Baldur's Gate Hermit

D&D 2024 background: Baldur's Gate Hermit. Source: Baldur's Gate: Descent Into Avernus. skills Medicine, Religion, tools Herbalism Kit Skill Proficiencies: Medicine, Religion Tool Proficiencies: Herbalism kit Languages: One of your choice Equipment: A Map or Scroll Case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp Feature: Discovery The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign. Baldur's Gate Feature: The Real City The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate-though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. You know the Baldur's Gate most Baldurians ignore, the dog-eat-dog world of the homeless and unfortunate. You know where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here isn't comfortable, but it's unlikely anyone will find you-and you can stay as long as you want. Hermit Origins Any number of personal choices or ill-fated circumstances might have led you to turn away from society. You may, if you wish, choose or roll an origin event from the Hermit Origins table. 1 You led an ill...