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Exile

Exile

Your homeland is barred to you and you wander strange lands. You will never be mistaken for a local but you find ready acceptance among other adventurers, many of which are as rootless as you are.

Are you a banished noble? A refugee from war or from an undead uprising? A dissident or a criminal on the run? Or a stranded traveler from an unreachable distant land?

Ability Score Increases
+1 to and one other ability score.
Suggested Equipment (Cost )
Feature:
Connection and Memento. Roll 1d10, choose, or make up your own.
D10Exile CONNECTIONS
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D10Exile MEMENTOS
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Entertainer

Entertainer

You’re a performer who knows how to dazzle a crowd, an artist but also a professional: you never forget to pass the hat after a show.

Are you a lute-strumming singer? An actor? A poet or author? A tumbler or juggler? Are you a rising talent, or a star with an established following?

Ability Score Increases
+1 to and one other ability score.
Suggested Equipment (Cost )
Feature:
Connection and Memento. Roll 1d10, choose, or make up your own.
D10Entertainer CONNECTIONS
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D10Entertainer MEMENTOS
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Cultist

Cultist

You were a member of a sinister cult. You performed ancient rites found in forbidden tomes, seeking to empower a fiend, a false god, or a terrible being from a strange and distant realm. 

Why did you leave the cult? Did you come to recognize the emptiness of its promises of power? Did you witness horrors that shook your faith? Or do you still nurture its dark edicts in your heart?

Ability Score Increases
+1 to and one other ability score.
Suggested Equipment (Cost )
Feature:
Connection and Memento. Roll 1d10, choose, or make up your own.
D10Cultist CONNECTIONS
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D10Cultist MEMENTOS
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Criminal

Criminal

As a career criminal you were acquainted with murderers, thieves, and those who hunt them. Your new career as an adventurer is, relatively speaking, an honest trade. 

Were you a pickpocket? An assassin? A back-alley mugger? Are you still?

Ability Score Increases
+1 to and one other ability score.
Suggested Equipment (Cost )
Feature:
Connection and Memento. Roll 1d10, choose, or make up your own.
D10Criminal CONNECTIONS
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D10Criminal MEMENTOS
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Charlatan

Charlatan

People call you a con artist, but you’re really an entertainer. You make people happy—the separation of fools and villains from their money is purely a pleasant side effect. 

What is your most common con? Selling fake magic items? Speaking to ghosts? Posing as a long-lost relative? Or do you let dishonest people think they’re cheating you?

Ability Score Increases
+1 to and one other ability score.
Suggested Equipment (Cost )
Feature:
Connection and Memento. Roll 1d10, choose, or make up your own.
D10Charlatan CONNECTIONS
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D10Charlatan MEMENTOS
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Artisan

Artisan

You are skilled enough in a trade to make a comfortable living and to aspire to mastery of your art. Yet here you are, ready to slog through mud and blood and danger.

Why did you become an adventurer? Did you flee a cruel master? Were you bored? Or are you a member in good standing, looking for new materials and new markets?

Ability Score Increases
+1 to and one other ability score.
Suggested Equipment (Cost )
Feature:
Connection and Memento. Roll 1d10, choose, or make up your own.
D10Artisan CONNECTIONS
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D10Artisan MEMENTOS
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Acolyte

Acolyte

You were trained as a servant of a particular god or gods. Whether or not you have access to divine magic, you are authorized to perform the rites of your faith, and you are recognized and respected by its faithful.

What gods do you worship? Why did you leave the confines of your temple and take up a life of adventure? Have you turned your back on your faith, or do you seek to advance it?

Ability Score Increases
+1 to and one other ability score.
Suggested Equipment (Cost )
Feature:
Connection and Memento. Roll 1d10, choose, or make up your own.
D10Acolyte CONNECTIONS
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D10Acolyte MEMENTOS
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Pyromancer

Pyromancer

Spellcasters who focus on the element of fire.

Mage

Mage

Generalist wizards who dabble in all the schools of magic.

Arcanist

Arcanist

Students of one of the eight classical schools of magic.