Shadowmoor Expert

Lorwyn: First Light

Proficiencies
Acrobatics, Deception

Traits

Description

You are from Shadowmoor or have studied it for years. It's a gloomy, chaotic place perpetually lit by pale moonlight. You might survive Shadowmoor's merciless conditions thanks to your wit and cunning, or you might keep threats at bay with your brawn and bravery. Regardless of where you tread, you keenly understand that friendship is a rare commodity. You believe that knowing who to trust and who to keep at arm's length isn't just practical—it's often a matter of life or death.

Ability Scores: Dexterity, Intelligence, Charisma

A background lists three of your character's ability scores. Increase one by 2 and another one by 1, or increase all three by 1. None of these increases can raise a score above 20.

Feat: Shadowmoor Hexer

Hex. You always have the Hex spell prepared. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.

Curse Magic. When a creature that you've cursed with Hex hits you with an attack roll, the creature takes Psychic damage equal to your Proficiency Bonus. A creature takes this damage only once per turn.

Tool Proficiency: Glassblower's Tools

Each background gives a character proficiency with one tool—either a specific tool or one chosen from the Artisan's Tools category.

Starting Equipment

Choose A or B: (A) Dagger, Glassblower's Tools, Backpack, Hunting Trap, Lamp, Oil (3 flasks), Traveler's Clothes, Waterskin, 8 GP; or (B) 50 GP