| Acolyte | INT, WIS, CHA | Magic Initiate | Insight, Religion | You served a temple and its priests, studied religion and learned to channel a little divine power. |
| Agent of the Ninth Quill | DEX, INT, CHA | Arcane Infiltrator | Arcana, Sleight of Hand | Arcane theft and sabotage with the Ninth Quill sharpened your magical tradecraft. |
| Artisan | STR, DEX, INT | Crafter | Investigation, Persuasion | You learned a craft in a master's workshop, along with the patience and salesmanship to sell your work. |
| Bejeweled Conclave Spy | DEX, WIS, CHA | Arcane Eloquence | Deception, Perception | You learned to uncover secrets beneath a polished social facade among the Bejeweled Conclave. |
| Charlatan | DEX, CON, CHA | Skilled | Deception, Sleight of Hand | You worked cons in taverns and markets, selling forged papers, fake cures and false hopes. |
| Chondathan Freebooter | STR, DEX, WIS | Skilled | Athletics, Sleight of Hand | You left compulsory service in Chondath for a life aboard ships of the Vilhon Reach. |
| Cosmic Dawn Experiment | STR, DEX, CON | Transmuted Anatomy | Athletics, Survival | Transmutation experiments altered your body and taught you to make use of its unfamiliar strengths. |
| Covenant of the Grave Recruit | STR, INT, WIS | Arcane Undertaker | History, Medicine | The Covenant of the Grave trained you to study death through history, medicine, and necromancy. |
| Criminal | DEX, CON, INT | Alert | Sleight of Hand, Stealth | You scraped by in back alleys picking pockets and burgling shops, alone or with a small gang. |
| Crucible Storm Chaser | STR, CON, INT | Arcane Overload | Athletics, Nature | You pursued dangerous natural and magical phenomena with the Crucible Keepers. |
| Dead Magic Dweller | STR, CON, WIS | Healer | Medicine, Survival | Life in the magicless reaches of Anauroch taught you practical medicine and desert survival. |
| Dragon Cultist | DEX, CON, INT | Cult of the Dragon Initiate | Deception, Stealth | A secretive cell of dragon worshipers trained you to conceal your work and advance the cult. |
| Emerald Enclave Caretaker | CON, INT, WIS | Emerald Enclave Fledgling | Nature, Survival | You learned to tend the wilderness and support the people who defend its balance. |
| Entertainer | STR, DEX, CHA | Musician | Acrobatics, Performance | You grew up on the road with performers, earning coin through music, tumbling and showmanship. |
| Familiar Trainer | CON, INT, WIS | Familiar Friend | Animal Handling, Arcana | A bond with a magical familiar taught you to approach adventures together. |
| Farmer | STR, CON, WIS | Tough | Animal Handling, Nature | You grew up working fields and tending animals, which left you hardy, patient and close to nature. |
| Flaming Fist Mercenary | STR, CON, CHA | Tough | Intimidation, Perception | Service with the Flaming Fist hardened you for dangerous streets and mercenary work. |
| Genie Touched | DEX, WIS, CHA | Magic Initiate | Perception, Persuasion | An encounter with a genie left you with a talent for magic and persuasion. |
| Guard | STR, INT, WIS | Alert | Athletics, Perception | You kept watch on a wall or gate, trained to spot trouble and to stay alert through long nights. |
| Guide | DEX, CON, WIS | Magic Initiate | Stealth, Survival | You led travelers through the wilds, moving quietly, living off the land and picking up some druid magic. |
| Harper | DEX, INT, CHA | Harper Agent | Performance, Sleight of Hand | The Harpers taught you to gather information, work undercover, and oppose tyranny. |
| Haunted One | CON, WIS, CHA | Survivor | Arcana, Survival | Something terrible happened to you, once or many times over, and no blade or spell has ever lifted its weight. You carry on anyway. |
| Hermit | CON, WIS, CHA | Healer | Medicine, Religion | You lived in seclusion, tending to the sick and pondering the mysteries of existence. |
| Horizon Weaver Initiate | DEX, CON, WIS | Portal Jumper | Acrobatics, Survival | Your travels led to the Horizon Weavers and lessons in crossing magical distances. |
| Ice Fisher | STR, DEX, CON | Alert | Animal Handling, Athletics | Fishing the frozen lakes of Icewind Dale honed your patience, strength, and alertness. |
| Investigator | INT, WIS, CHA | Sharp Eye | Insight, Investigation | You can't leave a mystery alone. Petty crime or eldritch plot, you dig until what others hide comes to light. |
| Knight of the Gauntlet | STR, INT, WIS | Tyro of the Gauntlet | Athletics, Medicine | You joined the Order of the Gauntlet to protect others through courage, fellowship, and force of arms. |
| Lords’ Alliance Vassal | STR, INT, CHA | Lords’ Alliance Agent | Insight, Persuasion | You serve a lord of the Alliance, trained to defend their interests through negotiation and battle. |
| Merchant | CON, INT, CHA | Lucky | Animal Handling, Persuasion | You apprenticed with a trader or caravan master, learning to haggle, handle pack animals and read charts. |
| Mist Wanderer | DEX, CON, WIS | Mist Walker | Survival, Stealth | The Mists took you from home and have carried you between the Domains of Dread ever since; you look for the way back among fellow wanderers. |
| Moonwell Pilgrim | CON, WIS, CHA | Magic Initiate | Nature, Performance | Journeys among the Moonshae moonwells taught you songs, painting, and a little primal magic. |
| Mulhorandi Tomb Raider | DEX, CON, INT | Lucky | Investigation, Religion | You search the tombs and lost cities of Mulhorand for relics of its ancient peoples. |
| Mythalkeeper | INT, WIS, CHA | Crafter | Arcana, History | You study damaged mythals and search ruined places for ways to understand and restore them. |
| Noble | STR, INT, CHA | Skilled | History, Persuasion | You were raised in wealth and privilege, schooled in history, etiquette and how to command others. |
| Phantasmic Circus Trouper | DEX, CON, CHA | Arcane Artist | Deception, Performance | Circus life honed your showmanship, misdirection, and illusion magic. |
| Purple Dragon Squire | STR, WIS, CHA | Purple Dragon Rook | Animal Handling, Insight | You serve a Purple Dragon Knight while learning the discipline and duties of Cormyr’s protectors. |
| Rashemi Wanderer | STR, CON, CHA | Tough | Intimidation, Perception | Years in the dangerous highlands of Rashemen taught you endurance and caution around strangers. |
| Sage | CON, INT, WIS | Magic Initiate | Arcana, History | You traded odd jobs for time in libraries, studying the lore of the multiverse and the basics of magic. |
| Sailor | STR, DEX, WIS | Tavern Brawler | Acrobatics, Perception | You crewed ships at sea, braving storms, hauling rigging and brawling in rough harbor taverns. |
| Scribe | DEX, INT, WIS | Skilled | Investigation, Perception | You copied texts and kept records in a scriptorium or office, training a careful eye for detail. |
| Seer Apprentice | INT, WIS, CHA | Arcane Omens | History, Insight | The Seers of Sea and Sky taught you to read omens and offer practical guidance. |
| Shadowmasters Exile | DEX, INT, CHA | Savage Attacker | Acrobatics, Stealth | Expelled from Thesk’s Shadowmasters, you now put their training in stealth and violence to your own uses. |
| Soldier | STR, DEX, CON | Savage Attacker | Athletics, Intimidation | You trained for war from adulthood, and battle drills are still second nature to you. |
| Spellfire Initiate | CON, INT, CHA | Spellfire Spark | Arcana, Perception | You have trained to endure and direct the rare spellfire power awakening within you. |
| Spirit Medium | CON, INT, WIS | Gathered Whispers | Insight, Religion | Rituals and strange meetings taught you that the dead speak through you; their insight is real, and so is the price. |
| Ward of the Sheltering Hands | CON, WIS, CHA | Arcane Safeguard | Insight, Medicine | The Sheltering Hands helped you recover from hardship and taught you to protect others. |
| Wayfarer | DEX, WIS, CHA | Lucky | Insight, Stealth | You grew up poor on the streets, surviving on your wits, your luck and a few stolen tools. |
| Zhentarim Mercenary | STR, DEX, CHA | Zhentarim Ruffian | Intimidation, Perception | You learned cunning and mercenary discipline in the ambitious, treacherous ranks of the Zhentarim. |