Variant Background V1.1

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Background Variant

This is an overhaul to the current background system of Dungeons & dragons 5th edition rule set. The goal of this overhaul is to give the background a bigger role when creating a character, This by applying some changes and adding new traits to each background.

One of the changes is that skill proficiencies you choose at first level are selected from a list on your by background instead of your class.

Another change is that the Intelligence ability score determines the amount of skill proficiencies a character gets. This change is made to make the Intelligence ability score more valuable option for other classes other than the Wizard. The current state of the Intelligence ability score provide little extras compared to other ability scores.

As an extra to make each background more unique a custom feature is added tot the traits. This feature can be a extra cantrip, maneuver, or something handy.

And finally each background will provide one ability score improvement, this to encourage builds between unconventional character race and class combinations. For example a Mountain Dwarf Wizard can pick the Sage background to achieve the Intelligence score of 16.

Alterations to class features

When picking your class at first level you won’t select your skill proficiencies on the Class Features list but from a list provided by your background instead. You will still gain the armor, weapons, and tools proficiencies from your class feature list, but you get to only select one skill with one saving throw from your class.

The table in this section will show what skill and saving throw your class gains. The rest of the skill proficiencies and the second saving throw will be gained through your background. Rogues are an exception to this rule, they a total of two skills from their class.

About the starting equipment you receive the equipment from both your class and background. Alternatively you can start with the number of gold pieces shown on the starting wealth on each background.

Also important to note, when multiclassing you won’t gain the extra skill proficiencies given by some classes.

Class proficiencies summary
Class Saving throw Skill proficiency
Barbarian Constitution Athletics or Intimidation
Bard Dexterity Performance or any other skill
Cleric Wisdom Religion or Insight
Druid Wisdom Nature or Medicine
Fighter Constitution Athletics or Acrobatics
Monk Dexterity Acrobatics or Insight
Paladin Wisdom Athletics or Persuasion
Ranger Dexterity Survival or Animal Handling
Rogue Dexterity Stealth or Sleight of hand, and one skill from the class skill list
Sorcerer Constitution Arcana or Persuasion
Warlock Wisdom Arcana or Intimidation
Wizard Wisdom Arcana or Investigation

Altered Backgrounds

Aside from backstory and characteristics will your background also provide for extra bonuses what your character can do. A background will give you an ability score increase, saving throw proficiencies, at least three skill proficiencies, and other proficiencies and abilities.

Ability Score Increase

Every background increases one of the character's ability score.

Saving Throw Proficiency

While your class determines your first Saving Throw Proficiency, your second Saving Throw Proficiency is determined by the Background you select.

Skill Proficiencies

Each Background provides a list of skill proficiencies for you to choose from for your character. One skill is given by default while the rest is selected from the list. The amount of skill proficiencies you know is determined by your Intelligence score. The calculation to know how much skill proficiencies you get is equal to three + half your Intelligence modifier (rounded up) wit a total minimum of 2 skill proficiencies. Thus a negative score of -1 will give you 2 skills to choose from.

If your Intelligence modifier changes your amount of skill proficiencies changes as well, this only applies to permanent changes to the Intelligence score, temporary changes from for example magical items do not change the amount of skill proficiencies. If you happen to gain the same skill proficiency from a different source, you can choose a different skill proficiency from the list provided in the background. If you happen to have all skill proficiencies from the list you won't gain new ones from your background.

Other Proficiencies

These are other proficiencies your character will get from each background. These include tool proficiencies and languages, but can also provide for other proficiencies such as weapons, Thieves' cant, Druidic, or spell focusses. You will know two by default and extra proficiencies from a list depending on your Intelligence score. The calculation to know how much proficiencies you get is equal to three + half your Intelligence modifier (rounded down). Negative scores will not take proficiencies away.

In the cases that you gain proficiencies in languages, artisan’s tools, gaming sets, or musical instruments; it implies that you can choose in the selection of that proficiency. Otherwise it will specify the proficiency.

If you happen to gain the same proficiency from a different source, you can switch this with one on the given list of the background, otherwise you won’t learn any new proficiencies from your background.

Amount of proficiencies based on Intelligence
Intelligence Modifier Skills Other
6 -2 3 2
8 -1 3 2
10 0 4 2
12 +1 5 2
14 +2 5 3
16 +3 6 3
18 +4 6 4
20 +5 7 4
22 +6 7 5
24 +7 7 5

Features

Each background will usually give two features from which one is the feature already given by the background. This feature will be called the background feature, and this is a feature that primarily has a narrative purpose but has less of a mechanical purpose. Some of the background features in this document aren't fully described, but will refer to the source where its described.

The second feature given from the background is a mechanical one. This can be a cantrip, combat maneuver, or something different.

Equipment or Starting Wealth

When creating your character you can choose to use the default items given by your class and background or choose to roll for your wealth to buy items. In previous ruling the amount of dice you needed to roll for your wealth was determined by class. In the new ruling it will be determined by background. This is done for realism; as in the old ruling some classed got the most starting wealth even if they got the poorest background, while poorest class will only received a few gold even if the richest background is chosen.

Suggested characteristics

Each background will tell what tables to use for determining the characteristics. A source will be given on where the tables for your characteristics can be found. Some tables for the characteristics are included in the background. These are displayed in similar fashion as the players hand book.

Some background will tell you to take the suggested characteristics from another background. If this is the case modify the entries to make them more appropriate for the background you are playing.

Backgrounds

Background summary

Background Ability score increase Saving throw proficiency Skill proficiency
Acolyte Wisdom Charisma Religion
Charlatan Charisma Charisma Deception
Criminal Dexterity Intelligence Stealth
Entertainer Charisma Charisma Performance
Folk hero Strength Strength Survival
Gladiator Strength Charisma Athletics
Guild artisan Wisdom Charisma Insight
Hermit Wisdom Intelligence Medicine
Knight Strength Charisma Persuasion
Nobel Intelligence Charisma History
Outlander Constitution Strength Survival
Pirate Dexterity Charisma Intimidation
Sage Intelligence Intelligence Arcana
Sailor Constitution Strength Athletics
Soldier Strength Strength Athletics
Spy Charisma Intelligence Deception
Urchin Dexterity Charisma Sleight of hand
Ascetic Wisdom Intelligence Perception
Bounty hunter Dexterity Intelligence Intimidation
Charmed one Charisma Charisma Arcana
Commoner Wisdom Strength History
Cultist Charisma Charisma Intimidation
Detective Intelligence Intelligence Investigation
Field researcher Intelligence Strength Investigation
Monastic Wisdom Strength Insight
Medic Wisdom Intelligence Medicine
Official Charisma Intelligence Persuasion
Prisoner Constitution Charisma Intimidation
Technician Intelligence Intelligence Investigation

Acolyte

You have spent your life in the service of a temple to a specific god or pantheon of gods.

Traits


  • Ability Score Increase. Your Wisdom is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Charisma saving throw.
  • Skill Proficiencies. You gain proficiency in the Religion skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Deception, History, Insight, Intimidation, Medicine, and Persuasion.
  • Other Proficiencies. You know two languages. Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: one extra language, one type of artisan’s tool, or you can use a holy symbol as spellcasting focus for your spells.
  • Bonus Cantrip. You gain the thaumaturgy cantrip if you don’t already know it. Wisdom is your spellcasting ability for it.
  • Background Feature. You gain the Shelter of the Faithful feature on the acolyte background in the Player's Handbook.
  • Equipment. A holy symbol, a prayer book or wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15gp.
  • Starting Wealth. You start with 4d4 (10) x 10gp.
  • Suggested Characteristics. Use the tables on the acolyte background in the Player's Handbook for your traits and motivations.

Charlatan

For a while you used your confidence to gain money or fame.

Traits


  • Ability Score Increase. Your Charisma is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Charisma saving throw.
  • Skill Proficiencies. You gain proficiency in the Deception skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Insight, Performance, Perception, Persuasion, Intimidation, and Sleight of hand.
  • Other Proficiencies. You are proficient with the disguise kit and forgery kit. Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: one type of gaming set, one language, or Thieves cant’ from the rogue class feature list.
  • Fast Distraction. When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Deception check contested by the target's Insight. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour.
  • Background Feature. You gain the False Identity feature on the charlatan background in the Player's Handbook.
  • Equipment. A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15gp.
  • Starting Wealth. You start with 4d4 (10) x 10gp.
  • Suggested Characteristics. Use the tables on the charlatan background in the Player's Handbook for your traits and motivations.

Criminal

You are an experienced criminal with a history of breaking the law.

Traits


  • Ability Score Increase. Your Dexterity is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Intelligence saving throw.
  • Skill Proficiencies. You gain proficiency in the Stealth skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Deception, Perception, Persuasion, Intimidation, Investigation, and Sleight of hand.
  • Other Proficiencies. You are proficient with one type of gaming set and thieves’ tools. Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: one extra gaming set, poisoner's kit, or thieves cant’ from the rogue class feature list.
  • Hidden Weapon. You gain advantage on checks with Dexterity (Sleight of hand) to hide a weapon with the light property.
  • Background Feature. You gain the Criminal Contact feature on the criminal background in the Player's Handbook.
  • Equipment. A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15gp.
  • Starting Wealth. You start with 4d4 (10) x 10gp.
  • Suggested Characteristics. Use the tables on the criminal background in the Player's Handbook for your traits and motivations.

Entertainer

You are a performer and you belong in front of an audience.

Traits


  • Ability Score Increase. Your Charisma is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Charisma saving throw.
  • Skill Proficiencies. You gain proficiency in the Performance skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Acrobatics, Deception, History, Insight, Persuasion, & Sleight of hand.
  • Other Proficiencies. You are proficient with the disguise kit and with one type of musical instrument of your choice. Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: One extra type of musical instrument of your choice, one language of your choice, or you can use a musical instrument as a spellcasting focus for your spells.
  • Fascinate. While performing, you can try to distract one humanoid you can see. The humanoid must see and hear you. Make a Performance check contested by the humanoid's Insight check. If your check succeeds, you grab the humanoid's attention enough that it makes Perception and Investigation checks with disadvantage until you stop performing.
  • Background Feature. You gain the by Popular Demand feature on the entertainer background in the Player's Handbook.
  • Equipment. A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 15gp.
  • Starting Wealth. You start with 4d4 (10) x 10gp.
  • Suggested Characteristics. Use the tables on the entertainer background in the Player's Handbook for your traits and motivations.

Folk hero

You come from a place where you are regarded as a hero or champion.

Traits


  • Ability Score Increase. Your Strength is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Strength saving throw.
  • Skill Proficiencies. You gain proficiency in the Survival skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Animal handling, Athletics, Insight, Intimidation, Nature, and Perception.
  • Other proficiencies. You are proficient with one type of artisan’s tools and with vehicles (land). Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: one type of musical instrument , one language , or weapons (three of your choice).
  • Bonus Maneuver. You learn the Goading Attack maneuver on the Battle Master Archetype in the fighter class. You have one superiority die, which is a d4. These are required to be expended to use your maneuver. You regain your expended superiority dice when you finish a short or long rest. In the case that you gain more superiority dice the amount of superiority dice add up, and all dice will use the highest dice type. Feature. You gain the Rustic Hospitality feature on the folk hero background in the Player's Handbook.
  • Equipment. A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10gp.
  • Starting Wealth. You start with 3d4 (8) x 10gp.
  • Suggested Characteristics. Use the tables on the folk hero background in the Player's Handbook for your traits and motivations.

Gladiator

For a long time you use combat as means of entertainment for your audience.

Traits


  • Ability Score Increase. Your Strength is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Charisma saving throw.
  • Skill Proficiencies. You gain proficiency in the Athletics skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Acrobatics, Deception, Insight, Intimidation, Performance, and Persuasion.
  • Other Proficiencies. You are proficient with the disguise kit and with tridents, nets, and one other weapon of your choice. Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: one type of musical instrument, one language, or vehicles (land).
  • Bonus Maneuver. You learn the Feinting Attack maneuver on the Battle Master Archetype in the fighter class. You have one superiority die, which is a d4. These are required to be expended to use your maneuver. You regain your expended superiority dice when you finish a short or long rest. In the case that you gain more superiority dice the amount of superiority dice add up, and all dice will use the highest dice type.
  • Background Feature. You gain the by Popular Demand feature on the entertainer background in the Player's Handbook.
  • Equipment. Trident or net, the favor of an fan (fan letter, piece of clothing, or trinket), a costume, and a belt pouch containing 15gp.
  • Starting Wealth. You start with 4d4 (10) x 10gp.
  • Suggested Characteristics. Use the tables on the entertainer background in the Player's Handbook for your traits and motivations. Modify the entries when appropriate to suit your identity as a gladiator.

Guild artisan

You are a member of an artisan’s guild, skilled in a particular field and closely associated with other artisans.

Traits


  • Ability Score Increase. Your Wisdom is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Charisma saving throw.
  • Skill Proficiencies. You gain proficiency in the Insight skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Animal handling, Deception, History, Investigation, Persuasion, and Survival.
  • Other Proficiencies. You know one language and you are proficient with one type of artisan's tools. Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: one extra language , one extra type of artisan’s tools, or vehicles (land).
  • Appraiser. Whenever you make a check to determine the value of an item or to bargain over a price, you are considered proficient in this check and add double your proficiency bonus to the check, instead of your normal proficiency. Feature. You gain the Guild Membership feature on the guild artisan background in the Player's Handbook.
  • Equipment. A letter of introduction from your guild, a set of traveler’s clothes, a set of artisan’s tools of your choice, and a belt pouch containing 15gp.
  • Starting Wealth. You start with 4d4 (10) x 10gp.
  • Suggested Characteristics. Use the tables on the guild artisan background in the Player's Handbook for your traits and motivations.

Variant: Guild merchant

In case you want to pick the guild merchant background you take the guild artisan background with Charisma as your ability score increase instead of Wisdom, as for other proficiencies you are proficient with navigator’s tools instead of artisan’s tools, and for equipment you get a cart with a mule instead of a set of artisan’s tools.

Hermit

You lived in seclusion, either in a sheltered community such as a monastery, or entirely alone for a formative part of your life.

Traits


  • Ability Score Increase. Your Wisdom is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Intelligence Saving throw.
  • Skill Proficiencies. You gain proficiency in the Medicine skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Arcana, Animal handling, Insight, Nature, Perception, and Survival.
  • Other Proficiencies. You know one language and you are proficient with with the Herbalism kit. Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: one extra language, poisoner's kit, or you know druidic from the druid class feature list, or you can use a druidic focus as spellcasting focus for your spells.
  • Bonus Cantrip. You gain the druidcraft cantrip if you don’t already know it, wisdom is your spellcasting ability for it.
  • Background Feature. You gain the Discovery feature on the hermit background in the Player's Handbook.
  • Equipment. A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, a herbalism kit, and 5gp.
  • Starting Wealth. You start with 2d4 (5) x 10gp.
  • Suggested Characteristics. Use the tables on the hermit background in the Player's Handbook for your traits and motivations.

Knight

You have given your loyalty to a noble cause, granting you a knight's title.

Traits


  • Ability Score Increase. Your Strength is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Charisma saving throw.
  • Skill Proficiencies. You gain proficiency in the Persuasion skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Athletics, History, Insight, Intimidation, Medicine, and Religion.
  • Other Proficiencies. You know one language and you are proficient in your choice of: one type of gaming set or one type of musical instrument. Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: one extra language, vehicles (land), or weapons (three of your choice).
  • Bonus Maneuver. You learn the Rally maneuver on the Battle Master Archetype in the fighter class. You have one superiority die, which is a d4. These are required to be expended to use your maneuver. You regain your expended superiority dice when you finish a short or long rest. In the case that you gain more superiority dice: the amount of superiority dice add up, and all dice will use the highest dice type.
  • Background Feature. You can choose between two features which are Position of Privilege, or Retainers. These features are on the noble background in the Player's Handbook.
  • Equipment. A set of fine clothes, a banner, a document of knighthood, and a purse containing 25 gp.
  • Starting Wealth. You start with 5d4 (13) x 10gp.
  • Suggested Characteristics. Use the tables on the nobel background in the Player's Handbook for your traits and motivations. Modify the entries when appropriate to suit your identity as a knight.

Nobel

You carry a noble title, and your family owns land, collects taxes, and wields significant political influence.

Traits


  • Ability Score Increase. Your Intelligence is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Charisma saving throw.
  • Skill Proficiencies. You gain proficiency in the History skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Arcana, Insight, Investigation, Persuasion, Religion, & Survival.
  • Other Proficiencies. You know one language and you are proficient in your choice of: one type of gaming set or one type of musical instrument. Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: one extra language, vehicles (land), or weapons (rapiers, shortbows, and longbows).
  • Noble Priority. After you and an ally made an attack roll, saving throw, or ability check at the same moment you can switch the dice so that you can use your ally’s roll and your ally uses yours. Once you used this ability you can’t use it again until you finish a short or long rest.
  • Background Feature. You can choose between two features which are Position of Privilege, or Retainers. These features are on the noble background in the Player's Handbook.
  • Equipment. A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp.
  • Starting Wealth. You start with 5d4 (13) x 10gp.
  • Suggested Characteristics. Use the tables on the nobel background in the Player's Handbook for your traits and motivations.

Outlander

You grew up in the wilds, far from civilization and the comforts of town and technology.

Traits


  • Ability Score Increase. Your Constitution is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Strength saving throw.
  • Skill Proficiencies. You gain proficiency in the Survival skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Animal handling, Athletics, Insight, Nature, Perception, and Stealth.
  • Other Proficiencies. You know one language and you are proficient in your choice of: one type of gaming set or one type of artisan’s tools. Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: one extra language, one type of gaming set, or navigator’s tools.
  • Eyes on target. Your ranged weapons ignore half cover and three-quarters cover.
  • Background Feature. You gain the Wardener feature on the outlander background in the Player's Handbook.
  • Equipment. A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a belt pouch containing 10gp.
  • Starting Wealth. You start with 2d4 (5) x 10gp.
  • Suggested Characteristics. Use the tables on the outlander background in the Player's Handbook for your traits and motivations.

Pirate

You spend your youth under the sway of a dread pirate.

Traits


  • Ability Score Increase. Your Dexterity is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Charisma saving throw.
  • Skill Proficiencies. You gain proficiency in the Intimidation skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Acrobatics, Deception, Perception, Sleight of hand, Stealth, and Survival.
  • Other Proficiencies. You know one language and you are proficient in your choice of: the navigator’s tools and with vehicles (water). Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: one type of musical instrument, one type of artisan's tools, or weapons (scimitars, hand crossbow, and one of your choice).
  • Bonus maneuver. You learn the Parry maneuver on the Battle Master Archetype in the fighter class. You have one superiority die, which is a d4. These are required to be expended to use your maneuver. You regain your expended superiority dice when you finish a short or long rest. In the case that you gain more superiority dice: the amount of superiority dice add up, and all dice will use the highest dice type.
  • Background Feature. You gain the Bad Reputation feature on the sailor background in the Player's Handbook.
  • Equipment. A satchel filled with 2 bottles of ale, 50 feet of silk rope, a tri fold hat, a set of common clothes, and a wallet containing 10gp.
  • Starting Wealth. You start with 3d4 (8) x 10gp.
  • Suggested Characteristics. Use the tables on the sailor background in the Player's Handbook for your traits and motivations. Modify the entries when appropriate to suit your identity as a pirate.

Sage

You spent years learning the lore of the multiverse and your efforts have made you a master in your fields of study.

Traits


  • Ability Score Increase. Your Intelligence is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Intelligence saving throw.
  • Skill Proficiencies. You gain proficiency in the Arcana skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: History, Insight, Investigation, Medicine, Nature, and Religion.
  • Other Proficiencies. You know two languages. Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: one extra language, one type of artisan's tools, or you can use an arcane focus as spellcasting focus for your spells.
  • Bonus Cantrip. You gain the prestidigitation cantrip if you don’t already know it. Intelligence is your spellcasting ability for it.
  • Background Feature. You gain the Researcher feature on the sage background in the Player's Handbook.
  • Equipment. A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10gp.
  • Starting Wealth. You start with 3d4 (8) x 10gp.
  • Suggested Characteristics. Use the tables on the sage background in the Player's Handbook for your traits and motivations.

Sailor

You sailed on a seagoing vessel for years.

Traits


  • Ability Score Increase. Your Constitution is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Strength saving throw.
  • Skill Proficiencies. You gain proficiency in the Athletics skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Acrobatics, Intimidation, Nature, Perception, Sleight of hand, and Survival.
  • Other Proficiencies. You are proficient with the navigator’s tools and with vehicles (water). Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: one language, one type of artisan's tools, or one type of gaming set.
  • Naval Monkey. You have a climbing speed of 20 feet. In addition you can’t be put into a disadvantage on any checks that involve climbing or balancing.
  • Background Feature. You gain the Ship’s Passage feature on the sailor background in the Player's Handbook.
  • Equipment. A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket), a set of common clothes, and a belt pouch containing 10gp.
  • Starting Wealth. You start with 3d4 (8) x 10gp.
  • Suggested Characteristics. Use the tables on the sailor background in the Player's Handbook for your traits and motivations.

Soldier

You were in the army for a big part of your life.

Traits


  • Ability Score Increase. Your Strength is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Strength saving throw.
  • Skill Proficiencies. You gain proficiency in the Athletics skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Acrobatics, Animal handling, Insight, Intimidation, Perception, and Persuasion.
  • Other Proficiencies. You are proficient with one type of gaming set and vehicles (land). Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: one type of type of musical instrument, one language, or weapons (three of your choice).
  • Bonus Maneuver. You learn the Menacing Attack maneuver on the Battle Master Archetype in the fighter class. You have one superiority die, which is a d4. These are required to be expended to use your maneuver. You regain your expended superiority dice when you finish a short or long rest. In the case that you gain more superiority dice the amount of superiority dice add up, and all dice will use the highest dice type.
  • Background Feature. You gain the Military Rank feature on the soldier background in the Player's Handbook.
  • Equipment. An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10gp.
  • Starting Wealth. You start with 3d4 (8) x 10gp.
  • Suggested Characteristics. Use the tables on the soldier background in the Player's Handbook for your traits and motivations.

Spy

You secretly gather information on people. Whether for other people, the law, or for your own gain.

Traits


  • Ability Score Increase. Your Charisma is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Intelligence saving throw.
  • Skill Proficiencies. You gain proficiency in the Deception skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Insight, Persuasion, Performance, Investigation, Sleight of hand, and Stealth.
  • Other Proficiencies. You are proficient with one type of gaming set and thieves’ tools. Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: one language, disguise kit, or Thieves cant’ from the rogue class feature list.
  • Imposter. You have an advantage on Deception and Performance checks when trying to pass yourself off as a different person.
  • Background Feature. You can choose between two features which are: Criminal Contact feature on the criminal background, or False Identity feature on the charlatan background. These can be found in the Player's Handbook.
  • Equipment. A set of fine clothes, fake identification papers, one spy tool of your choice (boots with a hidden compartment, disappearing ink, a hollow coin container, or a letter remover that won't disturb seals), and a belt pouch containing 15gp.
  • Starting Wealth. You start with 4d4 (10) x 10gp.
  • Suggested Characteristics. Use the tables on the criminal background in the Player's Handbook for your Traits and motivations. Modify the entries when appropriate to suit your identity as a spy.

Urchin

You grew up on the streets alone, orphaned, and poor.

Traits


  • Ability Score Increase. Your Dexterity is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Charisma saving throw.
  • Skill Proficiencies. You gain proficiency in the Sleight of hand skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Deception, History, Intimidation, Animal handling, Religion, and Stealth.
  • Other Proficiencies. You are proficient in your choice of two of the following: thieves’ tools, disguise kit, one type of gaming set, or thieves cant’ from the rogue class feature list.
  • Pickpocket Expert. As a bonus action, you can make a Sleight of Hand check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.
  • Background Feature. You gain the City Secrets feature on the urchin background in the Player's Handbook.
  • Equipment. A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10gp.
  • Starting Wealth. You start with 3d4 (8) x 10gp.
  • Suggested Characteristics. Use the tables on the urchin background in the Player's Handbook for your Traits and motivations.

Ascetic

You made the decision to live an ascetic life. Leading such life asks a lot of discipline, but it was required for your fait. As an ascetic you had to make a vow which you must keep until a unspecified time.

Talk with your DM to figure out the specifics of your vow. What is your vow about? For how long do you need to keep it? What happens if you break it?

Sacred vow

You have made a vow that you have sworn to uphold. But what type of vow did you make?

d8 Sacred vow
1 Vow of Poverty: You forswear unnecessary material possessions.
2 Vow of Pacifism: You prevent unnecessary violence, and abstain from killing any living creature.
3 Vow of Truth: You aren't allowed to deliberately speak any lies.
4 Vow of Abstinence: You abstain from alcoholic beverages, drugs, and intoxication.
5 Vow of Chastity: You refrain from marriage and all sexual activity.
6 Vow of Purity: You avoid contact with dead, diseased, and corrupted flesh.
7 Vow of Silence: You will speak no words and stay quiet.
8 Vow of Fasting: You eat nothing but rice (or a similar bland, staple food) and drink nothing but water.

Traits


  • Ability Score Increase. Your Wisdom is increased with 1, you can’t increase an ability score above 20.
  • Saving throw. You gain proficiency in the Intelligence saving throw.
  • Skill Proficiencies. You gain proficiency in the Arcana skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Acrobatics, Athletics, History, Insight, Perception, and Religion.
  • Other Proficiencies. You know two languages. Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: one extra language, one type of musical instrument, or herbalism kit.
  • Bonus Ki. You gain one ki point and know the Step of the Wind in the monk class. The ki point act as fuel to use your feature and you regain your expended ki point when you finish a short or long rest. In the case that you gain more ki points you can add all these up.
  • Background Feature. You gain the Discovery feature on the hermit background in the Player's Handbook.
  • Equipment. A holy symbol, a prayer book or wheel, 5 sticks of incense, vestments, a set of common clothes, and 5gp.
  • Starting Wealth. You start with 2d4 (5) x 10gp.
  • Suggested Characteristics. Use the tables on the hermit background in the Player's Handbook for your traits and motivations. Modify the entries when appropriate to suit your identity as a ascetic.

Bounty hunter

You made your living tracking down anyone or anything someone was willing to pay you to find. Some hunters specialize in urban settings, but you are willing to go anywhere to apprehend your prey. You are comfortable working alone and have a knack for improvising on the fly.

There is no shortage of work, sometimes a simple perusal of a message board in the town square; eavesdropping in the local tavern; or heading to the magistrates office will suffice.

Traits


  • Ability Score Increase. Your Dexterity is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Intelligence saving throw.
  • Skill Proficiencies. You gain proficiency in the Intimidation skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Deception, Insight, Perception, Investigation, Stealth, and Survival.
  • Other Proficiencies. Choose two between: one type of gaming set, one type of musical instrument, or thieves tools. Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: one language, disguise kit, or weapons (three of your choice).
  • Bonus Maneuver. You learn the Precision Attack maneuver on the Battle Master Archetype in the fighter class. You have one superiority die, which is a d4. These are required to be expended to use your maneuver. You regain your expended superiority dice when you finish a short or long rest. In the case that you gain more superiority dice: the amount of superiority dice add up, and all dice will use the highest dice type.
  • Equipment. A set of traveler's clothes, a container with three wanted posters, a hunting trap, a set of manacles, 50 feet of hempen rope, and a belt pouch containing 10 gp.
  • Starting Wealth. You start with 4d4 (10) x 10gp.
  • Suggested Characteristics. Use the tables on the criminal background in the Player's Handbook for your traits and motivations. Modify the entries when appropriate to suit your identity as a bounty hunter.

Background Feature: Ear to ground

You are in frequent contact with people in the segment of society that your chosen mark moves through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people, places and the political standings of the local area.

Charmed one

You have been charmed, whether inherited or due to some unfortunate series of events, and it holds sway over your life. You are not sure if it is a blessing or a curse, but certainly your life would be much more easier without it. You may at times feel helpless against the power of this charm, or maybe you reject these fortunes and fight against them. In the end though, luck is not on your side. It is up to you and your DM to determine what kinds of effects your charm may have on you beyond what is detailed in this background.

Charms origin

What is the origin of your charm? How did you get it, or was it inherited? Roll on the table below to see where your charm originated from.

d10 Origin
1 Demonic: The charm originated from the Lower planes.
2 Divine: The charm originated from the Upper planes
3 Fey: The charm originated from the Feywild.
4 Shadow: The charm originated from the Shadowfell.
5 Undying: The charm originated from the undead.
6 Aboration: The charm originated far away from reality.
7 Primal: The charm originated from ancient spirits of nature.
8 Elemental: The charm originated from elementals.
9 Draconic: The charm originated from dragons.
10 Unknown: It’s completely unknown where this charm originated from.

Traits


  • Ability Score Increase. Your Charisma is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Charisma saving throw.
  • Skill Proficiencies. You gain proficiency in the Arcana skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Deception, Insight, Intimidation, Nature, Persuasion, and Religion
  • Other Proficiencies. You know one exhotic language and you are proficient in one type of gaming set. Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: one language, one type of musical instrument, or one type of artisan’s tools.
  • Blessing and a Curse. Whenever you roll a 1 or 20 on an ability check, attack roll, or saving throw, you can choose to roll on the Wild Magic Surge table on the Wild Magic sorcerous Origin in the sorcerer class.
  • Equipment. A holy symbol used as a ward, five sticks of incense, a set of common clothes, and a belt pouch containing 15gp.
  • Starting Wealth. You start with 3d4 (8) x 10gp.

Background Feature: Charm Catcher

You are drawn to others who are under the influence of a charm or similar magics. NPCs that are suffering from a charm will be drawn to you, and you to them. In addition to this, you have an eye for charms similar to your own. You can determine if a charm shares its origin with your own (demonic, fey, primal, etc.) due to your lengthy time spent under the influence of the charm.

d6 Personality Trait
1 I am always on the lookout for anyone who might know more about my charm.
2 I embrace my charm, its a gift.
3 My charm is a curse, but I try to make the best of it.
4 I wonder sometimes if others bear a charm similar to mine.
5 I pray frequently, in hope to keep my charm under control.
6 I am fearful of creatures that share an origin with my charm.
d6 Ideal
1 Hope. My charm will mean nothing if I can live happy. (Good)
2 Fear. I pray my charm never gets out of control. (Any)
3 Despair. If I am to suffer due to my charm, then everyone else should too. (Evil)
4 Faith. I must stay faithful to the one that gave me this charm. (Lawful)
5 Experimental. I wonder what my charm is fully capable of (Chaotic)
6 Fate. I got my charm for a reason. Therefore I have to live with it (Lawful)
d6 Bond
1 I must find the one responsible for this charm.
2 I will make sure nobody else has the bear the burden that I have to.
3 I took the place of the one who was supposed to have this charm.
4 I must not let this charm control me. No matter what.
5 I almost had a lover once but they fled when they found out. It was probably my lowest point.
6 I've been kicked out of towns and cities before because they were afraid I'd bring bad luck.
d6 Flaw
1 I am afflicted with devastating nightmares and sometimes have panic attacks.
2 I do anything to remove my charm. Even the most unforgiving deeds.
3 I hate it when other people refer to me as "cursed" or "unfortunate", and will get verbal when they do.
4 I blame misfortune on the curse even when I know it was my own actions that caused it.
5 I have become cold and bitter as the charm has pushed people away.
6 I am slow to trust others. After all, I got charmed.

Commoner

You are without rank or title. You come from the masses and from the masses you understand your place in the world. While not afforded the luxuries of status or the wealth of a noble, you make due with what you are given. Outside your profession, you've never experienced a social status requiring you to participate politically or in front of nobility. You've experienced hardships but not to the point of poverty. You wake up early for your job, you work to receive your payment, you go home, you feed yourself, and you sleep. This is the cycle of the common folk each and every day; but not for you, because you have broken this cycle for a life of adventure.

But what kind of life did you live before you took on the life of adventure? Were you poor or did you had a modest earning? What was your profession? Do you have other family members, and what is your bond with other commoners? And most importantly why did you leave this live behind?

Traits


  • Ability Score Increase. Your Wisdom is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Strength saving throw.
  • Skill Proficiencies. You gain proficiency in the Perception skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Animal handling, Athletics, Insight, Religion, Persuasion, and Survival.
  • Other Proficiencies. You are proficient with one type of artisan’s tools and one type of gaming set. Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: one extra type of artisan’s tool, one extra type of gaming set, or one language.
  • Cover taker. When you have half cover, treat it as three-quarters cover.
  • Feature. You gain the Rustic Hospitality feature on the folk hero background in the Player's Handbook.
  • Equipment. A set of artisan’s tools (one of your choice), a rake, a pan, a set of common clothes, and a belt pouch containing 10gp.
  • Starting wealth. You start with 3d4 (8) x 10gp.
  • Suggested Characteristics. Use the tables on the folk hero background in the Player's Handbook for your traits and motivations. Modify the entries when appropriate to suit your identity as a commoner.

Cultist

You are a member of a cult, either presently or formerly. You devoted long, strenuous days of your life towards whatever intangible, metaphysical force that guides your faith, but at last, that has changed. Perhaps your deity of choice reached out to you to give you a mission, perhaps you finally hung up the dark robes and ceremonial knife to start a new chapter in your life, whatever the case may be, you've decided to take what you've learned from your life as a worshiper of the ungodly, and embark on a new chapter of your life as an adventurer.

Talk with your DM to figure out the specifics of your cult of origin, to see if there are any other areas of play that might be influenced by your experience with dark rituals and the arcane.

Traits


  • Ability Score Increase. Your Charisma is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Charisma saving throw.
  • Skill Proficiencies. You gain proficiency in the Intimidation skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Arcana, Deception, History, Investigation, Nature, and Religion.
  • Other Proficiencies. You know two languages. Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: one extra language, one type of artisan’s tool, or you can use an arcane focus as spellcasting focus for your spells.
  • Bonus Cantrip. You gain the thaumaturgy cantrip if you don’t already know it. Charisma is your spellcasting ability for it.
  • Equipment. A symbol relating to membership in your cult, a book detailing your dark rituals, 5 candlesticks, dark hooded vestments (or others that relate to your cult), a set of common clothes, and a belt pouch containing 10gp.
  • Starting Wealth. You start with 3d4 (8) x 10gp.
  • Suggested Characteristics. Use the tables on the acolyte background in the Player's Handbook for your traits and motivations. Modify the entries when appropriate to suit your identity as a cultist.

Background Feature: Cult Knowledge

As a cultist, you have a connection to places of worship, and the rituals used to summon extraplanar beings. You have advantage when making an Arcana or Religion check to uncover the origins or purpose of an object relating to Demons, Devils, or Aberrations. Talk to your DM if you wish to swap out one of these creature types for one that more closely resembles your cult's theme.

Detective

For a significant portion of your life you've been searching for answers. Mysteries have always fascinated you, and solving them has made you become far better at searching for clues and reading people. What answers were you searching for? Did you always find satisfying answers to your questions, or was there one answer that you wish you could forget? Have your inquiries made enemies or friends?

In any case, it's landed you a job as a detective, perhaps as a paying job for a specific city, perhaps as a wanderer with a mystery-solving hobby.

Traits


  • Ability Score Increase. Your Intelligence is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Intelligence saving throw.
  • Skill Proficiencies. You gain proficiency in the Investigation skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills:Deception, Insight, Intimidation, Perception, Persuasion, Stealth.
  • Other Proficiencies. You know one language and you are proficient the disguise kit. Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: one extra languages, one type of gaming set, or one type of musical instrument.
  • Keen eye. You can take the Search action as a bonus action.
  • Equipment. An detective’s badge, a memento taken from a criminal I put away (a smoking pipe, a flask or tankard, or a pair of tinted glasses), a magnifying glass, a small pocketbook, an ink pen, thieves’ tools or a gaming set, a set of common clothes, and a pouch containing 10 gp.
  • Starting Wealth. You start with 3d4 (8) x 10gp.

Background Feature: Elementary Knowledge

You know where to find people who know things, or people who know people who know things. When you enter a city, you know where to search for information about the happenings in the city. You also never forget the face of people you meet, as you may need them in other cases.

Suggested characteristics.

Detectives are very knowledgeable about many different subjects, and are good at learning information from anything available. However, this does make them somewhat nosy or manipulative, and sometimes pushes people away from them. To detectives, no mystery is too difficult, no challenge too dangerous to stop them from finding the truth, though what they do with the truth is up to them.

d8 Personality Trait
1 I'm always craving a mystery to solve or a crime to bust.
2 I always write down bits of information I think is useful, even if I have to write on my hands and arms when I'm out of parchment.
3 I talk incredibly quickly or incredibly quietly when i am excited, making myself difficult to understand.
4 I try to help people less intelligent than me to understand what I am saying by t-a-l-k-i-n-g s-l-o-w-l-y.
5 I dislike it when people are quick to make judgements, and am not convinced about anything unless hard evidence is shown first.
6 I have a habit of doing something (biting nails, tapping fingers, twirling hair) when I am thinking.
7 I rarely talk, but I'm always watching.
8 I make a game of speculating what people around me do for a living, and what secrets they are hiding.
d6 Ideal
1 Hardworking. I'll solve any case, no matter the difficulty, as long as it's helping someone (Good)
2 Law. It's my job to uphold the law, and I take that seriously. (Lawful)
3 Justice. Nuts to the rules. Uphold justice no matter what. (Chaotic)
4 Power. Knowledge is power, and if people want to keep their secrets, that's my decision, not theirs. (Evil)
5 Money. If the gold is right, I'm on the case. (Neutral)
6 Knowledge. Information is all I desire. (Any)
d6 Bond
1 I've put countless people in prison. I'm sure most of them would kill me if they could.
2 I had a sidekick who helped me with my investigations.
3 I have my own mystery I have to find the answer to at all costs.
4 I work closely with the guards, criminals, or urchins in a certain area. They help me in my investigation as long as I help them as well.
5 There is someone that I once loved. Someone I left behind...
6 I have one clue from the mystery I never solved, a small trinket.
d6 Flaw
1 I prefer to work alone.
2 I am suspicious of everyone, seeing people in the worst light when given the chance.
3 I think I am the smartest person that ever lived. No, I know it.
4 I have a serious addiction.
5 In my pursuit of the truth, I sometimes go too far and endanger others.
6 I am a neat freak and have panic attacks when things aren't absolutely perfect.

Field researcher

Unlike other scholars you prefer to work outdoors gathering data outside. You might like to explore dark forests, dangerous jungles, or ancient runes. This to discover new species of plants and animals, ancient civilizations, or you are just curious.

Field of study

To determine the nature of your training, choose from the options in the table below.

d6 Field of study
1 Anthropology
2 Archeology
3 Biology
4 Astrology
5 Geology
6 Sociology

Traits


  • Ability Score Increase. Your Intelligence is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Strength saving throw.
  • Skill Proficiencies. You gain proficiency in the Investigation skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Athletics, History, Insight, Nature, Religion, and Survival.
  • Other Proficiencies. You gain proficiency in the Investigation skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Athletics, History, Insight, Nature, Religion, and Survival.
  • Keen Navigator. You alway know which way is North, and you always know the number of hours left before the next sunrise or sunset.
  • Background Feature. You gain the Researcher feature on the sage background in the Player's Handbook.
  • Equipment. A leather-bound diary, a bottle of ink, an ink pen, a set of traveler's clothes, one trinket of special significance, and a pouch containing 10 gp
  • Starting Wealth. You start with 3d4 (8) x 10gp.
  • Suggested Characteristics. Use the tables on the sage background in the Player's Handbook for your traits and motivations. Modify the entries when appropriate to suit your identity as a field researcher.

Monastic

At a young age you were brought to the monastery. You have little to no memory of your old life. You have trained with your brothers and sisters for as long as you can remember. You have spend most of your childhood and part of your adult life here.

Did you practice a religion or did you lived with a code? What races and genders were members of the monastery? Was its location on any influence? Talk with your DM to further flesh out your background.

Traits


  • Ability Score Increase. Your Wisdom is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Strength saving throw.
  • Skill Proficiencies. You gain proficiency in the Insight skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Acrobatics, Athletics, History, Perception, Religion and Stealth.
  • Other Proficiencies. You know two languages. Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: one extra language, one type of artisan’s tool, or herbalism kit.
  • Bonus Ki. You gain one ki point and know the Patient Defense in the monk class. The ki point act as fuel to use your feature and you regain your expended ki point when you finish a short or long rest. In the case that you gain more ki points you can add all these up.
  • Background Feature. You gain the Shelter of the Faithful feature on the acolyte background in the Player's Handbook.
  • Equipment. A set of artisan's tools, Monastic symbol ( beads, a ring, or a necklace), a set of common clothes, and 5gp.
  • Starting Wealth. You start with 2d4 (5) x 10gp.
  • Suggested Characteristics. Use the tables on the acolyte background in the Player's Handbook for your traits and motivations. Modify the entries when appropriate to suit your identity as a monastic.

Medic

Whether you were a tribal witch-doctor, a medicine man, a holy healer, a military field medic, or a genuine medical professional, you specialize in the treatment of suffering. You have seen injury, disease, poison, and death, and still you have defied it all, fighting to save that every last soul. You have pledged your life to protect life, that all who suffer are your patient, to practice to the best of your ability, to always improve upon the art. Why did you turn away from the medical profession, for a live of adventure? Or if you haven't, what was it that drew you into this life?

Traits


  • Ability Score Increase. Your Wisdom is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Intelligence saving throw.
  • Skill Proficiencies. You gain proficiency in the Medicine skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Insight, Investigation, Nature, Perception, Persuasion, and Sleight of hand.
  • Other Proficiencies. You know two languages. Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: one extra language, poisoner's kit, or alchemist’s supplies.
  • Quick aid. You can use a bonus action instead of an action to use the healer's kit.
  • Equipment. A resume of your education and past work achievements, a set of common clothes, a set of artisan’s tools of your choice, and a belt pouch containing 15gp.
  • Starting Wealth. You start with 4d4 (10) x 10gp.

Background Feature: House Calls

Your talents make you highly sought after, particularly in regions or communities with little access to medicine. Those who recognize you as a medic may request your services, and may offer you a reward in return should you choose to provide them. You might be able to receive free or discounted food and lodging, or gain access to normally off-limits locations by leveraging your position as a medic if your services are needed.

Suggested characteristics.

Medics are defined by their ability to give succor to the pained and strength to the wounded. All Medics are united by their desire to cure the ailing, although some view this ability as a means to an end instead of a gift in and of itself.

d8 Personality Trait
1 I am sympathetic to anyone in pain.
2 I have a tendency to become focuses on my work to the exclusion of everyone else.
3 I like to explain my theories of medicine to anyone who will listen.
4 I have seen too much horror to be affected by scenes of suffering.
5 I am skeptical of magic, and instead I trust in the sciences.
6 When someone is injured, I will drop all other responsibilities to tend to them.
7 I am constantly taking note of potential signs and symptoms in the people I meet.
8 I take every opportunity I can get to wash my hands.
d6 Ideal
1 Empathy. All I care about is the relief my skills bring to others. (Good)
2 Change. Those who seek to cure must be as adaptable as those who seek to harm. (Chaotic)
3 Respect. The sick and dying deserve to be treated with dignity. (Good)
4 Greed. Those in need of my services will pay through the nose to get them. (Evil)
5 Efficiency. I must not lot my emotions cloud my ability to do my job. (Lawful)
6 Preservation. Preservation. Life must be preserved by any means. (Any)
d6 Bond
1 I'll always remember the place where I learned my medical skills.
2 Nothing is more important than my patients.
3 I am working on a cure for the plague that decimated my home.
4 Someone I loved died of an illness. I want to spare others from the same fate.
5 I am compiling my medical discoveries in a series of tomes, which I hope will educate future generations.
6 I have a terminal disease and I am trying to find a cure before it's too late.
d6 Flaw
1 I am haunted by the memories of every patient I could not save.
2 I use hard drink to numb myself to stress.
3 I am disgusted by the body's potential for filth and disease.
4 I make more mistakes than I should, a fact that I hide even from myself.
5 I have a propensity to see my patients as opportunities instead of people.
6 I am hesitant to injure others, even in self-defense.

Official

You were once a person of significance. Maybe you were part of a noble court, in a bureaucratic organization, or government body. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position.

Traits


  • Ability Score Increase. Your Charisma is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Intelligence saving throw.
  • Skill Proficiencies. You gain proficiency in the Persuasion skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Deception, History, Insight, Investigation, Sleight of hand, and Stealth.
  • Other Proficiencies. You know two languages. Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: one extra language, one type of musical instrument, or Disguise kit.
  • Diplomatic charm. If you spend 1 minute talking to someone who can understand what you say, you can make a Persuasion check contested by the creature's Insight check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
  • Background Feature. You gain the Shelter of the Faithful feature on the acolyte background in the Player's Handbook.
  • Equipment. A "fancy" ring worth 5 gp, a manifesto you helped write, a set of fine clothes, and a belt pouch containing 15gp.
  • Starting Wealth. You start with 4d4 (10) x 10gp.
  • Suggested Characteristics. Use the tables on the noble background in the Player's Handbook for your traits and motivations. Modify the entries when appropriate to suit your identity as a official.

Feature: Court Functionary

Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.

Prisoner

For a long time you had a life of confinement. To survive you had to fight and intimidate others for survival. Living there you have seen the worst that the world has to offer as you have lived with murderers, rapists, and criminal masterminds. Whether you have recently escaped prison or are still there you have experiences few can claim and they have molded you into what you are now. But how did you end up in prison and for how long? What was your life before and during your confinement?

Traits


  • Ability Score Increase. Your Constitution is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Charisma saving throw.
  • Skill Proficiencies. You gain proficiency in the Intimidation skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Athletics, Insight, Perception, Persuasion, Sleight of hand, and Survival.
  • Other Proficiencies. You know one language and you are proficient with one type of gaming set. Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: one extra language, one extra type of gaming set, or thieves’ tools.
  • Indomitable. you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. In the case that you gain this feature from another source you can add these up.
  • Background Feature. You gain the Criminal Contact feature on the criminal background in the Player's Handbook.
  • Equipment. A gaming set of your choice, a set of common clothes, a prison uniform, a shank, and 5gp.
  • Starting Wealth. You start with 2d4 (5) x 10gp.
  • Suggested Characteristics. Use the tables on the urchin background in the Player's Handbook for your traits and motivations. Modify the entries when appropriate to suit your identity as a prisoner.

Technician

You are a constructor, a tinkerer, a fanatic of technology and science, or all of the above. Unlike other scholars, who prefer to keep their noses in books, you like to make your hands dirty and see the theory in practice. You are capable to tinker gadgets from scrap metal, capable of repairing complex machinery, and have knowledge on technology. After all you are a specialist.

Traits


  • Ability Score Increase. Your Intelligence is increased with 1, you can’t increase an ability score above 20.
  • Saving Throw Proficiency. You gain proficiency in the Intelligence saving throw.
  • Skill Proficiencies. You gain proficiency in the Investigation skill. Also you are proficient in your choice of three + half your Intelligence modifier rounded up (minimum of 2 skills) of the following skills: Arcana, History, Medicine, Nature, Perception, and Sleight of hand.
  • Other Proficiencies. You are proficient in two types of artisan’s tools. Also you gain extra proficiencies of your choice equal to half your Intelligence modifier (rounded down) of the following: one extra artisan’s tools, one language, or thieves’ tools.
  • Machine cunning. Whenever you make a check related to the origin of machinery, you are considered proficient and can add double your Proficiency bonus to the check, instead of your normal Proficiency bonus.
  • Equipment. A resume of your education and past work achievements, a set of common clothes, a set of artisan’s tools of your choice, and a belt pouch containing 15gp.
  • Starting Wealth. You start with 4d4 (10) x 10gp.

Background Feature: Worker in Demand

With you skills you can easily find work for a salary appropriate for a comfortable lifestyle. Whenever you settle for a short time in an urban area you can choose to spend some days working in the area. You can already start working the day after arrival.

Suggested characteristics.

Technicians tend to be practical, hardworking, and skilled with a variety of tools. They generally enjoy working with their hands and are often indefatigable.

d8 Personality Trait
1 When I see a scrap of metal or wood, I can't help but pocket it.
2 I don't talk a lot, because I become engrossed in my thoughts.
3 I can't help myself around complex objects, I just want to find out how they work.
4 Most of the words I say sound like complete gibberish to those who know nothing about science.
5 I'm constantly sketching or taking notes about my surroundings.
6 "If I elevate my crossbow by 3° then the bolt should.. sorry? Just shoot the damned Orc?"
7 Everything, no matter how small or insignificant, must be catalogued.
8 When excited I tend to start speaking faster, and tend to get a bit jittery.
d6 Ideal
1 Organization. Everything has its place and everything should be in its place. (Lawful)
2 People. All of my inventions are made to help people who can't help themselves. (Good)
3 Freedom. I invent what I want, whether my inventions are legal or not. (Chaotic)
4 Greed. Everything I make I sell, I don't care who it hurts. (Evil)
5 Community. I invent to help myself, my friends, and my family, and other people can do the same if they want inventions. (Neutral)
6 Safety. I build so that harm may not come to myself and those I care about. (Any)
d6 Bond
1 I once made a child very happy with an invention, I wish to do so again.
2 My inventions are like family to me, so I protect them as best I can.
3 I seek to blend technology with magic, and create perfect harmony.
4 My old workshop is now in ruins due to an accident, I will never make that mistake again.
5 Anytime someone is hesitant or scared of my inventions I try to make them feel comfortable around them.
6 All the profits I make from selling my inventions go to my old masters back home.
d6 Flaw
1 I enjoy my more dangerous inventions a little too much.
2 Gold is the only thing that motivates me.
3 The best inventions are the ones that harm others.
4 I always over analyze any and all situations.
5 Explosions are adorable.
6 One of my inventions horribly mangled someone influential, and they hunt me to this day.

Backgrounds from other sources

Most of the backgrounds from other sources show similarities to those provided here. Therefore it’s suggested to take these existing backgrounds, but alter the equipment, feature, and suggested characteristics to the one from its original source. You can also alter some of the proficiencies from the suggested background to better suit the original background.

A table is provided with suggested backgrounds to backgrounds provided from other sources. Current sources include Curse of Strahd (CoS), Guildmasters' Guide to Ravnica (GGtR), Sword Coast Adventure Guide (SCAD), Tomb of Annihilation (ToA), and Wayfinder's Guide to Eberron (WGtE). The table is arranged by source.

Reference list
Background Source Suggested Background
Haunted One CoS Charmed one
Azorius Functionary GGtR Soldier
Boros Legionnaire GGtR Knight
Golgari Agent GGtR Spy
Izzet Engineer GGtR Technician
Orzhov Representative GGtR Nobel or Official
Rakdos Cultist GGtR Entertainer or Cultist
Selesnya Initiate GGtR Outlander or Hermit
Simic Scientist GGtR Sage or Medic
Faction Agent (The Harpes) SCAG Acolyte or Entertainer
Faction Agent (The Order of the Gauntlet) SCAG Knight or Soldier
Faction Agent (The Emerald Enclave) SCAG Hermit or Outlander
Faction Agent (The Lords' Alliance) SCAG Nobel or Guild artisan
Faction Agent (The Zhentarim) SCAG Spy or Criminal
Far traveler SCAG Outlander
City Watch SCAG Soldier
Cloistered Scholar SCAG Sage
Clan Crafter SCAG Guild artisan
Courtier SCAG Official or Nobel
Knight of the Order SCAG Knight
Mercenary Veteran SCAG Soldier
Inheritor SCAG Nobel
Investigator SCAG Detective
Urban Bounty Hunter SCAG Bounty hunter
Uthgardt tribe Member SCAG Outlander
Waterdhavian Noble SCAG Nobel
Anthropologist ToA Field researcher
Archaeologist ToA Field researcher
House Agent WGtE Any