Vulpin Apprentice
You grew up in the jungle metropolis of Zaraviya, learning to survive in a dangerous tropical climate. As you got older, you took a particular liking to a specific trade in the city, becoming a Vulpin apprentice and eventually mastering your craft.
Origin
- Raised in Zaraviya's bustling jungle streets, you trained under a Vulpin artisan skilled in tradecraft and social maneuvering.
- You learned to weave words as deftly as silk and forge advantageous connections with merchants and nobles alike.
Core Traits Overview
Ability Scores | Feat | Skill Proficiencies | Tool Proficiencies |
---|---|---|---|
Charisma |
Magic Initiate (Wizard) |
Persuasion |
Weaver's Tools or Calligrapher's Tools |
Intelligence |
Deception |
||
Dexterity |
Languages
- Common
- Zaravian (if applicable)
Equipment
Choose one:- Option A: A set of Artisan's Tools matching those chosen above, a set of jungle clothes (light, thin, and fast-drying), a signet ring with fire etched on it, 15 gp
- Option B: 50 gp
Background Feat
- Magic Initiate (Wizard): You learn two cantrips and one 1st-level spell from the wizard spell list. You can cast the 1st-level spell once per long rest. Intelligence is your spellcasting ability for these spells.
Feature: Merchant Favor
- Your name carries weight in the Zaraviya artisan and trade circles.
- You can usually secure minor goods, information, or free lodging from local merchants and guilds, as long as you haven’t betrayed their trust.
- You gain advantage on Charisma (Persuasion) checks made to negotiate trade, secure services, or curry favor with those involved in commerce.