Occupations

In addition to having a race and class boost to your ability scores, you gain a boost from your town/region or origin and your former occupation before you started adventuring. You cannot gain the same ability score from both origin and occupation.

In addition to the ability boosts, you also gain a proficiency and a special ability for both occupation and origin.

Bounty Hunter

Working as a bounty hunter taught you how to approach situations tactically. You can choose to be loud and brash, threatening your way into a successful hunt, or opt to be sneakier and more unnoticed before you grab the target.


Ability Boost

Choose between Intelligence, Wisdom, or Dexterity. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.


Starting Proficiency

Choose either Intelligence, Strength, or Dexterity.


Mark the Prey

You gain the ability to cast the spell Hunter’s Mark without using a spell slot on a target who you have spent at least a minute observing. When the target drops to 0 hit points, the spell ends. Once you have used this feature, you must complete a long rest before you can use it again.


Tools of the Trade

Choose one type of weapon. You are now proficient in that type of weapon.


Man Hunter

You gain proficiency in Survival.


Doctor

Working as a medic whether at a hospital, a travelling doctor, or on the battlefield, you have experience taking care of injuries sustained in battle.


Ability Boost

Choose between Intelligence or Wisdom. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.


Starting Proficiency

Choose either Biology, Chemistry, Investigation, or Sleight of Hand


Quick Patch-up

You gain the ability to heal injuries which you get to quickly. If you bring an unconscious creature back to consciousness which has not made a Death Saving Throw, the creature's minor injury from going unconscious is cured.


Blue Shield

When you use the help action to help an unconscious creature back from unconsciousness, you may use your bonus action to take the dodge action


Medical Care

You gain the Skill Training - Simple Care


Hermit

Being a hermit means you grew up beyond the edge of society. You likely learned to survive and fend for yourself, hunt your own food, and take care of basic survival needs on your own


Ability Boost

Choose between Dexterity, Intelligence or Wisdom. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.


Starting Proficiencies

Choose two of the following skills: Survival, Anthropology, Cosmology, Biology, Stealth, or Investigation


Dubious Knowledge

You know a bit about everything, but some of it is shrouded in myth, tall tale, and less than reputable sources. You gain Expert Specialty in Recall Knowledge, however whenever you make a check to recall knowledge, you are provided with some truth and some fiction with no indication of which part is the truth.


Noble

As a noble, you grew up in the lap of moderate luxury at the highest echelon of society. You’ve learned how to politick, connive, and entreat as well as how to hold and use power. Whether you come from a noble family or clawed your way to power, you know what it takes to stay at the top.


Ability Boost

Choose between Honor or Charisma. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.


Starting Proficiency

Choose either Grace, Politicking, Intimidation, or Persuasion


Title

You have some sort of title that carries power and weight as determined by your DM and you. While making a Politicking check relating to your title, you gain advantage.


Retainers

You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.


Cover-Up

As a noble, you learned the art of a cover up. If they would be an instance where you would lose a point of honor because of a circumstance of those with an honor score lower than yours, you can spend an appropriate amount of money determined by your DM to succeed in covering up the incident. The cost for you is halved. Once you have used this feature, you must wait 40 days to reuse this feature.


Party Animal

For one reason or another, your occupation was not an essential part of your upbringing compared to the copious amount of partying and drinking you have done. You’ve gotten use to the wilder elements of life and likely experimented a great deal.


Ability Boost

Choose between Constitution, Charisma, or Honor. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.


Starting Proficiency

Choose either Chemistry, Performance, Persuasion, or Investigation


Pin Cushion

You have put your body through a lot. You gain advantage on Saving Throws to resist the negative effects of different drugs and alcohol. Additionally, you have proficiency in any Constitution based checks with regard to drinking or drugs.


Tavern Brawler

You gain proficiency with improvised weapons and your unarmed strikes use a d4 for damage.


Professional Athlete

As a professional athlete, you competed at the highest echelon of sport and are moderately well known for your talents. Your training routine was brutal, getting you into peak physical condition.


Ability Boost

Choose between Strength or Dexterity. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.


Starting Proficiency

Choose either Pry, Athletics, Handling, or Performance


Competitive Edge

Whenever you make a contested roll against another creature, you may choose to roll an additional time, and take the better of the results. Once you have used this feature, you must complete a short rest to regain it.


Champion of the People

Firstly you gain skill specialty in Athletics – Your Sport and proficiency with the equipment for that sport. As an athlete with some notoriety, you also have some recognition for your sport. You gain a +1 to your Honor score, going no higher than 15.


Sage

Being a sage means that you are highly regarded as someone worth listening to by your peers. Whether this takes the form of a spiritual leader or an intellectual one, you are someone who knows a thing or two. While you provide wisdom to those less informed than you, you are still seeking the answer to some big questions yourself.


Ability Boost

Choose between Intelligence or Wisdom. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.


Starting Proficiency

Choose either Anthropology, Cosmology, Metaphysics, or Spellcraft


Master of Research

You are someone who knows how to consult books, notes, texts, or other forms of knowledge keeping and have a particular domain which you specialize in. Choose a specific area of study in an Intelligence or Wisdom based skill and gain Expert Specialty in that skill. Furthermore, you gain Skill Specialty in Investigation – Research and can research in half the normal time.


Sage Advice

People are always coming to you asking for advice for themselves, and over the years, you have learned how to read and talk to people. You gain proficiency in either Persuasion or Insight.


Soldier

Working as a soldier, you’ve learned about the grueling nights, gun fights, and the long periods of standing around. You know the rules of engagement and the codes of conduct for being in a formal military and can endure rough conditions.


Ability Boost

Choose between Strength or Constitution. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.


Starting Proficiency

Choose either Athletics, Handling, Stealth, or Survival


Armor Training

You have proficiency with heavy armor, and you may treat the Strength requirements for armor as if they were two less.


Firearm Training

Choose two of the following weapon classes to gain proficiency in: pistols, revolvers, shotguns, tactical rifles, assault rifles, submachine guns, light machine guns, or sniper rifles.


Campaign Resolve

Having been on a war campaign before, you know about sleeping in less than ideal conditions and being prepared for combat the next day. Whenever you complete a long rest, you regain an additional hit die.


Tattoo Artist

Working as a tattoo artist taught you the importance of precision and the weight of permanence.


Ability Boost

Choose between Dexterity or Honor. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.


Starting Proficiency

Choose either Sleight of Hand, Repair, Persuasion, or Perception


Tools of the Trade

You gain Skill Training in Tattoo Artist's Supplies.


Precise Handiwork

Before you make an attack roll using your Dexterity modifier, you may choose to roll with advantage. In doing so, all attack rolls made with Dexterity weapons use that number until the end of your next turn. This uses your weapon ability use.


Steady Hand

When using a weapon which has the steady property, you may move 5 feet before or after making an attack with that weapon at no penalty.


Trust Fund Child

As a trust fund child, you grew up not having to worry about the problems of middle-class life or the problems of political power. You grew up rich… very rich and your upbringing has let you afford the best education and the best goods money could buy.


Ability Boost

Choose between Honor or Intelligence. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.


Starting Proficiency

Choose either Anthropology, Performance, Persuasion, or Grace


Familiar Forbearance

As a trust fund child, your name is likely known and associated with money. However, maintaining your family’s reputation is important, too. You may procure services and goods based on the reputation of your family’s name. If you are unable to pay for a good or service, you may invoke your family name to try and procure the service instead based on a promise of remuneration. If you do not fulfill your promise, your family’s honor score takes a penalty based on the DMs discretion. If your family’s honor score dwindles too much, you may be disowned, lowering your Honor score by 8.


Tax Shelters

You have bank accounts in a few offshore accounts which leave the majority of your income untaxable. You do not need to pay taxes and have skill specialty in Politicking – Bribery


Weavebreaker

Prerequisite: the ability to cast at least one spell.

Hidden sects and circles of influence have discovered you to be a natural at the bending of souls and fate. You were effectively raised in the know and because of this your wizard’s journey comes almost naturally to you.


Ability Boost

Choose between Intelligence or Wisdom. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.


Starting Proficiency

Choose either Anthropology, Metaphysics, Spellcraft, or Biology


Soulcracker

You gain Skill Specialty in Metaphysics - Weavebreaking


Sight Casting

When you watch another spellcaster cast a spell that is on the Wizard’s spell list, as a reaction, you may make a Metaphysics check with a DC equal to 10 + the spell’s level. On a successful check, you can add the spell to your spell list for the day. Once you have used this feature you must wait until you complete a long rest to regain this feature.


Zealot

You grew up fervently religious in a world where religion is becoming less and less relevant. You are strong in your convictions and know a lot about the Gods and how to serve them.


Ability Boost

Choose between Intelligence or Wisdom. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.


Starting Proficiency

Choose either Cosmology, Insight, Persuasion, or Metaphysics


Idolization

Your devotion to your God comes with the knowledge of that God’s history. You gain Expert Specialty in Cosmology – your God’s Lore. Additionally, you gain Skill Specialty in Cosmology – Religious Lore.


Sign of Devotion

Choose one of the two domain spells from your God’s Cleric Domain. You gain access to this spell and can cast it once without using a spell slot. Once you have used this feature, you must complete a long rest which includes a prayer to regain it. Your spellcasting ability modifier for this spell is Wisdom.