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Background: Criminal (Enforcer)

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Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One type of gaming set, thieves' tools
Languages: None
Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch containing 15gp

Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances, specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Background: Selesnya Initiate [1/2]

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Skill Proficiencies: Nature, Persuasion
Tool Proficiencies: One type of artisan's tools or one musical instrument
Languages: Choose one of Elvish, Loxodon, or Sylvan
Equipment: A Selesnya insignia, a healer's kit, robes, a set of common clothes, and a pouch containing 5gp (Azorius 1-zino coins)

Conclave's Shelter: As a member of the Selesnya Conclave, you can count on your guild mates to provide shelter and aid. You and your companions can find a place to hide or rest in any Selesnya enclave in the city, unless you have proven to be a danger to them. The members of the enclave will shield you from the law or anyone else searching for you, though they will not risk their lives in this effort.

In addition, as a guild member you can receive free healing and care at a Selesnya enclave, though you must provide any material components needed for spells.

Background: Selesnya Initiate [2/2]

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Selesnya Guild Spells: For you, the spells on the Selesnya Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)

Cantrips: Druidcraft, Friends
1st Level Spells: Aid, Animal Friendship, Charm Person
2nd Level Spells: Animal Messenger, Calm Emotions, Warding Bond
3rd Level Spells: Plant Growth, Speak With Plants
4th Level Spells:Aura of Life, Conjure Minor Elementals
5th Level Spells: Awaken, Commune With Nature

Background: Cloistered Scholar

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Skill Proficiencies: History, plus your choice of one from among Arcana, Nature, and Religion
Tool Proficiencies: None
Languages: Two of your choice
Equipment: The scholar's robes of your cloister, a writing kit (small pouch with a quill, a bottle of ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10gp
Library Access: Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.

Background: Spurned Nobel (Criminal, Pickpocket)

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Skill Proficiencies: History, Persuasion
Tool Proficiencies: One type of gaming set, thieves' tools
Languages: Any one that your house would know
Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch containing 15gp
Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances, specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Taste of Privilege: Thanks to your noble birth, people are inclined to think higher of you if they recognize you. You are welcome in most corners of society, though your spurned nature makes you a target in others. Thanks to your training in royal speechcraft, you have advantage on Persuasion checks attempting to make audience with authority.


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