Roll d6 twice: once for HP, once for class.
Wounded Knight: You start with a silver sword, shield, hound, hawk, stallion, and a grievous wound. You will die in d4+2 days.
Privateer: Your last memory before waking with two wooden legs is your ship captain being obliterated by the mainmast of your sloop, destroyed by the eight-pound guns of an enemy ship. You harbor a resentment against those who took your legs and pressed you into service. You have advantage with all gunpowder weapons.
Clerkhorse: You are the hardest-working paper pusher this side of the great salt ocean. Your wife is lonely and your children don’t remember your name. You own an impressive necktie collection and have advantage on Wisdom checks for anything related to mathematics.
Softie: Violence upsets you. You prefer a nice pint of ale and a word with friends over rowdy honky-tonks and barroom brawls. But when push comes to shove you don’t take shit from anyone. If you or your friends are unfairly attacked, you get +3 strength and attacks do damage one level higher until the end of combat.
Whaler: You have a handle of rum, a harpoon gun, and a longing for the tropical beaches of home. You can successfully pilot any watercraft in any condition short of a typhoon. You also know a helpful sea shanty (start with the spell Control Air).
Musher: You raced sled dogs your entire life. You ate with them, slumbered with them, hunted with them. You lived among your dogs so long you almost look like one. Gain +1 to both strength and dexterity. Your unarmed attacks do d6 damage. You can communicate with dogs.
My two favorite things, folk music and rpgs
damn some of these have some REALY strong ideas, my brain fangs are hungry, this satisfied them... for now!