Adventure's Backgrounds

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Background

Wildling

Though cruelty or neglect some children are left to perish alone. In rare cases nature takes pity on such children raising them to fend for themselves.

Skill Proficiencies: Nature, Survival

Languages: Druidic and one other language of your choice.

Equipment: A common gemstone, a hunting trap, a set of crudely handmade clothes, and a pouch containing small animal bones.

FEATURE: BESTIAL CONNECTION

You gain the Bestial Connection feat (presented later in this document).

In addition, when in the natural environment you grew up in you have an easy time identifying animal tracks and what kinds of flora and fauna should typically live there. In addition, animals are more trusting of you in general.

BUILDING A WILDLING CHARACTER

Wildlings are typically druids, rangers, or rogues and might have any subclass. Those who live on the fringe of society or secluded in natural could have come from this upbringing.

In some circumstances some may find themselves treading this path by choice, choosing to sequester themselves deep within the heart of forests or deserts. An accident such as becoming shipwreked on a deserted island for years may also fall under this background

Suggested Characteristics. Adventurers who are raised under these strange circumstances often develop animalistic behaviours and quirks. The Wildling Personality Traits table suggests various traits you might adopt for your character.

Wildling Traits
d6 Trait
1 I tend to growl when upset and have very little control over this part of me.
2 I feel a familial bond to the type of beast that raised me and will do anything to protect them.
3 Society and technology fascinates me, this often leads me to wandering around.
4 I see no problem with being dirty.
5 I only feel comfortable sleeping in high or enclosed spaces.
6 I collect treasures from wherever i go, even if they belong to someone.

Wildling Trinkets. When you make your character, you may roll once on the Wildling Trinkets table, instead of on the Trinkets table in the Player’s Handbook, for your starting trinket

Wildling Trinkets
d6 Trinket
1 A necklace of fangs from dangerous hunts.
2 A scrap of cloth with an unfamiliar symbol embroidered on it.
3 The pelt of one of your "parents".
4 A hand carved musical instrument, it is very out of tune.
5 A smooth stone given to you by a fey.
6 A vial of dirt or sand from your home.

Bestial Connection

Prerequisite: Connect with and meet your inner beast.

You have made a deep spiritual connection with a type of beast. Your newfound connection holds much significance to you.

Choose a beast of challenge rating of 0, you gain the ability to wild shape into that beast a number of times equal to your Wisdom modifier per long rest. For the rules regarding wild shape refer to the druid class feature. You can do this a number of times equal to your Wisdom modifier.

Beasts Spirit

Prerequisite: Bestial Connection feat

The beast you have chosen takes an incorporeal form. The beast functions as a familiar as per the rules listed in the find familiar spell and can only take the form of your chosen beast. If your beast dies you can perform a ritual over the course of 1 hour to revive it.

Beast Tamer

Prerequisite: Bestial Connection feat

You gain the proficiency with Animal Handling skill if you do not already have so.

you can tame a beast of challenge rating 1/8 or lower from the wilderness to serve as your faithful companion. Over the course of up to 8 hours and the expenditure of 50gp worth of rare herbs and fine food, you can attempt to improve the attitude of the beast. After this period of time you must make a Wisdom(Animal Handling) check against the Taming DC of the beast as listed in the table below. On a successes you tame the beast and on a failure the beast perceives you as a threat.

Your animal companion gains a variety of benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

You can only tame one animal using this feature, if you use this ability to tame an animal companion while you have a current animal companion, your current companion leaves you and is replaced by the new companion.

Attitude DC
Extremely Hostile 25
Hostile 20
Indifferent 15
Friendly 10

Tongue of the Wild

Prerequisite: Bestial Connection feat

You can cast speak with animals on yourself at will,

without expending a spell slot or material components.

Pack Tactics

Prerequisite: Beasts Spirit feat

You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Beloved of Nature

Prerequisite: Tongue of the Wild feat

You not only live harmoniously with nature, you are actively protected and loved by the natural world.

Pathfinder. Moving through nonmagical Difficult Terrain costs you no extra movement as nature makes passage for you.

Child of Nature. You can cast wrath of nature, without expending a spell slot or material components once per long rest. You use your Wisdom modifier as your spell casting modifier.

Loup-garou

Prerequisite: Pack Tactics feat

As an action, you can enter a sacred communion with your inner beast taking on aspects of the creature for 1 minute, gaining the following benefits;

  • You gain the movement speed and any features from your beasts stat block.
  • You can attack an additional time whenever you take the Attack action on your turn.
  • You regain 10 hit points at the start of your turn if you have at least 1 hit point remaining.

You can use this feature once and regain all uses when you finish a long rest.

Background

Dragon Incarnation

You were once a mighty dragon, revered and feared by all who knew of your existence. Whether through choice or circumstance, you find yourself transformed into a mortal creature, navigating the complexities of mortal life while carrying the essence of draconic power within you.

Skill Proficiencies:

Languages:

Equipment:

FEATURE: [FEAT]

You gain the ??? feat (presented later in this document).

In addition,

BUILDING A WILDLING CHARACTER

Suggested Characteristics. ???. The ??? Personality Traits table suggests various traits you might adopt for your character.

??? Traits
d6 Trait
1
2
3
4
5
6

??? Trinkets. When you make your character, you may roll once on the ??? Trinkets table, instead of on the Trinkets table in the Player’s Handbook, for your starting trinket

??? Trinkets
d6 Trinket
1
2
3
4
5
6

Prophesied Birth

You were born under the weight of prophecy, your existence foretold in ancient texts and whispered prophecies. Whether hailed as a savior destined to bring about great change or feared as a harbinger of doom.

Skill Proficiencies: Arcana, Religion

Languages: Celestial

Equipment: A set of fine clothes, a prophecy scroll detailing your birth, a holy symbol of an ancient deity, and a pouch containing 15 gp.

FEATURE: DIVINE ORIGIN

You gain the Divine Origin feat (presented later in this document).

In addition, your connection to prophecy makes you more attuned to omens and signs. When encountering a place of religious or historical significance, you have an easier time recalling relevant information about ancient texts, legends, or prophecies that may involve you. People who are aware of your foretold destiny may treat you with reverence, fear, or suspicion depending on how the prophecy is perceived in that region.

BUILDING A PROPHESIED BIRTH CHARACTER

Those born under a prophecy often come from a variety of backgrounds. Clerics and paladins may see their prophesied role as divinely ordained, while sorcerers might believe their magic is tied to their foretold power. Others, such as bards or warlocks, may explore or question their fate, seeking to understand or reshape their destiny.

Suggested Characteristics. Adventurers born under the shadow of prophecy often struggle with the weight of their fate, leading to traits of self-importance, doubt, or obsession with the future.. The Prophesied Birth Personality Traits table suggests various traits you might adopt for your character.

Prophesied Birth Traits
d6 Trait
1 I often speak in cryptic or grandiose terms, as if every word I say has weight.
2 I am always looking for signs or omens in everyday events, even when none exist.
3 I sometimes feel trapped by my destiny and seek ways to defy or escape it.
4 People’s expectations weigh heavily on me, and I often strive to live up to them.
5 I act with an air of authority, as though I know I am destined for greatness.
6 I feel that I am always being watched and judged by forces beyond mortal understanding.

Prophesied Birth Trinkets. When you make your character, you may roll once on the Prophesied Birth Trinkets table, instead of on the Trinkets table in the Player’s Handbook, for your starting trinket

Prophesied Birth Trinkets
d6 Trinket
1 A small, intricately carved statuette that depicts an event from your prophecy.
2 A lock of hair from a legendary figure associated with your prophecy.
3 A shard of an ancient, broken artifact said to play a role in your fate.
4 A ring once owned by a figure central to your prophecy.
5 A faded painting or sketch that eerily resembles you.
6 A locked box that is fated to open at some point in your fate.

Divine Origin

Prerequisite: Discover a divine origin or steal one.

You are no ordinary individual; a fragment of divine power courses through your veins, marking you as an agent of fate and the gods.

Faith Dice: You gain a pool of Faith Dice, which are d4s. The number of dice in this pool equals your proficiency bonus, and you regain all expended Faith Dice after a long rest.

Deity (Minor): You gain the Deity (Minor) trait.

Miracle: As an action, you can expend one Faith Die to bless a creature you can see within 30 feet of you. That creature can roll 1d4 and add the result to its next attack roll or saving throw within the next minute. If you expend additional Faith Dice, the d4 increases by one size for each extra die spent (d4 to d6, d6 to d8, etc.).

Background

Magicians Apprentice

You have spent your formative years under the tutelage of a master wizard or within the halls of a prestigious magical academy. Whether chosen for your innate talent or simply seeking to unravel the mysteries of the arcane, your time as an apprentice has shaped you into a practitioner of magic in your own right.

Skill Proficiencies:

Languages:

Equipment:

FEATURE: [FEAT]

You gain the ??? feat (presented later in this document).

In addition,

BUILDING A MAGICIANS APPRENTICE CHARACTER

Suggested Characteristics. ???. The ??? Personality Traits table suggests various traits you might adopt for your character.

??? Traits
d6 Trait
1
2
3
4
5
6

??? Trinkets. When you make your character, you may roll once on the ??? Trinkets table, instead of on the Trinkets table in the Player’s Handbook, for your starting trinket

??? Trinkets
d6 Trinket
1
2
3
4
5
6

Background

Thieves Guild Initiate

You are a member of a secretive organization known as a thieves guild, where skill with stealth, cunning, and larceny are prized above all else. Whether drawn to the thrill of the illicit or driven by a need for survival, you have passed the rigorous initiation tests to earn your place among the ranks of the guild.

Skill Proficiencies:

Languages:

Equipment:

FEATURE: [FEAT]

You gain the ??? feat (presented later in this document).

In addition,

BUILDING A WILDLING CHARACTER

Suggested Characteristics. ???. The ??? Personality Traits table suggests various traits you might adopt for your character.

??? Traits
d6 Trait
1
2
3
4
5
6

??? Trinkets. When you make your character, you may roll once on the ??? Trinkets table, instead of on the Trinkets table in the Player’s Handbook, for your starting trinket

??? Trinkets
d6 Trinket
1
2
3
4
5
6

Background

Squire

Skill Proficiencies:

Languages:

Equipment:

FEATURE: [FEAT]

You gain the ??? feat (presented later in this document).

In addition,

BUILDING A WILDLING CHARACTER

Suggested Characteristics. ???. The ??? Personality Traits table suggests various traits you might adopt for your character.

??? Traits
d6 Trait
1
2
3
4
5
6

??? Trinkets. When you make your character, you may roll once on the ??? Trinkets table, instead of on the Trinkets table in the Player’s Handbook, for your starting trinket

??? Trinkets
d6 Trinket
1
2
3
4
5
6

Background

Curse Marked

You bear the mark of a curse, a dark stain upon your soul that taints every aspect of your existence. Whether inflicted upon you through dark magic, ancient rituals, or a twisted twist of fate, this curse has shaped your life, driving you to seek redemption, revenge, or understanding.

Skill Proficiencies:

Languages:

Equipment:

FEATURE: [FEAT]

You gain the ??? feat (presented later in this document).

In addition,

BUILDING A WILDLING CHARACTER

Suggested Characteristics. ???. The ??? Personality Traits table suggests various traits you might adopt for your character.

??? Traits
d6 Trait
1
2
3
4
5
6

??? Trinkets. When you make your character, you may roll once on the ??? Trinkets table, instead of on the Trinkets table in the Player’s Handbook, for your starting trinket

??? Trinkets
d6 Trinket
1
2
3
4
5
6

Background

Reincarnation

You are one of the rare few who carry memories of past lives within you, each existence leaving its mark upon your soul. Whether you view this gift as a blessing or a curse, the memories of your past lives shape your perceptions and guide your actions in the present.

Skill Proficiencies:

Languages:

Equipment:

FEATURE: [FEAT]

You gain the ??? feat (presented later in this document).

In addition,

BUILDING A WILDLING CHARACTER

Suggested Characteristics. ???. The ??? Personality Traits table suggests various traits you might adopt for your character.

??? Traits
d6 Trait
1
2
3
4
5
6

??? Trinkets. When you make your character, you may roll once on the ??? Trinkets table, instead of on the Trinkets table in the Player’s Handbook, for your starting trinket

??? Trinkets
d6 Trinket
1
2
3
4
5
6

Background

Stranger In a Strange Land

You are a traveler from another world, torn from your own reality and thrust into a strange and unfamiliar land. Whether summoned through powerful magic, the machinations of cosmic forces, or sheer accident, you find yourself navigating a world that is both wondrous and perilous, seeking a way to return to the home you left behind or live your new found life to the fullest.

Skill Proficiencies: History, Survival

Languages: Common and a language of your old world unknown to the one you find yourself in.

Equipment: A memento from your home world, common clothes (In the style native to your homeworld), a diary written in your native language, a pouch containing a handful of coins from your homeworld, a trinket rendered useless in this foreign land.

FEATURE: [FEAT]

You gain the ??? feat (presented later in this document).

In addition,

BUILDING A STRANGER IN A STRANGE LAND CHARACTER

Suggested Characteristics. ???. The ??? Personality Traits table suggests various traits you might adopt for your character.

??? Traits
d6 Trait
1
2
3
4
5
6

??? Trinkets. When you make your character, you may roll once on the ??? Trinkets table, instead of on the Trinkets table in the Player’s Handbook, for your starting trinket

??? Trinkets
d6 Trinket
1
2
3
4
5
6

Background

Reanimated

You have been brought back from the clutches of death by powerful magic or dark forces, returning to the realm of the living with memories of your own demise. Whether resurrected as a result of a bargain struck with powerful entities, the intervention of divine forces, or the machinations of necromancers, you now walk the world once more, grappling with the complexities of life after death.

Skill Proficiencies:

Languages:

Equipment:

FEATURE: [FEAT]

You gain the ??? feat (presented later in this document).

In addition,

BUILDING A WILDLING CHARACTER

Suggested Characteristics. ???. The ??? Personality Traits table suggests various traits you might adopt for your character.

??? Traits
d6 Trait
1
2
3
4
5
6

??? Trinkets. When you make your character, you may roll once on the ??? Trinkets table, instead of on the Trinkets table in the Player’s Handbook, for your starting trinket

??? Trinkets
d6 Trinket
1
2
3
4
5
6
 

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