You are the heir to something of great value- not mere coin or wealth, but an object that has been entrusted to you and you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you- by force, if need be.

Skill Proficiencies: Survival, plus one from among Arcana, History, and Religion
Tool Proficiencies: Your choice of a gaming set or a musical instrument
Languages: One of your choice
Equipment: Your inheritance, a set of traveler’s clothes, any items with which you are proficient, and a pouch containing 15 gp

Feature: Inheritance

Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.

The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item’s history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first.

When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more.

d10 Inheritance
1 A document such as a map, a letter, or a journal
2-4 A trinket (roll on any of the “Trinkets” tables)
5 A piece of jewelry
6 An arcane book or formulary
7 A written story, song, poem, or secret
8 A tattoo or other body marking
9 An article of clothing
10 A weapon or suit of armor

Suggested Characteristics

Your bond might be directly related to your inheritance, or to the person from whom you received it. Your ideal might be influenced by what you know about your inheritance, or by what you intend to do with your gift once you realize what it is capable of.

Backgrounds - Inheritor

2 thoughts on “Background: Inheritor

  1. Could the inheritance be a piece of property? Your parents’ inn, a modest estate or their place of business perhaps? Or would that be too valuable a thing to give a player as they might try and sell it for lots of gold at Lv 1?

    1. It would be up to you as a DM. I do think the original intent was something that the character could carry with them. But you do point out the very risk in having it. If I was to allow it I would likely make something bequeathed that needed some adventuring to get back up to snuff. Basically it is not worth much and downtrodden. It is mainly worth the memories, kind of a think.

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