Fisher 5e (5th Edition) Background in D&D Backgrounds

You come from the spine of the Summer lands: fishing the coasts, farming the fertile valleys, or working a small woodland plot. Members of all Summer landraces farm or fish, in methods that make experience in their environment, from the coastal fisheries of the sea family to the mountain steppe farming of the aarakocra. Even the thunder, who very own no land, may additionally work the land on behalf of others. Farming and fishing take place year-round in the Summerlands, and the fruits of your labor have usually been plenty.


Fisher 5e

Your success as a farmer or fisherman relied on your capability to pay interest to the herbal world. You can examine the symptoms in the sky and the conduct of animals around you to precisely predict herbal climate patterns up to 24 hours in advance. In addition, you have labored intently with one kind of land lengthy enough that you comprehend its secrets. Choose one land type. When you forage, you can discover meals and water for yourself and up to 5 different humans every day.

  • Skill Proficiencies: History, Survival
  • Languages: One of your choice

You can tell a compelling tale, whether or not tall or true, to galvanize and entertain others. Once a day, you can tell your story to inclined listeners. At the DM’s discretion, a range of these listeners end up pleasant towards you; this is no longer a magical effect, and persisted amiability on their section relies upon your actions.

  • Lobster Wrestling. You fought in a hand-to-hand fight with an enormous lobster.
  • It Dragged the Boat. You almost caught a fish of large dimension that pulled your boat for miles.
  • Fins of Pure Gold. You caught a sea animal whose fins had been made of pure gold, however, every other fisher stole it.
  • Ghost Fish. You are haunted by a ghostly fish that you can only see.
  • Nemesis Clam. A giant clam containing a pearl the measurement of your head claimed one of your fingers earlier than jetting away; one day, you will discover that clam.
  • It Swallowed the Sun. As soon as you notice a fish jump from the water and flip day into night.
  • Dive into the Abyss. You determined yourself in an underwater cave main to the Abyss, and your success has been bitter ever since.
  • Love Story. You fell in love with a creature of pure water, however, your short romance ended tragically.

Fishing Tale

1Lobster Wrestling. You fought in hand-to-hand combat with an immense lobster.
2It Dragged the Boat. You nearly caught a fish of monstrous size that pulled your boat for miles.
3Fins of Pure Gold. You caught a sea animal whose fins were made of pure gold, but another fisher stole it.
4Ghost Fish. You are haunted by a ghostly fish that only you can see.
5Nemesis Clam. A large clam containing a pearl the size of your head claimed one of your fingers before jetting away; one day, you'll find that clam.
6It Swallowed the Sun. You once saw a fish leap from the water and turn day into night.
7Dive into the Abyss. You found yourself in an underwater cave leading to the Abyss, and your luck has been sour ever since.
8Love Story. You fell in love with a creature of pure water, but your brief romance ended tragically.

Fisher Personality Traits

d8Personality Trait
1I am unmoved by the wrath of nature.
2My friends are my crew; we sink or float together.
3I need long stretches of quiet to clear my head.
4Rich folk don't know the satisfaction of hard work.
5I laugh heartily, feel deeply, and fear nothing.
6I work hard; nature offers no handouts.
7I dislike bargaining; state your price and mean it.
8Luck favors me, and I take risks others might not.

Fisher Ideals

1Camaraderie. Good people make even the longest voyage bearable. (Good)
2Luck. Our luck depends on respecting its rules—now throw this salt over your shoulder. (Lawful)
3Daring. The richest bounty goes to those who risk everything. (Chaotic)
4Plunder. Take all that you can and leave nothing for the scavengers. (Evil)
5Balance. Do not fish the same spot twice in a row; suppress your greed, and nature will reward you. (Neutral)
6Hard Work. No wave can move a soul hard at work. (Any)

Fisher Bonds

1I lost something important in the deep sea, and I intend to find it.
2Someone else's greed destroyed my livelihood, and I will be compensated.
3I will fish the many famous waters of this land.
4The gods saved me during a terrible storm, and I will honor their gift.
5My destiny awaits me at the bottom of a particular pond in the Feywild.
6I must repay my village's debt.

Fisher Flaws

1I am judgmental, especially of those I deem homebodies or otherwise lazy.
2I become depressed and anxious if I'm away from the sea too long.
3I have lived a hard life and find it difficult to empathize with others.
4I am inclined to tell long-winded stories at inopportune times.
5I work hard, but I play harder.
6I am obsessed with catching an elusive aquatic beast, often to the detriment of other pursuits.

Fishers are triumphant solely if they spend time at their jobs. As such, most fishers have a sturdy work ethic, and they admire others who earn their residing honestly. Fishers have a tendency to be superstitious, forming attachments to specific fishing lures or exceptional fishing spots. They have a connection to the bodies of water in which they fish, and they suppose poorly of these whose movements adversely have an effect on their livelihood.



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