You kept a city running through the sweat of your brow, loading and unloading ships, serving as an extra pair of hands on a construction site, and performing other tasks. It isn’t always honest work, but it’s always hard work.
Why did you leave this life behind? How did you get your adventuring skills and equipment?
Ability Score Increases: +1 to Constitution and one other ability score.
Skill Proficiencies: Athletics and either Animal Handling or Engineering.
Tool Proficiencies: Carpenter’s tools or mason’s tools
Languages: One of your choice.
Suggested Equipment (Cost 13–15 gold): Common clothes, crowbar, 50 feet of hempen rope, shovel or sledgehammer, carpenter’s tools or mason’s tools
Feature: Life of Hard Work. You fit in easily with those working in your previous trade. You can easily strike up a conversation with any such people that are not hostile to you, allowing you to pick up on the talk about town. Additionally, when you are in a settlement you can take on odd jobs from locals, providing a poor (or potentially moderate for particularly rich areas or for especially illegal or dangerous work) lifestyle for yourself and your companions. If you undertake the Work downtime activity, you gain an expertise die to the check.
Adventures and Advancement. You will likely be approached to help settle labor disputes, whether between companies and employees or between the workers themselves. After you have dealt with several such issues, you become known as an advocate for the common people and count your Prestige level as count as 1 higher when speaking with fellow laborers or those directly connected to them
Connection and Memento. Roll 1d10, choose, or make up your own.