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.
Class proficiencies summary
| Class | Saving throw | Skill proficiency |
|---|---|---|
| Barbarian | Constitution | Athletics or Intimidation |
| Bard | Dexterity | Performance or Persuasion |
| Cleric | Wisdom | Religion or Insight |
| Druid | Wisdom | Nature or Survival |
| Fighter | Constitution | Athletics or Acrobatics |
| Monk | Dexterity | Acrobatics or Insight |
| Paladin | Wisdom | Athletics or Persuasion |
| Ranger | Dexterity | Animal Handling or Survival |
| Rogue | Dexterity | Stealth 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 array of skill proficiencies for you to choose from for your character. The amount of skill proficiencies you know is determined by your Intelligence score. The background you choose gives one skill proficiency, and a list from which you must choose three + Intelligence modifier (with a minimum of two) skills proficiencies from a list provided in the background.
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 in the background, this only applies to the skill proficiencies and not to other proficiencies such as tools and languages. In the case that the amount of skill proficiencies exceeds the provided list in the background you can choose a different skill proficiency from outside the list that suits your character build. Also you won’t gain an extra skill proficiency when multiclassing.
Background Proficiencies
These are other proficiencies your character will get from each background. These are tool proficiencies and languages, but can also provide for other interesting features such as Thieves' cant or Druidic.
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, because with the old ruling some classed got the most starting wealth even if the got the poorest background while the monk only received a few gold while from the richest background.
Player Handbook Backgrounds
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 + Intelligence modifier (minimum of 2) of the following skills: Deception, History, Insight, Intimidation, Medicine, and Persuasion.
- Background Proficiencies. You gain the following proficiencies:
- One language of your choice.
- (a) One type of artisan's tools or (b) one additional language of your choice.
- Bonus Cantrip. You gain the thaumaturgy cantrip if you don’t already know it. Wisdom is your spellcasting ability for it.
- 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 + Intelligence modifier (minimum of 2) of the following skills: Insight, Performance, Perception, Persuasion, Intimidation, and Sleight of hand.
- Background Proficiencies. You are proficient in your choice of two of the following: disguise kit, forgery kit, one type of gaming set, 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.
- 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 + Intelligence modifier (minimum of 2) of the following skills: Deception, Perception, Persuasion, Intimidation, Investigation, and Sleight of hand.
- Background Proficiencies. You gain the following proficiencies:
- (a) One type of gaming set (b) or Thieves cant’ from the rogue class feature list.
- (a) Thieves’ tools or (b) poisoner's kit.
- Hidden Weapon. You gain advantage on checks with Dexterity (Sleight of hand) to hide a weapon with the light property.
- 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 + Intelligence modifier (minimum of 2) of the following skills: Acrobatics, Deception, History, Insight, Persuasion, & Sleight of hand.
- Background Proficiencies. You gain the following proficiencies:
- One type of musical instrument.
- (a) Disguise kit or (b) one language of your choice.
- Fascinating Performance. 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.
- 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 Wisdom or 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 + Intelligence modifier (minimum of 2) of the following skills: Animal handling, Athletics, Insight, Medicine, Perception, & Persuasion.
- Background Proficiencies. You gain the following proficiencies:
- (a) One type of artisan’s tools or (b) one language of your choice.
- vehicles (land).
- 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 + Intelligence modifier (minimum of 2) of the following skills: Acrobatics, Deception, Insight, Intimidation, Performance, and Persuasion.
- Background Proficiencies. You gain the following proficiencies:
- (a) Disguise kit or (b) one language of your choice.
- Tridents, nets and two other weapons of your choice.
- 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.
- 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, you can’t increase an ability score above 20.
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 + Intelligence modifier (minimum of 2) of the following skills: Animal handling, Deception, History, Investigation, Persuasion, and Survival.
- Background Proficiencies. You gain the following proficiencies:
- One language of your choice.
- (a) One type of artisan's tools or (b) Navigator’s tools.
- 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, and as equipment 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 + Intelligence modifier (minimum of 2) of the following skills: Arcana, Animal handling, Insight, Nature, Perception, and Survival.
- Background Proficiencies. You gain the following proficiencies:
- (a) One language of your choice or (b) you know druidic from the druid class feature list.
- (a) Herbalism kit or (b) poisoner's kit.
- Bonus Cantrip. You gain the druidcraft cantrip if you don’t already know it, wisdom is your spellcasting ability for it.
- 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 + Intelligence modifier (minimum of 2) of the following skills: Athletics, History, Insight, Intimidation, Medicine, and Religion.
- Background Proficiencies. You gain the following proficiencies:
- One language of your choice.
- (a) One type of gaming set or (b) Vehicles (land).
- 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.
- 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.
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 + Intelligence modifier (minimum of 2) of the following skills: Arcana, Insight, Investigation, Persuasion, Religion, & Survival.
- Background Proficiencies. You gain the following proficiencies:
- One language of your choice.
- (a) One type of musical instrument or (b) one type of gaming set.
- Noble Intervention. 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.
- 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 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 Survival skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Animal handling, Athletics, Insight, Nature, Perception, and Stealth.
- Background Proficiencies. You gain the following proficiencies:
- (a) One language of your choice or (b) herbalism kit.
- (a) Navigator’s tools or (b) one type of artisan's tools.
- Fast Movement. Your speed increases by 5 feet while you aren't wearing Heavy Armor.
- 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.
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 + Intelligence modifier (minimum of 2) of the following skills: History, Insight, Investigation, Medicine, Nature, and Religion.
- Background Proficiencies. You gain the following proficiencies:
- One language of your choice.
- (a) Alchemist's supplies, (b) Calligrapher's supplies, or (c) one additional language of your choice.
- Bonus Cantrip. You gain the prestidigitation cantrip if you don’t already know it. Intelligence is your spellcasting ability for it.
- 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 Perception skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Acrobatics, Athletics, Intimidation, Nature, Sleight of hand, and Survival.
- Background Proficiencies. You gain the following proficiencies:
- (a) Navigator’s tools, (b) carpenter’s tools or (c) one language of your choice.
- Vehicles (water).
- 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.
- 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.
Variant: Pirate
In case you want to pick the pirate background you take the Sailor background but with proficiency in Charisma saves, and with the Bad Reputation feature. This feature is found on the sailor background in the Player's Handbook.
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 + Intelligence modifier (minimum of 2) of the following skills: Acrobatics, Animal handling, Insight, Intimidation, Perception, and Persuasion.
- Background Proficiencies. You gain the following proficiencies:
- (a) One type of musical instrument(b) one type of gaming set or (c) one language of your choice.
- (a) Vehicles (land) or (b) one type of artisan's tools.
- 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.
- 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 + Intelligence modifier (minimum of 2) of the following skills: Insight, Persuasion, Performance, Investigation, Sleight of hand, and Stealth.
- Background Proficiencies. You gain the following proficiencies:
- (a) One type of musical instrument (b) one type of gaming set or (c) thieves cant’ from the rogue class feature list.
- (a) Thieves’ tools or (b) a disguise kit.
- Imposter. You have an advantage on Deception and Performance checks when trying to pass yourself off as a different person.
- 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.
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 + Intelligence modifier (minimum of 2) of the following skills: Deception, History, Intimidation, Animal handling, Religion, and Stealth.
- Background 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.
- 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.
Extra Backgrounds
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 Perception skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Acrobatics, Athletics, History, Insight, Religion, and Stealth. Background proficiencies. You gain the following proficiencies:
- One language of your choice.
- (a) One type of artisan's tools or (b) one additional language of your choice.
- 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.
- 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.
Feature: Vow Keeper
While keeping your vow you notice some effects to your body. You age with half the speed, you require only half the food and water you normally consume, and hot or cold climates won't bother you. This feature is gone if you break your vow.
Suggested characteristics.
Use the tables for the Hermit background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as an Ascetic. For instance consider seclusion as your ascetic making and upholding his or her vow.
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 + Intelligence modifier (minimum of 2) of the following skills: Deception, Insight, Perception, Investigation, Stealth, and Survival.
- Background Proficiencies. You gain the following proficiencies:
- (a) One type of gaming set or (b) one musical instrument.
- (a) Thieves’ tools or (b) a disguise kit.
- 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.
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.
Suggested Characteristics
Use the tables for the criminal background below as the basis for your bounty hunter’s traits and motivations, modifying the entries when appropriate to suit your identity as a bounty hunter. For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable.
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 + Intelligence modifier (minimum of 2) of the following skills: Deception, Insight, Intimidation, Nature, Persuasion, and Religion
- Background Proficiencies. You gain the following proficiencies:
- One exothic language of your choice.
- (a) One type of musical instrument (b) one type of gaming set.
- Blessing and a Curse. Whenever you roll a 1 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.
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. |
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 + Intelligence modifier (minimum of 2) of the following skills: Arcana, Deception, History, Intimidation, Nature, and Religion.
- Background Proficiencies. You gain the following proficiencies:
- One language of your choice.
- (a) One type of artisan's tools or (b) one additional language of your choice.
- 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.
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.
Suggested characteristics.
Use the tables for the Acolyte background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a Cultist. For example instead of worshiping gods your cultist can worship a specific fiend, aberration, or anything else that suits your cult’s theme. In addition you can come up with different reasons why you left your cult. For example you could be kicked out, or you became self conscious after a unforgiving event.
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 + Intelligence modifier (minimum of 2) of the following skills: Deception, Insight, Intimidation, Perception, Persuasion, Stealth.
- Background Proficiencies. You gain the following proficiencies:
- One language of your choice.
- (a) One type of gaming set or (b) one additional language of your choice.
- Expert Searcher. You can perform the search action as 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.
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 the laboratory, library, or workplace. You might like to explore ancient runes, discover new species of animals, or might simply be curious to learn the secrets of live.
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 + Intelligence modifier (minimum of 2) of the following skills: Athletics, History, Insight, Nature, Religion, and Survival.
- Background Proficiencies. You gain the following proficiencies:
- One language of your choice.
- (a) Cartographer's tools, (b) navigator’s tools or (c) one additional language.
- Quick Consult. When you take the Help action to aid another creature's ability check, you can make a DC 13 Intelligence check. On a success, that creature's check gains a bonus equal to your proficiency bonus, as you share pertinent advice and examples. To receive this bonus, the creature must be able to understand what you're saying.
- 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 for the Sage background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a Field researcher. For example, Instead of referring to libraries or other places of studies you might prefer to refer of places relevance of your studies.
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 + Intelligence modifier (minimum of 2) of the following skills: Acrobatics, Athletics, History, Perception, Religion and Stealth.
- Background Proficiencies. You gain the following proficiencies:
- One language of your choice.
- (a) One type of artisan's tools or (b) one additional language of your choice.
- 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.
- 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.
Feature: Monastic Influence
While within the lands where the local monastery has influence, people will tend to be helpful and friendly to you and your party. Additionally merchants and locals tend to be more likely to share information. Gain advantage on persuasion or investigation checks to gather local information as long you maintain good standing with the local monastery.
Suggested characteristics.
Use the tables for the Acolyte background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a Monastic. For example instead of temples you lived in a monastery.
Nomad
You are a wanderer, a survivalist accustomed to life in the wilds. As a nomad, you have traveled far and wide, making your way through dense forests and over high mountains, perhaps settling down from time to time. You know how to live off the land, and have honed the requisite skills. You are as comfortable - if not more so - sleeping on hard ground under the open stars as you are on a feather mattress with a roof over your head. The outdoors are your home, mother nature your guide.
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 + Intelligence modifier (minimum of 2) of the following skills: Animal handling, Athletics, Intimidation, Nature, Perception, and Survival.
- Background Proficiencies. You gain the following proficiencies:
- (a) One language of your choice.
- (a) Navigator’s tools (b) herbalism kit, or (c) one type of artisan's tools.
- Expert Hiker. You won’t suffer from any penalties when traveling on a fast travel pace, additionally when traveling on a normal travel pace you are able to use stealth.
- 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 15gp.
- Starting Wealth. You start with 2d4 (5) x 10gp.
Feature: Wilderness knowledge
Choose one type of terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. You know the secret patterns and flow when in your chosen terrain and can find passages or safe locations within the terrain that others would miss. When you are not in combat, you (and companions you lead) can travel across your chosen terrain twice as fast as your speed would normally allow.
Suggested characteristics.
Use the tables for the outlander background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a Nomad. As a Nomad you might carry around a rich culture from your community you traveled with, or might have a worldly view from your travels.
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), 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 |
| 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 or Nomad |
| City Watch | SCAG | Soldier |
| Cloistered Scholar | SCAG | Sage |
| Clan Crafter | SCAG | Guild artisan |
| Courtier | SCAG | Guild artisan or Nobel |
| Knight of the Order | SCAG | Knight |
| Mercenary Veteran | SCAG | Soldier |
| Inheritor | SCAG | Folk Hero or Nobel |
| Investigator | SCAG | Detective |
| Urban Bounty Hunter | SCAG | Bounty Hunter |
| Uthgardt tribe Member | SCAG | Outlander or Nomad |
| Waterdhavian Noble | SCAG | Nobel |
| Anthropologist | ToA | Field Researcher |
| Archaeologist | ToA | Field Researcher |
| House Agent | WGtE | Any |