Backgrounds

Specialty Backgrounds D&D 5.0

Caravan member: Two types of caravans travel around the kingdom, the entertainers and the traders. The entertainers host small shows and fairs to townsfolk for coppers and silver. They are bardic acting troupes that can be found throughout the kingdom pitching there colorful tents in any farmers filed who will let them.
On the other hand the trader caravans buy and sell commodity goods all over the kingdom. These brave souls are the backbone of trade throughout the kingdom, but the road can be dangerous even with the Kingmen patrolling for bandits. Most have a craft or trade that they can ply whenever they come into a town.
Skill Proficiencies: Persuasion, and Deception or Performance
Tool Proficiencies: vehicles (land) and artisan tools or disguise kit
Know the road: You add twice your proficiency bonus to skill checks made to find your location.
Equipment: mule, cart, blanket, artisan tools of choice, common clothes and entertainers clothes, a pouch with 10 Gp
Personality traits, Ideals, Bonds and Flaws

Carried the Bell: A requirement for clerics and monks of Kellan. As your initiation you carried a 250 lbs. brass bell for roughly a month from a satellite temple to The Ti Dar Monastery without magical or mundane assistance, and attended the Bell carriers initiation ceremony. Your bell now resides in the bell tower at the monastery, and when you die you bell will be melted with your remains and recast as a statue of Kellan
Skill Proficiencies: Athletics, Insight
Endurance: You have advantage on saving throws against exhaustion and do not suffer the effects until you have more levels of exhaustion than you have constitution modifier.
Equipment: Temple robes, small brass bell, Prayer beads, pouch containing 10Gp
Personality traits, Ideals, Bonds and Flaws

Erikki’s Tabel Player: Dwarf only: You trained every day to be a member of one of the star teams of Erikki’s Tabel players that live in Hammerdrier. Did you fail to live up or did and injury put you out of play? or did the The Erikki Players Guild remove you for actions unbecoming a team member?
Skill Proficiencies: Athletics, Acrobatics
Endurance: You have advantage on saving throws against exhaustion and do not suffer the effects until you have more levels of exhaustion than you have constitution modifier.
Equipment: Helmet, brass trophy for minor achievement, commoners clothes, pouch with 10 Gp.
Personality traits, Ideals, Bonds and Flaws

Friend of the Druid council: The druid council has many friends, some are low level druids who are hopeful of joining the enclave, others are rangers who sometimes act as the military arm of the council or just their information gatherers on far reaching wildernesses.
Skill Proficiencies: nature, survival
Tool Proficiencies: herbalism kit
Circle Network:Benefits of being a friend of the council include requesting permission to be transported through the stone sites and gaining their lair benefits if the circle guardian warrants it.
Equipment: A golden holly leaf pin, skytent, travelers clothes, herbalism kit a pouch with 10 Gp.
Personality traits, Ideals, Bonds and Flaws

Gissalar Music Academy trained: High in the branches of Elfholm You took a short but intensive course on performance from some of the best in the business. It was a great way to launch your performance career, The people of Elfholm were speaking of your performances for days afterword.
Skill Proficiencies: Performance, History
Bonus Language: Pick 2 new languages of your choice
Inn keeps friend: you can request a free night in a simple room and dinner from most inn keeps so long as you perform for at least 2 hours.
Equipment: Instrument OR Disguise kit, a note praising your performance from a noble, common clothes, pouch containing 5 Gp
Personality traits, Ideals, Bonds and Flaws

Horse Lord- Human only The Horse Lords ride through the gentle rolling grasslands in the center of the western province herding and training the finest mounts in the kingdom. They are the earliest of the human tribes to live in these parts but even so they never gained much political power, mostly due to their deeply xenophobic tribal culture. They live in a nomadic fashion following their herds. In the autumn they visit Keryes Grace where each clan has a clan house they share.
Skill Proficiencies: Animal handling, survival
Standing rider: Horse lords can ride trained normal mounts without needing a saddle. they are considered proficient with riding any form of normal mount.
Equipment: riding horse, saddle, 50’ rope, saddle bags, blanket, fire starting kit, travelers clothes, chaps.
Personality traits, Ideals, Bonds and Flaws

Mauwian loyalist: Raised in the eastern province you still see the current King as a interloper and “foreign power” that is currently occupying what was once the proud kingdom of Mauw. The war may have been over for 250 years, and you may never even known any one who was in those conflicts. But it was still wrong! The traditional Mauwian way is being lost to the foreign “dictator” king (and his taxes). You may not be a “Paymar kin” yourself, but your willing to fight to see them regain the once proud Jaguar throne.
Skill Proficiencies: History, Intimidation
Tool Proficiencies: Gaming tools
Mauwain preference: in the eastern half of the kingdom you can negotiate with shop keeps and inn keeps for better prices if they are also Mauwian.
Equipment: Short sword, wineskin, flyer to mauwian event, set of dice or cards, commoners clothes, pouch with 10 Gp
Personality traits, Ideals, Bonds and Flaws

Paymar kin: The Paymar line is practically extinct, but due to a lot of interbreeding, most humans of the eastern province carries some small fraction of that heritage. People with this background have a single cosmetic cat like feature like silted pupils, light fur or a stubby tail, and they have access to the Lycanthrope Sorcerer Bloodline or Beastkin Sorcerer Bloodline, likewise the cannot take bloodlines meant for “Humans only”
Skill Proficiencies: History, Persuasion
Tool Proficiencies: Gaming set
Cats Luck: Paymar kin have advantage on all dexterity saving throws.
Equipment: Travelers clothes, 5 days rations, wineskin, A set of dice or cards, A pouch with 15 Gp
Personality traits, Ideals, Bonds and Flaws

Red Boars Guild member: You’ve spent an apprenticeship with the Red Boars Guild, hunting down escapees and petty criminals, guarding prisoner transfers and sniffing out leads with more experienced bounty hunters.
Skill proficiencies: investigation, Perception
Weapon Proficiencies: Net (Or Sap if allowed by your DM)
Lawman’s code: Most city guards will give you the benefit of the doubt if shown your membership ring. They wont help or hinder your investigation outside of what the law allows.
Equipment: 50’ rope, leather manacles, A “most wanted” poster, a brass Boars guild signet ring, Travelers clothes, pouch containing 15Gp
Personality traits, Ideals, Bonds and Flaws

Scholarship Getting an education at The University of Arcanum, The Albright Military Academy or any other place of learning can be quite expensive. But for those few who show exceptional talent or rare ability they may be offered a scholarship from a wealthy benefactor. But for what reason did they give you so much money, and what do they want in return?
Skill Proficiencies: Persuasion, insight
Tool Proficiencies: Calligraphy tools
Continuing education: Most scholarships give preference to previous winners for more years of education so long as they continue to perform admirably.
Equipment: A tool kit or instrument related to your education, Ink, quill, paper, scroll tube, travelers clothes, A pouch with 10 Gp.
Personality traits, Ideals, Bonds and Flaws

Thieves guild member Whichever of the thieves guilds you grew up with they trained you to help them make them money, lots of money, other peoples money preferably. They trained you with their own particular “language” known as a “cant” while most thieves share some common element in there cants, each guild has its own particular lexicon that is unknown outside their ranks. Guilds protect their members with bribes to officials, back handed deals and plain blackmail. Members can expect to receive “help” in some form from their guild when trouble appears, but every favor has a cost.
Skill Proficiencies: Stealth, Deception,
Language Thieves cant
Intersession: The members of most thieves guilds can pay other members to help interceded in problematic cases, or to help get them away from “the law”
Tool Proficiencies: Thieves tools, gambling tools
Equipment: 2 tattoos, 50’ rope, thieves tools, dice or cards, common clothes, bag with 5 Gp
Personality traits, Ideals, Bonds and Flaws

University Arcanum trained: Pearched in the city of T’nari in the western harbor, the university is a jewel in the crown of the kingdom. You completed the 1st year training course at the famous university Arcanum, you even attended the graduation ceremony, but how to afford another years classes?
Skill Proficiencies: Arcana, Insight
Bonus Spell known: arcane casters have 1 more spell in their spell book or spell known list. this does not change the number of spell slots they have.
Campus Life: University graduates receive a number of benefits, they can use the library, or labs for their research. They may stay in the dormitory for free while studying and for a nominal fee while not studying, and eat at the café.
Equipment: Parchment, component pouch, Quill and ink, Scroll tube, A wizards robe, a lanyard with sun and moon beads on each end, 5 candles, A backpack, A pouch containing 10 Gp.
Personality traits, Ideals, Bonds and Flaws

Commoner Backgrounds

Blessing of the Swallow: You were born with a large and bright red birthmark, possibly in a prominent place. This is considered very lucky and as the story goes, before your were born you were kissed by the Goddess of luck Ishmara which left a red spot. Wither or not your actually lucky people who see this mark treat you differently as if being in your presence or touching your life will bring them luck too.
Skill Proficiencies: Insight, Persuasion.
Language Proficiency: Pick one additional language.
Starlings luck: Once a day you have advantage on any one d20 roll you would normally not have advantage on.
Equipment: A sterling silver swallow charm, travelers clothes, pouch containing 20Gp

City Guard: You spent your time roaming your home town, protecting the citizenry, patrolling the walls, and breaking up drunk fights. You have basic martial understanding.
Weapon and armor proficiencies: You choose one martial weapon and light armor.
Skill Proficiencies: pick 2 (intimidate, insight, or perception)
Night watch: You are able to go 2 nights without sleeping before taking levels in exhaustion so long as you take short rests every 8 hours. After this period you need 2 long rests in a row to make up the lost sleep and remove levels of exhaustion
Equipment: your martial weapon, travelers clothes, a lantern and oil, 2 days rations, pouch with 7 Gp
Personality traits, Ideals, Bonds and Flaws

Ferry driver: The flat bottomed fairies that run along the Driven and the Tallaz Rivers have a crew of 6 drivers who navigate the fairies up and down the large wide rivers. This is a slow and dull ride even on an eventful day.
Skill Proficiencies: Athletics, survival
Tool Proficiencies: Vehicle (water craft)
Gift of gab: you love making conversation to pass the time travelling, gain advantage on investigation skill rolls made for talking or gathering information.
Equipment: 10’ pole, 5 days rations, jug of wine, 10 torches, commoners clothes, and a pouch with 10 Gp.
Personality traits, Ideals, Bonds and Flaws

Friend of Nobility: You might be a merchant, or house staff, or just one of the lucky ones who can call a titled noble a friend growing up as a child. Any which way your friendship has a tendency of opening doors when you need them opened most. Be warned though nobles expect favors for favors.
Skill Proficiencies: Insight, persuasion
Tool Proficiencies: Artisan tools of your choice.
Lifeline: Once and only once, you may call on your rich friend to get you out of trouble, but there will be consequences.
Equipment: Artisan tools of your choice, A letter of introduction from your friend, commoners clothes, pouch with 15 Gp
Personality traits, Ideals, Bonds and Flaws

Gambler: Professional gamblers don’t need to cheat, they can win through a better understanding of the game, or fixing it. They frequent seedy and unsavory bars looking for a good table full of suckers. Some gambler prefer wagering on animal fights, races or other more exotic fare than simply games of chance.
Skill Proficiencies: Deception and (animal handle or insight)
Tool Proficiencies: Gambling tools,
Hint of luck: once a day you may reroll one dice
Equipment: Several sets of custom made cards or dice or a trained fighting animal (like a rooster or dog) in a cage, travelers clothes, pouch with 25 Gp
Personality traits, Ideals, Bonds and Flaws

Log rider: You have danced across hundreds of logs floating down the river guiding them from the loggers in the forest to the boat yards and sawmills near the ocean.
Skill Proficiencies: Athletics and acrobatics
log riders step: you have advantage on saving throws against any effect that would make you prone.
Equipment: 10’ long hooked pole, boots with cleats, wool hat, commoners clothes, pouch with 15 Gp.
Personality traits, Ideals, Bonds and Flaws

Navy Sailor: You signed on for a Naval term of 3 years and was worked to the bone, You have spent more time on the sea then on dry land, you have visited every port in the kingdom and possible even a few beyond.
Skill Proficiencies: Athletics, Acrobatics
Tool Proficiencies: Navigation tools, vehicles (water)
Weapon Proficiencies: All Simple, Trident, Net
Re-enlistment bonus: the Navy pays a 20Gp bonus to those who have already served to take another 3 year contract.
Equipment: 50’ hemp rope, bosun’s whistle or hand bell, travelling clothes, treasure map, pouch with 15Gp.
Personality traits, Ideals, Bonds and Flaws

Sailor of Daytar Leamay: The sea is a fickle mistress, and those who love her and her temperamental moods live aboard the many cargo and trading ships that cruse the lengthy coast line from T’nari to Mat Jabar and foreign shores beyond…
Skill Proficiencies: Acrobatics and survival
Tool Proficiencies: vehicle (water craft), navigation tools
Rope use: Add twice your proficiency modifier to any roll regarding using rope or tying knots.
Equipment: 2 tattoos, sextant, spyglass, 4 days rations, travelers clothes, pouch with 15 Gp
Personality traits, Ideals, Bonds and Flaws

Squire You spent you youthful years as a squire to a knight, you kept his horse, made his meals and looked after anything he told you to do. In return he taught you a little about weapons.
Skill Proficiencies: Animal Handle, Athletics
Tool Proficiencies: vehicles (land), Cooks tools.
Weapon proficiency: All simple weapons
Calm animals: you can use an action to try to calm an animal down from bring hostile. Make an animal handle roll to change the animals reaction (DC 10 + Hd)
Equipment: Cast iron skillet or pot, cooking tripod, Set of commoners clothes, set of fancy clothes, 2 torches, Pouch containing 10Gp
Personality traits, Ideals, Bonds and Flaws

Swamp mucker: You have searched the swamps for delicate, rare and important alchemical ingredients. You have learned the ways of the swamp and how to avoid the dangers.
Skill Proficiencies: Perception, Survival
Tool Proficiencies: Herbalism kit or alchemist kit
Swamp walk: Swamp terrain dose not count as difficult terrain for you
Equipment: Herbalism kit or alchemist kit, backpack, commoners clothes, A small recipe book, 2 torches, pouch with 10 Gp
Personality traits, Ideals, Bonds and Flaws

Thug life Some people don’t play well with others, others have a burning need for what they don’t have, and some guys just enjoy being a-holes.
Skill Proficiencies: Intimidation, Deception
Armor Proficiencies: Light and medium armor
Menacing smile: You use your strength instead of charisma for intimidation skill checks.
Equipment: Club, Commoners clothes, wineskin, a pouch with 5 teeth and 15 Gp.
Personality traits, Ideals, Bonds and Flaws

Location based backgrounds

Desert rat: Those who reject all of mankind, or were rejected by them, sometimes find themselves in a barren rocky wasteland with little water and fewer plants know as the high desert. Others, like the Puggii live out most their lives in the wind swept desert.
Skill Proficiencies: Acrobatics, survival
Dowsing 1/day you can use dowsing rods to locate water. There will be enough water for a number of people equal to your wisdom modifier.
Desert survival: You add 2x your proficiency bonus to your survival skill in desert environments.
Equipment: Dowsing rods, fire starter, travelers clothes, 2x water skins, 3 days rations, pouch with 5 Gp
Personality traits, Ideals, Bonds and Flaws

Glacier walker: Snow and ice have their own set of unique challenges, those who spend their early lives on the glacier have special survival skills:
Skill Proficiencies: Intimidation, survival
Tool Proficiencies: An artisan tool of your choice, navigation tools
Winter survival: You add 2x your proficiency bonus to your survival skill in winter or snowy environments.
Equipment: snow shoes, fur cloak, winter clothes, blanket, Viking sunstone , fire starter, pouch with 5Gp
Personality traits, Ideals, Bonds and Flaws

Mountain man: The mountains are dangerous and those who live there often reject normal society. While grim, the mountains resources make them desirable to the hardy homesteader.
Skill Proficiencies: Perception, survival
Tool Proficiencies: An artisan tool of your choice, navigation tools
Mountain survival: You add 2x your proficiency bonus to your survival skill in Mountain environments.
Equipment: Artisan tool, maps of mountain trails, 5 days rations, lantern and oil, bedroll, travelers clothes, pouch wit 10 Gp
Personality traits, Ideals, Bonds and Flaws

Swamp dweller Few people willingly live inside the great swamp, but those who do are tough characters who can withstand anything. Whether you were outcast, a criminal on the run or just obsessed with the swamp, you life there gave you strength and courage.
Skill Proficiencies: Nature, Survival
Tool Proficiencies: vehicle (water craft), Herbalism kit
Swamp survival: You add 2x your proficiency bonus to your survival skill in swamp environments.
Equipment: skytent, commoners clothes, herbalism kit, canoe, 2 torches, pouch with 10Gp
Personality traits, Ideals, Bonds and Flaws

Woodsman: Swinging an axe for a living is hard work, climbing trees and felling them for profit, gathering firewood, or processing logs. Whatever your profession, few can beat your skills with an axe.
Skill Proficiencies: Athletics, Nature
Weapon Proficiencies: Hand axe, Great axe
Forest survival: You add 2x your proficiency bonus to your survival skills in Forest environments.
Equipment: Great axe, tree climbing cleats, 50’ rope, commoners clothes, toque, pouch with a smoking pipe, tobacco and 10 Gp.
Personality traits, Ideals, Bonds and Flaws

Backgrounds

The Kingdom of Daytar Leamay KrisW