How to Make a Living from Sports Betting - Ways to Make it

I Wrote The Playoff Gambling Manifesto For 2020

Edit: Just saw the article in The Outline about this sub. As I worked on this for the better part of an hour, I'm gonna leave it up.
It's been nearly two years since the last Gambling Manifesto was posted to TheRinger.com. And while I hope Bill is enjoying retirement, I am enough of a degenerate gambler and pop culture consumer that I feel able to make a copy of a copy of Bill's classic work. Even more importantly, I'm a person who misses Bill's writing so much, that I decided to be the Vladimir Lenin to Bill's Karl Marx and take someone else's well-thought-out-but controversial manifesto, run with it and ultimately end up creating something that will horrify much of Western civilization.
So please enjoy the 2020 edition of the Gamblers Manifesto version 5.0, written by me, u/IReviewFakeAlbums
RULE NO. 1: Beware the "Looked a Little Too Good the Previous Round" team
Both favorites on the NFC Wildcard side of the bracket are unlikely to fall into this category. The lines for both games feel a little low. I realize that Doug Pederson is still the coach of the Eagles, but when you are starting Corey Coleman and Sammie Coates in a playoff game, you should be a bigger home dog than 2 points. Neither Coleman nor Coates are starting for the Eagles, but the fact that you probably didn’t double-check that lie says all you need to know about the Eagles’ current WR corps. Should the Eagles keep the magic alive against the Seahawks (they won’t), they would be an automatic “Looked a Little Too Good” team.
As for the Saints, I fully anticipate they will come out looking to right so many postseason wrongs this season. And it begins with a revenge game against the team on the winning side of the Minneapolis Miracle. The Saints will be so sick of hearing “DIGGS! SIDELINE! TOUCHDOWN!” that they will do everything in their power to make people forget that ever happened. Even still, the Saints could still win this game 31-13 and that would fall in line with my expectations. Therefore, they wouldn’t look “too good.”
Nothing about Houston or Buffalo looked good in Week 17. I am willing to wager that Josh Allen and Devin Singletary, while great against middling-to-bad squads, won’t be able to keep up with Houston, despite Bill O’Brien’s best effort. The Bills went 1-4 this year against playoff teams, with two losses coming to inter-divisional rival New England and making The Bills this years Good Bad Team. While both contests with the Pats were competitive, their failure to win either ultimately swung the division (and a first-round bye) to the Patriots. Houston, meanwhile, rested many of their starters in preparation for this opening-round game. Bill O’Brien will never be confused for Bill Belichick, and his postseason record reflects as much, at 1-3. Outside a 2-touchdown win by either team, there is really no way anyone leaves Houston looking a little too good.
That leaves us with Tennessee and New England. Either of these teams could easily be the “Looked A Little Too Good” Team. The Patriots are limping into the playoffs. After starting 8-0 against one of the easiest schedules in living memory, the Pats finished the season 4-4, with two wins and three losses coming against playoff teams (Eagles and Bills for the wins, Chiefs, Ravens and Texans for the losses). However, their other two wins were an ugly victory against the erratic Cowboys and a tanking Bengals. One of the losses isn’t bad as it came at the hands of the Super Bowl favorite Baltimore Ravens. However… the final game of the season, with a first-round by on the line, the Pats were playing at home against a Dolphins team who were a 16-point dog with nothing to play for... And the Pats promptly pooed all over themselves. We might easily look back on the 2019 season and say with certainty that it was the time that Brady fell off the map, but it was masked by a hot start. This game is a perfect opportunity to throw everyone off the current Brady scent. Cover the spread against a hot Tennessee team and the Pats will definitely move the line a point or 1.5 against the Ravens. It might even drop the line against Lamar Jackson and the Ravens to single digits. But it won’t be enough. Stay away from whichever team comes out of Foxboro, no matter what.

RULE No. 2: Don't bet against God, puppies or gambling theories from Pakistan.
Tim Tebow has been out of the league since 2015. Kurt Warner doesn’t want his sons to play football. Nick Foles has been banished to The Bad Place with the Jacksonville Jaguars. No obvious teams to avoid, except perhaps, based solely on their name, the Saints.

RULE NO. 3: Don't try to talk yourself into a "Nobody Believes In Us" team
I originally had a whole section typed up for this, but that was before the Minnesota Vikings and Philadelphia Eagles were LEFT OUT OF ALL OF THE NFL’S PROMOTIONAL PLAYOFF MATERIAL. When even your own league forgets about you, then you can claim the “Nobody Believes In Us” mantle. However, the Eagles are part of my section on why they can’t be the “Nobody Believes In Us” team, so I will keep that in (see below) and award the title of “Nobody Believes In Us Team” solely to the Minnesota Vikings with Philly as an honorary mention.
This is a rule that is part science, part art. So I will do my best to quantify some sub-rules that should be considered for this rule.
  1. If you have 12 wins or more, people automatically believe in you. That rules out Baltimore, Green Bay, New Orleans, San Francisco, Kansas City and New England
  2. If you’ve played in a Super Bowl in the last three years, people will remember those wins and therefore believe in you. That rules out New England (again) and Philadelphia
  3. If your quarterback has won an MVP in the last decade, your team is never really out of it and therefore, people believe in you. That rules out the Patriots (again again), The Packers and Chiefs (again).
Despite playing against each other in the Super Bowl only two years ago, the most likely “Nobody Believes In Us” teams this year are the Eagles and Patriots. This is also insane considering these two teams account for four of the last five Super Bowl titles. A crazier stat, 8 of the last 10 Super Bowl champions and 4 of the last 10 runners-up are playing in the postseason. But with New England clearly struggling and the Eagles players forming lines to get into the medical tent, these are the two teams most likely to have nobody believe in them. You too should not believe in them.
RULE NO. 4: Beware of any team that might use a major off-field distraction as a galvanizing force leading up to a big playoff game.
The Patriots could have qualified for this had the Antonio Brown story broke around Thanksgiving, but we’re now 3 months and 14 games since Mr. Big Chest left New England. By NFL standards, all the playoff teams are relatively tame. Either players are wising up and not behaving quite as badly, or players are wising up and are getting better at hiding their naughty behavior. Either way, no real team really falls into this camp.
RULE NO. 5: Beware of the “Everybody Believes In Us” team.
Lamar Jackson will undoubtedly win MVP. Anything else would be a travesty. But unfortunately, with that comes the expectation that everyone believes in you. After starting the season 2-2, Baltimore ripped off 12 straight wins, with five coming against playoff teams. Needless to say, the Baltimore Ravens are above and beyond the “Everybody Believes In Us” team.
RULE NO. 6: Never pick an underdog unless you genuinely believe that it has a chance to win.
Miraculously, Seattle is only a 2-point favorite so the easiest choice for this rule is Philadelphia. I know that they also get some juice for being an also-ran in the Nobody Believes In Us team, but playing at home is an enormous advantage. And while it’s not the early game, west coast teams traveling East have struggled. I don’t believe strongly enough in the Eagles winning outright so I’d advise betting the Hawks.
RULE NO. 7: Beware of all dome teams playing outdoors, especially in cold weather.
I have no idea what this means, but 10 of the 12 playoff teams play outdoors. That’s 83% of teams in the playoffs that play outdoors, while 75% of NFL stadiums are outdoors. I’m guessing this is just statistical noise, but I already typed this out and did the research so I’ll leave it in. In this postseason, only the Saints and Vikings play indoors. And if the Saints win, they’ll be off to… oh… oh no…. Well let’s just not be surprised if the Packers waltz into the Conference Championship game after Drew Brees is frozen in carbonite like Han Solo at the end of The Empire Strikes Back (If Bill were still alive, he would hate that a Star Wars reference was being used in his manifesto). I have an update to this stat from the last manifesto, and can confirm: Dome teams are 4-25 in the playoffs when they’re outdoors and it’s 35 degrees or colder. Now, if Minnesota pulls off the upset, play in Santa Clara. This rule doesn’t apply nearly as much as the current temps are in the 60s. That’s like August for Minnesotans. Feel free to discard this rule for the first round at least.
RULE NO. 8: Beware of any and all aging QBs in cold weather unless they drink half their body weight in water every day, get 10 hours of sleep, master every conceivable pliability exercise, have lots of sex with a supermodel wife, don’t drink alcohol, don’t eat inflammatory foods, don’t smoke or do drugs, improbably become faster in their late 30s and basically behave like an alien.
I think Bill sometimes writes these rules specifically with his team in mind.
RULE NO. 9: Severely discount anything that happened in the first five to six weeks of the regular season.
This is where I remind you that the Pats started the season not only 6-0, but 8-0 and then I think Bill sometimes writes these rules unintentionally with his team in mind. I also should remind you that the Bills started the season at 4-1 with their only loss coming against the aforementioned Pats. Since then, they are 6-5 and have put up 20 points or fewer in 6 of those games.
Meanwhile, since back-to-back losses to the Texans and Colts - as well as a lucky come-from-behind win against the Lions in one of the weirdest three-week stretches any team had this season - the Chiefs have been ON FIRE. The defense has steadily improved and Mahomes has the offense firing on all cylinders. They’ve scored at least 23 points since week 6.
RULE NO. 10: When in doubt, gravitate toward one pick that (a) would screw over the most gamblers and experts, and (b) would definitely go against the single worst gambler you know.
I don’t have an Adam Carolla in my life but I do have a few friends who thought that Oklahoma was gonna cover against LSU. And they seem to be picking the Chiefs. I’m quickly discovering this whole manifesto is a way for me to talk out of both sides of my mouth. No idea why Bill gave it up, it’s a blast!
RULE NO. 11: Don’t ever talk yourself into a terrible QB, ever, for any reason.
This season isn’t a truly TERRIBLE QB that is in the playoffs. No, Kirk Cousins isn’t a world-beater like his predecessor Case Keenum (I can sense some eye twitching coming up from the Super Dome) but he’s probably the closest thing to a terrible QB this postseason. But compared to past years of Conner Cook, TJ Yates and Andy Dalton, Cousins is a shining star of competence and consistency.
It’s an incomplete proxy to NFL ability, but 9 of the starting QBs in this postseason finished the season in the top 15 in fantasy points-per-game. Only Cousins (18), Tom Brady (17) and Jimmy Garoppolo (22) fall outside that range. I see Cousins as simply one more of a reason to stay away from betting Minnesota than I see him as the one negative that is stopping me from picking them.
RULE NO. 12: Beware of any team that celebrated the previous weekend’s victory like it had just won the Super Bowl.
Five of this year's playoff teams have backed into the postseason. Seattle lost to San Francisco, Houston lost to Tennessee, and we already mentioned New England. This rule really applies to wildcard teams because teams in the top 2-3 seeds definitely have higher aspirations and aren’t just happy to be here. The Bills, Vikings and Texans all lost but had nothing to play for. They most certainly don’t feel like they just won the Super Bowl.
Philadelphia (who I’ve already warned you about) fit this category pretty well. They not only won their fourth straight, but did it against all interdivisional rivals. That’s a pretty great way to do it, right? Not only do you win, but even better, your enemies lose.
In that vein, there’s one other team I’d worry about falling victim to this rule. I would worry juuuust a little about the 49ers. They didn’t simply lock up a playoff spot, they beat their divisional rival to take the 1-seed. With time off the field, is it possible that the 49ers lose their edge? It is, but I don’t even buy this cold take.
RULE NO. 13: Before you wager on a team, make sure “Marty Schottenheimer, Herm Edwards, Wade Phillips, Norv Turner, Andy Reid, Dan Quinn, John Fox, Jason Garrett, Anyone Named Mike, Anyone Described As Andy Reid’s Pupil and Anyone With the Last Name Mora” isn’t its head coach.
Andy Reid, you old so-and-so! Bill’s article was written back in January of 2018. Over a year before the AFC Championship game where, with 2:03 left in the fourth quarter, the Kansas City Chiefs drove down the field, scored the go-ahead TD and we as a collective footballing body said in unison “Oh they’ve scored too early.”
You all remember what happened next. Brady ran ANOTHER 2-minute drill, scored the TD and reminded everyone why they love and hate Brady like they love and hate Walter White “HE CANT KEEP GETTING AWAY WITH IT!” we all screamed at our televisions after the touchdown. Yes the Chiefs tied it to send it to OT but Brady just re-did exactly what he did at the end of the 4th quarter and banished Andy Reid to another year of NFL Bridesmaidery.
Andy Reid has learned his lessons. That is something we’ve all been saying since 2004.
And while Mike Zimmer (EDIT: And Mike Vrabel) both meet the “Mike” portion of this rule, Zimmer is like the Kirk Cousins of coaches. Merely another factor to sit the Minnesota game out and not some unknown variable. You know you’ll be glad you stayed away from Minnesota when it’s 10 minutes left in the first half, the Saints are up 20-3 and Joe Buck says “Let’s see if Kirk Cousins has a little bit of Case Keenum’s secret stuff”. And you’ll smile at your television because you know he does not. As for Mike Vrabel, I think he can keep it close in New England, having spent so much time there. He could win and cover the spread.
RULE NO. 14: Before every playoff game, rate the coaches and quarterbacks from 1 to 10, add up their scores, then make sure you’re OK backing a team with said score.
I wanted to tweak this rule just slightly. Instead of doing an arbitrary 1-10 valuation, I wanted to rank the coaches and the QBs 1-12 and then total up their scores, with low number being an indicator of a better combo. This may not work well, because you could say Lamar Jackson and Pat Mahomes both deserve that 1-spot. Or maybe you’d say both Kirk Cousins and Josh Allen deserve the 12 spot. But look at me. I’m the Sports Guy Now. So let me experiment.
Here are the results:
  1. Lamar Jackson (1) John Harbaugh (3)
  2. Drew Brees (4) Sean Payton (2)
  3. Pat Mahomes (2) Andy Reid (5)
  4. Russell Wilson (3) Pete Carroll (6)
  5. Tom Brady (8) Bill Belichick (1)
  6. Jimmy Garoppolo (7) Kyle Shanahan (4)
  7. Aaron Rodgers (6) Matt LaFleur (9)
  8. Carson Wentz (9) Doug Pederson (7)
  9. Deshaun Watson (5) Bill O’Brien (12)
  10. Ryan Tannehill (10) Mike Vrabel (8)
  11. Josh Allen (11) Sean McDermott (11)
  12. Kirk Cousins (12) Mike Zimmer (10)
This was a surprisingly difficult exercise. A quarter of the coaches on the list are first-timers: Vrabel, Shanahan and LaFleur. These are all Known Unknowns. Who knows what Jimmy G and Shanahan in the postseason are capable of together. Same for Tannehill and Vrabel. For teams like the Packers, coaching doesn’t much matter. Aaron Rodgers is going to give you a boost no matter who's calling the plays. You want to believe the 1-seed is safe, but going through this manifesto, I’m feeling like going to end up staying away from the 49ers, except for one bet. Right now, a George Kittle MVP futures bet is sitting at +3,300. If the 49ers have any chance at a Super Bowl, they're going to be leaning on Gronk 2.0. Put $10 on it and enjoy your $330.
After the Known Unknowns, we have the Unknown Knowns. This is Pete Carroll, Doug Pederson, Sean McDermott and Mike Zimmer. All have had some level of success but all have left the postseason feeling disappointed. Pete Carroll is one Marshawn Lynch run away from a second Super Bowl. Doug Pederson is so much a wildcard that who knows who he is. Sean McDermott has one other playoff appearance so he’s not entirely known, especially with Josh Allen, but having watched the Bills play the last 4 weeks of the season like it's the playoffs, I feel like I know McDermott’s Bills. Mike Zimmer is a perpetual yo-yo vacillating between euphoria with a touch of good luck (DIGGS! SIDELINE! TOUCHDOWN) and sheer horror with a pound of bad luck (we’re only a few postseasons removed from when Blair Walsh missed a field goal from the 10-yard line! I know it’s unfair to criticize kickers. They have an outsized role in games and they are often the first target of ire for fans. They’re kinda like refs in that you know they’re there and an integral part of the game, but you hate how hugely important they are). Have these men learned past lessons? It’s unknown.
Lastly, we have our Known Knowns. Led by the leader of the Known Knowns, Bill Belichick, this group also includes Sean Payton, John Harbaugh, and for less jubilant reasons, Andy Reid and Bill O’Brien. It would not surprise me if any of these coaches won the whole thing (with one obvious exception). They are all at their peak, and that is a compliment (with one obvious exception) and all have QBs that fall into one of two lists: He is either so incredibly talented that he can win you the game single handedly or he was once so incredibly talented and has been around long enough that while he’s become slightly less talented, he’s far more intelligent than the opposing defense.
As for the QBs, there are some of the same issues. 8 of these QBs have some postseason experience. Wentz, Tannehill, Allen and Garoppolo have not played a postseason game before. So these four are easily Known Unknowns.
Our Unknown Knowns:
Lamar Jackson, Deshaun Watson & Kirk Cousins. All three have played in, and lost, one playoff game in their careers. While we think we know Lamar after his MVP 2019 season, anyone who watched the Divisional Round game last year against the Chargers will know that NOBODY was putting big bucks down on a Lamar-for-MVP futures bet. This will be Cousins first postseason game since 2015 when he played for the Washington Professional Football Franchise. I’ve already discussed his known quantities, but he is such a high-variance play, he’s still unknown in the postseason. Watson has shown since college that he can win, but what does Bill O’Brien have hidden up his sleeve?
The Known Knowns:
Pat Mahomes is what Lamar and Deshaun will be next year at this time. He’s already had his incredible playoff run that was turned sour by an inferior Pats team (it’s the fate that awaits all who challenge Vader and the Emper- sorry, Brady and Belichick). Tom Brady, Drew Brees, Russell Wilson and Aaron Rodgers round out the Known Knowns. To paraphrase the late Dennis Green: THEY ARE WHO WE [Think] THEY [are]! Each has the pedigree and tenure to lead their teams to a title and each (aside from Brady) can benefit their legacy greatly by winning one more ring, or in Mahomes’s case, a first ring.
RULE NO. 15: Don’t try to be a hero, just try to win money.
This article is getting long and has given me a new appreciation for the sheer volume of content that Simmons put out. In honor of that, I am taking his passage from the 2018 manifesto and simply updating the names for 2020. Back then, he wrote:
Take it from the guy who talked himself into Miami’s backup QB in Pittsburgh last January. My case included tidbits like “Could Adam Gase put himself on the map as this year’s Hot New Coach?” and “Could [Matt] Moore manage the game, avoid turnovers and make a couple of big throws?” before I ultimately and hilariously decided, “I’m grabbing the 10 points even if it violates about four different Playoff Manifesto rules.” The Dolphins lost 30-12. Don’t be a hero.
So I will just say:
Take it from the guy who talked himself into CHICAGO’S STARTING QB in CHICAGO last January. My case included tidbits like “Could MATT NAGY put himself on the map as this year’s Hot New Coach?” and “Could MITCH TRUBISKY manage the game, avoid turnovers and make a couple of big throws?” before I ultimately and hilariously decided, “I’m LAYING the 6.5 points even if it violates about four different Playoff Manifesto rules.” The BEARS lost ON A DOUBLE DOINK. Don’t be a hero.
We're just living in parallel universes.
RULE NO. 16: Take one last look at the quarterbacks.
I’m OK taking any of the Known Knowns and Lamar. The rest? We just don’t know enough. See rule 15
RULE NO. 17: There’s plenty of time to bet against any QB or coach.
Whoever comes out of that AFC 4-5 matchup between Houston and Buffalo either has to go to an amped-up Baltimore or Kansas City in the dead of winter. Sit the wildcard game out and put whatever you would’ve bet on that game, put it on Lamar + John Harbaugh or Mahomes + Andy Reid in the Divisional round.
My picks for Round 1 …
(All picks losers or your money back)
(Home teams in CAPS.)
SAINTS (-8) over Vikings
New Orleans is going to do everything possible to have people forget about the 2018 Divisional Round game. And while that won’t happen, people might remember the 2009 matchup where the Saints came out on top and forced Brett Favre into retirement. Minnesota will need Dalvin Cook healthy. If he’s not ready, Stefon Diggs, Mike Boone and Alexander Mattison are basically the MadCatz GameCube controller version of Michael Thomas, Alvin Kamara, and Latavius Murray’s PS2 controller. As the game goes on and New Orleans puts up points by land and by air, the Vikings will be forced to make riskier and risker moves; which is NOT what this Vikings team was built on. As they do, the Saints secondary picks apart Cousins and Dalvin is pulled midway through the 4th. Saints win in a blowout 31-13 and it’s never close
Titans (+4.5) over PATRIOTS
Some day, Tom Brady will be done. He’s already looked done in the regular season. But Brady doesn’t care about the regular season. To him and the undying machine that is the New England Patriots, the postseason is the only time that matters. He will drag this Pats team kicking and screaming to one more victory. I can feel it in my bones. Pats win 24-20, and we take this as a sign of Brady’s mortality. Because good teams win, but great teams like Tennessee cover.
TEXANS (-2.5) over Bills
AKA The Shakeys Game. I have no idea what to think about this one. Both teams gave us nothing the final week of the season. In theory, there is lot of offensive firepower on the Houston side versus a stout Buffalo defense. And on the other side, a middling Buffalo offense against a so-so Houston defense. In the end, give me the team with Deshaun and Nuk over Josh Allen and John Brown and I’ll lay the points. Texans win, 23-16
Seahawks (-2.5) over EAGLES
This game will swing on one thing: Carson Wentz. He is the Three-Six Mafia of quartebacks: The Most Known Unknown. His wide receivers are actually unknown unknowns because we can’t be certain 1) he has any receivers and 2) that they’ve ever played professional football before this weekend. Yes Seattle is limping into the postseason (1-3 in their last 4), but with Marshawn back and a few more practices under his belt (and also, is it possible that Travis Homer is actually good? 62 rush yards and 30 receiving yards against SF is nothing to joke about) this team is ready to make a surprise run. But they can’t risk overlooking the Eagles, who they already played in Philadelphia and beat. I predict the Eagles will jump out to a hot start only to be let down by their anemic defense and near-dead wide receivers. Seahawks pull away late in the 4th and win 28-23.
If you’ve made it this far, I commend and appreciate you. I hope you enjoyed this iteration of the manifesto. If you do decide to take any of my stupid recommendations, In the words of Hill Street Blues (a show I only know about because of previous Gambling Manifestos), let’s be careful out there.

TL;DR: I miss Bill Simmons the writer. If you're gonna gamble, don't pick the Vikings with their sub-par (by playoff standards) QB. Don't pick the Saints to get much past round 2 when they have to go Green Bay in round 2. Everyone believes in the Ravens. Therefore, you shouldn't. The Eagles are too much of an unknown to be trusted. Andy Reid should never be trusted. The Pats will probably win it all, despite no one thinking they will.
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How to Become a Better Gambler Today

1 – Play the Right Games

If you don’t know what the house edge is, then you need to learn about it quickly. I’ll cover some of the basics for you, but a lot more study is required on your part if you’re going to choose the right games to play. The house edge is the percentage advantage that the casino has over you in respect to the games they offer.
Every game has a generalized house edge that you can find online. If you’re looking for the specific house edge of a game at a casino then you’ll need to do the calculations yourself as subtle rule differences impact the edge profoundly.
With all of this being said about the house edge, you’ll only find one game in the casino that is positive expectation. That is, if you play perfect strategy you can make money in the long run. That game is Deuces Wild video poker. And this is only true if you’re lucky enough to find the best pay table.
The reason casinos offer it is because it’s very difficult to implement perfect strategy and most players make mistakes that bring the edge back into the house’s favour.
After this video poker variant, you can play poker and bet on sports and horse racing if you hope to gamble with an edge. These are really the only other ways to make money in the long term.
Blackjack is also positive expectation if you use perfect basic strategy and count cards. But this is quite difficult to do these days and you’ll be evicted from most casinos for doing so. And in some cases you’ll be black listed for life.
If you must play casino table games, then stick to baccarat, craps, and blackjack. These offer the smallest possible house edge which means you’ll be able to push your dollars as far as possible. Remember to keep in mind that it’s impossible to win in the long term though.
By far the best game to play in the casino is poker. You can win in the long term in poker as the game is partially skill based and you face off against other players instead of the casino. The casino will make money from the games by charging a rake, both in tournaments and cash games. This is a small and insignificant amount though if you’re playing at even the lowest possible stakes.
After poker, stick with horse racing and sports betting. If you use the right strategies and methods you can win money in the long run betting on these.
It’s very difficult though, and even the professionals don’t make a lot of money. In recent times, daily fantasy sports have also risen to prominence and quite a few people have made decent money. It’s very difficult to do these days though so unless you’re going to put in a lot of hours you probably won’t do too well.

2- Don’t Play the Wrong Games

Knowing which games to play is just as important as knowing which games to avoid. In most casinos, you’ll come across a lot of these.
It goes without saying that lottery style games are the absolute worst for the player. This includes Keno, so if you regularly play this at the casino then consider switching to bingo instead.
It’s a similar game with slightly better odds and is a lot more socially engaging which makes up for the poor house edge. Now that you’re going to avoid lottery games, I’ll go into some more detail about other carnival games that you should skip.
First off, I call them carnival games because the odds are so massively stacked against you that you need to get very lucky to win. Much like the games you find at a carnival.
Casinos love these types of games because they’re quite often played very quickly, and have a huge house edge. Most important for them though is the fact they’re usually highly entertaining and thus, attract a lot of players.
Examples of some popular carnival games include Caribbean Stud, Mississippi Stud, Three Card Poker, Four Card Poker, Texas Shootout, Ultimate Texas Holdem and Texas Holdem Bonus. These games all have a house edge above 2%, with Caribbean Stud hitting 5%. This just isn’t good for the player, so try to avoid these games.
Slots are a tricky one. While they’re technically a poor game choice, many people have a lot of fun playing them. If your main aim is to make money you should never play slots. They’re programmed to take a fixed percentage off players over a prolonged period. This coupled with the fact there’s no decision making makes them one to avoid.
However, if you love playing slots and have a lot of fun then consider moving across to video poker. Video poker offers solo play on a machine in much the same way slots do.
The main difference is that video poker is going to soften the blow in relation to how much you lose. The game is a lot slower than most slots and the house edge is drastically smaller. On top of this you have decisions to make in video poker so you can use strategy to improve your chances.
Another game that’s the wrong game, is any one that you don’t know how to play and implement perfect strategy. I’ll cover more on this below, but a general rule to follow is never to play a game for real money that you aren’t familiar with.

3 – Manage Your Bankroll

If you’re going to take your gambling seriously and would like to do as well as possible, then you need to manage your bankroll. All too often you’ll hear stories of people losing everything at the casino or track. While this is tragic it can be easily avoided with some discipline and a sound bankroll management strategy.
To start with, you should set aside a fixed amount of money you’re going to use for gambling purposes. This should be separate from money you use in everyday life. If you wish to add or subtract from this you can do so, but it should be only in certain situations and based on time, not on the amount of money you have in your bankroll.
Once you’ve done this, you can then start to think about how much of your bankroll you’re willing to risk each session or game. For those who are keen poker players, you may have heard that 5% is the key percentage when it comes to game cost to bankroll ratio.
That is, you should never risk more than 5% of your bankroll in a single game. This is a good rule to live by and should ensure that you never go truly broke. This is if you’re playing poker, betting on horses or sports, or playing daily fantasy sports, and that you’re implementing solid and successful strategies in doing so. This is the key.
If you play a negative expectation game your bankroll will slowly diminish over time, and eventually you’ll have to re-fill it from other areas of income. This is fine, provided you’re playing for entertainments sake and understand that you’ll lose in the long run.
One more key thing you’ll need to do when managing your bankroll is keeping track of everything. You can do this through a spreadsheet on your computer, or even a diary. It’s basically like keeping a budget on what you’ve spent money on, where you’ve made money, and where you’ve lost it.
This way you’ll be able to better track your spending patterns and manage your bankroll more effectively.
Finally, if you’re a recreational gambler and head to Las Vegas or Atlantic City once a year, then you can also implement some bankroll management tactics. The best one to use on short trips is to identify in advance how much money you’re going to gamble.
Then you can divide this up by the number of days you’re in town to work out your daily allowance. Once you’ve done this place each day’s amount in its own envelope. When you arrive in Las Vegas or wherever you may be, place the envelopes in the safe and then use each one on the relevant day.
Once you’ve spent all of the day’s money then that’s it; no more gambling. If you stick to this method you’ll never spend more than you’re meant to and quite often you’ll end up winning each day, which makes things even nicer.
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Character Concepts For Every Class/Background Combination

Backgrounds are an often neglected part of 5th Edition D&D build discussion, primarily because they are centered around roleplay, and will differ greatly from character to character. In the interest of generating more discussion about the roleplay aspect of D&D, I created a short backstory concept for every possible class and background combination of the 12 classes and 13 backgrounds in the PHB.
I've been posting regular updates on /3d6 for each class, and had some help with some of the class/background combinations. I'll provide a link to the original posts if you want to view the discussion yourself. Just as a warning, some of these may be very similar or duplicates, as there is a bit of overlap between classes and backgrounds. Enjoy!

Barbarian

Barbarian, Acolyte - Proselytized Tribal: You are the former member of a secluded tribe that was converted to organized religion by missionaries. While your faith remains strong, your tribal origins occasionally show themselves, especially when you fight.
Barbarian, Charlatan - Fake Warrior: You've made a name for yourself as a great warrior. But it's all fluff with no substance, you just strike recklessly and hope to hit it right. And you've only had one or two battles in your life. Quantext609
Barbarian, Criminal - Repo (Wo)Man: You worked for a crime family to ensure that all of the family's client's debts were paid on time.
Barbarian, Entertainer - Wrestler: You used your brute strength to gain the upper hand in wrestling tournaments and dazzle your adoring fans.
Barbarian, Folk Hero - Escaped Slave: Members of your isolated tribe were attacked and enslaved by a group of Drow slavers. You escaped, and lead an armed insurrection which freed a number of other slaves.
Barbarian, Guild Artisan - Stone Mason: You worked for a Stonemasonry guild, and used your great strength to crush and sculpt heavy stones.
Barbarian, Hermit - Exiled: In a fit of anger, you killed someone you shouldn't have. You were exiled, either by force or willingly, to atone for your crimes. After coming out of isolation, you try to keep your anger down, but failed to extinguish it entirely.
Barbarian, Noble - Unwilling Heir: You are the member of a prominent royal family, and are destined to inherit a title when your elder passes. Despite this, aristocratic living grates you, and you spend your days hunting, wrestling, or fraternizing with the lower classes.
Barbarian, Outlander - Tribal: You came from an isolated tribe far away from civilization. You served your tribe as a great warrior and hunter.
Barbarian, Sage - Jekyll and Hyde: You're an old soul who has studied several things over your years. Although recently you've discovered the ability to infuse your body with inhuman strength. Now you're seeing where this new power guides you. Quantext609
Barbarian, Sailor - Deck Hand: You were the member of a ship crew, and worked as a deck hand, carrying heavy goods and moving heavy cargo.
Barbarian, Soldier - Infantry: You served as an infantry member for an army, and fought in numerous battles. Your reckless fighting earned you notoriety among your company.
Barbarian, Urchin - Asylum Patient: You were confined to a madhouse at a young age after a violent outburst. After being confined for a number of years, you escaped.

Bard

Bard, Acolyte - Hymnist: You are the member of a church or other organized religion that practices their worship through song or music. You may have traveled with a capella or choir to spread the teachings of your deity.
Bard, Charlatan - Snake Oil Merchant: Your silver-tongued talents have given you a knack for selling merchandise, especially if the customer believes the products in question are worth more than they actually are. No refunds.
Bard, Criminal - Crime Lord: You maintain an influential position in the criminal underworld, running a crime family from the shadows. Other families respect you, your underlings obey you, and the common people either idolize or fear you.
Bard, Entertainer - Traveling Performer: You use your musical or performance talents to excite and amaze the crowds, earning fame and coin for your impressive skills.
Bard, Folk Hero - Revolutionary: Your people live under the oppressive rule of a cruel tyrant. Your speeches and teachings calling for an uprising of the peasantry have become very popular, and caused a revolutionary fervor among the commoners. Declared an enemy of the state, you were forced to flee.
Bard, Guild Artisan - Arcane Craftsman: Not every Bard uses music or poetry to cast their spells. You are a member of an artisan's guild that uses the artistic power that vibrates through all creation to perfect their particular craft, such as blacksmithing, calligraphy, or pottery.
Bard, Hermit - Apprentice: You studied the Bardic arts under the instruction of a powerful teacher who lived far from civilization, such as a fey, genie, or polymorphed dragon. Your teaching was very strict, but shaped you into a talented Bard.
Bard, Noble - Court Jester: You were hired, or raised, to become a royal jester and entertain a monarch or wealthy noble. After a particularly ill-received joke, you were forced to go into hiding and change your identity.
Bard, Outlander - Folklorist: Before organized schooling and the written word, societies relied on talented storytellers for education and entertainment. In your isolated tribe, you were one such storyteller, recounting folklore and stories of evil monsters and brave warriors to teach and amuse the younglings.
Bard, Sage - Librarian: Your magical talents come from collecting and reciting books and tomes of all types, both magical and non-magical.
Bard, Sailor - Sea Singer: Extended travel by ship can be monotonous, frightening, and maddening; a positive attitude is valuable and hard to come by when out at sea. You helped liven up your crewmate's moods by singing rude songs and recounting outlandish stories to distract everyone from their misery, and were damned good at doing it too.
Bard, Soldier - Martial Musician: You were a member of a military band that would travel along with an army to play their instruments. Your music could issue orders to soldiers, encourage your allies, or intimidate the enemy.
Bard, Urchin - Busker: Born without a copper to your name, you took to the streets with hopes to earn coin from passers-by by dazzling them with your street performance.

Cleric

Cleric, Acolyte - Priest: You pursued the path of the faithful and completed your training to become a priest in service of a deity. Whatever your position within the temple's hierarchy is, the bond you have with your god remains strong.
Cleric, Charlatan - Deliverer: Using your connection to your faith, you have made a decent amount of coin convincing those who live sinful lives to make a "donation" to you to ensure their spot in the afterlife. Your god would understand, right?
Cleric, Criminal - Forbidden Faith: The deity you worship and channel your divine magic through has been made illegal by the government in power. You practice your faith in secret, communing with other faithful worshipers of your god in the shadows.
Cleric, Entertainer - Choir Singer: You are the member of your church's choir, and spread your deity's gospel through song.
Cleric, Folk Hero - Miracle Worker: You come from a humble background of common folk, but some miraculous event in your life showed that you were favored by the gods. You took this as a sign to take up an active role in your favored deity's clergy.
Cleric, Guild Artisan - Holy Artisan: Your deity values a particular craft as a form of worship, and your faith has caused you to become skilled in this craft, whither it be blacksmithing, carpentry, or cooking.
Cleric, Hermit - Pagan: You were the caretaker of an ancient temple dedicated to a long forgotten god. For your generous act, the god has awoken from its slumber and granted you the power to channel its divine magic and become its champion.
Cleric, Noble - Bishop: You have a prominent position within your religion, either overseeing a diocese or acting as a religious advisor to a noble of noteworthy significance. Regardless of the nature of your position, the title grants significant wealth and privilege.
Cleric, Outlander - Medicine (Wo)Man: You come from a tribe far away from the civilized world, that worships the gods through the ways of the ancients. Your talents as a healer aided your tribe greatly in times of need.
Cleric, Sage - Scribe: You spread your faith by writing your deities teachings and sharing them with any would-be converts. Your deity might place a special value to literacy and knowledge.
Cleric, Sailor - Deck Healer: While out at sea when medicine is scarce, disease and injury can threaten the stability and safety of any ship's crew. You were employed as a nautical healer, to ensure that your shipmates would remain healthy and able-bodied for the duration of their journey.
Cleric, Soldier - Battlefield Medic: Medical talents are in high demand on the battlefield, where injury and death is an expected consequence. You served in an army as a healer, tending to injured soldiers daily and providing prayers to the weary.
Cleric, Urchin - Orphan: Unable to care for you on their own, your parents left you on the doorstep of a church when you were a baby. Growing up under the care of nuns and priests has lead you down the path of the clergy.

Druid

Druid, Acolyte - Green Priest: You revere and worship a nature deity, and channel its divine presence through prayer and sacrifice. You might have looked after an ancient nature temple in the wilderness with other priests, or may have conducted your worship entirely on your own.
Druid, Charlatan - Undercover Anarchist: You are known to others as a respected merchant with an unknown past who wouldn't be caught dead getting their hands dirty. Secretly, however, you collaborate with an underground network of Druid rebels, hoping to bring down society and return it to a natural hunter-gatherer state.
Druid, Criminal - Green Thief: You have used your Druidic powers to gain the upper hand in the criminal underworld, communicating with rats, crows, and other vermin to assist your pick-pocketing and burglary. You might be conspiring with the monstrous humanoids that dwell in the sewers, such as wererats, mongrelfolk, or doppelgangers.
Druid, Entertainer - Menagerie Owner: Your connection to Druidic magic stems from your fascination with the beauty and complexity of nature. You share this fascination with others by collecting and caring for a menagerie of rare creatures and plants, which people who have demonstrated sufficient respect for nature are invited to marvel at. YorsWorld
Druid, Folk Hero - Humanitarian: After a famine, natural disaster, or plague ravaged a small village, you harnessed the powers of the natural world to aid them, saving hundreds of lives.
Druid, Guild Artisan - Farmer: You are a member of a guild of magical farmers, who use the powers of nature magic to boost their harvesting ability and make their crops large and plentiful.
Druid, Hermit - Forest Guardian: You were the protector of a sacred grove in the wilderness that was blessed by a divine nature deity. After an evil fiend came across it and defiled it while you were away on a hunt, you vowed to find a way to restore it to its original condition, and slay the outsider who destroyed it.
Druid, Noble - Fey-Blooded: One of your distant relatives is a member of the unearthly Seelie Court of the Fey. While only pure fey creatures can reside on the court, your heritage has granted you the gift of wealth and a strong bond with the natural world.
Druid, Outlander - Shaman: You come from a tribe far away from the civilized world, that honors the natural world through sacrifices and rituals. Your understanding of the natural balance of the world aided your tribe greatly.
Druid, Sage - Botanist: You studied the natural world in an academic manner, perhaps as an alchemist or researcher. You turned to the Druidic arts to gain a better understanding of nature, or after a life-altering encounter with it.
Druid, Sailor - Marooned: You found yourself abandoned on a small deserted island, either after a shipwreck or as punishment for a crime. While near death, your pleas for help were answered by the forces of the wild, who spoke to you and taught you how to harness Druidic magic to save yourself.
Druid, Soldier - Forager: An army marches on its stomach, and a well-stocked food supply can decide who wins or loses a battle. You served in your army as a forager, who could control the magic of the wilds to create food and drinking water for the other soldiers.
Druid, Urchin - Gutter Mage: While most Druids look down on large cities as being monuments of sin against nature, you have found a way to cultivate the seed of the nature in the middle of the foulest, most disease-ridden parts of the urban sprawl. You watch over the sewers of a city, protecting the mold and rats from the forces of Elemental Evil.

Fighter

Fighter, Acolyte - Templar: You have taken up the sword and the shield for a religious cause, fighting in service of a deity. You fight differently than a Cleric or Paladin; perhaps you are still waiting to gain your gods favor, or have fallen from grace and hope to regain it, or simply prefer to fight in your own unique way.
Fighter, Charlatan - Cheater: You were a duelist in a highly regarded fighting tournament, and made a significant name for yourself with your streak of wins. However, you used underhanded techniques to gain the advantage over your opponents before the matches even began. After being discovered, you were forced to flee under a new identity.
Fighter, Criminal - Contract Killer: You made significant money in the criminal underworld as a hired killer, getting paid to kill certain targets for a large fee. Your talent with weapons ensured you would always get the job done well.
Fighter, Entertainer - Tournament Champion: You gained fame after showcasing your skills in a competitive tournament, such as jousting, archery, or melee. You traveled to other tournaments, showing off your amazing talents to your adoring fans.
Fighter, Folk Hero - Militia Leader: With very little prior training, you were able to turn your small village into an organized militia, and commanded a successful defense against an approaching horde, saving hundreds of lives.
Fighter, Guild Artisan - Blacksmith: Your knowledge of armor and weaponry extends beyond the battlefield; you have a talent for crafting and smithing weapons and armor, and know how to repair a broken sword or dented shield in a pinch.
Fighter, Hermit - Disciple: You trained in the art of combat under a wise and skilled master, in a dojo far from the civilized world. Your sensei might have been a planer outsider, such as a Gith, Rakshasa, or Angel.
Fighter, Noble - Knight: You are a Knight, among the lowest of the noble classes but still well respected among feudal society. You served under command of a Lord or Lady and were bestowed the title of Sir or Dame.
Fighter, Outlander - Spartan: You grew up in an isolated warrior society, where brutish discipline and endurance were valued over things like arts and academics. The harsh environment shaped you into an elite warrior.
Fighter, Sage - Dungeoneer: You are a scholar of lost civilizations, and study the remnants of ancient tombs and catacombs. Your field of study calls for delving into dangerous environments and fighting hostile enemies, which you have become quite skilled at. While the work may be deadly, the reward of lost knowledge is sweet.
Fighter, Sailor - Sea Mercenary: While out at sea, merchant ships are the frequent targets of pirates, who hope to steal the cargo for themselves. You offered your services as a mercenary, paid to fight off pirates and sea monsters which might threaten any merchant ships.
Fighter, Soldier - (Wo)Man-at-arms: You were the member of an elite cavalry unit of an army, trained in heavy armor and a variety of weapons to charge the enemy and crush the opposition.
Fighter, Urchin - Vigilante: With no one to look up to when you were young, you learned how to fend for yourself in the dangerous streets of the city. Now an adult, your harsh upbringing shaped you into a skilled warrior. You've become a protector of the city you grew up in, watching over the streets to ensure the poor families have someone to look after them.

Monk

Monk, Acolyte - Ascetic: You are the member of a religious sect that values a lifestyle without sensual pleasures in favor of spiritual purity. You have learned to resist the temptations of gluttony and lust and perfect the soul to achieve a greater bond with the divines.
Monk, Charlatan - False Messiah: You have gained significant fame after claiming to be the reincarnation of a long-dead warrior or wise man, and offer wisdom to any who are willing to pay. This is a complete lie, however; you have no memory of your past lives, and made the whole thing up to make money.
Monk, Criminal - Cat Burglar: Through self-discipline and practice, you have learned the art of cat burglary, sneaking into a place under the cover of darkness to steal valuables, then swiftly escaping into the night.
Monk, Entertainer - Boxer: You used your skill as a pugilist to enter fist-fighting tournaments and win fame and fortune while entertaining the restless crowds that come to see you fight.
Monk, Folk Hero - Reincarnated: A group of monks came to your village and claimed you were the reincarnation of their dead leader and deemed you fit to rule them. You were skeptical, but you are beginning to realize the power held within you.
Monk, Guild Artisan - Courier: You are a member of the courier's guild, and specialize in delivering goods and letters from one person to another, usually by foot.
Monk, Hermit - Martial Artist: You attended a monastery to learn the martial arts under a wise sensei, and achieve perfection of the body and mind through meditation, practice, and spiritual cleanliness.
Monk, Noble - Silent Avenger: You come from a wealthy family of traders. One night, your parents were killed before your very eyes by robbers. Since then, you harbor a deep hate towards injustice and crime. You traveled far to a secret monastery, to learn not only how to defend yourself - but also to bring justice to evildoers. By day, you are still a wealthy merchant and are famous for your great parties - but at night, the shadow side of you strikes. Bamboori
Monk, Outlander - Guide: You know the wilds like the back of your hand, and know how to navigate others through the wilderness when they get lost or seek safe passage.
Monk, Sage - Philosopher: You studied philosophy under the instruction of a wise teacher, seeking to understand the true nature of world. While you haven't yet achieved enlightenment, your meditation and study has given you a better understanding of yourself.
Monk, Sailor - Boatswain: You were the boatswain of a ship's crew, a job that required you to precariously suspend from a rope on the side of a ship to repair it. The work was dangerous, but you were skilled at your job.
Monk, Soldier - Scout: You served under an army by acting as a scout, traveling ahead to observe the nearby terrain and keep an eye out for any approaching threats. While you did not fight the enemy directly, you still know how to handle yourself in combat.
Monk, Urchin - Bloodsport: With no money to your name, you entered an illegal fighting tournament to win some extra coin. You fought well against other untrained combatants, and learned how to survive a fight against a foe.

Paladin

Paladin, Acolyte - Righteous Warrior: You were the member of a religious organization in service of a deity or deities. You took up the sword and shield after taking a vow to serve your god and carry out your deity's will.
Paladin, Charlatan - Double Agent: You introduce yourself to others as a faithful servant of a specific church or deity; in actuality, this is a lie, and you really serve a different deity. You infiltrated a rival church to gain intelligence on them, and to sabotage their mission whenever you can.
Paladin, Criminal - Dark Knight: Not every faithful warrior of the church is a law-abiding citizen. While your faith in your deity is unwavering, your allegiance to the government is not. Lawless Paladins are usually Blackguards, but not always; if the crown is corrupt and tyrannical, it might be the duty of a pious Paladin to break the law and fight against the government.
Paladin, Entertainer - Recovering Hedonist: You used to be a talented performer with a bad vice, such as drugs, alcohol, or romance. After your addiction ruined your career and almost ended your life, you went to the church for salvation. After vowing to swear off your bad habit, you became a redeemed champion of your deity.
Paladin, Folk Hero - Chosen One: You were a commoner who regularly prayed to your favored deity for guidance and protection, although you didn't work for the church in any official capacity. One night, you received a vision from your god telling you to take up arms and go on a quest for the greater good. You eagerly obliged, and bought what weapons you could to fulfill your god's will.
Paladin, Guild Artisan - Purchased Salvation: After working as a traveling merchant for many years, your family came into some shady dealings and selling of mysterious artifacts. After purchasing a particularly nasty trinket you and your family have been cursed. The only way to have the curse lifted was by selling all your possessions and devoting the rest of your life to a just cause. Should you waiver, the curse on you and your family will return. SugarPlumWizard
Paladin, Hermit - Born Again: After accidentally committing an evil act, you entered seclusion to find atonement for your crime. After months of long prayer and meditation, the gods spoke to you and offered forgiveness if you would become a champion of the faith. You graciously accepted.
Paladin, Noble - Holy Knight: You are a Knight, among the lowest of the noble classes but still well respected among feudal society. You served under command of a Lord or Lady and were bestowed the title of Sir or Dame.
Paladin, Outlander - Green Knight: You were the protector of a sacred grove in the wilderness that was blessed by a divine nature deity. After an evil fiend came across it and defiled it while you were away on a hunt, you vowed to find a way to restore it to its original condition, and slay the outsider who destroyed it.
Paladin, Sage - Library Guardian: Books and scrolls are valuable, and take a long time to write. All that knowledge needs to be protected. You served as a watcher of a great library, ensuring that the writings it contained were free from vandals and thieves.
Paladin, Sailor - Davy Jones' Judge: After bloodthirsty pirates attacked your ship, killed your crew, and left you for dead, you vowed to have your revenge. You took up an oath with a wrathful god, and swore to rid the sea of pirates and monsters.
Paladin, Soldier - Crusader: You were a fought in a great holy war, waged by order of your god against a heretical foe. You may have crusaded into the Nine Hells, or into the lair of a powerful Lich. Regardless of where you fought, the brutal fighting changed you as a person.
Paladin, Urchin - Orphan: Unable to care for you on their own, your parents left you on the doorstep of a church when you were a baby. Growing up under the care of nuns and priests has lead you down the path of paladinship.

Ranger

Ranger, Acolyte - Inquisitor: You worked for an organized religion with the job of hunting down people or creatures deemed heretical by the church. You may have experience with hunting monsters such as Undead, Fiends, Fey, Elementals, or even people.
Ranger, Charlatan - Animal Merchant: You made a name for yourself as a trader of well-trained rare animals, which you would sell to others for a high price. Unbeknownst to the customers, your trusty animal companion was trained to sneak away from the buyer at night and return to you, ready to complete the scam all over again.
Ranger, Criminal - Highwayman: You were a thief that stole from travelers on the road, far from civilization and law enforcement. While you may have been a terror to those you faced, some robbers may have gained a good reputation with common folk by only stealing from the rich and giving their stolen wealth to the poor.
Ranger, Entertainer - Animal Tamer: You joined a traveling circus with your loyal animal companion to make some money. You and your companion have become a popular attraction with audience members, performing daring tricks and humorous comedic routines.
Ranger, Folk Hero - Messenger: After you spotted a monstrous horde approaching your village while you were out hunting, you sneaked past them and ran back to your village to alert them to ready the militia. Had it not been for your bravery and stealth, the village would have been overwhelmed.
Ranger, Guild Artisan - Cartographer: You are the member of a respected Cartographer's Guild, who's work in accurately mapping uncharted territory is paid for handsomely by any who wish to travel into new lands.
Ranger, Hermit - Ruin Watcher: Your travels led you to a lost city or civilization, unseen by human eyes for hundreds of years. You took refuge in it, studying its history, culture, and religion. After an extended stay in the ruins, you began to embrace the society.
Ranger, Noble - Trophy Hunter: You are an aristocrat who has taken an interest in the hobby of game hunting. You started out hunting rabbits, foxes, and deer, but moved up to wolves, elk, and bear. Lately, however, you been seeking to catch some mystical game, such as monstrosities, oozes, giants, or even dragons.
Ranger, Outlander - Hunter: You are a skilled explorer who has made a living hunting animals and monsters. You may be hired by others to guide them through an area, explore uncharted territory, or kill a particularly nasty monster that has been terrorizing locals.
Ranger, Sage - Monsterologist: You are a researcher of a specific type of creature, such as Aberrations, Fey, Giants, Oozes, or Undead. Your study of the creature has frequently forced you to fight off some of the more hostile members of its species.
Ranger, Sailor - Navigator: You were the member of the navigation crew on a ship, plotting the destination and making sure the ship didn't fall off course. When the need arised, you also served as an excellent swordsman.
Ranger, Soldier - Deserter: You were a soldier that feared an approaching threat and decided to go AWOL. You fled in the dead of night, and had to take refuge in a hostile environment to escape capture and certain execution. While the terrain was harsh, you managed to evade capture and learned to survive in the wilderness for long periods of time.
Ranger, Urchin - Wild Child: After a childhood of neglect and poverty, you ran away from home and took solace in the wilderness. While there, you met a family of animals who nurtured you as one of their own. You hunted and ate with them, and used your human intellect to steal from farmers and travelers. You love your animal friends dearly, although the experience has left you somewhat feral.

Rogue

Rogue, Acolyte - Pilgrim: You are a religious priest who has experience traveling to holy sites. You may have helped others make similar journeys, or be saving up to travel to an especially inhospitable holy site.
Rogue, Charlatan - Gambler: You have made a living as a professional gambler, betting on gladiatorial matches, cockfights, horse racing, or games of chance to win big. When the odds are not to your liking, you always make sure to have a trick up your sleeve, such as weighted dice, blackmail, or—on especially important bets—poison. If people start getting suspicious, you can set up a new identity in a new town at the drop of a hat, and start all over again.
Rogue, Criminal - Robber: You have become skilled in the art of robbery; you hold up banks or people, shake them down for money, then flee before the militia arrives. While dangerous, your talents have earn you money and respect in the criminal underworld.
Rogue, Entertainer - Dancer: Your nimbleness has given you a gift in the art of dancing. You entertain crowds at concerts with a dancing routine, such as ballet, tap dance, or freestyle. Your skills as a dancer translate well on the battlefield, allowing you to 'dance' around your enemies to gain the upper hand.
Rogue, Folk Hero - Outlaw: The greedy noble of your town levies a high tax against the poor commoners, who are constantly menaced by the corrupt town guard. You took matters into your own hands, and stole a great deal of wealth from the noble to give to the poor people. While the theft made you an enemy of the noble, you became adored by the people for the act.
Rogue, Guild Artisan - Artist: You are a talented artist who sells their works for coin. Not all artists use a canvas and brush; you might be a sculptor, potter, or calligrapher. Your nimble hands and perfectionist attitude makes you deadly with a blade or bow.
Rogue, Hermit - Secret Society: You are the child of a member of a secret society of thieves or assassins. You were raised from birth to continue the family legacy and carry out missions for the society. Your motivations might be monetary, hereditary, or philosophical.
Rogue, Noble - Duelist: Fencing is a popular sport among aristocracy, seen as more refined than wrestling or horse racing. You have made a name for yourself among your family as an excellent fencer, and pay more focus towards your next duel than the goings-on of the aristocratic world.
Rogue, Outlander - Longhunter: You are a skilled explorer who has made expeditions into a frontier or other hospitable territory for months at a time. You may have been paid to explore a territory by orders of a king, or simply done it to see whats out there and make a name for yourself.
Rogue, Sage - Dungeoneer: You are a scholar of lost civilizations, and study the remnants of ancient tombs and catacombs. Your field of study calls for delving into dangerous environments and fighting hostile enemies, which you have become quite skilled at. While the work may be deadly, the reward of lost knowledge is sweet.
Rogue, Sailor - Pirate: You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You've indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town.
Rogue, Soldier - Skirmisher: You served in an army as a skirmisher, providing tactical assistance through flanking, ambushes, and reconnaissance. Fighting the enemy directly is unwise, and you would use every method available to you to gain the upper hand.
Rogue, Urchin - Hoodlum: With nobody to turn to in your youth, you joined a street gang for protection and company. You learned how to survive on the streets, and were taught how to pick locks, sneak in the shadows, and escape from the guards.

Sorcerer

Sorcerer, Acolyte - Cultist: Your birth was prophesied by a secretive cult with sinister aims. You were raised by the cult to become their leader, and were foretold to bring about the end of days. Thankfully, the cult was destroyed by an order of paladins, who took you in after you were orphaned.
Sorcerer, Charlatan - Snake Oil Merchant: Your silver-tongued talents have given you a knack for selling merchandise, especially if the customer believes the products in question are worth more than they actually are. No refunds.
Sorcerer, Criminal - Illicit Bloodline: Sorcerers—at least, of your bloodline—are declared by law to be outlaws from birth by order of the crown, and meant to be smothered at birth. Your birth was hidden by your parents, and you managed to evade discovery during childhood. You have spent your entire life on the outskirts of society, hunted by the law because of the unfortunate circumstances of your birth.
Sorcerer, Entertainer - Freakshow: Your sorcerous origin has left you with a prominent supernatural mark or deformity that is difficult to hide. Unable to find employment due to your appearance, you joined a traveling carnival, where your disfigurement was shown to shocked and disgusted spectators. You made a decent amount of coin with the carnival, but always resented the dehumanizing work.
Sorcerer, Folk Hero - Protector: When your small village was threatened by a much larger foe, your sorcerous blood revealed itself. It may have revealed itself because of the stress, a near-fatal wound, or you could have knowingly kept it hidden this whole time. Regardless of its nature, you fought off the threat by yourself and became celebrated as a hero because of it.
Sorcerer, Guild Artisan - Purchased Power: You weren't born with your sorcerous ability, you bought it. You were a wealthy merchant with an interest in purchasing magical artifacts. Either intentionally or unintentionally, you purchased a magical relic that was salvaged from a dungeon that granted you magical ability when you came in contact with it. Perhaps the artifact belonged to a being of immense power, or simply needed to come in contact with your bloodline to be activated. You keep the object securely in your possession, and make sure not to lose it.
Sorcerer, Hermit - Enlightened: Your magical ability manifested itself after meditation and long isolation. You entered seclusion or joined a monastery to gain a greater understanding of your inner self. After a long period of self-contemplation, you discovered the spark of magic that burned within your soul, and learned how to control it.
Sorcerer, Noble - Blue Blood: A sorcerous bloodline is quite a valuable thing to marry into for those without magical ability; it is not unheard of for wealthy families to try and marry into sorcerous bloodlines to strengthen the family name and produce powerful offspring. You are the result of such a marriage, and are the youngest in a family of mage-aristocrats.
Sorcerer, Outlander - Feral Child: You were born under a bad omen, such as an eclipse, the death of a king, or on a Friday the 13th. Your superstitious parents abandoned you in the wilderness when you were an infant to escape misfortune, and left you to succumb to the elements. You survived, however; you were found by a wild animal who could sense the magic within you and sought to protect you as their own. You grew up knowing only your basic instincts, until you were found by a hunter.
Sorcerer, Sage - School For Gifted Youngsters: When your sorcerous powers revealed themselves to you when you were a child, you were sent to a school for the magically-inclined. While there, you learned to control your magical powers under the instruction of more senior sorcerers.
Sorcerer, Sailor - Monsoon-Born: You were born during a freak occurrence of weather, such as a flood, lightning storm, or tsunami. This caused you to have a natural affinity for the water, a talent that manifested as a skill for sailing and swimming. You were a member of a ship's crew, and aided them with your power to control wind and weather.
Sorcerer, Soldier - Super Soldier: Officers and generals are always looking for ways to use magic to make their armies the strongest in the land. The army you served in was subjected to a dangerous alchemical substance with the hopes of turning them into powerful warriors. Many of your comrades died or were disfigured as a result of the side-effects, but you were lucky enough to survive and be given magical talents as a result.
Sorcerer, Urchin - Familicide: Magical talent is difficult to control when you are young, especially if you live in a stressful or abusive environment. Your sorcerous powers manifested explosively when you were a child, which resulted in the death of your parents or caretakers. With no one left to look after you, you were reduced to living on the streets, using your wits and magical ability to survive.
continued in comments
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Character Concepts For Every Class/Background Combination in 5th Edition

Backgrounds are an often neglected part of 5th Edition D&D build discussion, primarily because they are centered around roleplay, and will differ greatly from character to character. In the interest of generating more discussion about the roleplay aspect of D&D, I created a short backstory concept for every possible class and background combination of the 12 classes and 13 backgrounds in the PHB.
I've been posting regular updates on /3d6 for each class, and had some help with some of the class/background combinations. I'll provide a link to the original posts if you want to view the discussion yourself. Just as a warning, some of these may be very similar or duplicates, as there is a bit of overlap between classes and backgrounds. Enjoy!

Barbarian

Barbarian, Acolyte - Proselytized Tribal: You are the former member of a secluded tribe that was converted to organized religion by missionaries. While your faith remains strong, your tribal origins occasionally show themselves, especially when you fight.
Barbarian, Charlatan - Fake Warrior: You've made a name for yourself as a great warrior. But it's all fluff with no substance, you just strike recklessly and hope to hit it right. And you've only had one or two battles in your life. Quantext609
Barbarian, Criminal - Repo (Wo)Man: You worked for a crime family to ensure that all of the family's client's debts were paid on time.
Barbarian, Entertainer - Wrestler: You used your brute strength to gain the upper hand in wrestling tournaments and dazzle your adoring fans.
Barbarian, Folk Hero - Escaped Slave: Members of your isolated tribe were attacked and enslaved by a group of Drow slavers. You escaped, and lead an armed insurrection which freed a number of other slaves.
Barbarian, Guild Artisan - Stone Mason: You worked for a Stonemasonry guild, and used your great strength to crush and sculpt heavy stones.
Barbarian, Hermit - Exiled: In a fit of anger, you killed someone you shouldn't have. You were exiled, either by force or willingly, to atone for your crimes. After coming out of isolation, you try to keep your anger down, but failed to extinguish it entirely.
Barbarian, Noble - Unwilling Heir: You are the member of a prominent royal family, and are destined to inherit a title when your elder passes. Despite this, aristocratic living grates you, and you spend your days hunting, wrestling, or fraternizing with the lower classes.
Barbarian, Outlander - Tribal: You came from an isolated tribe far away from civilization. You served your tribe as a great warrior and hunter.
Barbarian, Sage - Jekyll and Hyde: You're an old soul who has studied several things over your years. Although recently you've discovered the ability to infuse your body with inhuman strength. Now you're seeing where this new power guides you. Quantext609
Barbarian, Sailor - Deck Hand: You were the member of a ship crew, and worked as a deck hand, carrying heavy goods and moving heavy cargo.
Barbarian, Soldier - Infantry: You served as an infantry member for an army, and fought in numerous battles. Your reckless fighting earned you notoriety among your company.
Barbarian, Urchin - Asylum Patient: You were confined to a madhouse at a young age after a violent outburst. After being confined for a number of years, you escaped.

Bard

Bard, Acolyte - Hymnist: You are the member of a church or other organized religion that practices their worship through song or music. You may have traveled with a capella or choir to spread the teachings of your deity.
Bard, Charlatan - Snake Oil Merchant: Your silver-tongued talents have given you a knack for selling merchandise, especially if the customer believes the products in question are worth more than they actually are. No refunds.
Bard, Criminal - Crime Lord: You maintain an influential position in the criminal underworld, running a crime family from the shadows. Other families respect you, your underlings obey you, and the common people either idolize or fear you.
Bard, Entertainer - Traveling Performer: You use your musical or performance talents to excite and amaze the crowds, earning fame and coin for your impressive skills.
Bard, Folk Hero - Revolutionary: Your people live under the oppressive rule of a cruel tyrant. Your speeches and teachings calling for an uprising of the peasantry have become very popular, and caused a revolutionary fervor among the commoners. Declared an enemy of the state, you were forced to flee.
Bard, Guild Artisan - Arcane Craftsman: Not every Bard uses music or poetry to cast their spells. You are a member of an artisan's guild that uses the artistic power that vibrates through all creation to perfect their particular craft, such as blacksmithing, calligraphy, or pottery.
Bard, Hermit - Apprentice: You studied the Bardic arts under the instruction of a powerful teacher who lived far from civilization, such as a fey, genie, or polymorphed dragon. Your teaching was very strict, but shaped you into a talented Bard.
Bard, Noble - Court Jester: You were hired, or raised, to become a royal jester and entertain a monarch or wealthy noble. After a particularly ill-received joke, you were forced to go into hiding and change your identity.
Bard, Outlander - Folklorist: Before organized schooling and the written word, societies relied on talented storytellers for education and entertainment. In your isolated tribe, you were one such storyteller, recounting folklore and stories of evil monsters and brave warriors to teach and amuse the younglings.
Bard, Sage - Librarian: Your magical talents come from collecting and reciting books and tomes of all types, both magical and non-magical.
Bard, Sailor - Sea Singer: Extended travel by ship can be monotonous, frightening, and maddening; a positive attitude is valuable and hard to come by when out at sea. You helped liven up your crewmate's moods by singing rude songs and recounting outlandish stories to distract everyone from their misery, and were damned good at doing it too.
Bard, Soldier - Martial Musician: You were a member of a military band that would travel along with an army to play their instruments. Your music could issue orders to soldiers, encourage your allies, or intimidate the enemy.
Bard, Urchin - Busker: Born without a copper to your name, you took to the streets with hopes to earn coin from passers-by by dazzling them with your street performance.

Cleric

Cleric, Acolyte - Priest: You pursued the path of the faithful and completed your training to become a priest in service of a deity. Whatever your position within the temple's hierarchy is, the bond you have with your god remains strong.
Cleric, Charlatan - Deliverer: Using your connection to your faith, you have made a decent amount of coin convincing those who live sinful lives to make a "donation" to you to ensure their spot in the afterlife. Your god would understand, right?
Cleric, Criminal - Forbidden Faith: The deity you worship and channel your divine magic through has been made illegal by the government in power. You practice your faith in secret, communing with other faithful worshipers of your god in the shadows.
Cleric, Entertainer - Choir Singer: You are the member of your church's choir, and spread your deity's gospel through song.
Cleric, Folk Hero - Miracle Worker: You come from a humble background of common folk, but some miraculous event in your life showed that you were favored by the gods. You took this as a sign to take up an active role in your favored deity's clergy.
Cleric, Guild Artisan - Holy Artisan: Your deity values a particular craft as a form of worship, and your faith has caused you to become skilled in this craft, whither it be blacksmithing, carpentry, or cooking.
Cleric, Hermit - Pagan: You were the caretaker of an ancient temple dedicated to a long forgotten god. For your generous act, the god has awoken from its slumber and granted you the power to channel its divine magic and become its champion.
Cleric, Noble - Bishop: You have a prominent position within your religion, either overseeing a diocese or acting as a religious advisor to a noble of noteworthy significance. Regardless of the nature of your position, the title grants significant wealth and privilege.
Cleric, Outlander - Medicine (Wo)Man: You come from a tribe far away from the civilized world, that worships the gods through the ways of the ancients. Your talents as a healer aided your tribe greatly in times of need.
Cleric, Sage - Scribe: You spread your faith by writing your deities teachings and sharing them with any would-be converts. Your deity might place a special value to literacy and knowledge.
Cleric, Sailor - Deck Healer: While out at sea when medicine is scarce, disease and injury can threaten the stability and safety of any ship's crew. You were employed as a nautical healer, to ensure that your shipmates would remain healthy and able-bodied for the duration of their journey.
Cleric, Soldier - Battlefield Medic: Medical talents are in high demand on the battlefield, where injury and death is an expected consequence. You served in an army as a healer, tending to injured soldiers daily and providing prayers to the weary.
Cleric, Urchin - Orphan: Unable to care for you on their own, your parents left you on the doorstep of a church when you were a baby. Growing up under the care of nuns and priests has lead you down the path of the clergy.

Druid

Druid, Acolyte - Green Priest: You revere and worship a nature deity, and channel its divine presence through prayer and sacrifice. You might have looked after an ancient nature temple in the wilderness with other priests, or may have conducted your worship entirely on your own.
Druid, Charlatan - Undercover Anarchist: You are known to others as a respected merchant with an unknown past who wouldn't be caught dead getting their hands dirty. Secretly, however, you collaborate with an underground network of Druid rebels, hoping to bring down society and return it to a natural hunter-gatherer state.
Druid, Criminal - Green Thief: You have used your Druidic powers to gain the upper hand in the criminal underworld, communicating with rats, crows, and other vermin to assist your pick-pocketing and burglary. You might be conspiring with the monstrous humanoids that dwell in the sewers, such as wererats, mongrelfolk, or doppelgangers.
Druid, Entertainer - Menagerie Owner: Your connection to Druidic magic stems from your fascination with the beauty and complexity of nature. You share this fascination with others by collecting and caring for a menagerie of rare creatures and plants, which people who have demonstrated sufficient respect for nature are invited to marvel at. YorsWorld
Druid, Folk Hero - Humanitarian: After a famine, natural disaster, or plague ravaged a small village, you harnessed the powers of the natural world to aid them, saving hundreds of lives.
Druid, Guild Artisan - Farmer: You are a member of a guild of magical farmers, who use the powers of nature magic to boost their harvesting ability and make their crops large and plentiful.
Druid, Hermit - Forest Guardian: You were the protector of a sacred grove in the wilderness that was blessed by a divine nature deity. After an evil fiend came across it and defiled it while you were away on a hunt, you vowed to find a way to restore it to its original condition, and slay the outsider who destroyed it.
Druid, Noble - Fey-Blooded: One of your distant relatives is a member of the unearthly Seelie Court of the Fey. While only pure fey creatures can reside on the court, your heritage has granted you the gift of wealth and a strong bond with the natural world.
Druid, Outlander - Shaman: You come from a tribe far away from the civilized world, that honors the natural world through sacrifices and rituals. Your understanding of the natural balance of the world aided your tribe greatly.
Druid, Sage - Botanist: You studied the natural world in an academic manner, perhaps as an alchemist or researcher. You turned to the Druidic arts to gain a better understanding of nature, or after a life-altering encounter with it.
Druid, Sailor - Marooned: You found yourself abandoned on a small deserted island, either after a shipwreck or as punishment for a crime. While near death, your pleas for help were answered by the forces of the wild, who spoke to you and taught you how to harness Druidic magic to save yourself.
Druid, Soldier - Forager: An army marches on its stomach, and a well-stocked food supply can decide who wins or loses a battle. You served in your army as a forager, who could control the magic of the wilds to create food and drinking water for the other soldiers.
Druid, Urchin - Gutter Mage: While most Druids look down on large cities as being monuments of sin against nature, you have found a way to cultivate the seed of the nature in the middle of the foulest, most disease-ridden parts of the urban sprawl. You watch over the sewers of a city, protecting the mold and rats from the forces of Elemental Evil.

Fighter

Fighter, Acolyte - Templar: You have taken up the sword and the shield for a religious cause, fighting in service of a deity. You fight differently than a Cleric or Paladin; perhaps you are still waiting to gain your gods favor, or have fallen from grace and hope to regain it, or simply prefer to fight in your own unique way.
Fighter, Charlatan - Cheater: You were a duelist in a highly regarded fighting tournament, and made a significant name for yourself with your streak of wins. However, you used underhanded techniques to gain the advantage over your opponents before the matches even began. After being discovered, you were forced to flee under a new identity.
Fighter, Criminal - Contract Killer: You made significant money in the criminal underworld as a hired killer, getting paid to kill certain targets for a large fee. Your talent with weapons ensured you would always get the job done well.
Fighter, Entertainer - Tournament Champion: You gained fame after showcasing your skills in a competitive tournament, such as jousting, archery, or melee. You traveled to other tournaments, showing off your amazing talents to your adoring fans.
Fighter, Folk Hero - Militia Leader: With very little prior training, you were able to turn your small village into an organized militia, and commanded a successful defense against an approaching horde, saving hundreds of lives.
Fighter, Guild Artisan - Blacksmith: Your knowledge of armor and weaponry extends beyond the battlefield; you have a talent for crafting and smithing weapons and armor, and know how to repair a broken sword or dented shield in a pinch.
Fighter, Hermit - Disciple: You trained in the art of combat under a wise and skilled master, in a dojo far from the civilized world. Your sensei might have been a planer outsider, such as a Gith, Rakshasa, or Angel.
Fighter, Noble - Knight: You are a Knight, among the lowest of the noble classes but still well respected among feudal society. You served under command of a Lord or Lady and were bestowed the title of Sir or Dame.
Fighter, Outlander - Spartan: You grew up in an isolated warrior society, where brutish discipline and endurance were valued over things like arts and academics. The harsh environment shaped you into an elite warrior.
Fighter, Sage - Dungeoneer: You are a scholar of lost civilizations, and study the remnants of ancient tombs and catacombs. Your field of study calls for delving into dangerous environments and fighting hostile enemies, which you have become quite skilled at. While the work may be deadly, the reward of lost knowledge is sweet.
Fighter, Sailor - Sea Mercenary: While out at sea, merchant ships are the frequent targets of pirates, who hope to steal the cargo for themselves. You offered your services as a mercenary, paid to fight off pirates and sea monsters which might threaten any merchant ships.
Fighter, Soldier - (Wo)Man-at-arms: You were the member of an elite cavalry unit of an army, trained in heavy armor and a variety of weapons to charge the enemy and crush the opposition.
Fighter, Urchin - Vigilante: With no one to look up to when you were young, you learned how to fend for yourself in the dangerous streets of the city. Now an adult, your harsh upbringing shaped you into a skilled warrior. You've become a protector of the city you grew up in, watching over the streets to ensure the poor families have someone to look after them.

Monk

Monk, Acolyte - Ascetic: You are the member of a religious sect that values a lifestyle without sensual pleasures in favor of spiritual purity. You have learned to resist the temptations of gluttony and lust and perfect the soul to achieve a greater bond with the divines.
Monk, Charlatan - False Messiah: You have gained significant fame after claiming to be the reincarnation of a long-dead warrior or wise man, and offer wisdom to any who are willing to pay. This is a complete lie, however; you have no memory of your past lives, and made the whole thing up to make money.
Monk, Criminal - Cat Burglar: Through self-discipline and practice, you have learned the art of cat burglary, sneaking into a place under the cover of darkness to steal valuables, then swiftly escaping into the night.
Monk, Entertainer - Boxer: You used your skill as a pugilist to enter fist-fighting tournaments and win fame and fortune while entertaining the restless crowds that come to see you fight.
Monk, Folk Hero - Reincarnated: A group of monks came to your village and claimed you were the reincarnation of their dead leader and deemed you fit to rule them. You were skeptical, but you are beginning to realize the power held within you.
Monk, Guild Artisan - Courier: You are a member of the courier's guild, and specialize in delivering goods and letters from one person to another, usually by foot.
Monk, Hermit - Martial Artist: You attended a monastery to learn the martial arts under a wise sensei, and achieve perfection of the body and mind through meditation, practice, and spiritual cleanliness.
Monk, Noble - Silent Avenger: You come from a wealthy family of traders. One night, your parents were killed before your very eyes by robbers. Since then, you harbor a deep hate towards injustice and crime. You traveled far to a secret monastery, to learn not only how to defend yourself - but also to bring justice to evildoers. By day, you are still a wealthy merchant and are famous for your great parties - but at night, the shadow side of you strikes. Bamboori
Monk, Outlander - Guide: You know the wilds like the back of your hand, and know how to navigate others through the wilderness when they get lost or seek safe passage.
Monk, Sage - Philosopher: You studied philosophy under the instruction of a wise teacher, seeking to understand the true nature of world. While you haven't yet achieved enlightenment, your meditation and study has given you a better understanding of yourself.
Monk, Sailor - Boatswain: You were the boatswain of a ship's crew, a job that required you to precariously suspend from a rope on the side of a ship to repair it. The work was dangerous, but you were skilled at your job.
Monk, Soldier - Scout: You served under an army by acting as a scout, traveling ahead to observe the nearby terrain and keep an eye out for any approaching threats. While you did not fight the enemy directly, you still know how to handle yourself in combat.
Monk, Urchin - Bloodsport: With no money to your name, you entered an illegal fighting tournament to win some extra coin. You fought well against other untrained combatants, and learned how to survive a fight against a foe.

Paladin

Paladin, Acolyte - Righteous Warrior: You were the member of a religious organization in service of a deity or deities. You took up the sword and shield after taking a vow to serve your god and carry out your deity's will.
Paladin, Charlatan - Double Agent: You introduce yourself to others as a faithful servant of a specific church or deity; in actuality, this is a lie, and you really serve a different deity. You infiltrated a rival church to gain intelligence on them, and to sabotage their mission whenever you can.
Paladin, Criminal - Dark Knight: Not every faithful warrior of the church is a law-abiding citizen. While your faith in your deity is unwavering, your allegiance to the government is not. Lawless Paladins are usually Blackguards, but not always; if the crown is corrupt and tyrannical, it might be the duty of a pious Paladin to break the law and fight against the government.
Paladin, Entertainer - Recovering Hedonist: You used to be a talented performer with a bad vice, such as drugs, alcohol, or romance. After your addiction ruined your career and almost ended your life, you went to the church for salvation. After vowing to swear off your bad habit, you became a redeemed champion of your deity.
Paladin, Folk Hero - Chosen One: You were a commoner who regularly prayed to your favored deity for guidance and protection, although you didn't work for the church in any official capacity. One night, you received a vision from your god telling you to take up arms and go on a quest for the greater good. You eagerly obliged, and bought what weapons you could to fulfill your god's will.
Paladin, Guild Artisan - Purchased Salvation: After working as a traveling merchant for many years, your family came into some shady dealings and selling of mysterious artifacts. After purchasing a particularly nasty trinket you and your family have been cursed. The only way to have the curse lifted was by selling all your possessions and devoting the rest of your life to a just cause. Should you waiver, the curse on you and your family will return. SugarPlumWizard
Paladin, Hermit - Born Again: After accidentally committing an evil act, you entered seclusion to find atonement for your crime. After months of long prayer and meditation, the gods spoke to you and offered forgiveness if you would become a champion of the faith. You graciously accepted.
Paladin, Noble - Holy Knight: You are a Knight, among the lowest of the noble classes but still well respected among feudal society. You served under command of a Lord or Lady and were bestowed the title of Sir or Dame.
Paladin, Outlander - Green Knight: You were the protector of a sacred grove in the wilderness that was blessed by a divine nature deity. After an evil fiend came across it and defiled it while you were away on a hunt, you vowed to find a way to restore it to its original condition, and slay the outsider who destroyed it.
Paladin, Sage - Library Guardian: Books and scrolls are valuable, and take a long time to write. All that knowledge needs to be protected. You served as a watcher of a great library, ensuring that the writings it contained were free from vandals and thieves.
Paladin, Sailor - Davy Jones' Judge: After bloodthirsty pirates attacked your ship, killed your crew, and left you for dead, you vowed to have your revenge. You took up an oath with a wrathful god, and swore to rid the sea of pirates and monsters.
Paladin, Soldier - Crusader: You were a fought in a great holy war, waged by order of your god against a heretical foe. You may have crusaded into the Nine Hells, or into the lair of a powerful Lich. Regardless of where you fought, the brutal fighting changed you as a person.
Paladin, Urchin - Orphan: Unable to care for you on their own, your parents left you on the doorstep of a church when you were a baby. Growing up under the care of nuns and priests has lead you down the path of paladinship.

Ranger

Ranger, Acolyte - Inquisitor: You worked for an organized religion with the job of hunting down people or creatures deemed heretical by the church. You may have experience with hunting monsters such as Undead, Fiends, Fey, Elementals, or even people.
Ranger, Charlatan - Animal Merchant: You made a name for yourself as a trader of well-trained rare animals, which you would sell to others for a high price. Unbeknownst to the customers, your trusty animal companion was trained to sneak away from the buyer at night and return to you, ready to complete the scam all over again.
Ranger, Criminal - Highwayman: You were a thief that stole from travelers on the road, far from civilization and law enforcement. While you may have been a terror to those you faced, some robbers may have gained a good reputation with common folk by only stealing from the rich and giving their stolen wealth to the poor.
Ranger, Entertainer - Animal Tamer: You joined a traveling circus with your loyal animal companion to make some money. You and your companion have become a popular attraction with audience members, performing daring tricks and humorous comedic routines.
Ranger, Folk Hero - Messenger: After you spotted a monstrous horde approaching your village while you were out hunting, you sneaked past them and ran back to your village to alert them to ready the militia. Had it not been for your bravery and stealth, the village would have been overwhelmed.
Ranger, Guild Artisan - Cartographer: You are the member of a respected Cartographer's Guild, who's work in accurately mapping uncharted territory is paid for handsomely by any who wish to travel into new lands.
Ranger, Hermit - Ruin Watcher: Your travels led you to a lost city or civilization, unseen by human eyes for hundreds of years. You took refuge in it, studying its history, culture, and religion. After an extended stay in the ruins, you began to embrace the society.
Ranger, Noble - Trophy Hunter: You are an aristocrat who has taken an interest in the hobby of game hunting. You started out hunting rabbits, foxes, and deer, but moved up to wolves, elk, and bear. Lately, however, you been seeking to catch some mystical game, such as monstrosities, oozes, giants, or even dragons.
Ranger, Outlander - Hunter: You are a skilled explorer who has made a living hunting animals and monsters. You may be hired by others to guide them through an area, explore uncharted territory, or kill a particularly nasty monster that has been terrorizing locals.
Ranger, Sage - Monsterologist: You are a researcher of a specific type of creature, such as Aberrations, Fey, Giants, Oozes, or Undead. Your study of the creature has frequently forced you to fight off some of the more hostile members of its species.
Ranger, Sailor - Navigator: You were the member of the navigation crew on a ship, plotting the destination and making sure the ship didn't fall off course. When the need arised, you also served as an excellent swordsman.
Ranger, Soldier - Deserter: You were a soldier that feared an approaching threat and decided to go AWOL. You fled in the dead of night, and had to take refuge in a hostile environment to escape capture and certain execution. While the terrain was harsh, you managed to evade capture and learned to survive in the wilderness for long periods of time.
Ranger, Urchin - Wild Child: After a childhood of neglect and poverty, you ran away from home and took solace in the wilderness. While there, you met a family of animals who nurtured you as one of their own. You hunted and ate with them, and used your human intellect to steal from farmers and travelers. You love your animal friends dearly, although the experience has left you somewhat feral.

Rogue

Rogue, Acolyte - Pilgrim: You are a religious priest who has experience traveling to holy sites. You may have helped others make similar journeys, or be saving up to travel to an especially inhospitable holy site.
Rogue, Charlatan - Gambler: You have made a living as a professional gambler, betting on gladiatorial matches, cockfights, horse racing, or games of chance to win big. When the odds are not to your liking, you always make sure to have a trick up your sleeve, such as weighted dice, blackmail, or—on especially important bets—poison. If people start getting suspicious, you can set up a new identity in a new town at the drop of a hat, and start all over again.
Rogue, Criminal - Robber: You have become skilled in the art of robbery; you hold up banks or people, shake them down for money, then flee before the militia arrives. While dangerous, your talents have earn you money and respect in the criminal underworld.
Rogue, Entertainer - Dancer: Your nimbleness has given you a gift in the art of dancing. You entertain crowds at concerts with a dancing routine, such as ballet, tap dance, or freestyle. Your skills as a dancer translate well on the battlefield, allowing you to 'dance' around your enemies to gain the upper hand.
Rogue, Folk Hero - Outlaw: The greedy noble of your town levies a high tax against the poor commoners, who are constantly menaced by the corrupt town guard. You took matters into your own hands, and stole a great deal of wealth from the noble to give to the poor people. While the theft made you an enemy of the noble, you became adored by the people for the act.
Rogue, Guild Artisan - Artist: You are a talented artist who sells their works for coin. Not all artists use a canvas and brush; you might be a sculptor, potter, or calligrapher. Your nimble hands and perfectionist attitude makes you deadly with a blade or bow.
Rogue, Hermit - Secret Society: You are the child of a member of a secret society of thieves or assassins. You were raised from birth to continue the family legacy and carry out missions for the society. Your motivations might be monetary, hereditary, or philosophical.
Rogue, Noble - Duelist: Fencing is a popular sport among aristocracy, seen as more refined than wrestling or horse racing. You have made a name for yourself among your family as an excellent fencer, and pay more focus towards your next duel than the goings-on of the aristocratic world.
Rogue, Outlander - Longhunter: You are a skilled explorer who has made expeditions into a frontier or other hospitable territory for months at a time. You may have been paid to explore a territory by orders of a king, or simply done it to see whats out there and make a name for yourself.
Rogue, Sage - Dungeoneer: You are a scholar of lost civilizations, and study the remnants of ancient tombs and catacombs. Your field of study calls for delving into dangerous environments and fighting hostile enemies, which you have become quite skilled at. While the work may be deadly, the reward of lost knowledge is sweet.
Rogue, Sailor - Pirate: You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You've indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town.
Rogue, Soldier - Skirmisher: You served in an army as a skirmisher, providing tactical assistance through flanking, ambushes, and reconnaissance. Fighting the enemy directly is unwise, and you would use every method available to you to gain the upper hand.
Rogue, Urchin - Hoodlum: With nobody to turn to in your youth, you joined a street gang for protection and company. You learned how to survive on the streets, and were taught how to pick locks, sneak in the shadows, and escape from the guards.

Sorcerer

Sorcerer, Acolyte - Cultist: Your birth was prophesied by a secretive cult with sinister aims. You were raised by the cult to become their leader, and were foretold to bring about the end of days. Thankfully, the cult was destroyed by an order of paladins, who took you in after you were orphaned.
Sorcerer, Charlatan - Snake Oil Merchant: Your silver-tongued talents have given you a knack for selling merchandise, especially if the customer believes the products in question are worth more than they actually are. No refunds.
Sorcerer, Criminal - Illicit Bloodline: Sorcerers—at least, of your bloodline—are declared by law to be outlaws from birth by order of the crown, and meant to be smothered at birth. Your birth was hidden by your parents, and you managed to evade discovery during childhood. You have spent your entire life on the outskirts of society, hunted by the law because of the unfortunate circumstances of your birth.
Sorcerer, Entertainer - Freakshow: Your sorcerous origin has left you with a prominent supernatural mark or deformity that is difficult to hide. Unable to find employment due to your appearance, you joined a traveling carnival, where your disfigurement was shown to shocked and disgusted spectators. You made a decent amount of coin with the carnival, but always resented the dehumanizing work.
Sorcerer, Folk Hero - Protector: When your small village was threatened by a much larger foe, your sorcerous blood revealed itself. It may have revealed itself because of the stress, a near-fatal wound, or you could have knowingly kept it hidden this whole time. Regardless of its nature, you fought off the threat by yourself and became celebrated as a hero because of it.
Sorcerer, Guild Artisan - Purchased Power: You weren't born with your sorcerous ability, you bought it. You were a wealthy merchant with an interest in purchasing magical artifacts. Either intentionally or unintentionally, you purchased a magical relic that was salvaged from a dungeon that granted you magical ability when you came in contact with it. Perhaps the artifact belonged to a being of immense power, or simply needed to come in contact with your bloodline to be activated. You keep the object securely in your possession, and make sure not to lose it.
Sorcerer, Hermit - Enlightened: Your magical ability manifested itself after meditation and long isolation. You entered seclusion or joined a monastery to gain a greater understanding of your inner self. After a long period of self-contemplation, you discovered the spark of magic that burned within your soul, and learned how to control it.
Sorcerer, Noble - Blue Blood: A sorcerous bloodline is quite a valuable thing to marry into for those without magical ability; it is not unheard of for wealthy families to try and marry into sorcerous bloodlines to strengthen the family name and produce powerful offspring. You are the result of such a marriage, and are the youngest in a family of mage-aristocrats.
Sorcerer, Outlander - Feral Child: You were born under a bad omen, such as an eclipse, the death of a king, or on a Friday the 13th. Your superstitious parents abandoned you in the wilderness when you were an infant to escape misfortune, and left you to succumb to the elements. You survived, however; you were found by a wild animal who could sense the magic within you and sought to protect you as their own. You grew up knowing only your basic instincts, until you were found by a hunter.
Sorcerer, Sage - School For Gifted Youngsters: When your sorcerous powers revealed themselves to you when you were a child, you were sent to a school for the magically-inclined. While there, you learned to control your magical powers under the instruction of more senior sorcerers.
Sorcerer, Sailor - Monsoon-Born: You were born during a freak occurrence of weather, such as a flood, lightning storm, or tsunami. This caused you to have a natural affinity for the water, a talent that manifested as a skill for sailing and swimming. You were a member of a ship's crew, and aided them with your power to control wind and weather.
Sorcerer, Soldier - Super Soldier: Officers and generals are always looking for ways to use magic to make their armies the strongest in the land. The army you served in was subjected to a dangerous alchemical substance with the hopes of turning them into powerful warriors. Many of your comrades died or were disfigured as a result of the side-effects, but you were lucky enough to survive and be given magical talents as a result.
Sorcerer, Urchin - Familicide: Magical talent is difficult to control when you are young, especially if you live in a stressful or abusive environment. Your sorcerous powers manifested explosively when you were a child, which resulted in the death of your parents or caretakers. With no one left to look after you, you were reduced to living on the streets, using your wits and magical ability to survive.
continued in comments
submitted by LivingRaccoon to DnD [link] [comments]

Jeopardy! recap for Wed., Apr. 10

Jeopardy! recap for Wed., Apr. 10 - Let's meet today's contestants:
James dropped to $0 with an early miss on DD1, but established his usual big lead with a double-up on DD2. Laura had a chance to stay alive on DD3 but missed, so James had another runaway into FJ at $33,200 vs. $5,800 for Laura. Jeff headed directly back to Canada at -$600.
DD1, $2,000 - HOLIDAYS & OBSERVANCES - Constitution Day is September 17; this related set is celebrated every December 15 (James pushed his entire $3,000 and missed.)
DD2, $1,600 - THE CIVIL WAR - On March 9, 1862, ironclad warships met in battle for the first time as these 2 vessels clashed, with no clear victor (James shoved all-in for $9,200 and was correct.)
DD3, $1,600 - MOLLUSKS - In the Caribbean the spiral shell of the queen, or pink, species of this gastropod is used for making "trumpets" (Laura lost $7,000 from her score of $12,000 vs. $28,400 for James. It should go without saying that she should have bet everything, which if correct would have gotten her within two-thirds of James going into FJ.)
FJ - EUROPEAN HISTORY - In 2000 the Russian Orthodox Church canonized 7 members of this family, 82 years after their deaths
Both players were correct on FJ, with James adding $21,122 (representing Nov. 22, Pete's birthday) to win with $54,322 for a five-day total of $298,687.
Triple Stumper of the day: In the "M.G." category, no one could identify the climbing vine called the morning glory.
Judging the writers: For a missed clue about the First Battle of Bull Run, James responded with Manassas and was ruled incorrect, even though the battle is also referred to by that name. Alex came on after the break to try to clear up confusion about the writing, which wanted the creek (Bull Run) that was the site of the battle.
Strategy corner: I'm curious why James chose again in the Civil War category after DD2 was found there with DD3 still remaining on the board. I assume it was to build up more money before picking DD3 and he was willing to risk an opponent finding it first (which is what happened).
This day in Trebekistan: Alex opened the show by commenting that over the first four games, James is winning cash at about twice the rate of Ken Jennings over that period. Later, Trebek brought back his beloved Strother Martin impression.
Correct Qs: DD1 - What is the Bill of Rights? DD2 - What are the Monitor and Merrimack? DD3 - What is conch? FJ - What is Romanov?
submitted by jaysjep2 to Jeopardy [link] [comments]

I made a list of every profession I could think of in Dungeons & Dragons (Part II, with descriptions)

PDF: https://drive.google.com/open?id=1nRK1Y4uLPwdXer5ITF1PxwKkl4kVrIr6
Original Post (without descriptions): https://www.reddit.com/DnDBehindTheScreen/comments/bjkejj/i_made_a_list_of_every_profession_i_could_think/
I made a list of every profession I could think of in Dungeons & Dragons and you guys helped me to double that list. Now I give you the second step of my plan to create a compendium of every NPC or Player background imaginable within a medieval context (the third step being stats).
Suggestions and feedback moving forward are, as always, very welcome. Thanks to everyone who helped contribute so far. I'll be updating this list as we go along.

. . .

I. AGRICULTURE, ANIMAL HUSBANDRY, & FORESTRY

  1. Animal/Monster Handler – responsible for the safe keeping, dietary care, and exercise of animals or monsters.
  2. Arborist – maintains and cares for trees, often by surgically removing dying limbs.
  3. Baler – bales hay, or in the mills, wool and cotton goods.
  4. Beekeeper – owns and breeds bees, especially for their honey.
  5. Breeder – breeds livestock, animals, or monsters.
  6. Cowherd – supervises grazing cattle.
  7. Dairyboy/Dairymaid – milks cows and makes cheese and butter.
  8. Falconer – keeps, trains, and hunts with falcons, hawks, or other birds of prey.
  9. Farmer – operates a farm or cultivates land.
  10. Fisher – catches fish.
  11. Florist – grows and arranges plants and cut flowers.
  12. Forager – searches for food in the wild.
  13. Forester – supervises the wellbeing of a forest.
  14. Fowler – catches or ensnares birds.
  15. Gamekeeper – breeds and protects game, typically for a large estate.
  16. Groom – cleans and brushes the coats horses, dogs, or other animals.
  17. Herder – supervises a herd of livestock or makes a living from keeping livestock, especially in open country.
  18. Horse Trainer – tends to horses and teaches them different disciplines.
  19. Hunter – hunts game or other wild animals.
  20. Lumberjack – fells trees, cuts them into logs, and transports them to a sawmill.
  21. Master-of-Horses – supervises and commands all horses under a jurisdiction.
  22. Master-of-Hounds – maintains a pack of hounds and their associated staff, equipment, and hunting arrangements.
  23. Miller – owns or works in a grain mill.
  24. Miner – works underground in mines in order to obtain minerals such as coal, diamonds, or gold.
  25. Pathfinder – scouts ahead and discovers a path or way for others.
  26. Plumer – hunts birds for their plumes.
  27. Prospector – searches for mineral deposits, especially by drilling and excavation.
  28. Ranger – wanders or ranges over a particular area or domain.
  29. Renderer – converts waste animal tissue into usable materials.
  30. Shepherd – herds, tends, and guards sheep.
  31. Stablehand – works in a stable.
  32. Thresher – separates grain from the plants by beating.
  33. Trapper – traps wild animals, especially for their fur.
  34. Vintner – engages in winemaking, especially with monitoring and harvesting the grapes.
  35. Zookeeper – maintains and cares for animals or monsters in a zoo.

II. ARCHITECTURE & CONSTRUCTION

  1. Architect – designs buildings or landscapes and in many cases supervises their construction.
  2. Brickmaker – crafts bricks from clay, stone, or other materials.
  3. Brickmason – builds with mineral products such as stones, bricks, cinder blocks, or tiles, usually with the use of mortar as a bonding agent.
  4. Carpenter – makes and repairs wooden objects and structures.
  5. Construction Worker – a laborer in the physical construction of a built environment and its infrastructure.
  6. General Contractor – supervises a construction site, manages its vendors and trades, and communicates information to all involved parties.
  7. Glazier – fits glass into windows and doors.
  8. Plasterer – applies plaster to walls, ceilings, or other surfaces.
  9. RoadlayeStreetlayer – paves roads or streets.
  10. RoofeThatcher – builds and repairs roofs.
  11. Stonemason – cuts and prepares stone for use in construction.

III. ARTS, the

  1. Acrobat – performs spectacular gymnastic feats.
  2. Actor – impersonates characters, typically on stage in a theatrical production.
  3. Aerialist/Trapezist – performs acrobatics high above the ground on a tightrope or trapeze.
  4. Arranger – adapts a musical composition for performance.
  5. Athlete – proficient in sports and other forms of physical exercise.
  6. BuskeStreet Musician – performs in a public place, often for money.
  7. Celebrity – a famous person.
  8. Chef – a professional cook trained in the culinary arts.
  9. Choirmaster – trains a choir and orchestrates their singing when they perform.
  10. Clown – comic entertainer who wears a traditional costume and exaggerated makeup.
  11. Comedian – entertainer whose act is designed to make an audience laugh.
  12. Conductor – directs the performance of an orchestra.
  13. Contortionist – twists and bends their body into strange and unnatural positions.
  14. Curator – keeper and custodian of a museum or other collections of precious items.
  15. Costumer – makes theatrical costumes.
  16. Dancer – moves their body rhythmically with or without musical accompaniment.
  17. Equilibrist – performs balancing feats.
  18. Fashion Designer – applies design, aesthetics and natural beauty to garments and their accessories.
  19. Gladiator – fights against other people, wild animals, or monsters in an arena.
  20. Glasspainter – produces colorful designs on or in glass.
  21. Jester – professional joker or “fool” at court, typically wearing a cap with bells on it and carrying a mock scepter.
  22. Juggler – keeps several objects in motion in the air at the same time by alternately tossing and catching them.
  23. Illuminator – paints and calligraphs to adorn or enlighten scrolls and manuscripts.
  24. Limner – paints portraits or miniatures.
  25. Makeup Artist – applies cosmetics to models, actors, nobles, etc.
  26. Minstrel – recites lyric or heroic poetry for nobility.
  27. Model – poses as a subject for an artist, fashion designer, or sculptor.
  28. Musician – plays a musical instrument.
  29. Painter – paints pictures.
  30. Playwright – writes plays or musicals.
  31. Poet – writes ballads, epics, sonnets, or other forms of poetry.
  32. RingmasteRingmistress – master of ceremony who introduces the circus acts to the audience.
  33. Ropewalker – walks along a tightrope to entertain others.
  34. Sculptor – crafts art by carving or casting blocks of marble, stones, or other hardened minerals.
  35. SingeSoprano – sings with or without instrumental accompaniment.
  36. Skald – composes and recites poems honoring heroes and their deeds.
  37. Stage Magician – deceives their audience with seemingly impossible feats while using only natural means.
  38. Stuntman/Stuntwoman – performs dangerous stunts for their audience.
  39. Tattooist – illustrates the skin with indelible patterns, pictures, legends, etc.
  40. Theater Director – supervises and orchestrates the mounting of a theatre production by unifying various endeavors and aspects of production.
  41. Wrestler – performs in matches involving grappling and grappling-type techniques.
  42. Writer – commits his or her thoughts, ideas, etc., into written language.

IV. BUSINESS & TRADE

  1. Accountant – keeps and inspects financial accounts.
  2. Actuary – compiles and analyzes statistics and uses them to calculate risk.
  3. Animal CollectoMonster Collector – collects and deals in rare and exotic animals and monsters.
  4. Business Owner – owns a business entity in an attempt to profit from its successful operations.
  5. Debt Collector – recovers money owed on delinquent accounts.
  6. Draper – an alcohol merchant.
  7. Appraiser – assesses the monetary value of something.
  8. Auctioneer – conducts auctions by accepting bids and declaring goods sold.
  9. Banker – an officer or owner of a bank or group of banks.
  10. Bagniokeeper – owner of a bath house or brothel.
  11. Bookkeeper – keeps records of financial affairs.
  12. Chandler – deals in provisions and supplies.
  13. Collector – collects things of a specified type, professionally or as a hobby.
  14. Entrepreneur – organizes and operates a business or businesses, taking on greater than normal financial risks in order to do so.
  15. Grocer – a food merchant.
  16. Guild Master – leads an economically independent producer (a “guild,” an association of craftsmen or merchants that often holds considerable bureaucratic power).
  17. Innkeeper – owns and runs an inn.
  18. Land Surveyor – establishes maps and boundaries for ownership or other purposes required by government or civil law.
  19. Merchant – sells and trades goods.
  20. Moneychanger – exchanges one currency for another.
  21. Moneylender – lends money to others who pay interest.
  22. Peddler – travels from place to place selling assorted items.
  23. Pimp/Madame – controls prostitutes and arranges clients for them, taking part of their earnings in return.
  24. Plantation Owner – an owner of an estate on which crops are cultivated by resident labor, typically slave labor.
  25. Speculator – invests in stocks, property, or other ventures in the hope of making a profit.
  26. Thriftdealer – deals in secondhand items.
  27. Tradesman – deals exclusively in bartering.
  28. Vendor – deals items in the street.

V. COMMUNICATIONS

  1. Billboardposter – a person who puts up notices, signs and advertisements.
  2. Courier – transports packages and documents.
  3. Herald: a messenger who carries important news.
  4. Interpreter: interprets language and its meaning, especially within ancient manuscripts.
  5. Linguist: studies the essence of communication, including the units, nature, structure, and modification of language.
  6. Messenger: carries messages between recipients.
  7. Town Crier: makes public announcements in the streets or marketplace.
  8. Translator: translates between languages.

VI. CRAFTSMANSHIP

  1. AccoutrementeCoinsmith – makes currency for the government.
  2. Armorer – specializes in making and repairing armor.
  3. Blacksmith – forges and repairs things in metal, including weapons, armor, utensils, etc.
  4. Bladesmith – specializes in making and repairing bladed weapons, especially swords and daggers.
  5. Bookbinder – binds books and wraps scrolls.
  6. Bottler – bottles drinks and other liquids.
  7. Bowyer – makes bows and crossbows.
  8. Brewer – brews ale.
  9. Broom Maker – makes brooms and brushes.
  10. Candlemaker – makes candles and wax from honey and tallow.
  11. Cartwright – makes and repairs carts and wagons.
  12. Cobbler – makes and repairs footwear.
  13. CoopeHooper – makes and repairs casks and barrels.
  14. Cutler – makes cutlery.
  15. Dyer – dyes cloth and other materials.
  16. Embroiderer – ornaments with needlework.
  17. Engraver – incises a design onto a hard surface by cutting grooves into it.
  18. Farrier – trims and shoes horses' hooves.
  19. Fletcher – makes and repairs arrows.
  20. Furniture Artisan – makes and repairs furniture.
  21. Furrier – prepares furs for adornment.
  22. Glassworker – blows glass planes and items.
  23. Glovemaker – makes and repairs gloves.
  24. Goldsmith/Silversmith – a smith who specializes in precious metals.
  25. HatteMilliner – makes and repairs headwear.
  26. Instrument Maker – makes and repairs musical instruments.
  27. Lapidary – turns stone, minerals, or gemstones into decorative items such as cabochons, engraved gems, and faceted designs.
  28. Leatherworker – makes items from leather such as pouches, scabbards, straps, etc.
  29. Jeweler – designs, makes, and repairs necklaces, bracelets, watches, etc., often containing jewels.
  30. Locksmith – makes and repairs locks.
  31. Luthier – makes and repairs stringed instruments.
  32. Mercer – weaves textile fabrics, especially silks, velvets, and other fine materials.
  33. Optician – makes and repairs eyeglasses.
  34. Potter – makes pots, bowls, plates, etc., out of clay.
  35. Printer – a person who applies pressure to an inked surface resting upon a print medium (such as paper or cloth), thereby transferring the ink to manufacture a text.
  36. Restorer – repairs or renovates a work of art so as to return it to its original condition.
  37. Ropemaker – braids rope.
  38. Rugmaker – makes and repairs rugs by braiding, hooking, weaving, etc.
  39. Saddler – makes and repairs saddlery.
  40. Seamstress/Tailor – makes, alters, repairs, as well as occasionally designing garments.
  41. Soaper – makes soap from accumulated mutton fat, wood ash, and natural soda.
  42. Tanner – treats the skins and hides of animals to produce leather.
  43. Taxidermist – prepares, stuffs, and mounts the skins of animals.
  44. Tinker – travels from place to place mending utensils.
  45. Toymaker – makes and repairs toys.
  46. Watchmaker – makes and repairs watches and clocks.
  47. Weaponsmith – specializes in making and repairing weapons.
  48. Weaver – makes fabric by weaving fiber together.
  49. Wheelwright – makes and repairs wooden wheels.
  50. WhittleWoodcarver – fashions wood into various shapes.

VII. CRIME

  1. Assassin – murders through stealth for reasons pertaining to money, politics, or religion.
  2. Bandit – a robber or outlaw belonging to a gang and typically operating in an isolated or lawless area.
  3. Burglar – illegally enters buildings and steals things.
  4. Charlatan/Conman – tricks people by gaining their trust and persuading them to believe something that is not true in order to benefit from the encounter.
  5. CockfighteGamefighter – engages in arena matches in which animals or monsters are pitted against one another, typically to the death.
  6. Crime Boss – controls and supervises a criminal organization.
  7. Cutpurse – a pickpocket or thief.
  8. Drug Dealer – dealer of illegal substances.
  9. Drug Lord – controls a network of persons involved in the illegal drugs trade and transactions.
  10. Extortioner – extorts money from someone by threatening to expose embarrassing information about them.
  11. Fence – deals in stolen goods.
  12. Forger – produces fraudulent copies or imitations.
  13. Fugitive – a person who has escaped from a place or is in hiding, especially to avoid arrest or persecution.
  14. Highwayman – robs travelers on a road.
  15. Kidnapper – abducts people and holds them captive, typically to obtain a ransom.
  16. Loan Shark – charges extremely high rates of interest for moneylending, typically under illegal conditions.
  17. Pirate – attacks and robs ships at sea.
  18. Poacher – hunts illegal game.
  19. Poisoner – makes poisons to harm or kill.
  20. RaideMarauder – makes sudden, unprompted attacks against defenseless or near-defenseless settlements.
  21. Smuggler – manages the import or export of goods secretly, in violation of the law, especially without payment of legal duty.
  22. Thief – steals people’s property, especially by stealth and without using force or violence.

VIII. GOVERNMENT & LAW

  1. Affeeror – determines the values of fines and amercements.
  2. Agister – affords pasture to the livestock of others for a price.
  3. Alderman – a civic dignitary in the local council ranked below the mayor.
  4. Alienist – assesses the competence of a defendant in a court of law.
  5. Assay Master – oversees the testing of currency.
  6. Baron/Baroness – a member of the lowest order of the British nobility.
  7. Chancellor – a senior state or legal official.
  8. Chief – leads or rules a people or clan.
  9. Conservationist – advocates for the protection and preservation of the environment and wildlife.
  10. Count/Earl/Countess – a nobleperson ranking above a viscount and below a marquess.
  11. Courtier – attends court as a companion or adviser to the king or queen.
  12. Diplomat – an official representing a country abroad.
  13. Duke/Duchess – rules over a duchy and is of the highest rank below the monarch.
  14. EmperoEmpress – the supreme sovereign ruler of an extensive group of states or countries under a single authority.
  15. Judge – decides cases in a court of law.
  16. King/Queen – the ruler of an independent state and its people.
  17. Knight – serves his or her sovereign after being bestowed a rank of royal honor.
  18. Lady-in-Waiting – attends a queen, princess, or other high-ranking feminine nobleperson.
  19. LawyeAdvocate – practices or studies law, typically an attorney or a counselor.
  20. Marquess/Marchioness – a nobleperson ranking above a count and below a duke.
  21. Master-of-Coin – supervises the royal treasury, advises the monarch on financial matters, and is responsible for raising money through taxation.
  22. Master-of-the-Revels – responsible for overseeing royal festivities.
  23. Minister – assists with the administration of business.
  24. Noble/Aristocrat – a person belonging to a class with high social or political status.
  25. Notary – performs certain legal formalities, especially to draw up or certify contracts, deeds, and other documents for use in other jurisdictions.
  26. OratoSpokesman – makes statements on behalf of a group or individual nobleperson.
  27. Page – a young attendant to a person of noble rank.
  28. Prince/Princess – the direct descendant of a monarch.
  29. Senator – partakes in governmental decision-making after being elected.
  30. Sheriff – the chief executive officer in a county, having various administrative and judicial functions.
  31. Spymaster – directs a network of subordinate espionage agents for a state, kingdom, or empire.
  32. Steward – supervises both the estate and household of his lord or lady while they are away.
  33. Squire – acts as an attendant to a knight before attempting to become a knight themselves.
  34. Tax Collector – collects unpaid taxes from people, guilds, or businesses.
  35. Viscount/Viscountess – a nobleperson ranking above a baron and below a count.
  36. Ward – a member of a noble house who has been taken in by another noble family to be raised for a time.

IX. HOSPITALITY & COMMON LABOR

  1. Acater – provides and prepares foodstuffs or delicacies for events such as festivals.
  2. Tunner – fills casks in a brewery or winery.
  3. Baker – bakes bread and cakes.
  4. Barber – cuts hair and shaves or trims beards.
  5. Barkeep – works and serves drinks in a bar.
  6. Barmaid/Barboy – serves drinks and food in a bar as well as engaging with customers.
  7. Butcher – cuts up and sells meat.
  8. Butler – the chief servant of a household.
  9. Caregiver – looks after a sick, elderly, or disabled person.
  10. Charcoal Maker – manufactures charcoal by carbonizing wood in a kiln.
  11. Chatelaine/Majordomo – a person in charge of a large household.
  12. Chimney Sweeper – a small person, typically a child, who ascends chimneys to clean them.
  13. Clerk – undertakes routine administrative duties in a business or bank.
  14. Cook – prepares food for eating.
  15. Copyist – makes copies of handwritten documents or music.
  16. Croupier – runs a gaming table by gathering in and paying out money or tokens.
  17. Exterminator – exterminates unwanted rodents and insects.
  18. Food & Drink Taster – ingests food that was prepared for someone else to confirm it is safe to eat.
  19. GardeneLandscaper – tends and cultivates a garden.
  20. Gongfarmer – digs out and removes excrement from privies and cesspits.
  21. Gravedigger – digs graves for the purposes of a funeral ceremony.
  22. Groundskeeper – maintains an athletic field, a park, or the grounds of a graveyard or other institution.
  23. Kitchen Drudge – performs menial work in a kitchen.
  24. Knacker – disposes of dead or unwanted animals.
  25. Lamplighter – lights street or road lights at dusk.
  26. Laundry Worker – a laborer who takes part in the washing, drying, and ironing of clothes and other fabric items.
  27. Lector – reads to others while they work for entertainment.
  28. Longshoreman – loads and unloads ships in a port.
  29. Maid – a domestic servant of a household.
  30. Nanny/Nursemaid – a servant employed to look after a young child or children.
  31. Operator – a laborer who operates equipment, typically in construction.
  32. Pastry Chef – makes desserts, especially cakes and pastries.
  33. Plumber – installs and repairs the fittings of water supply and sanitation.
  34. Porter – carries luggage and other loads.
  35. Prostitute – engages in sexual activity for payment.
  36. Quarryman/Quarrywoman – quarries stone.
  37. Servant – performs duties for others, especially a person employed in a house or as a personal attendant.
  38. Stagehand – moves scenery or props before or during the performance of a theatrical production.
  39. Street Cleaner – cleans streets and alleyways after dark.
  40. Talent Scout – searches for talented individuals who can be employed or promoted.
  41. Trainer – trains someone in a particular skill, usually physical, for money.
  42. Water Bearer – brings water from rivers, wells, and lakes back to their settlement.
  43. Wet Nurse – a woman employed to suckle another woman's child.

X. MAGICAL ARTS, the

  1. Abjurer – a mage focused in protective spells.
  2. Alchemist – transforms or creates something within nature through (usually) ritualist magic.
  3. Archmage – an extremely powerful mage.
  4. Artificer – unlocks magic in everyday objects as well as being an inventor.
  5. Bard – uses their artistic talents to induce magical effects.
  6. Conjuror – conjures spirits or familiars.
  7. Druid – a mage attuned to the magical forces of nature, able to shapeshift, call on the elements, communicate with flora and fauna, etc.
  8. Elementalist – manipulates nature’s elements to their will.
  9. EnchanteEnchantress – uses sorcery to put someone or something under a spell.
  10. Evoker – manipulates energy or taps into an unseen source of power in order to produce a desired kinetic end.
  11. Healer – able to cure a disease or injury using magic.
  12. Hearth Witch/Hearth Wizard – incorporates spells and enchantments in cooking.
  13. Illusionist – performs tricks and spells that deceive the senses.
  14. Mage – a magic-user.
  15. Medium – uses extrasensory perception, magic, or divine powers to identify information hidden from the normal senses.
  16. Meteorologist – forecasts and manipulates weather.
  17. Necromancer – communicates with and conjures the spirits of the dead.
  18. Ritualist – practices or advocates the observance of ritual (formula intended to trigger a magical effect on a person or objects).
  19. Runecaster – uses special alphabets to create runes (symbols possessing magical effects capable of being used multiple times).
  20. Sage – a wise and experienced magic-user.
  21. SeeOracle – able to see what the future holds through supernatural insight.
  22. Shaman – accesses and influences the world of good and evil spirits.
  23. Shapeshifter – a person with the ability to change their physical form.
  24. SorcereSorceress – derives their magical abilities innately rather than through study.
  25. Summoner – a mage able to summon forth magical beasts, creatures, and monsters.
  26. Transmuter – alters matter in form, appearance, or nature.
  27. Warlock – a mage who has gained their abilities by forming a pact with an otherworldly being.
  28. Witchdoctor – a tribal mage with powers of healing, divination, and protection against the magic of others.
  29. Witch – a woman who has supernatural powers and practices sorcery, typically in solitude.
  30. Wizard – derives their magical abilities through study.
  31. Wordsmith – draws their power from language and casts by dictation.

XI. MILITARY & SECURITY

  1. Admiral – commands a fleet or naval squadron.
  2. Bailiff – looks after prisoners.
  3. Bodyguard – escorts and protects another person, especially a dignitary.
  4. Bouncer – prevents troublemakers from entering or to eject them from the premises of an establishment.
  5. Captain – an army officer of high rank in charge of commanding squadrons of soldiers.
  6. Castellan – the governor of a castle.
  7. Cavalryman/Cavalier – a skilled horseback rider.
  8. City Watch – an officer of law enforcement who resides in larger towns or cities.
  9. Commissar – teaches principles and policies to military units.
  10. Constable – an officer with limited policing authority, typically in a small town.
  11. Detective/Investigator – investigates and solves crimes.
  12. DrummeFifer – a non-combatant foot soldier who sounds signals for changes in formation in combat.
  13. Duelist – skilled in one-on-one combat.
  14. Executioner – carries out a sentence of death on a legally condemned person.
  15. Firefighter – extinguishes fires.
  16. Guard/Sentinel – a person who keeps watch, especially a soldier or other person formally assigned to protect a person or to control access to a place.
  17. General – the chief commander of an army.
  18. Inspection Officer – responsible for the inspection of military units to ensure they meet appropriate standards of training and efficiency.
  19. Intelligence Officer – collects, compiles and organizes information about the enemy.
  20. Jailer – supervises a jail and the prisoners in it.
  21. Lieutenant – an officer of middle rank in the armed forces.
  22. Marksman/Archer – in long-range weapons, such as the bow, crossbow, sling, etc. to inflict damage from afar.
  23. Marshall – has the charge of the cavalry in the household of a monarch.
  24. Medic – a medical practitioner equipped for the battlefield.
  25. Mercenary – a soldier without allegiance who works for money, typically a member of a company or guild.
  26. Privateer – engages in maritime warfare under a commission of war.
  27. Quartermaster – responsible for providing quarters, rations, clothing, and other supplies.
  28. Royal Guard – responsible for the protection of a royal person.
  29. Runner – carries information between lines in wartime.
  30. Sapper – a soldier responsible for tasks such as building and repairing roads and bridges, laying and clearing mines, etc.
  31. Sergeant – an officer instructed with a protective duty, typically worth “half a knight” in regard.
  32. Sergeant-at-Arms – charged with keeping order during meetings and, if necessary, participates in battle.
  33. Scout – sent ahead of a main force so as to gather information about the enemy's position, strength, or movements.
  34. Siege Artillerist – works the artillery machines of an army.
  35. Slave Driver – oversees and urges on slaves at work.
  36. SoldieMan-at-Arms – serves in an army.
  37. Special Force Soldier – carries out special operations.
  38. Spy – secretly collects and reports information on the activities, movements, and plans of an enemy or competitor.
  39. Tactician – uses a carefully planned military strategy to achieve a specific end.
  40. Tollkeeper – collects tolls at a bridge, road etc. where a charge is made.
  41. Torturer – inflicts severe pain on someone as a punishment or in order to force them to do or say something.
  42. Warden – responsible for the supervision of a particular place or thing or for ensuring that regulations associated with it are obeyed.
  43. Warmage – a soldier skilled in destructive battle magic.

XII. RELIGION

  1. Abbot/Abbess – the head of an abbey of monks.
  2. Acolyte – assists the celebrant in a religious service or procession.
  3. Almoner – distributes money and food to poor people.
  4. Archbishop – responsible for an archdiocese, their surrounding district.
  5. Bishop – a senior member of the clergy, usually in charge of a diocese and empowered to confer holy orders.
  6. Cantor – sings liturgical music and leads prayer in a synagogue.
  7. Cardinal – a leading dignitary of a church, nominated by the highest official.
  8. Chaplain – a member of the clergy attached to a private chapel, institution, ship, branch of the armed forces, etc.
  9. Cleric – has devoted their entire being to the will of their god, thus gaining magical powers.
  10. Confessor – hears confessions and gives absolution and spiritual counsel.
  11. Cultist – a member of a cult who generally lives outside of conventional society and worships an unorthodox patron.
  12. Cult Leader – the organizational leader of a cult who is occasionally also the founder.
  13. Deacon – an ordained minister of an order ranking below that of priest.
  14. Diviner – seeks ultimate divination in order to further understand or meet godly substance.
  15. Exorcist – expels or attempts to expel evil spirits from a person or place.
  16. High Priest/Pope – the chief priest of a religion.
  17. Inquisitor – seeks to eliminate heresy and other things contrary to the doctrine or teachings of their faith.
  18. Missionary – goes on a religious mission to promote their faith in a foreign place.
  19. Monk – able to manifest their spirituality through a calm, centered being and thus gain abilities which function similarly to magic.
  20. Nun – a member of a religious community of women, especially a cloistered one, living under vows of poverty, chastity, and obedience.
  21. Paladin – a holy knight and divine spellcaster crusading in the name of good and order.
  22. Pardoner – raises money for religious works by soliciting offerings and granting indulgences.
  23. Priest – has the authority to perform certain rites and administer certain sacraments.
  24. Prophet – regarded as an inspired teacher or proclaimer of the will of God.
  25. Sexton – looks after a church and churchyard, sometimes acting as bell-ringer and formerly as a gravedigger.
  26. Templar – fights in a religious military order.

XIII. SCIENCE, MATH, & EDUCATION

  1. Abecedarian – teaches the illiterate.
  2. AccoucheuObstetrician/Midwife – assists in childbirth and the care of women giving birth.
  3. Anthropologist – studies the customs, beliefs, and relationships of humanoids and intellectually and culturally advanced creatures.
  4. Apothecary – prepares and sells medicines, drugs, and potions.
  5. Apprentice – studies a trade under a skilled employer.
  6. Archaeologist – studies humanoid history and prehistory through the excavation of sites and the analysis of artifacts and other physical remains.
  7. Archivist – maintains and is in charge of archives.
  8. Assayer – determiner of the proportions of metal in ore and the amount of copper, silver, gold, or platinum in coins.
  9. Astrologer – uses astrology to tell others about their character or to predict their future.
  10. Astronomer – makes observations of celestial and scientific phenomena within the material plane.
  11. Bloodletter – surgically removes some of a patient's blood for therapeutic purposes.
  12. Botanist – an expert in or student of the scientific study of plants.
  13. Cartographer – a scholar and illustrator of maps.
  14. Chemist – engaged in chemical research or experiments.
  15. Dean – the head of a college or university.
  16. DoctoPhysician – a qualified practitioner of medicine.
  17. Drakologist – studies or is an expert in the branch of zoology concerned with dragons.
  18. Engineer – designer of a machine or structure.
  19. Entomologist – studies or is an expert in the branch of zoology concerned with insects.
  20. Herbalist – practices healing by the use of herbs.
  21. Historian – an expert in or student of history, especially that of a particular period, geographical region, or social phenomenon.
  22. Horologist – a scholar of time and entropy.
  23. Librarian – administers or assists in a library.
  24. Mathematician – a scholar of the abstract science of number, quantity, and space.
  25. Mortician – prepares dead bodies for burial or cremation and makes arrangements for funerals.
  26. Nurse – cares for the sick or infirm, especially in a hospital.
  27. Optometrist – examines the eyes for visual defects and prescribes eyeglasses.
  28. Philosopher – a scholar of the fundamental nature of knowledge, reality, and existence.
  29. Professor – a teacher of the highest rank in a college or university.
  30. ScholaResearcher – a specialist in a particular branch of study who pursues the acquisition of knowledge.
  31. Scribe – copies out manuscripts.
  32. Student – attends school or learns under other to enter and pursue a particular subject.
  33. Surgeon/Chirurgeon – practices surgery.
  34. Taxonomist – groups organisms into categories.
  35. Teacher – instructs on a particular skill or subject.
  36. Theologian – engages in the study of the nature of God and religious belief.
  37. Tutor – charged with the instruction and guidance of another.
  38. Veterinarian – treats diseased or injured animals.
  39. Zoologist – an expert in or a student of the behavior, physiology, classification, and distribution of animals.

XIV. TRANSPORTATION

  1. Boatman – mans a small seacraft.
  2. Bosun – in charge of organizing the equipment and crew of a ship.
  3. Cabbie/Wagoner – drives a horse-drawn wagon.
  4. Cabin Boy/Cabin Girl – waits on the orders of a ship's officers and passengers.
  5. Caravaneer – travels or lives in a caravan.
  6. Charioteer – drives a chariot.
  7. Carter – transports goods by cart.
  8. Ferryman – operates a ferry.
  9. First Mate – the deck officer second in command to the master of a ship.
  10. Helmsman – steers a ship or boat.
  11. Navigator – directs the route or course of a ship or other form of transportation, especially by using instruments and maps.
  12. Purser – keeps the accounts of a ship, especially as the head steward on a passenger vessel.
  13. Sailor – works as a member of the crew of a commercial or naval ship or boat.
  14. Sea Captain – commands a ship.
  15. Shipwright – a carpenter skilled in ship construction and repair.

XV. UNEMPLOYED, SELF-EMPLOYED, & OUTCAST

  1. Adventurer – wanders the world in search of knowledge, treasure, fame, glory or a multitude of additional wants and desires.
  2. BeggaPauper – lives by asking for money or food.
  3. Blood HunteMonster Hunter – takes on jobs to hunt down and kill or capture dangerous creatures.
  4. Bounty Hunter – pursues a criminal or fugitive for whom a reward is offered.
  5. Crossing Sweeper – sweeps a path ahead of people crossing dirty urban streets in exchange for a gratuity.
  6. Deserter – a member of the armed forces who has deserted.
  7. Disgraced Noble – a person of high birth who has since loss their respect, honor, or esteem in some or all noble circles.
  8. Drunkard – a person who is habitually drunk and considers themselves a professional in the task.
  9. Dungeon Delver – navigates underground labyrinths in search of any treasure they may find.
  10. Elder – a person of a greater age, especially one with a respected position in society.
  11. Exile – lives away from their native country, either from choice or compulsion.
  12. Explorer – explores unfamiliar areas in search of geographical or scientific information.
  13. Ex-Criminal – a person who has been convicted of a crime and has since served their sentence, or who has preemptively given up their life of crime.
  14. Folk Hero – a celebrity who is greatly admired by many people of a particular kind or in a particular place.
  15. Gambler – bets money on sports, card games, or games of chance in the hope of a profit.
  16. Grave RobbeTomb Raider – steals valuables from graves and tombs.
  17. Heretic – differs in opinion from established religious dogma.
  18. Hermit – lives in solitude, typically as a religious or spiritual discipline.
  19. Housewife/Househusband – cares for his or her family by managing household affairs and completing housework.
  20. Pilgrim – journeys to some sacred place as an act of religious devotion, occasionally to settle there.
  21. Prisoner – held in confinement as a punishment for crimes they have been convicted of.
  22. Rag-and-Bone Man – collects unwanted household items and sells them to merchants.
  23. Rebel/Political Dissident – rises in opposition or armed resistance against an established government or ruler.
  24. Refugee – leaves their home in order to escape war, persecution, or natural disaster.
  25. Runaway Slave – a slave who has left their master and traveled without authorization.
  26. ScavengeMudlark/Tosher – searches for and collects discarded items.
  27. Slave – a person who is the legal property of another and forced to obey them.
  28. Squatter – unlawfully occupies an uninhabited building or unused land.
  29. TraveleWandereVagabond – wanders from place to place without a permanent home or job.
  30. Urchin – a child who lives or spends most of their time in the streets, occasionally working as a thief or pickpocket.
submitted by The_Camwin to DnDBehindTheScreen [link] [comments]

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