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.