Dungeons and Dragons – Mystara
Background – Hermit
Source: Players Handbook (5e-wiz-ph-134)
You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.
- Found: Alfheim, Ierendi
- Skill Proficiencies: Medicine and Religion
- Tools: Herbalism Kit
- Languages: One additional Languages
- Equipment: A scrollcase stuffed with notes fro studies or prayers, a winter blanket, set of common clothes, herbalism kit, 5 gp.
- Feature – Discovery – The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. Vou might have uncovered a fact that has long been forgotten, or unearthed some reli c of the past that could rewrite history. It might be information that would be damaging to the peopJe who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.
- Life of Seclusion – What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion.
d8 – Life of Seclusion
- I was searehing for spiritual enlightenment.
- I was partaking of eommunalliving in accordance with the dictates of a religious order.
- I was exiled for a crime I didn’t eommit.
- I retreated from soeiety after a life-altering event.
- I needed a quiet place to work on my art, literature, music, or manifesto.
- I needed to commune with nature, far from civilization.
- I was the caretaker of an ancient ruin or relic.
- I was a pilgrim in search of a person, place, or relic of spiritual signifieanee.
Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society.
d8 Personality Trait
- I’ve been isolated for so long that I rarely speak, perferring gestures and the occasional grunt.
- I am utterly serene, even in the face of disaster.
- The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.
- I feel tremendous empathy for all who suffer.
- I’m oblivious to ettiquette and social expectations.
- I connect everything that happens to me to a grand, cosmic plan.
- I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
- I am working on a grand philisophical theory and love sharing my ideas.
- Greater Good – My gifts are meant to be shared with all, not used fo my own benefit. (Elven Philosophy)
- Logic – Emotions must not cloud our sense of what is right and truem or our logical thinking (Dwarven Philosophy)
- Free Thinking – Inquiry and curiosity are the pillars of progress (Halfling Philosophy)
- Power – Solitude and contemplation are paths towards mystical or magical power (Alphatian Philosophy)
- Live and Let Live – Meddling in the affairs of other only causes trouble (Gnomish Philosophy)
- Self-Knowledge – If you know yourself, there’s nothing left to know. (Ethengarian Philosophy)
- Nothing is more important that the other members of my hermitage, order, or assocaition.
- I entered seclusion to hide from the ones who might still be hunting me. I must soeday confront them.
- I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
- I entered seclusion becuase I loved someone I could not have.
- Should my discovery coe to light, it could bring ruin to the world.
- My isolation gave me great insight into a great evil that only I can destroy.
- Now that I’ve returned to the world, I enjoy its delights a little too much.
- I harbour dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
- I am dogmatic in my thoughts and philosophy.
- I let me need to win arguments overshadow friendships and harmony.
- I’d risk too much to uncover a lost bit of knowledge
- I like keeping secrets and won’t whare them with anyone.
This hermit background assumes a contemplative sort of seclusion that allows room for study and prayer. If you want to play a rugged wilderness recluse who lives off the land while shunning the company of other people, look at the outlander background. On the other hand, if you want to go in a more religious direction, the acolyte might be what you’re looking for. Or you could even be a charlatan, posing as a wise and holy person and letting pious fools support you.
Design changes for Backgrounds
At this stage, the main changes to background are the nations you will find them in. So they are location specific.
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Class Builds – Artificer – Bombardier (Tinkerkin), Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), Bard – College of Valour (Sunfey), Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey), Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)
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