
Backgrounds:
Aeronaut (Variant Sailor or Soldier)
Ability Scores: Strength, Dexterity, Wisdom ( suggested)
Origin Feat: Alert or Savage Attacker( see chapter 5 PHB2024)
Skill Proficiency: Acrobatics or Athletics, and Perception
Tool Proficiency: Navigators Tools and one type of gaming set( see chapter 6, PHB2024)
Equipment: Choose A or B: ( A) Dagger, Navigators tools, rope, a gaming set ( any) , travelers clothes, or (B) 50 GP
As an Aeronaut, you served aboard airships for years. You are comfortable climbing the rigging and engaging in ship to ship combat. You know how to follow orders as a member of a crew and plot a course towards uncharted destinations. You swagger through ports and taverns with the bravado of someone whose seen things very few have ever seen.
Arcana-Zoologist ( Farmer or Sage)
Ability Scores: Constitution, Intelligence, Wisdom ( suggested)
Origin Feat: Magic Initiate ( druid) or Alert ( see chapter 5 PHB2024)
Skill Proficiency: Animal Handling, Arcana
Tool Proficiency: Calligraphers tools ( see chapter 6, PHB2024)
Equipment: Choose A or B: ( A) Quarterstaff, ink pen, ink, paper, Book ( nature journal), net, glass bottles, pouches, bedroll, tent, travelers clothes, or (B) 50 GP
As an Arcana-Zoologist, your life’s work revolves around the study, conservation, and protection of magical creatures. You travel the world documenting rare species, protecting endangered magical creatures, and uncovering the mysteries behind them. Your unique knowledge allows you to interact with magical creatures and the arcane energies that shape them.
Inventor ( Variant Artisan or Merchant)
Ability Scores: Dexterity, Intelligence, Charisma ( suggested)
Origin Feat: Crafter or Skilled ( see Chapter 5, PHB2024)
Skill Proficiencies: Investigation. Sleight of Hand
Tool Proficiencies: Choose any two Artisan’s Tools or tool kits ( See Chapter 6, PHB2024)
Equipment: Choose A or B: (A) Artisan’s Tools or tool kits ( Same as above), ball bearings, lamp, string, bucket, flask, Iron pot,candle, bell, pouch, tinderbox, or (B) 50 GP
You’ve learned early on to create and build intricate things. Apprenticed at a young age you’ve cataloged parts used to make a variety of small wonders. While other crafters excel at building things to sell you pride yourself in crafting one-of-a-kind mechanisms, gizmos, and watcha-ma-calls its as prototypes to a grander vision. You love to ponder how things work and how they could work better.
Courier ( Variant Hermit or Guide)
Ability Scores: Dexterity, Intelligence, Wisdom ( suggested)
Origin Feat: Alert or Lucky ( see Chapter 5, PHB2024)
Skill Proficiencies: Stealth, Survival
Tool Proficiencies: Cartographers tools ( see chapter 6, PHB2024)
Equipment: Choose A or B: Cartographers tools, Map ( local), map case, parchment, backpack,torch or (B) 50 GP
Couriers are freelance messengers and smugglers of the realms. Protection and delivery of items are of the utmost importance. Couriers use an interconnected labyrinth of backroads, alleyways,shortcuts, hidden routes and secret passages to travel across the realms. Your reputation is key in maintaining your business. Most couriers are welcome throughout the realms but there are places where entry requires a writ or legal documents to enter. Couriers are wanderers by nature and naturally curious.
Mist Harvester
Ability Scores: Strength, Constitution, Intelligence ( suggested)
Origin Feat: Mist-Touched or Skilled ( see Chapter 5, PHB2024)
Skill Proficiencies: Arcana, Survival
Tool Proficiencies: Aethermist protective gear, harvester toolkit
Equipment: Choose A or B: Aethermist protective gear, harvester toolkit, rope, or (B) 50 GP
As a mist harvester you are responsible for extracting and storing eldritch Aethermist. You use specialized equipment and protective gear that helps prevent over exposure to this planar hazard that plagues the countryside. Aethermist becomes a prized magical implement and resource after it is refined into an Aethershard.
Maverick ( Variant Entertainer or Charlatan)
Ability Scores: Dexterity, Constitution, Charisma ( suggested)
Origin Feat: Tough or Lucky ( see Chapter 5, PHB2024)
Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: Thieves tools, Choose one type of Gaming Set ( see chapter 6, PHB2024)
Equipment: Choose A or B: Thieves tools, Gaming Set ( any), Fine clothes, Costume,15 GP or (B) 50 GP
Mavericks are rakish gamblers and daredevils.They travel the realms performing daring feats of escape and placing bets on daredevil stunts. Mavericks often seek each other out and have a competition of dares with one another. The more dangerous the stunt and daring the stakes you will likely find a Maverick. While many stick to urban areas where the most wealth circulates they also travel broadly with many carnival shows or bard troupes.
Features:
Origin Feats:
Mist-Touched
Origin Feat
You gain the following benefits:
Eldritch Resistance.You gain resistance to any skill test against mental stress or fear effects.
Misty Eyed. When you take the Search action in dim light or shadow to make a perception or survival skill check you do so with expertise.
General Feats:
Beast Keeper
General Feat: (Prerequisites: Level 4+, Intelligence or Wisdom 13 or higher)
You gain the following benefits.
Primal Instincts. When you take the Influence action towards one of the creatures below you gain Expertise to Animal Handling skill checks with beasts, elemental, fey, and monstrosities.
Magical Companion. You can cast the Find Familiar spell as a ritual without expending a spell slot, gaining a familiar spirit that takes the form of a magical beast. They become an elemental, fey, or monstrosity creature type.
Natural Study. When you use the Study action for an Arcana or Nature skill check to examine a creature that is a beast, elemental, fey, or monstrosity you do so as a bonus action.
Witch Apprentice
General Feat: (Prerequisites: Level 4+, Spellcasting Class feature or Pact magic feature)
You gain the following benefits.
Coven Magic. You can choose a number of willing creatures up to 1d6 ( minimum of 1) to be a part of your coven. 3 times a day you can cast a spell you know no higher than 2nd level from one of your coven members’ spaces while they are within 30 feet of you. Add the number of creatures in your coven to your spellcasting modifier for those spells.
Eldritch Familiar. You can cast Find Familiar Spell as a Ritual without expending a spell slot. Your familiar can be added to your coven.
Herbalist
General Feat: (Prerequisites: Level 4+, Wisdom or Intelligence Ability Score +13)
You gain the following benefits.
Apothecary. You gain proficiency with the herbalist kit and expertise in the Nature skill
Potent Potions & Poison. You can enhance 1d4 health potions or poisons during a long rest. Health potions do an extra 1d4 healing and poisons do an extra 1d4 on damage for 24hrs. Afterwards they lose their enhanced potency.



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