Background

(Background maybe gives you the weapons and amor requirements??)
Priest
Proficiencies: You gain +1 History and +1 Mysticism
Languages: You learn one language of your choice.
Religious. Select a God or pantheon for your character to follow. Groups and institutions belonging to that faith will be friendly to you and your allies, offering free services and hospitality, like accommodations, healing, or library access.
Equipment
Gear. Add the Adventuring Gear, Religious’ Gear, and two other pieces of equipment to your Basic Gear. Select the equipment from the Basic Equipment list, or ask your DM for additional equipment options. Additionally, you gain 15gp.
Weapon. You gain one shortblade and one wand.
Armor. You gain any Light armor.
Paladin
Proficiencies: You gain +1 Athletics and +1 Mysticism
Religious. Select a God or pantheon for your character to follow. Groups and institutions belonging to that faith will be friendly to you and your allies, offering free services and hospitality, like accommodations, healing, or library access.
Equipment
Gear. Add the Adventuring Gear, Religious’ Gear, and two other pieces of equipment to your Basic Gear. Select the equipment from the Basic Equipment list, or ask your DM for additional equipment options. Additionally, you gain 15gp.
Weapon. You gain two weapons, or one weapon and one shield.
Armor. You gain any Medium or Heavy armor.
Swindler
Proficiencies: You gain +1 Deception and +1 Sleight of Hand
False Identity. You have a second identity which includes documentation, established acquaintances, and disguises.
Forgery. You are able to able to forge documents, including official papers or personal letters, as long as you’ve seen examples.
Equipment
Gear. Add the Adventuring Gear, Disguising Gear, and two other pieces of equipment to your Basic Gear. Select the equipment from the Basic Equipment list, or ask your DM for additional equipment options. Additionally, you gain 15gp.
Weapon. You gain one shortblade and one ranged weapon.
Armor. You gain any Light armor from the available in the Armor List.
Smith
Proficiencies: You gain +1 History and +1 Insight
Languages: You learn one language of your choice.
Respect of the Stout Folk. Free room and board in any place with shield or gold dwarves dwell.
Equipment
Gear. Add the Adventuring Gear, Smithing Gear, and two other pieces of equipment to your Basic Gear. Select the equipment from the Basic Equipment list, or ask your DM for additional equipment options. Additionally, you gain 15gp.
Weapon. You gain one shortblade and one ranged weapon.
Armor. You gain any Medium or Heavy armor from the available in the Armor List.
Scholar
Proficiencies: You gain +1 History and +1 Mysticism
Languages: You learn two languages of your choice.
Academic Ties. Academic institutions will be friendly to you and your allies, offering access to its library. Additionally, you have advantage on finding books and studying resources, when investigating a library, or similar location.
Equipment
Gear. Add the Adventuring Gear, Scholar Gear, and two other pieces of equipment to your Basic Gear. Select the equipment from the Basic Equipment list, or ask your DM for additional equipment options. Additionally, you gain 15gp.
Weapon. You gain one shortblade and one wand.
Armor. You gain any Light armor from the available in the Armor List.
Noble
Proficiencies: You gain +1 Insight and +1 Persuasion
Languages: You learn one languages of your choice.
Status. Other nobles will hold you with greater respect, and you may more easily obtain audience with important political members of a region.
Equipment
Gear. Add the Adventuring Gear, and three other pieces of equipment to your Basic Gear. Select the equipment from the Basic Equipment list, or ask your DM for additional equipment options. Additionally, you gain 15gp.
Weapon. You gain one shortblade and one ranged weapon.
Armor. You gain any Light armor from the available in the Armor List.
Vagabond
Proficiencies: You gain +1 Survival and +1 Animal Handling
Wanderer. Excellent memory for maps and geography. You are able to find food and freshwater for you and up to 5 other people each day, assuming the nearby land is able to support it.
Equipment
Gear. Add the Adventuring Gear and three other pieces of equipment to your Basic Gear. Select the equipment from the Basic Equipment list, or ask your DM for additional equipment options. Additionally, you gain 15gp.
Weapon. You gain two weapons.
Armor. You gain any armor from the available in the Armor List.
Category:Rules