{
 "satchelPack": 1,
 "id": "a5e-options",
 "name": "Feats and Backgrounds",
 "licence": "cc-by-40",
 "attribution": "This work includes material taken from the A5E System Reference Document (A5ESRD) by EN Publishing and available at A5ESRD.com, based on Level Up: Advanced 5th Edition, available at www.levelup5e.com. The A5ESRD is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.",
 "source": {
  "document": "a5e-ag",
  "name": "Adventurer's Guide",
  "publisher": "EN Publishing",
  "permalink": "https://a5esrd.com/a5esrd",
  "endpoints": [
   "feats",
   "backgrounds"
  ]
 },
 "feats": [
  {
   "n": "Ace Driver",
   "cat": "General",
   "prelevel": 0,
   "x": "Prerequisite: Proficiency with a type of vehicle\n\nYou are a virtuoso of driving and piloting vehicles, able to push them beyond their normal limits and maneuver them with fluid grace through hazardous situations. You gain the following benefits:\n\n• You gain an expertise die on ability checks made to drive or pilot a vehicle.\n\n• While piloting a vehicle, you can use your reaction to take the Brake or Maneuver vehicle actions.\n\n• A vehicle you load can carry 25% more cargo than normal.\n\n• Vehicles you are piloting only suffer a malfunction when reduced to 25% of their hit points, not 50%. In addition, when the vehicle does suffer a malfunction, you roll twice on the maneuver table and choose which die to use for the result.\n\n• Vehicles you are piloting gain a bonus to their Armor Class equal to half your proficiency bonus.\n\n• When you Brake, you can choose to immediately stop the vehicle without traveling half of its movement speed directly forward."
  },
  {
   "n": "Athletic",
   "cat": "General",
   "prelevel": 0,
   "x": "Your enhanced physical training grants you the following benefits:\n\n• Your Strength or Dexterity score increases by 1, to a maximum of 20.\n\n• When you are prone, standing up uses only 5 feet of your movement (instead of half).\n\n• Your speed is not halved from climbing.\n\n• You can make a running long jump or a running high jump after moving 5 feet on foot (instead of 10 feet)."
  },
  {
   "n": "Attentive",
   "cat": "General",
   "prelevel": 0,
   "x": "Always aware of your surroundings, you gain the following benefits:\n\n• When rolling initiative you gain a +5 bonus.\n\n• You can only be surprised if you are unconscious. A creature attacking you does not gain advantage from being hidden from you or unseen by you."
  },
  {
   "n": "Battle Caster",
   "cat": "General",
   "prelevel": 0,
   "x": "Prerequisite: Requires the ability to cast at least one spell of 1st-level or higher\n\nYou're comfortable casting, even in the chaos of battle.\n\n• You gain a 1d6 expertise die on concentration checks to maintain spells you have cast.\n\n• While wielding weapons and shields, you may cast spells with a seen component.\n\n• Instead of making an opportunity attack with a weapon, you may use your reaction to cast a spell with a casting time of 1 action. The spell must be one that only targets that creature."
  },
  {
   "n": "Brutal Attack",
   "cat": "General",
   "prelevel": 0,
   "x": "After making a melee attack, you may reroll any weapon damage and choose the better result. This feat can be used no more than once per turn.\n\n• After making a melee attack, you may reroll any weapon damage and choose the better result. This feat can be used no more than once per turn."
  },
  {
   "n": "Bull Rush",
   "cat": "General",
   "prelevel": 0,
   "x": "Your headlong rush devastates your foes. After dashing (with the Dash Action) at least ten feet towards a foe, you may perform a bonus action to select one of the following options. Attack. Make one melee weapon attack, dealing an extra 5 damage on a hit. Shove. Use the Shove maneuver, pushing the target 10 feet directly away on a success.\n\n• After dashing (with the Dash Action) at least ten feet towards a foe, you may perform a bonus action to select one of the following options. Attack. Make one melee weapon attack, dealing an extra 5 damage on a hit. Shove. Use the Shove maneuver, pushing the target 10 feet directly away on a success."
  },
  {
   "n": "Combat Thievery",
   "cat": "General",
   "prelevel": 0,
   "x": "You know how to trade blows for more than inflicting harm.\n\n• You gain proficiency with the Deceptive Stance and Painful Pickpocket maneuvers, and do not have to spend exertion to activate them.\n\n• You gain an expertise die on Sleight of Hand checks."
  },
  {
   "n": "Covert Training",
   "cat": "General",
   "prelevel": 0,
   "x": "You have absorbed some of the lessons of the world of spies, criminals, and others who operate in the shadows. You gain the following benefits:\n\n• You gain proficiency with thieves' tools, the poisoner's kit, or a rare weapon with the stealthy property.\n\n• You gain two skill tricks of your choice from the rogue class."
  },
  {
   "n": "Crafting Expert",
   "cat": "General",
   "prelevel": 0,
   "x": "You have devoted time to studying and practicing the art of crafting, gaining the following benefits:\n\n• Choose one of the following types of crafted item: armor, engineered items, potions, rings and rods, staves and wands, weapons, wondrous items.\n\nThis feat can be selected multiple times, choosing a different type of crafted item each time.\n\n• You gain advantage on checks made to craft, maintain, and repair that type of item.\n\n• You gain an expertise die on checks made to craft, maintain, and repair items.\n\n• You gain proficiency with two tools of your choice."
  },
  {
   "n": "Crossbow Expertise",
   "cat": "General",
   "prelevel": 0,
   "x": "• If proficient with a crossbow, you ignore its loading property.\n\n• You do not have disadvantage on ranged attack rolls from being within 5 feet of a hostile creature.\n\n• When you attack with a one-handed weapon using the Attack action, you can use a bonus action to attack with a hand crossbow wielded in your off-hand."
  },
  {
   "n": "Deadeye",
   "cat": "General",
   "prelevel": 0,
   "x": "Prerequisite: 8th level or higher\n\nYour natural talent or skill makes you lethal with a ranged weapon.\n\n• You gain proficiency with the Farshot Stance and Ricochet maneuvers, and do not have to spend exertion to activate them.\n\n• Before you make an attack with a ranged weapon you are proficient with, you can choose to take a penalty on the attack roll equal to your proficiency bonus. If the attack hits, you deal extra damage equal to double your proficiency bonus. This extra damage does not double on a critical hit.\n\n• You ignore half cover and three-quarters cover when making a ranged weapon attack."
  },
  {
   "n": "Deflector",
   "cat": "General",
   "prelevel": 0,
   "x": "Prerequisite: Dexterity 13 or higher\n\nWhen you are wielding a finesse weapon with which you are proficient and would be hit by a melee attack, you can use your reaction to add your proficiency bonus to your Armor Class against that attack.\n\n• When you are wielding a finesse weapon with which you are proficient and would be hit by a melee attack, you can use your reaction to add your proficiency bonus to your Armor Class against that attack."
  },
  {
   "n": "Destiny’s Call",
   "cat": "General",
   "prelevel": 0,
   "x": "• An ability score of your choice increases by 1.\n\n• When you gain inspiration through your destiny’s source of inspiration, you can choose one party member within 30 feet of you. That party member gains inspiration if they don’t have it already. Once you inspire a party member in this way, you can’t use this feature again on that party member until you finish a long rest."
  },
  {
   "n": "Dual-Wielding Expert",
   "cat": "General",
   "prelevel": 0,
   "x": "• While wielding a separate melee weapon in each hand, you gain a +1 bonus to Armor Class.\n\n• You can use two-weapon fighting with any two one-handed melee weapons so long as neither has the heavy property.\n\n• When you would normally draw or sheathe a one-handed weapon, you can instead draw or sheathe two one-handed weapons."
  },
  {
   "n": "Dungeoneer",
   "cat": "General",
   "prelevel": 0,
   "x": "• You have advantage on Investigation and Perception checks made to detect secret doors.\n\n• You have advantage on saving throws made against traps.\n\n• You have resistance to damage dealt by traps.\n\n• You don’t take a −5 penalty on your passive Perception score from traveling at a fast pace."
  },
  {
   "n": "Empathic",
   "cat": "General",
   "prelevel": 0,
   "x": "• Your Wisdom or Charisma score increases by 1.\n\n• You gain an expertise die on Insight checks made against other creatures.\n\n• When using a social skill and making a Charisma check another creature, you score a critical success on a roll of 19–20."
  },
  {
   "n": "Fear Breaker",
   "cat": "General",
   "prelevel": 0,
   "x": "• You gain proficiency with the Victory Pose maneuver and do not have to spend exertion to activate it. In addition, you may use this maneuver with up to three different weapons you select instead of just one, and affect allies within 60 feet.\n\n• An ally affected by your Victory Pose gains an expertise die on their next saving throw against fear, and if they are rattled the condition ends for them."
  },
  {
   "n": "Fortunate",
   "cat": "General",
   "prelevel": 0,
   "x": "• You gain 3 fate points.\n\n• Whenever you make an attack roll, ability check, or saving throw and do not have disadvantage, you can spend a fate point to roll an additional d20 and choose whichever result you wish. You may do this after the initial roll has occurred, but before the outcome is known. If you have disadvantage, you may instead spend a fate point to choose one of the d20 rolls and reroll it.\n\n• Alternatively, when you are attacked, you can choose to spend a fate point to force the attacking creature to reroll the attack. The creature resolves the attack with the result you choose.\n\n• You regain all expended fate points when you finish a long rest."
  },
  {
   "n": "Guarded Warrior",
   "cat": "General",
   "prelevel": 0,
   "x": "• A creature that takes the Disengage action still provokes opportunity attacks from you.\n\n• You gain proficiency with the Warning Strike maneuver and do not have to spend exertion to activate it.\n\n• You can use your reaction to make a melee weapon attack against a creature within 5 feet that makes an attack against a target other than you if the target does not also have this feat."
  },
  {
   "n": "Hardy Adventurer",
   "cat": "General",
   "prelevel": 0,
   "x": "• When you take this feat, you gain a number of hit points equal to twice your level.\n\n• Whenever you gain a new level, you gain an additional 2 hit points to your hit point maximum.\n\n• During a short rest, you regain 1 additional hit point per hit die spent to heal."
  },
  {
   "n": "Heavily Outfitted",
   "cat": "General",
   "prelevel": 0,
   "x": "Prerequisite: Proficiency with medium armor\n\n• Your Strength score increases by 1, to a maximum of 20.\n\n• You gain proficiency with heavy armor."
  },
  {
   "n": "Heavy Armor Expertise",
   "cat": "General",
   "prelevel": 0,
   "x": "Prerequisite: Proficiency with heavy armor\n\n• Your Strength score increases by 1, to a maximum of 20.\n\n• While wearing heavy armor, you reduce all bludgeoning, piercing, and slashing damage from nonmagical weapons by 3."
  },
  {
   "n": "Heraldic Training",
   "cat": "General",
   "prelevel": 0,
   "x": "• You gain proficiency in your choice of one martial weapon, one rare weapon, or shields.\n\n• You gain two divine lessons of your choice from the herald class."
  },
  {
   "n": "Idealistic Leader",
   "cat": "General",
   "prelevel": 0,
   "x": "• Any stronghold you have or buy that is of frugal quality is automatically upgraded to average quality at no additional cost.\n\n• You gain a new follower for every 50 staff you have in your stronghold, rather than every 100 staff.\n\n• When you fulfill your destiny, choose a number of followers equal to your proficiency bonus. Each is upgraded to their most expensive version."
  },
  {
   "n": "Intuitive",
   "cat": "General",
   "prelevel": 0,
   "x": "• Your Intelligence or Wisdom score increases by 1, to a maximum of 20.\n\n• Your passive Perception and passive Investigation scores increase by 5.\n\n• If you can see a creature’s mouth while it is speaking a language you know, you can read its lips."
  },
  {
   "n": "Keen Intellect",
   "cat": "General",
   "prelevel": 0,
   "x": "• Your Intelligence score increases by 1, to a maximum of 20.\n\n• You can recall anything you’ve seen or heard within a number of weeks equal to your Intelligence  modifier.\n\n• You know how long it will be before the next sunset or sunrise.\n\n• You know which way is north."
  },
  {
   "n": "Lightly Outfitted",
   "cat": "General",
   "prelevel": 0,
   "x": "• Your Strength or Dexterity score increases by 1, to a maximum of 20.\n\n• You gain proficiency with light armor."
  },
  {
   "n": "Linguistics Expert",
   "cat": "General",
   "prelevel": 0,
   "x": "• Your Intelligence score increases by 1, to a maximum of 20.\n\n• You learn three languages of your choice.\n\n• You can invent ciphers and are able to teach a cipher you create to others. Anyone who knows the cipher can encode and read hidden messages made with it; the apparent text must be at least four times longer than the hidden message. A creature can detect the cipher’s presence if it spends a minute examining it and succeeds on an Investigation check against a DC of 8+ your proficiency bonus + your Intelligence modifier. If the check succeeds by 5 or more, they can read the hidden message."
  },
  {
   "n": "Martial Scholar",
   "cat": "General",
   "prelevel": 0,
   "x": "Prerequisite: Proficiency with at least one martial weapon\n\n• You gain proficiency in a combat tradition of your choice.\n\n• You learn two combat maneuvers from a combat tradition you know. If you don’t already know any combat maneuvers, both must be 1st degree. Combat maneuvers gained from this feat do not count toward the maximum number of combat maneuvers you know.\n\n• Your exertion pool increases by 3. If you do not have an exertion pool, you gain an exertion pool with 3 exertion, regaining your exertion whenever you finish a rest."
  },
  {
   "n": "Medium Armor Expert",
   "cat": "General",
   "prelevel": 0,
   "x": "Prerequisite: Proficiency with medium armor\n\n• Medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.\n\n• When you are wearing medium armor, the maximum Dexterity modifier you can add to your Armor Class increases to 3."
  },
  {
   "n": "Moderately Outfitted",
   "cat": "General",
   "prelevel": 0,
   "x": "Prerequisite: Proficiency with light armor\n\n• Your Strength or Dexterity score increases by 1, to a maximum of 20.\n\n• You gain proficiency with medium armor and shields."
  },
  {
   "n": "Monster Hunter",
   "cat": "General",
   "prelevel": 0,
   "x": "Prerequisite: Proficiency with Survival, 8th level or higher\n\n• You gain an expertise die on checks made to learn legends and lore about a creature you can see.\n\n• You learn the altered strike cantrip.\n\n• You gain proficiency with the Douse maneuver and do not have to spend exertion to activate it.\n\n• You gain the tracking skill specialty in Survival."
  },
  {
   "n": "Mounted Warrior",
   "cat": "General",
   "prelevel": 0,
   "x": "• You gain proficiency with the Lancer Strike maneuver and do not have to spend exertion to activate it.\n\n• When your mount is targeted by an attack, you can instead make yourself the attack’s target.\n\n• When your mount makes a Dexterity saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure."
  },
  {
   "n": "Mystical Talent",
   "cat": "General",
   "prelevel": 0,
   "x": "Choose a class: bard, cleric, druid, herald, sorcerer, warlock, or wizard.\n\n• You learn two cantrips of your choice from the class’s spell list.\n\n• Choose a 1st-level spell to learn from that spell list. Once between long rests, you can cast this spell without expending a spell slot. You can also cast this spell using a spell slot of the appropriate level (or the appropriate number of spell points if you have warlock levels).\n\nYour spellcasting ability for these spells is Intelligence for wizard, Wisdom for cleric or druid, Charisma for bard, herald, or sorcerer, or your choice of Intelligence, Wisdom, or Charisma for warlock."
  },
  {
   "n": "Natural Warrior",
   "cat": "General",
   "prelevel": 0,
   "x": "• Your Speed increases by 5 feet.\n\n• When making an Acrobatics or Athletics check during combat, you can choose to use your Strength or Dexterity modifier for either skill.\n\n• You gain proficiency with the Bounding Strike maneuver and do not have to spend exertion to activate it.\n\n• You can roll 1d4 in place of your normal damage for unarmed strikes. When rolling damage for your unarmed strikes, you can choose to deal bludgeoning, piercing, or slashing damage."
  },
  {
   "n": "Physician",
   "cat": "General",
   "prelevel": 0,
   "x": "• When you use a healer’s satchel to stabilize a dying creature, it regains a number of hit points equal to your Wisdom modifier.\n\n• You can spend an action and one use of a healer’s satchel to tend to a creature. The creature regains 1d6 + 4 hit points, plus one hit point for each of its hit dice. The creature can’t regain hit points from this feat again until it finishes a rest."
  },
  {
   "n": "Polearm Savant",
   "cat": "General",
   "prelevel": 0,
   "x": "• When you attack with a glaive, halberd, quarterstaff, or spear and no other weapon using the Attack action, as a bonus action you can make a melee attack with the weapon’s opposite end. This attack uses the same ability modifier as the primary attack, dealing 1d4 bludgeoning damage on a hit.\n\n• While you are wielding a glaive, halberd, pike, quarterstaff, or spear, a creature that enters your reach provokes an opportunity attack from you. A creature can use its reaction to avoid provoking an opportunity attack from you in this way."
  },
  {
   "n": "Power Caster",
   "cat": "General",
   "prelevel": 0,
   "x": "Prerequisite: The ability to cast at least one spell\n\n• The range is doubled for any spell you cast that requires a spell attack roll.\n\n• You ignore half cover and three-quarters cover when making a ranged spell attack.\n\n• Choose one cantrip that requires an attack roll. The cantrip must be from the bard, cleric, druid, herald, sorcerer, warlock, or wizard spell list. You learn this cantrip and your spellcasting ability for it depends on the spell list you chose from: Intelligence for wizard, Wisdom for cleric or druid, Charisma for bard, herald, or sorcerer, or your choice of Intelligence, Wisdom, or Charisma for warlock."
  },
  {
   "n": "Powerful Attacker",
   "cat": "General",
   "prelevel": 0,
   "x": "• You gain proficiency with the Cleaving Swing maneuver and do not have to spend exertion to activate it. In addition, you can use Cleaving Swing with a versatile weapon wielded with two hands.\n\n• Before you make a melee attack with a two-handed weapon or versatile weapon wielded with two hands, if you are proficient with the weapon and do not have disadvantage you can declare a powerful attack. A powerful attack has disadvantage, but on a hit deals 10 extra damage."
  },
  {
   "n": "Primordial Caster",
   "cat": "General",
   "prelevel": 0,
   "x": "Prerequisite: The ability to cast at least one spell\n\nUpon gaining this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.\n\n• When you cast a spell that deals damage, your spell’s damage ignores damage resistance to the chosen type.\n\n• When you cast a spell that deals damage of the chosen type, you deal 1 additional damage for every damage die with a result of 1.\n\n• This feat can be selected multiple times, choosing a different damage type each time."
  },
  {
   "n": "Rallying Speaker",
   "cat": "General",
   "prelevel": 0,
   "x": "Prerequisite: Charisma 13 or higher\n\n• When you spend 10 minutes speaking inspirationally, you can choose up to 6 friendly creatures (including yourself) within 30 feet that can hear and understand you. Each creature gains temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a rest."
  },
  {
   "n": "Resonant Bond",
   "cat": "General",
   "prelevel": 0,
   "x": "You’re able to form a greater bond with magic items. During a short rest, you can focus on a non-consumable magic item and create a unique bond with it called resonance. You can have resonance with only one item at a time. Attempting to resonate with another item fails until you end the resonance with your current item. When you resonate with an item, you gain the following benefits.\n\n• If the resonant item requires attunement and you meet the prerequisites to do so, you become attuned to the item. If you don’t meet the prerequisites, both the attunement and resonance with the item fails.\n\nThis attunement doesn’t count toward the maximum number of items you can be attuned to. Unlike other attuned items, your attunement to this item doesn’t end from being more than 100 feet away from it for 24 hours.\n\n• Once per rest, as a bonus action, you can summon a resonant item, which appears instantly in your hand so long as it is located on the same plane of existence. You must have a free hand to use this feature and be able to hold the item.\n\n• If the resonant item is sentient, you have advantage on Charisma checks and saving throws made when resolving a conflict with the item.\n\n• If the resonant item is an artifact, you can ignore the effects of one minor detrimental property.\n\n• You lose resonance with an item if another creature attunes to it or gains resonance with it. You can also voluntarily end the resonance by focusing on the item during a short rest, or during a long rest if the item is not in your possession."
  },
  {
   "n": "Rite Master",
   "cat": "General",
   "prelevel": 0,
   "x": "Prerequisite: Intelligence or Wisdom 13 or higher\n\n• You gain a ritual book containing spells that you can cast as rituals while holding it.\n\n• Choose one of the following classes: bard, cleric, druid, herald, sorcerer, warlock, or wizard. When you acquire this feat, you create a ritual book holding two 1st-level spells of your choice from that class’ spell list. These spells must have the ritual tag. The class you choose determines your spellcasting ability for these spells: Intelligence for wizard, Wisdom for cleric or druid, Charisma for bard, herald, or sorcerer, or your choice of Intelligence, Wisdom, or Charisma for warlock.\n\n• If you come across a written spell with the ritual tag (like on a spell scroll or in a wizard’s spellbook), you can add it to your ritual book if the spell is on the spell list for the class you chose and its level is no higher than half your level (rounded up). Copying the spell into your ritual book costs 50 gold and 2 hours per level of the spell."
  },
  {
   "n": "Shield Focus",
   "cat": "General",
   "prelevel": 0,
   "x": "You gain the following benefits while wielding a shield:\n\n• When you take the Attack action on your turn, as a bonus action you can make a Shove maneuver against a creature within 5 feet of you.\n\n• When you make a Dexterity saving throw against a spell or harmful effect that only targets you, if you aren’t incapacitated you gain a bonus equal to your shield’s Armor Class bonus.\n\n• When you succeed on a Dexterity saving throw against an effect that deals half damage on a success, you can use your reaction to take no damage by protecting yourself with your shield."
  },
  {
   "n": "Skillful",
   "cat": "General",
   "prelevel": 0,
   "x": "• Choose three skills, tools, languages, or any combination of these. You gain proficiency with each of your three choices. If you already have proficiency in a chosen skill, you instead gain a skill specialty with that skill."
  },
  {
   "n": "Skirmisher",
   "cat": "General",
   "prelevel": 0,
   "x": "• Your Speed increases by 10 feet.\n\n• You can Dash through difficult terrain without requiring additional movement.\n\n• Whenever you attack a creature, for the rest of your turn you don’t provoke opportunity attacks from that creature."
  },
  {
   "n": "Spellbreaker",
   "cat": "General",
   "prelevel": 0,
   "x": "• You gain proficiency with the Purge Magic maneuver and do not have to spend exertion to activate it.\n\n• When a creature concentrating on a spell is damaged by you, it has disadvantage on its concentration check to maintain the spell it is concentrating on.\n\n• You have advantage on saving throws made against spells cast within 30 feet of you."
  },
  {
   "n": "Stalwart",
   "cat": "General",
   "prelevel": 0,
   "x": "• Your Constitution score increases by 1, to a maximum of 20.\n\n• You regain an additional number of hit points equal to double your Constitution modifier (minimum 2) whenever you roll a hit die to regain hit points."
  },
  {
   "n": "Stealth Expert",
   "cat": "General",
   "prelevel": 0,
   "x": "Prerequisite: Dexterity 13 or higher\n\n• You can try to hide from a creature even while you are only lightly obscured from that creature.\n\n• Your position isn’t revealed when you miss with a ranged weapon attack against a creature you are hidden from.\n\n• Dim light does not impose disadvantage when you make Perception checks."
  },
  {
   "n": "Street Fighter",
   "cat": "General",
   "prelevel": 0,
   "x": "• Your Strength or Constitution score increases by 1, to a maximum of 20.\n\n• You can roll 1d4 in place of your normal damage for unarmed strikes.\n\n• You are proficient with improvised weapons.\n\n• You can use a bonus action to make a Grapple maneuver against a target you hit with an unarmed strike or improvised weapon on your turn."
  },
  {
   "n": "Surgical Combatant",
   "cat": "General",
   "prelevel": 0,
   "x": "• You gain proficiency with the Dangerous Strikes maneuver and do not have to spend exertion to activate it.\n\n• You gain proficiency in Medicine. If you are already proficient, you instead gain an expertise die.\n\n• You gain an expertise die on Medicine checks made to diagnose the cause of or treat wounds."
  },
  {
   "n": "Survivor",
   "cat": "General",
   "prelevel": 0,
   "x": "• When you are reduced to 0 or fewer hit points, you can use your reaction to move up to your Speed before falling unconscious. Moving in this way doesn’t provoke opportunity attacks.\n\n• On the first turn that you start with 0 hit points and must make a death saving throw, you make that saving throw with advantage.\n\n• When you take massive damage that would kill you instantly, you can use your reaction to make a death saving throw. If the saving throw succeeds, you instead fall unconscious and are dying.\n\n• Medicine checks made to stabilize you have advantage.\n\n• Once between long rests, when a creature successfully stabilizes you, at the start of your next turn you regain 1 hit point."
  },
  {
   "n": "Swift Combatant",
   "cat": "General",
   "prelevel": 0,
   "x": "Prerequisite: 8th level or higher\n\n• Your Speed increases by 5 feet.\n\n• You gain proficiency with the Charge, Rapid Drink, and Swift Stance maneuvers, and do not have to spend exertion to activate them."
  },
  {
   "n": "Tactical Support",
   "cat": "General",
   "prelevel": 0,
   "x": "• When using the Help action to aid an ally in attacking a creature, the targeted creature can be up to 30 feet away instead of 5 feet.\n\n• If an ally benefiting from your Help action scores a critical hit on the targeted creature, you can use your reaction to make a single weapon attack against that creature. Your attack scores a critical hit on a roll of 19–20. If you already have a feature that increases the range of your critical hits, your critical hit range for that attack is increased by 1 (maximum 17–20).\n\n• When a creature is damaged by an attack that was aided by the use of your Help action, you don’t provoke opportunity attacks from that creature until the end of your next turn."
  },
  {
   "n": "Tenacious",
   "cat": "General",
   "prelevel": 0,
   "x": "• Choose one ability score. The chosen ability score increases by 1, to a maximum of 20, and you gain proficiency in saving throws using it."
  },
  {
   "n": "Thespian",
   "cat": "General",
   "prelevel": 0,
   "x": "• Your Charisma score increases by 1, to a maximum of 20.\n\n• You have advantage on Deception and Performance checks made when attempting to mimic another creature’s looks, mannerisms, or speech.\n\n• You have a natural talent for perfectly mimicking the sounds of other creatures you’ve heard make sound for at least 1 minute. A suspicious listener can see through your perfect mimicry by succeeding on a Wisdom (Insight) check opposed by your Charisma (Deception) check."
  },
  {
   "n": "Weapons Specialist",
   "cat": "General",
   "prelevel": 0,
   "x": "• Your Strength or Dexterity score increases by 1, to a maximum of 20.\n\n• You gain proficiency with four weapons of your choice. Three of these must be a simple or a martial weapon. The fourth choice can be a simple, martial, or rare weapon."
  },
  {
   "n": "Well-Heeled",
   "cat": "General",
   "prelevel": 0,
   "x": "Prerequisite: Prestige rating of 2 or higher\n\n• You are treated as royalty (or as closely as possible) by most commoners and traders, and as an equal when meeting other authority figures (who make time in their schedule to see you when requested to do so).\n\n• You have passive investments and income that allow you to maintain a high quality of living. You have a rich lifestyle and do not need to pay for it.\n\n• You gain a second Prestige Center. This must be an area where you have spent at least a week of time."
  },
  {
   "n": "Woodcraft Training",
   "cat": "General",
   "prelevel": 0,
   "x": "• You gain proficiency with the herbalism kit, navigator’s kit, a simple ranged weapon, or a martial ranged weapon.\n\n• You gain two exploration knacks of your choice from the ranger class."
  }
 ],
 "backgrounds": [
  {
   "n": "Acolyte",
   "skills": [
    "religion"
   ],
   "tools": [],
   "x": "Ability Score Increases: +1 to Wisdom and one other ability score.\n\nSkill Proficiencies: Religion, and either Insight or Persuasion.\n\nLanguages: One of your choice.\n\nEquipment: Holy symbol (amulet or reliquary), common clothes, robe, and a prayer book, prayer wheel, or prayer beads.\n\nAdventures and Advancement\nIn small settlements without other resources, your authority may extend to such matters as settling disputes and punishing criminals. You might also be expected to deal with local outbreaks of supernatural dangers such as fiendish possessions, cults, and the unquiet dead. If you solve several problems brought to you by members of your faith, you may be promoted (or reinstated) within the hierarchy of your order. You gain the free service of up to 4 acolytes, and direct access to your order’s leaders.\n\nConnection and Memento\nRoll 1d10, choose, or make up your own.\n\nAcolyte Connections\n\nd10  Connection\n1  A beloved high priest or priestess awaiting your return to the temple once you resolve your crisis of faith.\n2  A former priest—exposed by you as a heretic—who swore revenge before fleeing.\n3  The wandering herald who rescued you as an orphan and sponsored your entry into your temple.\n4  The inquisitor who rooted out your heresy (or framed you) and had you banished from your temple.\n5  The fugitive charlatan or cult leader whom you once revered as a holy person.\n6  Your scandalous friend, a fellow acolyte who fled the temple in search of worldly pleasures.\n7  The high priest who discredited your temple and punished the others of your order.\n8  The wandering adventurer whose tales of glory enticed you from your temple.\n9  The leader of your order, a former adventurer who sends you on quests to battle your god's enemies.\n10  The former leader of your order who inexplicably retired to a life of isolation and penance.\n\nAcolyte Memento\n\nd10  Memento\n1  The timeworn holy symbol bequeathed to you by your beloved mentor on their deathbed.\n2  A precious holy relic secretly passed on to you in a moment of great danger.\n3  A prayer book which contains strange and sinister deviations from the accepted liturgy.\n4  A half-complete book of prophecies which seems to hint at danger for your faith—if only the other half could be found!\n5  A gift from a mentor: a book of complex theology which you don't yet understand.\n6  Your only possession when you entered the temple as a child: a signet ring bearing a coat of arms.\n7  A strange candle which never burns down.\n8  The true name of a devil that you glimpsed while tidying up papers for a sinister visitor.\n9  A weapon (which seems to exhibit no magical properties) given to you with great solemnity by your mentor.\n10  A much-thumbed and heavily underlined prayer book given to you by the fellow acolyte you admire most."
  },
  {
   "n": "Artisan",
   "skills": [
    "persuasion"
   ],
   "tools": [],
   "x": "Ability Score Increases: +1 to Intelligence and one other ability score.\n\nSkill Proficiencies: Persuasion, and either Insight or History.\n\nTool Proficiencies: One type of artisan’s tools or smith’s tools.\n\nEquipment: One set of artisan's tools, traveler's clothes.\n\nAdventures And Advancement\nIf you participate in the creation of a magic item (a “master work”), you will gain the services of up to 8 commoner apprentices with the appropriate tool proficiency.\n\nConnection and Memento\nRoll 1d10, choose, or make up your own.\n\nArtisan Connections\n\nd10  Connection\n1  The cruel master who worked you nearly to death and now does the same to other apprentices.\n2  The kind master who taught you the trade.\n3  The powerful figure who refused to pay for your finest work.\n4  The jealous rival who made a fortune after stealing your secret technique.\n5  The corrupt rival who framed and imprisoned your mentor.\n6  The bandit leader who destroyed your mentor's shop and livelihood.\n7  The crime boss who bankrupted your mentor.\n8  The shady alchemist who always needs dangerous ingredients to advance the state of your art.\n9  Your apprentice who went missing.\n10  The patron who supports your work.\n\nArtisan Mementos\n\nd10  Memento\n1  *Jeweler:* A 10,000 gold commission for a ruby ring (now all you need is a ruby worth 5,000 gold).\n2  *Smith:* Your blacksmith's hammer (treat as a light hammer).\n3  *Cook:* A well-seasoned skillet (treat as a mace).\n4  *Alchemist:* A formula with exotic ingredients that will produce...something.\n5  *Leatherworker:* An exotic monster hide which could be turned into striking-looking leather armor.\n6  *Mason:* Your trusty sledgehammer (treat as a warhammer).\n7  *Potter:* Your secret technique for vivid colors which is sure to disrupt Big Pottery.\n8  *Weaver:* A set of fine clothes (your own work).\n9  *Woodcarver:* A longbow, shortbow, or crossbow (your own work).\n10  *Calligrapher:* Strange notes you copied from a rambling manifesto. Do they mean something?\n\nTrade Mark\nWhen in a city or town, you have access to a fully-stocked workshop with everything you need to ply your trade. Furthermore, you can expect to earn full price when you sell items you have crafted (though there is no guarantee of a buyer)."
  },
  {
   "n": "Charlatan",
   "skills": [
    "deception"
   ],
   "tools": [
    "Disguise kit",
    "forgery kit"
   ],
   "x": "Ability Score Increases: +1 to Charisma and one other ability score.\n\nSkill Proficiencies: Deception, and either Culture, Insight, or Sleight of Hand.\n\nTool Proficiencies: Disguise kit, forgery kit.\n\nEquipment: Common clothes, disguise kit, forgery kit.\n\nAdventures and Advancement\nIf you pull off a long-standing impersonation or false identity with exceptional success, you may eventually legally become that person. If you’re impersonating a real person, they might be considered the impostor. You gain any property and servants associated with your identity.\n\nConnection and Memento\nRoll 1d10, choose, or make up your own.\n\nCharlatan Connections\n\nd10  Connection\n1  A relentless pursuer: an inspector who you once made a fool of.\n2  A relentless pursuer: a mark you once cheated.\n3  A relentless pursuer: a former partner just out of jail who blames you for everything.\n4  A former partner now gone straight who couldn't possibly be coaxed out of retirement.\n5  A respected priest or tavernkeeper who tips you off about rich potential marks.\n6  The elusive former partner who ratted you out and sent you to jail.\n7  A famous noble or politician who through sheer luck happens to bear a striking resemblance to you.\n8  The crook who taught you everything and just can't stay out of trouble.\n9  A gullible noble who knows you by one of your former aliases, and who always seems to pop up at inconvenient times.\n10  A prominent noble who knows you only under your assumed name and who trusts you as their spiritual advisor, tutor, long-lost relative, or the like.\n\nCharlatan Mementos\n\nd10  Memento\n1  A die that always comes up 6.\n2  A dozen brightly-colored \"potions\".\n3  A magical staff that emits a harmless shower of sparks when vigorously thumped.\n4  A set of fine clothes suitable for nobility.\n5  A genuine document allowing its holder one free release from prison for a non-capital crime.\n6  A genuine deed to a valuable property that is, unfortunately, quite haunted.\n7  An ornate harlequin mask.\n8  Counterfeit gold coins or costume jewelry apparently worth 100 gold (DC 15 Investigation check to notice they're fake).\n9  A sword that appears more magical than it really is (its blade is enchanted with continual flame and it is a mundane weapon).\n10  A nonmagical crystal ball.\n\nMany Identities\nYou have a bundle of forged papers of all kinds—property deeds, identification papers, love letters, arrest warrants, and letters of recommendation—all requiring only a few signatures and flourishes to meet the current need. When you encounter a new document or letter, you can add a forged and modified copy to your bundle. If your bundle is lost, you can recreate it with a forgery kit and a day’s work."
  },
  {
   "n": "Criminal",
   "skills": [
    "stealth"
   ],
   "tools": [
    "Gaming set",
    "thieves' tools"
   ],
   "x": "Ability Score Increases: +1 to Dexterity and one other ability score.\n\nSkill Proficiencies: Stealth, and either Deception or Intimidation.\n\nTool Proficiencies: Gaming set, thieves' tools.\n\nEquipment: Common clothes, dark cloak, thieves' tools.\n\nAdventures And Advancement\nIf you pull off several successful jobs or heists, you may be promoted (or reinstated) as a leader in your gang. You may gain the free service of up to 8 bandits at any time.\n\nConnection and Memento\nRoll 1d10, choose, or make up your own.\n\nCriminal Connections\n\nd10  Connection\n1  The master criminal who inducted you into your first gang.\n2  The cleric or herald who convinced you to use your skills for good (and who may be legally responsible for your continued good behavior).\n3  Your sibling or other relative—who also happens to be a representative of the law.\n4  The gang of rascals and pickpockets who once called you their leader.\n5  The bounty hunter who has sworn to bring you to justice.\n6  Your former partner who made off with all the loot after a big score.\n7  The masked courier who occasionally gives you jobs.\n8  The crime boss to whom you have sworn loyalty (or to whom you owe an enormous debt).\n9  The master thief who once stole something precious from you.\n10  The corrupt noble who ruined your once-wealthy family.\n\nCriminal Mementos\n\nd10  Memento\n1  A golden key to which you haven't discovered the lock.\n2  A brand that was burned into your shoulder as punishment for a crime.\n3  A scar for which you have sworn revenge.\n4  The distinctive mask that gives you your nickname (for instance, the Black Mask or the Red Fox).\n5  A gold coin which reappears in your possession a week after you've gotten rid of it.\n6  The stolen symbol of a sinister organization; not even your fence will take it off your hands.\n7  Documents that incriminate a dangerous noble or politician.\n8  The floor plan of a palace.\n9  The calling cards you leave after (or before) you strike.\n10  A manuscript written by your mentor: *Secret Exits of the World's Most Secure Prisons*.\n\nThieves' Cant\nYou know thieves' cant: a set of slang, hand signals, and code terms used by professional criminals. A creature that knows thieves' cant can hide a short message within a seemingly innocent statement. A listener who knows thieves' cant understands the message."
  },
  {
   "n": "Cultist",
   "skills": [
    "religion"
   ],
   "tools": [],
   "x": "Ability Score Increases: +1 to Intelligence and one other ability score.\n\nSkill Proficiencies: Religion, and either Arcana or Deception.\n\nLanguages: One of your choice.\n\nEquipment: Holy symbol (amulet or reliquary), common clothes, robes, 5 torches.\n\nAdventures and Advancement\nMembers of your former order may be hunting you for reenlistment, punishment, or both. Additionally, your cult still seeks to open a portal, effect an apotheosis, or otherwise cause catastrophe. Eventually you may have to face the leader of your cult and perhaps even the being you once worshiped.\n\nConnection and Memento\nRoll 1d10, choose, or make up your own.\n\nCultist Connections\n\nd10  Connection\n1  The cult leader whom you left for dead.\n2  The cleric or herald who showed you the error of your ways.\n3  The voice which still speaks to you in dreams.\n4  The charismatic cultist whose honeyed words and promises first tempted you.\n5  The friend or loved one still in the cult.\n6  Your former best friend who now hunts you for your desertion of the cult.\n7  The relentless inquisitor who hunts you for your past heresy.\n8  The demon which you and your compatriots accidentally unleashed.\n9  The self-proclaimed deity who barely escaped from their angry disciples after their magic tricks and fakeries were revealed.\n10  The masked cult leader whose identity you never learned, but whose cruel voice you would recognize anywhere.\n\nCultist Mementos\n\nd10  Memento\n1  The sinister tattoo which occasionally speaks to you.\n2  The cursed holy symbol which appears in your possession each morning no matter how you try to rid yourself of it.\n3  The scar on your palm which aches with pain when you disobey the will of your former master.\n4  The curved dagger that carries a secret enchantment able only to destroy the being you once worshiped.\n5  The amulet which is said to grant command of a powerful construct.\n6  A forbidden tome which your cult would kill to retrieve.\n7  An incriminating letter to your cult leader from their master (a noted noble or politician).\n8  A compass which points to some distant location or object.\n9  A talisman which is said to open a gateway to the realm of a forgotten god.\n10  The birthmark which distinguishes you as the chosen vessel of a reborn god.\n\nForbidden Lore\nWhen you fail an Arcana or Religion check, you know what being or book holds the knowledge you seek finding the book or paying the being’s price is another matter."
  },
  {
   "n": "Entertainer",
   "skills": [
    "performance"
   ],
   "tools": [],
   "x": "Ability Score Increases: +1 to Charisma and one other ability score.\n\nSkill Proficiencies: Performance, and either Acrobatics, Culture, or Persuasion.\n\nEquipment: Lute or other musical instrument, costume.\n\nAdventures And Advancement\nSome of your admirers will pay you to plead a cause or smear an enemy. If you succeed at several such quests, your fame will grow. You will be welcome at royal courts, which will support you at a rich lifestyle.\n\nConnection and Memento\nRoll 1d10, choose, or make up your own.\n\nEntertainer Connections\n\nd10  Connection\n1  Your rival, an equally talented performer.\n2  The cruel ringleader of the sinister circus where you learned your trade.\n3  A noble who wants vengeance for the song you wrote about him.\n4  The actor who says that there's always room in their troupe for you and your companions.\n5  The noble who owes you a favor for penning the love poems that won their spouse.\n6  Your former partner, a slumming noble with a good ear and bad judgment.\n7  The rival who became successful and famous by taking credit for your best work.\n8  The highly-placed courtier who is always trying to further your career.\n9  A jilted lover who wants revenge.\n10  The many tavernkeepers and tailors to whom you owe surprisingly large sums.\n\nEntertainer Mementos\n\nd10  Memento\n1  Your unfinished masterpiece—if you can find inspiration to overcome your writer's block.\n2  Fine clothing suitable for a noble and some reasonably convincing costume jewelry.\n3  A love letter from a rich admirer.\n4  A broken instrument of masterwork quality—if repaired, what music you could make on it!\n5  A stack of slim poetry volumes you just can't sell.\n6  Jingling jester's motley.\n7  A disguise kit.\n8  Water-squirting wands, knotted scarves, trick handcuffs, and other tools of a bizarre new entertainment trend: a nonmagical magic show.\n9  A stage dagger.\n10  A letter of recommendation from your mentor to a noble or royal court.\n\nPay the Piper\nIn any settlement in which you haven't made yourself unpopular, your performances can earn enough money to support yourself and your companions: the bigger the settlement, the higher your standard of living, up to a moderate lifestyle in a city."
  },
  {
   "n": "Exile",
   "skills": [
    "survival"
   ],
   "tools": [],
   "x": "Ability Score Increases: +1 to Wisdom and one other ability score.\n\nSkill Proficiencies: Survival, and either History or Performance.\n\nEquipment: Traveler's clothes, 10 days rations.\n\nAdventures And Advancement\nYou may occasionally meet others from your native land. Some may be friends, and some dire enemies; few will be indifferent to you. After a few such encounters, you may become the leader of a faction of exiles. Your followers include up to three NPCs of Challenge Rating ½ or less, such as scouts.\n\nConnection and Memento\nRoll 1d10, choose, or make up your own.\n\nExile Connections\n\nd10  Connection\n1  The companions who shared your exile.\n2  The kindly local who taught you Common.\n3  The shopkeeper or innkeeper who took you in and gave you work.\n4  The hunters from your native land who pursue you.\n5  The distant ruler who banished you until you redeem yourself.\n6  The community of fellow exiles who have banded together in a city neighborhood.\n7  The acting or carnival troupe which took you in.\n8  The suspicious authorities who were convinced you were a spy.\n9  Your first friend after your exile: a grizzled adventurer who traveled with you.\n10  A well-connected and unscrupulous celebrity who hails from your homeland.\n\nExile Mementos\n\nd10  Memento\n1  A musical instrument which was common in your homeland.\n2  A memorized collection of poems or sagas.\n3  A locket containing a picture of your betrothed from whom you are separated.\n4  Trade, state, or culinary secrets from your native land.\n5  A piece of jewelry given to you by someone you will never see again.\n6  An inaccurate, ancient map of the land you now live in.\n7  Your incomplete travel journals.\n8  A letter from a relative directing you to someone who might be able to help you.\n9  A precious cultural artifact you must protect.\n10  An arrow meant for the heart of your betrayer.\n\nFellow Traveler\nYou gain an expertise die on Persuasion checks against others who are away from their land of birth."
  },
  {
   "n": "Farmer",
   "skills": [
    "nature"
   ],
   "tools": [
    "Land vehicles"
   ],
   "x": "Ability Score Increases: +1 to Wisdom and one other ability score.\n\nSkill Proficiencies: Nature, and either Animal Handling or Survival.\n\nTool Proficiencies: Land vehicles.\n\nEquipment: Common clothes, shovel, mule with saddlebags, 5 Supply (rations).\n\nAdventures And Advancement\nYou left the farm for a reason but you still have an eye for land. If you acquire farming property, estates, or domains, you can earn twice as much as you otherwise would from their harvests, or be supported by your lands at a lifestyle one level higher than you otherwise would be.\n\nBit and Bridle\nYou know how to stow and transport food. You and one animal under your care can each carry additional Supply equal to your proficiency bonus.\n\nConnection and Memento\nRoll 1d10, choose, or make up your own.\n\nFarmer Connections\n\nd10  Connection\n1  The landowner who foreclosed on your family land.\n2  The thugs who burned your village.\n3  The parents who wait for your return.\n4  The strange witch to whom your family owes a debt.\n5  The retired adventurer who trained you.\n6  The druid who—according to the villagers—laid a drought curse on your land.\n7  The village bully who threatened to kill you if you ever returned.\n8  The evil wizard who will stop at nothing to take your family heirloom.\n9  Your elder sibling who left searching for adventure before you did.\n10  The dragon whose foul reek has spoiled your countryside.\n\nFarmer Mementos\n\nd10  Memento\n1  A strange item you dug up in a field: a key, a lump of unmeltable metal, a glass dagger.\n2  The bag of beans your mother warned you not to plant.\n3  The shovel, pickaxe, pitchfork, or other tool you used for labor. For you it's a one-handed simple melee weapon that deals 1d6 piercing, slashing, or bludgeoning damage.\n4  A debt you must pay.\n5  A mastiff.\n6  Your trusty fishing pole.\n7  A corncob pipe.\n8  A dried flower from your family garden.\n9  Half of a locket given to you by a missing sweetheart.\n10  A family weapon said to have magic powers, though it exhibits none at the moment."
  },
  {
   "n": "Folk Hero",
   "skills": [
    "survival"
   ],
   "tools": [
    "One type of artisan’s tools",
    "one vehicle"
   ],
   "x": "Ability Score Increases: +1 to Constitution and one other ability score.\n\nSkill Proficiencies: Survival, and either Animal Handling or Nature.\n\nTool Proficiencies: One type of artisan’s tools, one vehicle.\n\nEquipment: Any artisan's tools except alchemist's supplies, common clothes.\n\nAdventures And Advancement\nCommon folk come to you with all sorts of problems. If you fought an oppressive regime, they bring you tales of injustice. If you fought a monster, they seek you out with monster problems. If you solve many such predicaments, you become universally famous, gaining the benefits of your Local Fame feature in every settled land.\n\nConnection and Memento\nRoll 1d10, choose, or make up your own.\n\nFolk Hero Connections\n\nd10  Connection\n1  The bard whose song made you legendary and who wants a sequel.\n2  Your friend, a traveling merchant whose caravan spreads your fame.\n3  A deadly enemy: the heir of the oppressive noble you killed.\n4  A deadly enemy: the mother of the monster you killed.\n5  A deadly enemy: the leader of the bandits you defeated.\n6  A deadly enemy: the tyrant you robbed.\n7  A kid who wants to follow your footsteps into danger.\n8  The jealous rival who wants to best your monster-slaying prowess, daring deeds, prize pie recipe, or whatever else made your famous.\n9  A secret admirer: the heir or heiress of the oppressive noble you defeated.\n10  The retired adventurer who trained you and is now in a bit of trouble.\n\nFolk Hero Mementos\n\nd10  Memento\n1  The mask you used to conceal your identity while fighting oppression (you are only recognized as a folk hero while wearing the mask).\n2  A necklace bearing a horn, tooth, or claw from the monster you defeated.\n3  A ring given to you by the dead relative whose death you avenged.\n4  The weapon you wrestled from the leader of the raid on your village.\n5  The trophy, wrestling belt, silver pie plate, or other prize marking you as the county champion.\n6  The famous scar you earned in your struggle against your foe.\n7  The signature weapon which provides you with your nickname.\n8  The injury or physical difference by which your admirers and foes recognize you.\n9  The signal whistle or instrument which you used to summon allies and spook enemies.\n10  Copies of the ballads and poems written in your honor.\n\nLocal Fame\nUnless you conceal your identity, you're universally recognized and admired near the site of your exploits. You and your companions are treated to a moderate lifestyle in any settlement within 100 miles of your Prestige Center."
  },
  {
   "n": "Gambler",
   "skills": [
    "deception"
   ],
   "tools": [],
   "x": "Ability Score Increases: +1 to Charisma and one other ability score.\n\nSkill Proficiencies: Deception, and either Insight or Sleight of Hand.\n\nEquipment: Fine clothes, dice set, playing card set.\n\nAdventures And Advancement\nOnce you've had more than your fair share of lucky throws, you attract the attention of richer opponents. You add +1 to all your lucky throws. Additionally, you and your friends may be invited to exclusive games with more at stake than money.\n\nConnection and Memento\nRoll 1d10, choose, or make up your own.\n\nGambler Connections\n\n1. The mentor you have now surpassed. 2. The duelist who will never forgive you for fleecing them. 3. The legendary gambler you aspire to beat. 4. The friendly rival who always keeps you on your toes. 5. The noble who publicly accused you of cheating. 6. An ink-stained academic who wants you to test a risky theory about how to beat the house. 7. The gang leader who would rather kill you than pay up. 8. The kid who strives to emulate you. 9. The cardsharp rival who cheats to win. 10. The rival who won something from you that you want back.\n\nGambler Mementos\n\n1. Gambling debts owed you by someone who's gone missing. 2. Your lucky coin that you've always won back after gambling it away. 3. The deeds to a monster-infested copper mine, a castle on another plane of existence, and several other valueless properties. 4. A pawn shop ticket for a valuable item—if you can gather enough money to redeem it. 5. The hard-to-sell heirloom that someone really wants back. 6. Loaded dice or marked cards. They grant advantage on gambling checks when used, but can be discovered when carefully examined by someone with the appropriate tool proficiency (dice or cards). 7. An invitation to an annual high-stakes game to which you can't even afford the ante. 8. A two-faced coin. 9. A torn half of a card—a long-lost relative is said to hold the other half. 10. An ugly trinket that its former owner claimed had hidden magical powers.\n\nLady Luck\nEach week you may attempt a “lucky throw” to support yourself by gambling. Roll a d6 to determine the lifestyle you can afford with your week's winnings (1–2: poor, 3–5: moderate, 6: rich)."
  },
  {
   "n": "Guard",
   "skills": [
    "intimidation"
   ],
   "tools": [],
   "x": "Ability Score Increases: +1 to Strength and one other ability score.\n\nSkill Proficiencies: Intimidation, and either Athletics or Investigation.\n\nLanguages: One of your choice.\n\nEquipment: Common clothes, halberd, uniform.\n\nAdventures and Advancement\nWhen you visit the city or countryside you once patrolled you’re sure to get embroiled in the same politics  that drove you out. Should you stick around righting wrongs, you might accidentally find yourself in a  position of responsibility.\n\nConnection and Memento\nRoll 1d10, choose, or make up your own.\n\nGuard Connections\n\nd10  Connection\n1  The corrupt guard captain who framed you.\n2  The by-the-book guard captain who found you in violation of a regulation.\n3  The mighty guard captain who taught you all you know.\n4  The informant who tipped you off about criminal activity.\n5  The noble or merchant you protected.\n6  The comrade or superior officer you admired.\n7  The villain who kidnapped the person you were charged to protect.\n8  Your betrayer, the one person you didn't think to mistrust.\n9  The noble or merchant who had everyone in their pocket.\n10  The diviner wizard who could usually provide you with the missing piece of a puzzle.\n\nGuard Mementos\n\nd10  Memento\n1  Your badge of office, a symbol of an ideal few could live up to.\n2  Your badge of office, a symbol of a corrupt system you could no longer stomach.\n3  The arrow-damaged prayer book or playing card deck that saved your life.\n4  The whiskey flask that stood you in good stead on many cold patrols.\n5  Notes about a series of disappearances you would have liked to put a stop to.\n6  A broken sword, torn insignia, or other symbol of your disgrace and banishment.\n7  A tattoo or insignia marking you as part of an organization of which you are the last member.\n8  The fellow guard's last words which you will never forget.\n9  A letter you were asked to deliver.\n10  A bloodstained duty roster.\n\nNatural Authority\nCommoners and civilians sometimes assume you are part of a local constabulary force and defer to you."
  },
  {
   "n": "Guildmember",
   "skills": [],
   "tools": [
    "musical instrument"
   ],
   "x": "Ability Score Increases: +1 to Constitution and one other ability score.\n\nSkill Proficiencies: Two of your choice.\n\nTool Proficiencies: Either one type of artisan’s tools, musical instrument, or vehicle.\n\nEquipment: One set of artisan's tools or one instrument, traveler's clothes, guild badge.\n\nAdventures And Advancement\nOnce you have completed several quests or endeavors advancing guild business, you may be promoted to guild officer. You gain access to more lucrative contracts. In addition, the guild supports you at a moderate lifestyle without you having to work.\n\nConnection and Memento\nRoll 1d10, choose, or make up your own.\n\nGuildmember Connections\n\nd10  Connection\n1  Your guild master who occasionally has secret missions for groups which can keep their mouths shut.\n2  Members of a rival guild who might or might not stoop to violence.\n3  The master who, recognizing your talent, risked all to teach you dangerous guild secrets.\n4  The agent of a rival guild who is trying to steal secrets.\n5  The jealous teacher who took credit for your work and got you expelled from the guild.\n6  The guild quartermaster who stocks goods of dubious legality.\n7  The friendly guild officer who always saves you the most interesting assignments.\n8  The rivals who always compete for the same guild jobs.\n9  The noble who owes you big.\n10  Your guild master's ambitious second-in-command who is recruiting allies for a coup.\n\nGuildmember Mementos\n\nd10  Memento\n1  *Artisans Guild:* An incomplete masterpiece which your mentor never finished.\n2  *Entertainers Guild:* An incomplete masterpiece which your mentor never finished.\n3  *Explorers Guild:* A roll of incomplete maps each with a reward for completion.\n4  *Laborers Guild:* A badge entitling you to a free round of drinks at most inns and taverns.\n5  *Adventurers Guild:* A request from a circus to obtain live exotic animals.\n6  *Bounty Hunters Guild:* A set of manacles and a bounty on a fugitive who has already eluded you once.\n7  *Mages Guild:* The name of a wizard who has created a rare version of a spell that the guild covets.\n8  *Monster Hunters Guild:* A bounty, with no time limit, on a monster far beyond your capability.\n9  *Archaeologists Guild:* A map marking the entrance of a distant dungeon.\n10  *Thieves Guild:* Blueprints of a bank, casino, mint, or other rich locale.\n\nGuild Business\nWhile in a city or town, you can maintain a moderate lifestyle by plying your trade. Furthermore, the guild occasionally informs you of jobs that need doing. Completing such a job might require performing a downtime activity, or it might require a full adventure. The guild provides a modest reward if you're successful."
  },
  {
   "n": "Hermit",
   "skills": [
    "religion"
   ],
   "tools": [
    "Herbalism kit"
   ],
   "x": "Ability Score Increases: +1 to Wisdom and one other ability score.\n\nSkill Proficiencies: Religion, and either Medicine or Survival.\n\nTool Proficiencies: Herbalism kit.\n\nEquipment: Healer's satchel, herbalism kit, common clothes, 7 days rations, and a prayer book, prayer wheel, or prayer beads.\n\nAdventures And Advancement\nYour inner voice may occasionally prompt you to accept certain adventure opportunities or to avoid certain actions. You are free to obey or disobey this voice. Eventually however it may lead you to a special revelation, adventure, or treasure.\n\nConnection and Memento\nRoll 1d10, choose, or make up your own.\n\nHermit Connections\n\nd10  Connection\n1  The high priest who banished you to the wilderness until you repent your heresy.\n2  The inquisitor who hunts you even through the most solitary wildlands.\n3  The supernatural patron whose temptations and gifts you seek to reject.\n4  The inner voice you only hear in solitude.\n5  The mentor who trained you in silent contemplation—until they mysteriously turned their back on their own teachings.\n6  The villain who destroyed the shreds of your original, worldly life.\n7  The noble relatives who seek to return you to the life you rejected.\n8  The religious superior whose blasphemies scandalized you into fleeing your religious order.\n9  The angel who delivered you a prophecy.\n10  The mysterious person you glimpsed several times from a distance—unless it was a hallucination.\n\nHermit Mementos\n\nd10  Memento\n1  The (possibly unhinged) manifesto, encyclopedia, or theoretical work that you spent so much time on.\n2  The faded set of fine clothes you preserved for so many years.\n3  The signet ring bearing the family crest that you were ashamed of for so long.\n4  The book of forbidden secrets that led you to your isolated refuge.\n5  The beetle, mouse, or other small creature which was your only companion for so long.\n6  The seemingly nonmagical item that your inner voice says is important.\n7  The magic-defying clay tablets you spent years translating.\n8  The holy relic you were duty bound to protect.\n9  The meteor metal you found in a crater the day you first heard your inner voice.\n10  Your ridiculous-looking sun hat.\n\nInner Voice\nYou occasionally hear a voice—perhaps your conscience, perhaps a higher power—which you have come to trust. It told you to go into seclusion, and then it advised you when to rejoin the world. You think it is leading you to your destiny (consult with your Narrator about this feature.)"
  },
  {
   "n": "Marauder",
   "skills": [
    "survival"
   ],
   "tools": [],
   "x": "Ability Score Increases: +1 to Dexterity and one other ability score.\n\nSkill Proficiencies: Survival, and either Intimidation or Stealth.\n\nTool Proficiencies: One type of artisan’s tools or vehicle.\n\nEquipment: Traveler's clothes, signal whistle, tent (one person).\n\nAdventures And Advancement\nAllies and informants occasionally give you tips about the whereabouts of poorly-guarded loot. After a few such scores, you may gain the free service of up to 8\n\nConnection and Memento\nRoll 1d10, choose, or make up your own.\n\nMarauder Connections\n\nd10  Connection\n1  Your nemesis: a naval captain or captain of the guard who thwarted you on several occasions.\n2  Your mentor: a charismatic pirate captain.\n3  The stylish highway robber who taught you the trade.\n4  The local noble who pursues you obsessively.\n5  The three outlaws who hold the other three pieces of your treasure map.\n6  The marauder chief who betrayed you and the rest of the gang in exchange for freedom.\n7  The child you became an outlaw to protect.\n8  The cleric who converted you to a life of law and faith.\n9  The scholarly old bandit whose inventions gave you an edge against the pursuing authorities.\n10  Your best friend—who is serving a life sentence for your shared crime.\n\nMarauder Mementos\n\nd10  Memento\n1  The eerie mask by which your victims know you.\n2  The one item that you wish you hadn't stolen.\n3  A signet ring marking you as heir to a seized estate.\n4  A locket containing a picture of the one who betrayed you.\n5  A broken compass.\n6  A love token from the young heir to a fortune.\n7  Half of a torn officer's insignia.\n8  The hunter's horn which members of your band use to call allies.\n9  A wanted poster bearing your face.\n10  Your unfinished thesis from your previous life as an honest scholar.\n\nSecret Ways\nWhen you navigate while traveling, pursuers have disadvantage on checks made to track your group.  Additionally, you can travel stealthily at a normal pace."
  },
  {
   "n": "Noble",
   "skills": [
    "history"
   ],
   "tools": [
    "One gaming set"
   ],
   "x": "Ability Score Increases: +1 to Strength and one other ability score.\n\nSkill Proficiencies: Culture, History, and either Animal Handling or Persuasion.\n\nTool Proficiencies: One gaming set.\n\nLanguages: One of your choice.\n\nEquipment: Fine clothes, signet ring, writ detailing your family tree.\n\nAdventures and Advancement\nYour family may ask you for one or two little favors: convince this relative to marry a family-approved spouse, slay that family foe in a duel, serve under a liege lord in a battle. If you advance your family’s fortunes, you may earn a knighthood along with the free service of a retinue of servants and up to 8 guards.\n\nConnection and Memento\nRoll 1d10, choose, or make up your own.\n\nNoble Connections\n\nd10  Connection\n1  Your perfect elder sibling to whom you never seem to measure up.\n2  The treacherous noble who slaughtered or scattered your family and is now living in your ancestral home.\n3  Your family servant, a retired adventurer who taught you more about battle than any fancy dueling master.\n4  The foppish friend you carouse with.\n5  The common-born sweetheart that your family forbid you from seeing again.\n6  The fugitive head of your family whose rebellion caused your family’s lands to be seized and titles to be redistributed.\n7  Your foe, the heir of a rival house, with whom you have dueled twice.\n8  The crime boss to whom your family is in massive debt.\n9  The scion of an allied family to whom you were betrothed from birth.\n10  The eccentric knight for whom you trained as a squire or page.\n\nNoble Mementos\n\nd10  Momento\n1  A shield or tabard bearing your coat of arms.\n2  A keepsake or love letter from a high-born sweetheart.\n3  An heirloom weapon—though it’s not magical, it has a name and was used for mighty deeds.\n4  A letter of recommendation to a royal court.\n5  Perfumed handkerchiefs suitable for blocking the smell of commoners.\n6  An extremely fashionable and excessively large hat.\n7  A visible scar earned in battle or in a duel.\n8  A set of common clothes and a secret commoner identity.\n9  IOUs of dubious value that were earned in games of chance against other nobles.\n10  A letter from a friend begging for help.\n\nHigh Society\nYou know of—or personally know—most of the noble families for hundreds of miles. In most settled areas you (and possibly your companions, if well-behaved) can find a noble host who will feed you, shelter you, and  offer you a rich lifestyle."
  },
  {
   "n": "Outlander",
   "skills": [
    "survival"
   ],
   "tools": [],
   "x": "Ability Score Increases: +1 to Constitution and one other ability score.\n\nSkill Proficiencies: Survival, and either Athletics or Intimidation.\n\nEquipment: Traveler's clothes, waterskin, healer's kit, 7 days rations.\n\nAdventures And Advancement\nDuring your travels, wilderness dwellers may come to you for help battling monsters and other dangers. If you succeed in several such adventures, you may earn the freely given aid of up to 8 warriors.\n\nConnection and Memento\nRoll 1d10, choose, or make up your own.\n\nOutlander Connections\n\nd10  Connection\n1  A tribal chief who owes a favor.\n2  The chief of a band of marauders who has a grudge against you.\n3  A hag to whom you owe a favor.\n4  An alchemist or wizard who frequently gives you requests for rare herbs or trophies.\n5  A unicorn you’ve glimpsed but never been able to approach.\n6  Another outlander: your former best friend who is now a bitter rival.\n7  A wise oracle who knows most of what happens in the wilderness and will reveal it for a price.\n8  A zany prospector who knows the wild lands almost as well as you.\n9  A circus or arena owner who will pay for live animals not yet in their menagerie.\n10  A highly civilized poet or painter who has paid you to guide them to wild and inspiring locales.\n\nOutlander Mementos\n\nd10  Momento\n1  A trophy from the hunt of a mighty beast, such as an phase monster-horn helmet.\n2  A trophy from a battle against a fierce monster, such as a still-wriggling troll finger.\n3  A stone from a holy druidic shrine.\n4  Tools appropriate to your home terrain, such as pitons or snowshoes.\n5  Hand-crafted leather armor, hide armor, or clothing.\n6  The handaxe you made yourself.\n7  A gift from a dryad or faun.\n8  Trading goods worth 30 gold, such as furs or rare herbs.\n9  A tiny whistle given to you by a sprite.\n10  An incomplete map.\n\nTrader\nIf you're in or near the wilderness and have a trading relationship with a tribe, settlement, or other nearby group, you can maintain a moderate lifestyle for yourself and your companions by trading the products of your hunting and gathering."
  },
  {
   "n": "Sage",
   "skills": [
    "history"
   ],
   "tools": [],
   "x": "Ability Score Increases: +1 to Intelligence and one other ability score.\n\nSkill Proficiencies: History, and either Arcana, Culture, Engineering, or Religion.\n\nEquipment: Bottle of ink, pen, 50 sheets of parchment, common clothes.\n\nAdventures And Advancement\nWhen you visit libraries and universities you tend to be asked for help in your role as a comparatively rough-and-tumble adventurer. After fetching a few bits of esoteric knowledge and settling a few academic disputes, you may be granted access to the restricted areas of the library (which contain darker secrets and deeper mysteries, such as those answerable with a DC 25 Arcana, Culture, Engineering, History, Nature, or Religion check).\n\nConnection and Memento\nRoll 1d10, choose, or make up your own.\n\nSage Connections\n\nd10  Connection\n1  Your rival who always seems to be one step ahead of you in the research race.\n2  The college dean who banished you for conduct unbefitting a research fellow.\n3  A former student of yours who has become a dangerous wizard.\n4  The professor who took credit for your research.\n5  The rival sage whose cruel nickname for you has made you a laughingstock.\n6  The alchemist who will pay for bizarre monster trophies and other ingredients—no questions asked.\n7  The peer with a competing cosmological theory that causes endless friendly bickering.\n8  The noble who recognized your intelligence at a young age and sponsored your entrance into academia.\n9  A talented apprentice who ran away after mastering magical power but not the theoretical foundation to control it.\n10  The invading general who burned the library that was once your home.\n\nSage Mementos\n\nd10  Memento\n1  A letter from a colleague asking for research help.\n2  Your incomplete manuscript.\n3  An ancient scroll in a language that no magic can decipher.\n4  A copy of your highly unorthodox theoretical work that got you in so much trouble.\n5  A list of the forbidden books that may answer your equally forbidden question.\n6  A formula for a legendary magic item for which you have no ingredients.\n7  An ancient manuscript of a famous literary work believed to have been lost; only you believe that it is genuine.\n8  Your mentor's incomplete bestiary, encyclopedia, or other work that you vowed to complete.\n9  Your prize possession: a magic quill pen that takes dictation.\n10  The name of a book you need for your research that seems to be missing from every library you've visited.\n\nLibrary Privileges\nAs a fellow or friend of several universities you have visiting access to the great libraries, most of which are off-limits to the general public. With enough time spent in a library, you can uncover most of the answers you seek (any question answerable with a DC 20 Arcana, Culture, Engineering, History, Nature, or Religion check)."
  },
  {
   "n": "Sailor",
   "skills": [
    "athletics"
   ],
   "tools": [
    "Navigator’s tools",
    "water vehicles"
   ],
   "x": "Ability Score Increases: +1 to Constitution and one other ability score.\n\nSkill Proficiencies: Athletics, and either Acrobatics or Perception.\n\nTool Proficiencies: Navigator’s tools, water vehicles.\n\nEquipment: Common clothes, navigator's tools, 50 feet of rope.\n\nAdventures And Advancement\nYou and your companions will be able to take passage for free on nearly any commercial ship in exchange for occasional ship duties when all hands are called. In addition, after you have a few naval exploits under your belt your fame makes sailors eager to sail under you. You can hire a ship's crew at half the usual price.\n\nConnection and Memento\nRoll 1d10, choose, or make up your own.\n\nSailor Mementos\n\nd10  Memento\n1  A dagger with a handle carved from a dragon turtle's tooth.\n2  A scroll tube filled with nautical charts.\n3  A harpoon (treat as a javelin with its butt end fastened to a rope).\n4  A scar with a famous tale behind it.\n5  A treasure map.\n6  A codebook which lets you decipher a certain faction's signal flags.\n7  A necklace bearing a scale, shell, tooth, or other nautical trinket.\n8  Several bottles of alcohol.\n9  A tale of an eerie encounter with a strange monster, a ghost ship, or other mystery.\n10  A half-finished manuscript outlining an untested theory about how to rerig a ship to maximize speed.\n\nSailor Mementos\n\nd10  Memento\n1  A dagger with a handle carved from a dragon turtle's tooth.\n2  A scroll tube filled with nautical charts.\n3  A harpoon (treat as a javelin with its butt end fastened to a rope).\n4  A scar with a famous tale behind it.\n5  A treasure map.\n6  A codebook which lets you decipher a certain faction's signal flags.\n7  A necklace bearing a scale, shell, tooth, or other nautical trinket.\n8  Several bottles of alcohol.\n9  A tale of an eerie encounter with a strange monster, a ghost ship, or other mystery.\n10  A half-finished manuscript outlining an untested theory about how to rerig a ship to maximize speed.\n\nSea Salt\nYour nautical jargon and rolling gait mark you unmistakably as a mariner. You can easily enter into shop talk with any sailors that are not hostile to you, learning nautical gossip and ships' comings and goings. You also recognize most large ships by sight and by name, and can make a History orCulturecheck to recall their most recent captain and allegiance."
  },
  {
   "n": "Soldier",
   "skills": [
    "athletics"
   ],
   "tools": [
    "One type of gaming set"
   ],
   "x": "Ability Score Increases: +1 to Strength and one other ability score.\n\nSkill Proficiencies: Athletics, and either Animal Handling or Intimidation.\n\nTool Proficiencies: One type of gaming set.\n\nLanguages: One of your choice.\n\nEquipment: Uniform, common clothes, 7 days rations.\n\nAdventures and Advancement\nYou will occasionally run into old comrades, some of whom may need favors. If you perform a few celebrated martial deeds your old military outfit (or a new one) is likely to offer you an officer’s rank. You gain the free service of up to 8 guards. Your new commanders will occasionally give you objectives: you will be expected to act independently in order to achieve these objectives.\n\nConnection and Memento\nRoll 1d10, choose, or make up your own.\n\nSoldier Connections\n\nd10  Connection\n1  Your old commanding officer who still wants you to rejoin.\n2  The commander who callously sent your unit into a slaughter.\n3  Your shady war buddy who can get their hands on anything with no questions asked.\n4  Your best friend who went missing on the battlefield.\n5  The comrade who saved your life at the risk of their own.\n6  The ghost who haunts you.\n7  The superior officer you punched (for abusing civilians? For insulting your honor? For preventing you from looting?)\n8  The scary experimental war construct you accompanied on a dangerous mission.\n9  The golden-armored knight with ridiculously good teeth who was always giving inspiring speeches.\n10  The enemy officer who captured you.\n\nSoldier Mementos\n\nd10  Memento\n1  A broken horn, tooth, or other trophy salvaged from a monster's corpse.\n2  A trophy won in a battle (a tattered banner, a ceremonial sword, or similar).\n3  A gaming set.\n4  A letter from your sweetheart.\n5  An old wound that twinges in bad weather.\n6  A letter you're supposed to deliver to a dead comrade's family.\n7  A horrifying memory you can't escape.\n8  A horned or plumed helmet.\n9  The sword you broke over your knee rather than fight for those bastards another day.\n10  A medal for valor.\n\nMilitary Bearing\nSoldiers recognize their own. Off duty soldiers are usually willing to trade tales and gossip with you. On duty soldiers, while not obeying your orders, are likely to answer your questions and treat you respectfully on the off chance that you’re an unfamiliar officer who can get them in trouble."
  },
  {
   "n": "Trader",
   "skills": [
    "persuasion"
   ],
   "tools": [
    "One vehicle"
   ],
   "x": "Ability Score Increases: +1 to Charisma and one other ability score.\n\nSkill Proficiencies: Persuasion, and either Culture, Deception, or Insight.\n\nTool Proficiencies: One vehicle.\n\nEquipment: Traveler's clothes, abacus, merchant's scale.\n\nAdventures And Advancement\nBecause of your commercial contacts you may be offered money to lead or escort trade caravans. You'll receive a fee from each trader that reaches their destination safely.\n\nConnection and Memento\nRoll 1d10, choose, or make up your own.\n\nTrader Connections\n\nd10  Connection\n1  The parent or relative who wants you to carry on the family business.\n2  The sibling who inherited the other half of the family business.\n3  The trading company to which you are indentured until you pay off a debt.\n4  The powerful merchant who will never forgive the business coup you pulled off.\n5  The noble whose horse trampled your poor family's vegetable stall, injuring or killing a relative you dearly loved.\n6  The parent or elder sibling who squandered your family fortune.\n7  The business partner who cheated you.\n8  The customs agent who has sworn to catch you red-handed with illicit goods.\n9  The crime boss to whom you wouldn't pay protection money.\n10  The smuggler who will pay well for certain commodities.\n\nTrader Mementos\n\nd10  Memento\n1  The first gold piece you earned.\n2  Thousands of shares in a failed venture.\n3  A letter of introduction to a rich merchant in a distant city.\n4  A sample of an improved version of a common tool.\n5  Scars from a wound sustained when you tried to collect a debt from a vicious noble.\n6  A love letter from the heir of a rival trading family.\n7  A signet ring bearing your family crest, which is famous in the mercantile world.\n8  A contract binding you to a particular trading company for the next few years.\n9  A letter from a friend imploring you to invest in an opportunity that can't miss.\n10  A trusted family member's travel journals that mix useful geographical knowledge with tall tales.\n\nSupply and Demand\nWhen you buy a trade good and sell it elsewhere to a community in need of that good, you gain a 10% bonus to its sale price for every 100 miles between the buy and sell location (maximum of 50%)."
  },
  {
   "n": "Urchin",
   "skills": [
    "sleight of hand"
   ],
   "tools": [
    "Disguise kit",
    "thieves’ tools"
   ],
   "x": "Ability Score Increases: +1 to Dexterity and one other ability score.\n\nSkill Proficiencies: Sleight of Hand, and either Deception or Stealth.\n\nTool Proficiencies: Disguise kit, thieves’ tools.\n\nEquipment: Common clothes, disguise kit.\n\nAdventures And Advancement\nStreet kids are among a settlement's most vulnerable people, especially in cities with lycanthropes, vampires, and other supernatural threats. After you help out a few urchins in trouble, word gets out and you'll be able to consult the street network to gather information. If you roll lower than a 15 on an Investigation check to gather information in a city or town, your roll is treated as a 15.\n\nConnection and Memento\nUrchin Connections\n\nd10  Connection\n1  The disreputable thief who taught you thieving skills.\n2  The saintly orphanage matron who's so proud of how you've grown.\n3  The misery and cruel orphanage administrator who rounds up urchins and runaways.\n4  The drunken thief who shared with you what little they could steal.\n5  The fellow urchin who has some power to make \"bad stuff\" happen to their enemies.\n6  The thieves' guild contact who will pay well for small folk to wriggle through a window or chimney to unlock a front door.\n7  The philanthropist (or charlatan?) who took you in, dressed you properly, and tried to teach you upper-class manners.\n8  The spymaster or detective who sent you on investigation missions.\n9  The noble whose horse trampled you or a friend.\n10  The rich family you ran away from.\n\nUrchin Mementos\n\nd10  Memento\n1  A locket containing pictures of your parents.\n2  A set of (stolen?) fine clothes.\n3  A small trained animal, such as a mouse, parrot, or monkey.\n4  A map of the sewers.\n5  The key or signet ring that was around your neck when you were discovered as a foundling.\n6  A battered one-eyed doll.\n7  A portfolio of papers given to you by a fleeing, wounded courier.\n8  A gold tooth (not yours, and not in your mouth).\n9  The flowers or trinkets that you sell.\n10  A dangerous secret overheard while at play.\n\nGuttersnipe\nWhen you're in a town or city, you can provide a poor lifestyle for yourself and your companions. Also, you know how to get anywhere in town without being spotted by gangs, gossips, or guard patrols."
  }
 ]
}