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Backgrounds

Bandit

You have lived outside the law, for good or evil. Perhaps you are part of the Bandit clan, wandering and making your own way in the world; perhaps you are on the run. Whatever your reasoning, one thing for sure is, you’re good at what you do. You have the scars to prove it, and reaped the rewards to prove it further.


You begin play with any amount of Bounty, up to 4; the severity of the bounty is your choice. For each point of Bounty you take, you can mix and match the following rewards;

  • 1d4 gold per Bounty

  • One random Common (rarity 4-5) item per 2 Bounty

  • One random Uncommon (rarity 3) item per 3 Bounty


Be aware… they’ll be after that which you stole!


You also begin play with:

  • Thieve’s tools, and the knowhow to use them (lockpicks, a small mirror, scissors, pliers)

  • Any simple weapon


You gain proficiency in two of the following: Acrobatics, Deception, Intimidate, Perception, Performance, Persuasion, Sleight of Hand, Stealth, Survival.


Spy

You have been in the pursuit of fortune and precious information, and you make it your business to have eyes and ears in every corner of the kingdom. Perhaps you have been brought up amongst the Rat Clan, working in mercantile trades or espionage.


You might know the “Rat Code”, a language that allows users to discreetly swap information or quickly prove their allegiance. You gain +1 dice in all ability checks to gain information about a topic.


You begin play with:

  • 2d4 gold

  • A pair of compact binoculars

  • A listening tool

  • Any simple weapon


You gain proficiency in two of the following: Deception, History, Insight, Intimidate, Investigate, Perception, Persuasion, Sleight of Hand, Stealth.




Adventurer

You have high mental aptitude and a treasure-seeking spirit. Perhaps you are part of the Rabbit Clan, a society of sworn miners, adventurers and dungeon delvers.


The GM may have you find more gold when looting.


You begin play with:

  • 2d4 gold

  • A pickaxe

  • Dungeoneering tools (a torch, rope, firestarters)

  • Any simple weapon


You gain proficiency in two of the following: Acrobatics, Athletics, History, Insight, Investigate, Nature, Perception.



Tribal

You value pride, loyalty and honour, or maybe you used to. Tribes, most often Wolf Clan, are often led by a single chieftain, who are often strong fighters of great renown. Tribes are less concerned with concepts such as trade or the acquisition of material wealth, and tend to live off the land wherever possible, actively shunning concepts such as politics.


You gain proficiency in two of the following: Survival, Nature, Intimidate, Athletics, Acrobatics, Stealth.


You are proficient in any two weapons of your choice.


You begin play with:

  • 1d4 gold

  • Any simple or martial weapon


Druidic

You are attuned with nature itself, venerating the very essence of the Wyld, the natural font from which the world’s magic flows. Perhaps you were part of the Bear Clan, who take up roles as shaman or sorcerers who directly tap into these mystic conduits, but never at the expense of the land itself. Perhaps you are nomadic, living off the land and giving back at every opportunity.


You gain proficiency in two of the following: Nature, Magical Knowledge, Insight, Medicine, Religion


You begin play with:

  • 1d4 gold

  • A quarterstaff or any wooden melee weapon, with the added Spiritual property.



Rot-Affinity

You have an uncanny affinity with Rot, and you are used to utilising it, for good or for evil. Perhaps this is from your time spent with or near the Dragon Clan. Perhaps you are a Sentinel, out to stop druids from taking for the Wyld.


You have a small chance of corrupt creatures acting in fear of you, and you have more chance of understanding the creatures’ short-term motives. You accept the Worm’s embrace more than others, and may not lose as much of yourself in doing so.


You begin play with:

  • 1d4 gold

  • Any simple weapon


You gain proficiency in two of the following: Athletics, Magic Knowledge, Intimidate, Medicine, Nature, Religion, Survival


Bardic

You are a performer of many talents.


In settlements and taverns, you may make a Performance check of your choice once per day in an attempt to earn money.


You begin play with:

  • 2d4 gold

  • Any simple weapon

  • An instrument or other performance aid of your choice


You gain proficiency in two of the following: Acrobatics, Magic Knowledge, Deception, History, Performance, Persuasion, Sleight of Hand.





Themeless/Altered Background

You make your own rules! Discuss with the GM about your potential background, and what benefits and drawbacks it may have for your character. Alter a background from above, mix multiple together, or create your own!

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