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Baldur's Gate Folk Hero

Feature: Rustic Hospitality

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Baldur's Gate Feature: Social Vengeance

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've lived your entire life in the Lower or Outer City of Baldur's Gate. You grew up seeing arrogant patriars flaunt their wealth while your hardworking neighbors struggled. As a result, you know how eager commoners in Baldur's Gate are to see any patriar get what they deserve. While in a busy part of the Lower City or Outer City of Baldur's Gate, you can spend 2d10 minutes to convince 1d6 commoners to perform a non-illegal act that inconveniences a member of the Watch or Flaming Fist, a patriar, or some other wealthy looking individual.

Folk Hero Origins

Folk heroes might rise from a variety of circumstances, or their origins might be a secret as they do their work anonymously. If you wish, you may roll on the Folk Hero Origins table for an event that started you down your heroic path.

Folk Hero Origins (d6)

1 - You helped get healing for a sick child. Now the sick come to you, knowing you'll help them find a way to salvation.

2 - You helped break a Guild protection racket afflicting a community of immigrants in the Outer City. Now, you can't travel through that part of the city without your dozen adopted grandparents inviting you in for a meal.

3 - Seeing a lost patriar after dark in the Outer City, you guided the wayward noble through back streets to safety. The patriar repaid your help by paying for improved roofs and lamps in your neighborhood, causing the entire community to celebrate your deed.

4 - Fueled by alcohol, you faced down a carrion crawler that slunk out of the sewer, knocking it out with a single punch. Since then, however, the ale you once credited with your heroism has drowned it, and even your most patient admirers are losing hope. You're hoping for one last chance to win back the goodwill you've drunk away.

5 - You once defeated a raging bugbear with a hand mirror, a mounted deer's head, and two kicks to the groin. Later, you and the bugbear became friends.

6 - Last winter, you dove into the frigid river to haul out a foundering fishing boat with your bare hands, saving all aboard. Now, everyone on the docks knows your name.


You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.

Defining Event (d10)

1 - I stood up to a tyrant's agents.

2 - I saved people during a natural disaster.

3 - I stood alone against a terrible monster.

4 - I stole from a corrupt merchant to help the poor.

5 - I led a militia to fight of an invading army.

6 - I broke into a tyrant's castle and stole weapons to arm the people.

7 - I trained the peasantry to use farming implements as weapons against a tyrant's soldiers.

8 - A lord rescinded an unpopular decree after I led a symbolic act of protest against it.

9 - A celestial, fey, or similar creature gave me a blessing or revealed my secret origin.

10 - Recruited into a lord's army, I rose to leadership and was commended for my heroism.

Suggested Characteristics

A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.

Personality Trait (d8)

1 - I judge people by their actions, not their words.

2 - If someone is in trouble, I'm always ready to lend help.

3 - When I set my mind to something, I follow through no matter what gets in my way.

4 - I have a strong sense of fair play and always try to find the most equitable solution to arguments.

5 - I'm confident in my own abilities and do what I can to instill confidence in others.

6 - Thinking is for other people. I prefer action.

7 - I misuse long words in an attempt to sound smarter.

8 - I get bored easily. When am I going to get on with my destiny?

Ideal (d6)

1 - Respect. People deserve to be treated with dignity and respect. (Good)

2 - Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)

3 - Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)

4 - Might. If I become strong, I can take what I want—what I deserve. (Evil)

5 - Sincerity. There's no good in pretending to be something I'm not. (Neutral)

6 - Destiny. Nothing and no one can steer me away from my higher calling. (Any)

Bond (d6)

1 - I have a family, but I have no idea where they are. One day, I hope to see them again.

2 - I worked the land, I love the land, and I will protect the land.

3 - A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.

4 - My tools are symbols of my past life, and I carry them so that I will never forget my roots.

5 - I protect those who cannot protect themselves.

6 - I wish my childhood sweetheart had come with me to pursue my destiny.

Flaw (d6)

1 - The tyrant who rules my land will stop at nothing to see me killed.

2 - I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.

3 - The people who knew me when I was young know my shameful secret, so I can never go home again.

4 - I have a weakness for the vices of the city, especially hard drink.

5 - Secretly, I believe that things would be better if I were a tyrant lording over the land.

6 - I have trouble trusting in my allies.