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"After surviving a poor and bleak childhood, you know how to make the most out of very little. Using your street smarts bolsters your spirit for the journey ahead."
Background Features
- Sleight of Hand Proficiency: Gain Proficiency with Dexterity (Sleight of Hand) Ability Checks.
- Stealth Proficiency: Gain Proficiency with Dexterity (Stealth) Ability Checks.
Background Goals
Performing certain actions that align with this background will reward Inspiration. These goals can be accomplished by any member of the active party, and Inspiration points are pooled, up to a maximum of 4.
Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
Act One
- Artful Dodger: Earn Mattis' respect by taking his ring.
- The description is misleading, as the ring needs to be given back at the end of dialogue: "That was a Neat Trick." -> "Mimic his Trick" DC15 Sleight of Hand -> give the ring back.
- Born Innocent: Save the owlbear cub from the goblins.
- Family Comes First: Encourage Meli to tell the truth about the amulet.
- Hero For Hire: Get some coin out of the Zhentarim survivors.
- Hunger Never Fades: Fill your plate at Raphael's House of Hope.
- Idolatry: Help Mol steal the Idol of Silvanus.
- Not On My Watch: Save Arabella from Kagha and her serpent.
- Paying It Forward: Give Mol money to found a guild in Baldur's Gate.
- Trigger TBD. Only saving Arabella and accepting the quest to steal the idol isn't sufficient to trigger the dialogue option.
- Protect Your Own: Protect the child who took the locket from Barth.
- Pyramid Scheme: Convince the ogres to work for you without giving them gold. (Triggered by either the DC10 Deception check or the DC20 Persuasion check)
- Slaying The Piper: Rescue Mirkon from the harpies.
- What Price Dignity?: Steal the toe ring from Crusher without getting caught.
- You Can't Take It With You: Loot the dead gnomes in Grymforge before their corpses are thrown into the river.
Act Two
- Alley Cats: Meet both the lordly cat and the tadpole-hunting cat.
- Bugging Out: Help Wulbren escape Moonrise.
- Child at Heart: Play both games of hide and seek with Oliver.
- Gone Feral: Free the mind-controlled gnolls from their master.
- Good Deed of the Day: Free Nightsong.
- Newly Downtrodden: Spare the goblins from Ketheric's wrath.
- No Peeking!: Block out True Soul Z'rell from reading your intentions.
- Orphan Camaraderie: Help Mol win the game of lanceboard.
- Rebellious Phase: Betray Balthazar.
- Strength in Cowardice: Convince the orthon to spare you, for now...
- Wary of Strangers: Refuse to drink the spiked wine.
- Will Not Be Forgotten: Escape the Oubliette.
Act Three
- A Dish Served Cold: Destroy the Steel Watch Foundry.
- Child Safety: Expose Arfur for his booby-trapped toys.
- Cunning Code Crackers: Discover the secret passphrase and enter Avery's secret workshop.
- Down with the Steel Oppressors!: Defeat a Steel Watcher.
- Finders Keepers: Help the squatters keep their temporary abode.
- Good Intentions: Help Nina with her ritual.
- Home Sweet Home: Delve into the Undercellar of Baldur's Gate.
- Never Trust Those Above You: Defeat Gortash without making a deal with him.
- Part of Life: Convince the coffin maker to make an exception.
- Proper Lodging, Finally: Obtain a room at the Elfsong Tavern.
- Spare What You Can: Give a donation to the big barn.
- Through Nooks and Crannies: Enter Wyrm's Rock without pass or invitation.
- Finding Vanra: Find and free Lora's abducted child.
- Estrangement of Ethel: Defeat Auntie Ethel permanently.