 256
SCAG p. 154
Variants
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Spy
Gladiator: Instrument → inexpensive but unusual weapon
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Guild Merchant: Start with mule & cart. Artisan's tool prof -> Languae/navigator's too
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Knight: Retainer feature; 3 commoners who serve you and do mundane tasks for you
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Pirate: Bad reputation; in civilized settlements, get away with minor criminal offense
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Some of these might be setting/adventure specific but most can be easily adapted
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Investigator: Athletics → Investigation
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Notes
Look at Clan crafter if you're a dwarf or dwarf aligned. Look at Shipwright if you want to make/restore ships
Part of a royal court but not noble? Look at Courtier. From Mulmaster? Look at Mulmaster Aristocrat
Look at Far Traveler if you want to be from far off lands
Look at Anthropologist if you want to study cultures, archeologist if you want to study long-lost cultures, or cloistered sc
Look at Fisher if you want to be a fisher. Look at Marine if you want to be a water soldier. Look at shipwright if you want
Look at City Watch if you want to be a town guard. Look at Mercenary Veteran if you want to be a sell-sword. Look at Ma
They get advantage on some checks instead of another language or tool prof
This page also contains adventure specific Substitute Bonds
They get a monster hunter pack instead of extra proficiencies
Look at Hillsfar Smuggler if you want to smuggle people/goods into or out of cities
This page also contains adventure specific Substitute Bonds